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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 2025-01-24 00:00 and 2025-01-25 00:00
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:o it finished building this time
00:23
I wonder if it works
00:27
rip
00:27
still broke
00:28
apparently this is literally a cmake bug https://gitlab.kitware.com/cmake/cmake/-/issues/18921
CMake 3.13.2 macOS 10.13.6 Our project uses find_package(Intl) to pick up the message translation library. I and at least one other person have...
00:30
or atleast it's annoying behavior
00:30
It seems you can disable it
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It's so funny to see some Russian guy faked me playing
01:59
Like I have a faker now XD
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Hecta
Well, kind of. Let me explain: The logic is inverted. It's supposed to place tile 49 when the modulo is equal to 0, not the opposite. However, when trying to set it that way, it only places down tile 49 (meaning it's always true). Here's what I put down for the code. In reference to auto_map.cpp void CAutoMapper::Proceed(CLayerTiles *pLayer, CLayerTiles *pGameLayer, int ReferenceId, int ConfigId, int Seed, int SeedOffsetX, int SeedOffsetY) // [ ... ] for(size_t k = 0; k < pIndexRule->m_vModuloRules.size() && RespectRules; ++k) { CModuloRule *pModuloRule = &pIndexRule->m_vModuloRules[k]; if((x + pModuloRule->m_OffsetX) % pModuloRule->m_ModX == 0 && (y + pModuloRule->m_OffsetY) % pModuloRule->m_ModY == 0) { RespectRules = false; } } // already defined code below, just for context if(RespectRules && (pIndexRule->m_RandomProbability >= 1.0f || HashLocation(Seed, h, i, x + SeedOffsetX, y + SeedOffsetY) < HASH_MAX * pIndexRule->m_RandomProbability)) { CTile Previous = *pTile; pTile->m_Index = pIndexRule->m_Id; pTile->m_Flags = pIndexRule->m_Flag; pLayer->RecordStateChange(x, y, Previous, *pTile); }
oh my god it works but it needs to be after a NewRun idk why but oh well LOL
02:33
uh nevermind??
02:33
ok so apperantly it just doesnt place down a tile if the condition is false now
02:33
im DEFINTELY doing something wrong
02:38
I fixed it!!
02:42
https://github.com/ddnet/ddnet/pull/9512 Can anyone review this so far, before I add in guide layer?
Summary As of: Jan. 12, 2025: This PR focuses on making the automapping feature much more manageable and flexible for mappers and map designers. The features included/planned are as follows: Addin...
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GitHub BOT 2025-01-24 05:48
Solve #9571 Since we have had a ninja bar in DDNet, I used it as 0.7 ninja bar which is displayed at the right of health. Maybe we need a vote to decide which ninja bar should be used in 0.7 servers: 0.7 style or DDNet style? !Screenshot

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration ...
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Is anyone there?
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Hi Boke
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Hello! I would like to ask, how can I get the skin of a specific player? And then set it as my own skin?
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in the code? Not sure 😄
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Yes, I didn't find it in character.cpp either.
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you have to look in client side i suppose... troll
06:35
just search up for scoreboard and check where it gets the data about all players to render
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Thank you! I'll try it
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You can also check out players.cpp where the players are rendered.
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morning peeps
07:06
and peepetes
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MilkeeyCat 2025-01-24 07:08
morning
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Hecta
https://github.com/ddnet/ddnet/pull/9512 Can anyone review this so far, before I add in guide layer?
im gonna check it out
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Hecta
https://github.com/ddnet/ddnet/pull/9512 Can anyone review this so far, before I add in guide layer?
left some minor comments but it looks ok for me
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Thanks teero
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Ryozuki
left some minor comments but it looks ok for me
troll
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I found something I'm not sure if it's correct or not. How do I output it to the chat box? I'm using "dbg_msg" to output to the console, which is not convenient for viewing.
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void SendChatTarget(int To, const char *pText, int VersionFlags = FLAG_SIX | FLAG_SIXUP) const;
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Hecta
troll
Koll Potato 2025-01-24 08:03
havent u read the contributing guide xD
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Hecta
troll
how is this troll? xd
08:21
the ci will reject the pr if u dont fix it anyway
08:21
iirc
08:22
anyway u need to follow the naming convention
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@Robyt3 fixed ur comments on my censor pr owo (edited)
08:34
std::optional<std::vector<std::string>> m_vLoadedWords;
08:34
gigachad
08:34
trying to mimic rust kek
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chillerdragon BOT 2025-01-24 08:35
Yea I distribute my clients based on CI builds. It always worked? Did it recently broke?
Replying to @Tater has anyone successfully compiled macos from a github runner or gotten on…
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Tater
has anyone successfully compiled macos from a github runner or gotten one of the build artifacts to launch correctly?
build - yes, since i dont have mac idk if F-Client ever worked on mac but some people reported it doesnt work correctly or smth
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chillerdragon
Yea I distribute my clients based on CI builds. It always worked? Did it recently broke?
It runs?
08:38
I'll take a look at your ci
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chillerdragon BOT 2025-01-24 08:39
@Boke: chillerbot.github.io has cl_skin_stealer hehe
08:40
Do we need a „I have red CONTRIBUTING.md“ checkbox in the pr template?
Replying to @Koll Potato havent u read the contributing guide xD
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Chillerdragon which github ci file makes your builds the ddnet one has never worked afaik?
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chillerdragon BOT 2025-01-24 08:41
Why is it not convenient? I recommend windowed for development then you can do split screen with your terminal. Otherwise you can also set your log levels to verbose and you see dbg_msgs in the client console (f1 by default)
Replying to @Boke Boke: I found something I'm not sure if it's correct or not. How do I ou…
08:42
I have nothing custom I use ddnet
Replying to @Tater Chillerdragon which github ci file makes your builds the ddnet one has n…
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chillerdragon
Do we need a „I have red CONTRIBUTING.md“ checkbox in the pr template?
Koll Potato 2025-01-24 08:42
yea definitely
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chillerdragon BOT 2025-01-24 08:43
I did not know they started to break. But I am not booting my old ass Mac now to test
08:43
@Tater: your pipeline passes right?
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It builds but it isn't compatible with any macos versions
08:44
Have you tested yours
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chillerdragon BOT 2025-01-24 08:44
Then I might suffer from the same issue
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Even after fixing that issue I run into more hidden issues that are much harder to fix
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chillerdragon BOT 2025-01-24 08:45
I know that rqza is gaming on ZillyWoods just fine but that’s a 5 year old teeworlds based client not sure how that is built. I think chillerbot has 0 macos users. So it might be fully broken
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cmake refuses to use the bundled libpng library on macos because the github runners have Mono installed by default and removing it breaks everything.
08:46
There's some weird bug/quirk where it finds the headers from one place and the library from another
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chillerdragon BOT 2025-01-24 08:46
Should be investigated then. Having the CI do release is nice
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According to learath it never worked so I'm going to make a crossosx ci which has been tested
08:48
Also the Linux builds don't work either but you just need to add prefer bundled libs
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chillerdragon BOT 2025-01-24 08:49
That should be added to ddnet then
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Its probably possible to fix the native macos build but I'm not qualified
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chillerdragon BOT 2025-01-24 08:51
Then just fix the Linux one :)
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anti-social haskeller <<<< alpha ocamler
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GitHub BOT 2025-01-24 09:08
1838096 Note which programming languages we use for development - heinrich5991 081404e Merge pull request #9444 from heinrich5991/pr_contributing_programming_languages - edg-l
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@Learath2 to cast a void* to uintptr_t would u use reinterpret_cast<uintptr_t>?
👍 1
10:11
i guess yes
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make everyone reading your code suffer, static cast it
10:16
static_cast<uintptr_t>(reinterpret_cast<unitptr_t(ptr))
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static_cast is enough
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doc says reinterpret_cast
10:21
the llvm code uses reinterpret_cast
10:21
Unlike static_cast, but like const_cast, the reinterpret_cast expression does not compile to any CPU instructions (except when converting between integers and pointers, or between pointers on obscure architectures where pointer representation depends on its type)
10:21
iwonder what cpu instructions does when its ptr to int
10:22
the ‘ptrtoint’ instruction converts value to integer type ty2 by interpreting the pointer value as an integer and either truncating or zero extending that value to the size of the integer type. If value is smaller than ty2 then a zero extension is done. If value is larger than ty2 then a truncation is done. If they are the same size, then nothing is done (no-op cast) other than a type change.
(edited)
10:22
in llvm it should do thisç
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apparently, casting pointer to int is unsafe with static_cast (edited)
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Ryozuki
@Learath2 to cast a void* to uintptr_t would u use reinterpret_cast<uintptr_t>?
Yes. That's the correct cast
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Chairn
apparently, casting pointer to int is unsafe with static_cast (edited)
Not only unsafe but iirc impossible. It's not one of the casts the standard allows static_cast to do
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@ChillerDragon Thank you so much!I have another question, When iterating over the player array using “for(int i = 0; i < MAX_CLIENTS; i++) { // Server-side CPlayer *pPlayer = GameServer()->m_apPlayers[i]; }”, how do you determine if it is not yourself?
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indeed error: invalid ‘static_cast’ from type ‘int*’ to type ‘int’
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There should be a clientid somewhere I guess (edited)
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ws-client BOT 2025-01-24 11:13
<ChillerDragon> Boke what does "yourself" mean on the server side?
11:14
<ChillerDragon> also btw Boke cool kids these days loop using for(CPlayer *pPlayer : GameServer()->m_apPlayers)
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What I mean is that this traversal will include my own character, how can I exclude it?
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What context you are in is important here. For the server there is no general concept of "my own character". How should the server know who you are?
11:22
In the context of a console command you have the command users client id which you can use to exclude them (edited)
11:23
In the context of a tile you have the character entities client id field. In the context of a projectile hit you have the projectiles owner id field.
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for(auto *pPlayer : GameServer()->m_apPlayers)
11:24
cooler
11:25
@Learath2 does auto make it compile slower?
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Ryozuki
@Learath2 does auto make it compile slower?
Shouldn't a significant amount
11:25
Type inference of this kind is very cheap
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I see. Let me rephrase it. I found that "void CCharacterCore::TickDeferred()" in the file "game\gamecore.cpp" handled the "collision between two players". My goal was to get "the character that collided with the client (myself)".
11:31
Thank you very much, and I'm sorry that I don't know much about C++. I have been using C# before.
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chillerdragon BOT 2025-01-24 11:38
@Ryozuki: I like goto but no auto
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Koll Potato 2025-01-24 11:39
i like rust
11:39
owo
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i am on 18.8 and dont have an auto-updater button, normal?
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chillerdragon BOT 2025-01-24 11:41
@Ryozuki: thanks for the merges
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Koll Potato 2025-01-24 11:45
chillerdragon: why are u not an official merger?
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ws-client BOT 2025-01-24 11:46
<ChillerDragon> i never got the offer maybe im too edgy idk
11:46
<ChillerDragon> Kaffeine also isnt and he is active reviewer
11:47
<ChillerDragon> Boke you have access to m_Id which is the players ClientId can you work with that?
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GitHub BOT 2025-01-24 11:48
2aa7442 Add data to Sv_TeamsState - MilkeeyCat ad0ec42 Merge pull request #9458 from MilkeeyCat/pr_add_data_to_sv_teams_state - edg-l
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ws-client BOT 2025-01-24 11:53
<ChillerDragon> tbh getting the full CCharacter sounds a bit messy from gamecore.cpp sounds a bit messy. Its a bit decoupled. But you can access the CCharacterCore
11:53
<ChillerDragon> what do you need from the character?
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GitHub BOT 2025-01-24 11:57
f3194f2 Add /cancelswap command - Maslowian 72160f2 Cancel swap requests when player die - Maslowian 53a5a76 Rename /cancelswap to /cancel - Maslowian 458d9c9 Rename "cancel" to "cancelswap" - Maslowian c2f891b Merge pull request #8988 from Maslowian/cancel-swap - edg-l
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where git squash
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GitHub
Click to see attachment 🖼️
Koll Potato 2025-01-24 12:10
@Masłowian lets gooo
12:16
now we need /cancelcancelswap (edited)
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I have asked this question before and would like to ask it again. There are 58 nicknames in the database, I upload each nickname individually to https://ddnet.org/players/?json2=nickname. Out of 58 nicknames 10-15 will give status code 500. Every update different nicknames will give status code 500. In general, I do not know what to do with it, maybe it is necessary to issue a delay before each request?
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Koll Potato 2025-01-24 12:18
nah its a bug
12:19
just retry the request if u get an error
🦆 1
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-Cosgerms
I have asked this question before and would like to ask it again. There are 58 nicknames in the database, I upload each nickname individually to https://ddnet.org/players/?json2=nickname. Out of 58 nicknames 10-15 will give status code 500. Every update different nicknames will give status code 500. In general, I do not know what to do with it, maybe it is necessary to issue a delay before each request?
13:01
this copilot shit ain working
13:03
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MilkeeyCat 2025-01-24 13:09
sea of nodes mentioned
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Koll Potato 2025-01-24 13:10
@Ryozuki have u seen this? https://c9x.me/compile/
13:11
thanks for url
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Koll Potato 2025-01-24 13:12
np
13:19
@Koll Potato bro
13:19
this web is a gold mine for me
13:19
ty
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Koll Potato 2025-01-24 13:26
im glad i have helped
13:26
yippe
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Ryozuki
this copilot shit ain working
yeah, I tried it a few times and it has overall been performing worse than a google search would
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GitHub BOT 2025-01-24 14:25
167f70f Add connection issues hint to client & editor client. - Jupeyy ea08bd4 Merge pull request #87 from Jupeyy/pr_add_connection_issues - Jupeyy
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chillerdragon
@Ryozuki: I like goto but no auto
i like auto for std::chrono
14:30
im not typing time_point<std::chrono::system_clock, duration<long, ratio<1, 1000000000>>> CurrentTime;
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ws-client BOT 2025-01-24 15:20
<ChillerDragon> agree long c++ types are ugly but i like seeing the type. I sometimes have been in situation where i had to reverse engineer what was inside the auto and that was annoying
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Jupstar ✪ 2025-01-24 15:28
buy ide bro
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map("K", vim.lsp.buf.hover, "Hover Documentation") lsp best
16:10
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Teero
map("K", vim.lsp.buf.hover, "Hover Documentation") lsp best
Jupstar ✪ 2025-01-24 16:14
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Teero
bean earth
Jupstar ✪ 2025-01-24 16:26
what 3d engine is that
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opengl
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Jupstar ✪ 2025-01-24 16:27
but what engine
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wanna see my highly professional glsl skills?
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Jupstar ✪ 2025-01-24 16:27
did u write that?
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Jupstar ✪
but what engine
bro wdym engine
16:27
ofc
16:27
Contribute to Teero888/astrosim development by creating an account on GitHub.
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Jupstar ✪ 2025-01-24 16:27
nice
16:27
so you switch from c to cpp already
16:27
we both know the next step
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yes i missed operator overloading
16:28
come vc
16:28
i wanna see u flame me
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Koll Potato
@Ryozuki have u seen this? https://c9x.me/compile/
This is actually brilliant. It makes me feel like creating a language again
16:32
non-fancy C99 without any dependencies ❤️
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Koll Potato 2025-01-24 16:36
yeah u can also just write the IR is as a language if u want xD (edited)
16:37
im not sure where i have initially seen it
16:38
QBE IR in natural Rust data structures. Contribute to garritfra/qbe-rs development by creating an account on GitHub.
16:38
for the nerdy ass programming language developers
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chillerdragon BOT 2025-01-24 20:52
Nerdy
20:52
Ass
20:52
Pro gaming
20:52
Language
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hi chiller
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MilkeeyCat 2025-01-24 20:59
hi ewan
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hi milkeeycat
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hi kollpotato
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voxuis
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headbot (edited)
Exported 186 message(s)
Timezone: UTC+0