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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 2024-09-12 00:00 and 2024-09-13 00:00
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chillerdragon BOT 2024-09-12 00:18
Let me know if it was good then I’ll get it too
Replying to @Ryozuki got this book home from work
00:21
Yes the keepalive is not needed when the input is being sent. It never hurts. But the way it is implemented in the official client is. Send keepalive only if nothing else was sent for too long. That’s usually happening when the client gets into a weird state. But when actively playing the input is supposed to be sent in a high frequency too.
Replying to @jxsl13 what is that supposed to do, the 10hz part? on one hand you got every 2 …
00:22
@jxsl13: why? What are you working on?
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can you fix my pr xD
00:22
just looking through the client code
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chillerdragon BOT 2024-09-12 00:22
Oh you made a pr
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wanted to see of I could connect like 100 clients to 100 servers
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chillerdragon BOT 2024-09-12 00:23
Ehm later gotta hop under the shower quickly
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and check the chat for bot client messages
00:23
no hurry, it's 2:23 am here
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chillerdragon BOT 2024-09-12 00:23
sus ddoser jiggsel
Replying to @jxsl13 wanted to see of I could connect like 100 clients to 100 servers
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call me Google, the Data Kraken
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ws-client BOT 2024-09-12 00:40
<ChillerDragon> bra u did a huuge pr again with 100 different things @jxsl13
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always ._.
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ws-client BOT 2024-09-12 00:41
<ChillerDragon> stap it
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ws-client BOT 2024-09-12 00:41
<ChillerDragon> ctx, cancel := signal.NotifyContext(context.Background(), os.Interrupt)
00:42
<ChillerDragon> this is for ctrl+c?
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I reduced it from 45 files
00:42
yes it is
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ws-client BOT 2024-09-12 00:42
<ChillerDragon> i cant beleive i did not implemented that
00:42
<ChillerDragon> @jxsl13 you can do 200 files but please split it up in prs that only do one thing makes the review easier and faster
00:43
<ChillerDragon> will also help you find your bug if there is only a smaller diff
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first part is the snap storage
00:44
where error was replaced with a bool, indicating whether an item was found or not
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ws-client BOT 2024-09-12 00:44
<ChillerDragon> the graceful exit is for sure its own pr. The gitignore could also be merged instantly. Than there is the typo. And than there is lots of other stuff
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let me grab my laptop
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ws-client BOT 2024-09-12 00:49
<ChillerDragon> I personally would prefer 10+ prs xd but if thats too annoying for you you can also bundle all the little things that dont actually change anything into one big pr
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I will do some small prs
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ws-client BOT 2024-09-12 00:52
<ChillerDragon> your gitignore pr broke the pipeline ^
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I work like this: start at one location and then prow through the whole codebase and at the end everything depends on each other and it's a giant pain to split that up xD
00:53
plow*
00:54
but that's ok
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ws-client BOT 2024-09-12 00:54
<ChillerDragon> multiple ways of doing it i use all of them
00:55
<ChillerDragon> as soon as you find something that is not tied to your initial task you either write it down for later, create a new branch and pr right now, or in the end split everything by manually committing with git add -p onto the correct branch
00:56
<ChillerDragon> yes dependencies belong together but not everything in your pr depends on each other
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ws-client BOT 2024-09-12 01:10
<ChillerDragon> I don't want to annoy you too much xd. If you want me to help you split let me know.
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one pr ist ready
01:42
._.
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ws-client BOT 2024-09-12 02:02
<ChillerDragon> bro wat xd
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ws-client BOT 2024-09-12 02:52
<ChillerDragon> @zwelf the whole database failsafe and backup code relies on the fact that ddnet only does inserts right? Updates to existing records such as points are not covered by that right? This and chaning map ratings is why the recompute points script has to be run right?
02:53
<ChillerDragon> I am asking because I want to use that system to update existing records in my database and that does not seem to be support the backup stuff. So I can just if(w != Write::NORMAL) return false i guess.
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2024-09-12 12:30:30 E http: https://raw.githubusercontent.com/tee-community/FlatCity-maps/main/FlatCity_2024_09_10.map failed. libcurl error (63): Maximum file size exceeded 😭 2024 3mb is big filesize?
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GitHub BOT 2024-09-12 07:35

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/ddnet/#using-ad...
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ws-client
<ChillerDragon> @zwelf the whole database failsafe and backup code relies on the fact that ddnet only does inserts right? Updates to existing records such as points are not covered by that right? This and chaning map ratings is why the recompute points script has to be run right?
no ping moment @Zwelf
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Matodor
2024-09-12 12:30:30 E http: https://raw.githubusercontent.com/tee-community/FlatCity-maps/main/FlatCity_2024_09_10.map failed. libcurl error (63): Maximum file size exceeded 😭 2024 3mb is big filesize?
Github doesn't want you to use them as a static file hoster I guess
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deen
Github doesn't want you to use them as a static file hoster I guess
it is no ddnet map limit size for HTTPS download?
08:33
hm, it's no ddnet limit
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ws-client
<ChillerDragon> @zwelf the whole database failsafe and backup code relies on the fact that ddnet only does inserts right? Updates to existing records such as points are not covered by that right? This and chaning map ratings is why the recompute points script has to be run right?
yes, points aren't covered by the database failsafe code. But working on a solution for https://github.com/ddnet/ddnet/issues/8798#issuecomment-2319081388, that might change the model a bit.
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@Robyt3 @Learath2 can you explain why this should be?
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Wouldn't it be more correct for a tee moving through freeze because it would take into account the fractional part of the tick?
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that's very complicated
09:34
also previous behavior did not do that
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Jupstar ✪ 2024-09-12 09:34
ig if u want old freeze stars you also have to use the it like the server did it, simply the cur tick pos xxd
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there's no variable for "mix % where the tee entered freeze" you need to calculate the intersection
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Tater
there's no variable for "mix % where the tee entered freeze" you need to calculate the intersection
Why? The actual true current pos of the tee on the screen doesn't depend on when the tee entered freeze
09:37
the stars get summoned and do not follow the tee afterwards
09:37
we only care about the tee position 1 time
09:38
which is taken from the most recent snapshot where the server told us that tee was frozen
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Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); this is where the tee will be rendered
09:40
(Technically this but cached and maybe predicted and smoothed, available in m_RenderPos)
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Jupstar ✪ 2024-09-12 09:41
Since the freeze stars, as tater said, aren't moving it almost doesn't matter anyway. in worst case it's 1/50 tick off
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Learath2
Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), IntraTick); this is where the tee will be rendered
Isn't this just going to be wrong?
09:41
it will not render from the position where the tee entered freeze
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Well you asked me "why this should be". Not whether it makes much of a difference, or how much it's off
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Tater
it will not render from the position where the tee entered freeze
Why should the stars be rendered from where you entered freeze? The stars start at your tee position even if you enter freeze and then leave it
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I never said they should that was Learath
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I didn't?
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idk what you mean then
09:44
the lack of prediction is intentional
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Tater
there's no variable for "mix % where the tee entered freeze" you need to calculate the intersection
You brought up the "where the tee entered freeze". After which I said that doesn't matter
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Tater
the lack of prediction is intentional
Even the unpredicted position of the tee is mixed, it's not just the snapshot position
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but if the server was summoning the stars it would never mix the positions?
09:45
what are we mixing them by?
09:45
I don't understand
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That I won't argue with, this is probably a more accurate emulation of the old stars
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tbh I don't understand why the air jump effect does the mixing either.
09:46
I think it's more wrong
09:47
you're using the prediction intratick to mix the non-predicted positions
09:47
ah wait nvm
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Whenever I'm working on the teeworlds or ddnet source my first rule is that "If I'm questioning matricks' code, I'm likely just understanding it wrong"
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Jupstar ✪ 2024-09-12 09:49
Events should use the unpredicted position.
09:49
With unpredicted I mean non interpolatable, but anti-ping is ok
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I'm not sure what IntraGameTick even means to the client
09:51
tee's cannot jump on intraticks. they can only jump on real ticks. so their position should be aligned to real ticks right?
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Tater
tee's cannot jump on intraticks. they can only jump on real ticks. so their position should be aligned to real ticks right?
Jupstar ✪ 2024-09-12 09:52
Yes
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so why we are mixing the air jump position lol
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Jupstar ✪ 2024-09-12 09:52
The server sends a jump as event with a position
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Tater
so why we are mixing the air jump position lol
Jupstar ✪ 2024-09-12 09:52
Do they?
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To me it's a visual effect so it should appear more closely with the rendered tee position, and not at the position where the event happened on the server
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Jupstar ✪ 2024-09-12 09:52
Is that prediction code?
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Jupstar ✪
Is that prediction code?
void CGameClient::OnNewSnapshot()
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Robyt3
To me it's a visual effect so it should appear more closely with the rendered tee position, and not at the position where the event happened on the server
Jupstar ✪ 2024-09-12 09:53
Yes, but that can be predicted too
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but it will never align to the rendered tee because these are unpredicted positions
09:53
unless you have 0ms ping
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Jupstar ✪ 2024-09-12 09:53
If you jump at 0.75 of a tick. then the next tick will generate the jump effect
09:54
In fact you cannot generate events intertick
09:54
bcs then you'd generate millions of events 😄
09:54
every time you call the interpolation code
09:55
Wait i send you the holy grail of prediction
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Tater
Click to see attachment 🖼️
For a very fast moving tee, this ends up creating the jumping effect actually under the tee, instead of at the end where the air jump really happened but the tee isn't rendered there locally yet because we haven't interpolated all the way to that tick yet
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Jupstar ✪ 2024-09-12 09:57
Well maybe that is too much off-topic for now. But anti ping can predict to the same tick as the server currently is on. So the effect is accurate
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Atleast that's how I remember making sense of this code when I read it years ago
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Jupstar ✪ 2024-09-12 09:57
for local players
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Learath2
For a very fast moving tee, this ends up creating the jumping effect actually under the tee, instead of at the end where the air jump really happened but the tee isn't rendered there locally yet because we haven't interpolated all the way to that tick yet
but these are unpredicted positions
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Jupstar ✪ 2024-09-12 09:57
For anti-ping players it's a problem anyway, because they jump around too much
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Predicted or unpredicted doesn't matter, we are between ticks, the tee will be rendered in between the two positions in the snapshots whether you like it or not, that's just how it is
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but it wont? lol
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ok
09:58
I'm going to do something else
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but it's not going to get rendered between the two snapshots? am I wrong?
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Tater
Click to see attachment 🖼️
Jupstar ✪ 2024-09-12 09:59
Are these snapshots the anti ping predicted snapshots. or the "real" server snapshots?
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"real"
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Jupstar ✪ 2024-09-12 09:59
Then it defs makes no sense to interpolate
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antiping does not create snapshots
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Tater
antiping does not create snapshots
Jupstar ✪ 2024-09-12 09:59
Ah ok
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you're just mixing for lulz as far as I can tell
10:00
it's gonna be in the wrong spot either way
10:00
ah wait
10:00
this is specifically for if you don't have prediction
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Jupstar ✪ 2024-09-12 10:00
Wtf 😮
10:01
but I still find it weird
10:01
I mean nobody uses that anyway
10:01
But still feels wrong
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people do use it
10:01
it's off by default lol
10:01
possibly a majority use it? (edited)
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Jupstar ✪ 2024-09-12 10:01
Ok wait
10:02
let's not talk in predict. Do you mean Antiping vs non-antiping
10:02
ok nvm it's on by default
10:03
I had a friend download the game a few days ago and for some reason his antiping was off when he installed it
10:03
but the client config says enabled
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Jupstar ✪ 2024-09-12 10:03
I think anti-ping is off or not
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this one
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Jupstar ✪ 2024-09-12 10:03
but your local tee is still predicted using cl_predict 1 (edited)
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MACRO_CONFIG_INT(ClAntiPingPlayers, cl_antiping_players, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Predict other player's movement more aggressively (only enabled if cl_antiping is set to 1)")
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Jupstar ✪ 2024-09-12 10:04
but cl_antiping?
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that's just a global config for all of them
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Jupstar ✪ 2024-09-12 10:04
I assume that setting you posted is only on if the one i posted is on (edited)
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Tater
that's just a global config for all of them
Jupstar ✪ 2024-09-12 10:04
Sure?
10:04
Like global yes, but if not on, others are also not on, I assume
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idk what you mean
10:05
oh wait
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Jupstar ✪ 2024-09-12 10:05
If cl_antiping is 0 then ALL antiping is off
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it is off by default MACRO_CONFIG_INT(ClAntiPing, cl_antiping, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Enable antiping, i. e. more aggressive prediction.")
10:06
"more aggressive" implies there's any prediction lol (edited)
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Jupstar ✪ 2024-09-12 10:07
Yeah ok, but your code is specifically for non-anti ping i guess
10:07
So i even less understand why they interpolate
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it makes sense for non-anti ping a little bit
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There is ofc prediction even without antiping. This game is unplayable without any prediction with anything above 10 ping
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Jupstar ✪ 2024-09-12 10:08
One thing however which is important is, that teeworlds snapshots also include events, and are only send every 2nd tick, which makes the whole code wrong anyway
10:08
in all cases
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Learath2
There is ofc prediction even without antiping. This game is unplayable without any prediction with anything above 10 ping
sorry I meant to refer to the cl_antiping_players tip MACRO_CONFIG_INT(ClAntiPingPlayers, cl_antiping_players, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Predict other player's movement more aggressively (only enabled if cl_antiping is set to 1)")
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Those are also still "predicted" even if anti-ping is off
10:10
If you turn off cl_predict you'll get pretty close to how it really looks like
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I'm aware of cl_predict
10:11
technically yes it always predicts their movement it just doesn't show it to you
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Learath2
Those are also still "predicted" even if anti-ping is off
Jupstar ✪ 2024-09-12 10:11
What, other players are not predicted if anti-ping is off, are they?
10:11
Else they'd teleport even without anti-ping
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they're still in the predicted world
10:12
otherwise you would fall through them
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Tater
otherwise you would fall through them
Jupstar ✪ 2024-09-12 10:12
That is the client side prediction (aka cl_predict 1)
10:12
But i mean the actual other players
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cl_predict 0 just shows you the server snapshots (edited)
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Jupstar ✪
That is the client side prediction (aka cl_predict 1)
you can't just delete the other tees even if you use cl_antiping_players 0
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Jupstar ✪ 2024-09-12 10:13
Ok, other take
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inline float IntraGameTick(int Conn) const { return 1.0f; } do this change, turn off cl_predict you'll see what all the mixes are doing
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Jupstar ✪ 2024-09-12 10:13
Without antiping other players are not predicted for future ticks. They are always very close to the server snapshots
10:13
if no new snapshot arrives maybe they are predicted for 1-2 ticks
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Jupstar ✪
Without antiping other players are not predicted for future ticks. They are always very close to the server snapshots
only visually
10:14
the prediction physics keeps them in the gameworld
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Jupstar ✪ 2024-09-12 10:14
Yes, sure (edited)
10:14
but a very old version of them
10:14
with 300ms ping they are 300ms old
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yes but their "ghosts" can still bump you in the prediction even though it doesn't show them bumping you (edited)
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I can almost do Linear with 60 ping without any prediction, surprising
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I think actually mixing the jump effects is correct but mixing the freeze stars is wrong
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If you want to emulate the old behaviour exactly, you are right
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the freeze stars should come from the position where the tee entered freeze. If you mix them they will spawn from outside the freeze
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Tater
yes but their "ghosts" can still bump you in the prediction even though it doesn't show them bumping you (edited)
Jupstar ✪ 2024-09-12 10:17
Yeah, but that is kinda the problem. Prediction is such a bad word. Anti-ping is also a prediction, but not the same as local player prediction which ofc has all information available of the local players directly. The non-anti ping prediction for these airjumps clearly uses snapshot prev and cur. Which are (I assume) server snapshots. So why mixing here
10:17
1. Because snaphots only arrive every 2nd tick 2. It's still wrong
10:17
The event should instead say in which tick the jump happened and there is the position where the tee was when the jump happened
10:18
or other way around. the jump effect should be an event with a position the server sends
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Jupstar ✪
1. Because snaphots only arrive every 2nd tick 2. It's still wrong
In this case there is no event, that's why the hack is utilized
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Learath2
In this case there is no event, that's why the hack is utilized
Jupstar ✪ 2024-09-12 10:18
Can the server not send that event? Or why is it missing
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sending the tick where the jump happened is wasteful for little benefit
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Jupstar ✪
Can the server not send that event? Or why is it missing
It's not an event at all, the state change between the snapshot is used to trigger it. It's probably missing because matricks didn't want to waste the bandwidth, but that's a guess (edited)
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no one will notice
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Jupstar ✪ 2024-09-12 10:19
Wtf. isn't it a core-event?
10:19
Are they not synced?
10:19
All other shit events are send too
10:19
Why not this
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you have to wait 2 ticks anyway
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Jupstar ✪
Are they not synced?
Why wouldn't it be synced? The snapshots provide the synchronization
10:20
The effect isn't synced if you mean that part
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Jupstar ✪ 2024-09-12 10:21
Yeah
10:21
I am glad i changed that
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there is no NETEVENT_AIRJUMP_EFFECT
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Jupstar ✪ 2024-09-12 10:21
Now i also understand why twgame didn't give me an airjump event
10:21
but an air-jump sound
10:21
lmao
10:21
so the sound is completely off from visual
10:21
nice
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Yes, how have you never noticed that before?
10:22
It's actually something I notice in normal gameplay with meh ping
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Jupstar ✪ 2024-09-12 10:22
K, but anyway
10:22
I'd send an event
10:22
That is the only logically thing to do in my head
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ironically we could remove the air jump sound event and the prediction of it would be more accurate
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Jupstar ✪ 2024-09-12 10:23
IMHO events shouldn't be predicted in an interpolation fashion anyway
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agreed
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Jupstar ✪ 2024-09-12 10:23
predicted in anti-ping way yes
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(idk why there is an airjump sound event btw, it'd definitely be more accurate to do it along with the effect however that one gets generated)
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Jupstar ✪ 2024-09-12 10:23
else local players have no jump effects, that sucks too lol
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Learath2
(idk why there is an airjump sound event btw, it'd definitely be more accurate to do it along with the effect however that one gets generated)
Jupstar ✪ 2024-09-12 10:23
tja
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it would be very easy
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Jupstar ✪ 2024-09-12 10:24
Do you question matricks' decisions?
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Tater
it would be very easy
Jupstar ✪ 2024-09-12 10:24
That is literally why i did that
10:24
for my vanilla implementation
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Jupstar ✪
Do you question matricks' decisions?
I said I'm "likely" wrong, not always wrong
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Learath2
I said I'm "likely" wrong, not always wrong
Jupstar ✪ 2024-09-12 10:24
lol
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Learath2
I'm going to do something else
sorry for hassling you. The mixing suggestion was not incorrect.
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Jupstar ✪ 2024-09-12 10:31
My motivation just increased by 5%. Fixing weird design choices with backward compat breaking changes is just so epyc dev moment
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Tater
sorry for hassling you. The mixing suggestion was not incorrect.
It's fine. I was more annoyed at some nasty code a coworker wrote, I just needed a second
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I cba to set up a bar on this laptop yet, so I check my battery with acpi -b 🙃
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Learath2
I cba to set up a bar on this laptop yet, so I check my battery with acpi -b 🙃
based
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Learath2
I cba to set up a bar on this laptop yet, so I check my battery with acpi -b 🙃
MilkeeyCat 2024-09-12 11:27
on wat laptop?
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ws-client BOT 2024-09-12 12:07
<ChillerDragon> http://paste.pr0.tips/rBd checkout this epic html moment
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MilkeeyCat 2024-09-12 12:08
is that... a green background?
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ws-client BOT 2024-09-12 12:08
<ChillerDragon> yes
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MilkeeyCat 2024-09-12 12:08
holy poggers
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MilkeeyCat
on wat laptop?
on my framework
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MilkeeyCat 2024-09-12 12:11
I looove when I can just put whole words in color property and it will be like: "yep seems good, lemme just replace non hex values to 0s and pad it to next number divisible by 3"
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ws-client BOT 2024-09-12 12:22
<ChillerDragon> @MilkeeyCat most sane number parser. We should have used that for colored broadcasts in ddnet
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what's the default rcon password for a server started from ingame?
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jxsl13
what's the default rcon password for a server started from ingame?
randomized
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rip 😦
12:45
how imma kick my dummy 😢
12:49
is there any way to retrieve that password :o?
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GitHub BOT 2024-09-12 12:50
80e2de1 Add client side freeze stars - sjrc6 8d431f8 Merge pull request #8934 from sjrc6/pr_freeze_stars - def-
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chillerdragon BOT 2024-09-12 13:10
It’s printed in the beginning of the log
Replying to @jxsl13 is there any way to retrieve that password :o?
13:10
If you are too lazy to check the log you can buy a ddnet 0day rcon exploit from me for 10 bucks (edited)
13:12
But tbh I just recommend adding a password to your config and restarting the server
13:14
Omg we have freeze stars before snowflake fade out xd
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got another pr for you >:D
13:37
autoexec_server.cfg in DDNet.app, I guess
13:38
yay, it works
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chillerdragon
Omg we have freeze stars before snowflake fade out xd
Snowflake fade out was hard to see tho gigachad
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GitHub
Click to see attachment 🖼️
@Aoe should be available on steam nightly in a few days gigachad cl_freeze_stars
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ws-client BOT 2024-09-12 13:47
<ChillerDragon> @jxsl13 yea i saw it im just a bit busy i will have a look tomorrow hopefully
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GitHub BOT 2024-09-12 13:48
While I think that's the correct behavior and that's also how the editor command validation validates it. There is currently three maps that need to be fixed because of it. Cloudtide.cfg tune_zone 4 hammer_strength 3,0 drg5.cfg tune_zone 1 ground_control_speed 0,00 Dizzy.cfg tune_zone 2 gravity -0,5 tune_zone 1 gravity -1,5 ``` d452bcda8fce9ce294a92bb61b94192f585a3460 is the first bad commit commit d452bcda8fce9ce294a92bb61b94192f585a3460 (HEAD) Author: KebsCS Da...
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== summon furo bot ===
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GitHub
Click to see attachment 🖼️
How did you find the maps with invalid tunes?
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meloƞ
How did you find the maps with invalid tunes?
config_retrieve then grep
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That easy? Damn! ty
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Assuming you know what you are looking for
13:53
Like commas in numbers I guess
13:54
Otherwise you'd have to load every map and check if any settings could not be found
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ChillerDragon is your/any good ctf server running 0.6 or 0.7 (now that we can :B)?
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ws-client BOT 2024-09-12 14:39
<ChillerDragon> now that we can what @Mr.Gh0s7
14:43
<ChillerDragon> I can for the life of it not figure out what you are asking so i will give you a bunch of random answers @Mr.Gh0s7 there are 0.6 and 0.7 servers running and yes I also run 0.6 and 0.7 servers even bridge servers
14:45
<ChillerDragon> not sure what makes a ctf server "good" for you. But mine have shared stats between 0.6 and 0.7 that add a ranking and track kills since 6 years. If by good you mean have actual players on it that would be jsaurus bridge server that is currently the hottest CTF place to be with almost daily activity
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Dev environments for numerous languages based on Nix flakes [maintainer=@lucperkins] - the-nix-way/dev-templates
15:05
nix flake init --template "https://flakehub.com/f/the-nix-way/dev-templates/*#rust"
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imagine needing templates and not writing them yourself, reading docs for 3 hours because you made a simple typo and nix is verbose enough that you feel like debugging your kernel
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Mr.Gh0s7
ChillerDragon is your/any good ctf server running 0.6 or 0.7 (now that we can :B)?
"jsaurus" server, "tee.community" server, "mdx" server
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ok ty :)
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first twos are european ones afair, last one is moscow based
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if you had a stick from earth to the moon and you pushed it, u wouldnt notice it being pushed from the moon until 21 hours pass
16:01
thanks for coming to my ted talk
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Hi, can I ask for a second vanilla server for USA? The server has been full everyday.
16:03
Also, would it be possible to record a demo by the server, and somehow get that demo file?
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the state of a server is recorded in teehistorian - regular player's can't access that tho i'm afraid
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ws-client
<ChillerDragon> not sure what makes a ctf server "good" for you. But mine have shared stats between 0.6 and 0.7 that add a ranking and track kills since 6 years. If by good you mean have actual players on it that would be jsaurus bridge server that is currently the hottest CTF place to be with almost daily activity
Chillerdragon :O I missed the answers xD (now that we can :B) = now that we can connect to 0.7 server :) ty for the info
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GitHub BOT 2024-09-12 18:05
It only applies to 0.7 skins but not to the skin parts lists at the moment.
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There is sv_auto_demo_record and sv_player_demo_record, the first one records one big demo and the other one records one for each finish.
Replying to @Pathos Also, would it be possible to record a demo by the server, and somehow g…
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MilkeeyCat 2024-09-12 18:27
https://github.com/sanctuary-js/sanctuary-def i dunno what this is but looks pretty cool
Run-time type system for JavaScript. Contribute to sanctuary-js/sanctuary-def development by creating an account on GitHub.
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is it possible to run both client and server connected to visual studio debugger?
19:11
or at least build both at once
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Jupstar ✪ 2024-09-12 19:12
u can build "BUILD_ALL" or smth like that
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kebs
is it possible to run both client and server connected to visual studio debugger?
CLion
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i prefer vs
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kebs
i prefer vs
i doubt vs can do this
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kebs
i prefer vs
kek Well then, debug one by one
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zhn
i doubt vs can do this
I have a pre-alpha GUI program that I'm dogfooding and want to run under the debugger (for when things go wrong ;), but I don't want to have to launch a new copy of Visual Studio for each instance ...
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i think it has smth to do with cmake since its debug targets
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kebs
i think it has smth to do with cmake since its debug targets
nop, cmake is just making vs projects for u to build
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zhn
nop, cmake is just making vs projects for u to build
how does it know what can it build
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in CLion you can run any number of configurations at the same time
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Matodor
in CLion you can run any number of configurations at the same time
* in any jetbrains products, like phpstorm, rider (edited)
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kebs
how does it know what can it build
In software development, CMake is cross-platform free and open-source software for build automation, testing, packaging and installation of software by using a compiler-independent method. CMake is not a build system itself; it generates another system's build files.
19:22
so its just generator of build files, what you would do manually with make for example, or fancy .sh/.bat script
19:23
afair bam builds without any generator justatest
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zhn
so its just generator of build files, what you would do manually with make for example, or fancy .sh/.bat script
yes thats true it makes the build targets i can choose
19:23
so i guess it could make client+server at once to run
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kebs
so i guess it could make client+server at once to run
cmake has nothing to do with visual studio environment i mean
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zhn
cmake has nothing to do with visual studio environment i mean
doesnt it make those?
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it makes targets, vs let u to run em
19:25
lets*
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yes thats what i mean
19:25
so a target that is client+server
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from what i read from there you can run another instance by pressing button in some context menu
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idk how to do that
19:27
in cmake project
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cant find anything in pure ddnet folder opened in vs too
19:37
i remember using cmake-gui though
19:38
it literally did everything as vs project so you could choose many to run (afair)
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Ui makes me sick
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i think its not possible in vs from what i saw on stack overflow
19:55
maybe new cmake target but idk how to do it
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lol stars don't get destroyed
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kebs
so a target that is client+server
Why would you need that :o
20:19
cmake --build . -j -t game-client -t Game-Server (or whatever they are called in the cmake file I forgot)
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meloƞ
cmake --build . -j -t game-client -t Game-Server (or whatever they are called in the cmake file I forgot)
he wants to attach debugger
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On both simultaneously?
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Hmm, yeah that sounds like a workaround is needed
20:24
Isn't the server attached to the client if launched through it? Or is it just another executable running alongside it
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Matodor
lol stars don't get destroyed
Jupstar ✪ 2024-09-12 20:29
in latest master ?
20:30
then report it to github and tag tater
20:30
even tho i am not sure why his change should be related with it xd
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GitHub
Click to see attachment 🖼️
@Tater @Learath2 I think the server should have a gameinfo flag like "allow hook coll" or "allow x skins", so it can kinda control whether or not to show the stars
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It's tied fo freeze bar info
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furo
There is sv_auto_demo_record and sv_player_demo_record, the first one records one big demo and the other one records one for each finish.
Right, but I can't get the demo from the vanilla server, right?
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Pathos
Hi, can I ask for a second vanilla server for USA? The server has been full everyday.
Actually, who should I contact about this?
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meloƞ
Isn't the server attached to the client if launched through it? Or is it just another executable running alongside it
runs separately from client
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Like as a normal player? No, you would need access to the server.
Replying to @Pathos Right, but I can't get the demo from the vanilla server, right?
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kebs
is it possible to run both client and server connected to visual studio debugger?
is opening 2 instances of VS not functional enough for you?
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Tater
is opening 2 instances of VS not functional enough for you?
doing it rn but thought there might be smth better (edited)
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