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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.org/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2024-08-04 00:00 and 2024-08-05 00:00
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Ah lol, I did a github search for that string but didn't find something, probably typo
00:00
sounded like a bot command at first, I'm not used to the latest client code 😵💫
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https://github.com/ddnet/ddnet/pull/7253 (reply to the q about cl_sub_tick_aiming) (edited)
When moving the mouse fast there can be a discrepancy between where I aimed and where my weapon or hook actually go's. This is because of the fact that the mouse can move after I've shot/ho...
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that seems like it should be on by default no?
👍 1
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it's not?
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ws-client BOT 2024-08-04 03:26
<ChillerDragon> assembly is basically as simple as go lang
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How do we get player pos in player.cpp?
05:30
is it just a snap?
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MilkeeyCat 2024-08-04 05:36
chillerdragon: did you find out how to do mafs with lea?
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morning
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chillerdragon BOT 2024-08-04 06:09
No idea how to do maffs w lea. imul works fine
06:09
It’s in the character. So something like GetCharacter()->Core()->m_Pos.x
Replying to @StormA How do we get player pos in player.cpp?
06:10
Untested im on phone
06:10
Are you server side dev now? @StormA done with all bot clients? xaxa
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Nah i need a local position for own tee, so i can implement the player trail
06:14
Just working with the graphics
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chillerdragon BOT 2024-08-04 06:14
Client side?
06:15
I assumed server side because you didn’t specify and mentioned player.cpp that file is server side only
06:15
So you mean players.cpp ?
06:15
Yea then it’s in the snap. In the m_aClients array
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MilkeeyCat 2024-08-04 06:15
chillerdragon: if your maths can be converted in this form, you can use lea to do it in 1 instruction
06:16
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chillerdragon BOT 2024-08-04 06:16
Does it make sense to u?
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MilkeeyCat 2024-08-04 06:17
it's used for optimizations
06:17
my dumb compiler just uses imul and lives a happy life
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chillerdragon BOT 2024-08-04 06:17
Yes but how is getting the memory address doing multiply xd
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MilkeeyCat 2024-08-04 06:17
if you pass a register, it takes it's value
06:18
if you do lea rax, [r15] it will just move value from r15 to rax
06:18
but if you do lea rax, [label] it will move address of label
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chillerdragon BOT 2024-08-04 06:20
Yes but moving an address is not multiplying xd
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MilkeeyCat 2024-08-04 06:21
it can be just a number
06:21
not an address
06:21
i mean in register
06:23
mov r15, 10 lea rax, [r15 * 2] in rax will be value 20
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chillerdragon BOT 2024-08-04 06:24
That’s so trol
06:24
Instead of imul you do *
06:24
Xd
06:24
How is * not the same as multiplication
06:25
But ye I get it now
06:25
I also stopped using xor to zero registers
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chillerdragon
How is * not the same as multiplication
MilkeeyCat 2024-08-04 06:25
you can do more operations in 1 instruction
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chillerdragon BOT 2024-08-04 06:26
Isn’t the * also an instruction?
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MilkeeyCat 2024-08-04 06:26
idk how that works in cpu land but in assembly you can put it in 1 intruction xd
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chillerdragon BOT 2024-08-04 06:26
wow
06:26
Makes it harder to read
06:26
And potentially not faster because nobody knows what happens in cpu land
06:26
There is always one dude commenting it’s slower on modern cpus
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MilkeeyCat 2024-08-04 06:27
if ppl use it for optimizations, i'd expect it to be faster
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chillerdragon BOT 2024-08-04 06:27
I assume it was faster in some cases
06:27
But blindly copying that unreadable style seems not so smart
06:28
See the last comment on the dotnet issue you linked
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MilkeeyCat 2024-08-04 06:28
it always bsod my noodle when i see "load effective ADDRESS" instruction and it's used for regular numbers xd
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chillerdragon BOT 2024-08-04 06:31
Yes very trol
06:56
oops
06:56
wrong channel
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heinrich5991 2024-08-04 07:49
lea is probably always faster than imul
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MilkeeyCat
chillerdragon: did you find out how to do mafs with lea?
Doing maths with me?
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chillerdragon
I also stopped using xor to zero registers
Y?
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ws-client BOT 2024-08-04 07:57
<ChillerDragon> lea quiqq maffs
07:58
<ChillerDragon> printing signed integers is amazing -0 pog
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(fwiw you can use scaled and offset addressing for operands all over the place, but making optimal choices is very very hard) (edited)
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Learath2
Doing maths with me?
MilkeeyCat 2024-08-04 08:02
did you see the message that I finished structs? xd (edited)
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MilkeeyCat
did you see the message that I finished structs? xd (edited)
Not yet Celebrate
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MilkeeyCat
@Learath2 they are not read only anymore! 🎉
MilkeeyCat 2024-08-04 08:02
@Learath2
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ws-client
<ChillerDragon> lea quiqq maffs
skrrrrr?
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was something changed with mouse4 / mouse5 binds? when i use a 2 cfg deepfly bind, holding down mouse4 will repeatedly toggle it on and off, but i only want it to toggle once per press
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GitHub BOT 2024-08-04 11:46
In Ukrainian and other Slavic languages, we have two words for "name", "ім'я" for personal names and "назва" for proper nouns (for example, Andrew is "ім'я", and DDNet is "назва"). Because server browser uses the same string as everything else, it is impossible to translate the string "Name" to these languages correctly.
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just remembered about this one heh
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louis
was something changed with mouse4 / mouse5 binds? when i use a 2 cfg deepfly bind, holding down mouse4 will repeatedly toggle it on and off, but i only want it to toggle once per press
Works as expected for me with simple hookline bind. Does it work with other binds for you?
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EGYT
just remembered about this one heh
See #8434
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Yet another problem I found during my remake of Ukrainian translation In Slavic languages, "name" can be translated in two ways: as a first/given name (Andrew, Alex, Anthony etc.) and as ...
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whoops, forgot that I remembered (edited)
11:50
still didn't get fixed though :/
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MilkeeyCat 2024-08-04 11:50
if you make 10 more issues it won't be fixed faster
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It's made more complicated because it depends on #8405
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Localizable just drops the context, as such it can't work at runtime because it doesn't know its context anymore. Possible solution: Return a struct containing both the string and the conte...
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GitHub BOT 2024-08-04 11:58
I'm getting a lot of these warnings when running with dbg_gfx: 2024-08-04 13:46:51 I vulkan_debug: Validation Warning: [ UNASSIGNED-BestPractices-PushConstants ] Object 0: handle = 0x7b5b98722550, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xfd5d8e3f | vkCmdDrawIndexed(): Pipeline uses push constants with 80 bytes, but byte 0 was never set with vkCmdPushConstants. gist: https://gist.github.com/def-/94a4fbd8a7ddcf8ff331a0c277fe4e95 @Jupeyy is this expected? Could it ca...
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Robyt3
Works as expected for me with simple hookline bind. Does it work with other binds for you?
hmm.. it might be my mouse just acting up
12:01
if i bind mouse5 to +fire i get really unpredictable behavior
12:02
yeah it is, false report i guess 😅
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can i issue f1 cmds to a headless client when starting?
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ws-client BOT 2024-08-04 12:47
<ChillerDragon> with fifo yes
12:47
<ChillerDragon> or you mean on launch once?
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like DDNet --connect localhost (edited)
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ws-client BOT 2024-08-04 12:48
<ChillerDragon> yea like a regular client it takes args
12:48
<ChillerDragon> DDNet "connect localhost"
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ah nice
12:48
thx
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ws-client
<ChillerDragon> with fifo yes
is that easy to set up or custom?
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ws-client BOT 2024-08-04 12:55
<ChillerDragon> @Teero ? is it a reply to something? idk what you mean by custom
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ahy ea
12:55
the fifo stuff
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ws-client BOT 2024-08-04 12:56
<ChillerDragon> DDNet "cl_input_fifo deez.nuts"`
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ws-client BOT 2024-08-04 12:56
<ChillerDragon> echo quit >> deez.nuts
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yoo nice
12:56
so cool
13:20
From Discord:
[2:41 PM]xteriche: why 6? !image [2:42 PM]xteriche: if you count there are 8 of us [3:13 PM]RedRay32: does he count on one side only?
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GitHub BOT 2024-08-04 13:32
See commit messages.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet...
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GitHub BOT 2024-08-04 13:41
Fixes #8681. !DDNet_rcQue7LR2c

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing...
13:46
https://github.com/ddnet/ddnet/blob/00d941a3094568535bde921855501a77224162ad/src/engine/server/server.cpp#L2326-L2332 Should use CJsonStringWriter instead of str_format to create the json object. The fixed size 16384 buffer can be replaced with an std::string as well to reduce the arbitrary size limitation. CC #8542 which increases the size to 32768, which would not be necessary then.
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rip
14:38
when colored names in server browser though
feelsbadman 1
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Nouaa
when colored names in server browser though
fr
14:43
well, i think it might be tough with the name character limit
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5991 players (edited)
14:57
like heinrich?
14:57
gigachad
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Heinrich's name prophesied it 😄
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GitHub
Click to see attachment 🖼️
5991 goes brr
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GitHub
Click to see attachment 🖼️
justatest
15:07
wait different webhooks?
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Chiller I have a fork with 7 players on it running on a different master that supports an xml-like syntax for colored broadcasts running on 0.8.0. It’s a secret release by oy. Can you please implement that established standard?
troll 3
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Nouaa
when colored names in server browser though
heinrich5991 2024-08-04 16:13
please never
f3 1
16:13
that just sounds distracting as fuck
troll 1
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Rainbow server names sounds very early 2000s
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heinrich5991 2024-08-04 16:14
classic advertising problem
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Learath2
Chiller I have a fork with 7 players on it running on a different master that supports an xml-like syntax for colored broadcasts running on 0.8.0. It’s a secret release by oy. Can you please implement that established standard?
justatest
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@Learath2
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Ryozuki
@Learath2
Me
17:28
Anime_irl
17:29
lol
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Learath2
Chiller I have a fork with 7 players on it running on a different master that supports an xml-like syntax for colored broadcasts running on 0.8.0. It’s a secret release by oy. Can you please implement that established standard?
I love how professional ddnet maintainers are.
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jxsl13
I love how professional ddnet maintainers are.
Thanks. I try my best
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just butthurt
17:51
that's it
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Heinrich is the professional one, I suggest you interact with him instead if you don’t like the way I talk
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just thought that maintainers are supposed to be somewhat professional, might have had a false assumption.
17:55
end of discussion.
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Somewhat being the operative word
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jxsl13
end of discussion.
EOF
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zhn
EOF
EOL
justatest 1
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You just don’t like the outcome of the issue. I’ve had this tone for decades and you’ve been here long enough to have an issue with it earlier
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you seem not to like someone not wanting to implement your (complex) ideas
18:01
that's why you posted that coment above
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but..but.. learath is known for these jokes around here :/
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either way, please elaborate why you posted that comment above
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whats goin on
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I couldn’t care less who implements it. Chiller is completely free to not implement something he doesn’t agree with, as we are with not merging something we don’t agree with
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you seem to case
18:02
care
18:02
hence the comment
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jxsl13
either way, please elaborate why you posted that comment above
Banter. It’s a well known meme in this channel that chiller has a weird obsession with 0.7. He even knows and has one of my previous comments about it on his github profile
18:04
Stop getting offended on other peoples behalves. If chiller has an issue with my message he knows very well that he can just tell me here. And he also knows that I can implement my own proposal
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I'm not reading this often enough, mit indded be the case. for me that did just look like toxic behavior and demotivating an active participant in the development.
18:04
might*
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rule #1
18:06
of this discord
18:06
please read it
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personally I would enjoy all the servers having rainbow formatting
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jxsl13
rule #1
I did not insult anyone by any definition of insult. And I wouldn’t say it’s “lazy” negativity or even negativity
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jxsl13
rule #1
I will refer you to rule #6 of this discord. DM me if you have a personal issue with me. DM another admin if you have a complaint about me
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I do not have any personal problems, because I don't know you enough, I'm reading that one comment out of context of th ebig picture in here. Just trying to make you reflect a little bit.
18:11
will try to keep it at this.
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I can see how it might appear out of context. As I said, if Chiller has an issue with it, he can message me and I’ll apologize but knowing the guy for a decade, I’m pretty sure it’s fine
👍 1
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I would like some rainbow tees on DDNet :)
18:16
Ya know, the one KoG has.
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murpi
I would like some rainbow tees on DDNet :)
If you finish an insane map you get rainbow tee for 2 days
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Or that freeze function noby has. Moderation would be so much more fun :0
troll 1
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murpi
Or that freeze function noby has. Moderation would be so much more fun :0
Remove the ban commands, give mods super and a ban hammer
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Blockworls(?) had this really cool feature that lets you grab people with your crosshair and move them around.
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Learath2
Remove the ban commands, give mods super and a ban hammer
YES
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Tater has been typing for so long I’m getting worried
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I disagree that the format needs to be based on nesting tags with open and closing. I know of some games that implement text formatting where you put in sequential tags to control the formatting and then there is a reset tag is you want to go back to the defaults. I find it concise and easy to use when you're actually typing. https://wiki.trackmania.io/en/content-creation/text-styling (edited)
18:26
do you really want to type <span style="color: #c00000">red text</span> or $F00red text (edited)
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Tater
I disagree that the format needs to be based on nesting tags with open and closing. I know of some games that implement text formatting where you put in sequential tags to control the formatting and then there is a reset tag is you want to go back to the defaults. I find it concise and easy to use when you're actually typing. https://wiki.trackmania.io/en/content-creation/text-styling (edited)
I’m not fundamentally opposed to the control sequence approach either. I did propose my own with a \033 in it.
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Tater
do you really want to type <span style="color: #c00000">red text</span> or $F00red text (edited)
That is annoying, that’s why I proposed an xml derivative instead of strict html <c=#c00>red text</c> isn’t much worse than $C00red text$z
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have you tried typing both of those ten times
18:30
I think the first one is atleast 3x slower
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devs did you left the bugs so ppl can make hard maps? (edited)
18:31
or this is a feature or not even a bug
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nait
devs did you left the bugs so ppl can make hard maps? (edited)
the physics, including all the bugs are considered features
👍 1
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Tater
I think the first one is atleast 3x slower
I could type either with about the same cadence. So I’d estimate the speed to be more related to the character count, so about 2 times slower, but that’s only when changing colors, long stretches of single color text or single colored chunks within text would be dominated by the rest of the typing
18:34
Anyway, as I said. I’m not fundamentally opposed to control sequences either, but I think I want the sequence explicitly terminated, so we can reserve some stuff for the future. Like ^<command>; or ^<command>^ (edited)
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what the user types must not necessarily be what the server receives
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are there a type of man that approve maps to be official or that make developers?
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nait
are there a type of man that approve maps to be official or that make developers?
#📬submit-maps
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jxsl13
what the user types must not necessarily be what the server receives
Transparently translating $b to $b$? It saves one character but it is weird to parse, e.g. what happens to $b$? $b$$?
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I meant more like tranlating any easier to write format to the xml format
18:38
translating*
18:39
where xml stays flexible for anything to come in the future
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devs from what idea came? if i would be programmer i wouldn't have much ideas to do this game with many features
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ideas from players
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jxsl13
where xml stays flexible for anything to come in the future
Mh, if we do want hierarchy, stuff like control sequences are not good for expressing that to begin with. If we have to have control sequences, then I’d say we just drop the xml idea at all. A terminated control sequence is easy to parse and just as extensible
18:42
Also easy to type
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I just wonder will anyone want to type that as xml into the f2 console or is there some distinction required between cheap ass user input (maybe even binds) and whatever the other part is
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Depends on how important it is that colored broadcasts be typed really quickly. I think most of these would be used programmatically or within binds anyway
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announcement type of messages definitly binds
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Or realistically, given how rare broadcasts have become, these will only ever be used within our announcement loop cron jobs
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boradcasts referencing specifi users, definitly server side
18:47
broadcasts*
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jxsl13
boradcasts referencing specifi users, definitly server side
But do you think it’d be used by an admin, typed out by hand?
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on smaller servers it's more typed by hand for fun stuff, I'd guess
18:48
where an admin is actively participating in the community and staying on the server to have people join
18:49
dunno how broad that use case is nowadays
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Tater
I disagree that the format needs to be based on nesting tags with open and closing. I know of some games that implement text formatting where you put in sequential tags to control the formatting and then there is a reset tag is you want to go back to the defaults. I find it concise and easy to use when you're actually typing. https://wiki.trackmania.io/en/content-creation/text-styling (edited)
can we just use ascii color codes
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reminds me of fokko a lil bit
18:49
or chiller
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zhn
can we just use ascii color codes
Console ones with \033? They are even more annoying to do by hand than xml
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they are too nieche, imo
18:50
and finding those color codes
18:50
you'd need to be half of a dev, imo
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\x1b[3;5;1m
18:50
why not huh
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why not powershell
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We don’t even have a way to insert \033 in our console easily
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cuz no windows
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but we support windows 😛
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do you support windows on linux
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jxsl13
and finding those color codes
The truecolor version is actually very simple btw, just decimal r g b
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but windows supports linux
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i don't think linux supports ps
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\033 what color is that?
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it's start of color code
18:52
or it's end
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that's ascii 0x33?
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\033 is \x1b from my comment
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zhn
\x1b[3;5;1m
hm
18:54
too dumb for that
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\033 is escape, [ is the control sequence init, 38 is set foreground color, 2 is true color mode
18:55
m terminates the sequence
18:55
\033[38;2;r;g;bm
18:55
Anyway, the \033 makes it too annoying for hand use imo
👀 1
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zhn
troll
wine
18:59
this discussion is kind of at a stalemate
19:00
this is shittier to write than xml
19:01
not gonna lie xD
19:02
even as broadcast for a bind, at some point someone has to write it, at least once
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@heinrich5991 could you be convinced into merging a control sequence solution that is extensible? I would be okay-ish with ^…^ with the first two being ^RGB^ and ^RRGGBB^. As I said very early on, xml is more suited for representing hierarchy. I did want to keep that possibility for the future but it is also more annoying to use by hand for a feature we might end up using. Also the xml derivative thing pretty much negates all benefits of being close to a standard
19:08
if full fledged xml is not user facing by default, it would be ok
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Without the terminator I’m not really a huge fan. Different versions of the parser can lead to different results. There is a reason almost every in band signaling solution you’ll find online uses a start and stop code
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might have broadcast_color
19:09
broadcast
19:09
and broadcast_xml
19:10
or just broadcast with a subset of all available xml features (background, italic, etc)
19:10
and for anyone wanting more, they'd have to use xml
19:10
or whatever the more complex format is
19:11
but that's more code to maintain, which is a con imo
19:13
(because kind of code duplication for that translation layer)
19:15
a terminator is a reasonable extention. (edited)
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jxsl13
this is shittier to write than xml
both suck imo
19:21
xml is even worse though
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zhn
xml is even worse though
I personally would prefer ^rrggbb^ over xml and if xml is required, I'd prefer a translation layer on client side.
🍻 1
19:27
with actual xml instead of the derivative
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If we have a translation layer, 100% just actual proper xml over the wire. The derivative was just a compromise so it's more typeable by hand
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heinrich5991 2024-08-04 19:58
I tried not proposing a built-in translation layer ^^
19:59
I thought we wanted to move away from version number compatibility code.
@fokkonaut I don't know where this thought comes from
19:59
care to elaborate?
20:00
the version compatibility thing was something that works quite well IMO
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Initially because you created something such as the server cap flags
20:06
There was some thinking about adding client caps aswell iirc
20:06
And for example f-client sends a ddnet client Version string, but i cant update it because it doesnt support all the following features
20:06
So i cant get to support specific things without implementing everything inbetween
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fokkonaut
So i cant get to support specific things without implementing everything inbetween
heinrich5991 2024-08-04 20:08
yes, that's kinda the plan. to lessen the burden of backcompat
20:09
we only have to support ddnet clients by version, not for each feature individually either working or not
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GitHub BOT 2024-08-04 20:27
See commit messages. Closes #8314.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [X] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [X] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https:/...
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GitHub BOT 2024-08-04 21:02
b28bac8 Move CBinds::GetKeyId function to IInput::FindKeyByName - Robyt3 d2222f5 Add CBindSlot as return value for GetBindSlot function - Robyt3 8fd40ef Fix key names for composite binds with multiple modifiers - Robyt3 9f6cb92 Add assertions to CBinds::Bind and Get functions - Robyt3 12e5f7f Various minor refactoring of CBinds - Robyt3 dc1a483 Make handling of F1-F24 keys binds consistent with regular binds - Robyt3 3eb8122 Support composite binds with + commands - Robyt3 8d609b9 Merge pull request #8685 from Robyt3/Client-Binds-Fixes - def-
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Error: D:\Coding\DDnet_coding2\ddnet\src\game\client\gameclient.cpp(1130,15): error C2660: "CEffects::DamageIndicator": Function doesnt accept 4 arguments [D:\Coding\DDnet_coding2\ddnet\build\game-client.vcxproj] gameclient.cpp: m_Effects.DamageIndicator(pos, dir, Alpha, Life); effects.cpp: void CEffects::DamageIndicator(vec2 Pos, vec2 Dir, float Alpha, float Life) effects.h: void DamageIndicator(vec2 Pos, vec2 Dir, float Alpha = 1.0f, float Life = 0.75f);
21:09
I dont get it
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heinrich5991 2024-08-04 21:11
hmmm
21:11
try a clean build
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i already deleted /build and remade it with cmake .. (edited)
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heinrich5991 2024-08-04 21:12
hmmmmm
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not even chatGPT could help me
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MilkeeyCat 2024-08-04 21:12
do you have it on github?
21:12
I can publish it
21:13
but dont shame my code
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heinrich5991 2024-08-04 21:13
can you pastebin the effects.h code?
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #ifndef GAME_CLIENT_COMPONENTS_EFFECTS_H #define GAME_CLIENT_COMPONENTS_EFFECTS_H #include <base/vmath.h> #include <game/client/component.h> class CEffects : public CComponent { bool m_Add5hz; bool m_Add50hz; bool m_Add100hz; bool m_Add200hz; public: CEffects(); virtual int Sizeof() const override { return sizeof(*this); } virtual void OnRender() override; void BulletTrail(vec2 Pos, float Alpha = 1.f, float TimePassed = 0.f); void SmokeTrail(vec2 Pos, vec2 Vel, float Alpha = 1.f, float TimePassed = 0.f); void SkidTrail(vec2 Pos, vec2 Vel, float Alpha = 1.0f); void Explosion(vec2 Pos, float Alpha = 1.0f); void HammerHit(vec2 Pos, float Alpha = 1.0f); void AirJump(vec2 Pos, float Alpha = 1.0f); void DamageIndicator(vec2 Pos, vec2 Dir, float Alpha = 1.0f, float Life = 0.75f); void ResetDamageIndicator(); void PlayerSpawn(vec2 Pos, float Alpha = 1.0f); void PlayerDeath(vec2 Pos, int ClientId, float Alpha = 1.0f); void PowerupShine(vec2 Pos, vec2 Size, float Alpha = 1.0f); void FreezingFlakes(vec2 Pos, vec2 Size, float Alpha = 1.0f); void FinishConfetti(vec2 Pos, float Alpha = 1.0f); void Update(); }; #endif
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heinrich5991 2024-08-04 21:14
hmmm. just to make sure. you don't have two checkouts of the ddnet repository and are editing the wrong one?
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No just this branch
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heinrich5991 2024-08-04 21:15
don't reward clickbait
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True
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Does my codebase include the keybinds? Before I publish it
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MilkeeyCat 2024-08-04 21:16
new day, new skill issues in assembly. who could've though there's no 2-operand form for imul intruction with 1 byte destination 😬 (edited)
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heinrich5991 2024-08-04 21:17
why do you need 1 byte destination?
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MilkeeyCat 2024-08-04 21:18
because my code was generating it xddd
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MilkeeyCat
do you have it on github?
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MilkeeyCat
new day, new skill issues in assembly. who could've though there's no 2-operand form for imul intruction with 1 byte destination 😬 (edited)
TIL. I wonder why
21:31
It’s not hard to work around, but still curious
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MilkeeyCat 2024-08-04 21:32
It would be too easy to make everything work first try pepeW
21:32
Aaand I think while I was making structs I broke functions xd
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I opened the intel assembly manual on my ipad. It triggered the agressive killing of all background apps
21:43
5079 pages combined manual
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heinrich5991 2024-08-04 22:46
2 days in the back is a nasty map
22:46
everything up until the gores part is easy
22:46
and then the unhookable(!) gores part is taking us forever
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every time I've done it I've just hammer hit through that part
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but it's like
23:03
70% death rate
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heinrich5991 2024-08-04 23:11
we're like 20 ppl
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heinrich5991
and then the unhookable(!) gores part is taking us forever
cyberfighter 2 2024-08-04 23:11
team 0 players cant hammer hit for their life
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cyberfighter 2 2024-08-04 23:11
find someone who is capable of hammerhitting and do it with them
23:11
and drag the noobs through
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"unhookable gores part" lol
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ws-client BOT 2024-08-04 23:52
<ChillerDragon> @Tater xd
23:53
<ChillerDragon> wowo totar stop XSSing me !
23:56
<ChillerDragon> @Learath2 yes implementing 0.8.0 sounds good. And if you say its even released by the holy oy that must be good. But im not smart enough to write a xml parser.
23:57
<ChillerDragon> @jxsl13 dont worry lerato is bff
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