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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 2025-03-03 00:00 and 2025-03-04 00:00
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ws-client BOT 2025-03-03 00:07
<ChillerDragon> tater no panic merging into ddnet should fix all issues, at least it did for me
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kebs
@Matodor any reason why you implemented override just for player, and not for projectiles? I think it could be done by just checking on projectile spawn if owner is a player and has tune override
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Matodor
Click to see attachment 🖼️
White mode.. you.. monster
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Kill him
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meloƞ
White mode.. you.. monster
dark theme got boring a few years ago
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Does the API have limits?
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Claggor
Does the API have limits?
what do I even answer to this
09:29
Does any API have limits? Probably the answer would be "yes"
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You're right, I meant what are limits of the API?
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@Jupstar ✪ I hope you didn't confuse the TileIndex Parameter of the RenderTileLayerSpeedup function and took an actual look at it. I am not rendering each tile individually, I am putting individual tiles of type TileIndex into the buffer
10:08
Maybe the name TileIndex is to unprecise
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Assa
@Jupstar ✪ I hope you didn't confuse the TileIndex Parameter of the RenderTileLayerSpeedup function and took an actual look at it. I am not rendering each tile individually, I am putting individual tiles of type TileIndex into the buffer
Jupstar ✪ 2025-03-03 10:11
I am not confusing anything
10:11
You create one draw call for every tile that matches
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Thats why I am asking. What does every tile individually mean, I took that literally: tile by tile, of the map
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Assa
Thats why I am asking. What does every tile individually mean, I took that literally: tile by tile, of the map
Jupstar ✪ 2025-03-03 10:18
tile by tile of all currently visible tiles.. so if u have a speedup layer of 1000x1000 and zoom out
10:18
it's rip
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Yes, this are currently 3 render calls instead of 1
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Jupstar ✪ 2025-03-03 10:19
this is currently 1 million render calls instead of 1000
10:20
what, explain how you get a 1000
10:20
Graphics()->RenderTileLayer(Visuals.m_BufferContainerIndex, Color, s_vpIndexOffsets.data(), s_vDrawCounts.data(), DrawCount); In the normal implementation this gets called once, in the new one this gets called 3 times
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Jupstar ✪ 2025-03-03 10:21
Create a new separate tile buffer for your new tile, similar to how overlays work
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Assa
Graphics()->RenderTileLayer(Visuals.m_BufferContainerIndex, Color, s_vpIndexOffsets.data(), s_vDrawCounts.data(), DrawCount); In the normal implementation this gets called once, in the new one this gets called 3 times
Jupstar ✪ 2025-03-03 10:21
but the s_vDrawCounts
10:21
the size of it is how many draw calls you have
10:22
and you go over y and x
10:22
while the other impl only goes over y
10:23
@Assa I strongly recommend to load ddnet into renderdoc
10:23
And just see yourself, then you understand
10:23
easier than text
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I guess I may have missunerstood the graphics render function
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I see now, I add a draw call for ever x individually to the buffer. I could optimize it by counting conecutive tiles, but I'll look into a new seperate tile buffer
10:36
Thank you @Jupstar ✪
✅ 1
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GitHub BOT 2025-03-03 11:18
sometimes u wanna it helpful when others see u in editor.
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Matodor
Click to see attachment 🖼️
I guess this could send the already overriden zone
11:31
I'll test it
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I didn't touch the shaders, why does this happen 😦
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Assa
I didn't touch the shaders, why does this happen 😦
Jupstar ✪ 2025-03-03 11:44
Look F1 console, maybe that tells more
11:44
But kinda sounds like missing shader files tbh
11:44
You gotta use the data dir from the build dir
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I am currently having a windows moment, brb
11:52
and suddenly my rust dependencies aren't building anymore? [build] uuid_manager.cpp [build] video.cpp [build] CUSTOMBUILD : error : linking with link.exe failed: exit code: 1120 [C:\Users\User\Desktop\workspace\ddnet\build\rust_engine_shared_target.vcxproj]
11:55
solved by switching build target back and fourth, visual studio code moment
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[build] C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets(254,5): warning MSB8065: Der benutzerdefinierte Build für das Element "C:\Users\User\Desktop\workspace\ddnet\build\CMakeFiles\a1b41605f79cae13fcdb76246cd6b6f8\ddnet_engine_shared.lib.rule" war erfolgreich, aber die angegebene Ausgabe "c:\users\user\desktop\workspace\ddnet\build\release\ddnet_engine_shared.lib" wurde nicht erstellt. Dies kann dazu führen, dass der inkrementelle Build nicht ordnungsgemäß funktioniert. [C:\Users\User\Desktop\workspace\ddnet\build\rust_engine_shared_target.vcxproj] Build was successful, but wasn't created?!
12:38
game is running, i am not asking questions, and Vulkan is now working too ... (edited)
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is the fps counter broken? When I look at the graph with cntrl + shift + g, it shows ~ 2000 fps, the top right counter shows ~1000 fps, when the graph is opened in the ingame counter shows 500 fps, and when I tab out of the game, the ingame counter shows 120 and the graph shows 144 fps
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Assa
is the fps counter broken? When I look at the graph with cntrl + shift + g, it shows ~ 2000 fps, the top right counter shows ~1000 fps, when the graph is opened in the ingame counter shows 500 fps, and when I tab out of the game, the ingame counter shows 120 and the graph shows 144 fps
Jupstar ✪ 2025-03-03 13:11
the graph uses a maximum and minimum to display a graph
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@Discord Mod
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after 1 hour of debugging, I finally found that editor image bug .... SelectSprite(IMAGE_SPEEDUP_SLIDE); -> SelectSprite(SPRITE_SPEEDUP_SLIDE); just me being stupid and blind and generated files ...
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smokky(*_*) 2025-03-03 14:49
What to do infinite loading of resources
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smokky(*_*)
What to do infinite loading of resources
why do you keep sending this everywhere
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Jupstar ✪ 2025-03-03 15:50
kid thinks he is the main character
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Koll Potato 2025-03-03 15:51
he probably does not think at all
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GitHub BOT 2025-03-03 16:08

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssan...
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Assa
after 1 hour of debugging, I finally found that editor image bug .... SelectSprite(IMAGE_SPEEDUP_SLIDE); -> SelectSprite(SPRITE_SPEEDUP_SLIDE); just me being stupid and blind and generated files ...
😭
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GitHub BOT 2025-03-03 16:51
Removed the WorldCore Tuning function, which is used only for dummy prediction. On the server side, it always used the global tune. Simplified and removed many redundant checks since no tune zone means it's tune zone 0

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 ...
16:53
261a38f Apply alpha to spectating tees from other teams - Pioooooo 620f1d4 Merge pull request #9797 from Pioooooo/demo-transparency - def-
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Hecta
😭
Be happy, PR is ready 🙂
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@Ryozuki do you have an idea what to do about this ? I know chillerdragon suggested a clang-tidy turn-off line, but I don't know if this is a joke or why this is only triggering there
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
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i think its because u edited that file or smth
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DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
❓ 1
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erro: potential memory leak
18:03
under certain conditions that clang-tidy evaluated and described
18:03
delete when u heap alloc
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Assa
@Ryozuki do you have an idea what to do about this ? I know chillerdragon suggested a clang-tidy turn-off line, but I don't know if this is a joke or why this is only triggering there
It's a false positive, probably because we use our own memory pool, so'll need to add an exclusion: for(int i = -ShotSpread; i <= ShotSpread; ++i) // NOLINT(clang-analyzer-unix.Malloc)
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Now added it 🤷‍♂️
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Seems to have worked
🚀 2
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MilkeeyCat 2025-03-03 20:02
@Ryozuki I almost added structs Program { globals: vec![], functions: vec![Function { registers: vec![Register { name: "1".into(), ty: Ty::Struct(vec![Ty::I8, Ty::Struct(vec![Ty::I8, Ty::I32])]), }], name: "main".into(), blocks: vec![BasicBlock { name: "0".into(), instructions: vec![Instruction::Copy { operand: Operand::Const(ValueTree::Branch(vec![ ValueTree::Leaf(Const::I8(1)), ValueTree::Branch(vec![ ValueTree::Leaf(Const::I8(2)), ValueTree::Leaf(Const::I32(3)), ]), ])), out: 0, }], terminator: Terminator::Return(None), }], params: vec![], ret_ty: None, }], } spits out .section .text .global main main: push rbp mov rbp, rsp sub rsp, 16 .L0: mov byte ptr [rbp - 12], 1 mov byte ptr [rbp - 8], 2 mov dword ptr [rbp - 4], 3 jmp .Lmain_ret .Lmain_ret: leave ret
20:06
pr says "Some server code has to be updated accordingly." but the "fail safe" is in shared code and i think its compeletyl useless in server
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pog
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ws-client BOT 2025-03-03 20:10
<ChillerDragon> @Assa it was not a joke and it is common that this gets unlocked seemingly randomly when you change other code.
20:12
<ChillerDragon> @Claggor which api
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ws-client
<ChillerDragon> @Assa it was not a joke and it is common that this gets unlocked seemingly randomly when you change other code.
yes thank you, I am just wondering that nobody else was running over this in other PRs
20:14
I am currently working on colored speedtiles and run into the issue, that I am skillchecked in setting up vulkan rendering buffers xD writing a shader was not an issue
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GitHub BOT 2025-03-03 21:21
Regression from #9659 which made KEY_JOY_HAT*_RIGHT the last joystick hat key, causing the loop to skip the left and right joystick hat keys.

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 p...
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how can i scan all maps' server settings?
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config_retrieve
21:31
(and a script to run it on all maps)
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how do i make a script that checks the server settings?
21:34
or is there an existing one
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use twmap or twmap-py, it has all the bindings you need
21:37
Can you program in python? I have a small bad notebook
21:38
i just need to check if any map contains tune_zone 0 setting because it doesnt work
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I tried to use it in my map, but it doesn't work so I needed to patch it out
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yes, but it started working with https://github.com/ddnet/ddnet/pull/9798 so idk if i should prevent it or is it fine
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kebs
how do i make a script that checks the server settings?
It's just a small python/shell wrapper to list all maps files in the ddnet-maps folder and execute config_retrieve for each
21:40
That would write the settings to .cfg files next to the maps
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twmap can do this directly, but yes this would also work
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Then you could simply search the cfg files in folder recursively with a text editor
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ok i can do that
21:41
ty
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@kebs I checked, and no maps contain tune_zone 0
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furo
@kebs I checked, and no maps contain tune_zone 0
please also check for tune_zone_enter and tune_zone_leave
21:45
but I guess you won't have any results
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Hm, actually. Behemoth contains tune_zone_enter 0 "Map for 4+ tees, max 8 tees if in a team!" and Simple World 3 has tune_zone_leave 0 "Leaving beloved standards behind"
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maybe the other two commands actually work as expected
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Thanks, so I guess I can fix it with that pr
21:48
Just need to update prediction if it breaks it
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GitHub BOT 2025-03-03 22:01
287112b Rename variable/parameters HatKeys to aHatKeys - Robyt3 998be14 Fix left and right joystick hat keys - Robyt3 2f60e0b Merge pull request #9799 from Robyt3/Client-Input-Joystick-Hat-Fix - def-
Exported 105 message(s)
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