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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 2025-03-04 00:00 and 2025-03-05 00:00
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GitHub BOT 2025-03-04 00:04

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
  • [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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the change is just to make sure the behavior is logically unchanged if m_Tuning is not set by any outsider. and the "fail safe" is basically what make the code behave identical to the original code.
00:23
it is made so client can override the tuning so yes the change was made for client only even tho it is in the shared code
00:24
if sometime later server start setting m_Tuning after this change then ye, it is completely useless. i didn't check whether server is doing that, but it probably wasn't doing that when that PR was made (edited)
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Yea it works fine without it, I would like to remove tuning from world class since it's flawed
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then do it i guess
00:25
and it is probably good that shared code won't rely on g_Config.m_ClDummy at all if you could make that happen too
00:25
not sure if it is related to what you are doing tho (edited)
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This is exactly why I want to remove it, and it's also confusing because it's not world tuning but current player's
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i mean it is just left over from adding dummy to begin with
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Which this "world tuning" isn't used anywhere anyway
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someone just doubled up everything
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There's one in gameclieny
00:26
Yea I guess
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remove world tuning is probably a good idea tho. i remember it being quite useless but i didn't dare to touch it back then
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It's values are copied over from gameclient and the fail safe is the only place it's used rn that's why I asked
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just double check on server i guess
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@TsPiggy heyo can you help me out here? https://github.com/ddnet/ddnet/blame/aecae3f7e51c0a44e45fa94d62bccf8bbfc155f2/src/game/server/player.cpp#L535 this flag appears to be 1<<2, but thats the same as the flag PLAYERFLAG_CHATTING(?)
01:46
and those flags are checked right after each other, maybe my ide is just broke? ^^
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DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
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is that an answer in some way? please elaborate
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You can check this file, the flags belong to different fields
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Patiga
@TsPiggy heyo can you help me out here? https://github.com/ddnet/ddnet/blame/aecae3f7e51c0a44e45fa94d62bccf8bbfc155f2/src/game/server/player.cpp#L535 this flag appears to be 1<<2, but thats the same as the flag PLAYERFLAG_CHATTING(?)
?
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hrmpf my ide is broke I suppose :c
01:56
or the generator broke
01:56
this is part of the code gen
01:56
are you sure your code gen ran properly
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Pioooooo
You can check this file, the flags belong to different fields
that wouldn't make much of a difference here
01:56
ig not :/
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can you check src/game/generated/protocol.h
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well the ide is kinda arguing with itself, saying "well this value doesn't exist" and "btw this value is 4" at the same time xd
01:57
will do
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Patiga
well the ide is kinda arguing with itself, saying "well this value doesn't exist" and "btw this value is 4" at the same time xd
might just be you haven't ran the code gen since you pulled yet, since it only run on build, so it doesn't exist. and your IDE is invaded by AI and hallucinated
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TsPiggy
can you check src/game/generated/protocol.h
huh I don't have that file
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then you haven't built yet
01:59
just build it once
01:59
i think
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wait I do have it, I didn't look in the build idr
02:00
*dir
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its not in there tho
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I'll rebuild and check again
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have you built
02:00
python error?
02:00
maybe
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building
02:02
got it 🎉
02:02
what happened before then
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weird, I thought I built the client just yesterday
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weird
02:03
maybe the we all had AI in us now and we hallucinated memory
justatest 1
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maybe its also tired Patiga who's weird here pepeW
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Zerol Acqua 2025-03-04 02:05
hey, i'm using vscode on ubuntu with cmake and the c++ extension to debug the map editor. i set some breakpoints, and when one got hit, the game froze. now i want to check the variable info in vscode, but my mouse is stuck too. anyone know how to fix this or any other ways to handle it?
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@TsPiggy btw how severe is that CAM commit for input handling?
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Patiga
@TsPiggy btw how severe is that CAM commit for input handling?
wdym severe
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like, in which cases does it handle input differently to before?
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the handling is unaffected.
02:06
nothing changed client side afaik
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but server side
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then ye, when you unpause it might take sometime for server to start processing input
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like, I reimplemented your commit like 3 weeks ago (and did the flag correctly 🫨 )
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but if it start process early the input are wrong anyway
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ah, so it should only affect the end of the pause, not the start of it?
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i can't remember
02:08
maybe not?
02:08
backwards compat check is needed tho
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alright, thx
02:09
I think I get it now
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basically all you need to do is making sure viewpos doesn't update if the input type is cam and player input doesn't apply to character if the input type is not cam
02:10
and you need the version check to make sure cam and not cam state is correct and not just non-existence-defaults-to-not-cam
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the client stops sending usual player input as soon as it hears from the srv that the pause has started (sending inputs which will not be processed immediately by the srv). the server now applies those inputs later, not as soon as the srv says the client is unpause, but when the client replied that too
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i didn't get it
02:12
i thought client always send input
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no, not during pause
02:12
not normal input at least
02:13
you cant hook for example
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let me check
02:13
eitherway the change only tags what type of coordinate it is of the target
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in the line I referenced it also stops input from being transfered from player to tee
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yes
02:14
it is possible that character ignored hook and fire input due to not expected coodinate type
02:15
maybe movement should be passed anyway but idk about fire and hook
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can I see somewhere on which server version this change started?
02:16
does the server have an incrementing number like the client maybe?
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check the whole commit
02:17
it is the standard version check we do
02:17
wait no
02:17
it didn't live in the same commit sorry
02:17
let me dig the pr
02:18
wait it is the same commit. why can't i find it
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I'm also confused rn, I swear I saw smth before
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i am confused too
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but I suppose the clients that use it do this
// force send spec cam flag on first tick to let server know that it is supported
02:19
heinrich vetod
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it shouldn't be accepted if i didn't change it but i can't find the code where i did it (edited)
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VERSION_DDNET_PLAYERFLAG_SPEC_CAM = 18090,
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oh it is a separate commit
02:20
i think deen merged it before i could change it
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but that is the client version, no?
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yes, you check whether client supports that flag (edited)
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but wouldn't I need to check if the server has the flag?
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client shouldn't care what it receives
02:21
server send character the client does the character
02:21
it doesn't need to know about the coordinate type
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but I'm reimplementing the physics server-side
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you check client version in server
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did older clients also send that flag for some reason? I see some weird replay here where that flag is set the entire run o.o
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Patiga
did older clients also send that flag for some reason? I see some weird replay here where that flag is set the entire run o.o
3rd party client and bot
02:23
tater also had some non-standard scoreboard flag behavior
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okay, so the version check it is 👍
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also demo might be bugged, i should check (edited)
02:24
shouldn't be, don't worry
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i mean even if it is bugged, the client doesn't really care about the flag (edited)
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wait but then I do need the server version, right?
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no, you can send the flag to the server always
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like I'm implementing physics in twgame to reproduce teehistorian files
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old server doesn't use that bit
02:25
so it'll just ignore it
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yes and how do I detect old server?
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idk
02:25
we didn't feel the need to do that so we didn't check
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fair
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old server doesn't use that bit so sending that bit on and off make no difference in physics
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02:25
i'm pretty sure
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Patiga
like I'm implementing physics in twgame to reproduce teehistorian files
btw is someone doing input fingerprinting to check for invalid race
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quick question whats the reason for taterclient being frowned upon? or looked at as bad
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not that I know of
02:29
(answer to ts)
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smokky(*_*) 2025-03-04 06:43
What to do infinite loading of resources
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why do you keep sending this everywhere
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Original message was deleted or could not be loaded.
do you have any like- 4k tee skins in your skin files?
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smokky(*_*) 2025-03-04 06:47
I don't know.
💀 1
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Zerol Acqua
hey, i'm using vscode on ubuntu with cmake and the c++ extension to debug the map editor. i set some breakpoints, and when one got hit, the game froze. now i want to check the variable info in vscode, but my mouse is stuck too. anyone know how to fix this or any other ways to handle it?
Jupstar ✪ 2025-03-04 07:19
Use the vscode workspace in other/vscode (read the readme) and x11 Then it will unrelease mouse
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MilkeeyCat 2025-03-04 07:39
@Learath2 is rep movsb ok for copying structs or is it better to manually move each field in a register and move it into dest? (edited)
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Jupstar ✪
Use the vscode workspace in other/vscode (read the readme) and x11 Then it will unrelease mouse
Zerol Acqua 2025-03-04 07:40
thanks, that's exactly what I needed.
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rainonwires 2025-03-04 08:20
Hey, im hoping this is an appropriate channel to ask this; is there a nixos guide to building ddnet? i'm missing some packages & haven't found some of them lol
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@rainonwires NixOS has a package for DDNet, so you can look at its dependencies. https://github.com/NixOS/nixpkgs/blob/nixos-24.11/pkgs/games/ddnet/default.nix
Nix Packages collection & NixOS. Contribute to NixOS/nixpkgs development by creating an account on GitHub.
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rainonwires 2025-03-04 09:06
Thanks
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MilkeeyCat
@Learath2 is rep movsb ok for copying structs or is it better to manually move each field in a register and move it into dest? (edited)
Why bother going field by field?
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Learath2
Why bother going field by field?
MilkeeyCat 2025-03-04 09:35
maybe it's better, idk
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I can't think of a reason. If you can't either I'd go with rep movsb
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rainonwires
Hey, im hoping this is an appropriate channel to ask this; is there a nixos guide to building ddnet? i'm missing some packages & haven't found some of them lol
Reminder that Nixos has an awesome feature called InputsFrom - which allows you to fetch dependencies, buildinputs etc from an existing package within a dev shell
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09:39
Most dependencies are listed in the readme - the rest should be fetched using pkg-config and inputsFrom
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rainonwires 2025-03-04 09:40
i love nixos, but i haven't used it all for development and i haven't really branched outside of the configuration file, still trying to get my grasp on flakes lol
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outputs = { nixpkgs, ...} : let system = "x86_64-linux"; pkgs = nixpkgs.legacyPackages.${system}; in { devShells.${system}.default = pkgs.mkShell { inputsFrom = [pkgs.ddnet]; packages = [ ];
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rainonwires 2025-03-04 09:40
so yeah, didnt know about that, appreciate it !
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That is basically all you need ^^
09:40
And then ofc, gcc/clang
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rainonwires 2025-03-04 09:40
how does it work?
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it's a nix dev shell within a flake.nix
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rainonwires 2025-03-04 09:41
a dev shell for ddnet?
09:41
like nix-env? (edited)
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Yep ^^
09:41
No!
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rainonwires 2025-03-04 09:41
xD
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Go into your ddnet folder, create a file called flake.nix (edited)
09:42
Man phone hard - 1 sec I can't copy
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rainonwires 2025-03-04 09:42
ahaha
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Okay, copy paste this into your flake.nix - add inputsFrom = [pkgs.ddnet] in the dev shell section { description = "A Nix-flake-based C/C++ development environment"; inputs.nixpkgs.url = "https://flakehub.com/f/NixOS/nixpkgs/0.1.*.tar.gz"; outputs = { self, nixpkgs }: let supportedSystems = [ "x86_64-linux" "aarch64-linux" "x86_64-darwin" "aarch64-darwin" ]; forEachSupportedSystem = f: nixpkgs.lib.genAttrs supportedSystems (system: f { pkgs = import nixpkgs { inherit system; }; }); in { devShells = forEachSupportedSystem ({ pkgs }: { default = pkgs.mkShell.override { # Override stdenv in order to change compiler: # stdenv = pkgs.clangStdenv; } { packages = with pkgs; [ clang-tools cmake codespell conan cppcheck doxygen gtest lcov vcpkg vcpkg-tool ] ++ (if system == "aarch64-darwin" then [ ] else [ gdb ]); }; }); }; } (edited)
09:46
Looks harder than it is, that flake is just meant to work on all systems xD (edited)
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rainonwires 2025-03-04 09:46
ahaha
09:47
And then run nix develop ^^
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rainonwires 2025-03-04 09:47
awesome
09:47
what server is that if i may ask?
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Eh I think that comes from the unofficial nixOS discord
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rainonwires 2025-03-04 09:47
okok !
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Idk I dusted that off just now, been in my gallery for years kekw
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rainonwires 2025-03-04 09:48
ahahaha i see xD very useful to keep stuff like that
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Alright I need to go - hope you figure it out owo
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rainonwires 2025-03-04 09:49
bye bye
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rainonwires 2025-03-04 10:59
Still messing with this on and off, im having some issues with the nix develop command working.
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hmm
11:15
CHN servers other than 1 and 4 disappeared from master
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morning peeps
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norming
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rainonwires
Still messing with this on and off, im having some issues with the nix develop command working.
i do nix develop path:./.dev and put a flake.nix file into a .dev folder under the project directory. this way nix won't copy the entire project into store somewhere.
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meloƞ
Reminder that Nixos has an awesome feature called InputsFrom - which allows you to fetch dependencies, buildinputs etc from an existing package within a dev shell
akschually
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if you just use nix develop ./.dev the .dev directory need to be a git repository and commited with the flake.nix. i don't really like that way so path: is kinda needed for me (edited)
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rainonwires 2025-03-04 12:18
ahhh
12:19
mine tries to find the flake in /nix/store after i use the flake in the ddnet directory i setup
12:19
lol
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it might make sense to put flake under a project root if you somehow want to install the thing as a package i think? i don't really know.
12:20
i just do the weird workaround with .dev folder
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rainonwires 2025-03-04 12:20
i just want to build the project, would like to work on some of the issue tickets on github
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also check out nix-direnv once you figure out the develop thing. which basically does it for you when you cd into a directory.
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rainonwires 2025-03-04 12:20
ahh
12:20
i cant get it to find vulkan etc
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the same flake file will work with both nix-direnv and nix develop so you don't need to redo anything.
12:21
let me check my flake.nix for ddnet
12:21
one sec
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rainonwires 2025-03-04 12:21
my flake i run with nix develop doesnt work xD
12:21
i have to nix-collect-garbage to try again
12:23
this is what i use for my .dev for ddnet
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TsPiggy
CHN servers other than 1 and 4 disappeared from master
@deen @murpi @Learath2
12:47
justatest
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Not something I'd able to fix
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sadge
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TsPiggy
it might make sense to put flake under a project root if you somehow want to install the thing as a package i think? i don't really know.
Yes - either as a provided dev shell or when using nix build
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ws-client BOT 2025-03-04 13:07
<ChillerDragon> I would highly appreciate to get https://github.com/ddnet/ddnet/pull/9787 and https://github.com/ddnet/ddnet/pull/9386 merged. Is there a way for me to speed up the process?
Previously if multiple spawn types (default,red,blue) were used. Only one of them would be considered for spawning. Now tees are distributed across all spawn points even if different types are used...
Solves 16 year old todo comment Checklist Tested the change ingame Provided screenshots if it is a visual change Tested in combination with possibly related configuration options Written a uni...
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the github influencer is influencing again
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rainonwires 2025-03-04 13:12
ahaha chiller is the reason i am trying to build ddnet
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TsPiggy
@deen @murpi @Learath2
Still broken?
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yep
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Did you check whether they can ping the master? Might be a firewall incident
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i don't have access to those servers
13:31
i don't host servers anymore
13:32
😬
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wait, my proxy basically died today too.
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ChillerDragon, ur prs touch sensitive code to physics or speedrunning so its normal its harder to get in
13:47
im unsure about how spawners affect speedrunners and if the way u made it works nice
13:50
ChillerDragon i reviews ur interesct pr, looks gud but i wait for others
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Ryozuki
ChillerDragon i reviews ur interesct pr, looks gud but i wait for others
Be brave
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TsPiggy
i don't have access to those servers
I can't seem to connect to them hm
13:57
tomorrow is the congress meeting.
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Wait but the main server can connect to them
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This PR implements a new slide tile. A slide tile behaves a bit like a one way block, but can have any angle in a 360 degree radius. It&#39;s part of the speedup layer. Something similar is alr...
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Hm, let me tunnel through and see
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i like this feature
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i think we get bad internet around these time
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Learath2
Be brave
well it looks ok to me but maybe heinrich wanted tot say smth
13:58
but he seems not active
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I seem to have broken something in my kernel pepeW
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Ryozuki
but he seems not active
i got this ahem i'm thinking about adding a new cl option into ddnet
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@Learath2 u know if there has been a poll about slide tiles?
13:59
i like em but i want a poll
13:59
@murpi can u poll this feature pls https://github.com/ddnet/ddnet/pull/9795
This PR implements a new slide tile. A slide tile behaves a bit like a one way block, but can have any angle in a 360 degree radius. It&#39;s part of the speedup layer. Something similar is alr...
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Learath2
I seem to have broken something in my kernel pepeW
is this the average gentoo experience
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TsPiggy
is this the average gentoo experience
Nope, haven't broken a kernel in years. It was just too large an update at once
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Ryozuki
@Learath2 u know if there has been a poll about slide tiles?
Nope, no poll
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Ryozuki
@murpi can u poll this feature pls https://github.com/ddnet/ddnet/pull/9795
Feels more like a stopper than a slide somewhy 😄
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@Learath2 go do it
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Maybe it needs an animation or sth to look better
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Learath2
Feels more like a stopper than a slide somewhy 😄
stopper 2.0: 360° version
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but it pushes right
14:04
maybe some air effect
14:04
idk
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Learath2
Nope, haven't broken a kernel in years. It was just too large an update at once
Ah, it seems I forgot to rebuild my gfx driver
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As discussed in #9670, speedtiles can give so much speed, that they actually slow you down again (with ramp values). This PR introduces the speed_boost_max_speed tuning parameter, at which the spee...
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14:12
i changd the pr title
14:13
cuz it doesnt add a t uning
14:13
"fix new speedtiles: add speeder limit "
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GitHub BOT 2025-03-04 14:14
347d43c Fix jetpack strength tuning - KebsCS 022c1d9 Fix incorrect tune zone override - KebsCS ee74433 Merge pull request #9788 from KebsCS/pr-fix-jetpack-tuning - edg-l
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Ryozuki
"fix new speedtiles: add speeder limit "
nice, missed this 👍
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Ryozuki
but it pushes right
what? xD
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Hecta
stopper 2.0: 360° version
You discussed a better visual in the meantime
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GitHub BOT 2025-03-04 14:31
1174fae add a speedboost limiter tuning - mwinkens 0b12a4b Merge pull request #9763 from AssassinTee/feature/speedboost-limit - edg-l
14:32
The idea is from @Patiga from #9795 How would we aproach this with the release process? One thing is clear, in order for it to be reversible, we can't let maps with the given feature be released nor let people mass-adopt the feature before its fully decided whether to add it / if it needs any fixes that would break maps released with this. @def- this would require some infra work to setup.

Summary

[summary]: #summary Experimental Period for new tiles (and maybe new big features) where...
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cc @Assa @Learath2 @Jupstar ✪ @Patiga i opened the first rfc in ddnet
14:33
owo
heartw 2
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Ryozuki
cc @Assa @Learath2 @Jupstar ✪ @Patiga i opened the first rfc in ddnet
ryozuki fried chicken
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yum
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tbh i wanted to name it
14:34
deed, or tfc
14:34
deed = ddnet enhancement proposal
14:34
ded?
14:34
like python pep
14:34
tee fc
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Hecta
or just prebake the line connections
these, I think these are cleaner for this tile, maybe even borderless
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ddnet enhanced proposal DEP
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Assa
these, I think these are cleaner for this tile, maybe even borderless
maybe, but id have to see how clean they'd look in-game
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oh yeah idk why i added a d at end
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ddnet enhanced epreposal n
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There is no timelimit on this @Hecta , in the end we can do asset swaps later. The current ones look a bit like car bumpers xD
14:36
I'd propose a fadeout under the line showing which direction is "down", or a 50% transperency line directly below (edited)
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Hecta
maybe, but id have to see how clean they'd look in-game
You can download the build-client and just asset swap. If you need any help just PM me 🙂
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Ryozuki
deed, or tfc
deen: ddnet entity enhancement nomination
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@Ryozuki any opinions about #9767 ? This is quality of life for me xD
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Currently you can either turn text entities on or off. This PR allows to do this for speedtiles (only text, arrows stay) teleports switches tune zones (feature does not exist) the editor (all...
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Assa
There is no timelimit on this @Hecta , in the end we can do asset swaps later. The current ones look a bit like car bumpers xD
yea fair
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I like the current ones, still better than the triangles (edited)
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Learath2
deen: ddnet entity enhancement nomination
finally a meaning for deen
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Assa
@Ryozuki any opinions about #9767 ? This is quality of life for me xD
ok to me, but idk some ppl around here dont like too many config options
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heinrich isn't around, quick sneak in some customization
justatest 1
troll 1
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still getting pings about missing servers pepeW
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@TsPiggy some chinese servers be missing yo
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Ryozuki
ok to me, but idk some ppl around here dont like too many config options
please at least decouple cl_text_entities in ingame and editor tear as this is actually an issue
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ws-client BOT 2025-03-04 15:02
<ChillerDragon> thanks @Ryozuki
15:04
<ChillerDragon> @Ryozuki the spawner pr is now behaving like ddnet on run maps. The more controversial change is what I only proposed and did not do yet
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I can also collabse all of this options to one with bit flags, but this is pretty unintuitive
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oh, seems the chinese servers changed ip somewhy
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huh?
15:08
actually
15:08
make sense
15:08
all missing servers are tencent servers
15:08
i'll check whether there's a announcement about that
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I'll re-whitelist them all
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i don't see any announcement about it
15:10
weird that it would just do that
15:10
i'll ask every hosters to check their console
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chn5 seems to be back after I whitelisted the new ip for it
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@Learath2 are u a investor? do u know why some stocks allow trailing stops and others not?
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Learath2
chn5 seems to be back after I whitelisted the new ip for it
how is status still showing the servers
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i invested in Rheinmetall and it allows that but others not
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is it a self report type of thing instead of an ip list?
👍 1
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war coming so atleast ill play the capitalist game a bit
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noted
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Ryozuki
@Learath2 are u a investor? do u know why some stocks allow trailing stops and others not?
It depends on the broker and the rules of the exchange. On DEGIRO it's allowed on Xetra and NDQ iirc
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Learath2
chn5 seems to be back after I whitelisted the new ip for it
what's the current ip for chn5
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Ryozuki
war coming so atleast ill play the capitalist game a bit
>war is that a mf ddnet block reference?
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i had stock on howmet aerospace (murica) and it netted me like 500 euro, but now its going down so i sold cuz murica is cooked
15:12
and now im into eu military
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Learath2
It depends on the broker and the rules of the exchange. On DEGIRO it's allowed on Xetra and NDQ iirc
ye degiro
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TsPiggy
what's the current ip for chn5
1.13.79.127
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oooh, starting with 1, fancy
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Learath2
1.13.79.127
did you also change the dns for chn5.ddnet.org
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idk who changed those, that's what is confusing to me 😄
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@deen did you?
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what happened
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idk someone fixed the dns entries but not the whitelist
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arent 1. ips in china common
15:14
its cuz china numba one
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or did deen redo the whitelist and somehow copied the wrong IPs justatest
15:15
i don't see tencent server randomly changing ip being a thing
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stock markget gonna crash
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we are so back.
15:17
thx
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TsPiggy
what happened
anyway, re-whitelisted them, they should be slowly coming back up
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already did
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louis
stock markget gonna crash
how will this affect the trout population
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I'll have to ask deen what happened there because the dns couldn't possibly fix itself if the servers just "changed ip"
15:17
my bet is on the copy pasting error
15:18
nouis
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Ryozuki
i had stock on howmet aerospace (murica) and it netted me like 500 euro, but now its going down so i sold cuz murica is cooked
I'm deeply invested in chinese tech companies, made like 30% profit
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i hope i can invest in something
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oh my god the stock market really is crashing thanks trump
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Learath2
I'm deeply invested in chinese tech companies, made like 30% profit
all of which I lost on stupid nvidia stock tanking again
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i can't buy normal stock, i can only buy chinese stock which is just ran by satan.
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Hecta
oh my god the stock market really is crashing thanks trump
yep i sold all my s&p500 and howmet
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if nvidia doesn't recover I'll never be able to retire
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im at 900 euro profit
15:19
idk why the mac with us keyboard has no euro symbl
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Ryozuki
yep i sold all my s&p500 and howmet
btw how do you do your taxes on capital gains?
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i havent done them yet, ill do it this year
15:20
but well its just the web
15:20
form
15:20
degiro has a thing to download a pdf with ur account statement and other stuff
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ws-client BOT 2025-03-04 15:20
<ChillerDragon> there shouldn't be any complicated about https://github.com/ddnet/ddnet/pull/9787 @Ryozuki if you say there is and it will take a few months to get merged then i might just fix it downstream
Previously if multiple spawn types (default,red,blue) were used. Only one of them would be considered for spawning. Now tees are distributed across all spawn points even if different types are used...
15:21
<ChillerDragon> i keept it as unintrusive as possible and provided clear videos of the tests
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If I was smart I'd actually liquidate all these positions, the entire market is on the downswing, but I really don't want to bother with taxes 😄
15:21
I'm such a bad trader
15:21
why do non residents get less taxes
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Ryozuki
why do non residents get less taxes
Because they benefit less from govt services is the understanding iirc
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the weekly crypto charts are really funny "trump announces crypto reserves" 📈 "trump announces tariffs" 📉
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Tater
the weekly crypto charts are really funny "trump announces crypto reserves" 📈 "trump announces tariffs" 📉
I did liquify all my crypto positions like a week or two ago, saved me a lot of loss from the tariffs announcement
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Learath2
If I was smart I'd actually liquidate all these positions, the entire market is on the downswing, but I really don't want to bother with taxes 😄
i need to get more info on this, but do u need to bother on all sells or just tax the end result if u gained more than lost?
15:23
but what u sell now u will put it on the tax form next year
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Ryozuki
i need to get more info on this, but do u need to bother on all sells or just tax the end result if u gained more than lost?
total net capital gains
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yeah
15:24
so why u not selling
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Well I haven't sold any position this year, so my capital gains for this year is currently 0 😄
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u wont have to bother till 2026 when u do the year 2025
15:24
ig xd
15:24
i wish all this was automated
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Yeah, I should stop being silly ngl, I'll let it settle for a day or two then sell out of everything except nvidia which I feel would recover some day
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Ryozuki
i wish all this was automated
well it can be "automated" you can just give your money to someone to manage for you, but they take a cut
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well if u gain a lot and dont bother spending like 25 maybe smth like https://tax-wizard.eu works
Automate your Tax Reports for investors with Revolut, Degiro, eToro, XTB, Trading212, Interactive Brokers, and Lightyear. Calculate your capital-gains easily
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and you need to have a lot of money 😄
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why is nvidia down? just cause?
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I should also get into some eu military now that eu is thinking about re-arming
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Tater
why is nvidia down? just cause?
fuck knows, it's one I just don't understand the market on, maybe chatgpt 4.5 not delivering expected improvement?
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consumer product releases
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TsPiggy
consumer product releases
yeah the 5070 was shit too ngl
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who cares about consumers, we need more AI servers
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Anyway, I'll just quadruple down and get even more nvidia stock on the cheap, just gamble away what I earned from xiaomi
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I guess nvidia's current position hinges a lot on near term investments in AI which won't happen as much if the economy is doing bad in general. Just a guess
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also tarifs
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yeah but the tarifs aren't targeted at them, so all else equal they shouldn't be falling more than others
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Tater
I guess nvidia's current position hinges a lot on near term investments in AI which won't happen as much if the economy is doing bad in general. Just a guess
Sounds sensible, with ai models proving not to scale that well with more gpu power it makes even less sense
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but tarifs affect base products
15:33
which they use right?
15:33
idk
15:33
like the tariff may not be directly ur product but needed to build ur product
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any gamepad remapping tools on linux?
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does nvidia even do any manufacturing in the US? (edited)
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i tried steam input on a 3rd party game but the game won't recognize the steam input
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TsPiggy
any gamepad remapping tools on linux?
steam
15:34
steam input
15:34
steam is best
15:34
put ur game as 3rd party
15:34
launch the steam big picture
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ye already tried that
15:35
the game just won't do anything with steam input
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try again
15:35
reboot the pc
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sure
15:35
i mean the game works without steam input, but my ab and xy are swapped
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i forgot but maybe remap ur controll to xbox or smth
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Парни кто шарит как узнать через ркон через какой клиент человек играет?
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depedns on game
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TsPiggy
i mean the game works without steam input, but my ab and xy are swapped
ohh
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with steam input the game just doesn't do anything when i press start
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unkweal
Парни кто шарит как узнать через ркон через какой клиент человек играет?
$english
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unkweal
Парни кто шарит как узнать через ркон через какой клиент человек играет?
Hi! Most of us communicate in English. If you’re having trouble with English, use https://www.deepl.com/en/translator to help you out.
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Guys who knows how to find out through rcon through which client a person plays?
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u cant
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Ryozuki
u cant
Only w mod?
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i forgot but iirc u cant and its not reliable
15:36
anyone can fake a client name and version
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ye we can't really tell
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Ryozuki
i forgot but iirc u cant and its not reliable
sad
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sp somoene used to play with version 9999
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even dummies and player looks the same
15:38
holy, steam big picture ran at 3fps or something
15:39
i think it tried to run at 12k or something.
15:39
imma gamescope the mf
15:41
doesn't work, too laggy justatest
15:41
ok i gave up
15:41
steam deck time
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Idea: color switch laser ans button by ID and indicate which button belongs to which id
15:44
opinions?
15:45
I don't know how much you can color the laser entities and also this feature is not possible on older clients, but it's backwards compat. since client only (edited)
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you can color it anything you want
15:46
but thats the problem i guess that it already was any color
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So I'd remove an existing feature justatest
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I suggest implement a flagged image or smth
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Assa
So I'd remove an existing feature justatest
You've perfected a design not when there's nothing to add, but when there's nothing to remove
15:49
greenthing
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Only shown when some flags are on or off (edited)
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and we have a freezing laser which could collide in color 😦
15:51
I don't think this is perfect, but changing this would cause more issues
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Assa
Idea: color switch laser ans button by ID and indicate which button belongs to which id
can already do this in design
15:56
idk how u could do it in entities, idk if its necessary
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it's about the default here, what is your opinion @louis ?
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default should show numbers, should it not xd
15:58
entities is not really meant to be pretty, its supposed to be informative
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So many players are playing with entities only[zitation needed] and it tends to spam you with all shit of information. But okay, I'll turn it on by default (edited)
16:00
@louis same for the speedtiles?
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Assa
So many players are playing with entities only[zitation needed] and it tends to spam you with all shit of information. But okay, I'll turn it on by default (edited)
they probably play with entities only because they can see and confirm speedup tiles, tele numbers etc.
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switch numbers are useful info
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and having pretty design is secondary-i think its enough to judt give them the option to didable
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yeah
16:03
just dont make it default off
16:03
u can off it urself
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tune layer is fully missing btw, how am I supposed to debug my tune tiles outside of the editor? /s I may add this in a followup but disabled by default
16:07
wait until I tell the players that removing text overlays improves fps kek (edited)
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why not make a vote to see if people would like to have new defaults or no
16:12
also wasnt tunes always disabled
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I think i am the only voice for turning stuff off by default so far (edited)
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louis
also wasnt tunes always disabled
tunes is not implemented
16:13
maybe it was at some point but removed
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Assa
So I'd remove an existing feature justatest
my laser colors frozen frozen frozen frozen
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GitHub BOT 2025-03-04 16:54
04ec4c4 Fix Character typo - ChillerDragon d434673 Merge pull request #9802 from ChillerDragon/pr_chr_typo - def-
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tested another design, this looks aweful tbh
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it's amazing what a huge difference a bounding box can make
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teeworlds existed before AABB kekw
❓ 1
17:49
dont quote me
17:50
im joking
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PeterPleaseExplain
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AABB = axis aligned bounding box
17:51
An axis-aligned bounding box (AABB) is simply a rectangular parallelepiped whose faces are each perpendicular to one of the basis vectors. Such bounding boxes arise frequently in spatial subdivision problems, such as in ray tracing or collision detection.
17:51
In geometry, the minimum bounding box or smallest bounding box (also known as the minimum enclosing box or smallest enclosing box) for a point set S in N dimensions is the box with the smallest measure (area, volume, or hypervolume in higher dimensions) within which all the points lie. When other kinds of measure are used, the minimum box is usu...
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I am pretty sure that this was invented earlier
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Assa
it's amazing what a huge difference a bounding box can make
oh yea i was thinking of doing exactly that
17:53
this portrays what it does so much better
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you can probably do it 10 times faster then me, who did a python script with pillow for this ... (edited)
17:54
i make all my shit in inkscapr
17:54
tile cloning came in clutch for stuff like this
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I mean almost everything has an AABB in teeworlds. Can't think of anything which doesn't except projectiles and the flag (edited)
18:12
shields and hearts, probably, and players to each other 🤔 okay maybe some more
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can we add an AABBCC in ddnet
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whats m_ReckoningCore in TickDeferred?
18:42
it used fake world so tuning in it was always wrong, but when its right its broken
18:42
so i dont understand
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Patiga
yes they also run a subset of physics, its called "dead reckoning" in the code
here
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Patiga
in essence, as long as a tee doesnt change inputs and doesn't interact with projectiles/tees, it will be viewed as easily predictable (with dead reckoning, a subset of physics) so a tee with none of the interactions will not show up as changed in the snap to save space, and the client kknows to predict the movement of that tee thats also why teecore has a tick field. with it you know how many ticks of physics this tee needs to advance
and here
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Learath2
Stuff inside character core is dead reckoned, nothing else as far as I'm aware
and this
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kebs
it used fake world so tuning in it was always wrong, but when its right its broken
The client and the server need to 100% do the dead reckoning in the exact same way for it to work properly
19:05
If you want to mess around with it, be careful, I had to make 5 oops commits to fix the last time I messed around with it
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well dont want to mess with it but idk if its right
19:08
i guess il just reset tuning for it like it was before im too tired to understand it
19:13
if i put hook_drag_speed 0 and dead reckoning matches real core it keeps teleporting back when hooking something
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best young 2025-03-04 19:14
Can't connect to any server
19:15
the server has not responded yet
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best young
the server has not responded yet
rus1 under ddos
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best young 2025-03-04 19:16
im in ukraine (edited)
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kebs
i guess il just reset tuning for it like it was before im too tired to understand it
Here is how it works, the server reckons (makes a guess) as to where the character will be by simulating it in a fake world. If that reckoned core matches the real core emulated in the real gameworld the server won't send the core and the client will make the exact same simulation to derive the new core
19:17
So if reckoning is done in a fake world, where the tunes are wrong, nothing really happens, the actual non-reckoned core will just be sent for every snap
19:19
If you only fix one half of the wrong tune (e.g. on the server), now the server is not sending cores, the client makes the reckon, but the reckon is wrong since it uses the wrong tunes, so the client puts you in the wrong place, this goes on for a couple ticks (iirc a second or two max), then the server sends the actual core again, which snaps the client creating the teleporting effect
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so the server predicts hooking wrong to always send snaps?
19:33
client knows i have dragspeed 0, but still drags me and only snaps back when received actual core
19:33
even with cl_predict 0 it still drags me
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Using a predetermined set of algorithms to extrapolate entity behavior, you can hide some of the effects that latency has on fast-action games.
19:38
In navigation, dead reckoning is the process of calculating the current position of a moving object by using a previously determined position, or fix, and incorporating estimates of speed, heading (or direction or course), and elapsed time. The corresponding term in biology, to describe the processes by which animals update their estimates of po...
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ngl dead reckoning sounds like a ubisoft game
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Ryozuki
teeworlds existed before AABB kekw
no way
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always
no way
nah
19:45
The inventor was probably... Gutemberg on 1440. Or probably the Chinese inventor Bi Sheng around 1040.
19:48
the problem was the reckoned tick just doesnt detect that hook is pressed
19:49
i think at least, otherwise no reason why it couldnt predict it
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kebs
the problem was the reckoned tick just doesnt detect that hook is pressed
any input changes must be immediately sent by the server, as dead reckoning can only work with predict from past inputs
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well then idk 😂
20:05
hook is landed and i didnt press anything
20:06
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Btw, a successful recon prevents data being sent so it kinda have to be teeworlds compatible (a.k.a. ALL CLIENTS compatible) so no one actually touched it I think.
20:10
Maybe it is broken now, but a broken recon is still better than a successful recon that only work on one client
20:11
Maybe someone sometime can get around making recons for every client versions.
20:15
Actually if somehow we could move physics to twgame rust code we could also make multiple versions of compatible recons, saving so much bandwidth in the process. (assuming twgame has one to one physics to every version existed which may or may not be true courtesy the continuous hard work of patiga)
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i think that part of code is compatible with all versions
20:17
just tuning broke it
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Ye, because no one dared to touch it while implementing new features I think. Just be sure to go back to test teeworlds if you really want to fix it? I don't really know what's the right way to touch it either
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i wont be fixing it since idk why client predicts it wrong
20:21
when it has the correct tune
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It is possible that we straight up have deviations from og teeworlds physics from some point
20:22
wait I think I read that wrong
20:23
Ehh, idk
20:24
I can't tell what's happening in the video tbh
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i have hook strength 0, so when i hook the wall i should stay in place
20:25
but it drags me and teleports me back sometimes or when i release hook
20:25
that happens if reckoning core has correct tunes
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I see
20:32
GreemDev no idea (edited)
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server predicts it right so it doesnt update the snap constantly
20:33
idk why client doesnt
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kebs
so the server predicts hooking wrong to always send snaps?
It's not intentional. Just that the mis-reckoning (notice I don't use the word prediction) does not cause an issue because the recknoned core wont match the real core, so the server will fallback to just sending it
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kebs
idk why client doesnt
because the same reckoning on the client is also using the wrong tunes
20:45
the only way that can be fixed is if the client and the server agree on a "character core version", so they both use the correct rules
nouis 1
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@Learath2 did you see my DM
20:45
nouis
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Nope, let me check
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GitHub BOT 2025-03-04 20:46
The auto include of clangd saves a lot of time. But sadly it uses the wrong style for the includes. There is a option for clangd to force angled includes for everything. But that also does not match the ddnet style. Luckily clangd 20 released 40 minutes ago with the brand new config to specify which includes are angled. https://github.com/user-attachments/assets/b284aebb-9e4d-457a-9901-5d6941853d7a
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kebs
Click to see attachment 🖼️
I see you want to use the slide tiles xD
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GitHub BOT 2025-03-04 21:40
7eac4b9 Update nameplates - SollyBunny 3e8a900 Merge pull request #9601 from SollyBunny/nameplates_rewrite_again - Robyt3
21:45
sugeston: add a Google translate button for chat. it would make it so much easyer to understand people that dont speek your langrage and this a big problum espesaly in usa servers where only like half of people know english
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ah yes a good idea proprietary translator inside of ddnet troll
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david loves Jellycar Worlds 2025-03-04 21:48
i mean it is a good idea
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it is, but i dont know any FOSS translators, nor if ddnet can even handle it
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GitHub BOT 2025-03-04 21:48

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
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-ad...
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david loves Jellycar Worlds 2025-03-04 21:49
whats a FOSS translaytor?
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Free open source sexy
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Assa
Free open source sexy
*software
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software ❌ sexy ✅ (32k likes on youtube shorts)
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Hecta
it is, but i dont know any FOSS translators, nor if ddnet can even handle it
david loves Jellycar Worlds 2025-03-04 21:51
found one already https://libretranslate.com/
21:52
just from looking up free open sourse translater on google
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david loves Jellycar Worlds
found one already https://libretranslate.com/
Jupstar ✪ 2025-03-04 21:52
21:52
not so free
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david loves Jellycar Worlds 2025-03-04 21:52
oh it said it was
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technically you could also download deepseek and integrate it .... but yeah that's probably all overkill
❤️ 1
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Assa
technically you could also download deepseek and integrate it .... but yeah that's probably all overkill
david loves Jellycar Worlds 2025-03-04 21:52
true
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david loves Jellycar Worlds 2025-03-04 21:53
thats if you want them to run it themselfs
21:53
not you running it
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Jupstar ✪ 2025-03-04 21:53
the only realistic thing we could do is add an API. and users could load some translation modules like google translate or a AI model and have to setup it manually
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"just enter you openai api key into your ddnet client"
😭 2
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david loves Jellycar Worlds 2025-03-04 21:53
good idea tbh
justatest 3
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david loves Jellycar Worlds
not you running it
Jupstar ✪ 2025-03-04 21:53
do you have 10x rtx 5090 for us to run it?
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david loves Jellycar Worlds 2025-03-04 21:54
no i have a Intel(R) UHD Graphics 630 though
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david loves Jellycar Worlds
no i have a Intel(R) UHD Graphics 630 though
nice
21:55
Now you can run 1/year
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just use it on cpu kek
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Jupstar ✪ 2025-03-04 21:55
even teero laughs at you
kek 3
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david loves Jellycar Worlds 2025-03-04 21:55
(yes its integrated)
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david loves Jellycar Worlds
no i have a Intel(R) UHD Graphics 630 though
UHD for ultra-high-definition?
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rainonwires 2025-03-04 21:56
new to ddnet stuff, ... rcon is admin? how do admin commands work ? :)
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david loves Jellycar Worlds 2025-03-04 21:56
idk
21:56
probs
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rainonwires
new to ddnet stuff, ... rcon is admin? how do admin commands work ? :)
you type in the command and it executes
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Assa
you type in the command and it executes
rainonwires 2025-03-04 21:56
real
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Learath2
heinrich isn't around, quick sneak in some customization
this worked btw, heinrich is alive now
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rainonwires
new to ddnet stuff, ... rcon is admin? how do admin commands work ? :)
rcon stands for remote-connection. So basically yes, it's admin rights.
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rainonwires 2025-03-04 21:56
but uh,,, how does one get to that step im so sleep deprived
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Teero
rcon stands for remote-connection. So basically yes, it's admin rights.
Jupstar ✪ 2025-03-04 21:57
remote console
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Jupstar ✪
remote console
No wya
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Jupstar ✪
remote console
I have been lied to
21:57
My entire life
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Jupstar ✪ 2025-03-04 21:57
chatgpt, why did you do this to teero
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rainonwires 2025-03-04 21:57
does the output go to the server console or the game console? xd
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rainonwires
but uh,,, how does one get to that step im so sleep deprived
If you start a local server without any config changes a password will be printed to the console
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rainonwires 2025-03-04 21:57
hmmm...
21:58
right, i set the rcon password
21:58
i can auth myself just no commands like ban, bans etc work
21:58
or at least im too stupid to work them
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do you need the list of commands?
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rainonwires 2025-03-04 21:58
i have the list of commands
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ok cool
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rainonwires 2025-03-04 21:58
yes
21:58
give me a moment
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I mean you could paste the list into chatgpt and ask it how commands work, but I am sure the tooltip is good enough?
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rainonwires 2025-03-04 21:59
i think i may have messed up the building process somehow and maybe messed it up somehow? lol
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@Jupstar ✪ remote console is just weird to say. fk u
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rainonwires 2025-03-04 22:00
okay so rcon reload works uhhh but bans yields nothing i think i am just missing something in the open
22:00
sorry 😅
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Teero
@Jupstar ✪ remote console is just weird to say. fk u
Jupstar ✪ 2025-03-04 22:01
f1 console = local console f2 console = remote console
22:01
lmao
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rainonwires 2025-03-04 22:01
oh...
22:01
i was using f1
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gg xD
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rainonwires 2025-03-04 22:01
i truly am blind
22:01
gg
22:01
i think its time for a nap ;)
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gn :v
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Jupstar ✪ 2025-03-04 22:01
wasnt even talking to you but gg 😬
22:01
gn8
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rainonwires 2025-03-04 22:01
lol
22:02
either way helped me out ^^
22:22
11ef0d1 Tell clangd to use angled headers - ChillerDragon 2af9c16 Merge pull request #9803 from ChillerDragon/pr_clangd20_includes - def-
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GitHub BOT 2025-03-04 22:49
to provide a solution for the following issue #9780

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'...
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rainonwires 2025-03-04 22:50
😬
22:50
hopefully im coherent enough to have done that correctly..
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chillerdragon BOT 2025-03-04 23:42
I used to hist libretranslate for for free but their memory leak fried my vps
Replying to @Jupstar ✪ not so free
23:43
host*
23:44
@rainonwires: did you use an LLM for your pr?
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rainonwires 2025-03-04 23:47
hm?
23:47
what
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rainonwires
hm?
chat gpt or any similar tool
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rainonwires 2025-03-04 23:47
is the code that bad 😭
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I think the comments, because ai loves to put useless comments where person usually does not but idk
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rainonwires 2025-03-04 23:49
im just dyslexic, also i do now in hindsight realize comments can be way better and more informative ... ive only ever worked on projects by myself so stupid simple ones are all that i really do.... 😬
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A piece of advice that I pretty much go by: Comments should explain why the code is doing what it's doing, not what it is doing. If your code needs comments to explain what it's doing, then it's bad code.
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rainonwires 2025-03-04 23:53
Right! I was told pretty much exactly that in the pull request. I'm pretty embarrassed
23:53
i never share my code with anyone xd
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dont worry about it, happens to everyone at least once tbh
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exceptions being like dense math and heavily optimized number crunching, but the rest should basically never need an explanation of what's happening
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rainonwires 2025-03-04 23:54
i understand that, just for my tiny brain cells brain if i dont look at a project for a few weeks ill completely forget, considering this isnt my OWN project i probably should have thought ... but... i am on no sleep and way too much caffiene so LOL (edited)
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That kind of extra commenting is pretty common for people who've been told that they need to comment their code... but the code they've written is simple enough that it needs no comments
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rainonwires 2025-03-04 23:55
Yeah makes sense 🤣
23:56
im... gonna pass out now, hopefully in the future i can actually commit some better code, or at least something more sophisticated with help of course
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Your help is appreciated <3
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rainonwires 2025-03-04 23:56
Honestly, with over looking the code for maybe an hour or two, when i finally got it to build i didn't expect it to work
23:57
diving head first into a project this big is mind boggling
23:57
kinda just went by bans message and took the same approach
23:59
pretty much just the same thing as this if(NumBans == 0) { pThis->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "net_ban", "The ban list is empty."); return; } pretty easy first commit, although i did struggle a for awhile trying to figure out how to do the .empty part......
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