00:07 <+bridge> [ddnet] I was just killed by switch weapon on pickup 00:07 <+bridge> [ddnet] enabled by the update 😄 00:21 <+bridge> [ddnet] ouch 00:58 <+bridge> [ddnet] @deen https://gist.github.com/heinrich5991/cdfc97e03568aa3306ea701f36e219d2 diff two updates 01:34 <+bridge> [ddnet] we should distinguish "default" and "not set" value. As user might explicitly chose default value so on update we should not change his value 01:46 <+bridge> [ddnet] idk how to implement that in a nice way 01:47 <+bridge> [ddnet] we change variables in CConfig all over the place, it's not clear whether it's the default value or the explicitly chosen default value 02:05 <+bridge> [ddnet] can we please change it back from type to server pls it looks so bad 02:05 <+bridge> [ddnet] or make it something like Maps 02:05 <+bridge> [ddnet] Novice Maps 02:05 <+bridge> [ddnet] Brutal Maps 02:07 <+bridge> [ddnet] or "difficulty" 02:08 <+bridge> [ddnet] idk if its good to mix in fng/zcatch/etc with the ddnet tab too u know 02:10 <+bridge> [ddnet] u could have all of that in a "pvp" tab 02:35 <+bridge> [ddnet] @heinrich5991 idk how to implement that in not a nice way without tons of refactoring work 02:35 <+bridge> [ddnet] The only thing I been thinking about is to declare some class X {int Value; bool WasModified;} 02:35 <+bridge> [ddnet] Define implicit cast to/from int for this X type 02:35 <+bridge> [ddnet] Not sure if it is possible and how hard it will impact the perfomance cuse never tried it in c++ 07:51 <+bridge> [ddnet] @holic I renamed it to Maps already 08:24 <+bridge> [ddnet] @Learath2 I guess I should have told you to test without ffmpeg installed locally 😄 09:20 <+bridge> [ddnet] @deen I should have checked with otool... 09:21 <+bridge> [ddnet] Me too 09:21 <+bridge> [ddnet] I totally forgot about that 09:22 <+bridge> [ddnet] @heinrich5991 I guess the best way would be to have a function in CConfig that we always use to set config vars 09:57 <+bridge> [ddnet] I think this was my worst release in a while, broke so many things 09:58 <+bridge> [ddnet] I guess we can't run the DDNet executable on the GitHub CI thingie? 09:58 <+bridge> [ddnet] On which platform? 09:58 <+bridge> [ddnet] All 09:59 <+bridge> [ddnet] My guess is that we don't have a display and SDL2 has no easy way of just telling it to software render to /dev/null 10:00 <+bridge> [ddnet] Oh, I see what you meant, we can run it with a framebuffer probably 10:00 <+bridge> [ddnet] Yeah, that would be nice 10:00 <+bridge> [ddnet] problem is, what do we look for? 😄 10:00 <+bridge> [ddnet] something like `./DDNet quit` would be enough to test for proper linking 10:01 <+bridge> [ddnet] I think just having xvfb on linux would work 10:40 <+bridge> [ddnet] Wh not write a test that tried to connect to a certain game server and the you will see nit only linking issues but it will also check the basic features of the client? 10:40 <+bridge> [ddnet] points query feels more slow :\ 10:40 <+bridge> [ddnet] Why not write a test that tried to connect to a certain game server and the you will see not only linking issues but it will also check the basic features of the client? 10:41 <+bridge> [ddnet] nvm it's ok on empty server 10:41 <+bridge> [ddnet] @Fin sure, that's even more fancy 10:42 <+bridge> [ddnet] Well. But I guess its not too hard? You could even do it via cli if we give a run option or something like they did on ath 10:42 <+bridge> [ddnet] And the just check for the incoming connection on the server? 10:45 <+bridge> [ddnet] Or is that already possible? Like `$ DDNet connect 127.0.0.1:83030`? 10:57 <+bridge> [ddnet] Yes, possible: `DDNet ddnet:127.0.0.1:8303` 10:57 <+bridge> [ddnet] So you can link `ddnet:` links to be opened with DDNet client 10:57 <+bridge> [ddnet] but testing graphical applications this way is rather brittle 10:59 <+ChillerDragon> is it even possible to start the client without a graphical enviroment? To fake some screen or something like that 10:59 <+bridge> [ddnet] We could observe the traffic on both sides and compare it to a known good sample which should make breakages obvious, but we are making this more and more complex while we don't even have the most basic testing 😄 11:00 <+bridge> [ddnet] ChillerDragon: xvfb would work on linux for that, no such thing on mac or windows, if we had our own buildbots maybe we could 11:01 <+ChillerDragon> would be kinda cool to use xvfb in the ci for at least linux then huh? 11:01 <+bridge> [freenode] Sounds better, I like @Learath2 idea with the traffic :o 11:02 <+ChillerDragon> oh i should hav read all messages before writing probably xd 11:18 <+bridge> [ddnet] i mean since we build it anyway we can also test it manually real quick? 11:18 <+bridge> [ddnet] @deen 11:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752820201019539476/Screen_Shot_2020-09-08_at_4.17.58_AM.png 11:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752820209605148692/Screen_Shot_2020-09-08_at_4.18.11_AM.png 11:18 <+bridge> [ddnet] lot of people are having trouble 11:18 <+bridge> [ddnet] seeing entities after the updates? 11:19 <+bridge> [ddnet] rejoining the server sometimes fixes it 11:19 <+bridge> [ddnet] Is FNG right? 11:20 <+bridge> [ddnet] on 0.7? 11:21 <+bridge> [ddnet] its my fng server yes and 11:21 <+bridge> [ddnet] its a 0.6 server that supports 0.7 11:21 <+bridge> [ddnet] they are all using ddnet 11:23 <+bridge> [ddnet] @onby 11:23 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/2750 11:23 <+bridge> [ddnet] oh 11:23 <+bridge> [ddnet] so its known issue 11:23 <+bridge> [ddnet] ok 11:24 <+bridge> [ddnet] i'll wait for a response of the network ppl 11:24 <+bridge> [ddnet] else i'll fix it xd 11:24 <+bridge> [ddnet] 👍 11:32 <+bridge> [ddnet] @Jupstar ✪ what is the issue? 11:32 <+bridge> [ddnet] the gameobj gameinfo ext is sent as a snapshot 11:32 <+bridge> [ddnet] but it needs to be sent as a packet after joining the server 11:32 <+bridge> [ddnet] before the map is known 11:32 <+bridge> [ddnet] I don't think that's a feasible change 11:33 <+bridge> [ddnet] entities on fng used to work for people 11:33 <+bridge> [ddnet] Why do you need to know the gametype so early? 11:33 <+bridge> [ddnet] bcs the map is built onmapload 11:33 <+bridge> [ddnet] @onby I'm guessing the new renderer is doing a lot of work in advance 11:33 <+bridge> [ddnet] Yeah 11:33 <+bridge> [ddnet] its not built every frame anymore 11:33 <+bridge> [ddnet] rejoining the server seems to fix it for *most* people 11:33 <+bridge> [ddnet] but not all 11:34 <+bridge> [ddnet] yes bcs then they already got the snapshot 11:34 <+bridge> [ddnet] Let me take a look, but I don't think we can easily move this out of the snap without a lot of compatibility cruft 11:34 <+bridge> [ddnet] ok thx 11:35 <+bridge> [ddnet] @Jupstar ✪ is it maybe possible for you to rebuild it when more info is available? 11:35 <+bridge> [ddnet] thats pretty expensive 11:35 <+bridge> [ddnet] cant they get gametype from server browser 11:35 <+bridge> [ddnet] it was like that before 11:35 <+bridge> [ddnet] i doubt it changes often for most servers 11:35 <+bridge> [ddnet] when i first implemented my code 11:36 <+bridge> [ddnet] @onby relying on silly strings for determining info like this is very brittle 11:36 <+bridge> [ddnet] what does it rely on currently? 11:36 <+bridge> [ddnet] to make only red entities show up 11:36 <+bridge> [ddnet] on uninitialized memory xD 11:37 <+bridge> [ddnet] .-. 11:37 <+bridge> [ddnet] You send a GAMEINFO_EX object, which has the needed information 11:37 <+bridge> [ddnet] wait so 11:37 <+bridge> [ddnet] the red is shown bcs its a ddrace tile 11:37 <+bridge> [ddnet] is this something i can fix serverside 11:37 <+bridge> [ddnet] red spike is ddr tile? 11:37 <+bridge> [ddnet] probably yes 11:37 <+bridge> [ddnet] i mean the index 11:37 <+bridge> [ddnet] Not our fault you relied on information that's not there yet 11:37 <+bridge> [ddnet] not the behaviour 😄 11:37 <+bridge> [ddnet] its not his fault 11:38 <+bridge> [ddnet] me? 11:38 <+bridge> [ddnet] :x 11:38 <+bridge> [ddnet] Definitely not his fault 11:38 <+bridge> [ddnet] his= 11:38 <+bridge> [ddnet] it worked before bcs it used the mod string 11:38 <+bridge> [ddnet] whoever implemented gameinfo just didnt thought about buffering 11:39 <+bridge> [ddnet] so lets pls just be constructive 11:39 <+bridge> [ddnet] Whoever implemented the new renderer didn't check whether the information he used is actually populated at the time of use 11:39 <+bridge> [ddnet] If you want to play blame shifting 11:39 <+bridge> [ddnet] as i said 11:39 <+bridge> [ddnet] It's rather trivial 11:39 <+bridge> [ddnet] when i programmed it it used the mod string 11:40 <+bridge> [ddnet] not any packets 11:40 <+bridge> [ddnet] look the commit in the issue 11:40 <+bridge> [ddnet] ok so to be clear 11:40 <+bridge> [ddnet] i dont have to fix my server right 11:40 <+bridge> [ddnet] no, except u want features from the client, else the client should assume its unknown mod and just display all tiles 11:41 <+bridge> [ddnet] hmm 11:41 <+bridge> [ddnet] can i ask smth, kinda off topic 11:41 <+bridge> [ddnet] which distro has most minimal live iso? 11:41 <+bridge> [ddnet] can i do anything to help the client understand that its fng entities xd 11:41 <+bridge> [ddnet] i wondered if the ddnet codebase of my mod mightve been mesing it up 11:42 <+bridge> [ddnet] i dunno if the client allows snapshots before connected 11:42 <+bridge> [ddnet] i dont think os 11:44 <+bridge> [ddnet] @Jupstar ✪ can't it be updated when the entities info changes? 11:45 <+bridge> [ddnet] I know a mod that actively uses that IIRC 11:45 <+bridge> [ddnet] it can but its expensive and will cause lags 11:45 <+bridge> [ddnet] what are we talking? 1ms? 11:45 <+bridge> [ddnet] depends on hardware 11:45 <+bridge> [ddnet] but building VRAM isnt fast 11:46 <+bridge> [ddnet] hm. I mean it's in the very first snapshot 11:46 <+bridge> [ddnet] perhaps one could delay building the vram until the first snapshot is there? 11:46 <+bridge> [ddnet] (would still break the server that changes the gametype info) 11:47 <+bridge> [ddnet] I'd just rebuild it, if a server changes gameinfo that late we can just tell them that it incurs a cost 11:50 <+bridge> [ddnet] im ok with that 11:51 <+bridge> [ddnet] how can i compare the objects? 11:51 <+bridge> [ddnet] okay, different question 11:51 <+bridge> [ddnet] how does the filtering work? 11:52 <+bridge> [ddnet] or rather, the rendering? 11:52 <+bridge> [ddnet] does it render the whole layer to a texture? 11:52 <+bridge> [ddnet] if m_DontMaskEntities 11:52 <+bridge> [ddnet] is not set, it will look if its a valid ddrace tile 11:52 <+bridge> [ddnet] does it upload the texture indices to the graphics card? 11:52 <+bridge> [ddnet] it uploads vertices 11:52 <+bridge> [ddnet] it doesnt even upload vertices that arent valid 11:52 <+bridge> [ddnet] so like put this part of the entities texture there 11:53 <+bridge> [ddnet] it adds valid tiles to a list 11:53 <+bridge> [ddnet] rest is ignored 11:53 <+bridge> [ddnet] Looking to replace the texture in place? 11:53 <+bridge> [ddnet] yes 11:53 <+bridge> [ddnet] yes, but how does it upload the valid tiles? 11:53 <+bridge> [ddnet] just by position in the entities layer? 11:53 <+bridge> [ddnet] well it uploads it as vertices xD 11:54 <+bridge> [ddnet] I don't know what that means ^^ 11:54 <+bridge> [ddnet] it knows the positon of the entities layer yes 11:54 <+bridge> [ddnet] fill the list with fng tiles by default for quick fix? 🙂 11:54 <+bridge> [ddnet] no 11:54 <+bridge> [ddnet] lol 11:54 <+bridge> [ddnet] @Jupstar ✪ so if we were to upload all tiles and change the entities texture to only include those that we want, it would work fine? 11:54 <+bridge> [ddnet] the problem always was, that you could e.g. spam a front layer into fng 11:55 <+bridge> [ddnet] why is that a problem 11:55 <+bridge> [ddnet] because people did it and it caused entities to be unplayable 11:55 <+bridge> [ddnet] maybe its intentional 11:55 <+bridge> [ddnet] yes 11:55 <+bridge> [ddnet] yes, in fng it works anyway, but in ddrace its annoying 11:55 <+bridge> [ddnet] @heinrich5991 yes that would work 11:56 <+bridge> [ddnet] ah nice, and without delay, too, I guess? 11:56 <+bridge> [ddnet] but it will then create front layers independent of the mod 11:56 <+bridge> [ddnet] yes without any delay 11:57 <+bridge> [ddnet] so if we have a fng front layer 11:57 <+bridge> [ddnet] or generally, a non ddrace front layer 11:57 <+bridge> [ddnet] should be fine 11:57 <+bridge> [ddnet] isnt the "front" layer supposed to be unused for all types of maps except ddrace 11:57 <+bridge> [ddnet] yes but we dont know the mod 😄 11:58 <+bridge> [ddnet] so better built everything 11:58 <+bridge> [ddnet] i c 11:58 <+bridge> [ddnet] the front layer doesn't exist by default I think 11:58 <+bridge> [ddnet] It doesn't indeed 11:58 <+bridge> [ddnet] also the credits of the entities will then work 11:58 <+bridge> [ddnet] why does it show the front layer in fng in that case 11:58 <+bridge> [ddnet] so either remove them or still check some tiles 11:59 <+bridge> [ddnet] well u right @onby 11:59 <+bridge> [ddnet] we can still just not render the front layer 11:59 <+bridge> [ddnet] in any other mod 12:00 <+bridge> [ddnet] only gamelayer, and the mod programmers have to add it to ddnet, if they require other layers 12:01 <+bridge> [ddnet] i suppose this would fix the fake tiles that @ᶰ°Konͧsti makes too 12:01 <+bridge> [ddnet] <ᶰ°Konͧsti> most faketiles are fixed already 12:02 <+bridge> [ddnet] so i guess we need ddnet_front.png then? 12:02 <+bridge> [ddnet] and game seperatelly 12:02 <+bridge> [ddnet] yes 12:02 <+bridge> [ddnet] working on it 12:02 <+bridge> [ddnet] ok thx 😄 12:02 <+bridge> [ddnet] really 12:03 <+bridge> [ddnet] What will you do about the credits? 12:03 <+bridge> [ddnet] still strip them in all gametypes if there's a possible position 12:04 <+bridge> [ddnet] Hm, don't we already clean up the layers from invalid tiles btw? 12:04 <+bridge> [ddnet] that's the problem ^^ 12:04 <+bridge> [ddnet] we do that with incomplete information 12:04 <+bridge> [ddnet] heinrichs solution is really the best 12:04 <+bridge> [ddnet] if the mapper creates invalid tiles and destroys performance in his maps 12:04 <+bridge> [ddnet] its the mappers fault 12:07 <+bridge> [ddnet] So we'll have to strip the credits from the source files as it'd be tricky to strip them in the code 12:07 <+bridge> [ddnet] we can also just create the texture on fly acutally 12:07 <+bridge> [ddnet] we can still stirp them in source 12:08 <+bridge> [ddnet] when loading entities just create front and gamelayer by cheking for valid tiles 12:08 <+bridge> [ddnet] ah 12:08 <+bridge> [ddnet] But won't we need a table of valid tiles for a given mod? 12:08 <+bridge> [ddnet] well, we kinda do this today 12:08 <+bridge> [ddnet] but instead of modifying the texture, we modify the game tiles in the (loaded) map 12:08 <+bridge> [ddnet] Ah, same idea but we use it to build the entities texture instead of cleaning the layers 12:08 <+bridge> [ddnet] Great solution actually 12:09 <+bridge> [ddnet] yes 😄 12:09 <+bridge> [ddnet] okay, may I hand it back to you? @Jupstar ✪ 12:09 <+bridge> [ddnet] ^^ 12:09 <+bridge> [ddnet] yes, i'll fix it 12:09 <+bridge> [ddnet] thanks! 12:09 <+bridge> [ddnet] Not like any of us has any idea how the rendering stack works anymore 😛 12:09 <+bridge> [ddnet] so when map is rendered the gameinfo object is initialized in some way? 12:10 <+bridge> [ddnet] GameInfo object is actually uninitialized when the map is loaded I think 12:10 <+bridge> [ddnet] yes 12:10 <+bridge> [ddnet] It has a default state, but it takes atleast one snap without gameinfoex for it to get there 12:11 <+bridge> [ddnet] it initilaized with null paramters tho 12:11 <+bridge> [ddnet] if not found 12:11 <+bridge> [ddnet] but only at the first snapshot tick 12:11 <+bridge> [ddnet] Maybe initialize it to `GetGameInfo(0, 0, &ServerInfo);` OnConnected? 12:12 <+bridge> [ddnet] well i dunno rn when the client calls render for the first time 12:12 <+bridge> [ddnet] after three snapshots arrived I think 12:12 <+bridge> [ddnet] then its already fine 12:14 <+bridge> [ddnet] I thought you need it to be initialized onmapload 12:14 <+bridge> [ddnet] no we change the texture on fly 12:15 <+bridge> [ddnet] as soon as it knows its fng, it will display fng tiles, but invalid tiles are transparent 12:16 <+bridge> [ddnet] Well when you first render the map on OnMapLoad, it will be uninitialized 12:16 <+bridge> [ddnet] we dont require it here anymore 12:16 <+bridge> [ddnet] But I think it won't display anything until the 3rd snapshot 12:16 <+bridge> [ddnet] @deen you can put it into ddnet_scripts if you haven't already 12:16 <+bridge> [ddnet] it will build all tiles 12:17 <+bridge> [ddnet] @deen just tell me where the new position of the script is so I can put a link there 12:19 <+bridge> [ddnet] We seem to have an issue capturing the mouse 12:20 <+bridge> [ddnet] on macOS mouse clicks won't register until I switch to another app and back 12:21 <+bridge> [ddnet] does ddrace have a front layer too? 12:21 <+bridge> [ddnet] not ddnet 12:21 <+bridge> [ddnet] Yep 12:21 <+bridge> [ddnet] are the tiles different? 12:21 <+bridge> [ddnet] Not sure, though is ddrace still relevant? I don't think anyone hosts it anymore 12:22 <+bridge> [ddnet] ok then i build it up like ddnet 12:29 <+bridge> [ddnet] At least http://ddrace.info/ points to us 😄 12:29 <+bridge> [ddnet] well, I own the domain ^^ 12:29 <+bridge> [ddnet] ah! 12:29 <+bridge> [ddnet] :poggers: 12:30 <+bridge> [ddnet] @Learath2 any idea about getting stable builds for steam_api.dll? 12:30 <+bridge> [ddnet] you could apply diffocsope to two subsequent builds 12:33 <+bridge> [ddnet] @heinrich5991 what's up with that demo gif on diffoscope website? https://diffoscope.org/ I just watched 2 minutes of progress bars until I got bored 😄 12:33 <+bridge> [ddnet] 😄 12:33 <+bridge> [ddnet] idk 12:34 <+bridge> [ddnet] I'll write an email 12:34 <+bridge> [ddnet] @heinrich5991 https://github.com/ddnet/ddnet-scripts/blob/master/update/diff_update.py 13:26 <+bridge> [ddnet] @deen have you put it into diffoscope yet? 13:26 <+bridge> [ddnet] `diffoscope file1 file2` 13:37 <+bridge> [ddnet] @heinrich5991 Some bytes are different, but doesn't tell me much 13:37 <+bridge> [ddnet] can you paste the diff somewhere? 13:38 <+bridge> [ddnet] Seems like all it does is hexdump and then diff 13:38 <+bridge> [ddnet] sometimes it shows more intelligent stuff 13:38 <+bridge> [ddnet] like what headers differ 13:38 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752855371202166845/message.txt 13:38 <+bridge> [ddnet] whole diff? 13:38 <+bridge> [ddnet] yes 13:39 <+bridge> [ddnet] can you also post the binaries please? 13:40 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752855826208784394/steam_api.dll 13:40 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752855876494164090/steam_api.dll 13:41 <+bridge> [ddnet] Oh, are those just timestamps maybe? 13:42 <+bridge> [ddnet] the first one is a checksum 13:42 <+bridge> [ddnet] so fixing the second one probably suffices ^^ 13:44 <+bridge> [ddnet] the second one is in the beginning of the .edata section 13:45 <+bridge> [ddnet] hmm. why does the checksum even differ? does the checksum cover more than the PE header itself? 13:46 <+bridge> [ddnet] > 4 13:46 <+bridge> [ddnet] > 4 13:46 <+bridge> [ddnet] > Time/Date Stamp 13:46 <+bridge> [ddnet] > The time and date that the export data was created. 13:46 <+bridge> [ddnet] I assume it should be over the entire file 13:46 <+bridge> [ddnet] ha, my guess was right! 13:46 <+bridge> [ddnet] yes, the second one is a timestamp 13:46 <+bridge> [ddnet] https://docs.microsoft.com/en-us/windows/win32/debug/pe-format#export-directory-table 13:46 <+bridge> [ddnet] so we just need to tell the linker to use a fixed timestamp and all good I guess 13:46 <+bridge> [ddnet] yes, sth like that 13:46 <+bridge> [ddnet] what compiler is it? mingw? 13:46 <+bridge> [ddnet] https://wiki.debian.org/ReproducibleBuilds/TimestampsInPEBinaries 13:46 <+bridge> [ddnet] yes 13:47 <+bridge> [ddnet] `-Xlinker --no-insert-timestamp` 13:47 <+bridge> [ddnet] from your link 13:47 <+bridge> [ddnet] > This works for executables, but DLLs builts like this cause problems with bound executables: updating a DLL without changing its timestamp causes bound executables to crash. 13:47 <+bridge> [ddnet] hmm 13:48 <+bridge> [ddnet] So we should set the timestamp, but only update it from the old value when something actually changed. That seems hard to do 13:49 <+bridge> [ddnet] let's see what bug it causes and whether it applies to us 13:49 <+bridge> [ddnet] 😄 13:50 <+bridge> [ddnet] @deen seems it's only important for a feature called "binding" 13:50 <+bridge> [ddnet] https://docs.microsoft.com/en-us/archive/msdn-magazine/2002/march/inside-windows-an-in-depth-look-into-the-win32-portable-executable-file-format-part-2 13:50 <+bridge> [ddnet] ctrl-f binding 13:50 <+bridge> [ddnet] we don't do that, so null timestamps should™ be fine 13:51 <+bridge> [ddnet] sounds good 13:51 <+bridge> [ddnet] do you want to make a PR? 13:51 <+bridge> [ddnet] oh, this affects our normal build 13:51 <+bridge> [ddnet] yes 13:54 <+bridge> [ddnet] Mac does the same btw, but we don't have an autoupdater there 13:56 <+bridge> [ddnet] can you give me two builds for that one? 13:59 <+bridge> [ddnet] Apparently in our case there are no timestamps, interesting 13:59 <+bridge> [ddnet] so nothing to fix on mac 13:59 <+bridge> [ddnet] 👍 14:14 <+bridge> [ddnet] @deen fixed 14:29 <+bridge> [ddnet] what the purpose of masking entities ? Its just for graphics? 14:32 <+bridge> [ddnet] in the editor? 14:32 <+bridge> [ddnet] to prevent mappers from adding entities that don't exist yet, but might later be added 14:32 <+bridge> [ddnet] ingame 14:32 <+bridge> [ddnet] probably peformance 14:35 <+bridge> [ddnet] I am missing why we can not ignore the 'mask_entities' flag when loading not DDNet.png 14:36 <+bridge> [ddnet] I am missing why we can not ignore the 'mask_entities' flag when loading not entities\DDNet.png 14:37 <+bridge> [ddnet] or we build like layot for any image for future? Probably I need to read what verticies are to understand it, @Jupstar ✪ 14:37 <+bridge> [ddnet] or we build like layot for any image for future? Probably I need to read what verticies are to understand it, @Jupstar ✪ ? 14:45 <+bridge> [ddnet] why does the editor not remove speedups instead sets their force to zero? 14:46 <+bridge> [ddnet] @BannZay dunno what u mean but the flag is too late 14:46 <+bridge> [ddnet] why we do initialize these indicies for everymap instead of every server type? 14:47 <+bridge> [ddnet] like keep initialized indicies for fng for future 14:47 <+bridge> [ddnet] like keep initialized vertices for fng for future 14:47 <+bridge> [ddnet] @BannZay the purpose of masking entities ingame is to not show entities that don't have an effect 14:47 <+bridge> [ddnet] hmh, to fix DDNet.png? 14:47 <+bridge> [ddnet] im finished except that i need a force restriction for speedups, because else they are saved, 14:47 <+bridge> [ddnet] so no mod compability for speedup layers, until the editor is fixed xD 14:47 <+bridge> [ddnet] why its on the image then? 14:48 <+bridge> [ddnet] who programms the editor here? 14:48 <+bridge> [ddnet] nobody and everyone 🙂 14:49 <+bridge> [ddnet] there were not that many changes to the editor I think 14:49 <+bridge> [ddnet] @Jupstar ✪ but now that you mention it, you can take it over as well. seems like there are no more graphics problems left 😄 14:49 <+bridge> [ddnet] famous last words 14:49 <+bridge> [ddnet] no graphics problems left 14:50 <+bridge> [ddnet] dejavu 14:50 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752873500875685938/screenshot_2020-09-08_14-50-02.png 14:52 <+bridge> [ddnet] and tune zone also working forgot it here 14:53 <+bridge> [ddnet] @Jupstar ✪ are vertices will be rebuilded in case when I left one fng server and connect another? Is there any sense to do it? 14:53 <+bridge> [ddnet] it will rebuild the entities 14:53 <+bridge> [ddnet] since only entity rendering is the problem 14:53 <+bridge> [ddnet] not every tile layer 14:54 <+bridge> [ddnet] the entities textures to be precise 14:55 <+bridge> [ddnet] @deen you mean rendering the editor with texture arrays? 14:55 <+bridge> [ddnet] nah, just improving it in general 14:55 <+bridge> [ddnet] xD 14:56 <+bridge> [ddnet] its soo messy, probs easy to reprogram it, but don't really want to, way too much work xD 14:57 <+bridge> [ddnet] anyway, should i restrict speedups with force zero, else they are displayed, but it removes the possibilties for other mods to use speedup layers with speedups with force 0 xD 14:58 <+bridge> [ddnet] no other mod uses them I guess ^^ 14:58 <+bridge> [ddnet] I did a bit with the editor, but instead started spending time on editor2 over in 0.7 14:58 <+bridge> [ddnet] Looks like a much cleaner base to work with 14:59 <+bridge> [ddnet] oh yeah, i saw it too, nice additions 15:01 <+bridge> [ddnet] Native support for undo-redo is nice 15:01 <+bridge> [ddnet] I recently watched a talk by a guy working on photoshop, their approach to undo-redo kinda shocked me 😄 15:02 <+bridge> [ddnet] what do they do? 15:02 <+bridge> [ddnet] Instead of saving the changes, they just say fuck it and save entire snapshots on every save 15:02 <+bridge> [ddnet] every change* 15:02 <+bridge> [ddnet] ez ram 15:02 <+bridge> [ddnet] do they do CoW? 15:02 <+bridge> [ddnet] I thought this was insane, because people edit massive files with photoshop but they have a cute optimization 15:02 <+bridge> [ddnet] Yes CoW 15:03 <+bridge> [ddnet] https://www.youtube.com/watch?v=QGcVXgEVMJg Interesting talk and an interesting approach to polymorphism all in all 15:04 <+bridge> [ddnet] what use case do they have for polymorphism? 15:06 <+bridge> [ddnet] In photoshop you have multiple objects within a document that need to be drawn 15:06 <+bridge> [ddnet] That is the example he was using 15:07 <+bridge> [ddnet] I wonder how well it will age as compilers get better and better at devirtualization 15:08 <+bridge> [ddnet] The main arguments he gives against runtime polymorphism is that calls that go through the vtable aren't cheap 15:10 <+bridge> [ddnet] yea, I thought you'd do ecs or whatever they call it nowadays 15:10 <+bridge> [ddnet] What he creates throughout the talk is quite similar to an ecs 15:11 <+bridge> [ddnet] using existing work might have been nice for the new mapeditor 15:12 <+bridge> [ddnet] I found the same project as last time when I thought about it: https://www.mapeditor.org/ 15:15 <+bridge> [ddnet] i've no plan if i destroyed compability to blockworlds 15:15 <+bridge> [ddnet] or ddrace 15:15 <+bridge> [ddnet] (not ddnet) 15:15 <+bridge> [ddnet] i dunno what layers they have/had 15:16 <+bridge> [ddnet] can we remove "-Winconsistent-missing-override" 15:17 <+bridge> [ddnet] because i like to use override now, since its safer 15:19 <+bridge> [ddnet] it's only safer when you use it consistently, right? 15:20 <+bridge> [ddnet] well i use it for future implemented functions 15:20 <+bridge> [ddnet] so its already safer there 15:20 <+bridge> [ddnet] you cannot have NULL virtual functions for these 15:21 <+bridge> [ddnet] future implemented functions? 15:21 <+bridge> [ddnet] functions i implement now or in future 15:21 <+bridge> [ddnet] like that dont exist yet 15:22 <+bridge> [ddnet] NULL virtual functions? 15:22 <+bridge> [ddnet] from base class 15:22 <+bridge> [ddnet] You mean pure virtual functions or sth else? 15:22 <+bridge> [ddnet] yes 15:26 <+bridge> [ddnet] About editor: couldn't the "editor2" from vanilla be adapted? 15:26 <+bridge> [ddnet] yes, would be nice 15:26 <+bridge> [ddnet] but i fixed the bug anyway 15:26 <+bridge> [ddnet] editor2 has muuuch work to be ready 15:27 <+bridge> [ddnet] It's LordSk's project and he isn't working much on it. I did a handful of PRs that kept him active but I don't think there was any activity after I had to take a break 15:28 <+bridge> [ddnet] If we want to adopt it for ddnet we'll need to adopt the development aswell 15:28 <+bridge> [ddnet] I thought it's finished already :c 15:28 <+bridge> [ddnet] @heinrich5991 how would we do envelopes and stuff if we use a tile editor like the one you linked? 15:30 <+bridge> [ddnet] I thought about extending it, but true, envelopes are a huge features that is missing from it 15:34 <+bridge> [ddnet] Could someone do me a build for Win x64 with https://github.com/ddnet/ddnet/pull/2730 added in? 15:34 <+bridge> [ddnet] https://github.com/ddnet/ddnet/runs/1082821630 15:34 <+bridge> [ddnet] top right artifacts 15:35 <+bridge> [ddnet] lovely 16:10 <+bridge> [ddnet] i give 100€ to whoever codes tees as tiles 16:10 <+bridge> [ddnet] and gets it into ddnet 16:11 <+bridge> [ddnet] respectable bounty 👍 16:11 <+bridge> [ddnet] i.want.it 16:11 <+bridge> [ddnet] i need it 16:12 <+bridge> [ddnet] What will you do with a tee tile? 😄 16:13 <+bridge> [ddnet] think about it and you will have many ideas. you could put a boat part in the middle of a solomap. you could make easy to use dummy maps. 16:13 <+bridge> [ddnet] if they react like normal tees to tele/switch etc. and reset for every team 16:14 <+bridge> [ddnet] how does that work for team 0? 16:14 <+bridge> [ddnet] i dont think it has a lot of use in team 0 16:14 <+bridge> [ddnet] Spawning the tees in isn't much trouble 16:14 <+bridge> [ddnet] The tees doing anything at all is a bit of a trouble 16:15 <+bridge> [ddnet] what do you mean. they dont need to move by themselfes or anything 16:15 <+bridge> [ddnet] I'm guessing you'd want them hooking up for a dummy part e.g. 16:15 <+bridge> [ddnet] they somehow need to do something useful for team 0, or it would only be possible on solo maps 16:16 <+bridge> [ddnet] I like the idea with tee`s does nothing 16:17 <+bridge> [ddnet] well i guess on team 0 you can have them in little areas where a group cant steal them away from another one 16:21 <+bridge> [ddnet] either way it would add bounce, hook and the tee as itself for pressing buttons for example. you could use them in places without having a real player to go there 16:21 <+bridge> [ddnet] also for dummy maps you wouldnt need to get your dummy out of every part. you can map it so you can just leave them 16:22 <+bridge> [ddnet] I though the spawned tee should be respawned back on entity touched again. It should be in switch layer to have multiple entries for the same tee 16:22 <+bridge> [ddnet] so you can have few of them if you want to 16:23 <+bridge> [ddnet] i would think like a new spawn tile that spawns one tee where it is and no more 16:23 <+bridge> [ddnet] @heinrich5991 do you have any idea why nginx might reply to a Client Hello with Bad Request? 16:23 <+bridge> [ddnet] Ah figured it out lol 16:24 <+bridge> [ddnet] this way it is not possible to replay the part if you lost your dummy 16:24 <+bridge> [ddnet] what was it? 16:24 <+bridge> [ddnet] ah true @BannZay but it would be easier to map 16:24 <+bridge> [ddnet] It was a http server listening on 443 16:24 <+bridge> [ddnet] oh 16:24 <+bridge> [ddnet] So the TLS Hello didn't make any sense to it 😄 16:25 <+bridge> [ddnet] as long as just one respawn is enough for mappers dreams 🙂 16:25 <+bridge> [ddnet] they should respawn anyway at kill (at least for solo and dummy mod) 16:26 <+bridge> [ddnet] I would provide any support if need as I like this feature very much 16:26 <+bridge> [ddnet] I dont like connecting my dummy every time I connect dummy server, joining the team etc etc 16:26 <+bridge> [ddnet] add some to the bounty then 😄 16:26 <+bridge> [ddnet] Really? Huh 16:27 <+bridge> [ddnet] I'll add it I guess 16:27 <+bridge> [ddnet] as well the problem with making your dummy deep will be gone 16:27 <+bridge> [ddnet] as well as deep fly 16:27 <+bridge> [ddnet] yeah true 16:27 <+bridge> [ddnet] and noobs can maybe get into dummy quicker bcs its not so hard to understand 16:28 <+bridge> [ddnet] what about weak strong 16:28 <+bridge> [ddnet] 2 kinds of tee or all strong? 16:28 <+bridge> [ddnet] the main Idea to teleport dummy to entity is to reset level / start next one 16:28 <+bridge> [ddnet] I think about it from mapper side 16:29 <+bridge> [ddnet] you could do parts that tele them into one single pit but it requires like a 10 tee tower 16:29 <+bridge> [ddnet] not stupid switch door stuff 16:31 <+bridge> [ddnet] @Learath2 is it possible to make such dummy not to take place on the server? So we can still have 64 real players on the server ? 16:31 <+bridge> [ddnet] Yeah sure, it's just an entity 16:31 <+bridge> [ddnet] not with the current code 16:32 <+bridge> [ddnet] Oh definitely needs some work 16:32 <+bridge> [ddnet] you could probably manage to only take up one server slot 16:32 <+bridge> [ddnet] if only one dummy is ever in view at the same time 16:32 <+bridge> [ddnet] that would be shit 16:33 <+bridge> [ddnet] Yo guys 16:33 <+bridge> [ddnet] yea, it is defenetely should work with teams. But you can spectate all teams togather as long as I know 16:33 <+bridge> [ddnet] yea, it is defenetely should work with teams. But you can spectate all teams togather as far as I know 16:34 <+bridge> [ddnet] Does anyone know how to know when a thread is terminated in C/C++ ? 16:34 <+bridge> [ddnet] what kind of thread? how did you start it? 16:34 <+bridge> [ddnet] 1 sec 16:34 <+bridge> [ddnet] with pthread_create() 16:35 <+bridge> [ddnet] with 16:35 <+bridge> [ddnet] ```c 16:35 <+bridge> [ddnet] pthread_t thread; 16:35 <+bridge> [ddnet] pthread_create(&thread,NULL,&function,NULL); 16:35 <+bridge> [ddnet] ``` 16:36 <+bridge> [ddnet] hm 16:36 <+bridge> [ddnet] seems like you can only do that by changing variable that your main thread can observe 16:37 <+bridge> [ddnet] hmm y 16:37 <+bridge> [ddnet] sad 16:37 <+bridge> [ddnet] what are you trying to do? 16:37 <+bridge> [ddnet] You mean the program or with the thread ? 16:38 <+bridge> [ddnet] with the thread 16:38 <+bridge> [ddnet] You mean with the program or with the thread ? 16:38 <+bridge> [ddnet] The function i call with the thread display squares and count them 16:38 <+bridge> [ddnet] The function i call with the thread displays squares and count them 16:41 <+bridge> [ddnet] do you want to wait for the thread to finish? 16:41 <+bridge> [ddnet] pthread_join can do that 16:42 <+bridge> [ddnet] Y i saw this, but i dont understand what it does 16:42 <+bridge> [ddnet] it waits until the thread is done 16:43 <+bridge> [ddnet] Like, i can know when my thread finish with a condition ? 16:44 <+bridge> [ddnet] Like, i can know when my thread finish with a condition on it ? 16:44 <+bridge> [ddnet] no, it can only wait until it is finished 16:44 <+bridge> [ddnet] mm ok 16:46 <+bridge> [ddnet] I think ill just use a global var 16:50 <+bridge> [ddnet] join blocks ur current thread until that thread ends 16:53 <+bridge> [ddnet] you can also check if the thread is joinable without blocking 16:53 <+bridge> [ddnet] and then call join if its true 16:53 <+bridge> [ddnet] pthread_attr_getdetachstate 16:53 <+bridge> [ddnet] https://linux.die.net/man/3/pthread_attr_getdetachstate 16:53 <+bridge> [ddnet] @Nagi01 {LAN} 16:54 <+bridge> [ddnet] ty ill check 16:54 <+bridge> [ddnet] I was watching your github xdd 16:54 <+bridge> [ddnet] :o 16:59 <+bridge> [ddnet] https://hacktoberfest.digitalocean.com/ 16:59 <+bridge> [ddnet] in 1 month :poggers: 16:59 <+bridge> [ddnet] last year i didnt receive the tshirt for some reason rip 16:59 <+bridge> [ddnet] Its a CTF ? 16:59 <+bridge> [ddnet] no 17:00 <+bridge> [ddnet] it promotes contributing to github repositories 17:00 <+bridge> [ddnet] "Hacktoberfest encourages participation in the open source community, which grows bigger every year. Complete the 2020 challenge and earn a limited edition T-shirt." 17:01 <+bridge> [ddnet] Ok i see 17:01 <+bridge> [ddnet] it look cool 🙂 17:09 <+bridge> [ddnet] Hello me and my brother like FNG but we cant play in the same server because we have the same IP can you set up that ? 17:10 <+bridge> [ddnet] @Mano le rigolo xddd what server are u trying to play on? 17:11 <+bridge> [ddnet] on all fng 17:11 <+bridge> [ddnet] if u mean the server at 51.89.23.241:8338 then join the discord for it https://discord.gg/cv5HzE and ask me or a moderator when u wanna play with ur brother 17:12 <+bridge> [ddnet] and we can allow 2/ip 17:12 <+bridge> [ddnet] ok 17:12 <+bridge> [ddnet] Thx 17:12 <+bridge> [ddnet] np 17:13 <+bridge> [ddnet] @onby me too plz 17:13 <+bridge> [ddnet] #metoo 17:13 <+bridge> [ddnet] really 17:13 <+bridge> [ddnet] yes my dog wants to play with me 17:13 <+bridge> [ddnet] ... xd 17:34 <+bridge> [ddnet] @onby that sounds annoying, why not always allow 2? 17:34 <+bridge> [ddnet] people abuse dummy 17:34 <+bridge> [ddnet] they either ban themselves with dummy hammer / use it to boost kd and other stats 17:34 <+bridge> [ddnet] ok, that's annoying too 17:34 <+bridge> [ddnet] they either ban themselves with dummy hammer / use it to boost kd and other stats / use two tees to play 17:34 <+bridge> [ddnet] ye 17:37 <+bridge> [ddnet] @deen if theres a more elegant solution in-client to prevent this then itd be cool to see, if not then the best strategy ive found is to just point people to who to ask when they wanna play with people on the same network 17:37 <+bridge> [ddnet] @deen if theres a more elegant solution in-client to prevent this then itd be cool to see, if not then the best strategy ive found is to just point people to who to ask when they wanna play with people on the same network and leave 1/ip otherwise 17:38 <+bridge> [ddnet] hello, the elegant solution is called IPv6 17:39 <+bridge> [ddnet] @onby would it help if we sent an explicit dummy notification? 17:40 <+bridge> [ddnet] people could still open two clients to cheat stats but yes i think it would still be helpful 17:40 <+bridge> [ddnet] for the other fng servers+other mods that want to prevent dummy 17:41 <+bridge> [ddnet] not even considering my server it sounds like a good idea 18:00 <+bridge> [ddnet] also bit irrelevant to the dummy issue but ipv6 still doesnt fix the thing where people can have two monitors and spec themselves/the enemy with another client 18:01 <+bridge> [ddnet] also bit irrelevant to the dummy issue but ipv6 still doesnt fix the thing where people can have two monitors and spec themselves/the enemy with another client and zoomout 18:01 <+bridge> [ddnet] Of course not. With ipv6 your ISP often gives you a whole range, so even your ip limit won't help 18:01 <+bridge> [ddnet] D: 18:01 <+bridge> [ddnet] need ipv6 detection lol 18:02 <+bridge> [ddnet] and even if it fixed it, someone could just make a hotspot with their phone 18:02 <+bridge> [ddnet] i actually never see any ipv6 addresses in f2 status, not sure if my vps even supports it, but i guess its translated to (different?) ipv4 addresses 18:02 <+bridge> [ddnet] and yes right thats the problem, this or use an undetected vpn 18:03 <+bridge> [ddnet] the problem is that the master servers don't work with ipv6 i think 18:03 <+bridge> [ddnet] so no one even knows the ipv6 address of your server 18:03 <+bridge> [ddnet] i just personaly saw way more people using 2/ip to abuse than using it to play with people irl so i decided to make it something that a mod should oversee 18:03 <+bridge> [ddnet] hmm 18:04 <+bridge> [ddnet] if the vps doesnt support ipv6 and someone tries to connect to it with ipv6 will it show a ipv4 address for them 18:04 <+bridge> [ddnet] only if your host does some fancy tunneling, but i doubt that 18:04 <+bridge> [ddnet] if they dont would they be unable to connect 18:05 <+bridge> [ddnet] if it doesn't support ipv6 it has no ipv6 address so no one can connect on ipv6 18:05 <+bridge> [ddnet] rip 18:05 <+bridge> [ddnet] i guess thats a problem i very well may not even know about 18:05 <+bridge> [ddnet] if they cant connect 18:05 <+bridge> [ddnet] if they cant connect to tell me or find the discord link 18:05 <+bridge> [ddnet] if you really want, you can have multiple addresses even with IPv4 18:05 <+bridge> [ddnet] explain 18:06 <+bridge> [ddnet] oh yeah u can have the spec-scanner thing and have whole map zooz :O 18:06 <+bridge> [ddnet] right xd, people use dummy copy and spec themselves and play zoomed out in spec 18:06 <+bridge> [ddnet] or two monitors for the same purpose 18:06 <+bridge> [ddnet] or just kill their dummy for free multix 18:06 <+bridge> [ddnet] or just kill their dummy for free multis 18:07 <+bridge> [ddnet] but the problem is that everything is heavily NATed today - a lot of people can share single IP, so allowing only unique IPs on server is quite dangerous, isn't it? 18:07 <+bridge> [ddnet] IPv4 must die 😄 18:07 <+bridge> [ddnet] ive been hosting fng server for about three years and only once ive ran into the problem where two different players share the same ip 18:07 <+bridge> [ddnet] i was rlly surprised when it happened 18:07 <+bridge> [ddnet] and so were they 18:08 <+bridge> [ddnet] im not sure if its silently happening more and i just dont know but somehow doubt it 18:08 <+bridge> [ddnet] maybe with larger player base it would become more noticeable problem 18:08 <+bridge> [ddnet] probably yeah 18:08 <+bridge> [ddnet] one smallish server is less likely 18:09 <+bridge> [ddnet] well if u allow 1/ip and then include a discord link in the motd 18:09 <+bridge> [ddnet] the 1 who can connect can go there to ask for help if they want 2? 18:09 <+bridge> [ddnet] or just ask on server 18:10 <+bridge> [ddnet] not everyone is brave enough to ask such thing, you know 😄 18:10 <+bridge> [ddnet] i guess but i think putting link in the motd should imply that we want anyone to join 18:10 <+bridge> [ddnet] hope so at least lol 18:10 <+bridge> [ddnet] Sure, some people overdo the NATting, like Qatar used to have a single IP address for the entire country: https://techcrunch.com/2007/01/01/wikipedia-bans-qatar/ 18:10 <+bridge> [ddnet] wtf hahahah 18:11 <+bridge> [ddnet] that's not even possible without breaking so many things 😄 18:11 <+bridge> [ddnet] there are only 65536 ports available 18:11 <+bridge> [ddnet] this makes me wonder about all the large rangebans ive done 18:11 <+bridge> [ddnet] 🤨 18:11 <+bridge> [ddnet] if one ipv4 address can be a whole country 18:11 <+bridge> [ddnet] it's so evil 😄 18:22 <+bridge> [ddnet] @Jupstar ✪ cp 25 has this little bug on it (size 100) 18:22 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752926938712244444/unknown.png 18:26 <+bridge> [ddnet] strange, i dont have it 18:28 <+bridge> [ddnet] @Ravie r u sure its size 100? 18:28 <+bridge> [ddnet] for me it fills the space much more 18:28 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752928472648646746/screenshot_2020-09-08_18-27-52.png 18:33 <+bridge> [ddnet] yeah it says 100 18:33 <+bridge> [ddnet] is your libfreetype.dll up to date? 18:34 <+bridge> [ddnet] did you change the font? 18:34 <+bridge> [ddnet] something must be different 18:34 <+bridge> [ddnet] I'm on the previous version cause new rendering is ugly 18:34 <+bridge> [ddnet] XDDDDDDDDDDDDDD 18:35 <+bridge> [ddnet] i told ya change the shaders 18:35 <+bridge> [ddnet] if u want higher mipmap so despretly 18:35 <+bridge> [ddnet] I'm too stupid for that 18:36 <+bridge> [ddnet] in data/shader/tile.frag replace 18:36 <+bridge> [ddnet] 18:36 <+bridge> [ddnet] vec4 TexColor = texture(gTextureSampler, TexCoord.xyz); 18:36 <+bridge> [ddnet] with 18:36 <+bridge> [ddnet] vec4 TexColor = textureLod(gTextureSampler, TexCoord.xyz, 0); 18:36 <+bridge> [ddnet] 18:36 <+bridge> [ddnet] if that won't help then i dunno xd 18:37 <+bridge> [ddnet] might only work with opengl 3.3 tho 18:39 <+bridge> [ddnet] oh yeah it works, thanks 18:40 <+bridge> [ddnet] I can't live without the clear textures 18:41 <+bridge> [ddnet] thanks for saying my algorithm was better than from amd or nvidia xD 18:42 <+bridge> [ddnet] well it's not blurry as heck so, yeah 18:56 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752935418315407441/unknown.png 18:57 <+bridge> [ddnet] I am trying to debug this issue: https://github.com/ddnet/ddnet/issues/2695 , and find a really weird thing... 19:07 <+bridge> [ddnet] why (0 + 0 + 1 ) % 128 = 2 19:11 <+bridge> [ddnet] ah, i find the reason... the usage of micro always connfused me 19:11 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752939268120248410/unknown.png 19:12 <+bridge> [ddnet] ah, i find the reason... the usage of macro always connfused me 19:16 <+bridge> [ddnet] but it is actually a bug 19:21 <+bridge> [ddnet] is the web renderer broken for:? 19:21 <+bridge> [ddnet] 19:21 <+bridge> [ddnet] https://ddnet.tw/mappreview/?map=Ice+Cave+2 19:39 <+bridge> [ddnet] @Ravie wait wait, what is the difference? you mean the less-blurry thing, that's why you sit on older? 19:40 <+bridge> [ddnet] depending on the driver and resolution you get different mipmaps, in old renderer it used a different calculation for that, so full hd screens probs got a higher mipmap 19:40 <+bridge> [ddnet] \*sweats in 2560x1440\* 19:41 <+bridge> [ddnet] 1920x1080 and tiles were visibly blurry 19:41 <+bridge> [ddnet] I'm afraid I didn't even notice difference since sitting on entities xd 19:42 <+bridge> [ddnet] maybe cause on this resolution tiles aren't scaled close to 32x32 or 64x64 19:42 <+bridge> [ddnet] @Jupstar ✪ and the higher mipmap the better? 19:42 <+bridge> [ddnet] and cause my default zoom is 7, not 10 xD 19:45 <+bridge> [ddnet] i dunno if you can rate it in good or bad 19:46 <+bridge> [ddnet] it might look less sharp, but normally the quality is better bcs the mipmaps are generated with a computational more expensive algorithm 19:46 <+bridge> [ddnet] bcs they only build once not the whole time 19:46 <+bridge> [ddnet] e.g. zooming out probs looks better in the newest renderer compared to old renderer opengl 3.3 20:06 <+bridge> [ddnet] Video tools have god awful commandline interfaces except for ffmpeg. Makes one wonder how all the pirates don't go absolutely insane messing around with these while encoding their releases 20:36 < ***> Buffer Playback... 20:36 <+bridge> [20:34:57] [ddnet] <ᶰ°Konͧsti> :feelsbadman: 20:36 < ***> Playback Complete. 21:02 <+bridge> [ddnet] Eh there are many things ffmpeg doesn't do 21:03 <+bridge> [ddnet] enlighten me 🙂 21:03 <+bridge> [ddnet] I was under the impression it's a swiss army kniw 21:03 <+bridge> [ddnet] kinfe 21:03 <+bridge> [ddnet] knife 21:03 <+bridge> [ddnet] naifu 21:06 <+bridge> [ddnet] e.g. it can't extract chapter information from m2ts 21:07 <+bridge> [ddnet] <✨Astral|Crying🌙> Fng ddnet ||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||| 21:07 <+bridge> [ddnet] <✨Astral|Crying🌙> :justatest: 21:27 <+bridge> [ddnet] Major respect to the people who actually release all the pirate movies, god it takes a decade to encode things 21:30 <+bridge> [ddnet] Can't update to version 14.7.1 of the non-steam client... Also can't unzip the version from the website without the Windows defender alarm 🤔 21:30 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752974051885973564/unknown.png 21:31 <+bridge> [ddnet] @Wollwolke you can report this as a false positive to Windows Defender 21:31 <+bridge> [ddnet] interestingly, the steam version does not result in the warning 21:31 <+bridge> [ddnet] Not sure what else we can do about that 21:31 <+bridge> [ddnet] kk 21:33 <+bridge> [ddnet] Surpsisingly, for me the version from website didn't show any viruses, neither on unzip nor on full scan 22:31 <+bridge> [ddnet] maybe win32 instead of win64? 22:31 <+bridge> [ddnet] antivirus heuristics are really annoying 22:35 <+bridge> [ddnet] I wonder how they come up with these signatures 22:35 <+bridge> [ddnet] did we always have these antivirus warning? 22:35 <+bridge> [ddnet] We get them every once in a while on some updates 22:36 <+bridge> [ddnet] ok, i remember i got them first time using glew in a different project, bcs glew dynamically loads functions from the opengl.dll 😄 22:36 <+bridge> [ddnet] dunno if windows defender is still that bad 22:39 <+bridge> [ddnet] ok cant find anything, so could also be unrelated 22:44 <+bridge> [ddnet] `ERROR: The server unsuccessfully validated your authorization challenge(s). Cannot continue.` thanks 22:48 <+bridge> [ddnet] https://forum.ddnet.tw/viewtopic.php?f=93&t=398 22:48 <+bridge> [ddnet] Ahhhhh, the old memories 22:48 <+bridge> [ddnet] :heartw: 22:48 <+bridge> [ddnet] :feelsamazingman: 22:49 <+bridge> [ddnet] lol ger1 is in duesseldorf, since when 😄 22:49 <+bridge> [ddnet] finally a server with ping 8 xD 22:51 <+bridge> [ddnet] I have no idea which ger server is where/what anymore 😄 22:51 <+bridge> [ddnet] They all moved around 22:55 <+bridge> [ddnet] @Soreu best 22:56 <+bridge> [ddnet] @deen checked both 23:03 <+bridge> [ddnet] https://www.beyondallreason.info/ 23:03 <+bridge> [ddnet] a open source rts kinda like total anihilation 23:11 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752999498401185832/unknown.png 23:11 <+bridge> [ddnet] whats this mean 23:11 <+bridge> [ddnet] :nouis: 23:11 <+bridge> [ddnet] amazing explanation 23:12 <+bridge> [ddnet] u should become a teacher 23:15 <+bridge> [ddnet] @deen @Kingston's antivirus also detected DDNet & removed his files ._. 23:15 <+bridge> [ddnet] maybe cuz ddnet got more famous 23:15 <+bridge> [ddnet] 100% 23:37 <+bridge> [ddnet] @Wollwolke can you tell me your defender definition version? 23:37 <+bridge> [ddnet] https://docs.microsoft.com/en-us/windows/security/threat-protection/microsoft-defender-antivirus/microsoft-defender-security-center-antivirus#definition-version 23:38 <+bridge> [ddnet] Sure: Security intelligence version 1.323.757.0 23:39 <+bridge> [ddnet] Huh, it's not threat definition version for you? 23:39 <+bridge> [ddnet] nope 23:39 <+bridge> [ddnet] it says security intelligence version 23:39 <+bridge> [ddnet] Uh, that's odd 23:40 <+bridge> [ddnet] Can you show me a screenshot? I don't have access to windows right now so I can't check :/ 23:40 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/753006843663745075/unknown.png 23:40 <+bridge> [ddnet] Though, I guess it's the same thing 23:40 <+bridge> [ddnet] for me it's ~security analysis version (translated from PL) 1.323.764.0 23:41 <+bridge> [ddnet] 4h of difference between our versions 23:41 <+bridge> [ddnet] and you have no problems? 23:41 <+bridge> [ddnet] yep 23:41 <+bridge> [ddnet] I submitted a false detection report 23:41 <+bridge> [ddnet] yes or no 23:41 <+bridge> [ddnet] :nouis: 23:41 <+bridge> [ddnet] no, I don't have problems 23:41 <+bridge> [ddnet] :justatest: 23:41 <+bridge> [ddnet] it didn't detect anything 23:41 <+bridge> [ddnet] >.< 23:42 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/753007381687959592/unknown.png 23:42 <+bridge> [ddnet] Microsoft is really one big meme 23:43 <+bridge> [ddnet] newer version tho 23:43 <+bridge> [ddnet] even though he checked for update 2 hours after my version was released, it didn't detect update for him xD 23:43 <+bridge> [ddnet] ||my version is: Linux arch 5.8.7-arch1-1 #1 SMP PREEMPT Sat, 05 Sep 2020 12:31:32 +0000 x86_64 GNU/Linux|| 23:43 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/1 23:43 <+bridge> [ddnet] Soreu has 1.323.764.0, wollwolke has 1.323.757.0, the online scanner they use to scan submissions has 1.323.775.0 23:43 <+bridge> [ddnet] :troll: 23:43 <+bridge> [ddnet] which part of it called the bot lol 23:43 <+bridge> [ddnet] the hash 1 maybe 23:43 <+bridge> [ddnet] oh 23:44 <+bridge> [ddnet] While the file was getting scanned by the online scanner they changed the online scanner to 1.323.788.0 23:44 <+bridge> [ddnet] xd 23:44 <+bridge> [ddnet] just got update to 1.323.780.0 23:44 <+bridge> [ddnet] Got a new version: 1.323.780.0: no problems there... sorry to bother you all 23:45 <+bridge> [ddnet] Now they will send me a mail asking why I bother them for problem they already fixed 23:45 <+bridge> [ddnet] xD 23:45 <+bridge> [ddnet] ^^ 23:45 <+bridge> [ddnet] 🤡 company 23:45 <+bridge> [ddnet] @Kingston @jason54 | KingServ.fr update your antivirus' definition versions 23:47 <+bridge> [ddnet] It takes so long to get a sample scanned, if you want to get it faster you need "Premier support" 23:48 <+bridge> [ddnet] :poggers: 23:49 <+bridge> [ddnet] Maybe we should get a code signing cert, I bet they treat signed executables less harshly and it's only a one time payment 23:50 <+bridge> [ddnet] ...and the price is? 23:51 <+bridge> [ddnet] one time payment 23:52 <+bridge> [ddnet] per year 23:52 <+bridge> [ddnet] 150€ 23:54 <+bridge> [ddnet] Ö 23:54 <+bridge> [ddnet] damn monopolies 😦 23:54 <+bridge> [ddnet] https://en.sklep.certum.pl/open-source-code-signing.html 23:54 <+bridge> [ddnet] Seems cheaper here 23:55 <+bridge> [ddnet] Deleting the Microsoft SmartScreen Filter® system message 23:55 <+bridge> [ddnet] no 23:55 <+bridge> [ddnet] Certificate cross-certified by Microsoft 23:55 <+bridge> [ddnet] no 23:56 <+bridge> [ddnet] sad 23:57 <+bridge> [ddnet] maybe someone from ddnet team injected some ransom 23:57 <+bridge> [ddnet] but for 400$ per year it gets ignored 23:57 <+bridge> [ddnet] 400$ per year to make an undetectable trojan? :thonkery: 23:57 <+bridge> [ddnet] xD 23:57 <+bridge> [ddnet] you'll get 400$ pretty soon with your trojan, doesn't even matter that you get detected 23:58 <+bridge> [ddnet] ransomware is your best bet, trojans are so 2007 23:58 <+bridge> [ddnet] trojan delivery method, ransomware payload 23:58 <+bridge> [ddnet] <Андрей Рудой> Does Microsoft bs trigger on steam version tho? 23:59 <+bridge> [ddnet] no, and the new version of the threat definitions seems to fix it 23:59 <+bridge> [ddnet] steam and non-steam might actually be the same binary 23:59 <+bridge> [ddnet] anyone want to check? ^^