Guild icon
Teeworlds
IRC / bridge
One-way IRC channel bridge. If you want to be able to send messages to IRC, contact @Dune or @heinrich5991. https://www.teeworlds.com/?page=docs&wiki=rules/irc_rules
Between 2020-01-08 00:00:00Z and 2020-01-09 00:00:00Z
00:41
guide says: install visual studio 2017
00:41
bam: You need Microsoft Visual Studio 8, 9, 10, 11, 12, 13 or 15 installed
00:42
nevermind, there is a note underneath <.<
Avatar
bam compiled
00:50
now:
00:50
configure.lua:367: no c/c++ compiler found
Avatar
do you have gcc or cl in path?
Avatar
yes, but how it looks only in the native command prompt, thank you for the hint
01:06
I don't need to recompile bam, do I?
01:07
bam config should show you no compiler found
Avatar
instead of adding blub\bin to the path, i needed to add blub\bin\x64_86\x64 to the path ...
01:10
windows doesn't stop to amaze me
Avatar
so i had to set my PC to developer mode, so it installs the developer package, so it can find the C++ files iam missing when compiling ...
Avatar
in which system variable does bam look for the headers?
Avatar
the headers?
Avatar
okay, how do i tell bam to use a specific compiler?
02:18
bam config compiler=gcc worked
02:22
i switched to mingw since it was easier
Avatar
good news: everything compiles, bad news: i reached the command limit xD
Avatar
I need some help: clang throws (only with cmake) -Winconsistent-missing-override and i have no idea how to disable it
03:47
I like how bam is using gcc and cmake is using clang in the gh-actions-workflow
Avatar
[freenode] JewZeus BOT 2020-01-08 03:49:39Z
hmm, what to do about dickhead server that bans me immediately /for nothing/ no warning? can I blacklist off these servers/players?
03:49
"oh never need to bother looking for a fair game with these dickheads"
Avatar
-Wno-inconsistent-missing-override i learned something today 🙂
Avatar
JewZeus: I guess they want to play with their friends
Avatar
ChillerDragon 2020-01-08 10:43:56Z
play on servers with the ip 149.202.127.134 if you want to avoid getting banned 🙂
Avatar
it's a problem of players thinking they own the servers, that are actually open for everyone to play on. Some servers have a contact info in their server info, where you might get help if someone abuses votes. If you are banned, you might find other servers with similar naming and read the server info there.
Avatar
I think it's fine that people want to play on a server with friends. Ideally, the server should have votes like Assa showed there: https://www.teeworlds.com/forum/viewtopic.php?pid=123908#p123908
Avatar
this post is from today 6 o'clock, Dune is always up to date 😮
13:58
@Dune i get "low fps" when opening the commands screen?
14:10
i think low tier systems my have problems there
Avatar
nice build/x86_64/release/objs/engine/client/backend_sdl.o:backend_sdl.cpp:(.text+0xea): undefined reference to SDL_MinimizeWindow' `
15:36
I can't compile the client, because the linker doesn't find sdl and freetype
Avatar
[quakenet] Oy BOT 2020-01-08 16:01:53Z
yeah, text rendering should be improved :)
Avatar
The text is rendered several times over to estimate its width
Avatar
vulkan > sdl
16:34
xD
Avatar
can you help me compiling the client? I have linker issues
16:35
server works <.<
16:36
@jxsl13 i wait for Vulcan PR
Avatar
well, vulkan is super much code for super nothing at the end
Avatar
does vulcan work on all machines?
Avatar
most, I suppose
Avatar
i checked and yes
Avatar
Older gpus don't support vulkan. The Intel igpus before broadwell don't support it for example
17:41
For the text rendering vertex buffers would be good for caching. They are supported in opengl 2
17:43
Vulkan is overkill for tw. Even most opengl 3 features are not really necessary here 😅
Avatar
Hello, can anyone recommand me a max. value for NET_CONN_BUFFERSIZE that is still sane enough? Default is at 1024*32 (edited)
Avatar
Using 64K or 128K should be okay. But what are you actually doing? When you only send a rather huge amount of data it might be okay (many votes for example). When you are constantly sending lots of packets, clients with a bad connection will probably still get disconnected after some time
Avatar
times 2until something weird happens 😄
Avatar
When you send a rather huge amount once*
Avatar
Well, I hide some other from scoreboard players based on in which minigame they are, therefore i need to loop through every tee and send some Sv_TeamChange msgs
Avatar
what do you send that exceeds that buffer?
Avatar
and if there are 64p it will cause overloads
19:08
if everyone joins a different minigame at basically the same time
19:08
i already improved it so that it doesnt resend teamchanges if they didnt actually change
19:08
but i think that still isnt enough
Avatar
times 4 ._.
Avatar
As long as you are not doing it each tick it's fine I think
Avatar
i dont xD
19:09
its currently working without problems with the default size, but yea just wanna be sure
19:11
But also i wanna get my rainbow working without overload disconnects xd, therefore i would need it aswell. i will try sending it not each tick to every player, but do you have any ideas how i should handle it?
19:11
imagine 64players having rainbow, that would in theory mean 64*64 skin changes pertick xD
19:11
so i need to do something, for example send one half in the next tick, so that each player only gets updates every 2 ticks or something
19:11
any idea what would be a good workaround here?
19:12
Aww man i wish all that stuff would still be in the snap xd
Avatar
The skin change packets are rather big (in comparison to the other packets). When you put them into the snap they would eat up quite a lot of memory 😮
Avatar
@jxsl13 you mean 1024*128?
19:15
@redix in 0.6 skins, names, clans, all that was in the snap and worked fine
19:15
in 0.5 too
19:15
in every version before 0.7 iirc
Avatar
0.7 has more skinparts and each part has a name field. The packets are way bigger than in 0.6
Avatar
True
19:17
So, any ideas for rainbow here (64player at the same time?) xd with the normal buffer it already starts disconnecting players due to buffer overload when one player has rainbow and there are like 10 players only, but i did send every tick tho
Avatar
Hmm... Strange that there are already problems with one player 😕
Avatar
well, it sends a skinchange to 10 people every tick
19:19
thats quite a lot
Avatar
But each connection has a buffer
19:20
So it should be just one per tick
19:20
well, i dont know why that happens
Avatar
don't change skins on every tick
Avatar
@jxsl13 you mean 1024*128?
Avatar
For the start: only send it every second tick. By default snapshots are also only sent every second tick
19:22
that's 25 changes per second
Avatar
why 25?
19:23
ah ye
19:23
ofc xd
19:23
sorry
19:23
well, 25*64 is still a lot xd will cause overloads
Avatar
like every 10 ticks
19:23
imo
19:24
5 changes per second
Avatar
isnt that very slow then?
Avatar
for my eyes 10 changes per second is too fast Oo
19:24
like 10's the limit
Avatar
the rainbow speed even increases with increasing server runtime
19:24
idk why
Avatar
maybe you are blocking the main theread for too long, whick might cause your per tick time to get disturbed
19:25
thread
19:25
which
19:25
like getting above 20ms
Avatar
How can that happen?
Avatar
wth time intensive operations
Avatar
walking over every tile in the map seems inefficient 😄
Avatar
i know it is
19:26
i dont do that xd
19:28
that causes the server to lag very hard
Avatar
did you just walk over every map tile ?
19:28
:O?
Avatar
no, i tried it some months ago
Avatar
Btw... The buffer does not only contain the raw packet data... Each packet also has additional data 😕
Avatar
so wait, maybe increasing the buffer *4 and sending rainbow every 5th tick fixes it already?
Avatar
Thing is... When there are disconnects for one player already I don't think the protocol can handle 64 at all
19:32
let me try something
19:32
i will tell the result soon
19:33
oh btw, it doenst disconnect for out of buffer, it disconnect for Error sending data
Avatar
nah, hm test didnt work as expected nvm
Avatar
might make sense to cycle the rainbow updates, like sending 16 updates to the first players every 5 ticks, of the next 16 every 5 + 1 ticks, 16 every 5 +2 , 16 every 5 + 3
19:44
%5 = 0, = 1, = 2, = 3
Avatar
if (tick % 5 == 1) means every 5+1 tick?
19:46
6 % 5 = 1
Avatar
oh yea
19:47
but couldnt i do it every tick then?
19:47
16 in the first, 16 in the 2nd, 16 in the 3rd, 16 in the 4th?
Avatar
that would be %4
19:47
%4 = 0, 1, 2, 3
Avatar
64 / 16 = 4 -> 4 ticks
19:48
per tick one
19:48
part
19:48
or one batch of 16
Avatar
should i cycle based on clientid or based on how many players are on, so if there are 16 players, i would cycle through 16 at once or 4 seperated to 4 ticks?
Avatar
I think based on ID
19:49
or rather
Avatar
not id % 4, but if id is < 16
Avatar
yy ofc
Avatar
Error sending data in the server console means out of buffer for the client. Error handling is sometimes a bit minimalistic in tw
Avatar
out of buffer for the client?
Avatar
the skin change function could probably profit from sending deltas
Avatar
The client sees out of buffer. Server log says error sending data
Avatar
oh okay
19:52
interesting
Avatar
Yeah but delta is only implemented for snapshots 😅
19:57
Problem might also be that you keep sending more data even when a client lost a packet. The server needs to resend all packets and it's even getting more and more.
19:58
But right now you cannot check whether the client lost a packet from outside the engine 😕
Avatar
can nobody here help me with my linker problem?
20:01
i have no clue what's going wrong
20:05
bam config says that it's using the supplied win64 libraries
Avatar
it says sdl not found ._.
20:47
and commit diff?
20:47
that might have caused it?
20:47
might look at it on the train :o
20:53
any*
Avatar
looks like a 64/32 bit issue to me
Avatar
yeah could be
Avatar
I am using mingw32, is this the issue?
21:20
it was the issue 😮
21:20
and i needed to clean bam before switching the compiler, what the heck
21:23
nice my client crashs instantly without any error message or something
Avatar
don't use mingw32 yeah
Avatar
dont use bam hehe
Avatar
dont use
21:36
hehe
Avatar
mingw32 worked better
21:49
at least the server was working, now everything compiles and nothing works
Exported 176 message(s)