00:30 <+bridge> [ddnet] i made a **map** 10:58 <+bridge> [ddnet] @deen why did we need special support for libs again? 11:00 <+bridge> [ddnet] for what libs? 11:03 <+bridge> [ddnet] will the auto updater ship the steam lib? 11:03 <+bridge> [ddnet] yes 11:03 <+bridge> [ddnet] the steam lib stub more specifically 11:03 <+bridge> [ddnet] it does nothing 11:04 <+bridge> [ddnet] ah ok 11:06 <+bridge> [ddnet] @deen like when updating .so's why cant we update them like any file? 11:07 <+bridge> [ddnet] because we have a different file for x86-64 than for x86 11:07 <+bridge> [ddnet] and if the file is being executed you can't just overwrite it, you have to move it away first 11:07 <+bridge> [ddnet] Didn't you write the new autoupdater? 😄 11:07 <+bridge> [ddnet] On linux you can swap executed files np 11:07 <+bridge> [ddnet] On windows yeah you need to move first 11:07 <+bridge> [ddnet] no, I had trouble with that 11:07 <+bridge> [ddnet] Really? Odd 11:08 <+bridge> [ddnet] mv wil fail, cp works 11:08 <+bridge> [ddnet] Anyway, that autoupdater really isnt sth I'm proud off anymore 11:08 <+bridge> [ddnet] hm, or was it different? 11:08 <+bridge> [ddnet] Many bad decisions 11:08 <+bridge> [ddnet] but we have the same problem on official servers when we update server executable 11:08 <+bridge> [ddnet] I remove the original one first, then copy the new one over 11:09 <+bridge> [ddnet] and since we do the same handling for DDNet and DDNet-Server executables in autoupdater, I think we should handle shared libs the same 11:09 <+bridge> [ddnet] @Learath2 about the missing rpath yesterday, forgot the line, works now, verified with otool -l 11:11 <+bridge> [ddnet] \\○/ 11:15 <+bridge> [ddnet] If I was to rewrite the updater. Idn't do the swap trick again... 11:15 <+bridge> [ddnet] Separate executable to do the updating 11:15 <+bridge> [ddnet] would be cleaner the steam way, have an external updater 11:15 <+bridge> [ddnet] yeah 11:15 <+bridge> [ddnet] I was young and naive, impressed by a self swap party trick 11:17 <+bridge> [ddnet] @Learath2 want to review my 2 changes so I can release? 11:17 <+bridge> [ddnet] Just a minute and I'll be done with breakfast 11:18 <+bridge> [ddnet] Can you merge 11:18 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2647 11:18 <+bridge> [ddnet] 11:18 <+bridge> [ddnet] or can i already? 11:20 <+bridge> [ddnet] It's not good style to merge your own changes @Jupstar ✪ 11:21 <+bridge> [ddnet] xd 11:26 <+bridge> [ddnet] <ᶰ°Konͧsti> lmao 11:27 <+bridge> [ddnet] @deen #2648 looks fine, but how will we get the update working? 11:27 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2648 11:28 <+bridge> [ddnet] Without 2648 it can't download the new lib properly to begin with 11:31 <+bridge> [ddnet] @Learath2 is it normal when you use printscreen to take a screenshot that it doesnt show chat at all 11:32 <+bridge> [ddnet] tried holding U and pressing T to show chat but both dont show text when you paste the printscreen 11:33 <+bridge> [ddnet] @Jupstar ✪ That's a head scratcher for you ^^ 11:34 <+bridge> [ddnet] @Learath2 I have fixed it with an nginx hack: 11:34 <+bridge> [ddnet] ``` 11:34 <+bridge> [ddnet] map $http_user_agent $libsteam_api { 11:34 <+bridge> [ddnet] default "libsteam_api-linux-x86_64.so"; 11:34 <+bridge> [ddnet] "~*ia32" "libsteam_api-linux-x86.so"; 11:34 <+bridge> [ddnet] } 11:34 <+bridge> [ddnet] ... 11:34 <+bridge> [ddnet] location = /libsteam_api.so { 11:34 <+bridge> [ddnet] alias /var/www-update5/$libsteam_api; 11:34 <+bridge> [ddnet] } 11:34 <+bridge> [ddnet] ``` 11:35 <+bridge> [ddnet] #2644 works well when cross compiling but it's not correct when building natively 11:35 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2644 11:35 <+bridge> [ddnet] Verified with: ``` 11:35 <+bridge> [ddnet] $ curl -H "User-Agent: DDNet 14.4 (linux; ia32)" https://update5.ddnet.tw/libsteam_api.so --output a && file a 11:35 <+bridge> [ddnet] a: ELF 32-bit LSB shared object, Intel 80386, version 1 (SYSV), dynamically linked, BuildID[sha1]=e4c00d9ccb12410914e33d7ff1df27081c6577b3, stripped 11:35 <+bridge> [ddnet] $ curl -H "User-Agent: DDNet 14.4 (linux; amd64)" https://update5.ddnet.tw/libsteam_api.so --output a && file a 11:35 <+bridge> [ddnet] a: ELF 64-bit LSB shared object, x86-64, version 1 (SYSV), dynamically linked, BuildID[sha1]=b62b4d0d63e7843ae4a9f810a979522a8538e8be, stripped 11:35 <+bridge> [ddnet] ``` 11:35 <+bridge> [ddnet] Though we are not building natively so we can go ahead and release it and I'll fix the native packaging later 11:36 <+bridge> [ddnet] Ok, thanks 11:37 <+bridge> [ddnet] wanted to know how his name is different? 11:37 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748113806772797520/Untitled.png 11:38 <+bridge> [ddnet] No idea, possibly two unicode characters that look very similar 11:50 <+bridge> [ddnet] @TearlessAbyss46 sound almost impossible xD 11:50 <+bridge> [ddnet] how does that program know what is chat in the client, bcs if it just reads the framebuffer it will show chat 11:50 <+bridge> [ddnet] 11:51 <+bridge> [ddnet] but you can also just take an ingame screenshot with F10 12:08 <+bridge> [ddnet] @Margineanu65 14.5 should also fix your problem: 12:08 <+bridge> [ddnet] https://ddnet.tw/downloads/DDNet-14.5-win32.zip 12:08 <+bridge> [ddnet] hopefully you can finally enjoy the new client 12:08 <+bridge> [ddnet] and also thanks for helping 12:39 <+bridge> [ddnet] @Learath2 for things like my .so nginx hack I'm always scared of Cloudflare deciding to suddenly start caching the file 12:39 <+bridge> [ddnet] Needed quite a few fixes already, my eternal time.gif stopped working, the server statistics pages were not updating etc 12:40 <+bridge> [ddnet] And if you want more than 5 special rules you need a paid account 13:18 <+ChillerDragon> there are free cloudflare accs? o.O 13:33 <+bridge> [ddnet] @Jupstar ✪ its something wrong with the entities with the update? i just logged in and all is black from the update xD it was fine yesterday 13:33 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748142974625644624/screenshot_2020-08-26_12-27-43.png 13:33 <+bridge> [ddnet] :pepoThink: 13:35 <+bridge> [ddnet] can you give me your console output 13:43 <+bridge> [ddnet] @QuiX and maybe tell me the name of your gpu 13:57 <+bridge> [ddnet] @deen can the auto updater block resources in windows? 13:57 <+bridge> [ddnet] appeartnly the bug above only happened after using the auto update, after a clean restart everything worked fine 😄 13:57 <+bridge> [ddnet] @deen can the auto updater block resources in windows? 13:57 <+bridge> [ddnet] appeartnly the bug above only happened after using the auto update, after a clean client restart everything worked fine 😄 14:29 <+bridge> [ddnet] @Jupstar ✪ which files are missing, the shaders? 14:29 <+bridge> [ddnet] I'd guess no permissions to overwrite them 14:29 <+bridge> [ddnet] i dunno if something is missing 14:29 <+bridge> [ddnet] after restarting the client it appearently worked 14:29 <+bridge> [ddnet] Hm, weird 14:29 <+bridge> [ddnet] he also has a more modern GPu 14:29 <+bridge> [ddnet] I tested update on 4 platforms, worked fine for me on all 14:30 <+bridge> [ddnet] wait i look in the windows steam files 14:35 <+bridge> [ddnet] they look fine 14:45 <+bridge> [ddnet] people still trolling? 14:45 <+bridge> [ddnet] that was my goto key combination to close tw .-. 14:46 <+bridge> [ddnet] You can bind it again by hand 14:46 <+bridge> [ddnet] Though it won't be as robust 14:46 <+bridge> [ddnet] oh, whats the bind though? 14:46 <+bridge> [ddnet] didnt know this can be bound 14:47 <+bridge> [ddnet] `bind ctrl+lshift+q quit` I guess 14:47 <+bridge> [ddnet] or is it just quit 14:47 <+bridge> [ddnet] ah 14:48 <+bridge> [ddnet] hm, + isn't a thing we can use 14:50 <+bridge> [ddnet] @murpi what's wrong with alt+f4? 14:50 <+bridge> [ddnet] For me closing windows is something every window manager has a shortcut for, so not sure the client needs to implement it again 14:50 <+bridge> [ddnet] @deen he means the dots in the freeze 😄 14:51 <+bridge> [ddnet] I think I never used alt+f4 cuz it didnt save my settings that way 14:51 <+bridge> [ddnet] but I could be wrong 14:51 <+bridge> [ddnet] the dots we can fix easily by making them smaller, and I'm doing so right now 14:51 <+bridge> [ddnet] i have no problem with changing the default entities.png 14:51 <+bridge> [ddnet] @murpi please try it, it should save them 14:51 <+bridge> [ddnet] @Jupstar ✪ nope, he just confirmed (after I asked 10 times) that he means the text 14:51 <+bridge> [ddnet] help? 14:52 <+bridge> [ddnet] the text uses the old renderer @deen 14:52 <+bridge> [ddnet] @mr.mac_unknown_yet do you need an ambulance? 14:52 <+bridge> [ddnet] fixed function pipeline 14:52 <+bridge> [ddnet] i cannot change it xD 14:52 <+bridge> [ddnet] no thxs look at #general 14:52 <+bridge> [ddnet] ahh 14:52 <+bridge> [ddnet] @deen he might mean from the speedup arrows? 14:52 <+bridge> [ddnet] yes 14:53 <+bridge> [ddnet] well its now a tileset instead of streamed text 14:53 <+bridge> [ddnet] which makes it alot faster 14:53 <+bridge> [ddnet] he'll get used to it, he can also resize with that command you had the bug in xD 14:54 <+bridge> [ddnet] @Jupstar ✪ but shouldn't the image be a bit higher resolution? 14:54 <+bridge> [ddnet] it actually looks upscaled a bit 14:54 <+bridge> [ddnet] Ah, alt f4 does save settings. Guess I need to get used to alt+f4 now 14:55 <+bridge> [ddnet] i can use 2048 pixels if you want 14:55 <+bridge> [ddnet] dunno if all driver support that huge textures 14:58 <+bridge> [ddnet] and currently it's 1024? 14:58 <+bridge> [ddnet] oh well, if it's the same as the normal way tiles are rendered, that's fine 15:05 <+bridge> [ddnet] @deen yeah its like a normal tileset at 1024 pixels rn 15:08 <+bridge> [ddnet] When did we even change that and why? 15:10 <+bridge> [ddnet] @Learath2 when i first added opengl 3.3 i wanted faster speedup arrows and text for entities 15:10 <+bridge> [ddnet] these are "buffered" and are able to use the buffered vertices 15:10 <+bridge> [ddnet] so even a map like Mystic river will perform very good 15:10 <+bridge> [ddnet] while on old renderer it will die xD 15:12 <+bridge> [ddnet] I see, makes sense 15:20 <+bridge> [ddnet] @deen btw most ppl probs use custom entities anyway 15:20 <+bridge> [ddnet] the guy in the text issue has custom ones atleast 😄 15:22 <+bridge> [ddnet] @Soreu its your entities.png, what is your opinion, now that your tileset is rendered correctly? XD 15:41 <+bridge> [ddnet] @Jupstar ✪ uh huh? 15:41 <+bridge> [ddnet] how much should I scroll up? xd 15:43 <+bridge> [ddnet] @Soreu the small corners in freeze are now bigger because Jupstar fixed the rendering 15:43 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748175842227781692/unknown5.png 15:43 <+bridge> [ddnet] @Soreu do you want to make them smaller so it looks similar to before 15:46 <+bridge> [ddnet] @deen 15:46 <+bridge> [ddnet] maybe like this? 15:46 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748176575492653096/unknown.png 15:48 <+bridge> [ddnet] that looks nicer, what did you change? 15:49 <+bridge> [ddnet] is that only opengl3 stuff youre discussing about? i dont play with it because it crashes for me from time to time 15:49 <+bridge> [ddnet] also i found out that ddnet client was the program that caused my pc to start every night at 2am 15:49 <+bridge> [ddnet] no this is the default now 15:49 <+bridge> [ddnet] i fixed rendering for opengl 2.0+ 15:50 <+bridge> [ddnet] for tilesets and such? 15:50 <+bridge> [ddnet] @deen just generate the text more properly to the space it has 15:50 <+bridge> [ddnet] How can DDNet Client cause your PC to start? 😄 15:50 <+bridge> [ddnet] @Jupstar ✪ sounds good 15:51 <+bridge> [ddnet] @deen i'll pr when my current pr is merged, bcs forgot to create new branch for it, and also maybe conflicts 15:51 <+bridge> [ddnet] idk but i never closed my client and it always went on in the night (from energy saving mode) but the last 2 night i closed my client and the pc was off at the morning 15:51 <+bridge> [ddnet] my client would always be crashed in the morning anyway 15:53 <+bridge> [ddnet] @Im 'corneum the new client has a strong fallback, you should be able to set it to OpenGL 4.6 and it should still not crash and open the right version 15:54 <+bridge> [ddnet] it says opengl 3.3 tho 15:54 <+bridge> [ddnet] oh hold up i didnt have the update button 15:57 <+bridge> [ddnet] @BannZay i think you were the one that added text entity size? 15:57 <+bridge> [ddnet] i dunno if my pr breaks your stuff a bit, but i want to good default rn 16:14 <+bridge> [ddnet] @deen Yea, I could adjust them. 16:14 <+bridge> [ddnet] 16:14 <+bridge> [ddnet] @Jupstar ✪ They now render everything correctly, for both default & OpenGL 3.3? Like no shitty cuts-tricks needed to display i.e. entities-off sign as properly as possible? 16:16 <+bridge> [ddnet] Btw, since you're fixing entities text size/space related stuff, maybe somehow also fix the bug that changing entities text size makes those tiles plan black until client restart? ^^' Or did I miss that it's fixed already aswell) 16:16 <+bridge> [ddnet] yes no more graphic tools required xd 16:16 <+bridge> [ddnet] i havent implemented the text size thing and also dunno what breaks it rn 16:17 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748184282148765796/32.png 16:18 <+bridge> [ddnet] @Ravie time for tests and to cool champagne bottle 16:19 <+bridge> [ddnet] the dilate tool might still be usefull, bcs gimp and other programs still interpolate between transparent and opaque 16:22 <+bridge> [ddnet] @Jupstar ✪ Right now I have so weird bug, that I can't open some of TW graphics (shipped with client) in Photoshop until I dilate them. One of the examples was entities_clear, so I guess specific compressing during uploading to repo also messes them a bit 16:23 <+bridge> [ddnet] Would be strange PNG is lossless 16:24 <+bridge> [ddnet] Anyway off for now. I guess you're better in such detail things than me anyway xd 16:24 <+bridge> [ddnet] and yet... 16:26 <+bridge> [ddnet] Oh, btw, that change in displaying is only affecting entities, or regular tilesets in maps too? 16:26 <+bridge> [ddnet] Everything except the editor 16:26 <+bridge> [ddnet] Only ingame rn 16:26 <+bridge> [ddnet] pls fix freeze, before it was nearly unnoticable and i loved it xD 16:27 <+bridge> [ddnet] looks like I made a good call to design all my newer maps with 3.3 in mind :brownbear: 16:27 <+bridge> [ddnet] @Jupstar ✪ oh ur pr also fixed the weirdness i saw on multimap 16:27 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748186932735115264/unknown.png 16:27 <+bridge> [ddnet] it looked rly weird before 16:27 <+bridge> [ddnet] specially moving 16:27 <+bridge> [ddnet] Yes xd 16:28 <+bridge> [ddnet] thats nice :D 16:28 <+bridge> [ddnet] is this the new update or nightly? 16:28 <+bridge> [ddnet] new update 16:28 <+bridge> [ddnet] 14.5 16:29 <+bridge> [ddnet] Well even now sampling will always be 100% actuate. Floating point precision and screen resolution is still a limit for the math in the gpu 16:29 <+bridge> [ddnet] Will not 16:29 <+bridge> [ddnet] * 16:29 <+bridge> [ddnet] There are still interpolation for sub pixels etc 16:31 <+bridge> [ddnet] everything looks a bit blurrier than 3.3 used to tho 16:31 <+bridge> [ddnet] Yes 16:31 <+bridge> [ddnet] > looks like I made a good call to design all my newer maps with 3.3 in mind :brownbear: 16:31 <+bridge> [ddnet] @Ravie as always >.> you little fairy 16:32 <+bridge> [ddnet] That's because MIP mapping is now in the hand if the driver again.. Before it was me calculating it based on opengl spec 16:32 <+bridge> [ddnet] is that a good thing? 16:32 <+bridge> [ddnet] i always see u complaining about drivers :D 16:33 <+bridge> [ddnet] Well nvidia cheated with it in the past to get better performance.. But it might be better for performance and sampling 16:35 <+bridge> [ddnet] is there still gonna be an option to get the older effect? 16:35 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748188988421963836/unknown.png 16:36 <+bridge> [ddnet] U mean the old 3.3? 16:37 <+bridge> [ddnet] yeah, it's sharper 16:38 <+bridge> [ddnet] You can replace texture in the shader with textureLod and as second parameter 0 then it will always load MIP map zero the highest resolution 16:38 <+bridge> [ddnet] As third parameter* 16:39 <+bridge> [ddnet] Just Google glsl textureLod xd replace in tile.frag 16:39 <+bridge> [ddnet] I don't think that should be an option, but I have to agree, the old one looks a bit nicer 16:39 <+bridge> [ddnet] Would be nice if we can get it a bit sharper without huge performance loss 16:40 <+bridge> [ddnet] I'm still really thankful that my maps won't appear buggy to people without 3.3 enabled, especially the new players 16:40 <+bridge> [ddnet] Well that's the nice thing about shader.. You can do it as you want 16:41 <+bridge> [ddnet] @deen 0.7 looks nice and sharp, it does run slightly worse than ddnet though but that might be due to any other optimizations in ddnet 16:42 <+bridge> [ddnet] So it's still different solution than the one used in 0.7? 16:43 <+bridge> [ddnet] Yes because they have MIP mapping disabled 16:43 <+bridge> [ddnet] Bcs 3D textures don't support it 16:43 <+bridge> [ddnet] Not for tw at least 16:43 <+bridge> [ddnet] Texture Atlas 16:44 <+bridge> [ddnet] We have it too as a fallback for older GPUs that don't have texture arrays xd 16:46 <+bridge> [ddnet] But shouldn't it be the default if it looks sharper? 16:48 <+bridge> [ddnet] Normally MIP mapping is nice because its interpolated correctly.. E.g. zooming out looks insanely nice with texture arrays while it looks really bad with just linear interpolation of the original image 16:49 <+bridge> [ddnet] Also for smaller resolution etc 16:49 <+bridge> [ddnet] ok 16:49 <+bridge> [ddnet] hmm 16:49 <+bridge> [ddnet] @Jupstar ✪ zooming out seems laggier now 16:49 <+bridge> [ddnet] No way to have your cake and eat it too? 16:49 <+bridge> [ddnet] it was rly smooth before 16:49 <+bridge> [ddnet] E.g. when creating 2k tilesets 16:50 <+bridge> [ddnet] before i could zoom out a lot and had decent fps xd 16:50 <+bridge> [ddnet] when i change cl text entities size with opengl3 it still makes the affected blocks black for me 16:50 <+bridge> [ddnet] @Ryozuki enable 3.3 16:50 <+bridge> [ddnet] oh 16:50 <+bridge> [ddnet] it was disabled 16:50 <+bridge> [ddnet] for some rason 16:50 <+bridge> [ddnet] The older has no border tile buffering 16:50 <+bridge> [ddnet] I renamed the config 16:51 <+bridge> [ddnet] @Im 'corneum yes, requires a restart atm 16:51 <+bridge> [ddnet] ok it works nicely now 17:06 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748196621493469275/97p4ob5aebj51.png 17:08 <+bridge> [ddnet] @Jupstar ✪ what about adding an option to use `GL_LINEAR_MIPMAP_LINEAR` for mipmap filtering? 17:17 <+bridge> [ddnet] @redix yeah good idea. U could actually also just make it default.. Added most sampler settings from the very old code 17:21 <+bridge> [ddnet] True. These defaults are for hardware from another decade :D 17:23 <+bridge> [ddnet] I believe I am not the first who complains, but I will not use 14.5 because my freeze is so scuffed, plus not possible to downgrade steam version. so sad 17:25 <+bridge> [ddnet] no idea why this happened, but please consider about players who use custom entities_clear 17:29 <+bridge> [ddnet] Dunno. I think u the first one xd 17:38 <+bridge> [ddnet] @BannZay @Soreu is working on a fix I think, I will release 14.5.1 when it's available 17:46 <+bridge> [ddnet] would be better use textbox to change major opengl version instead of opengl 3.3 toggle button 17:49 <+bridge> [ddnet] I dunno. The big difference is still 3.3 17:49 <+bridge> [ddnet] Since that's the new api 18:01 <+bridge> [ddnet] freeze is scuffed? 18:02 <+bridge> [ddnet] What does it even mean for a tile to be "scuffed"? 18:03 <+bridge> [ddnet] @Learath2 i guess it's not so easy to write the http messages to f1 since they run in a thread, right? 18:03 <+bridge> [ddnet] Ah, I forgot about that 18:13 <+bridge> [ddnet] This is how game looks like if you use OpenGL 3.3 with disabled "Multiple texture units" on windows. Is this expected an expected behaviour? (v14.5) 18:13 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748213493664055386/unknown.png 18:13 <+bridge> [ddnet] This is how game looks like if you use OpenGL 3.3 with disabled "Multiple texture units" on windows. Is this an expected behaviour? (v14.5) 18:13 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748213493664055386/unknown.png 18:14 <+bridge> [ddnet] Oh boy, this last GL change didn't go so great with some configurations 18:14 <+bridge> [ddnet] @BannZay can you show the console output from `cl_show_console 1`? 18:16 <+bridge> [ddnet] @Learath2 this one? 18:16 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748214314472833074/console.txt 18:18 <+bridge> [ddnet] @BannZay yep 18:22 <+bridge> [ddnet] There is absolutely no way to get cmake to link to the sdl provided by pkg-config on osx 18:22 <+bridge> [ddnet] I tried changing every single setting there, it just won't link to that one. It always finds the bundled one and links to that instead 18:22 <+bridge> [ddnet] Every time I test a PR, I need to go in and delete the bundled framework so it'll link to my copy of sdl 18:36 <+bridge> [ddnet] isnt there some way to test builds without releasing it for everyone on steam first 18:36 <+bridge> [ddnet] Problem isn't that we don't test, it worked on any system we had access to 18:37 <+bridge> [ddnet] We could maybe do beta tests on steam and ask more people to try it on there as it's easier 18:37 <+bridge> [ddnet] steam allows beta clients 18:38 <+bridge> [ddnet] I also wrote an announcement to beta test in this discord 18:55 <+bridge> [ddnet] @Jupstar ✪ ye I always used f10 for screenshots but was lazy to go to folder so I wanted to use printscreen but then I saw chat didnt want to show up for some weird reason xD 18:55 <+bridge> [ddnet] Hello 18:55 <+bridge> [ddnet] I need some help with a problem 18:55 <+bridge> [ddnet] Today steam ran an update on dd 18:56 <+bridge> [ddnet] And after that I couldnt see any map 18:56 <+bridge> [ddnet] Just the background 18:56 <+bridge> [ddnet] I already tried re installing and verifying integrity of the files 18:56 <+bridge> [ddnet] @QuiX What fixed your issue with black... everything? just reinstall of client from Steam, or anything else had to be done? 18:59 <+bridge> [ddnet] @Jupstar ✪ @Bash Crandicoot is another one with gl problems ^ 19:05 <+bridge> [ddnet] deen can you add the total map count to ddnet.tw/mappers? im bad at maths 19:05 <+bridge> [ddnet] Maybe that's a sign of having too many maps when you can't count your own maps 😄 19:08 <+bridge> [ddnet] wow even deen hates corneum maps:feelsbadman: :feelsbadman: :feelsbadman: 19:08 <+bridge> [ddnet] done 19:08 <+bridge> [ddnet] king 19:11 <+bridge> [ddnet] 52 maps LOL 19:15 <+bridge> [ddnet] silex is #1 with 66 maps 19:15 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/1 19:22 <+bridge> [ddnet] new bug 19:22 <+bridge> [ddnet] If you start the game and close it REALLY fast 19:22 <+bridge> [ddnet] The game closes 19:22 <+bridge> [ddnet] But the process is still running 19:22 <+bridge> [ddnet] And you can hear the music 19:22 <+bridge> [ddnet] @deen maybe you should distribute nightly automated builds under betas, so everyone can easily test latest git source. if anything goes wrong, they can just switch branch and report it 19:23 <+bridge> [ddnet] but the problem is no one actually tests my nightlies 19:23 <+bridge> [ddnet] you mean in steam? 19:23 <+bridge> [ddnet] yes 19:23 <+bridge> [ddnet] that's a good idea 19:23 <+bridge> [ddnet] i have to see if it can be automated 19:24 <+bridge> [ddnet] at least most mods, admins can use that branch 19:25 <+bridge> [ddnet] @heinrich5991 you seem to have broken rpath handling somehow 19:27 <+bridge> [ddnet] Well $ORIGIN is there, but the build dir is there too, I guess that should be somehow removed when "installing" the server 19:31 <+bridge> [ddnet] wait 19:31 <+bridge> [ddnet] no 19:31 <+bridge> [ddnet] It happens if you launch the game in different res with fullscren 19:32 <+bridge> [ddnet] Then everything just bugs out 19:32 <+bridge> [ddnet] Then everything bugs 19:32 <+bridge> [ddnet] My second monitor freaks out 19:32 <+bridge> [ddnet] and closing the game fast wont actually end the process 20:05 <+bridge> [ddnet] @Learath2 something is wrong with ranks rn 20:05 <+bridge> [ddnet] https://ddnet.tw/ranks/ 20:05 <+bridge> [ddnet] last finishes 20:11 <+bridge> [ddnet] sadge 20:11 <+bridge> [ddnet] yeah, I'm trying to update the database but it's not going well 20:14 <+bridge> [ddnet] does this explain the missing finishes on player profiles? 20:14 <+bridge> [ddnet] e.g https://ddnet.tw/players/chiliking/ 20:14 <+bridge> [ddnet] just finished Leftovers 1 20:14 <+bridge> [ddnet] but the player profile is not being updated 20:15 <+bridge> [ddnet] yes, I guess 20:17 <+bridge> [ddnet] What I tried to do was to `update record_race set Server = "GER1" where Server = "GER"`, and it just hung for hours, meh 20:30 <+bridge> [ddnet] Huh, I guess there was no index on Server 20:30 <+bridge> [ddnet] Would be a stupid index anyway, we hardly ever select by server I guess 21:12 <+bridge> [ddnet] For anyone who cares steam gave another update and now it works 21:12 <+bridge> [ddnet] Thank you c: 21:14 <+bridge> [ddnet] great to hear, thanks for reporting! 21:19 <+bridge> [ddnet] is whitespace unicode name issue fixed? some1 in game has that rn 21:20 <+bridge> [ddnet] servers need to restart, might take a day or 2 21:20 <+bridge> [ddnet] they only restart when empty 21:32 <+bridge> [ddnet] @deen so it takes a week on the rus multimal server:kek: 21:32 <+bridge> [ddnet] @deen so it takes a week on the rus multimap server:kek: 21:38 <+bridge> [ddnet] <ᶰ°Konͧsti> :kek: 21:46 <+bridge> [ddnet] 14.5.1 tried to join any ddnet servers, same pic. No OS Changes or Graphics changes done. Mapres folder contains 50 elements, so i guess that folder's fine too 21:46 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748267089399250964/unknown.png 21:46 <+bridge> [ddnet] 14.5.1 tried to join any ddnet servers, same pic. No OS Changes or Graphics changes done. Mapres folder contains 50 elements, so i guess that folder's fine too. You guys got any idea what changed? 21:46 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748267089399250964/unknown.png 21:48 <+bridge> [ddnet] @Jim-panse try fresh download from ddnet.tw 21:53 <+bridge> [ddnet] ouf these permission issues are really biting us, how did this even happen 21:53 <+bridge> [ddnet] How do people lose permissions to folders they themselves create 21:56 <+bridge> [ddnet] i don't know... 21:57 <+bridge> [ddnet] lost permissions once when i put a new ssd in the pc with windows on it, and just connected the old hdd with also windows on it. had no permissions on the hdd files from ssd 21:57 <+bridge> [ddnet] Wasn't smart 22:56 <+bridge> [ddnet] @Jim-panse real jim panse from youtube? :kek: 23:23 <+bridge> [ddnet] @deen dunno, the only reports i see are custom entities are broken, and the background load 23:23 <+bridge> [ddnet] give me screanshots of any other problem 23:33 <+bridge> [ddnet] Mh, is it all from custom entities? 23:35 <+bridge> [ddnet] I keep getting fooled by the sampling bias... Maybe we didn't have to roll this back after all 23:35 <+bridge> [ddnet] i mean they always say "my entites are broken" 23:35 <+bridge> [ddnet] not "my game is broken" 23:37 <+bridge> [ddnet] I have an idea. Maybe we should resize on the fly but warn the user on launch that his entities are mis-sized and they will break in the future 23:37 <+bridge> [ddnet] (or any other asset that is mis-sized for that matter, not just entities) 23:37 <+bridge> [ddnet] the only problems wiht that are: 23:37 <+bridge> [ddnet] - entities are loaded first when used 23:37 <+bridge> [ddnet] - how is the warning displayed 23:37 <+bridge> [ddnet] I'm thinking a messagebox when first loaded 23:39 <+bridge> [ddnet] The graphics thread already has a safe way to send messages to the client, so that shouldn't be too much of a trouble 23:39 <+bridge> [ddnet] Or I guess we could just break, there are not enough people having weird custom entities that are broken 23:39 <+bridge> [ddnet] yeah probably 23:40 <+bridge> [ddnet] As I said, sampling bias got me there, I saw broken screenshots, I couldn't identify the cause and just sort of panic'd 23:40 <+bridge> [ddnet] i mean the resize i implemented isnt complete trash, still better than linear interpolation 23:40 <+bridge> [ddnet] its just not comparable to gimp or photoshop 23:40 <+bridge> [ddnet] Maybe just a dbg_msg on loading a bad asset so it's easier to debug in the future? 23:40 <+bridge> [ddnet] yeah that ofc 23:41 <+bridge> [ddnet] What did you go with, bicubic interpolation? 23:41 <+bridge> [ddnet] yes 23:45 <+bridge> [ddnet] my custom entities are ok 23:45 <+bridge> [ddnet] my custom entities were ok 23:46 <+bridge> [ddnet] its only if they are not deviadable by 16, bcs a tileset is 16x16 23:46 <+bridge> [ddnet] huh 23:46 <+bridge> [ddnet] oh well it wasnt 1024x1024 it was like 1600x1600 or something 23:47 <+bridge> [ddnet] i'll just see if its devidable by 16 and if its not, i can use the next power of two probably, easiest and safest on all GPUs