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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 2025-02-26 00:00 and 2025-02-27 00:00
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david loves Jellycar Worlds 2025-02-26 00:47
nice to see theres at least some errror checking for maps
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Zerol Acqua 2025-02-26 05:21
when u save a map in editor, all unused tiles in tele/speedup/switch/tune layer are replaced by 0 after reload it. (edited)
05:21
is it expected behavior?
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GitHub BOT 2025-02-26 06:17
If you draw unused tiles in tele/speedup/switch/tune layer, they will be replaced by 0 after reloading, in this video, you can see the direction, force and max speed (i forgot to set in video) of speedup tile are kept, but the index change to 0. https://github.com/user-attachments/assets/b93c3b82-8f28-414b-81a2-ba455f90f78c
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david loves Jellycar Worlds
nice to see theres at least some errror checking for maps
If you got time on your hands, you could alo try to find maps that can crash the library twmap https://gitlab.com/Patiga/twmap. It's in Rust and in general tries to catch all errors and not crash happy (edited)
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GitHub BOT 2025-02-26 07:17
b4d14a6 Add 3 € donation by CLANNAD - def-
justatest 2
brownbear 6
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Patiga
If you got time on your hands, you could alo try to find maps that can crash the library twmap https://gitlab.com/Patiga/twmap. It's in Rust and in general tries to catch all errors and not crash happy (edited)
I have seen some blog about fuzzing in teeworlds map, this could maybe be applied here
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Does anyone know, how I can get tuning in prediction/character? This is client sided and works a bit differently
09:06
probably something like GetTuning(GetOverridenTuneZone)->m_MyNewVar
09:07
ah this works with CTuningParams directly, I see
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Yo the new update doesn't just increase max_clients to 128 right? (edited)
10:35
That would be so bad
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My guess is, that it uses sixup logic for older clients, ofc just a guess (edited)
10:36
imagine being on a client which only allows 16 players when there are 128 xD what can go wrong
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Teero
That would be so bad
Jupstar ✪ 2025-02-26 10:42
What would you expect instead?
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@Jupstar ✪ 😎 3 lines of code
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Assa
@Jupstar ✪ 😎 3 lines of code
Jupstar ✪ 2025-02-26 10:45
neat
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PR coming soon, need to adjust the default value, set it accidently to 128 instead of 118 xD
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GitHub BOT 2025-02-26 10:54
As discussed in #9670, speedtiles can give so much speed, that they actually slow you down again. This PR introduces the speed_boost_max_speed tuning parameter, at which the speedtiles stop giving you extra speed. 118 is the magic number, that has the highest default speed. It is depending on velramp values, but not easily calculable. 0 simply deactivates this behavior and makes default behave like previously @Jupeyy @Patiga @KebsCS

Checklist

  • [x] Tested the ch...
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Assa
@Jupstar ✪ 😎 3 lines of code
also @Patiga and @kebs
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So much speed tuning in the past few days poggers2
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Last thing left on my speedtile list is maybe clamping the slowdown of max_speed Force, so that max_speed isn't such an instant blocker
11:05
this would be changing TempVel += Direction * (TempMaxSpeed - CurrentDirectionalSpeed); to TempVel += Direction * max(-Force, (TempMaxSpeed - CurrentDirectionalSpeed));
11:05
This is just up for discussion 🤷‍♂️
11:06
this would also change the behavior again of max_speed set for different forces
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So it just caps and doesn't interfere with any existing behaviour? +1 (instead of, well, going over a specific value slowing you down) A map utilizes this, but with bluetele and grenade IIRC (edited)
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a booster with max speed can currently instantly slow you down to max_speed
11:11
the other proposed way can only slow you down up to Force
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Ah I see
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meaning you can still be faster then max speed
11:11
but still experience a slow down
11:14
this can also (partially) prevent the reflecting up part patiga was so worried about. But you can still do it with hughe Force values (edited)
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a good default value makes more sense than keeping it unclamped anyway - wonder why we didn't do that before But maybe we just didn't bother because some maps utilized this so it was considered ⭐a feature ⭐
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I think now I can explain why you fly up like for a 5 year old: @Patiga when you hit a speedtile with max speed set and you are way too fast, the speedtile instead pushes you in the opposite direction in order to slow you down. The opposite direction of bottom right is top left. Right and left speed gets cancelled, but you will be pushed up
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meloƞ
a good default value makes more sense than keeping it unclamped anyway - wonder why we didn't do that before But maybe we just didn't bother because some maps utilized this so it was considered ⭐a feature ⭐
Nobody was italian enough to touch the old code
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GitHub BOT 2025-02-26 11:18
Suggested by heinrich in https://github.com/ddnet/ddnet/pull/9584 The current problem is that when passing a specific client id to a rcon command and the id is not valid the user wants to see an error message. But then passing the magic id "all" nobody wants to see up to 127 error messages for all invalid ids that are not connected to the server. Imo it would be nice if the command that was called would know if it was a single id or all ids and could then adapt its verbosity but since that ...
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Jupstar ✪
What would you expect instead?
Not making the game 2x more CPU heavy? This will prob reduce my fps by a lot.
11:24
even with only 2 players on the server everything still loops over the 128size array
11:31
@Jupstar ✪ how is ddpg coming along
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Teero
Not making the game 2x more CPU heavy? This will prob reduce my fps by a lot.
Jupstar ✪ 2025-02-26 11:31
Agreed, but would you instead expect to use Vec or smth?
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Teero
@Jupstar ✪ how is ddpg coming along
Jupstar ✪ 2025-02-26 11:32
Dunno, ddrace didn't advance ig :/
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Jupstar ✪
Agreed, but would you instead expect to use Vec or smth?
yes definitely. There are some problems with strong/weak no?
11:32
weakhook and bounce is a bug feature anyway
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Teero
yes definitely. There are some problems with strong/weak no?
Jupstar ✪ 2025-02-26 11:32
if you don't keep the order, then yes. If you keep the order then mostly removing and inserting is slower ig
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can someone explain me how "weak bug" works, based on the code. I really struggle to make sense out of it
11:36
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ChillerDragon BOT 2025-02-26 11:52
ok nice the bridge works again
11:53
is it unsafe to mem_zero a multi dimensional array?
11:53
removing this line fixed a crash in my client hm ... ``mem_zero(m_aaDbgMsgs, sizeof(m_aaDbgMsgs));
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ws-client BOT 2025-02-26 11:53
<ChillerDragon> mem_zero(m_aaDbgMsgs, sizeof(m_aaDbgMsgs));
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ChillerDragon BOT 2025-02-26 11:54
annoying submit message on paste
11:54
fakin weechat
11:56
as far as i know multi dimensional arrays are also contiguos in memory so zeroing out the full size should not corrupt anything??
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MilkeeyCat 2025-02-26 11:56
it shouldn't™
11:57
chillerdragon: can you send a link to the repo if it's not private?
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ChillerDragon BOT 2025-02-26 11:59
yea the recent merge into ddnet broke chillerbot-ux but the crash that is more complicated to debug is only in its fork that shall not be named to not violate rule 7
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ws-client BOT 2025-02-26 12:05
<ChillerDragon> replacing the mem zero with for(auto &aDbgMsg : m_aaDbgMsgs) aDbgMsg[0] = '\0'; fixed the crash but it is still full of asan warnings of pointers with invalid type so probably the issue is elsewhere
12:05
<ChillerDragon> sad that asan does not help me find the origin ._.
12:08
<ChillerDragon> oof this is frustrating @MilkeeyCat are you interested in debugging it? :D if you leak your gitlab name i can invite you to the repo. Its only closed source so skids dont abuse its features for illegal purposes but you could build a more harmful client your self in 10 minutes.
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MilkeeyCat 2025-02-26 12:09
i don't have a gitlab account xd
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ws-client BOT 2025-02-26 12:09
<ChillerDragon> wot
12:09
<ChillerDragon> blaze it netherlands alternative for microsoft crap?
12:09
<ChillerDragon> just click "sign in with github" :D
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MilkeeyCat 2025-02-26 12:12
uninstalling graphics lib removed keepassxc -.-
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ws-client BOT 2025-02-26 12:12
<ChillerDragon> which distro u on again?
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MilkeeyCat 2025-02-26 12:13
debian
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ws-client BOT 2025-02-26 12:13
<ChillerDragon> didnt you recently rage quit gentoo?
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MilkeeyCat 2025-02-26 12:13
it was a year ago xd
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ws-client BOT 2025-02-26 12:13
<ChillerDragon> as i said
12:13
<ChillerDragon> recently
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MilkeeyCat 2025-02-26 12:13
yup
12:18
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ws-client BOT 2025-02-26 12:32
<ChillerDragon> @MilkeeyCat please do not leak the hidden secret projects in there not even their highly confidental code names https://gitlab.com/chillerbot/chillerbot-zx
12:32
<ChillerDragon> build the client with asan and connect to a server you will see some odd warnings
12:32
<ChillerDragon> thanks for checking it out heartw
12:34
<ChillerDragon> oh shiet u need also access to the private submodules sec
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one question: If I add a value to config_variables.h, do I have to do it at the bottom?
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ws-client BOT 2025-02-26 12:37
<ChillerDragon> for ddnet or your client?
12:37
<ChillerDragon> your project*
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for ddnet
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ws-client BOT 2025-02-26 12:37
<ChillerDragon> no
12:37
<ChillerDragon> you can put it whereever it fits best
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why can you turn on/off the tune overlay with ClTextEntities?!
12:46
no I don't understand something
12:48
I have never seen a number over a tune tile, oh now I understand, the tune overlay is only rendered in editor, makes sense
12:49
oh god, why do we have a single setting for editor and ingame for this ...
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MilkeeyCat 2025-02-26 12:52
chillerdragon: I tried using ddnet's docs https://github.com/ddnet/ddnet?tab=readme-ov-file#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck and I don't see warnings but when I leave the game it segfaults xd
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ws-client BOT 2025-02-26 12:55
<ChillerDragon> @MilkeeyCat have you successfuly used asan before?
12:55
<ChillerDragon> ddnet docs work smooth for me on debian
12:57
<ChillerDragon> hah finally a good lead!
12:58
<ChillerDragon> reverting https://github.com/ddnet/ddnet/pull/9712 fixes it
This allows us to later upgrade the server to 128 player support as well, without requiring a breaking change to the client. Implements #9274 (comment). Checklist Tested the change ingame Provid...
12:58
<ChillerDragon> so somewhere there is a MAX_CLIENTS 128 issue
12:58
<ChillerDragon> ... somewhere
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MilkeeyCat 2025-02-26 13:02
chillerdragon: what server did you connect to?
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ws-client BOT 2025-02-26 13:02
<ChillerDragon> local host random ddnet-insta ictf server
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is there any way to know if something gets rendered ingame or by the editor?
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ws-client BOT 2025-02-26 13:03
<ChillerDragon> im 95% sure i fixed it btw @MilkeeyCat
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MilkeeyCat 2025-02-26 13:03
now I want to understand why it doesn't print anything -.-
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ws-client BOT 2025-02-26 13:04
<ChillerDragon> yes you should!
13:04
<ChillerDragon> asan is op
13:07
<ChillerDragon> yup its fixed. Thanks a lot for you moral support @MilkeeyCat i really needed it. Your efforts to fix closed source bot clients will never be forgotten.
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MilkeeyCat 2025-02-26 13:08
what command do you use for asan?
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ws-client BOT 2025-02-26 13:08
<ChillerDragon> asan
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MilkeeyCat 2025-02-26 13:08
thonk
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ws-client BOT 2025-02-26 13:09
Crap tools. Don't even bother looking. Contribute to ChillerDragon/crools development by creating an account on GitHub.
13:09
<ChillerDragon> basically ddnet readme
13:09
<ChillerDragon> CC=clang CXX=clang++ CXXFLAGS='-fsanitize=address,undefined -fno-omit-frame-pointer' CFLAGS='-fsanitize=address,undefined -fsanitize-recover=address,undefined -fno-omit-frame-pointer' cmake .. -DCMAKE_BUILD_TYPE=Debug
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MilkeeyCat 2025-02-26 13:09
btw it still segfaults for me (edited)
13:09
<ChillerDragon> did you update submodules?
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MilkeeyCat 2025-02-26 13:09
yep
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ws-client BOT 2025-02-26 13:09
<ChillerDragon> not good
13:10
<ChillerDragon> segfault on quit?
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MilkeeyCat 2025-02-26 13:10
ye
13:11
and when i turn on debug mode (edited)
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ws-client BOT 2025-02-26 13:11
<ChillerDragon> crazy how much effort it is to maintain basically 0 features
13:12
<ChillerDragon> i wanted to do some server side stuff and am stuck launching my client xd
13:12
<ChillerDragon> time to switch to ddnet-rs
13:14
<ChillerDragon> i can not reproduce the segfault wot
13:14
<ChillerDragon> how is your setup so different?
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MilkeeyCat 2025-02-26 13:14
feelsbadman
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ws-client BOT 2025-02-26 13:14
<ChillerDragon> works on my machine
13:14
<ChillerDragon> wont fix
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MilkeeyCat 2025-02-26 13:23
chillerdragon: all I got from asan is AddressSanitizer:DEADLYSIGNAL xd
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ws-client
<ChillerDragon> time to switch to ddnet-rs
FOR REAAAAAAL
13:24
RUSTLANG 🗣🗣🗣🗣🗣🗣🗣🗣
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MilkeeyCat 2025-02-26 13:24
and after I removed build dir and recompiled, it doesn't segfault when I close the game
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NERDY ASS PROGRAMMING LANGUAGE deen_star
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MilkeeyCat 2025-02-26 13:25
but it does still segfault when I try to turn on debug mode
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meloƞ
NERDY ASS PROGRAMMING LANGUAGE deen_star
do you even code
🤣 2
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Hecta
do you even code
no he just buys a bunch of iron and spill melon juice on them so they become rusty
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ws-client
<ChillerDragon> time to switch to ddnet-rs
chiller you should finish the ddnet gamemode port for juppey, so that i can be able to add a gamemode with more weapons
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ws-client
<ChillerDragon> crazy how much effort it is to maintain basically 0 features
are they cool features?
13:42
ChillerDragon
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I am afraid to open my next PRs 😦
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Tater
I'm afraid of your PRs
me too
14:44
oh wow @Hecta u got me blocked again? or i guess i was never unblocked
14:44
im reminded of it when i try to react the emoji xd
justatest 2
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your fault for speaking off the nerdy ass programming language!
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linux al-gaib
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does anyone know if -0.0f < 0.0f ? xD
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ChillerDragon BOT 2025-02-26 15:06
Aaaa then look for a file called SAN.pid in your current directory
Replying to @MilkeeyCat chillerdragon: all I got from asan is `AddressSanitizer:DEADLYSIGNAL` xd
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Assa
does anyone know if -0.0f < 0.0f ? xD
in terms of comparison, they're equal
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ChillerDragon BOT 2025-02-26 15:08
Nope it’s some boring movement automation and a block stats tracker I built for Multeasymap
Replying to @Teero are they cool features?
justatest 2
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m..m...movement.. auto...automation?
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MilkeeyCat 2025-02-26 15:08
chillerdragon: the whole time I was looking in console, i thought warnings would be printed in stdout, but they were in SAN.pid file xd. Everything works now and doesn't segfault 😄
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!ban Bridge 0
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chillerdragon BOT 2025-02-26 15:10
They are in stderr by default but it you follow the ddnet readme it uses a logfile
15:10
So the segfault was some classic build cache error?
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Assa
does anyone know if -0.0f < 0.0f ? xD
Welcome to Node.js v22.13.1. Type ".help" for more information. > -0.0 === 0.0 true Python 3.13.2 (main, Feb 23 2025, 08:12:01) [GCC 14.2.1 20241221] on linux Type "help", "copyright", "credits" or "license" for more information. >>> -0.0 == 0.0 True
15:11
oh wait
15:11
u mean <
15:11
-0.0 < 0.0 False
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chillerdragon BOT 2025-02-26 15:11
Yes that’s why the client is closed source. But I as responsible person only use it on servers where I got permissions from the admins. Or on ddnet when no moderator is looking.
Replying to @meloƞ m..m...movement.. auto...automation?
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Thank you
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AhGG
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false in nodejs too
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chillerdragon BOT 2025-02-26 15:12
I use it on ddnet to not get afk kicked because players drag me into the next part
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MilkeeyCat 2025-02-26 15:12
i thought i updated the submodule, but all I did was git pull origin branch so it only updated submodule link and didn't download new code xd
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chillerdragon BOT 2025-02-26 15:12
But super rarely actually
15:13
I mostly use it on block servers
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Ryozuki
oh wow @Hecta u got me blocked again? or i guess i was never unblocked
at this point its more of an adblock
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According to the standard, negative zero exists but it is equal to positive zero. For almost all purposes, the two behave the same way and many consider the existence of a negative to be an implementation detail. There are, however, some functions that behave quite differently, namely division and atan2
❤️ 2
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sign(-0.0f) is useful sometimes
15:39
If you have a process that approaches 0.0 you can keep the sign even after it becomes 0
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GitHub BOT 2025-02-26 15:44
reported by Cosmic Xenor {Yannik} on Discord:
What does Reference do? Except for crashing my DDNet... When i use e.g. Reference: hookable and change the Seed it crashes
i was able to reproduce it, its not bound to having a reference for the automapper selected, it crashes with a newly selected tile layer using the buttons. crashlog: ``` ------------------- Error occurred on Wednesday, February 26, 2025 at 16:42:26. DDNet.exe caused an Access Violation at location 00007FFBE0955216 ...
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GitHub
Click to see attachment 🖼️
cc: @Hecta, tho not sure if thats because of your changes saddybear
15:50
im mobile
📵 1
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was this supposed to be #bot-cmds ?
15:56
"no access"
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I may have found yet another bug in the old speedtiles which may also affect the new ones ... man
16:00
(╯°□°)╯︵ ┻━┻
cat_woah 1
😂 1
16:01
gravity may fuck with the calculations a tiny bit, if you're grounded (edited)
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least buggy ddnet feature
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Assa
does anyone know if -0.0f < 0.0f ? xD
-0.0f == +0.0f
👍 2
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Assa
I think now I can explain why you fly up like for a 5 year old: @Patiga when you hit a speedtile with max speed set and you are way too fast, the speedtile instead pushes you in the opposite direction in order to slow you down. The opposite direction of bottom right is top left. Right and left speed gets cancelled, but you will be pushed up
not surw why you ping me ^^
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Patiga
not surw why you ping me ^^
you asked yesterday to explain it like a 5 years old? 😮
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no, I explained that yesterday ^^
16:21
I mean I predicted that behaviour by reading the code :p
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Patiga
you run into speed tile horizontally. the speed tile is like YOU SHANT, and deaccelerates you in its opposite direction. this slows you down horizontally, but now also pushes you upwards, because its part of the opposite speedup direction
here
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apparently this only clicked with me after I slept
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yea the argument yesterday was a mess ^^
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Chairn
-0.0f == +0.0f
Let me give source on that incase anyone is curious: IEEE-754 5.11, ...Comparisons shall ignore the sign of zero...
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This audit was repeated at the Department of Labor. Initial results: - 380 Microsoft 365 licenses with zero users - 128 Microsoft Teams conference room licenses; only installed in 30 rooms - 250 VSCode licenses; only using 33 - 129 Photoshop licenses; only using 22. - 5
16:31
vscode licenses
16:31
kek
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@Assa It seems i can go through the new speedtiles if max speed is 1 and i hook something at the other side
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wtf is a vscode license
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+KZ
@Assa It seems i can go through the new speedtiles if max speed is 1 and i hook something at the other side
do you need to be very fast for this? If you're fast enough, you can skip any speedtile in general
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Assa
do you need to be very fast for this? If you're fast enough, you can skip any speedtile in general
its cause of the hook
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cannot reproduce
16:44
plese send setup 😄
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I cant now xd, but i just make a slide, with hookables below
16:45
I hooked them while at the slide and moved left and right
16:45
And i go through it
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be reminded, that max_speed 1 is not zero speed, even if you stop in the vertical case (due to quantization)
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Assa
be reminded, that max_speed 1 is not zero speed, even if you stop in the vertical case (due to quantization)
Can you make minimum max speed 0? (edited)
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and Now iam able to skip through them too, but veeeeeery slowly
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kebs
Can you make minimum max speed 0? (edited)
No, i am currently working on slides as tiles, which are force 0 max_speed 0 tiles
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Ah so this is how you implement it
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doing this with speedtiles is somewhat shady
16:51
here is a testbuild if you're intrested https://github.com/AssassinTee/ddnet/pull/6 Speedlayer Index 31, but it still uses the arrow sprite. I didn't want to post it yet as I am waiting for a new graphic which makes it purpose clearer
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Assa
doing this with speedtiles is somewhat shady
I think this is what 2d games do for slopes
16:51
Additional upwards speed
16:52
And slow down left/right direction speed
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don't call them slopes, call them slides, as I already see other people throwing stones at me justatest
16:54
also the slides I implemented are still skippable, it just takes very very long and is probably due to floating point precision and quantization
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Why not make 0 be 0 in this tile? xd
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because the old tiles didn't support it either, I am just following the standard. And max_speed 0 is equal to NO max_speed
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Add more code
16:57
Smth like angled stopper
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kebs
Smth like angled stopper
yes already on it!
16:57
I send the link
16:57
here is a clip:
16:58
these are not speedups, but slides
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Ok so... i guess ill need to wait for those slides for what i want then (edited)
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GitHub BOT 2025-02-26 17:15
As suggested by @Avolicious : https://github.com/ddnet/ddnet/pull/9712#pullrequestreview-2644791673

Checklist

  • [ ] 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
  • [ ] Test...
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@Jupstar ✪ I have a hard question: Is tile buffering only enabled in editor and the opposite case only ingame for every client and build?
17:18
It's like this for me
17:25
Ah this is completly backend dependend 💀
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Assa
@Jupstar ✪ I have a hard question: Is tile buffering only enabled in editor and the opposite case only ingame for every client and build?
Jupstar ✪ 2025-02-26 17:49
editor has no buffering
17:49
ingame it depends on what the backend supports
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GitHub BOT 2025-02-26 17:51
Currently you can either turn text entities on or off. This PR allows to do this for speedtiles, teleports, and switches individually. CAVEAT: This DOES affect the editor as well. I am not sure if this should be handled this way for the editor, but unfortunately the game doesn't have any idea who renders the overlay. Here some screenshots: Teleport numbers off: ![screenshot_2025-02-26_18-42-19](https://github.com/user-attachments/assets/acb6cc92-0669-406a-85ce-dacd918cf...
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OPTIONS???
alarm 4
17:54
@/heinrich (edited)
17:55
off for today, enjoy the peace when I am not spamming
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Бодя2281000-7 2025-02-26 18:22
Im gey😀😀😀😀😀😀😅😅😅😅
😅 3
👏 5
HH 1
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me too
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Assa
these are not speedups, but slides
Do you have to place that many tiles for it to work?
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Бодя2281000-7
Im gey😀😀😀😀😀😀😅😅😅😅
Koll Potato 2025-02-26 19:10
congratulations
19:10
🚀
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GitHub BOT 2025-02-26 19:11
rtx 4060, ryzen 7 5700x, windows 11 pro 24H2, sometimes it starts micostuttering, only after minimazing and switching back to game window, sometimes just minimizing and doing that a few times fixes the issue, background apps Medal.tv, spotify, steam, discord, antivirus (kaspersky standard), i gave as much infos as i can, i hope i can help fix the problem, maybe its only related to me idk
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GitHub BOT 2025-02-26 19:32
Also create the grayscale versions of community icons in the background jobs.

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 [AS...
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Бодя2281000-7 2025-02-26 20:00
Thanks oll
20:00
Im lesbian
👍 1
20:00
🦧
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GitHub BOT 2025-02-26 20:01
1. Create a new map 2. Add a new group 3. Add a new tile layer to this group 4. Right-click the added tile layer to open its popup 5. Use the Ctrl+Z hotkey to undo adding the layer while the popup is open 6. Client crashes: ``` Error occurred on Wednesday, February 26, 2025 at 20:55:07. DDNet.exe caused an Access Violation at location 00007FF7964B12DC in module DDNet.exe Reading from location 0000000000000000. AddrPC Params 00007FF7964B12DC 0000001433B8E7B0 00007FF74...
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i mightve destroyed the editor im sorry
20:07
this is why im an artist and not a programmer cammostripes
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Hecta
this is why im an artist and not a programmer cammostripes
Don't worry, it's all fixable
20:11
Next time you'll remember this crash xd
20:11
Robyte probably working on a fix already :p
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probably
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fokkonaut
Next time you'll remember this crash xd
next time ill stick to ui design and concept art, and have someone else do the hard part troll
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Just keep trying :) Understand the error and move on :D
20:14
stuff like that happens everytime
20:15
to everyone
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i mean yeah but there are now two direct errors caused by my update
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And that's still not an issue. You could also argue, ddnet admins could have checked / tested the stuff before the release / merge. It's not a problem. It'll get fixed, a new patch update releases, and that's it
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GitHub BOT 2025-02-26 20:16
The selected value of the automap reference popup was previously always reset to "None" whenever opening the popup.

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 ...
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Jupstar ✪ 2025-02-26 20:17
some langs also don't have seg faults 😬
20:17
@Hecta i love u pls dont hate me
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I might be a little hardened when it comes to that, because I personally created so many crashbugs and stuff. It will get fixed and then I move on xd
20:17
Missing nullptr check etc
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Jupstar ✪
some langs also don't have seg faults 😬
i am too fucking stupid to learn anything else when ddnet-rs has the ddnet gamemode complete i will at least try to make a new gamemode
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For preventing crashbugs while coding, just try to imagine what stuff would be possible, and while testing try every technical possibility to interact with something.
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GitHub
Click to see attachment 🖼️
That's not related to the automapper reference though, it was introduced by undo/redo
🥳 2
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See, problem solved
20:20
Everybody creates bugs xd
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Jupstar ✪ 2025-02-26 20:22
deen_star
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Hecta
i am too fucking stupid to learn anything else when ddnet-rs has the ddnet gamemode complete i will at least try to make a new gamemode
i mean that sincerely. i wanna add a load of useless weapons for the fun of it
20:22
we only have like 6, and its been that way forever
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Hecta
i mean yeah but there are now two direct errors caused by my update
Hey I broke everyones color settings in a patch and deployed a broken autoupdater twice forcing people to re-download the game
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still mad about that
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^ same
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@Learath2 what's even worse is you didn't hold your promise to make a replacement for old stars.
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fokkonaut
@Learath2 what's even worse is you didn't hold your promise to make a replacement for old stars.
I got very busy with real life things. Someone else made it tho, so all is well that ends well
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the new stars used for invincible?
20:37
or freeze stars as in freeze bar
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No
20:37
the freeze stars that we currently have is what he meant
20:37
...
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its not a 1:1 replacement
20:37
looks cool too tho
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It's like 99.9% there, it's even timed properly
20:38
The only thing that it doesn't properly account for is ping, old stars were affected by ping more accurately (edited)
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Hecta
i mean yeah but there are now two direct errors caused by my update
Almost every PR I submitted there are other peoples PRs to fix my stuff
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TsPiggy
Almost every PR I submitted there are other peoples PRs to fix my stuff
Pls pls pls ping me when u add new netmsg/obj stuff
20:38
network/mod related stuff
20:39
i had to quickly patch in the spectator info counter + auto spec cam yesterday
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I didn't make spectator info and auto spec cam is not even that useful
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true but for completeness
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Add input flag then
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i dont like people missing out on features they might like
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It is in the pipeline
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TsPiggy
Add input flag then
ye ye its added
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There is also one that haven't been merged
20:41
But that was only for AB currently so you probably don't really need it
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AB?
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antibot
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i want to render an RectExt, where round is 0 at left down and left up, but right side stay round. which corner to use(IGraphics::CORNER_)? (edited)
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GitHub BOT 2025-02-26 20:52
!image Now, only the left mouse button will trigger buttons in the game tab

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...
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nankudo
i want to render an RectExt, where round is 0 at left down and left up, but right side stay round. which corner to use(IGraphics::CORNER_)? (edited)
TL = top left TR = top right, BL = bottom left etc (edited)
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kebs
TL = top left TR = top right, BL = bottom left etc (edited)
oh thanks
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GitHub
Click to see attachment 🖼️
funny fix lmao
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yeah, this popup code is messy with all the global variables
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@Robyt3 for the ui elements change, do i add everywhere == 1, or what would be best way to do it
21:05
some buttons handle both left, right click but most dont
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I don't immediately see any alternatives than adding == 1 everywhere pepeW
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imgui has flags for buttons, where they specifiy to which mouse button it should react to (edited)
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Robyt3
I don't immediately see any alternatives than adding == 1 everywhere pepeW
also the ddnet buttons still react even when == 1, they do the color change
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i guess something similar would be nice indeed
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kebs
also the ddnet buttons still react even when == 1, they do the color change
Of course, how would you hover with only the left button?
21:13
Or the active state when they are pressed down?
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i mean not just hover, even when its == 1 right clicking will change button color but wont do anything
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I see, then it would have to be integrated into DoButtonLogic
21:13
like the imgui flags
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how can i remove stroke from render text?
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Also spamming botted rank 1s on DDNet to advertise their servers. Truly an amazing server network.
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kebs
Do you have to place that many tiles for it to work?
no, just for testing
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Original message was deleted or could not be loaded.
justatest
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I'll just remove them now
21:33
heinrich wanted to talk to them, but i guess he forgot or something, idk
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TIL u can make a CStr literal in rust using c"bla"
21:34
running 1 test ; ModuleID = 'example' source_filename = "example" define i32 @main(i32 %0) { %2 = add i32 %0, 4 ret i32 %2 } test test::test_function ... ok
21:34
pog my ir builder works
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nankudo
how can i remove stroke from render text?
What do you mean with "remove stroke"?
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stroke on letters
21:39
or is in font?
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you mean outline ?
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yeah
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change the entire font filejaouis
21:39
but im not sure
21:40
maybe theres some fonts without the outline that you can find
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Chairn
you mean outline ?
outline, stroke, same thing
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nankudo
stroke on letters
Not really intended, maybe set the font color alpha to 0 and outline alpha to 1
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TextRender()->Text(...) doesnt have this setting 😦
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oh thats for the discord
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nankudo
TextRender()->Text(...) doesnt have this setting 😦
Use TextRender()->TextColor
21:43
(before you render the text)
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Robyt3
Use TextRender()->TextColor
i know, but he also doesnt have something about outline in args
21:45
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Read textrender.h
21:46
i found, thank you
22:58
5c7910c Reduce FPS impact of community icon loading - Robyt3 7e9da8c Fix editor automap reference popup initial selection - Robyt3 70bf975 Merge pull request #9771 from Robyt3/Editor-Automap-Reference-Popup-Selection - def- f38e552 Merge pull request #9769 from Robyt3/Menus-Community-Icons-Grayscale-Threaded - def-
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can someone review #9465
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😬 removes need for janky 45 deg mouse distance bind, allows this to be bound easily in settings makes snapping to 45 degrees very easy and more convenient, can make certain parts (lasers, shotguns,...
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louis
can someone review #9465
cursor moving without input feels bad, original video is better
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kebs
cursor moving without input feels bad, original video is better
but then it adds new features
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i dont mind either way but idk being able to snap between a preset angle and a 45* angle sounds like bad news
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idk i prefer the first one
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its nicer but rly chotty
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Probably avoid introducing new features with that angles PR. God knows what people discovers "creative" new uses for it
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ui code is such a mess, buttons have seperate functions for game, then same thing in editor but different params (edited)
23:29
so many times editor buttons have corners specified in flag params by mistake (edited)
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Well that's what we get for not sharing codes between editor and game
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game buttons had no flags, editor have a single flag which is just hasContext
23:34
but every single button have to specify 0 flag anyway 😆
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