00:19 <+bridge> [ddnet] @Not Keks 00:19 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/974797950100316201/unknown.png 02:05 <+bridge> [ddnet] how susceptible to bugs is swap on team 0? 02:05 <+bridge> [ddnet] dangerous move, no? 08:28 <+bridge> [ddnet] How do i play a submitted DDNet map from discord? 08:34 <+bridge> [ddnet] https://discord.com/channels/252358080522747904/455392314173554688/778354639589998613 08:37 <+bridge> [ddnet] i've read that, but what do i do with the file that i'm given 08:38 <+bridge> [ddnet] use vote menu 08:38 <+bridge> [ddnet] tater doing god's work over here 08:40 <+bridge> [ddnet] what vote menu? 08:41 <+bridge> [ddnet] what vote menu? 08:41 <+bridge> [ddnet] i don't know what that is 08:41 <+bridge> [ddnet] esc > call vote 08:41 <+bridge> [ddnet] oh in-game 08:43 <+bridge> [ddnet] i have a file though, what do I do with a file 08:44 <+bridge> [ddnet] i have a file though, what do I do with a file? 08:44 <+bridge> [ddnet] start lan server in home screen 08:45 <+bridge> [ddnet] if file is from #πŸ“¬submit-maps then it will be in vote menu on test server 08:49 <+bridge> [ddnet] thank you 08:53 <+bridge> [ddnet] xd real life stories 11:26 <+bridge> [ddnet] wtff the log is still not filtered in F1 11:26 <+bridge> [ddnet] btff the log is still not filtered in F1 11:26 <+bridge> [ddnet] btw the log is still not filtered in F1 11:26 <+bridge> [ddnet] xd 11:26 <+bridge> [ddnet] should be done before release probs 11:28 <+bridge> [ddnet] @gerdoe can you pm me your config later? i want to test the text assert you get 11:28 <+bridge> [ddnet] 11:28 <+bridge> [ddnet] this is not backend code so i dont see why i should not be able to reproduce it if it happens always for you 11:33 <+bridge> [ddnet] @gerdoe are u also on nvidia btw? and do the crashes happen since a few days only? πŸ˜„ 11:43 <+bridge> [ddnet] @cheeser0613 does the crash not happen in ddnet 16.0.x? 11:44 <+bridge> [ddnet] didnt happen 11:44 <+bridge> [ddnet] Are the bench demo files used for anything? 11:44 <+bridge> [ddnet] only on 16.1 11:44 <+bridge> [ddnet] mh ok 11:44 <+bridge> [ddnet] but it does have a huge lag when i switch the windows 11:44 <+bridge> [ddnet] so if u now select 16.0 it works? 11:45 <+bridge> [ddnet] so it might be the driver problem 11:45 <+bridge> [ddnet] both version have huge lag when i switch windows but so far only 16.1 crash 11:45 <+bridge> [ddnet] ok do u have FSAA on? 11:46 <+bridge> [ddnet] 0 11:46 <+bridge> [ddnet] but it uses the same GPU on both versions? 11:46 <+bridge> [ddnet] 11:46 <+bridge> [ddnet] purple text in f1 11:47 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/974971241637245008/unknown.png 11:47 <+bridge> [ddnet] so its intel 11:47 <+bridge> [ddnet] not nvidia 11:48 <+bridge> [ddnet] is one maybe using nvidia the other intel? 11:48 <+bridge> [ddnet] weird, just now i can change it to nvidia but now i cant change it 11:49 <+bridge> [ddnet] we had a change to detect igpus, but they should still have less priority than real gpus 12:17 <+bridge> [ddnet] I have some performance issues for my webgl renderer of tw maps, especially when editing. Are there optimizations implemented in tw's renderer ? I was thinking splitting vbos in chunks, or greedy meshing, idk 12:17 <+bridge> [ddnet] I have some performance issues for my webgl renderer of tw maps, especially when editing. Are there optimizations implemented in tw's renderer ? I was thinking splitting vbos in chunks, or greedy meshing, or rendering only visible parts, idk 12:18 <+bridge> [ddnet] well only rendering visible chunks sounds sane πŸ˜„ 12:18 <+bridge> [ddnet] well I don't have chunks atm haha 12:19 <+bridge> [ddnet] maybe we should try out `-fsanitize-undefined-trap-on-error` 12:19 <+bridge> [ddnet] its like a minor ubsan version just with trapping instructions instead of any real output 12:20 <+bridge> [ddnet] no idea of the performance cost 12:20 <+bridge> [ddnet] but it works on mingw 12:20 <+bridge> [ddnet] generally speaking splitting vbos is not a good idea 12:21 <+bridge> [ddnet] the gpu wants no buffer changes 12:21 <+bridge> [ddnet] better do more draw calls 12:21 <+bridge> [ddnet] @k2d222 funnily enough I'm currently also writing a `twgpu` rust crate for rendering teeworlds stuff, currently I only have map rendering, but still need to optimize some stuff, am cpu bound right now ^^ 12:21 <+bridge> [ddnet] wgpu in action :poggers: 12:22 <+bridge> [ddnet] @Patiga when release to test πŸ˜„ 12:22 <+bridge> [ddnet] The thing is, I'm doing a map editor so a lot of mesh editing is going on and when editing e.g. the game layer with millions of tiles it hangs 12:22 <+bridge> [ddnet] ~50-100ms per tile 12:23 <+bridge> [ddnet] @deen maybe you can look into it if you have time, we still have so many hard to reproduce issues, and i kinda think not all asserts must be triggered by the statement but can be memory overflows or other bugs that just lead to them 12:23 <+bridge> [ddnet] aaaaah soon ℒ️ 12:23 <+bridge> [ddnet] Do you think it could be ported to wasm ? 12:23 <+bridge> [ddnet] yes, it also works on the web :) 12:24 <+bridge> [ddnet] always 2 steps ahead @Patiga ! 12:24 <+bridge> [ddnet] mh yeah thats a hard mission you are on πŸ˜„ 12:25 <+bridge> [ddnet] could maybe allocate the whole map as one buffer 12:25 <+bridge> [ddnet] and just disable index == 0 12:25 <+bridge> [ddnet] gpu side 12:25 <+bridge> [ddnet] @k2d222 so far on my approach, tilemaps are literally 2d textures on the gpu, so editing tiles could be quite easy ^^ 12:25 <+bridge> [ddnet] or just rebuild the index buffer 12:25 <+bridge> [ddnet] how to reproduce? what is not filtered? 12:26 <+bridge> [ddnet] i get pretty much all dbg_msg messages 12:28 <+bridge> [ddnet] @Not Keks now that I know that I'm cpu bound I figured out that I need to work on envelopes, so far I just have the very naive approach of sampling the envelope with 0 knowledge each frame, with linear search through the points. when I turn off envelopes, I get roughly 50% more frames :d 12:29 <+bridge> [ddnet] but I suppose I can swallow my pride and try to do the first release before the first planned refactor and actual optimizations 12:30 <+bridge> [ddnet] tbh quads are also not insanly optimized on ddnet 12:30 <+bridge> [ddnet] @Not Keks yes, all dbg_msgs is intended 12:30 <+bridge> [ddnet] tile layers maybe most 12:30 <+bridge> [ddnet] 12:30 <+bridge> [ddnet] then particles 12:30 <+bridge> [ddnet] 12:30 <+bridge> [ddnet] then text 12:30 <+bridge> [ddnet] 12:30 <+bridge> [ddnet] rest still kinda sucks πŸ˜„ 12:30 <+bridge> [ddnet] but thats insane spam 12:30 <+bridge> [ddnet] everything with `log_info` and above, `dbg_msg` counts as `log_info` 12:30 <+bridge> [ddnet] older clients printed much less 12:31 <+bridge> [ddnet] why cant we use console_log_level 12:31 <+bridge> [ddnet] if you want to hide some message, we can move it from `dbg_msg` to `log_debug` or `log_trace` 12:31 <+bridge> [ddnet] you should be able to use console_log_level 12:31 <+bridge> [ddnet] with console_log_level, you can also enable log_debug or log_trace in f1 12:32 <+bridge> [ddnet] yes but pretty much everything is written for dbg_msg πŸ˜„ 12:32 <+bridge> [ddnet] yes, that was my rationale for including it 12:32 <+bridge> [ddnet] so people can send more accurate logs when they have a problem 12:32 <+bridge> [ddnet] why isnt Console Printing just one level higher? 12:32 <+bridge> [ddnet] so its like before 12:32 <+bridge> [ddnet] yes i understand that 12:33 <+bridge> [ddnet] but console_log_level could also be updated on fly and write old messages 12:33 <+bridge> [ddnet] i just fear that most ppls use f1 for reading chat messages 12:34 <+bridge> [ddnet] and now it sends so much stuff, vulkan info, http infos 12:34 <+bridge> [ddnet] maybe the vulkan stuff could be moved to log_debug? 12:34 <+bridge> [ddnet] I'd also like some filtering for log tag, so people can view only chat if they want 12:34 <+bridge> [ddnet] yea, that would also be nice, but I couldn't figure out a nice design for this 12:35 <+bridge> [ddnet] I guess one could just save all messages even though it might drop messages that are still shown(?) 12:36 <+bridge> [ddnet] but anyway then i'll move stuff to log_debug for now 12:36 <+bridge> [ddnet] another settings for f1 messages 12:36 <+bridge> [ddnet] like cl_show_console_messages debug 12:36 <+bridge> [ddnet] ah oh 12:36 <+bridge> [ddnet] don't listen me xd 12:36 <+bridge> [ddnet] never 12:37 <+bridge> [ddnet] xd 13:11 <+bridge> [ddnet] before the GPU info was directly visible after client start, but the background menu map spams the loading now 13:11 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/974992307831046154/unknown.png 13:12 <+bridge> [ddnet] also stuff like this, is rarely useful probably 13:12 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/974992604355784774/unknown.png 13:33 <+bridge> [ddnet] add redactor skin 14:01 <+bridge> [ddnet] i restart my pc and test again for few times i think it just something wrong with new nvidia driver 14:01 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/975004885613420644/unknown.png 14:02 <+bridge> [ddnet] it even show this to me after i restart my pc:kek: 14:02 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/975005172344455189/XS8QG_Z3KVMJF2RCAM.png 14:03 <+bridge> [ddnet] gtx 1050 ti, doubt 14:03 <+bridge> [ddnet] remember he is from china 14:03 <+bridge> [ddnet] they have weird extra products there πŸ˜„ 14:03 <+bridge> [ddnet] if tw cannot it, then it's a chinese copy 14:04 <+bridge> [ddnet] if tw cannot recognise it, then it's a chinese copy 14:04 <+bridge> [ddnet] i think there is a gtx 1050 in china 14:04 <+bridge> [ddnet] nop im from malaysia 14:04 <+bridge> [ddnet] okx d 14:04 <+bridge> [ddnet] are you on rc? 14:04 <+bridge> [ddnet] doesn't matter, but the product, where it came from is all matters 14:04 <+bridge> [ddnet] yes 14:04 <+bridge> [ddnet] hm 14:04 <+bridge> [ddnet] but u have background map off 14:05 <+bridge> [ddnet] since i have ur config now πŸ˜‰ XD 14:05 <+bridge> [ddnet] xd 14:05 <+bridge> [ddnet] you even now half of my teefriends :o 14:05 <+bridge> [ddnet] know* 14:05 <+bridge> [ddnet] ez 17:51 <+bridge> [ddnet] is there an api to get all the map information? 17:51 <+bridge> [ddnet] like: mapname, difficulty, mapper, stars, points release date etc 17:57 <+bridge> [ddnet] no api but you can use raw list at https://ddnet.tw/stats/ 17:57 <+bridge> [ddnet] I wanted to make one, but there is one by TsFreddie: https://api.teeworlds.cn/ddnet/maps/Fiji 17:57 <+bridge> [ddnet] (at the bottom) 17:57 <+bridge> [ddnet] I stand corrected 17:58 <+bridge> [ddnet] πŸ˜„ 17:59 <+bridge> [ddnet] ahh really cool πŸ™‚ 17:59 <+bridge> [ddnet] thansk 18:00 <+bridge> [ddnet] thanks 18:00 <+bridge> [ddnet] imagine KoG would have something like that :kekw: 18:01 <+bridge> [ddnet] Hmm, that's not up to date though 18:02 <+bridge> [ddnet] https://api.teeworlds.cn/ddnet/players/ 18:02 <+bridge> [ddnet] 18:02 <+bridge> [ddnet] the top 5 are correct with points 18:02 <+bridge> [ddnet] and the new map "Weapon Finals" are in the list 18:02 <+bridge> [ddnet] The points are inaccurate 18:03 <+bridge> [ddnet] yea i will check it and track it 18:03 <+bridge> [ddnet] I see, I didn't know how TsFreddie gets the data, I thought he was scraping the website 18:03 <+bridge> [ddnet] I guess I'll add an api now 18:03 <+bridge> [ddnet] πŸ‘€ 18:03 <+bridge> [ddnet] He might be scraping slower 18:03 <+bridge> [ddnet] Similar to the players: https://ddnet.tw/players/?json2=deen 18:03 <+bridge> [ddnet] if you are a player who love stats and comapare each others i would be really cool 18:04 <+bridge> [ddnet] Well, most players don't use APIs πŸ˜„ 18:04 <+bridge> [ddnet] Ah like that. I really want to re-do the site in a modern way 18:04 <+bridge> [ddnet] or like this: https://info2.ddnet.tw/info?name=deen 18:04 <+bridge> [ddnet] true 18:05 <+bridge> [ddnet] I try to create a stats bot for private usage and want to scrap KoG and ddnet servers/websites... but is much easier to scrap for ddnet 18:05 <+bridge> [ddnet] should've asked for api before you started scraping 18:05 <+bridge> [ddnet] I had it on my todo list for a while 18:06 <+bridge> [ddnet] i already asked twice for api but there is more work for KoG 2.0 right now maybe he will do it in the future... the problem with kog website is that is async is like you need to wait "a whole day" that the website got all the information to display 18:07 <+bridge> [ddnet] I don't mean KoG, I meant for DDNet 18:07 <+bridge> [ddnet] ahhh 18:07 <+bridge> [ddnet] (I have nothing to do with KoG) 18:07 <+bridge> [ddnet] yea ik 18:07 <+bridge> [ddnet] @Learath2 see, someone appreciates my website style of static stuff and only returning simple html! 18:07 <+bridge> [ddnet] :D 18:08 <+bridge> [ddnet] static > dynamic for the 80% of the website xD 18:08 <+bridge> [ddnet] (My idea of a modern website isn't as modern as you'd think. I'd probably do a php site, so it'd return simple html too) 18:09 <+bridge> [ddnet] ok 18:10 <+bridge> [ddnet] Like news, maps, info, and much more can be static but sites like user profile need to get loaded dyn 19:24 <+bridge> [ddnet] we don't have a function to get the actual server address we're connected to? 19:25 <+bridge> [ddnet] from game code 19:26 <+bridge> [ddnet] IClient::ServerAddress? 19:26 <+bridge> [ddnet] or is that not updated? 19:27 <+bridge> [ddnet] that's just a random string that the user entered 19:27 <+bridge> [ddnet] it doesn't tell you what the client ultimately connected to 19:28 <+bridge> [ddnet] I guess I'll just add a method for it 19:31 <+bridge> [ddnet] you can just dl the database here https://ddnet.tw/stats/sql.js/ and run your own queries i guess 19:31 <+bridge> [ddnet] but tbh not sure how accurate it is or when it refreshes 19:33 <+bridge> [ddnet] better than scraping 19:35 <+bridge> [ddnet] I guess happens early in the morning. That is the latest entry. 19:35 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/975088873900245082/unknown.png 19:35 <+bridge> [ddnet] updates once per day 19:38 <+bridge> [ddnet] Setup the repo for the web map editor at https://github.com/k2d222/twwe 19:38 <+bridge> [ddnet] and a demo server is (sometimes) running at http://tw.thissma.fr (without tls, not setup yet) 19:38 <+bridge> [ddnet] (...and it even works on mobile πŸ˜†) 19:47 <+bridge> [ddnet] @KDaniel done: https://ddnet.tw/maps?json=Fiji 19:48 <+bridge> [ddnet] ah, it's missing the game tiles, one second 19:50 <+bridge> [ddnet] done 20:17 <+bridge> [ddnet] Thanks, I will check it out if I'm home :) 20:52 <+bridge> [ddnet] no responses here, rip 20:57 <+bridge> [ddnet] not planned 21:05 <+bridge> [ddnet] Could be awesome especially for racing 21:25 <+ScReeNy> Hey, ive been a bit inactive and found some weird behaviour while playing with a friend. Is it intended that you can finish maps twice in team 0? If so would be suprised, because it appears to be sortof breaking the team 0 ladder 21:29 <+bridge> [ddnet] if you go finish and go back to the start, you can start a legitimate race twice 21:29 <+bridge> [ddnet] hasn't it always been like that? 21:29 <+ScReeNy> It hasent been like this before as i remember. 21:31 <+ScReeNy> well im talking about 1-2 years ago, the last times i did something similar in cheats 21:51 <+ScReeNy> mh i tested versions guess im wrong