00:19 <+bridge> [ddnet] so are you chillerdragon 00:49 <+bridge> [ddnet] xd sure chillerbot.png is lyfe 01:03 <+bridge> [ddnet] Do you know someone who uses a bot? Please report them to the moderators. 10:22 <+bridge> [ddnet] hi chillerdragon im fan 10:39 <+bridge> [ddnet] hi souly and chillerdragon im fan 11:00 <+bridge> [ddnet] hi bencie im fan 13:24 <+bridge> [ddnet] https://blog.documentfoundation.org/blog/2022/02/02/libreoffice-73-community/ 13:33 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> https://discord.com/channels/252358080522747904/342454474117218334/938411455668179004 13:34 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> please 14:57 <+bridge> [ddnet] His nickname is Monty 😄 15:02 <+bridge> [ddnet] It's a popular name in Scandinavia based on https://en.wikipedia.org/wiki/Moomins 15:03 <+bridge> [ddnet] His nickname is Monty 😄 https://fi.linkedin.com/in/montywi 15:42 <+bridge> [ddnet] In the new hud, what about adding a status icon for some mates? 15:42 <+bridge> [ddnet] Very useful in gores to check if friends failed, because cannot easily pause/spec. 15:42 <+bridge> [ddnet] It's just an idea, instead of multiple zoom-. 15:48 <+bridge> [ddnet] How would you handle 64 player teams? 15:50 <+bridge> [ddnet] Select you mates only. 15:50 <+bridge> [ddnet] You can even use chat, because of autocompletion. 15:50 <+bridge> [ddnet] set_local_mate_checker Wohoo Avolicious 15:50 <+bridge> [ddnet] Up to, let say, 5 tees. 15:50 <+bridge> [ddnet] Then 15:50 <+bridge> [ddnet] unset_local_mate_checker 15:52 <+bridge> [ddnet] Send cmd from chat to console, with some sintax, would be nice too 15:59 <+bridge> [ddnet] Do you have to bei in the Same Team? 16:00 <+bridge> [ddnet] Save/load different configs? 16:01 <+bridge> [ddnet] But you could give IT a try 😅 imho would be to complicated to be used by Most users 16:04 <+bridge> [ddnet] Why save/load config? 16:04 <+bridge> [ddnet] It's a client side only indicator 16:06 <+bridge> [ddnet] I was implementing something like this back in the day, then people told me it'd be useless, so I never finished it up 16:17 <+bridge> [ddnet] @deen why did you implement the super prediction with TEAM_SUPER instead of DDNetCharacter::m_Super? 16:23 <+bridge> [ddnet] I think its a problem with the http master, since ddnet and other servers also have this. 16:23 <+bridge> [ddnet] especially with fuller servers 17:13 <+bridge> [ddnet] Someone remember the map that faked hud icon? 17:13 <+bridge> [ddnet] There was a map that simulated powered hook. 17:13 <+bridge> [ddnet] In that map you are teleported to another identical zone, but everything is hookable. 17:13 <+bridge> [ddnet] Hook icon appear because of parallax. 17:43 <+bridge> [ddnet] probably, didn't know about m_Super 17:44 <+bridge> [ddnet] would be better to use that, before release 17:45 <+bridge> [ddnet] because the client should not think players are in a different team just bcs super is activated 17:45 <+bridge> [ddnet] (idk if you fixed highlighting, for example) 17:45 <+bridge> [ddnet] + that wouldnt need a fix on other servers 20:07 <+ChillerDragon> FRA servers ok? 20:07 <+ChillerDragon> they seem laggy :c 20:18 <+bridge> [ddnet] @heinrich5991 https://news.ycombinator.com/item?id=30181291 20:18 <+bridge> [ddnet] this reminded me of you 20:19 <+bridge> [ddnet] :monkalaugh: 20:36 <+bridge> [ddnet] I agree with the top comments ^^ 21:02 <+bridge> [ddnet] Sounds weird, but I can't run Arctic Frost on the client from source. Other maps works like a charm 21:02 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/938524769039573013/Screenshot_1.png 21:02 <+bridge> [ddnet] If you look at the logs, the map is loading and I am connecting to the server. But after the client requires too much memory and freezes on the loading screen 21:02 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/938524841089323108/MyLog.txt 21:03 <+bridge> [ddnet] simply dont use 32bit 21:04 <+bridge> [ddnet] when I have a lot time™, I'll cut down the memory usage 😄 21:04 <+bridge> [ddnet] better not xd 21:04 <+bridge> [ddnet] I don't see why we can't display a certain map with 2GB 21:05 <+bridge> [ddnet] why not? 21:05 <+bridge> [ddnet] will decrease performance 21:05 <+bridge> [ddnet] doubt that it'll decrease performance 21:05 <+bridge> [ddnet] in fact, I think with the factorio technique, it'd actually increase performance 21:05 <+bridge> [ddnet] i doubt it will not 21:05 <+bridge> [ddnet] i doubt that 21:05 <+bridge> [ddnet] why? 21:06 <+bridge> [ddnet] reusing images is probably slower 21:06 <+bridge> [ddnet] then redrawing, if the scene is not complex enough 21:06 <+bridge> [ddnet] https://tenor.com/x1EU.gif 21:06 <+bridge> [ddnet] how can that happen? each pixel needs to be touched at least once for rendering 21:07 <+bridge> [ddnet] yes but the GPU doesnt like to use memory it writes to 21:07 <+bridge> [ddnet] this requires synchronization 21:07 <+bridge> [ddnet] (sorry for disturbance) 🥷 21:08 <+bridge> [ddnet] well, e.g. if you're zoomed out, it'll definitely improve performance 21:08 <+bridge> [ddnet] the fps go down if I do that on my computer 21:08 <+bridge> [ddnet] my computer can definitely support rendering a static image at 60fps, though 21:10 <+bridge> [ddnet] only problem with zooming out is the maps extended rendering, but yeah it would improve it in this case 21:11 <+bridge> [ddnet] can you explain why factorio saw performance improvements? your reasoning would work against their results as well 21:11 <+bridge> [ddnet] https://www.factorio.com/blog/post/fff-333 21:11 <+bridge> [ddnet] as said 21:11 <+bridge> [ddnet] only worth if the scene is complex enough 21:11 <+bridge> [ddnet] but they only do it for the background 21:11 <+bridge> [ddnet] that seems similarly complex to tw maps 21:11 <+bridge> [ddnet] maybe it is not as good as they say in every case 21:11 <+bridge> [ddnet] well try it out, i bet against it \:P 21:12 <+bridge> [ddnet] > Side note: You might ask, why do we bother with caching the terrain in the first place and not just re-render it from scratch every frame. Short answer is - because Factorio's terrain rendering is insane due to its complicated tile transition rules, and re-rendering it every frame is just not fast enough. 21:13 <+bridge> [ddnet] ah, that says something similar as you do 21:13 <+bridge> [ddnet] i cannot judge on that 21:14 <+bridge> [ddnet] And, the official ddnet 32bit release also cant run heavy maps. Looks like a huge bug 21:14 <+bridge> [ddnet] Ah, the official ddnet 32bit release also cant run heavy maps. Looks like a huge bug 21:14 <+bridge> [ddnet] it can 21:14 <+bridge> [ddnet] with gl 1.x 21:14 <+bridge> [ddnet] also i'd prefer to let 32bit die 21:14 <+bridge> [ddnet] why bother with it 21:14 <+bridge> [ddnet] are u on some arm machine 21:14 <+bridge> [ddnet] 32bits in 2022 21:14 <+bridge> [ddnet] :monkalaugh: 21:15 <+bridge> [ddnet] this is also a windows limitation 21:15 <+bridge> [ddnet] on linux 32bit it seems to work 21:15 <+bridge> [ddnet] its a single huge allocation that fails 21:15 <+bridge> [ddnet] does linux have something like overcommit or smth 21:15 <+bridge> [ddnet] my 32bit android phone can run that xd 21:15 <+bridge> [ddnet] xd 21:15 <+bridge> [ddnet] @Moyoi are you on a 32 bit computer? 21:16 <+bridge> [ddnet] i guess windows allocation just chunks differently, i dunno what the exact difference is 21:16 <+bridge> [ddnet] nope, 64 21:16 <+bridge> [ddnet] then use the 64 bit version, that should work 21:16 <+bridge> [ddnet] Jupstar ✪: maybe address space exhaustion? 21:16 <+bridge> [ddnet] yes it is, thx 21:18 <+bridge> [ddnet] mhh i cant remember if i tried with LARGEADDRESSWARE 21:18 <+bridge> [ddnet] maybe that can work too 21:18 <+bridge> [ddnet] AWARE\* 21:18 <+bridge> [ddnet] but my phone is pure 32bit, so this is defs also a windows problem 21:19 <+bridge> [ddnet] LARGEADDRESSAWARE gives you 4GB instead of 2GB on windows? 21:19 <+bridge> [ddnet] apparently yes 21:20 <+bridge> [ddnet] i dunno what exactly it does, but it fixes allocations, there is a 4gb patch that fixed me some anno game in the past 22:35 <+bridge> [ddnet] Btw todat is 2/2/2022 22:35 <+bridge> [ddnet] Today* 22:39 <+bridge> [ddnet] 2032 INCOMING 22:39 <+bridge> [ddnet] 2038 INCOMING 22:43 <+bridge> [ddnet] Popular wedding day, or why @Ryozuki? 😄 22:43 <+bridge> [ddnet] its cuz its full of 2 22:44 <+bridge> [ddnet] @heinrich5991 https://archlinux.org/news/debug-packages-and-debuginfod/ 22:45 <+bridge> [ddnet] hmm i dont see any info about using this on aur packages 22:54 <+bridge> [ddnet] @Ryozuki wait for 22.02.2022 🙂 22:54 <+bridge> [ddnet] symmetrical 22:54 <+bridge> [ddnet] :poggers: 23:40 <+bridge> [ddnet] That 32bit issue arises due to a complicated series of actions leading to the memory getting just fragmented enough that the new huge chunk wont fit 23:41 <+bridge> [ddnet] s\/actions/allocations/ 23:43 <+bridge> [ddnet] For an instant there we basically have 2 copies of that massive vector on the heap, if one could rework that algorithm such that it can be done in-place, you could fix it