09:52 * ChillerDragon what is this *.net *.split and why is connection so instable these days? 09:55 < ChillerDragon> seems like planting a tree requires a shipping address? How should i understand that? xd 10:10 < ChillerDragon> @Дядя Женя can i get you to look into compose binds in vanilla as well? it sadly is even more broken there :/ thanks for the ddnet fix btw 10:11 <@deen> https://en.wikipedia.org/wiki/Netsplit 10:12 * ChillerDragon so quakenet added a new srv or something? 10:12 * ChillerDragon i use /me hacks to not bother discord ppl with irc talk 10:13 * ChillerDragon ah no more like they lost a server 10:13 * ChillerDragon ye something like that k 13:13 <+bridge> [ddnet] i think the new novice maps should be moved into the perma server and replace 'Basics', 'CandyLand', 'Pados', 'Kobra 2' 13:27 <+bridge> [ddnet] :f3: 14:04 <+bridge> [ddnet] @Patiga which one specifically? 14:06 <+bridge> [ddnet] linear, beyond dreams, inure 14:06 <+bridge> [ddnet] not linear 14:06 <+bridge> [ddnet] thats more solo than novice 14:07 <+bridge> [ddnet] ok, added Beyond Dreams and Inure 14:07 <+bridge> [ddnet] :f3: 14:36 <+bridge> [ddnet] im a nobo at this kind of stuff, but i made a blog post about ddnet source code https://edgarluque.com/blog/intro-to-ddnet.html 14:36 <+bridge> [ddnet] (i plan on extending this to explain how to do more stuff) :justatest: 14:42 <+bridge> [ddnet] nice 🙂 14:43 <+bridge> [ddnet] src/base is also an abstraction layer over the platform APIs 14:43 <+bridge> [ddnet] 👀 14:43 <+bridge> [ddnet] " it also contains most platform specific code" 14:43 <+bridge> [ddnet] well maybe i worded it bad 14:43 <+bridge> [ddnet] xD 14:50 <+bridge> [ddnet] Nice, linked in https://forum.ddnet.tw/viewtopic.php?f=16&t=2420 14:50 <+bridge> [ddnet] :poggers: 14:50 <+bridge> [ddnet] Zwelf: could also be linked in the wiki mb 14:50 <+bridge> [ddnet] can u send zwelf link 14:51 <+bridge> [ddnet] Zwelf is on IRC, shold see pings 14:51 <+bridge> [ddnet] i mean 14:51 <+bridge> [ddnet] what did he do 14:51 <+bridge> [ddnet] i want to see it 14:51 <+bridge> [ddnet] OH 14:51 <+bridge> [ddnet] im retarded 14:51 <+bridge> [ddnet] i understand what you mean now 14:51 <+bridge> [ddnet] xD 14:52 <+bridge> [ddnet] for some reason i read as in zwelf did a article too 15:24 <+bridge> [ddnet] > It shall be safe to destroy an initialized mutex that is unlocked. Attempting to destroy a locked mutex results in undefined behavior. 15:24 <+bridge> [ddnet] how do u make sure a mutex is not locked? 15:25 <+bridge> [ddnet] https://github.com/ddnet/ddnet/blob/4abf699726a23936bd21db7a9a29d57da7bd349d/src/engine/client/sound.cpp#L373 15:28 <+bridge> [ddnet] is it safer to acquire the lock and then unlock it and delete it? 15:28 <+bridge> [ddnet] that doesn't sound correct 15:28 <+bridge> [ddnet] yeah 15:28 <+bridge> [ddnet] https://stackoverflow.com/questions/46345261/how-to-safely-and-correctly-destroy-a-mutex-in-linux-using-pthread-mutex-destroy 15:28 <+bridge> [ddnet] between the unlock and delete someone else could lock it 15:30 <+bridge> [ddnet] ah, from what i see u usually join the threads and then destroy the lock 15:30 <+bridge> [ddnet] atleast from code im seeing elsewhere 15:31 <+bridge> [ddnet] idk 15:31 <+bridge> [ddnet] yes, that's safe 15:32 <+bridge> [ddnet] or get all threads into a state where you know they can't aquire the lock 15:32 <+bridge> [ddnet] i see 15:38 <+bridge> [ddnet] The combined bind pr we merged concerns me. Given it looked way too simple. Whenever I thought there was a simple fix/improvement in that bind code I broke something else that I didn’t consider. Just the fact that how combined chords behave w.r.t simple binds is not well defined really makes it harder than one would expect 15:45 <+bridge> [ddnet] sound code is hilarious 15:45 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/773196268079022160/unknown.png 15:46 <+bridge> [ddnet] "the real shit:" 15:46 <+bridge> [ddnet] :BASED: 15:46 <+bridge> [ddnet] I don't know how the sound code works 15:46 <+bridge> [ddnet] I think we mix sound on our own? 15:46 <+bridge> [ddnet] yea 15:47 <+bridge> [ddnet] i got curious so im kinda learning about it 15:47 <+bridge> [ddnet] well i also wanted to know if #3167 was obvious 15:47 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/3167 15:48 <+bridge> [ddnet] we could use SDL_mixer 15:48 <+bridge> [ddnet] but its another dependency 15:48 <+bridge> [ddnet] not that its a big one tho 15:48 <+bridge> [ddnet] if sound mixing is simple, we can also do it ourselves, no? 15:49 <+bridge> [ddnet] I guess it's just adding stuff together? 15:49 <+bridge> [ddnet] is it rly that simple? 15:49 <+bridge> [ddnet] It should be tm 15:50 <+bridge> [ddnet] idk, I'd guess you add configured_volume * current_displacement of all sound sources 15:50 <+bridge> [ddnet] btw we dont have "surround" sound right? if someone hammerhits on ur right u hear it on the right? 15:50 <+bridge> [ddnet] i dont remember right now xd 15:50 <+bridge> [ddnet] we do have sounds at specific positions 15:51 <+bridge> [ddnet] 2.0.2: 15:51 <+bridge> [ddnet] * Implemented 24-bit and surround sound support for FLAC audio files 15:51 <+bridge> [ddnet] sdl mixer has it out of the box 15:51 <+bridge> [ddnet] :poggies: 15:52 <+bridge> [ddnet] We could already be doing it. I don’t really remember 15:52 <+bridge> [ddnet] we do stereo 15:52 <+bridge> [ddnet] I guess we don't do surround 15:54 <+bridge> [ddnet] Honestly, the simple mixing we do is simple on circuit, it should be trivial in code 15:55 <+bridge> [ddnet] well its true it looks simple 15:56 <+bridge> [ddnet] If we wanted eq per channel or something like that, it might be worth looking into a library that probably has vectorization which would help with performance 15:57 <+bridge> [ddnet] Oh, and that loop that looks slow also probably vectorizes great 15:58 <+bridge> [ddnet] It might even get auto vectorized if iirc and that version of gcc and clang are out 16:02 <+bridge> [ddnet] you know 16:02 <+bridge> [ddnet] SDL_MixAudioFormat 16:02 <+bridge> [ddnet] exists in sdl base 16:03 <+bridge> [ddnet] https://wiki.libsdl.org/SDL_MixAudioFormat 16:03 <+bridge> [ddnet] > This is provided for convenience -- you can mix your own audio data. 16:03 <+bridge> [ddnet] :weird: 16:04 <+bridge> [ddnet] lets use openal :BASED: 16:05 <+bridge> [ddnet] > Distance attenuation, doppler shift, and directional sound emitters are among the features handled by the API. More advanced effects, including air absorption, occlusion, and environmental reverb, are available through the EFX extension 16:05 <+bridge> [ddnet] imagine all those sound effects in ddnet 16:05 <+bridge> [ddnet] :monkalaugh: 16:26 <+bridge> [ddnet] Doppler shift lol, tees might actually be moving fast enough for that to matter 17:03 <+bridge> [ddnet] @Learath2 it is possible to have cursor data stored in demo 17:04 <+bridge> [ddnet] ideally for spectating too. 17:07 <+bridge> [ddnet] ~~ideally for spectating too.~~ 17:08 <+ChillerDragon> @Ryozuki nice blog post more pls 17:08 <+bridge> [ddnet] i'll just ask about demo, because i have no idea how demo works. 17:08 <+ChillerDragon> also where can i like :D 17:09 <+ChillerDragon> you rly work on a portfolio latley hm? 17:09 <+bridge> [ddnet] :thonk: also i probably need a lesson on the difference between netobject and netmessage 17:11 <+Ryozuki> ChillerDragon yeah gotta have stuff i guess 17:11 <+Ryozuki> ChillerDragon nice to know u like it 17:14 <+bridge> [ddnet] this dude keeps messaging me with this 17:14 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/773218444874350612/unknown.png 17:14 <+bridge> [ddnet] i wonder what it means 17:14 <+bridge> [ddnet] thinking emoji 17:15 <+bridge> [ddnet] > :thonk: also i probably need a lesson on the difference between netobject and netmessage 17:15 <+bridge> [ddnet] @TsFreddie i think a netmessage is more like a event 17:15 <+bridge> [ddnet] so like netobject is intended to be packed into snaps? 17:16 <+bridge> [ddnet] i guess 17:16 <+bridge> [ddnet] heinrich is the expert in this 17:18 <+bridge> [ddnet] :EeveeShy: 17:18 <+bridge> [ddnet] netobj is in snaps 17:18 <+bridge> [ddnet] k 17:25 <+ChillerDragon> @heinrich5991 when do you open a school or a 4 weeks bootcamp to learn tw coding? 17:25 <+ChillerDragon> i would pay 5 bucks lmao good price 18:16 <+bridge> [ddnet] Any intel user on windows already made the october update from windows? 18:18 <+bridge> [ddnet] @Jupstar ✪ what do you want to check? 18:18 <+bridge> [ddnet] if the intel driver is updated by it 18:18 <+bridge> [ddnet] How do I detect if I have the october update? 18:18 <+bridge> [ddnet] I get "Feature update to Windows 10, version 2004" 18:19 <+bridge> [ddnet] 19042.610 18:19 <+bridge> [ddnet] https://docs.microsoft.com/de-de/windows/release-information/ 18:19 <+bridge> [ddnet] i dunno they say 20H2 18:21 <+bridge> [ddnet] appearently its still a manual update yet, but will rollout soon 18:21 <+bridge> [ddnet] "manually seek to “Check for updates” via Windows Update" 18:26 <+bridge> [ddnet] Yeah, I did that, installing now, but it's called 2004 for me, not 20H2 18:27 <+bridge> [ddnet] ok, dunno xD 18:27 <+bridge> [ddnet] https://support.microsoft.com/de-de/help/4562830/feature-update sounds like the same 18:29 <+bridge> [ddnet] super slow for me, I'll check back tomorrow 18:29 <+bridge> [ddnet] i dont even know if windows updates intels drivers anyway 18:30 <+bridge> [ddnet] was just an assumption bcs it was so sudden with all the problems 18:31 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/773237827084746802/unknown.png 18:49 <+bridge> [ddnet] :thonk: any idea why other players' gun look so shaky during fast movement? 18:49 <+bridge> [ddnet] with both antiping on and off 18:51 <+bridge> [ddnet] it's like the interpolation is wrong or something 18:52 <+bridge> [ddnet] https://www.dsogaming.com/pc-performance-analyses/source-code-watch-dogs-legion-leaked-560gb/ 18:52 <+bridge> [ddnet] 560gb 18:52 <+bridge> [ddnet] of sourcecode 18:52 <+bridge> [ddnet] insane 18:52 <+bridge> [ddnet] thats more than my ssd 18:52 <+bridge> [ddnet] probably also assets? 18:53 <+bridge> [ddnet] yeah 18:53 <+bridge> [ddnet] but its still a lot xD 18:53 <+bridge> [ddnet] > it will be interesting to see whether a DRM-free version performs faster than the protected version. After all, Watch Dogs Legion has ridiculously high CPU requirements on the PC. 18:54 <+bridge> [ddnet] this means watch dogs legion will have mods 18:54 <+bridge> [ddnet] maybe 19:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/773247560013840434/2020-11-04_02-08-21.mp4 19:10 <+bridge> [ddnet] @TsFreddie subpixels 19:11 <+bridge> [ddnet] huh? 19:11 <+bridge> [ddnet] if u exactly between two pixels its blurrier 19:11 <+bridge> [ddnet] than when u close to one pixel 19:11 <+bridge> [ddnet] also should IntraGameTick ever go beyond 1.5f? 19:11 <+bridge> [ddnet] no. it is shaky 19:11 <+bridge> [ddnet] not blurry 19:12 <+bridge> [ddnet] its dummy copy or what 19:12 <+bridge> [ddnet] spec other clients 19:12 <+bridge> [ddnet] then its just the network which is limited to 25 ticks 19:12 <+bridge> [ddnet] (1)TsFreddie is another client 19:12 <+bridge> [ddnet] u can enable high bandwidth 19:12 <+bridge> [ddnet] then its 50ticks 19:12 <+bridge> [ddnet] :thonk: so the intragametick doesn't adapt to 25 ticks? 19:13 <+bridge> [ddnet] well it cannot predict the future xd 19:13 <+bridge> [ddnet] its like teleporting with antiping 19:14 <+bridge> [ddnet] it is not future tho? 19:14 <+bridge> [ddnet] how not? 19:14 <+bridge> [ddnet] how is interpolation predicting? 19:14 <+bridge> [ddnet] not like a cursor has some kind of velocity 19:14 <+bridge> [ddnet] how should it predict something 19:14 <+bridge> [ddnet] it is just lerping between two snaps 19:15 <+bridge> [ddnet] what else do you want todo xD 19:16 <+bridge> [ddnet] idk interpolation should at least make it smooth, but it didn't. 19:16 <+bridge> [ddnet] isn't that wrong? 19:16 <+bridge> [ddnet] mhh, don't think so 19:16 <+bridge> [ddnet] backward interpolation would just delay it 19:16 <+bridge> [ddnet] and you don't know where the cursor is next tick 19:17 <+bridge> [ddnet] i'm doing backward interp for spec 19:17 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/773249598785191946/unknown.png 19:17 <+bridge> [ddnet] how is this forward 19:18 <+bridge> [ddnet] ok but spec is probs less critical 19:18 <+bridge> [ddnet] then ingame 19:18 <+bridge> [ddnet] but still, this might look strange 19:18 <+bridge> [ddnet] tho i wonder if this cant cause issues 19:19 <+bridge> [ddnet] when following someone for example 19:19 <+bridge> [ddnet] btw the video is not using intragametick for cursor 19:20 <+bridge> [ddnet] well as said, the cursor has no velocity or smth, it cannot predict anything 19:20 <+bridge> [ddnet] if the client has some interpolation its probably bad anyway 19:20 <+bridge> [ddnet] :thonk: no even backward? 19:20 <+bridge> [ddnet] well this will create delay 19:20 <+bridge> [ddnet] as you interpolate the past 19:20 <+bridge> [ddnet] why do you care about delay when spectating? 19:21 <+bridge> [ddnet] well i assume the cursor is wrong too if you dont spectate? 19:21 <+bridge> [ddnet] huh? 19:21 <+bridge> [ddnet] i mean the weapon movement 19:21 <+bridge> [ddnet] of the other tee ofc 19:21 <+bridge> [ddnet] yes. it is wrong for all other clients 19:22 <+bridge> [ddnet] so your idea is to delay the whole spec by 1 tick? 19:22 <+bridge> [ddnet] then you can interpolate everything 19:23 <+bridge> [ddnet] :thonk: i don't get it. i don't care about other tee for now. i just want to know why backward interp is wrong. 19:23 <+bridge> [ddnet] well as said, its interpolating the past 19:23 <+bridge> [ddnet] :thonk: i don't get it. i don't care about other tee for now. i just want to know why backward interp is buggy. 19:23 <+bridge> [ddnet] its not really nice to have wrong timescales 19:23 <+bridge> [ddnet] i'm not saying you should change it to backward or something 19:23 <+bridge> [ddnet] example: 19:23 <+bridge> [ddnet] you start a hook, but the cursor is still somewhere else 19:24 <+bridge> [ddnet] the interpolation is janked even if i do backwards interp 19:24 <+bridge> [ddnet] ok 19:24 <+bridge> [ddnet] then you code is wrong or what do you want to say xD 19:24 <+bridge> [ddnet] :thonk: 19:24 <+bridge> [ddnet] i just want to say 19:24 <+bridge> [ddnet] intragametick probably shouldn't go beyond 1.5f or something 19:24 <+bridge> [ddnet] it is probably a bug 19:25 <+bridge> [ddnet] yes 19:25 <+bridge> [ddnet] 🤨 so any idea why? 19:26 <+bridge> [ddnet] is that always or really just iinside this single calculation? 19:26 <+bridge> [ddnet] definitely not always always. since it depends on the frame time. but intragametick is just a variable, if it is wrong in this routine then it is probably wrong everywhere 19:28 <+bridge> [ddnet] can u quickly enable high bandwidth and see if it happens there too 19:29 <+bridge> [ddnet] sure 19:29 <+bridge> [ddnet] i'd assume that this happens bcs tw is 50 ticks but the snaps can get as old as 2 ticks 19:30 <+bridge> [ddnet] :thonk: but i guess if we really don't care about how other tees looks then we can just leave it as is. (if it is the tick issue) 19:31 <+bridge> [ddnet] well maybe we should use the prediction intra tick for most stuff 19:31 <+bridge> [ddnet] i think in 50ticks server other tees looks fine 19:31 <+bridge> [ddnet] but yeah for the weapon movement this probs doesnt work 19:33 <+bridge> [ddnet] if tw wouldnt have this cancerous snapshot model we could just send individual packets every tick 19:34 <+bridge> [ddnet] huh 19:34 <+bridge> [ddnet] with high_bandwidth enabled it feels like it is under interpolating now. 19:34 <+bridge> [ddnet] :thonk: let me check the intragametick values just to be sure 19:37 <+bridge> [ddnet] the values looks fine 19:37 <+bridge> [ddnet] yeah 19:37 <+bridge> [ddnet] makes sense then 😄 19:37 <+bridge> [ddnet] :thonk: won't fix? 19:37 <+bridge> [ddnet] well as said, for cursors probably unfixable 19:38 <+bridge> [ddnet] all other stuff should just use the prediciton intra tick 19:38 <+bridge> [ddnet] sad noises 19:38 <+bridge> [ddnet] the best would be to update cursors every tick 19:38 <+bridge> [ddnet] that would require a unique packet 19:38 <+bridge> [ddnet] independent of snapshots 19:39 <+bridge> [ddnet] we just need to overtake vanilla 19:39 <+bridge> [ddnet] and fix everything 19:39 <+bridge> [ddnet] :thonk: maybe just do some animation style interpolation instead of keeping accuracy. 19:39 <+bridge> [ddnet] go @TsFreddie get vanilla admin 19:39 <+bridge> [ddnet] what are you trying to do? 19:39 <+bridge> [ddnet] spec cursor 19:39 <+bridge> [ddnet] spec cursor? 19:40 <+bridge> [ddnet] the weapon movement of others tees 19:40 <+bridge> [ddnet] cursor movement of other tees 19:40 <+bridge> [ddnet] ohh cool 19:40 <+bridge> [ddnet] show cursors of spectating player 19:40 <+bridge> [ddnet] i guess 19:40 <+bridge> [ddnet] hm, isn't that already saved tho? 19:40 <+bridge> [ddnet] a better implementation of the thing i made 19:40 <+bridge> [ddnet] you mean in the demo? 19:40 <+bridge> [ddnet] no it isnt saved in demo 19:40 <+bridge> [ddnet] would BE AWESOME to have higher precision too 19:40 <+bridge> [ddnet] over the protocol only angle is sent 19:40 <+bridge> [ddnet] e.g. the hookline is always wrong 19:40 <+bridge> [ddnet] for the other tee 19:40 <+bridge> [ddnet] from server to client that is 19:41 <+bridge> [ddnet] i think he means like this except actually done correctly rather than drawing a floating tee 19:41 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/773255437063290890/bot.mp4 19:41 <+bridge> [ddnet] client do sent cursor position to server. 19:41 <+bridge> [ddnet] Why don't you forward it along to the client? 19:42 <+bridge> [ddnet] huh? i was forwarding it with a separate netobject 19:42 <+bridge> [ddnet] whats the best way to do that 19:42 <+bridge> [ddnet] should it be snapped since its updated so frequently 19:42 <+bridge> [ddnet] oh, exactly that, I guess I misread your conversation 19:42 <+bridge> [ddnet] ye. 19:42 <+bridge> [ddnet] the problem is the interpolation is jank 19:42 <+bridge> [ddnet] What seems to be wrong? Bad interpolation? 😄 19:42 <+bridge> [ddnet] and i have no idea how demo works 19:43 <+bridge> [ddnet] Does the demo show cursors even? 19:43 <+bridge> [ddnet] i mean it should 19:43 <+bridge> [ddnet] well not should 19:43 <+bridge> [ddnet] tho demos will always have the inaccurate netobj cursor 19:43 <+bridge> [ddnet] probably nice to have let's say 19:43 <+bridge> [ddnet] If it's not part of the snap it's not sent 19:44 <+bridge> [ddnet] s\/sent/saved 19:44 <+bridge> [ddnet] ye, it is not. also it's not in localplayer as well. 19:44 <+bridge> [ddnet] Maaaybe for the local tee I could see the entire input being saved, though I don't remember an override there 19:44 <+bridge> [ddnet] i'm only sending spectating players alongwith spectatorInfo 19:44 <+bridge> [ddnet] So the demo is probably cheating using the angle if it shows the cursor at all 19:44 <+bridge> [ddnet] i'm only sending spectating players' cursor alongwith spectatorInfo 19:44 <+bridge> [ddnet] it doesnt 19:45 <+bridge> [ddnet] it doesn't 19:45 <+bridge> [ddnet] and if it could, the precision is bad 19:45 <+bridge> [ddnet] so i was trying to ask you if there's a hacky way to just store local players cursor info 19:45 <+bridge> [ddnet] in demo* 19:46 <+bridge> [ddnet] well invent a new netobj extension 19:46 <+bridge> [ddnet] could it not be added to snapshot instead 19:46 <+bridge> [ddnet] that would be nice for ddnet anyway 19:46 <+bridge> [ddnet] does everything in demo have to be network based? 19:46 <+bridge> [ddnet] it current is using the snapshots 19:46 <+bridge> [ddnet] to render stuff 19:47 <+bridge> [ddnet] You can do it the same way 0.7 injects the netmessages into the demos 19:47 <+bridge> [ddnet] :thonk: i mean if the interpolation could be better it probably won't matter too much. even csgo only has 20tick demo. 19:48 <+bridge> [ddnet] There will always have to be interpolation 19:48 <+bridge> [ddnet] but tw theoretically has 50ticks 19:48 <+bridge> [ddnet] Demos are still 50 tps 19:48 <+bridge> [ddnet] and 50ticks is ok 19:48 <+bridge> [ddnet] its really just that snaps are only send every 2nd tick 19:48 <+bridge> [ddnet] but the interpolation is over interpolating in 25ticks, and a little bit under-interpolating with high_bandwidth enabled 19:48 <+bridge> [ddnet] well for demos you could just use the next tick for interpolation 19:49 <+bridge> [ddnet] For live you'll need to predict sadly 19:49 <+bridge> [ddnet] let's not talk about predicting anymore, spectating player's cursor is fine with backward interp thanks. 19:49 <+bridge> [ddnet] backward interp? 19:49 <+bridge> [ddnet] the term @Jupstar ✪ keep using 19:49 <+bridge> [ddnet] interpolating the past XD 19:50 <+bridge> [ddnet] from prev to cur tick 19:50 <+bridge> [ddnet] i dunno if there is a term xD 19:50 <+bridge> [ddnet] Oh yeah, that's fine 19:50 <+bridge> [ddnet] but that's wrong currently lol 19:50 <+bridge> [ddnet] Wrong how? 19:50 <+bridge> [ddnet] prev to cur interp is 19:50 <+bridge> [ddnet] > is over interpolating in 25ticks, and a little bit under-interpolating with high_bandwidth enabled 19:51 <+bridge> [ddnet] Oh wait, I don't think that works 19:51 <+bridge> [ddnet] We render at intraticks 19:51 <+bridge> [ddnet] intraticks is the interpolating stuff no? 19:51 <+bridge> [ddnet] (now-prev)/(cur-prev) 19:52 <+bridge> [ddnet] but as said for 25 ticks 19:52 <+bridge> [ddnet] its 2 ticks per actual tw tick 19:52 <+bridge> [ddnet] like 50/25 19:52 <+bridge> [ddnet] Well, you don't know what you are interpolating towards at an intratick 19:57 <+bridge> [ddnet] what? you are interpolating from prev tick to now based on cur tick. both prev and cur is already received 20:55 <+ChillerDragon> hm so either im stupid or i lost a demo ._. is it possible to playback a demo while it is being recorded and does it stop recording? 21:02 <+bridge> [ddnet] shouldn't stop recording 21:02 <+bridge> [ddnet] and you should be able to play it while recording 21:03 <+bridge> [ddnet] at least on 0.7 :justatest: 21:22 <+bridge> [ddnet] @Jupstar ✪ ok, i have the update now. Intel UHD Graphics 620 driver date: 21.01.2020, driver v ersion: 26.20.100.7810 21:22 <+bridge> [ddnet] guys 21:22 <+bridge> [ddnet] i need aip-race map 21:22 <+bridge> [ddnet] and standard infection mode without classes 21:24 <+bridge> [ddnet] @deen that sounds bad 😦 21:25 <+bridge> [ddnet] windows update finds no further updates, so that's it 21:25 <+bridge> [ddnet] yeah 21:26 <+bridge> [ddnet] then rip intel users 21:26 <+bridge> [ddnet] Can we just blacklist this one driver version, switch to gfx_opengl_major 1 for it and show a red warning on startup telling them to update driver? 21:26 <+bridge> [ddnet] better to look bad on it than crash in the middle of a long run 21:28 <+bridge> [ddnet] if i get a clear sign from @louis that new drivers don't crash bcs of this bug anymore, yes probably. 21:29 <+bridge> [ddnet] which new drivers 21:29 <+bridge> [ddnet] the newest one had a separate bug 21:29 <+bridge> [ddnet] (not unique to ddrace client), so i don't want to use it 21:30 <+bridge> [ddnet] what bug? 21:31 <+bridge> [ddnet] when i tabbed into/from any fullscreen window there would be a black screen for a second 21:36 <+bridge> [ddnet] ok 21:37 <+bridge> [ddnet] just important that we dont blacklist random drivers 21:37 <+bridge> [ddnet] ill try again when i have some time 21:37 <+bridge> [ddnet] probably tonight 21:42 <+bridge> [freenode] > [ddnet] Zwelf: could also be linked in the wiki mb 21:42 <+bridge> [freenode] Yes, thanks for pointing it out 21:45 <+bridge> [ddnet] maybe also make sure that all the links are archived on web.archive.org 21:45 <+bridge> [ddnet] (or archive them yourself 😛 ) 21:51 <+bridge> [ddnet] i wonder how many gb of data web.archive.org has 21:51 <+bridge> [ddnet] amazing work tho 21:52 <+bridge> [ddnet] but nothing beats https://libraryofbabel.info/ 21:52 <+bridge> [ddnet] it has every possible book text article ever written 21:52 <+bridge> [ddnet] :BASED: 21:53 <+bridge> [ddnet] > As of September 2018, the Wayback Machine contained over 25 petabytes of data.[34][35] 21:53 <+bridge> [ddnet] > As of December 2014, the Wayback Machine contained 435 billion web pages—almost nine petabytes of data, and was growing at about 20 terabytes a week.[13][31][32] 21:53 <+bridge> [ddnet] <> how big is 1 petabyte 23:57 <+bridge> [ddnet] https://github.com/github/dmca/pull/8148 23:58 <+bridge> [ddnet] github itself has a copy of youtube-dl 23:58 <+bridge> [ddnet] hilarious 23:59 <+bridge> [ddnet] https://twitter.com/t3rr4dice/status/1320660235363749888 23:59 <+bridge> [ddnet] 👀