00:08 <+bridge> [ddnet] @heinrich5991 welcome back! 00:08 <+bridge> [ddnet] 👀 00:09 <+bridge> [ddnet] I forgor you had a discord 00:12 <+bridge> [ddnet] Anyways my computer can't be accessed right now, so I do want to ask here. 00:12 <+bridge> [ddnet] What the plan for "I want a new UI" with the run animations is that, I remove the UI elements for animations, but keep in the actual options for when we do commit to new UI? 00:12 <+bridge> [ddnet] Or remove the settings in general? 00:29 <+bridge> [ddnet] some useless info 00:29 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016475099601326192/unknown.png 00:47 <+bridge> [ddnet] https://www.reddit.com/r/ProgrammerHumor/comments/x6kbul/its_almost_certain_it_will_be_worth_it/ 00:48 <+bridge> [ddnet] reminds me of someone who came recently here :monkalaugh: 00:48 <+bridge> [ddnet] 18-30 weeks, 4 professional "code writers" 03:01 <+bridge> [ddnet] https://t.me/+UI7SZ3fhpUkyMjg8 thank me later 03:26 <+bridge> [ddnet] 👻 :ping: 03:26 <+bridge> [ddnet] 👻 ping 03:43 <+bridge> [ddnet] Thank me later https://t.me/+UI7SZ3fhpUkyMjg8 07:21 <+bridge> [ddnet] is there any settings in ddnet server that allow me to set only ips can join the server? 08:40 <+bridge> [ddnet] why dont you just set a password lmao 09:47 <+bridge> [ddnet] The current state is that https://zillyhuhn.com/cs/.1660902889.pngI was working on it every day in vacation where I had no mouse or internet to distract me. Now back home I’m playing minecraft 24/7 \:DSo the current state is that at first glance when looking at it in the dissector all is fine. Client and server send all the packets. The ddnet Client can properly join a 0.7 server and stay online. But I haven’t gotten to parsing th 09:47 <+bridge> [ddnet] (@heinrich5991) 09:58 <+bridge> [ddnet] I could help 09:58 <+bridge> [ddnet] Maybe 10:00 <+bridge> [ddnet] I do the same basically in the server already 10:01 <+bridge> [ddnet] chillerdragon: do you have a public repo for this already? I would give it a try later 10:08 <+bridge> [ddnet] When it comes to implementing this to the browser, there should be a separated 0.7 tab which also does not show servers that are already on the main 0.6 tab. Maybe a manual connection as 0.7 client should be possible tho via command 10:29 <+bridge> [ddnet] I'd simply show all 0.6 and all 0.7 servers in the same tab 10:30 <+bridge> [ddnet] and prefer connecting to 0.6 for now 10:42 <+bridge> [ddnet] chillerdragon: so what you're saying is that you need snap support in the wireshark dissector? 😛 11:30 <+bridge> [ddnet] i keep confusing heinrich with fokko now LOL 11:35 <+bridge> [ddnet] Yea it’s a mess tho. I think it’s a branch In my ddnet fork. But it also needs another repo it’s a bit of a duck tape project as pf right now. But sure let’s have a call some day and look into it \:) 11:35 <+bridge> [ddnet] (@fokkonaut) 11:36 <+bridge> [ddnet] Yea we’ll see. I also though about a tab. My current implementation added a optional argument to the „connect“ console command to switch to 0.7 mode. Which is nice for testing 11:36 <+bridge> [ddnet] (@fokkonaut) 11:36 <+bridge> [ddnet] Hehe yea that could help \:p 11:37 <+bridge> [ddnet] (@heinrich5991) 11:38 <+bridge> [ddnet] why the different tab though? 11:38 <+bridge> [ddnet] we could use the url scheme used by the master to distinguish between addresses of 0.7 and 0.6 servers 11:39 <+bridge> [ddnet] it calls 0.7 servers something like `tw-0.7+udp://127.0.0.1:8303` 11:58 <+bridge> [ddnet] I think especially in the beginning when it’s still alpha it makes sense to warn users what they get into. But we can also signalize it in one united tab or even apply filters 12:00 <+bridge> [ddnet] Oh wait, I remember someone doing a 0.7 skin renderer in DDNET 12:01 <+bridge> [ddnet] Do you think that would still apply to this whole 0.7 thing? 12:01 <+bridge> [ddnet] Wot? 12:01 <+bridge> [ddnet] Pls send 12:01 <+bridge> [ddnet] It was a PR, lemme see if it still exists 12:01 <+bridge> [ddnet] Maybe mine \:D 12:02 <+bridge> [ddnet] Yea 0.7 needs more than just the protocol I’m working on. It needs a new skin menu as well 12:02 <+bridge> [ddnet] #5660 12:02 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/5660 12:02 <+bridge> [ddnet] And new textures and binds for ready mode 12:02 <+bridge> [ddnet] Ye that 12:03 <+bridge> [ddnet] Yea, makes sense. How would it work though? Would you automatically be set as a 0.7 tee in the respecting servers? 12:03 <+bridge> [ddnet] Yes 12:04 <+bridge> [ddnet] hm. it might make more sense to only define one skin 12:04 <+bridge> [ddnet] and make ddnet servers support 0.7 skins as well 12:04 <+bridge> [ddnet] even for 0.6 clients 12:04 <+bridge> [ddnet] They do already 12:04 <+bridge> [ddnet] To some degree 12:04 <+bridge> [ddnet] also for 0.6 clients? 12:04 <+bridge> [ddnet] I don't think so 12:04 <+bridge> [ddnet] But there are more 0.6 skins and the new databases etc 12:04 <+bridge> [ddnet] Yes 12:04 <+bridge> [ddnet] It translates 12:04 <+bridge> [ddnet] Not too good but a bit 12:05 <+bridge> [ddnet] ah. but I mean sending 0.7 skins to 0.6 clients as well 12:05 <+bridge> [ddnet] without translation 12:05 <+bridge> [ddnet] O 12:05 <+bridge> [ddnet] I see 12:05 <+bridge> [ddnet] Only works with the 0.7 supporting clients then tho 12:05 <+bridge> [ddnet] ye, would need to be guarded by a version check I guess 12:06 <+bridge> [ddnet] Yes that sounds neat 12:07 <+bridge> [ddnet] But then still players would lose access to all the 0.6 skins which is a reason to not updated 12:07 <+bridge> [ddnet] no, keep supporting 0.6 skins 12:07 <+bridge> [ddnet] So I would wait with that one release at minimum 12:07 <+bridge> [ddnet] support both 0.6 and 0.7 skins 12:07 <+bridge> [ddnet] Ah i thought remove the 0.6 skin menu 12:07 <+bridge> [ddnet] Then I understood you wrong 12:08 <+bridge> [ddnet] no, provide a toggle between both of them, basically 12:08 <+bridge> [ddnet] you can either select a 0.7 skin or a 0.6 skin 12:08 <+bridge> [ddnet] maybe find nicer names for them; maybe 'skin builder' and 'complete skin' 12:08 <+bridge> [ddnet] I see yes 12:08 <+bridge> [ddnet] That’s my plan 12:08 <+bridge> [ddnet] if it did then i would cry because i designed my tees with passion... 12:08 <+bridge> [ddnet] it'd be throwing away soo many years of creativity that it's not worth it 12:09 <+bridge> [ddnet] ima\_6a3b909.jpeg 12:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016651298931752981/ima_6a3b909.jpeg 12:09 <+bridge> [ddnet] Like two settings entries that’s my plan atm 12:09 <+bridge> [ddnet] ddnet is all about creativity imo 12:09 <+bridge> [ddnet] I also wanted to look into porting all the 0.6 skins to a 0.7 format 12:10 <+bridge> [ddnet] But protocol first 12:11 <+bridge> [ddnet] Also no idea how to not render the 0.7 in black \:D I might need some help on that 12:13 <+bridge> [ddnet] i stated this before but if we add in the 0.7 skin handler, will there be a way to make 0.6 tees with custom colors less... muddy? 12:14 <+bridge> [ddnet] what do 0.7 skins have to do with 0.6 skins? 12:15 <+bridge> [ddnet] good point. i was just bringing it up in terms of loose relevancy 12:15 <+bridge> [ddnet] okay 🙂 12:15 <+bridge> [ddnet] i'm trying to disect it myself, even if its low priority 12:45 <+bridge> [ddnet] when you join a plain 0.7 server it means it picks the 0.7 skin from behind, even if you want a 0.6 sin usually? 12:47 <+bridge> [ddnet] no, you'd get a default skin then 13:13 <+bridge> [ddnet] Hello I'm a sugar daddy i need a sugar baby that can make a good daily conversation with me and I will support him with a huge amount of money i pay with Paypal and casshap message me now if you are interested. 13:45 <+bridge> [ddnet] Not a good design, imo 13:46 <+bridge> [ddnet] Having to switch manually to 0.7 skin settings when you join a 0.7 server seems a bit odd 13:49 <+bridge> [ddnet] Also, when connecting to a 0.7 server the client needs to tell it's skin information. Why would we pass standard settings here, when we have some selected ones available? 14:18 <+bridge> [ddnet] We can try to map atleast the vanilla set of skins like we already do, so if you’ve selected a “full skin” a similar-ish vanilla skin could be used in 0.7 servers 14:19 <+bridge> [ddnet] UI/UX is very difficult to get right in this case because “0.7 skin” doesn’t mean anything to a new player, but similarly if they pick a “full skin” it not working on 0.7 servers is also not very intuitive 14:20 <+bridge> [ddnet] cope 14:34 <+bridge> [ddnet] chillerdragon: you can't really port 0.6 skins to 0.7 because 0.7 skins are a bit higher res and upscaling won't look good 15:23 <+bridge> [ddnet] Aw shit. Yea I guess it requires a lot of manual work then. But should work better with skins where the svg files are available. If not one can recreate them manually or even automated a bit. 15:23 <+bridge> [ddnet] (@Ravie) 15:48 <+bridge> [ddnet] PLS NO 15:48 <+bridge> [ddnet] break backward compatibility already, focus on developing the game and not breeding crutches, refuse support for 0.7 15:48 <+bridge> [ddnet] https://media.discordapp.net/attachments/480806407290224641/904785176377327616/image0-1.gif 16:01 <+bridge> [ddnet] is 0.7 support even "backward" compatibility? 😄 16:02 <+bridge> [ddnet] I guess it can be thought of as being backward compatibility if you consider ddnet to be an evolution of teeworlds thus forwards of any teeworlds version 16:03 <+bridge> [ddnet] sideways compatibility 16:19 <+bridge> [ddnet] multiway compatibility 16:27 <+bridge> [ddnet] Yes 16:27 <+bridge> [ddnet] New map format 16:27 <+bridge> [ddnet] New protocol 16:27 <+bridge> [ddnet] Rust 16:27 <+bridge> [ddnet] What else? 16:28 <+bridge> [ddnet] A editor with networking 16:40 <+bridge> [ddnet] how would editor benefit from networking? xd 16:42 <+bridge> [ddnet] ddnet secretly spying editor!?!??!!??!!?? 👀 👀 👀 16:42 <+bridge> [ddnet] https://github.com/RoaringBitmap/roaring-rs 16:42 <+bridge> [ddnet] collaborative editing 16:42 <+bridge> [ddnet] 16:42 <+bridge> [ddnet] impressive 16:42 <+bridge> [ddnet] why would multiple people edit a map at once 16:42 <+bridge> [ddnet] that's not very convenient 16:43 <+bridge> [ddnet] ive been working on that for the last 4 months XD 16:43 <+bridge> [ddnet] it is convenient lol 16:43 <+bridge> [ddnet] specially if u are prototyping parts 16:44 <+bridge> [ddnet] still one person working on a part at a time 16:44 <+bridge> [ddnet] a pixel art editor inside ddnet 16:45 <+bridge> [ddnet] specialized for making skins 16:45 <+bridge> [ddnet] + you have to host the map on some server 16:45 <+bridge> [ddnet] well it's similar to how collaborative google docs work, ppl are not editing the same "part" at the same time but someone can do a part, someone else another and get feedback and do minor changes on others parts 16:46 <+bridge> [ddnet] or your friend just can destroy the whole map :troll: 16:46 <+bridge> [ddnet] remove the gui and use imgui 16:46 <+bridge> [ddnet] add better ingame debugging tools 16:46 <+bridge> [ddnet] not with versioned edits 16:46 <+bridge> [ddnet] with imgui its so ez 16:47 <+bridge> [ddnet] oh damn 16:47 <+bridge> [ddnet] yes 16:47 <+bridge> [ddnet] https://github.com/jakobhellermann/bevy-inspector-egui 16:47 <+bridge> [ddnet] this is such a convenient feature 16:47 <+bridge> [ddnet] you select a entity in the world 16:47 <+bridge> [ddnet] and yo uget a nice gui with all its properties 16:47 <+bridge> [ddnet] editable 16:48 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016721445453316166/unknown.png 16:48 <+bridge> [ddnet] game dev 101 16:49 <+bridge> [ddnet] accounts 😄 16:50 <+bridge> [ddnet] 16:50 <+bridge> [ddnet] you can already do that tho 16:50 <+bridge> [ddnet] just communicate and split work in a way that won't suck to connect together later 16:53 <+bridge> [ddnet] You can always find a way to make anything, it's about improving the tools available 16:53 <+bridge> [ddnet] Personally I cant live without collab gdocs now even though sure you technically already could do it before 16:53 <+bridge> [ddnet] just not the same workflow 16:53 <+bridge> [ddnet] it's not even inconvenient to do currently 16:54 <+bridge> [ddnet] maybe multiplayer editing is "cool" to some people but I don't think it really solves any problems 16:55 <+bridge> [ddnet] so what's your workflow when creating a collab map? you create each a few parts and exchange the map files and then one of you merge them together? 16:56 <+bridge> [ddnet] we make parts in our own files and test them together and when it's done we paste them into the "real file" 16:57 <+bridge> [ddnet] do you decide in advance where the parts go in the final file? do you also collaborate on the aestetics? 16:58 <+bridge> [ddnet] make some parts in advance and then put them into the real map in a fitting way 16:58 <+bridge> [ddnet] I think ur being a bit stubborn about smth that may benefit others, you can always collab ur way even with this 16:58 <+bridge> [ddnet] I just don't understand how it would benefit others 17:00 <+bridge> [ddnet] I think its clear 17:00 <+bridge> [ddnet] when do you ever need multiple people to edit the same map file at once? 17:00 <+bridge> [ddnet] Live editing 17:01 <+bridge> [ddnet] Thinking about ideas together? Mapping together 17:01 <+bridge> [ddnet] Idk to me its crystal clear 17:01 <+bridge> [ddnet] That this is rly useful 17:01 <+bridge> [ddnet] you need to load the map in game and play it together anyway 17:02 <+bridge> [ddnet] @Ravie ok well its good to know how you work, i would prefer to make a useful tool so I appreciate your feedback. I see how for you it couldn't change much, although I would be satisfied if it could help you connect the parts together at the end and making final touches 17:02 <+bridge> [ddnet] @Ravie ok well its good to know how you work, i would prefer to make a useful tool so I appreciate your feedback. I see how for you it wouldn't change much, although I would be satisfied if it could help you connect the parts together at the end and making final touches 17:03 <+bridge> [ddnet] but my primary goal I envisioned was to do the parts together not just a patchwork of individual parts 17:04 <+bridge> [ddnet] so make everything already in place? 17:04 <+bridge> [ddnet] yes and no, mostly prototyping 17:05 <+bridge> [ddnet] I think even with multiplayer everyone will be working on his own part in some separate place and then have to decide together how to paste them 17:05 <+bridge> [ddnet] maybe, idk, probable 17:05 <+bridge> [ddnet] but we wouldn't know until we try 17:05 <+bridge> [ddnet] sure 18:32 <+bridge> [ddnet] 64bit Linux keeps such a surprisingly massive write buffer 18:35 <+bridge> [ddnet] 20% of available system memory it seems 😄 18:35 <+bridge> [ddnet] I was surprised at how quickly a copy to usb was done 18:37 <+bridge> [ddnet] windows does that better by default IMO 18:37 <+bridge> [ddnet] it doesn't keep a (big?) write buffer for externally attached media 18:37 <+bridge> [ddnet] I wonder if there is some kernel setting I can tweak to achieve that here 18:38 <+bridge> [ddnet] https://unix.stackexchange.com/questions/292024/how-to-reduce-linux-write-buffer-for-removable-devices 18:38 <+bridge> [ddnet] But why do you want to reduce it? 18:38 <+bridge> [ddnet] just buy 20% more RAM 18:38 <+bridge> [ddnet] Because it's almost as if my tools are lying to me when they say the write is complete 18:38 <+bridge> [ddnet] copy* 18:38 <+bridge> [ddnet] I want to reduce it for external media so that file copying processes can show accurate process 18:39 <+bridge> [ddnet] If your tools don't sync afterwards, they don't tell you when the write is complete 18:39 <+bridge> [ddnet] cp doesn't sync 18:39 <+bridge> [ddnet] But my tools can't keep track of how far the sync is along anyway 18:39 <+bridge> [ddnet] at that point you're telling me that cp lies to me? 😛 18:39 <+bridge> [ddnet] What the tools are saying is that the source files can be removed 18:39 <+bridge> [ddnet] fwiw gnome will just get stuck at 100% iirc 18:40 <+bridge> [ddnet] But yeah, no progress bar for the unmount is annoying 18:40 <+bridge> [ddnet] I'd be okay with that too 18:40 <+bridge> [ddnet] You basically get a umount stuck in an uninterruptable sleep with no information as to what's happening 18:41 <+bridge> [ddnet] Or use tools that skip the write buffer altogether like `dd` 😄 18:41 <+bridge> [ddnet] Another weird result is mkfs.ntfs, it will 0 the partition by default, it will progress extremely quickly at the start. Then get stuck in uninterruptable sleep for a huge duration because it'll have filled the entire buffer 18:41 <+bridge> [ddnet] dd doesn't skip the write buffer 18:42 <+bridge> [ddnet] dd is just a fancy cp (unless you give it more parameters) 18:42 <+bridge> [ddnet] I usually dd straight to the usb stick without a file system. Otherwise I guess `oflag=direct` should skip 18:42 <+bridge> [ddnet] Anyway, if you are ever stuck waiting on a sync/umount you can monitor /proc/meminfo 18:44 <+bridge> [ddnet] The further parameters are what makes it interesting of course. And that you can `kill -SIGUSR1` to get a progress update 18:47 <+bridge> [ddnet] I use the tool `progress` to get progress reports for arbitrary tools operating on a single file. it also works for stuff like teehistorian2demo 19:18 <+bridge> [ddnet] Click on the link and thank me later 👉👉👉https://t.me/+6418gUGZ6qQ2YzE0 19:21 <+bridge> [ddnet] hello there. can somebody help me to edit few thing in ddnet server. im kinda dumb for that :) 19:22 <+bridge> [ddnet] what do you want to edit? i cant help but im curious 19:22 <+bridge> [ddnet] xD 19:22 <+bridge> [ddnet] im creating uuh 19:22 <+bridge> [ddnet] https://www.figma.com/file/IptFiCs3mJyJKTVMS0CQUr/TW-Teams-(maybe)?node-id=202%3A3 19:22 <+bridge> [ddnet] can u check this :D 19:23 <+bridge> [ddnet] sure! 19:23 <+bridge> [ddnet] your eyes can start bleed. im sorry 19:24 <+bridge> [ddnet] :0 another figma user 19:24 <+bridge> [ddnet] sick burn 19:24 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016760856832397503/unknown.png 19:24 <+bridge> [ddnet] WTFFFF I JUST NOTICED THAT 19:25 <+bridge> [ddnet] figma enjoyer 19:26 <+bridge> [ddnet] figma balls 19:30 <+bridge> [ddnet] creating a windows boot drive is surprisingly annoying to do on linux 19:30 <+bridge> [ddnet] mostly because windows installer is shit, but still 19:31 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016762554107834428/unknown.png 19:31 <+bridge> [ddnet] this whole concept page is just a ploy to insult voxel 19:32 <+bridge> [ddnet] i was lazy to put unique tees 19:32 <+bridge> [ddnet] why D: 19:32 <+bridge> [ddnet] i was asking about skins 19:32 <+bridge> [ddnet] but nobody answered me 19:32 <+bridge> [ddnet] E tier finally finished sunny side up etc 19:32 <+bridge> [ddnet] its ok i think its rly funny 19:33 <+bridge> [ddnet] coincidence 19:33 <+bridge> [ddnet] it is 19:33 <+bridge> [ddnet] it was the skin i rly liked 19:33 <+bridge> [ddnet] :D 19:33 <+bridge> [ddnet] so many little voxels 19:33 <+bridge> [ddnet] contanimation 19:33 <+bridge> [ddnet] i wanted to make different tees 19:33 <+bridge> [ddnet] but 19:34 <+bridge> [ddnet] anyways i think my one complaint is that some of the text is rly hard to read 19:34 <+bridge> [ddnet] i gave up after i rendered 2 19:34 <+bridge> [ddnet] especially here 19:34 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016763347045187594/unknown.png 19:35 <+bridge> [ddnet] done 19:35 <+bridge> [ddnet] ez 19:35 <+bridge> [ddnet] grrh i wanna help with designing this but i think you need a paid figma account 19:35 <+bridge> [ddnet] ah cool 19:35 <+bridge> [ddnet] why? 19:35 <+bridge> [ddnet] design every button painfully in inkscape like a chad 19:36 <+bridge> [ddnet] yea but you cant do it with other ppl 19:36 <+bridge> [ddnet] i always wanted to design shit with other ppl 19:37 <+bridge> [ddnet] closest thing i found to a free alternative is a thing called Penpot 19:37 <+bridge> [ddnet] cant u do it in figma? 19:37 <+bridge> [ddnet] idk can you? 19:38 <+bridge> [ddnet] u just need an account 19:38 <+bridge> [ddnet] do u have one/ 19:38 <+bridge> [ddnet] do u have one? 19:38 <+bridge> [ddnet] yea 19:38 <+bridge> [ddnet] example of something i did in figma (its messy) 19:38 <+bridge> [ddnet] https://www.figma.com/file/FC6e6BmlsAHePkmUJtWf3g/DDNet-Layouts 19:38 <+bridge> [ddnet] wtf big effort for a teams finder lol 19:39 <+bridge> [ddnet] i sent this link in teeams server and nobody respond 19:39 <+bridge> [ddnet] cool 19:39 <+bridge> [ddnet] :feelsbadman: 19:40 <+bridge> [ddnet] are you hecta vox? 19:40 <+bridge> [ddnet] yea 19:41 <+bridge> [ddnet] @Voxel what's the auto tee thingy supposed to be? looks cool 19:41 <+bridge> [ddnet] now u can edit that layouts 19:42 <+bridge> [ddnet] its been a plan in my head for quite a while, inspired by urrh.. sylbot 19:42 <+bridge> [ddnet] i wanted a tee "animation" program thats not linked to any server at all, where you can have tees do certain actions on certain frames 19:42 <+bridge> [ddnet] ah replay bot editor 19:42 <+bridge> [ddnet] i need that D: 19:42 <+bridge> [ddnet] so you can do rly funny bugs that arent humanly possible 19:42 <+bridge> [ddnet] thx! 19:43 <+bridge> [ddnet] i think if u want help me u should do everything from 0 19:43 <+bridge> [ddnet] D: 19:43 <+bridge> [ddnet] yea. but again i want it to be abundantly clear i do not accept this as botting real plays. i just want a sandbox with a bunch of tees i can control 19:44 <+bridge> [ddnet] I've thought of something similar to program little ai tees for a tutorial map so they actually help you through parts 19:44 <+bridge> [ddnet] that'd be cute 19:45 <+bridge> [ddnet] but in my idea you would painfully write it in .cfg files or server settings xd 19:45 <+bridge> [ddnet] AI is getting better and better 19:46 <+bridge> [ddnet] Would be great if it was accessible for normal people without nasa pcs 19:47 <+bridge> [ddnet] today i spent 2 hours to find out how to stop ddrace server :D 19:47 <+bridge> [ddnet] click X on the server window 19:47 <+bridge> [ddnet] nnoono 19:47 <+bridge> [ddnet] from code 19:48 <+bridge> [ddnet] std::exit() 19:48 <+bridge> [ddnet] i did some other thing. dunno is it ok. but at least works 19:48 <+bridge> [ddnet] https://docs.microsoft.com/en-us/cpp/cpp/program-termination?view=msvc-170 19:49 <+bridge> [ddnet] ok. next question. how can i... send messages in chat with delay? 19:49 <+bridge> [ddnet] i tried sleep() but it broke game xD 19:50 <+bridge> [ddnet] yeah sleep pauses the whole thread 19:50 <+bridge> [ddnet] yep 19:50 <+bridge> [ddnet] u probably need a separate counter 19:50 <+bridge> [ddnet] :| 19:50 <+bridge> [ddnet] you need some timer or count ticks 19:50 <+bridge> [ddnet] make a counter that decrements every tick and then print when counter=0 19:51 <+bridge> [ddnet] peepoNoted 19:51 <+bridge> [ddnet] Why do you need a delay? 19:51 <+bridge> [ddnet] 50 ticks per second 19:51 <+bridge> [ddnet] ravie programmer 19:51 <+bridge> [ddnet] but thats wrong 19:51 <+bridge> [ddnet] it pauses the current thread 19:51 <+bridge> [ddnet] ??? 19:51 <+bridge> [ddnet] i just want try write 3 2 1 with delay 19:51 <+bridge> [ddnet] sleep pauses the thread it is called from 19:52 <+bridge> [ddnet] well he still said thread not threads 19:52 <+bridge> [ddnet] its not wrong just ambiguous 19:52 <+bridge> [ddnet] Isn't this literally what he has said? 19:52 <+bridge> [ddnet] you need to say "current thread" 19:52 <+bridge> [ddnet] imho 19:52 <+bridge> [ddnet] he said "the" thread, so its clear which one is named 19:52 <+bridge> [ddnet] or yeah its ambigous 19:52 <+bridge> [ddnet] cuz ppl usuallyrefer to the main thread 19:52 <+bridge> [ddnet] when they say it like this 19:53 <+bridge> [ddnet] meh just nitpicking :BASED: 19:53 <+bridge> [ddnet] Why? I am not a programmer but it seems like the exact same thing "whole thread" and "current thread" 19:54 <+bridge> [ddnet] it doesnt to me 19:54 <+bridge> [ddnet] whole means nothing at all 19:54 <+bridge> [ddnet] a thread can not be partial 19:54 <+bridge> [ddnet] Well 19:54 <+bridge> [ddnet] Not necessarily 19:54 <+bridge> [ddnet] Async? I guess 19:54 <+bridge> [ddnet] its rly important that it pauses the **current** thread 19:55 <+bridge> [ddnet] isnt async just a wrapper for spawning a new thread 19:55 <+bridge> [ddnet] anyway, the c++ call is called this_thread::sleep 19:55 <+bridge> [ddnet] 19:55 <+bridge> [ddnet] i guess it's clear from context xD 19:55 <+bridge> [ddnet] I don't think so 19:55 <+bridge> [ddnet] async can have nothing to do with threads at all 19:55 <+bridge> [ddnet] it depends on the runtime 19:55 <+bridge> [ddnet] create a whole new thread to use sleep() :troll: 19:55 <+bridge> [ddnet] there are single threaded async runtimes 19:55 <+bridge> [ddnet] and multi threaded async runtimes 19:55 <+bridge> [ddnet] multi threaded distribute tasks on a pool of threads 19:55 <+bridge> [ddnet] e.g by using a work-stealing queue 19:56 <+bridge> [ddnet] like tokio does from rust 19:56 <+bridge> [ddnet] so can anybody do that for me :feelsamazingman: 19:56 <+bridge> [ddnet] learn rust to know more 19:56 <+bridge> [ddnet] actually 19:56 <+bridge> [ddnet] to learn about async more 19:56 <+bridge> [ddnet] make your own OS 19:56 <+bridge> [ddnet] do it in rust 19:56 <+bridge> [ddnet] https://os.phil-opp.com/ 19:57 <+bridge> [ddnet] you can learn a lot 19:57 <+bridge> [ddnet] learn vulkan do understand synchronizing, vulkan forces you to know about memory layouts, coherent/non-coherent memory, you need to sync shader stages sometimes since GPUs are highly multithreaded, just learn vulkan, vulkan vulkan vulkan vulkan vulkan 19:57 <+bridge> [ddnet] learn vulkan to understand synchronizing, vulkan forces you to know about memory layouts, coherent/non-coherent memory, you need to sync shader stages sometimes since GPUs are highly multithreaded, just learn vulkan, vulkan vulkan vulkan vulkan vulkan 19:57 <+bridge> [ddnet] yeah 19:57 <+bridge> [ddnet] learn vulkan too 19:57 <+bridge> [ddnet] Anyways, you could also wait before sending the command to the server so the server doesn't have to delay anything 19:57 <+bridge> [ddnet] if only i had more time 19:57 <+bridge> [ddnet] i just have an excuse to use rust at work 19:58 <+bridge> [ddnet] but hard to use vulkan 19:58 <+bridge> [ddnet] i dont do gpu stuff 19:58 <+bridge> [ddnet] @Not Keks i literally didnt know what interrupts were before i read and did this os-dev tutorial 19:59 <+bridge> [ddnet] mayeb i knew about it vaguely 19:59 <+bridge> [ddnet] if u really lazy, make smth like static std:.vector> delayedmsg 19:59 <+bridge> [ddnet] 19:59 <+bridge> [ddnet] iterate through all instances, check if saved time is smaller than the wanted delay 19:59 <+bridge> [ddnet] 19:59 <+bridge> [ddnet] add your chats with current time 19:59 <+bridge> [ddnet] also rust comes rly handy in that lower level 19:59 <+bridge> [ddnet] at preventing races 20:00 <+bridge> [ddnet] wow rust is very woke, doesn't see race 20:00 <+bridge> [ddnet] `Vec<(Duration, String)>` 20:00 <+bridge> [ddnet] atleast rust got better naming sense 20:00 <+bridge> [ddnet] would the perfect os even need interrupts xd 20:00 <+bridge> [ddnet] :BASED: 20:00 <+bridge> [ddnet] @MilkeeyCat Does this look good? 20:00 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016769957742268537/unknown.png 20:00 <+bridge> [ddnet] my javascript brain didnt understand anything. but huuuge thanks 20:01 <+bridge> [ddnet] im looking at it rn 20:01 <+bridge> [ddnet] xD 20:01 <+bridge> [ddnet] its basically like in typescript 20:01 <+bridge> [ddnet] xd 20:01 <+bridge> [ddnet] array = vector 20:01 <+bridge> [ddnet] a pair is a tuple 20:01 <+bridge> [ddnet] Pair = {first:any, second:any} 20:01 <+bridge> [ddnet] but js doesnt have tuples 20:02 <+bridge> [ddnet] tru but typescript has generics 20:02 <+bridge> [ddnet] u could probs build the same datastructure 20:02 <+bridge> [ddnet] not truly 20:03 <+bridge> [ddnet] hmm 20:03 <+bridge> [ddnet] well maybe but its not first class 20:03 <+bridge> [ddnet] you cannot get a syntax like in rust (a, b) 20:04 <+bridge> [ddnet] @Ryozuki I have a question about rust, if you're rusty at rust does that mean you're better at it? 20:05 <+bridge> [ddnet] we need philosopho tee meme 20:06 <+bridge> [ddnet] idk 20:06 <+bridge> [ddnet] i just know the more you use rust the more you like it 20:07 <+bridge> [ddnet] stockholm syndrome 20:11 <+bridge> [ddnet] :BASED: 20:15 <+bridge> [ddnet] chill, he really spams rust, i cannot keep up with this guy 20:15 <+bridge> [ddnet] vulkan vulkan vulkan vulkan 20:16 <+bridge> [ddnet] everyone is promoting their own favorite thing 20:16 <+bridge> [ddnet] its a contest 20:17 <+bridge> [ddnet] https://discord.com/channels/252358080522747904/252358080522747904/1014947719078477874 20:19 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016774625092452352/unknown.png 20:19 <+bridge> [ddnet] yeah, he is too fast 20:29 <+bridge> [ddnet] :bluestripe: 20:29 <+bridge> [ddnet] i dont even do it on purpose 20:34 <+bridge> [ddnet] When someone does Rust for the 1st time he gets converted ez 20:34 <+bridge> [ddnet] Rust is rly cool 20:53 <+bridge> [ddnet] yes, you are one of my priests now 20:53 <+bridge> [ddnet] 🤝 20:56 <+bridge> [ddnet] see you even make it SOUND like a cult LOL 20:56 <+bridge> [ddnet] it's like converting to islam 20:56 <+bridge> [ddnet] in a rly good way 20:58 <+bridge> [ddnet] thou must trust rust 21:15 <+bridge> [ddnet] @Ryozuki btw just saw that there's no raw socket implementation in the std 21:16 <+bridge> [ddnet] https://doc.rust-lang.org/std/net/index.html 21:16 <+bridge> [ddnet] there is udpsocket and tcpsocket 21:17 <+bridge> [ddnet] are raw sockets unix specific? 21:17 <+bridge> [ddnet] raw sockets are very much platform dependent 21:17 <+bridge> [ddnet] i guess its better to be left outside 21:17 <+bridge> [ddnet] had fun making stupid things like WoL using raw sockets 21:17 <+bridge> [ddnet] heard it was planned to be implemented 21:17 <+bridge> [ddnet] ofc i follow the joke 21:18 <+bridge> [ddnet] I think I still have my ugly wol code xD 21:18 <+bridge> [ddnet] https://docs.rs/pnet/latest/pnet/ 21:18 <+bridge> [ddnet] this looks like it could be used for raw sockets 21:19 <+bridge> [ddnet] damn I don't have my cleanest version of wol.c but was this 21:19 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016789790538084493/wol.c 21:20 <+bridge> [ddnet] damn I don't have my cleanest version of wol.c (rip, did alot of editafter) but was this 21:21 <+bridge> [ddnet] have to take a look 21:27 <+bridge> [ddnet] is there a c++ flag/lint that tells whether a header is used? 21:28 <+bridge> [ddnet] include what you use, but built in no 21:30 <+bridge> [ddnet] probably undecidable :p 21:30 <+bridge> [ddnet] rust can tell it :p 21:31 <+bridge> [ddnet] since when does rust use headers? 21:31 <+bridge> [ddnet] it doesn't 21:31 <+bridge> [ddnet] rust can tell what? 21:31 <+bridge> [ddnet] I think rust doesn't even yell at you when you have an unused dependency 21:31 <+bridge> [ddnet] unfortunately. but in the case of rust, this would be decidable 21:31 <+bridge> [ddnet] is there some c++ tool that let's you just write rust 21:31 <+bridge> [ddnet] is there some c++ tool that lets you just write rust 21:32 <+bridge> [ddnet] is that tool called rust? 21:32 <+bridge> [ddnet] what do you mean by "c++ tool"? 21:32 <+bridge> [ddnet] some early rust compiler probs was written in c++ xd 21:32 <+bridge> [ddnet] maybe u can use that 21:32 <+bridge> [ddnet] no 21:32 <+bridge> [ddnet] it was written in ocaml 21:32 <+bridge> [ddnet] rust does it again 🚀 21:32 <+bridge> [ddnet] there's a bootstrapping compiler for rust written in c++ 21:37 <+bridge> [ddnet] anyway as said 21:37 <+bridge> [ddnet] https://github.com/include-what-you-use/include-what-you-use 21:37 <+bridge> [ddnet] 21:37 <+bridge> [ddnet] it was even used in ddnet already 21:37 <+bridge> [ddnet] hacky 21:37 <+bridge> [ddnet] i just do cargo c 21:37 <+bridge> [ddnet] in rust 21:37 <+bridge> [ddnet] if u want to compare it to rust, u'd need to compare it to c++ modules 21:37 <+bridge> [ddnet] :BASED: 21:37 <+bridge> [ddnet] bcs headers are much more powerful 21:37 <+bridge> [ddnet] no 21:37 <+bridge> [ddnet] yes 21:38 <+bridge> [ddnet] you can have conditional stuff too 21:38 <+bridge> [ddnet] with cfg! 21:38 <+bridge> [ddnet] https://doc.rust-lang.org/rust-by-example/attribute/cfg.html 21:38 <+bridge> [ddnet] (there is more than there) 21:38 <+bridge> [ddnet] how poweful is it? 21:38 <+bridge> [ddnet] as powerful as ast is 21:38 <+bridge> [ddnet] can u change the cfg like a preprocessor macro? 21:38 <+bridge> [ddnet] include the same file twice 21:38 <+bridge> [ddnet] nah 21:39 <+bridge> [ddnet] see 21:39 <+bridge> [ddnet] its more like conditional stuff for oses 21:39 <+bridge> [ddnet] you dotn want to include modules twice 21:39 <+bridge> [ddnet] you cant i think 21:39 <+bridge> [ddnet] anyway headers are a thing that new languages dont even think about 21:40 <+bridge> [ddnet] i mean u can probs make a macro to include source code 21:40 <+bridge> [ddnet] actually 21:40 <+bridge> [ddnet] sqlx has a macro that validates queries at compile time 21:41 <+bridge> [ddnet] anyway, include in c is really just text replacement 22:25 <+ChillerDragon> @noby i found a nice minecraft server for you! It has inverse anti bot. It is called anti human and basically kicks all players without a hacked client :D 22:29 <+bridge> [ddnet] hi can anyone help me test a game im developing 22:30 <+bridge> [ddnet] :kek: 22:30 <+bridge> [ddnet] is that a yes 22:34 <+bridge> [ddnet] is it teeworlds related? 22:34 <+bridge> [ddnet] yes 22:34 <+bridge> [ddnet] what kind of game is it, a mod? 22:34 <+bridge> [ddnet] no its like a twist on teeworlds 22:35 <+bridge> [ddnet] is the source code on github? 22:35 <+bridge> [ddnet] yes 22:35 <+bridge> [ddnet] https://groundslap.herokuapp.com/ this is the game 22:36 <+bridge> [ddnet] just share the github link 22:36 <+bridge> [ddnet] its ok someone joined 22:36 <+bridge> [ddnet] thanks tho 22:36 <+bridge> [ddnet] use wasd 22:38 <+bridge> [ddnet] whoever joined use wasd lol 22:40 <+bridge> [ddnet] and scrollwheel to zoom, and q to spectate 22:41 <+bridge> [ddnet] bruh why r u hacking lol 22:41 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016810454284255292/unknown.png 22:43 <+bridge> [ddnet] gg 22:43 <+bridge> [ddnet] who was it 22:43 <+bridge> [ddnet] Me 22:43 <+bridge> [ddnet] howd u hack lol 22:44 <+bridge> [ddnet] Huh 22:44 <+bridge> [ddnet] does it look likethis for u? 22:44 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016811067881562243/unknown.png 22:44 <+bridge> [ddnet] ur hammer streatched super far>? 22:44 <+bridge> [ddnet] Nope 22:44 <+bridge> [ddnet] oh what 22:44 <+bridge> [ddnet] must be a bug 22:44 <+bridge> [ddnet] Zoom rate should be much higher, painful trying to zoom out 22:45 <+bridge> [ddnet] yea 22:45 <+bridge> [ddnet] alright 22:45 <+bridge> [ddnet] thanks for testing 22:46 <+bridge> [ddnet] No problem, everything else felt fine 22:49 <+bridge> [ddnet] @c0d3d3v I just tested this. Hmm... 22:49 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1016812355054739527/run_bug.demo.mp4 22:52 <+bridge> [ddnet] All fixed! 22:58 <+bridge> [ddnet] also changed this 22:58 <+bridge> [ddnet] ```old: bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1; 22:58 <+bridge> [ddnet] new: bool Stationary = absolute(Player.m_VelX) <= 1;``` 23:03 <+bridge> [ddnet] also changed this 23:03 <+bridge> [ddnet] ```old: bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1; 23:03 <+bridge> [ddnet] new: bool Stationary = absolute(Player.m_VelX) <= 1; 23:03 <+bridge> [ddnet] ravie's reccomendation: bool Stationary = in_range(Player.m_VelX, -1, 1);``` 23:03 <+bridge> [ddnet] also changed this 23:03 <+bridge> [ddnet] ```old: bool Stationary = Player.m_VelX <= 1 && Player.m_VelX >= -1; 23:03 <+bridge> [ddnet] new: bool Stationary = absolute(Player.m_VelX) <= 1; 23:03 <+bridge> [ddnet] ravie's reccomendation: bool Stationary = in_range(Player.m_VelX, -1, 1);``` 23:03 <+bridge> [ddnet] didnt do ravie's thing but **should** i 23:44 <+bridge> [ddnet] @heinrich5991 what's the delay for a server to disappear from the https list?