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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 2025-02-03 00:00 and 2025-02-04 00:00
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chillerdragon BOT 2025-02-03 00:00
Would be nice if ddnet was only using fixed width fonts
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whats the point of variable fonts in ddnet tbh
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i mean unless theres a good reason for the font to be changing width smoothly, i think itd not only be lighter on ddnet, but more visually more solid within the ddnet vibe to just have several font files for weights
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we cant
00:49
remember we have bring all chinese and japanese symbols
00:49
have to*
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easy ��������
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GitHub BOT 2025-02-03 03:18
When playing with antiping in vanilla fng, your gun changes to a pistol after shooting (even though you don't have one).
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zhn
remember we have bring all chinese and japanese symbols
sorry about that
03:29
although source han sans is very much variable tho. so we are good for VF
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Hecta
Nevermind, I don't think I can do guide layers for automappers. The current layer structure makes it reaaally hard to dictate how it should work.
i have no idea how i did this but im trying my HARDEST to make this work again, it's going through the group a layer is in and taking every tile layer that isnt itself as a list member i dont know how to treat it when moving around layers. i dont know why it treats each list item as a layer (this crashes the program btw). but i WILL get this to work somehow
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ok i fixed the layer issue. apperantly i accidentally sent in the entire layer as a value and not just a name 😭
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TsPiggy
sorry about that
wdym sorry xd
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zhn
wdym sorry xd
sorry for needing to read chinese
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Hecta
i have no idea how i did this but im trying my HARDEST to make this work again, it's going through the group a layer is in and taking every tile layer that isnt itself as a list member i dont know how to treat it when moving around layers. i dont know why it treats each list item as a layer (this crashes the program btw). but i WILL get this to work somehow
Looks like you used the same UI element IDs for your new popup as for the existing layers list. You need different UI IDs for the entries of your new popup, or you'll activate both buttons at the same time.
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Yeah, I realized that pretty quickly. Now my problem is trying to align the Guide list with the Layer list since they're not in the same place, and it's only looking at tile layers, I need to think of a smart way to set the ID number to the layer number
08:22
And then when I do that I need to think of a smarter way to retain the ID# for the chosen layer when any given layer moves.... 😭
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GitHub BOT 2025-02-03 08:47
a308381 Add newyear2025 jpg - def-
poggers2 2
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Koll Potato 2025-02-03 08:51
ah its just a preview
08:51
feelsbadman
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Koll Potato
ah its just a preview
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PRO_Gaming1921 2025-02-03 08:59
@deen
08:59
08:59
was an island here with many turtles
09:00
no comunityskins? and where did all people go? it was like 10 there
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PRO_Gaming1921
no comunityskins? and where did all people go? it was like 10 there
This is the reason why no announcement yet, i think work is not completely done
👍 1
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MilkeeyCat 2025-02-03 09:22
there're places where images are merged incorrectly
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sigh, probably too many players for me to render, so I have to retake the screenshots :/
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Are they all individual screenshots? Hard work :o
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community skins are not supported?
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deen
yes
Wow, I always thought it was an automatic renderer based on map and database data 😨
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BREAKING: Trump has imposed 25% tariffs on the import of all Python libraries, with an extra 10% on NumPy
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Pioooooo
community skins are not supported?
I just added them, taking screenshots again, but some skins failed because old ddnet client can't load them
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Jupstar ✪ 2025-02-03 10:26
cmon at least not in dev channel
10:26
its dev related
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Jupstar ✪ 2025-02-03 10:27
i dont want to see that idiot every day of my life
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ur in for 4 years
10:27
is there a viewer for the community pic
10:28
or what u mean
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i forgot where i was
10:28
yes
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Jupstar ✪ 2025-02-03 10:28
no community skins yet tho :/
10:28
default tee gang 😬
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Faulty
Wow, I always thought it was an automatic renderer based on map and database data 😨
Jupstar ✪ 2025-02-03 10:29
as if deen took so many screenshots per hand xD
10:29
10:29
10:30
nice stuff
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Ryozuki
Click to see attachment 🖼️
Koll Potato 2025-02-03 10:30
meeee
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Jupstar ✪ 2025-02-03 10:30
this year it was defs a success xD so many tees in total
10:30
insane
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Koll Potato 2025-02-03 10:30
we all are supposed to have fat skins
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Jupstar ✪ 2025-02-03 10:32
found the legend
10:34
@TsPiggy wow, you so alone. tear
10:37
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Ryozuki
Click to see attachment 🖼️
That second tee from the top on the second 2 is hot af
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Ryozuki
Click to see attachment 🖼️
wow is that oxyzo and dummi oxyzo!!!
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Jupstar ✪
@TsPiggy wow, you so alone. tear
Im edgy like that
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deen
sigh, probably too many players for me to render, so I have to retake the screenshots :/
smaller area on server and crop in merger.py
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Jupstar ✪
found the legend
nameless tee 2025-02-03 12:24
Rosita is also a legend
12:24
@Rosita
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ws-client BOT 2025-02-03 12:44
<ChillerDragon> proosita is indeed legend
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nameless tee
Rosita is also a legend
Jupstar ✪ 2025-02-03 12:55
I was talking about Rosita, who did you mean?
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ws-client BOT 2025-02-03 13:15
<ChillerDragon> Rosita also goes by proosita because you know pro player
13:15
<ChillerDragon> oh now i get it ...
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fn main() -> u64 { return fib::<u64>(10); } pub fn fib<T>(n: T) -> T { if n < 2 { return n; } return fib::<T>(n - 1) + fib::<T>(n - 2); } @MilkeeyCat got recursive generics working and also i am progressing nicely on porting the llvm bitcode generator to rust (independent from the llvm api)
13:43
Variable-width integer (VBR) values encode values of arbitrary size, optimizing for the case where the values are small. Given a 4-bit VBR field, any 3-bit value (0 through 7) is encoded directly, with the high bit set to zero. Values larger than N-1 bits emit their bits in a series of N-1 bit chunks, where all but the last set the high bit. For example, the value 30 (0x1E) is encoded as 62 (0b0011’1110) when emitted as a vbr4 value. The first set of four bits starting from the least significant indicates the value 6 (110) with a continuation piece (indicated by a high bit of 1). The next set of four bits indicates a value of 24 (011 << 3) with no continuation. The sum (6+24) yields the value 30.
13:43
teeworlds vibes
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Ryozuki
fn main() -> u64 { return fib::<u64>(10); } pub fn fib<T>(n: T) -> T { if n < 2 { return n; } return fib::<T>(n - 1) + fib::<T>(n - 2); } @MilkeeyCat got recursive generics working and also i am progressing nicely on porting the llvm bitcode generator to rust (independent from the llvm api)
Koll Potato 2025-02-03 13:45
what if u pass a string there
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kek
13:45
no strings yet
13:46
but yeah i am missing traits and trait bounds
13:46
nobody made rust in 1 week
13:46
justatest
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Koll Potato 2025-02-03 13:46
u will be the first one
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Ryozuki
fn main() -> u64 { return fib::<u64>(10); } pub fn fib<T>(n: T) -> T { if n < 2 { return n; } return fib::<T>(n - 1) + fib::<T>(n - 2); } @MilkeeyCat got recursive generics working and also i am progressing nicely on porting the llvm bitcode generator to rust (independent from the llvm api)
MilkeeyCat 2025-02-03 13:53
I saw the issue that it was stuck in a loop, wanted to fix it but in the end didn't find a branch where generics were xd
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Ryozuki
fn main() -> u64 { return fib::<u64>(10); } pub fn fib<T>(n: T) -> T { if n < 2 { return n; } return fib::<T>(n - 1) + fib::<T>(n - 2); } @MilkeeyCat got recursive generics working and also i am progressing nicely on porting the llvm bitcode generator to rust (independent from the llvm api)
MilkeeyCat 2025-02-03 13:55
it's not a valid code in rust, right?
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Koll Potato 2025-02-03 13:55
ofc not
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MilkeeyCat 2025-02-03 13:56
it would need trait bounds for comparison and subtraction
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Koll Potato 2025-02-03 13:58
but this works in rust pub fn fib<T: Copy + PartialOrd<i32> + Sub<i32, Output = T> + Add<Output = T>>( n: T, ) -> T { if n < 2 { return n; } return fib::<T>(n - 1) + fib::<T>(n - 2); } (edited)
13:59
justatest
13:59
dont kill me rustaceans
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in rust u would use num_traits
14:04
i think it was long long time ago in std
14:04
but they decided better not
14:04
The base trait for numeric types, covering 0 and 1 values, comparisons, basic numeric operations, and string conversion.
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Jupstar ✪
I was talking about Rosita, who did you mean?
Eheh 😁
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@TsPiggy multiview doesn't zoom on nightly, is that possibly related to your change to spec zoom
14:13
Also right click and zoom reset have different results of zoom when switching back to gameplay, which is confusing to me.
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GitHub BOT 2025-02-03 14:17
Changes in meaning:
  • Servers only need to be joinable using the latest DDNet client.
  • Emphasize that we do the value judgement on what is considered "inappropriate", there's no global standard for that.
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cyberfighter 2 2025-02-03 15:46
uooh my ui broke
15:46
on some nightly version like a day old
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cyberfighter 2
uooh my ui broke
Jupstar ✪ 2025-02-03 15:46
could you tell which ui
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cyberfighter 2 2025-02-03 15:46
like when you press esc while ingame
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Jupstar ✪ 2025-02-03 15:47
settings?
15:47
server info?
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cyberfighter 2 2025-02-03 15:47
this whole screen broke
15:47
couldnt click any button
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Jupstar ✪ 2025-02-03 15:47
i see
15:48
if u can reprod, or have it again try to remember if there was anything u did b4
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cyberfighter 2 2025-02-03 15:48
didnt do anything interesting tbh
15:48
my game was open for like 4 hours thats the only thing i did
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hmm
16:06
maybe some leak or static ids weird stuff
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ws-client BOT 2025-02-03 16:20
<ChillerDragon> deprecated ubuntu ci stuck in #9638
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chillerbot6 BOT 2025-02-03 16:20
this allows writing tests for things like gameworld, gameserver, character, player and so on. Needed for: #9386 (comment)
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@TsPiggy Even with 4 times the screenshots it's still broken total_tile_x = 153 total_tile_y = 179 tile_x = total_tile_x tile_y = total_tile_y source_w = 1920 source_h = 1080 offset_x = 335 offset_y = 215 crop_left = 792 crop_top = 432 feather_radius = 100
16:24
only in very busy spots it seems
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@deen should I try to render it?
16:25
i think it worked fine for me last time
16:26
but its possible the 2024 one just wasn't as busy
16:31
fbdebd2 Link the entire server into tests - ChillerDragon e0ea7fb Merge pull request #9638 from ChillerDragon/pr_link_server_in_tests - Robyt3
16:32
484ac14 show fps as button on graphic tab. added swedish translations :) - axelg c711e5d Merge pull request #9641 from PROGaming1921/master - Robyt3
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ws-client BOT 2025-02-03 16:32
<ChillerDragon> thanks robyte but now i dont know if my rebase bot works .-.
kek 1
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louis
@deen should I try to render it?
please do, my rendering is bad :/
17:08
Maybe we have to fix the few busy spots manually
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deen
@TsPiggy Is it possible to rebase MomentCap on current DDNet? I couldn't get it to build, tried here: https://github.com/TeeworldsCN/MomentCap/pull/3
ah i ran into this problem too
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deen
Ah, this helps: diff --git a/CMakeLists.txt b/CMakeLists.txt index d52862185..56dc3c556 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -161,12 +161,12 @@ endif() if(NOT MSVC) if(CMAKE_VERSION VERSION_LESS 3.1 OR TARGET_OS STREQUAL "mac") - check_cxx_compiler_flag(-std=gnu++11 FLAG_SUPPORTED_std_gnu__11) + check_cxx_compiler_flag(-std=c++17 FLAG_SUPPORTED_std_gnu__11) if(FLAG_SUPPORTED_std_gnu__11) if(CMAKE_CXX_FLAGS) - set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++11") + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++17") else() - set(CMAKE_CXX_FLAGS -std=gnu++11) + set(CMAKE_CXX_FLAGS -std=c++17) endif() endif() endif()
is this all i have to change on top of MilkerCat repo?
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MilkeeyCat 2025-02-03 17:27
do you have macos?
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oh no
17:27
it wont build on linux tho
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MilkeeyCat 2025-02-03 17:27
it works on linux for me
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ill try again
17:37
to make it compile etc
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yeah i just compiled last years version
17:39
i don't think anything changed clientside
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GitHub BOT 2025-02-03 17:42
5506d76 Add 53 € funding for RUS1 by BratOK - def-
brownbear 2
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Thank you @BratOK !
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@deen can u send me the cap data from the vps?
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Ah, doing it locally might be smarter
17:46
because maybe I had some lags and thus screenshots are broken
19:08
31af5fe Copyedit masterserver rules - heinrich5991 cc07887 master server rules: Fix code block formatting - heinrich5991 6c88216 Merge pull request #315 from heinrich5991/pr_master_rules_copyedit - murpii
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deen
Thank you @BratOK !
You’re always welcome heartw
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GitHub BOT 2025-02-03 20:49
Use the numerical version values for mapitem versions directly instead of constants except for compatiblity with upstream Teeworlds mapitems. See https://github.com/ddnet/ddnet/pull/8349#issuecomment-2106080227 Add documentation for upstream Teeworlds mapitem versions.

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...
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cyberfighter 2 2025-02-03 20:56
?????????
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ws-client BOT 2025-02-03 20:58
<ChillerDragon> wtf are these sounds cyber
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cyberfighter 2 2025-02-03 20:59
the sounds dont matter
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ws-client BOT 2025-02-03 20:59
<ChillerDragon> this has to be the biggest error i ever had in ddnet
20:59
<ChillerDragon> looks like java
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cyberfighter 2
?????????
pc exploded 😂
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hes getting bombed
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ws-client BOT 2025-02-03 21:17
<ChillerDragon> here is why i dont like auto
21:17
<ChillerDragon> i would like to store this in a instance variable and struggle to define the type auto pServerLogger = std::make_shared<CServerLogger>(pServer);
21:18
<ChillerDragon> clang helps a lot its std::shared_ptr<CServerLogger> but still imagine not having clang and not knowing shared ptrs
21:18
<ChillerDragon> black magic
21:18
<ChillerDragon> auto is worse than goto change my mind
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ws-client
<ChillerDragon> i would like to store this in a instance variable and struggle to define the type auto pServerLogger = std::make_shared<CServerLogger>(pServer);
make_shared = shared_ptr make_unique = unique_ptr, self explainatory
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deja vu
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Any modern ide would hint the type for auto and it does reduce your time to type those long template types
22:12
What is current status of the great acc system?
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GitHub BOT 2025-02-03 23:56
07bb9ea Remove mapitems' CURRENT_VERSION constants - Robyt3 1a0b47a Merge pull request #9644 from Robyt3/Mapitems-CurrentVersion-Removal - heinrich5991
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Pioooooo
What is current status of the great acc system?
peepowaiting
Exported 171 message(s)
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