00:26 < eeeee> js client getting OOM errors because some maps have like a dozen layers 00:27 < eeeee> and while each layer is only a few kb when compressed, they are stored uncompressed in memory and take up over 3 mb each 00:28 <@deen> yeah 00:29 <@deen> you could leave out the non-visible layers, entities won't work then 00:29 < eeeee> i'm wondering if it would be hard to just render from compressed data 00:29 <@deen> oh yes, i wanted to do that once 00:30 <@deen> (mostly for the server though) 00:30 <@deen> would be really really nice if you can get that working 00:30 <@deen> the format they're in is not good for that btw 00:31 <@deen> i looked for other compressed data formats with O(1) access 00:31 <@deen> most layers are just 0s everywhere, so something sparse might be good 00:34 < eeeee> yeah rendering would probably be easy to do since it just does sequential access 00:34 < eeeee> but then i'd also have to deal with collision which does random access :/ 00:35 < eeeee> oh however for collision i'd only have to consider the game layer i guess 00:35 <@deen> yes 00:35 < eeeee> can just leave that as is 00:35 <@deen> yep 00:35 <@deen> better for performance as well 03:03 < eeeee> okay got sth working 03:03 < eeeee> renders fine and mem usage got down to 27mb from 58mb on Kobra.map 03:07 < eeeee> s/27mb/24mb :> 03:21 <@deen> How?! 03:21 <@deen> (need it for the real client (and maybe server)) 03:22 < eeeee> would be useless for server 03:23 < eeeee> i just store the tilemap rle encoded and seek for each row in the stream 03:23 < eeeee> seems to be fast enough 03:24 <@deen> nice 03:24 <@deen> but could be slow on really big maps 03:24 <@deen> Kobra maps are very bad tests for this because you start in the top left corner 03:24 <@deen> game shouldn't slow down once you get to bottom right corner^^ 03:25 <@deen> ah, "for each row" 03:26 < eeeee> guess i could add a row index or sth 03:26 < eeeee> just in case 07:14 < RafaelFF> Hi deen. are you there? 10:56 <@EastByte> deen: I did more reverse engineering on the zclient 11:49 < Nimda> DDNet CHN went down! 11:50 < Nimda> DDNet CHN went back online! 12:33 < Nimda> DDNet CHN went down! 12:34 < Nimda> DDNet CHN went back online! 12:41 < Nimda> DDNet CHN went down! 12:42 < Nimda> DDNet CHN went back online! 12:50 < Nimda> DDNet CHN went down! 12:51 < Nimda> DDNet CHN went back online! 12:57 <@deen> EastByte: oh? found anything out? 12:57 <@EastByte> yea 12:58 <@EastByte> it allows to execute client cmds via mastersrv 12:58 <@deen> wow... 12:58 <@EastByte> and the sourceport to the mastersrv is the same as ingame 12:59 <@deen> And those are the guys who say they made their client because ddnet has bots inside... 12:59 <@EastByte> the by spoofing their mastersrv ip you can kill all clients :) 12:59 <@deen> not bots, malware* 12:59 <@EastByte> ... 12:59 <@EastByte> I made great progress with IDA :) 13:00 <@EastByte> I compiled ddnet with dbg symbols and made a diff between ddnet and zclient using an IDA plugin 13:00 <@deen> what's IDA? 13:00 <@EastByte> easy to reverse engineer now :) 13:00 <@EastByte> a disasembler 13:00 <@EastByte> reversing tool 13:00 <@deen> should make the clients say funny things instead 13:00 <@deen> or reverse a and d 13:01 <@EastByte> :D 13:01 <@EastByte> well looks like they lost their mastersrv 13:01 <@EastByte> and I think they couldn't keep it up because of ddos attacks 13:01 < Muttley_> xD 13:01 <@EastByte> (the ip is hardcoded btw) 13:01 <@deen> haha 13:02 <@EastByte> afk 13:02 <@deen> nice work 13:07 < Nimda> DDNet CHN went down! 13:08 < Nimda> DDNet CHN went back online! 15:48 < Nealson> hiiiiiiiiiii deen 17:05 < Nimda> Website went down! 19:01 < hannibal> hey 19:02 < hannibal> deen: are you here? :) 19:04 < hannibal> guess not then.. :o 19:06 < hannibal> listen, i've built a map and sent it to lady saavik to have it tested. it's finished now and we'd love to see it released. could you get in touch with her or me ? :) ty 19:06 < hannibal> &bb 19:13 <@deen> that's what the forum is for 19:20 < Nimda> Cross by hannibal just released on Moderate at 2015-01-04 19:19 20:58 < Nimda> DDNet CHN went down! 20:59 < Nimda> DDNet CHN went back online! 22:15 < Muttley> Hmm well german server is badd atm 22:38 < Learath2> deen: cant seem to get my hand on a linux machine with a screen so can't test it there but i fixed whatever was reported here 22:38 <@deen> ok 22:38 <@deen> Muttley: why? 22:46 <@deen> Just spent multiple days trying to fix Nim's epoll code. Should finally be fixed... 22:58 <@deen> and in the end the fix was totally trivial...