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Between 2020-03-29 00:00:00Z and 2020-03-30 00:00:00Z
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[freenode] Ortzi BOT 2020-03-29 19:08:56Z
Hello
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Hey, can anyone explain when exactly prediction errors can occur? I am talking about these: https://github.com/teeworlds/teeworlds/blob/master/src/game/client/gameclient.cpp#L1557
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[freenode] Ortzi BOT 2020-03-29 19:11:24Z
When I "Play" for server list in Teeworlds I lost 3/4 of times my wifi connection in Ubuntu GNU / Linux
19:11
Can you help me please?
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[freenode] Ortzi BOT 2020-03-29 19:20:21Z
In Teeworlds game when I click "Play" for server list I loose my wifi connection in Ubuntu GNU / Linux, why?
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[quakenet] Dune BOT 2020-03-29 19:38:55Z
Ortzi: Hello. that is strange, to say the least
19:39
What is your network? Home network?
19:40
Does it instantly reconnect to your wifi?
19:40
Is your wifi particularly weak, do you play other online games?
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@fokkonaut on clientside mostly with connection errors/problems, rocketjumps, teleports and deaths
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[quakenet] Dune BOT 2020-03-29 19:41:50Z
Ortzi: can you run tail -F /var/log/messages and reproduce the bug, while monitoring the messages?
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[freenode] Ortzi BOT 2020-03-29 19:42:12Z
Mar 29 21:37:15 Ubuntu-VN7-791G wpa_supplicant[1420]: wlp7s0: Reject scan trigger since one is already pending
19:42
This is what I read
19:42
related to the WIFI connection and Teeworlds
19:42
I also can read the teeworlds console in /var/log/system
19:42
Mar 29 21:32:58 Ubuntu-VN7-791G steam.desktop[26522]: [2020-03-29 21:32:58][chat]: -1: : *** 'Kaptar' entered and joined the game
19:42
is this normal?
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[quakenet] Dune BOT 2020-03-29 19:42:55Z
no
19:43
probably you started teeworlds in the same console or something?
19:43
"Reject scan trigger since one is already pending" >> where did you see that
19:43
in /var/log/ something?
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[freenode] Ortzi BOT 2020-03-29 19:44:46Z
Guest19765,
19:45
These are the last lines of my /var/log/system
19:45
Teeworlds server scan crashed my wifi just now, that are the lines
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[quakenet] Dune BOT 2020-03-29 19:46:16Z
I see some teeworlds stuff, that's odd
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[freenode] Ortzi BOT 2020-03-29 19:46:19Z
Wifi seems to be conneced (icon I mean) but I need to reconnect from Gnome Shell WIFI preferences
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[quakenet] Dune BOT 2020-03-29 19:46:20Z
pFont memory usage: 3407872
19:46
hm
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[freenode] Ortzi BOT 2020-03-29 19:46:47Z
Dune?
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[quakenet] Dune BOT 2020-03-29 19:46:55Z
Yes?
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[freenode] Ortzi BOT 2020-03-29 19:47:06Z
I read Guest19765, who is dune?
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[quakenet] Dune BOT 2020-03-29 19:47:18Z
You're talking over a bridge
19:47
hi from quakenet
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[freenode] Ortzi BOT 2020-03-29 19:47:29Z
Ah, I understand
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[quakenet] Dune BOT 2020-03-29 19:47:45Z
heinrich5991: looks like the bridge has a weird name over at freenode :)
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[freenode] Ortzi BOT 2020-03-29 19:48:25Z
Guest19765, so you see the error origin?
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[quakenet] Dune BOT 2020-03-29 19:48:33Z
Ortzi: I would suspect this is rather an issue from your router or your system than from Teeworlds. Can you play other games fine on this machine / can you play Teeworlds fine on another machine?
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[freenode] Ortzi BOT 2020-03-29 19:48:51Z
Yes, Guest19765 , without any problem
19:48
And it only happens at server scan
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[quakenet] Dune BOT 2020-03-29 19:49:07Z
Yes to question 1 or 2 ?
19:49
Okay, we can try some things
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[freenode] Ortzi BOT 2020-03-29 19:49:18Z
I can play online games, navigate...
19:49
I updated from Ubuntu 18.04 to 20.04, the problem is the same before and now
19:50
only in teeworlds at scan
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[quakenet] Dune BOT 2020-03-29 19:50:26Z
hmm
19:50
well teeworlds sends a lot of requests at scan
19:50
we could try to lower that but I'm not certain anymore that there is a config that lets us do that
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[freenode] Ortzi BOT 2020-03-29 19:53:45Z
I am using now teeworlds from repositories and it works perfectly
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[quakenet] Dune BOT 2020-03-29 19:53:55Z
Try br_max_requests 2 in f1
19:54
huh
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[freenode] Ortzi BOT 2020-03-29 19:54:09Z
I used to use (... xD) teeworlds this way before, but once I installed it on steam I only used steam version
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[quakenet] Dune BOT 2020-03-29 19:54:22Z
sounds like this is a version issue, interesting
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[freenode] Ortzi BOT 2020-03-29 19:54:29Z
I had always LAG in steamversion of teeworlds
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[quakenet] Dune BOT 2020-03-29 19:54:30Z
20.04... lemme check
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[freenode] Ortzi BOT 2020-03-29 19:54:45Z
I dont have any lag now
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[quakenet] Dune BOT 2020-03-29 19:54:52Z
they have 0.7.2 or should have
19:54
can you check the version on the title screen?
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[freenode] Ortzi BOT 2020-03-29 19:55:07Z
So the problem is Teeworlds - Steam : 1. Scan crashes my wifi - . LAG
19:55
Now works PERFECT
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[quakenet] Dune BOT 2020-03-29 19:55:33Z
Can you check what the buggy version is and what the version that works is, please?
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[freenode] Ortzi BOT 2020-03-29 19:55:50Z
erabiltzaile@Ubuntu-VN7-791G:~$ apt-cache policy teeworlds
19:55
teeworlds:
19:55
Instalatuta: 0.7.2-5
19:55
Hautagaia: 0.7.2-5
19:56
0.7.4 in Steam
19:56
0.7.4 Teeworlds - Steam give me problems
19:56
0.7.2-5 works perfect
19:57
Without lag... (yeahhh xD)
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[quakenet] Dune BOT 2020-03-29 19:57:21Z
Okay, thanks, that is strange
19:57
If you feel like trying Steam Teeworlds again, you try to lower br_max_requests in f1 console ingame
19:57
by default it is 25
19:57
you can make it much lower (will make the server list load slower)
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[freenode] Ortzi BOT 2020-03-29 19:59:57Z
Scan from 0.7.2 crashed my wifi again
20:00
connection seems to be better without lag, much better
20:00
but scan crashed again connection ;(
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[quakenet] Dune BOT 2020-03-29 20:21:40Z
Ortzi: try what I suggested
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[freenode] Ortzi BOT 2020-03-29 20:21:59Z
Guest19765, what?
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[quakenet] Dune BOT 2020-03-29 20:23:06Z
what I just wrote
20:23
If you feel like trying Steam Teeworlds again, you try to lower br_max_requests in f1 console ingame
20:23
by default it is 25
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[freenode] Ortzi BOT 2020-03-29 20:25:19Z
Guest19765, no Steam Teeworlds crashes my wifi too, Guest19765 ...
20:32
Anyway thanks for your help
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[quakenet] Dune BOT 2020-03-29 20:33:00Z
do you understand what I said?
20:33
you can open a console ingame
20:33
and limit the browser requests to avoid those wifi crashes (maybe)
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[freenode] Ortzi BOT 2020-03-29 20:35:43Z
The crash is only when I do SCAN
20:35
I understood you but I dont know how to do that
20:36
Other thung is that console from teeworlds is registered in /var/log/syslog, is that normal? xD
20:36
I see chat inside syslog
20:36
should happen that?
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[quakenet] Dune BOT 2020-03-29 20:47:01Z
you should use f1 ingame
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ChillerDragon 2020-03-29 22:13:57Z
inp_grab 1 is raw mouse input without acceleration from os huh?
22:14
just wanted to make sure because i get confused when i look at the code it says something about warping and it was on 0 for me and i thought its raw by default?
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can i report a bug here in ddnet?
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ChillerDragon 2020-03-29 22:16:46Z
why not in ddnet discord?
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I am not in ddnet discord, can you invite me?
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hm, adaptive dyn cam funnel cam based on lowest measured ping.
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let me introduce my fake ping
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yeah, how doe sit work, you would either have to send all packets with a letency
22:31
latency
22:31
otherwise your lowest would be used to adapt the funnel
22:32
and you would actually play with a worse, but actually fake ping
22:32
I wonder if there would be an advantage to a real bad ping, maybe the packet loss
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you need to get the ping on a more network place
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is there a dedicated ping packet?
22:34
would need to track ping on every packet, hm k
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I think it's not possible to prevent players from pretending that their ping is bad
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yeah, but if they pretend to to have a bad ping, they actually need to have a bad ping
22:37
even tho fake, it's bad
22:38
so widening the funnel and range would apply properly
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I don't think that's possible either
22:38
on a logical level, nothing to do with actual network stuff
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I mean if the ping is bad, it doe snot matter if it's fake or not
22:38
at least it must be bad for every packet sent
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I get the idea
22:39
I don't think it's possible to enforce this in any way
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enforce what?
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that a player with a fake bad ping gets input latency as an (implicit) punishment
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we are using tcp guys
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that's not my idea
22:40
my idea is to limit the dyn cam range based on the latency
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you should be able to measure the ping by the tcp packet number
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ba dping, fake or not
22:40
will se emore
22:40
see
22:40
at least in a way to prevent zooming, not to prevent dyn cam
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but you want to have that the bad ping, fake or not, to have an impact on their input latency?
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that's what I mean with not possible
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i understand his idea: show more to people with bad ping
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you can track input packets with time info as well as anything else?
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so fast movement is possible without snapping
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yes. but what do you do with that timing?
22:42
how do you detect bad ping without an ability to fake it?
22:42
or without the ability to fake it without suffering bad ping
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you track every packet's timing, keep track of the lowest latency from all sent packets, based on that lowest latency detected you shrink the funnel around dyn cam
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okay.
22:43
so I pretend to send my packets at a much earlier time
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you get a smaller funnel
22:43
as your lowest ping is actually seemingly your real ping
22:43
through all packets
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I pretend to send all my packets much earlier than I do
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you get a disadvantage
22:44
by getting a smaller view
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huh?
22:44
I thought larger ping = bigger view?
22:45
you send them earlier, so shouldn't your latency be smaller Oo?
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I pretend to send them earlier
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so I pretend I already sent them a second ago
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[quakenet] Learath2 BOT 2020-03-29 22:45:25Z
Found a very janky SDL patch to fix the fullscreen issue on macOS :P
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hm, interesting 😮
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[quakenet] Learath2 BOT 2020-03-29 22:45:58Z
Took 10 hours of debugging, if only apple would be a little more open with their code
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rip idea then 😮
22:46
x)
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[quakenet] Learath2 BOT 2020-03-29 22:46:27Z
in other news I might get another patch into SDL at this rate
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each macOS update is like another step into their grave with macOS
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[quakenet] Learath2 BOT 2020-03-29 22:47:30Z
the put together appearance of the OS is very much a facade, the amount of bitrot and compatibility code underneath the hood to keep things simple boggles ones mind
22:50
in other other news, lagswitches have been a thing since the beginning of time, there is no way to detect it
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hm, might be due to the asyn nature of the teeworlds communication, client just fires packets after the connection stages have been passed
22:53
wonder if one would be ablte to establish some kind of back and forth of data that needs to be sent back and forth.. guess maybe not.
22:53
able
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[quakenet] Learath2 BOT 2020-03-29 22:53:47Z
sony patented a way to detect lag switchers, their brilliant idea was to encrypt the packets so the timestamps can't be manipulated
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Interesting
22:57
Thanks for the monstrous debugging work Learath2
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full switch to vulkan
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[quakenet] Learath2 BOT 2020-03-29 23:05:48Z
@Dune it's actually been quite educational tbh
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You are used to fiddle with OSX?
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[quakenet] Learath2 BOT 2020-03-29 23:06:20Z
I was familiar with reverse engineering but this has given me a lot of hands on experience
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"full switch to vulkan" xD
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[quakenet] Learath2 BOT 2020-03-29 23:07:07Z
@Dune I'm a little familiar with the actual public API, but the problems we've been having happen way deeper in the code where there is 0 documentation
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Oh, you did reverse engineering for that
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[quakenet] Learath2 BOT 2020-03-29 23:09:08Z
Like that NSOpenGLContextSuppressThreadAssertions flag, it was being set on all ddnet and probably teeworlds executables because we were linking on an older version of macOS
23:09
it's not documented anywhere that the flag was added in Catalina
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you're not supposed to use that I guess 😉
Exported 178 message(s)