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Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2019-11-08 00:00:00Z and 2019-11-09 00:00:00Z
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ChillerDragon 2019-11-08 10:17:25Z
Oh demos are broken? I based my client on latest master and released it :/ @Dune isn’t that what you did as well?
10:18
Demos compatibility isn't good at the moment
10:18
The PR #2129 changed the format of the snapshots. For the client-server communication this does not matter, since the protocol only uses snapshot deltas. The demos however, use complete snapshots f...
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ChillerDragon 2019-11-08 10:20:23Z
Is it planned to break? Or will it be compatible in the next version again?
10:20
Ah i see your comment
10:21
@Dune so we both distribute clients that create broken demos? Sounds bad.
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feel free to fix it :p
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ChillerDragon 2019-11-08 10:21:26Z
Yikes
10:21
I failed hello world homework at university... im not sure if I’m the person for the job
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LordSk πŸ¦‹ 2019-11-08 10:41:22Z
or we could revert the change temporarily
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I think that would be wise
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LordSk πŸ¦‹ 2019-11-08 10:42:49Z
It is the easy solution
R41NB0W joined the server. 2019-11-08 11:38:38Z
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Maybe I find some time to fix it in the next few days
β™₯ 5
11:41
The demo player needs some validation code for the snapshots anyway. Right now it's pretty easy to at least crash the client (edited)
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LordSk πŸ¦‹ 2019-11-08 11:42:50Z
How about when playing? Can weird snapshots crash the client?
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Network protocol uses snapshot diffs. These are checked properly.
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LordSk πŸ¦‹ 2019-11-08 11:44:56Z
Alright πŸ‘
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It's at least not as easy as with full snaps πŸ˜…
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LordSk πŸ¦‹ 2019-11-08 11:45:45Z
Why not?
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The snapshots are just copied into the buffer and used without any checking
11:48
They are usually only used internally so that's not a problem. But it wasn't a good idea to store them in demos
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LordSk πŸ¦‹ 2019-11-08 11:49:00Z
I agree
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The network protocol starts with a diff from an empty snap. Demos should use this for keyframes aswell
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use what, a diff?
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muh compatibility :/
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is it really worth breaking yet another compatibility to have something that works cleaner under the hood
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So for now converting and validating the snapshot is probably better
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converting? ah, into the optimized version
11:52
it's a problem both for read and write right
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LordSk πŸ¦‹ 2019-11-08 11:53:02Z
Or we could revert it for now and push this change to 0.8
11:53
And think about how to do it properly then?
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Well... Converting mostly means dropping the keys at the beginning when writing and getting them from the items when reading (edited)
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LordSk πŸ¦‹ 2019-11-08 11:55:39Z
Well I clearly won't stop you if you want to implement it
11:55
I'm just thinking πŸ™‚
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I think if we want something to be improved waiting for 0.8 is not a good idea :p
πŸ‘Œ 1
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LordSk πŸ¦‹ 2019-11-08 11:56:19Z
If you can make it work with the current version that would be great!
11:57
Is there a version number though?
11:57
Nevermind actually
11:57
the demo format would not change
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0.7 already has some hacky changes... thinking about the skin change πŸ˜… one more would be okay I think
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Btw... The chat still has some seldom overlapping bug. On another machine I also noticed some flickering in the chat when the scoreboard is open. I fixed the overlapping bug but I cannot reproduce the flickering on my laptop
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resizing a chat box when a scoreboard is opened sounds absurd to me :/
πŸ‘ 1
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Anybody knows whether these two things appear at the same time?
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huh, chat and scoreboard?
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Flickering and overlapping πŸ˜…
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never experienced flickering
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LordSk πŸ¦‹ 2019-11-08 12:03:23Z
TextWidth is inaccurate
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In general both only appear with scoreboard and chat opened
12:04
Problem with overlapping is that the size of the chat is cached but it can actually change when the scoreboard gets bigger
12:05
I don't experience the flickering with 60hz. But it was visible with 144hz =\
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LordSk πŸ¦‹ 2019-11-08 12:08:38Z
What if you limit fps to 30?
12:09
Even then having it change size every other frame is weird
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Can't check since I don't have a 144hz screen right now
12:09
There was someone else with the same issue I think
12:10
@jxsl13 you maybe? πŸ˜…
12:12
Btw why is textwidth inaccurate? πŸ€”
12:13
Everywhere else it works pretty good
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LordSk πŸ¦‹ 2019-11-08 12:15:14Z
It works ok for what it does, but it does not actually represent the text width
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Hmm okay
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LordSk πŸ¦‹ 2019-11-08 12:16:22Z
If you want to see what I mean, draw a box of length textwidth then modify the TextShadowed function to have no texture
12:16
So you only see the quads rendered
12:16
But that may not be related to the flickering
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I have a 144Hz monitor :/
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It does not happen very often. Noticed this a few times when there was a lot of text in the chat.
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ChillerDragon 2019-11-08 12:49:35Z
Oh yea i also saw a few overlappings latley i assumed it was my messed up client xd
12:51
To reproduce this: 1. something in chat that needs one line by default and two lines cropped
12:52
2. scoreboard needs a certain size: 5 players works for example
12:52
3. open scoreboard
12:53
4. at the same time open the expanded chat
12:54
question would be whether the flickering appears in this case
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ChillerDragon 2019-11-08 12:54:25Z
what version are you using? I think the flickering was fixed already
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not latest master but not too old
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ChillerDragon 2019-11-08 12:55:12Z
try master for flickering
12:55
but i can reproduce the overlapping with my client based on master
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couldn't reproduce it on my laptop πŸ˜„ will try next week
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ChillerDragon 2019-11-08 12:56:08Z
I remember the flickering too good i also had it on my 60hz screen
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i'll submit a pr for the overlapping later
β™₯ 1
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ChillerDragon 2019-11-08 12:56:29Z
im currently on 144 i think and it works fine
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okay. maybe my build was really too old =\
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Got some progress on client-side race perks btw? :D
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ChillerDragon 2019-11-08 12:57:46Z
Omg do we have christmas already?
12:57
starbucks started pumping xmas music :/
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wanted to finish this weeks ago πŸ˜„
12:58
most stuff works... some ui fine tuning is still needed
12:58
basic stuff* no advanced things πŸ˜„
13:01
since ddnet has plans for 0.7 now: any important race feature that would be useful there? right now it's basic stuff like:
  • times in scoreboard
  • checkpoints
  • timer
  • finish messages
  • times in the serverbrowser
13:02
i'm not sure about the finish messages yet. for pure race finish messages in chat are really annoying so i replaced the kill messages with finish messages
13:03
for ddrace this is different i think since finishes dont happen that frequently there and kills might also be of interest (edited)
13:05
13:05
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@redix looks good and I think that is fine. If a server wants the chat message they can add it manually and redundantly with the killmessages
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You are right about the chat messages. But with the current implementation kill messages are completely disabled on race πŸ˜…
13:12
Would be cool to be able to display both types of messages and the server decides what to show (edited)
13:16
teeworld town
13:16
city
13:16
will be opened soon
13:17
be the first player @everyone
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ChillerDragon 2019-11-08 13:54:02Z
@Trexus seems like it is a 0.6 server :/
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@ChillerDragon hmm it is latest version server
14:09
do u want to join it
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ChillerDragon 2019-11-08 14:10:25Z
this discord advertises 0.6 clients tho
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I have that flickering stuff all the time on my 60hz monitor.
14:31
just hold scoreboard while looking at the chat triggered it, I guess.
14:34
implies that if you don't look it doesn't flicker. (Schrödinger?)
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Does it happen all the time or only sometimes? When you see it next time make a screenshot πŸ˜€ I cannot reproduce it right now
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ChillerDragon 2019-11-08 16:08:28Z
a screenshot of flickering? xd
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I need example chat messages to reproduce it. A screenshot would work for this πŸ˜…
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ChillerDragon 2019-11-08 16:21:19Z
For the overlapping? Just check out the zcatch server
16:21
it tends to spit out suitable lengths to break it
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Yeah. My example above is from zcatch But I'm searching for an example to reproduce the flickering
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@redix please dont force a DDrace server to use the score format
16:28
time*
16:29
For example my server gametype is F-DDrace, so it includes "DDrace", but I use the normal score format
16:29
with points instead of a time
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it will be based on a game-flag, so you can decide. but i'd still suggest to use times. you can also configure how many decimals should be displayed (edited)
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there's never going to be string detection of gametype, that's really ugly =p
πŸ‘ 1
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good
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short question
17:14
can gameflags be updated without restart?
17:14
I guess yes
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