01:43 <+bridge> [ddnet] Add disord rpc 01:44 <+bridge> [ddnet] Or i will do it >:3 01:44 <+bridge> [ddnet] ok no 01:44 <+bridge> [ddnet] I wont 11:29 <+bridge> [ddnet] Is anyone here familiar with crawling? I'm looking to crawl a website that doesn't really want it's user list public, so I need to crawl the internet for the links to user profiles 11:30 <+bridge> [ddnet] Though I'm not sure how best to do that 11:32 <+bridge> [ddnet] crawling internet uh oh 11:34 <+bridge> [ddnet] Yeah, tough job with millions of pages. So I was thinking of scraping google instead 11:40 <+bridge> [ddnet] I think google won't like if you do unto them as they do unto others 😄 11:43 <+bridge> [ddnet] 😛 11:43 <+bridge> [ddnet] Anyway, if you have any idea how I could go about scraping large-ish parts of the internet 11:44 <+bridge> [ddnet] hmu 🙂 11:51 <+bridge> [ddnet] Is there a way to show what bind I have written for my keys in the console? Or only in config file 11:52 <+bridge> [ddnet] Smth like show bind 'x' 11:54 <+bridge> [ddnet] dump_binds x 11:54 <+bridge> [ddnet] Ty 14:10 <+bridge> [ddnet] @Learath2 about the nick situation: currently, you'll get the steam name by default, it will be "shadowed" in the nick text fields 14:10 <+bridge> [ddnet] until you put someting of your own in there 14:11 <+bridge> [ddnet] I'd prefer to allow changing nicks for steam, I'm open to more intuitive UI. if you guys think we shouldn't allow to change nicks in the steam version, I'm also fine with that 14:15 <+bridge> [ddnet] Unchecked full screen option and came across this, haven't been able to replicate it though so might have been problem my end. Epilepsy warning. 14:15 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747791343203516436/VIDEO0049.mp4 14:16 <+bridge> [ddnet] I'm not quite sure what the best practice is 14:16 <+bridge> [ddnet] @Clavata is it also flashing if you don't record it with a camera? 14:16 <+bridge> [ddnet] couldnt get it to show up with obs 14:17 <+bridge> [ddnet] but you can also see the flashing without the camera? 14:17 <+bridge> [ddnet] yes 14:17 <+bridge> [ddnet] is ur gpu dying 14:21 <+bridge> [ddnet] wouldnt know 14:21 <+bridge> [ddnet] i mean have u noticed any weird behavior like that in other applications/games that arent tw 14:22 <+bridge> [ddnet] havent noticed anything else, and tw works still 14:22 <+bridge> [ddnet] ig not that then 14:35 <+bridge> [ddnet] I've had that bug as well, usually after using ScreenToGif and turning fullscreen back on 14:37 <+bridge> [ddnet] hmm, I was actually in the process of taking screenshots when i turned full screen off and got that 15:13 <+bridge> [ddnet] isnt that sv_vote_pause 15:17 <+bridge> [ddnet] Mb we should use steam name for dummy too, like [D] prefix on it? 17:44 <+bridge> [ddnet] https://youtu.be/1U0BB2D7wx4 17:48 <+bridge> [ddnet] wrong channel 17:50 <+bridge> [ddnet] yo teeworlds developers wassup 17:50 <+bridge> [ddnet] sup 17:50 <+bridge> [ddnet] ddnet* 17:50 <+bridge> [ddnet] this is not teeworlds 17:50 <+bridge> [ddnet] bruh 17:56 <+bridge> [ddnet] you use the donations to pay for yourself or what? 17:58 <+bridge> [ddnet] to pay servers 17:58 <+bridge> [ddnet] developers dont get money 17:58 <+bridge> [ddnet] see https://ddnet.tw/funding/ 17:58 <+bridge> [ddnet] Time to trigger all devs 17:58 <+bridge> [ddnet] I love Python 17:59 <+bridge> [ddnet] good 17:59 <+bridge> [ddnet] What 17:59 <+bridge> [ddnet] me too 17:59 <+bridge> [ddnet] What 17:59 <+bridge> [ddnet] *visible confusement* 17:59 <+bridge> [ddnet] I love windows 18:00 <+bridge> [ddnet] @deen the announcement is wrong 18:00 <+bridge> [ddnet] it says its brutal 18:00 <+bridge> [ddnet] but its insane 1 map 18:00 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747847906173649048/unknown.png 18:00 <+bridge> [ddnet] WHO HAS THE NEW DD_NET ME IF 18:01 <+bridge> [ddnet] wat @AR YV 18:01 <+bridge> [ddnet] ? 18:21 <+bridge> [ddnet] @deen did you see my comment about the steam version? 18:22 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2615#issuecomment-680118672 18:23 <+bridge> [ddnet] I take this as a yes 18:24 <+bridge> [ddnet] is it possible for game layer to be null= xD 18:24 <+bridge> [ddnet] is it possible for game layer to be null? xD 18:26 <+bridge> [ddnet] I mean do a `print m_pLayers->GameLayer()` to find out @Ryozuki 18:27 <+bridge> [ddnet] @heinrich5991 i guess checking that with gdb is not trivial? xD 18:27 <+bridge> [ddnet] @Ryozuki enter what I said in gdb 18:27 <+bridge> [ddnet] oh 18:28 <+bridge> [ddnet] $1 = (CMapItemLayerTilemap *) 0x0 18:28 <+bridge> [ddnet] ye 18:28 <+bridge> [ddnet] its null 18:28 <+bridge> [ddnet] you found the problem 😉 18:28 <+bridge> [ddnet] well solving it is another story 18:28 <+bridge> [ddnet] it worked in previous ddnet versions 18:28 <+bridge> [ddnet] :justatest: 19:30 <+bridge> [ddnet] find out why it is 0 or bisect 20:17 <+bridge> [ddnet] damn 20:17 <+bridge> [ddnet] i cant reproduce it again with self compiling 20:17 <+bridge> [ddnet] but steam one crashes 20:18 <+bridge> [ddnet] oh 20:18 <+bridge> [ddnet] it crashes again 20:19 <+bridge> [ddnet] maybe i should have deleted build entirely 20:23 <+bridge> [ddnet] are you sure it's libsteam_api.dll not steam_api.dll? 20:23 <+bridge> [ddnet] @deen 20:27 <+bridge> [ddnet] yes 20:27 <+bridge> [ddnet] @heinrich5991 Also, on osx, should I put it in Frameworks or ddnet? 20:29 <+bridge> [ddnet] I don't know 20:29 <+bridge> [ddnet] you could run install_name_tool to find out 20:29 <+bridge> [ddnet] @Learath2 tested it on mac 20:31 <+bridge> [ddnet] @deen you want a path relative to `@executable_path` on mac usuallu 20:32 <+bridge> [ddnet] y* 20:32 <+bridge> [ddnet] ? 20:33 <+bridge> [ddnet] @Learath2 we have the other dylibs in Frameworks, where should I put the steam api dylib? 20:33 <+bridge> [ddnet] Same place 20:33 <+bridge> [ddnet] thanks 20:33 <+bridge> [ddnet] Might need to mess around with install name tool to get it to link properly and to the correct dylib 20:33 <+bridge> [ddnet] Did you test that the non-steam mac build still starts? https://ddnet.tw/downloads/DDNet-14.5-osx.dmg 20:38 <+bridge> [ddnet] @deen the nonsteam version seems broken 20:38 <+bridge> [ddnet] @heinrich5991 wait, I can't update to 14.5 on Linux. We don't have a way to download so files 20:38 <+bridge> [ddnet] ```Dyld Error Message: 20:38 <+bridge> [ddnet] Library not loaded: /home/*/libsteam_api.dylib 20:38 <+bridge> [ddnet] Referenced from: /private/var/folders/*/DDNet.app/Contents/MacOS/DDNet 20:38 <+bridge> [ddnet] Reason: image not found``` 20:38 <+bridge> [ddnet] Do we really need to link against the stub? Why not just #ifdef it out? 20:39 <+bridge> [ddnet] makes it easier to test 20:39 <+bridge> [ddnet] one less configuration 20:40 <+bridge> [ddnet] We could do a really hacky nginx hack to serve the correct .so file depending on the client name 20:40 <+bridge> [ddnet] @deen seems it linked with an absolute path for the non steam version 20:41 <+bridge> [ddnet] does cmake rpath work on macos? 20:42 <+bridge> [ddnet] perhaps it's as simple as removing the `if(PLATFORM STRNEQ mac)` check 20:42 <+bridge> [ddnet] we have it working for libfreetype and libsqlite 20:42 <+bridge> [ddnet] Seems the steam version is also linked with an absolute path 20:42 <+bridge> [ddnet] so if you do it the same way as those libs, I can put it in ~/Frameworks 20:42 <+bridge> [ddnet] in Frameworks 20:42 <+bridge> [ddnet] SDL also looks off to me, you almost always want to link to `@executable_path/../Frameworks` 20:43 <+bridge> [ddnet] For the bundled release 20:45 <+bridge> [ddnet] I didn't change anything there 20:45 <+bridge> [ddnet] i think https://github.com/ddnet/ddnet/commit/4da0592d78ed57b15738cc6cc63ce5e59723f070 20:45 <+bridge> [ddnet] is the first bad commit 20:45 <+bridge> [ddnet] Sorry, I meant `@loader_path/../Frameworks` 20:45 <+bridge> [ddnet] @Ryozuki I doubt it 😄 20:45 <+bridge> [ddnet] hmhmhhmh 20:46 <+bridge> [ddnet] Anyway, just linking to `@rpath` should also work as we have `@loader_path/../Frameworks` as `LC_RPATH` 20:46 <+bridge> [ddnet] ok wait 20:46 <+bridge> [ddnet] Could you provide a fix? I'll be afk a bit 20:47 <+bridge> [ddnet] I can try, but you are crosscompiling, I'm not. You might have a different version of cmake 20:50 <+bridge> [ddnet] now it says its this https://github.com/ddnet/ddnet/commit/53c43536d5be86c9fb880ff5a7799f620acb40e6 20:50 <+bridge> [ddnet] im confused 20:50 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747890736653009086/unknown.png 20:50 <+bridge> [ddnet] my git bisect skills :justatest: 20:52 <+bridge> [ddnet] ok ill make a script 20:52 <+bridge> [ddnet] @heinrich5991 how do you link libsteam with rpath? 20:52 <+bridge> [ddnet] for good bisect 20:52 <+bridge> [ddnet] it seems to link to absolute path on mac 20:53 <+bridge> [ddnet] @Learath2 maybe check how the other libs are done 20:53 <+bridge> [ddnet] We don't build the other libs ourselves though 20:54 <+bridge> [ddnet] @Learath2 try allowing mac in the set_own_rpath function in cmakelists.txt 20:54 <+bridge> [ddnet] maybe that works 20:56 <+bridge> [ddnet] We don't want $ORIGIN on mac anyway 20:57 <+bridge> [ddnet] How do I keep finding myself reading cmake documentation at 2200 every time? 20:57 <+bridge> [ddnet] I absolutely abhor cmake 20:58 <+bridge> [ddnet] hm okay 21:01 <+bridge> [ddnet] @heinrich5991 how can I get the path we built some target at? 21:02 <+bridge> [ddnet] $ 21:02 <+bridge> [ddnet] doesn't work everywhere though 21:03 <+bridge> [ddnet] I honestly don't know why it links with an absolute path 21:04 <+bridge> [ddnet] how is the search path determined? 21:04 <+bridge> [ddnet] on mac? 21:04 <+bridge> [ddnet] on linux it's completely independent from the link path 21:05 <+bridge> [ddnet] Actually, it links to @rpath correctly on mac, maybe a cross compilation issue? 21:05 <+bridge> [ddnet] Guess I'm not sleeping tonight 21:06 <+bridge> [ddnet] @heinrich5991 Search path while loading the libraries? 21:08 <+bridge> [ddnet] > @Ryozuki I doubt it 😄 21:08 <+bridge> [ddnet] @deen it tells me its 4da0592d78ed57b15738cc6cc63ce5e59723f070 again 21:08 <+bridge> [ddnet] where the executable searches its dependencies 21:08 <+bridge> [ddnet] first bad commit 21:09 <+bridge> [ddnet] I think your bisect is broken 21:09 <+bridge> [ddnet] that file doesn't even get compiled into the client 21:09 <+bridge> [ddnet] @heinrich5991 there is no search done on mac, it's either an absolute path or it's a relative path 21:09 <+bridge> [ddnet] i bisected 3 times 21:09 <+bridge> [ddnet] im done 21:10 <+bridge> [ddnet] ok, so without doing bisect 21:10 <+bridge> [ddnet] that commit doesn't work and the one before works? 21:10 <+bridge> [ddnet] ``` 21:10 <+bridge> [ddnet] rm -rf build 21:10 <+bridge> [ddnet] mkdir -p build 21:10 <+bridge> [ddnet] cd build 21:10 <+bridge> [ddnet] cmake .. 21:10 <+bridge> [ddnet] make -j12 21:10 <+bridge> [ddnet] exit_status=0 21:10 <+bridge> [ddnet] ./DDNet "connect 88.198.184.126:8318" && exit 0 21:10 <+bridge> [ddnet] exit 1 21:10 <+bridge> [ddnet] ``` 21:10 <+bridge> [ddnet] it doesnt like segfault signal so i wrapped it 21:10 <+bridge> [ddnet] ignore that variable 21:11 <+bridge> [ddnet] lemme test the commit before 21:11 <+bridge> [ddnet] the one before works 21:12 <+bridge> [ddnet] (cf15ef6cc0bb48496a60a906284eec85b5807bbc) 21:12 <+bridge> [ddnet] and that one doesn't? 21:12 <+bridge> [ddnet] oh wait 21:12 <+bridge> [ddnet] maybe thats 2 before 21:12 <+bridge> [ddnet] ill test 53c43536d5be86c9fb880ff5a7799f620acb40e6 21:13 <+bridge> [ddnet] works 21:13 <+bridge> [ddnet] and does 4da0592d78ed57b15738cc6cc63ce5e59723f070 work if testing manually? 21:13 <+bridge> [ddnet] wait, did you test the other two manually? 21:14 <+bridge> [ddnet] 4da0592d78ed57b15738cc6cc63ce5e59723f070 doesnt work manually 21:14 <+bridge> [ddnet] does linus use ddnet-libs? 21:14 <+bridge> [ddnet] linux 21:15 <+bridge> [ddnet] i may have forgot to git submodule update 21:15 <+bridge> [ddnet] the one before works manually 21:15 <+bridge> [ddnet] idk why 4da0592d78ed57b15738cc6cc63ce5e59723f070 doesnt work 21:16 <+bridge> [ddnet] [2020-08-25 21:15:58][datafile]: loading. filename='maps/dm1.map' 21:16 <+bridge> [ddnet] [2020-08-25 21:15:58][datafile]: could not open 'maps/dm1.map' 21:16 <+bridge> [ddnet] [2020-08-25 21:15:58][datafile]: loading. filename='downloadedmaps/dm1_f2159e6e.map' 21:16 <+bridge> [ddnet] [2020-08-25 21:15:58][datafile]: could not open 'downloadedmaps/dm1_f2159e6e.map' 21:16 <+bridge> [ddnet] [2020-08-25 21:15:58][client/network]: starting to download map to 'downloadedmaps/dm1_f2159e6e.map.100899.tmp' 21:16 <+bridge> [ddnet] kinda funny 21:16 <+bridge> [ddnet] idk why it tries to download dm1 21:16 <+bridge> [ddnet] the server map is not named like that 21:16 <+bridge> [ddnet] its named Smashy 21:17 <+bridge> [ddnet] vanilla token? 21:17 <+bridge> [ddnet] hm? 21:17 <+bridge> [ddnet] some version of the vanilla token system is implemented with dm1 21:18 <+bridge> [ddnet] @heinrich5991 does it use the client map too? 21:18 <+bridge> [ddnet] https://github.com/ddnet/ddnet/commit/4da0592d78ed57b15738cc6cc63ce5e59723f070 21:18 <+bridge> [ddnet] this commit removes dm1 21:18 <+bridge> [ddnet] i think 21:18 <+bridge> [ddnet] maybe its that 21:19 <+bridge> [ddnet] ah yea, maybe that 21:19 <+bridge> [ddnet] so git bisect never lies 21:19 <+bridge> [ddnet] :poggers: 21:20 <+bridge> [ddnet] we should add dm1 then? 21:21 <+bridge> [ddnet] Or embed dm1 I think 21:22 <+bridge> [ddnet] My cross compilation vm broke somewhere along the way, so I'm recreating that 21:22 <+bridge> [ddnet] I bet I won't be able to reproduce it 21:26 <+bridge> [ddnet] pacmangang 21:26 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747899682998452244/Screenshot_2020-08-25_at_22.26.06.png 21:26 <+bridge> [ddnet] extra smart package manager 21:30 <+bridge> [ddnet] sudo pacman -S pacman-keyring 21:41 <+bridge> [ddnet] Waiting for llvm to compile on a 2 core vm is actually very annoying 21:42 <+bridge> [ddnet] So let's pick on python while waiting 21:43 <+bridge> [ddnet] How can a language with so much hand holding be so horrible at package management? 21:46 <+bridge> [ddnet] invented before the advent of useful package managers I guess? 21:46 <+bridge> [ddnet] they should fix it though 21:46 <+bridge> [ddnet] I'm also confused how someone else didn't take it in their hands 21:46 <+bridge> [ddnet] I think they're doing pyenv these days 21:46 <+bridge> [ddnet] Seems like there are no alternatives to pip, nor are there any import managers fixing the insanity that is python module resolution 21:46 <+bridge> [ddnet] I don't like it though 😛 21:47 <+bridge> [ddnet] try pyenv, but it has emojis 21:47 <+bridge> [ddnet] [TRIGGER WARNING] 21:47 <+bridge> [ddnet] Facebook didn't like npm, so they made yarn. Made npm quickly get their shit together 21:47 <+bridge> [ddnet] @heinrich5991 no env variable to disable cringy emojis? 21:47 <+bridge> [ddnet] exists 21:49 <+bridge> [ddnet] brew and yarn also come with emojis but thank god they let me disable them 21:51 <+bridge> [ddnet] @Learath2 anything I should try? 21:51 <+bridge> [ddnet] @deen can you check `otool -L` for the built libsteam? 21:53 <+bridge> [ddnet] <ᶰ°Konͧsti> Hey Someone helping nobos being blocked on multimap 21:53 <+bridge> [ddnet] Also what sdk were you building with? 21:54 <+bridge> [ddnet] @Learath2 the one we built? 21:54 <+bridge> [ddnet] the one you sent me 21:54 <+bridge> [ddnet] @deen works with latest commit 21:54 <+bridge> [ddnet] it fixed it 21:54 <+bridge> [ddnet] @Ryozuki sorry about that 21:54 <+bridge> [ddnet] I sent you 4 sdks I think 21:54 <+bridge> [ddnet] MacOSX10.13.sdk.tar.xz 21:57 <+bridge> [ddnet] apparently we don't bundle one at all @Learath2 21:58 <+bridge> [ddnet] Well one should be being built in your build folder 21:58 <+bridge> [ddnet] can you check that? 21:59 <+bridge> [ddnet] that got deleted, have to rebuild 22:01 <+bridge> [ddnet] Will DDNet eventually be rebased on TW 0.8? I really like the new UI in 0.8 22:01 <+bridge> [ddnet] If yes. Is there anything a contributor could help with? 22:01 <+bridge> [ddnet] If yes. Is there anything a potential contributor could help with? 22:02 <+bridge> [ddnet] I think people said they like the simple start screen in 0.7, so we could adopt that 22:02 <+bridge> [ddnet] you can try make a pull request 22:04 <+bridge> [ddnet] @Scrumplex I did work on a 0.7 upgrade for a while, but I'd like to have a rewrite for that and I don't want to spaghetti it like the last time around. However, teeworlds source isn't very open to modding. There are some classes that are very heavily intertwined that makes it very hard to keep modifications to the source minimal 22:04 <+bridge> [ddnet] Will DDNet eventually be rebased on TW 0.7.5? I really like the new UI in 0.7.5 22:04 <+bridge> [ddnet] So a 0.7 upgrade is kinda unlikely until I get some more free time. However any UI improvements will be appreciated 22:05 <+bridge> [ddnet] I don't think we neccessarily would have to rebase everything at once. This could be done incrementally 22:05 <+bridge> [ddnet] I guess cherrypicking only what we want could work 22:06 <+bridge> [ddnet] Will DDNet eventually be rebased on TW 0.7? I really like the new UI in 0.7 22:06 <+bridge> [ddnet] @Learath2 22:06 <+bridge> [ddnet] ``` 22:06 <+bridge> [ddnet] $ x86_64-apple-darwin17-otool -L libsteam_api.dylib 22:06 <+bridge> [ddnet] libsteam_api.dylib: 22:06 <+bridge> [ddnet] /home/deen/isos/ddnet/macosx/ddnet-master/libsteam_api.dylib (compatibility version 0.0.0, current version 0.0.0) 22:06 <+bridge> [ddnet] /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.0) 22:06 <+bridge> [ddnet] /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.50.4) 22:06 <+bridge> [ddnet] ``` 22:07 <+bridge> [ddnet] @Scrumplex i guess you get then the spaghetti learath mentioned 22:07 <+bridge> [ddnet] @deen uh, that's concerning. Can you do a clean and a verbose build? 22:08 <+bridge> [ddnet] `ninja -v` for ninja. `make VERBOSE=1` for make iirc 22:10 <+bridge> [ddnet] When compiling natively, I get```[learath2@l2mbp] ~/D/C/d/build $ otool -L libsteam_api.dylib 22:10 <+bridge> [ddnet] libsteam_api.dylib: 22:10 <+bridge> [ddnet] @rpath/libsteam_api.dylib (compatibility version 0.0.0, current version 0.0.0) 22:10 <+bridge> [ddnet] /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 902.1.0) 22:10 <+bridge> [ddnet] /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1281.100.1)``` 22:10 <+bridge> [ddnet] The install name being absolute makes ld link with absolute path too, which causes the issue 22:12 <+bridge> [ddnet] Oh, I can fix that easily 22:13 <+bridge> [ddnet] With install_name_tool, but is that really how you want it fixed? 😄 22:13 <+bridge> [ddnet] yes 22:14 <+bridge> [ddnet] Also need to fix linking for libsqlite for the server and libfreetype for the client 22:14 <+bridge> [ddnet] client is not using the libfreetype we bundle 22:15 <+bridge> [ddnet] I guess I'm not getting the release done today .( 22:15 <+bridge> [ddnet] 😦 22:16 <+bridge> [ddnet] my poor vm is compiling as fast as it can 22:16 <+bridge> [ddnet] probably faster than my Celeron 😄 22:18 <+bridge> [ddnet] Great `./build.sh` failed to extract the sdk 22:18 <+bridge> [ddnet] wtf 22:18 <+bridge> [ddnet] the easiest part 22:19 <+bridge> [ddnet] @Learath2 22:19 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747913071351300156/build.txt 22:22 <+bridge> [ddnet] Eh, I don't get why my cmake decides the install name should be relative and yours decides it should be absolute 22:22 <+bridge> [ddnet] what version of cmake are you using? 22:23 <+bridge> [ddnet] cmake 2.7? 😛 22:26 <+bridge> [ddnet] cmake 3.18.2 22:27 <+bridge> [ddnet] Me too, for me the generated ninja files have `INSTALLNAME_DIR = @rpath/` which gives the desired behaviour 22:27 <+bridge> [ddnet] @deen are you also building with ninja? 22:27 <+bridge> [ddnet] no, make 22:27 <+bridge> [ddnet] let me try make 22:28 <+bridge> [ddnet] @Learath2 can you try https://ddnet.tw/DDNet-14.5-osx.dmg ? 22:28 <+bridge> [ddnet] @Learath2 can you try https://ddnet.tw/downloads/DDNet-14.5-osx.dmg ? 22:29 <+bridge> [ddnet] ``` 22:29 <+bridge> [ddnet] $ x86_64-apple-darwin17-otool -L DDNet 22:29 <+bridge> [ddnet] DDNet: 22:29 <+bridge> [ddnet] /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon (compatibility version 2.0.0, current version 158.0.0) 22:29 <+bridge> [ddnet] /System/Library/Frameworks/Security.framework/Versions/A/Security (compatibility version 1.0.0, current version 58286.51.6) 22:29 <+bridge> [ddnet] @executable_path/../Frameworks/libfreetype.6.dylib (compatibility version 24.0.0, current version 24.1.0) 22:29 <+bridge> [ddnet] @rpath/SDL2.framework/Versions/A/SDL2 (compatibility version 1.0.0, current version 8.0.0) 22:29 <+bridge> [ddnet] @executable_path/../Frameworks/libsteam_api.dylib (compatibility version 0.0.0, current version 0.0.0) 22:29 <+bridge> [ddnet] /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0, current version 22.0.0) 22:29 <+bridge> [ddnet] /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0) 22:29 <+bridge> [ddnet] /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.0) 22:29 <+bridge> [ddnet] /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.50.4) 22:29 <+bridge> [ddnet] /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit (compatibility version 45.0.0, current version 1561.40.112) 22:30 <+bridge> [ddnet] /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation (compatibility version 150.0.0, current version 1452.23.0) 22:30 <+bridge> [ddnet] /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation (compatibility version 300.0.0, current version 1452.23.0) 22:30 <+bridge> [ddnet] /usr/lib/libobjc.A.dylib (compatibility version 1.0.0, current version 228.0.0) 22:30 <+bridge> [ddnet] ``` 22:30 <+bridge> [ddnet] make also links it properly for me 22:30 <+bridge> [ddnet] trying your build 22:30 <+bridge> [ddnet] why is libsteam_api.dylib linking to itself btw? 22:30 <+bridge> [ddnet] i didn't fix that yet 22:30 <+bridge> [ddnet] It doesn't link to itself 22:31 <+bridge> [ddnet] it's the odd way mach-o binaries work 22:31 <+bridge> [ddnet] the first entry is it's install name 22:31 <+bridge> [ddnet] Anyway, this works. You can also change the `@executable_path/../Frameworks` with `@rpath/` as `LC_RPATH` is correct now 22:32 <+bridge> [ddnet] all of them? 22:32 <+bridge> [ddnet] For freetype and libsteam_api 22:32 <+bridge> [ddnet] and sqlite? 22:33 <+bridge> [ddnet] Yep that too, but don't forget to strip the rpath and insert the correct one 22:33 <+bridge> [ddnet] ? 22:33 <+bridge> [ddnet] how? 22:33 <+bridge> [ddnet] I do it for the client 22:33 <+bridge> [ddnet] why there's new master server, what is this for? 22:34 <+bridge> [ddnet] You run the `darwin_strip_rpath.py` script. Then you insert `@loader_path/../Frameworks` 22:34 <+bridge> [ddnet] so I have to do that for the server too I guess 22:34 <+bridge> [ddnet] @nori The master server often gets attacks, we didn't want to host it alongside ddnet.tw 22:34 <+bridge> [ddnet] @deen yep 22:34 <+bridge> [ddnet] and for libsteam_api.dylib too and also change the path there? 22:35 <+bridge> [ddnet] Idk what your CMakeLists file looks like right now 22:35 <+bridge> [ddnet] complicated 22:35 <+bridge> [ddnet] 😄 22:36 <+bridge> [ddnet] Can you just show me the part we mess around with the install names? 22:36 <+bridge> [ddnet] ``` 22:36 <+bridge> [ddnet] COMMAND ${PYTHON_EXECUTABLE} ${PROJECT_SOURCE_DIR}/scripts/darwin_strip_rpath.py ${CMAKE_OTOOL} ${CMAKE_INSTALL_NAME_TOOL} ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/MacOS/${TARGET_CLIENT} 22:36 <+bridge> [ddnet] COMMAND ${CMAKE_INSTALL_NAME_TOOL} -add_rpath @loader_path/../Frameworks ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/MacOS/${TARGET_CLIENT} 22:36 <+bridge> [ddnet] COMMAND ${CMAKE_INSTALL_NAME_TOOL} -change /usr/local/lib/libfreetype.6.dylib @rpath/libfreetype.6.dylib ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/MacOS/${TARGET_CLIENT} 22:36 <+bridge> [ddnet] COMMAND ${CMAKE_INSTALL_NAME_TOOL} -change ${PROJECT_SOURCE_DIR}/libsteam_api.dylib @rpath/libsteam_api.dylib ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/MacOS/${TARGET_CLIENT} 22:36 <+bridge> [ddnet] COMMAND ${CMAKE_INSTALL_NAME_TOOL} -change ${PROJECT_SOURCE_DIR}/libsteam_api.dylib @rpath/libsteam_api.dylib ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/Frameworks/libsteam_api.dylib 22:36 <+bridge> [ddnet] ``` 22:36 <+bridge> [ddnet] and: 22:36 <+bridge> [ddnet] ``` 22:36 <+bridge> [ddnet] COMMAND ${CMAKE_COMMAND} -E make_directory ${DMG_TMPDIR}/${TARGET_SERVER}.app/Contents/Frameworks/ 22:36 <+bridge> [ddnet] COMMAND ${CMAKE_COMMAND} -E copy ${PROJECT_SOURCE_DIR}/ddnet-libs/sqlite3/mac/lib64/libsqlite3.0.dylib ${DMG_TMPDIR}/${TARGET_SERVER}.app/Contents/Frameworks/ 22:36 <+bridge> [ddnet] COMMAND ${PYTHON_EXECUTABLE} ${PROJECT_SOURCE_DIR}/scripts/darwin_strip_rpath.py ${CMAKE_OTOOL} ${CMAKE_INSTALL_NAME_TOOL} ${DMG_TMPDIR}/${TARGET_SERVER}.app/Contents/MacOS/${TARGET_SERVER} 22:36 <+bridge> [ddnet] COMMAND ${CMAKE_INSTALL_NAME_TOOL} -add_rpath @loader_path/../Frameworks ${DMG_TMPDIR}/${TARGET_SERVER}.app/Contents/MacOS/${TARGET_SERVER} 22:36 <+bridge> [ddnet] COMMAND ${CMAKE_INSTALL_NAME_TOOL} -change /usr/local/lib/libsqlite3.0.dylib @rpath/libsqlite3.0.dylib ${DMG_TMPDIR}/${TARGET_SERVER}.app/Contents/MacOS/${TARGET_SERVER} 22:36 <+bridge> [ddnet] ``` 22:37 <+bridge> [ddnet] does anyone know why its `gfx_resizable 1` by default? 22:37 <+bridge> [ddnet] @Patiga because I like resizing windows 22:37 <+bridge> [ddnet] does it cause problems? 22:37 <+bridge> [ddnet] it was causing troubles on linux 22:37 <+bridge> [ddnet] yes 22:37 <+bridge> [ddnet] KDE 22:37 <+bridge> [ddnet] not just kde 22:37 <+bridge> [ddnet] Meh, I use it on Linux since forever 22:37 <+bridge> [ddnet] im on i3, but ye i remember it also happening on kde 22:37 <+bridge> [ddnet] it changes the resolution of your monito 22:38 <+bridge> [ddnet] *monitor 22:38 <+bridge> [ddnet] in fullscreen mode? 22:38 <+bridge> [ddnet] @deen LGTM, let me give this a try. But I doubt the last change you make does anything 22:38 <+bridge> [ddnet] didnt test whether that changes anything 22:38 <+bridge> [ddnet] @Patiga it's releated with x server 22:39 <+bridge> [ddnet] It's linking libsteam_api.dylib incorrectly to start with, which means DDNet is linked to the incorrect install name. Which you are fixing after the fact 22:39 <+bridge> [ddnet] my fix was usually gfx_resizable 0, but it got reset a few days ago, and today it happened to me again, although gfx_resizable shouldve been 0 22:39 <+bridge> [ddnet] i think it also changed the hz my monitor was set to to 60 22:39 <+bridge> [ddnet] @Learath2 you mean the ` COMMAND ${CMAKE_INSTALL_NAME_TOOL} -change ${PROJECT_SOURCE_DIR}/libsteam_api.dylib @rpath/libsteam_api.dylib ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/Frameworks/libsteam_api.dylib` can be removed? 22:40 <+bridge> [ddnet] @deen kde appearently sends resize events when minimizing etc 22:40 <+bridge> [ddnet] ouch 22:40 <+bridge> [ddnet] @deen I'm not completely sure, might aswell keep it 22:40 <+bridge> [ddnet] @deen you should be able to resize your ddnet manually while gfx_resizable is 0 22:41 <+bridge> [ddnet] so i was wondering if it actually serves a purpose in the usual use case 22:41 <+bridge> [ddnet] ah, i suppose its supposed to work so you never have to change the resolution yourself? 22:42 <+bridge> [ddnet] yeah, my window manager just resizes the windows 22:42 <+bridge> [ddnet] and it works fine 22:42 <+bridge> [ddnet] @Learath2 try https://ddnet.tw/downloads/DDNet-14.5-osx.dmg?version=1 please 22:43 <+bridge> [ddnet] @Patiga wym by issues? I even got it to work with the worlds most finnicky WM, macOS windowmanager 😄 22:43 <+bridge> [ddnet] it changes my monitor resolution, hz to some wrong values on some events 22:44 <+bridge> [ddnet] maybe connected to fullscreen -> switching windows 22:45 <+bridge> [ddnet] @Learath2 this is a thing, i experienced that resolution change too once 22:46 <+bridge> [ddnet] search for "gfx_resizable" in the channels, happened to a few players 22:47 <+bridge> [ddnet] and gfx_resizable is 0 by default btw 22:47 <+bridge> [ddnet] @deen works and is linked properly 22:47 <+bridge> [ddnet] yay 22:47 <+bridge> [ddnet] now let me build the steam version 22:47 <+bridge> [ddnet] Can I test the steam version too? 22:48 <+bridge> [ddnet] did that change recently? pretty sure it turned itself on 22:48 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2108 22:48 <+bridge> [ddnet] oh wasnt changed back, then its fine xD 22:49 <+bridge> [ddnet] I'll change a bit about how gfx_resizable works to get it more correct for macOS when SDL decides to get their shit together and merge my patches 22:49 <+bridge> [ddnet] @deen the current version isnt in steam yet, is it? 22:50 <+bridge> [ddnet] not yet 22:50 <+bridge> [ddnet] have to fix some more things 22:51 <+bridge> [ddnet] ok bcs suddenly so many ppl report white textures 22:51 <+bridge> [ddnet] maybe just big number of players? 22:51 <+bridge> [ddnet] the fallback is already very aggressive xD 22:51 <+bridge> [ddnet] and old ones just get used to rare white textures and just restart? 22:52 <+bridge> [ddnet] I use 0.7 mostly, seen a white texture once in my life 😄 22:52 <+bridge> [ddnet] @Pure_luck with the client in #announcements that should happen anymore 22:52 <+bridge> [ddnet] @Pure_luck yeah bcs 0.7 doesnt fix it either 22:52 <+bridge> [ddnet] saw your post 22:53 <+bridge> [ddnet] but it probably was consistent white on that signle map?? 22:53 <+bridge> [ddnet] 22:53 <+bridge> [ddnet] probs the background wasnt power of two 22:53 <+bridge> [ddnet] @Learath2 https://ddnet.tw/DDNet-14.5-osx.zip for steam 22:53 <+bridge> [ddnet] Dunno I've played the map many times but once it was loaded white. I've restarted the client and it was gone 22:53 <+bridge> [ddnet] I mean background layer 22:54 <+bridge> [ddnet] yeah. ok 22:54 <+bridge> [ddnet] I have RTX2070 if that matters 22:54 <+bridge> [ddnet] OHH 22:54 <+bridge> [ddnet] such a good card 22:54 <+bridge> [ddnet] no out of video memory 22:54 <+bridge> [ddnet] then its really more about a driver bug or smth xD 22:54 <+bridge> [ddnet] yeah it's perfect for playing teeworlds 😄 22:54 <+bridge> [ddnet] We can also have a beta key for testing steam releases properly btw 22:54 <+bridge> [ddnet] and 8 GB helps me to lag less 😉 22:54 <+bridge> [ddnet] @Jupstar ✪ is ddnet using 3d textures with old opengl now? 22:54 <+bridge> [ddnet] @Learath2 should I upload it there or can you test with what I sent you? 22:55 <+bridge> [ddnet] @redix up to opengl 2.0 22:55 <+bridge> [ddnet] before that its complete fallback 22:55 <+bridge> [ddnet] @Jupstar ✪ btw never seen white textures in any other games. 22:55 <+bridge> [ddnet] I've tested many. 22:55 <+bridge> [ddnet] @Pure_luck opengl is always a miracle on windows xD 22:55 <+bridge> [ddnet] So it's not nvidia driver bug I think. 22:55 <+bridge> [ddnet] @Jupstar ✪ I am an Archlinux user 22:55 <+bridge> [ddnet] okay. there seem to be 2.x cards that don't support 256 layers for 3d textures 22:55 <+bridge> [ddnet] most games probs have either a very new opengl version or directx/vulkan 22:56 <+bridge> [ddnet] I can test with `steam_appid.txt` I think 22:56 <+bridge> [ddnet] mhh ok @Pure_luck but i also have a modern card and never had it 22:56 <+bridge> [ddnet] @Jupstar ✪ it was only once 22:56 <+bridge> [ddnet] @redix yeah, but i prefer a complete fallback, bcs its less than 1% of all users 22:56 <+bridge> [ddnet] I'd forget to report it if smbd didn't reported the same this day 22:56 <+bridge> [ddnet] have to go, bye 22:57 <+bridge> [ddnet] true 22:57 <+bridge> [ddnet] hm.. if that helps, I have a notebook and nvidia is routed trough intel in hardware I believe 22:57 <+bridge> [ddnet] @redix https://feedback.wildfiregames.com/report/opengl/feature/GL_MAX_3D_TEXTURE_SIZE 22:57 <+bridge> [ddnet] says around 4% and is 5 years old report 22:57 <+bridge> [ddnet] 22:57 <+bridge> [ddnet] https://opengl.gpuinfo.org/displaycapability.php?name=GL_MAX_3D_TEXTURE_SIZE 22:57 <+bridge> [ddnet] 22:57 <+bridge> [ddnet] says around 1% 22:57 <+bridge> [ddnet] @deen steam seems broken anyway 22:57 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747922700265062530/Screenshot_2020-08-25_at_23.57.31.png 22:57 <+bridge> [ddnet] though it shouldn't affect anything 22:58 <+bridge> [ddnet] and I don't have intel drivers installed or bumblebee so it cannot fallback to intel card 22:58 <+bridge> [ddnet] but even modern intel shouldnt fail 22:58 <+bridge> [ddnet] ofc, that didn't bothered me. Are there players who get this constantly? 22:58 <+bridge> [ddnet] and since it only happens rarely its more likely to be either a really rare bug, or a rare driver bug 22:58 <+bridge> [ddnet] well there have been two cases for 0.7 in the teeworlds forum 😮 22:59 <+bridge> [ddnet] or just there are more players and we just have big numbers? 22:59 <+bridge> [ddnet] @Learath2 that's probably because you downloaded it manually. So we need to do the beta I guess, can you do that yourself? 22:59 <+bridge> [ddnet] @redix yeah saw that, good we keep the old renderer for now xD 22:59 <+bridge> [ddnet] or just there are more players after the steam release now and we just have big numbers? 23:00 <+bridge> [ddnet] yep. people really are running this game on ancient hardware 23:00 <+bridge> [ddnet] @Pure_luck you are the first to report white textures with such a good GPU really.. most ppl have some GPU from <2010 who report that 23:00 <+bridge> [ddnet] @deen I don't have access to the steam thing. Maybe @heinrich5991 can set it up 23:00 <+bridge> [ddnet] it was background though on a really big and complex map 23:00 <+bridge> [ddnet] no white things in menu 23:01 <+bridge> [ddnet] opengl 2.1 capable 23:01 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747923521077772318/unknown.png 23:01 <+bridge> [ddnet] if users dont respect that 23:01 <+bridge> [ddnet] ¯\_(ツ)_/¯ 23:01 <+bridge> [ddnet] yeah but i really think that GPU has the ability to accept any texture xD 23:01 <+bridge> [ddnet] the texture must have been extremly broken xD 23:01 <+bridge> [ddnet] Dunno how that could be possible. 23:01 <+bridge> [ddnet] It is my server and map I edited. 23:01 <+bridge> [ddnet] are u sure ur using the gpu 23:01 <+bridge> [ddnet] And I've played it a lot. 23:01 <+bridge> [ddnet] :justatest: 23:01 <+bridge> [ddnet] ```[2020-08-25 23:59:57][sdl]: SDL version 2.0.8 (compiled = 2.0.8) 23:01 <+bridge> [ddnet] [2020-08-25 23:59:58][gfx]: Created OpenGL 3.0 context. 23:02 <+bridge> [ddnet] [2020-08-25 23:59:59][gfx]: unable to create OpenGL context: Failed creating OpenGL context at version requested 23:02 <+bridge> [ddnet] [2020-08-25 23:59:59][sdl]: SDL version 2.0.8 (compiled = 2.0.8) 23:02 <+bridge> [ddnet] [2020-08-25 23:59:59][gfx]: unable to create OpenGL context: Failed creating OpenGL context at version requested 23:02 <+bridge> [ddnet] [2020-08-25 23:59:59][sdl]: SDL version 2.0.8 (compiled = 2.0.8) 23:02 <+bridge> [ddnet] [2020-08-25 23:59:59][gfx]: Created OpenGL 2.0 context. 23:02 <+bridge> [ddnet] [2020-08-26 00:00:00][OpenGL]: Version string: 2.1 ATI-3.9.15``` 23:02 <+bridge> [ddnet] even the intel GPU should easily do it tbh 23:02 <+bridge> [ddnet] Gotta love macOS 23:02 <+bridge> [ddnet] Atleast gl2 is still there 23:02 <+bridge> [ddnet] i have a laptop with ivybridge intel and it can render 3.3 completly correctly 23:02 <+bridge> [ddnet] @Ryozuki sure 23:02 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747923964227223633/Screenshot_from_2020-08-26_00-02-35.png 23:02 <+bridge> [ddnet] any cheapcpu should do the trick 23:02 <+bridge> [ddnet] @Learath2 nice, does the maplad work correctly? 😄 23:03 <+bridge> [ddnet] What is a maplad? 23:03 <+bridge> [ddnet] just load a map sry 23:03 <+bridge> [ddnet] @Pure_luck that doesnt say anything 23:03 <+bridge> [ddnet] @Ryozuki wut? 23:03 <+bridge> [ddnet] ah 23:03 <+bridge> [ddnet] nvidia 23:03 <+bridge> [ddnet] @Pure_luck i doubt glxinfo works on proprietary nvidia does it? 23:04 <+bridge> [ddnet] Why it shouldn't? 23:04 <+bridge> [ddnet] it works ofc 23:04 <+bridge> [ddnet] bcs its a mesa tool 23:04 <+bridge> [ddnet] @Jupstar ✪ maps load just fine 23:04 <+bridge> [ddnet] I've played Dying Light with nice perfomance on linux 23:04 <+bridge> [ddnet] :poggers: 23:04 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747924404377223319/unknown.png 23:04 <+bridge> [ddnet] downlaoded from steam 23:04 <+bridge> [ddnet] @Learath2 nice, then the chance is good that macos doesnt give too much trouble 23:05 <+bridge> [ddnet] macOS is honestly the most confusing thing I've ever encountered in my life 23:05 <+bridge> [ddnet] @Pure_luck u sure you don't have the opensource Nvidia drivers enabled 23:05 <+bridge> [ddnet] It's the mix of great and horrible engineering in one single machine 23:05 <+bridge> [ddnet] last time i had NVidia i couldnt use mesa tools xD 23:05 <+bridge> [ddnet] https://www.youtube.com/watch?v=iYWzMvlj2RQ 23:05 <+bridge> [ddnet] @Learath2 ikr 23:05 <+bridge> [ddnet] :greenthing: 23:06 <+bridge> [ddnet] sure 23:06 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747924796859482172/Screenshot_from_2020-08-26_00-05-57.png 23:06 <+bridge> [ddnet] thats mesa 23:06 <+bridge> [ddnet] I don't have this white texture now. It have appeared only once. 23:06 <+bridge> [ddnet] isnt it 23:06 <+bridge> [ddnet] I don't know what you're talking about. It's a proprietary driver from nvidia 23:06 <+bridge> [ddnet] well cannot tell rn too long with nvidia on linux 23:06 <+bridge> [ddnet] only had trouble with it xD 23:07 <+bridge> [ddnet] I had a very decent experience with nvidia on linux too on a 1080 23:07 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747925096017952830/Screenshot_from_2020-08-26_00-07-05.png 23:07 <+bridge> [ddnet] nvidia is perfectly fine in linux, I use it for ML sometimes 23:07 <+bridge> [ddnet] anyway @Pure_luck dont u have an nvidia control panel? 23:07 <+bridge> [ddnet] I have ofc 23:07 <+bridge> [ddnet] I wish nvidia would open a bit more of the driver like amd 23:07 <+bridge> [ddnet] it should show the correct opengl version 23:07 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747925265023369296/Screenshot_from_2020-08-26_00-07-51.png 23:08 <+bridge> [ddnet] I don't mind a binary blob being uploaded to the card or a binary blob running but it'd be great if it'd integrate better with the kernel 23:08 <+bridge> [ddnet] @Learath2 i had a GTX 760 and had alot of crashes with it xD 23:08 <+bridge> [ddnet] @Learath2 i can'T find the beta thing 23:08 <+bridge> [ddnet] @Learath2 could you maybe just override that security thing temporarily? 23:08 <+bridge> [ddnet] @Jupstar ✪ it's ancient 23:08 <+bridge> [ddnet] @Pure_luck yeah then its fine, maybe still a driver bug xD 23:08 <+bridge> [ddnet] @deen I disabled SIP and it works 23:08 <+bridge> [ddnet] bcs i really never heard of anyone with modern gpu 23:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747925534050091008/Screenshot_from_2020-08-26_00-08-53.png 23:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747925565780131860/Screenshot_from_2020-08-26_00-09-06.png 23:09 <+bridge> [ddnet] @Learath2 thank you 23:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/747925630229938178/Screenshot_from_2020-08-26_00-09-20.png 23:09 <+bridge> [ddnet] yeah probs u should have use glxinfo | grep string 23:09 <+bridge> [ddnet] ```server glx vendor string: NVIDIA Corporation 23:09 <+bridge> [ddnet] server glx version string: 1.4 23:09 <+bridge> [ddnet] client glx vendor string: NVIDIA Corporation 23:09 <+bridge> [ddnet] client glx version string: 1.4 23:09 <+bridge> [ddnet] OpenGL vendor string: NVIDIA Corporation 23:09 <+bridge> [ddnet] OpenGL renderer string: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 23:09 <+bridge> [ddnet] OpenGL core profile version string: 4.6.0 NVIDIA 435.21 23:09 <+bridge> [ddnet] OpenGL core profile shading language version string: 4.60 NVIDIA 23:09 <+bridge> [ddnet] OpenGL version string: 4.6.0 NVIDIA 435.21 23:10 <+bridge> [ddnet] OpenGL shading language version string: 4.60 NVIDIA 23:10 <+bridge> [ddnet] OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 435.21 23:10 <+bridge> [ddnet] OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20 23:10 <+bridge> [ddnet] ``` 23:10 <+bridge> [ddnet] @Learath2 server works too? 23:10 <+bridge> [ddnet] @Pure_luck yeah looks good 23:10 <+bridge> [ddnet] Are there any problems? I am playing Dying Light with a full framerate. 23:10 <+bridge> [ddnet] on linux 23:10 <+bridge> [ddnet] @Pure_luck i can just tell you again, i never seen anybody in tw hading trouble with textures on modern GPU 23:10 <+bridge> [ddnet] so the chance this is a driver bug isnt small 23:11 <+bridge> [ddnet] I am not having troubles 😄 it was funny 23:11 <+bridge> [ddnet] but if by a chance of 0.00001% that would be my first start of a game I'd thought that it is a trouble indeed 23:11 <+bridge> [ddnet] though restart of a client helped 23:11 <+bridge> [ddnet] yeah I don't think it's a driver bug 23:11 <+bridge> [ddnet] I've reported this just to give you info about a modern card 23:12 <+bridge> [ddnet] I hope it will help 23:12 <+bridge> [ddnet] @deen uh, the server is missing the rpath entry 23:12 <+bridge> [ddnet] it works out because macOS ships with libsqlite which it finds in the flat namespace 23:12 <+bridge> [ddnet] but a white texture is commonly something in the opengl pipeline 23:13 <+bridge> [ddnet] bcs it replaces non bound textures with white textures 23:13 <+bridge> [ddnet] if I do `install_name_tool -add_rpath @loader_path/../Frameworks ./DDNet-Server` it loads the bundled lib just fine 23:17 <+bridge> [ddnet] God, I have an awful headache. I'll go try to sleep 23:44 <+bridge> [ddnet] who is on windows and good with SDL btw? 23:44 <+bridge> [ddnet] this steam mouse glitch was reported a few times already