00:02 <+bridge> [ddnet] You can exclude the labels "to-reproduce" and "discussion" when search for issues, to find the useful ones 00:03 <+bridge> [ddnet] You can exclude the labels "to-reproduce" and "discussion" when searching for issues, to find the useful ones 00:08 <+bridge> [ddnet] one question: why isn't vulkan default rendering engine in ddnet? 01:32 <+bridge> [ddnet] not supported on all machines 02:09 <+bridge> [ddnet] after the tutorial players need to be guided through the GUI - this can be done by making the GUI more intuitive (more elegant solution, but less likely to happen any time soon), or some kind of animated tutorial that highlights a button with a small explanation popping up. there are a lot of things to be explained, so i dont know how to make it not too boring yet. 02:10 <+bridge> [ddnet] 02:10 <+bridge> [ddnet] in particular the things you wrote in your reply to the review should be explained: 02:10 <+bridge> [ddnet] how to join a server 02:10 <+bridge> [ddnet] how to filter by difficulty and region 02:10 <+bridge> [ddnet] how to filter by empty 02:10 <+bridge> [ddnet] how to call a vote to change the map 02:10 <+bridge> [ddnet] how to call a vote to change the map to some 1-2 star novice map 02:10 <+bridge> [ddnet] how to join a team (also how to join it without it dissolving after you die) 02:10 <+bridge> [ddnet] how to call a vote to kick a blocker 02:10 <+bridge> [ddnet] how to use practice mode 02:10 <+bridge> [ddnet] how to connect a dummy 02:10 <+bridge> [ddnet] 02:10 <+bridge> [ddnet] also, it would be good it we could somehow set the expectation, that it is hard to complete a map and it takes time and failing a lot. also it is not lethal to be left behind by one group - the next group that is more your speed might save you and take you with them. 02:19 <+bridge> [ddnet] after the tutorial players need to be guided through the GUI - this can be done by making the GUI more intuitive (more elegant solution, but less likely to happen any time soon), or some kind of animated tutorial that highlights a button with a small explanation popping up. there are a lot of things to be explained, so i dont know yet how to make it not too boring. 02:19 <+bridge> [ddnet] 02:19 <+bridge> [ddnet] in particular the things you wrote in your reply to the review should be explained: 02:19 <+bridge> [ddnet] how to join a server 02:19 <+bridge> [ddnet] how to filter by difficulty and region 02:19 <+bridge> [ddnet] how to filter by empty 02:19 <+bridge> [ddnet] how to call a vote to change the map 02:19 <+bridge> [ddnet] how to call a vote to change the map to some 1-2 star novice map 02:19 <+bridge> [ddnet] how to join a team (also how to join it without it dissolving after you die) 02:19 <+bridge> [ddnet] how to call a vote to kick a blocker 02:19 <+bridge> [ddnet] how to use practice mode 02:19 <+bridge> [ddnet] how to connect a dummy 02:19 <+bridge> [ddnet] 02:19 <+bridge> [ddnet] also, it would be good it we could somehow set the expectation, that it is hard to complete a map and it takes time and failing a lot. also it is not lethal to be left behind by one group - the next group that is more your speed might save you and take you with them. 02:34 <+bridge> [ddnet] Can you help me? I wanted to change my nick but I didn't want to lose my points. Is there a way to transfer the points from my account to my nick? 08:20 <+bridge> [ddnet] So basically like now. It's good that u finally understand the problem 08:21 <+bridge> [ddnet] And if they wouldn't even be there i still could filter them, even without doing something for it 08:21 <+bridge> [ddnet] That's not the reason 09:39 <+bridge> [ddnet] Pretty good reason for me 09:39 <+bridge> [ddnet] What is the even better reason 09:39 <+bridge> [ddnet] :justatest: 09:40 <+bridge> [ddnet] That it is worse than OpenGl? 09:48 <+bridge> [ddnet] Tutorials should be designed with enough hints so that almost anyone can do it. By explaining very basic things like "how to drag another tee through freeze, so that it can help you in turn" we are not allowing the newbie to start feeling like they "solved the riddle on their own" and feel excited. The more tutorials we have, the more things that could have been cool little riddles for new players we make into skills they are required to lear 09:48 <+bridge> [ddnet] 09:48 <+bridge> [ddnet] however, there are quite some things that are very unintuitive about the game, but are commonly used in novice maps, so not understanding those aspects would make people frustrated (i am talking about hammerfly, the fact that you can press buttons while frozen but being hammered, the fact that it makes a difference to align at tiles, in particular sometimes you have to hook someone to be able to hammer them through the wall even though it doe 09:51 <+bridge> [ddnet] It will fall back to OpenGL if Vulkan is not supported. So no, this is not the reason 09:52 <+bridge> [ddnet] THE NAME IT! :harold: 09:52 <+bridge> [ddnet] THEN NAME THE REASON! :harold: 09:52 <+bridge> [ddnet] The reason is simply that we haven't tried it yet 09:52 <+bridge> [ddnet] Also please don't default it for the sake of NVIDIA users 09:53 <+bridge> [ddnet] With the new error messages work fine, we can try it maybe 09:53 <+bridge> [ddnet] ? 09:53 <+bridge> [ddnet] Isn't Vulkan only a good alternative for amd? 09:53 <+bridge> [ddnet] No 09:53 <+bridge> [ddnet] You keep hearing that tho 09:53 <+bridge> [ddnet] No 09:54 <+bridge> [ddnet] :tee_thinking: 09:54 <+bridge> [ddnet] Any source for your claim? 09:55 <+bridge> [ddnet] Interesting. 09:55 <+bridge> [ddnet] ```NVIDIA designs hardware to provide the fastest Vulkan performance for your games and applications. For example, NVIDIA GPUs perform up over 30 percent faster than the nearest competition on games such as Doom Eternal with advanced rendering techniques such as ray tracing.``` 09:56 <+bridge> [ddnet] Interesting. No. I only was told that. 09:56 <+bridge> [ddnet] ```NVIDIA designs hardware to provide the fastest Vulkan performance for your games and applications. For example, NVIDIA GPUs perform up over 30 percent faster than the nearest competition on games such as Doom Eternal with advanced rendering techniques such as ray tracing.``` 09:57 <+bridge> [ddnet] Vulkan is better for every modern hardware 09:57 <+bridge> [ddnet] Interesting. No. I only was told that. Or maybe it was only good for Linux users and performed worse on Windows. Dunno. 09:57 <+bridge> [ddnet] ```NVIDIA designs hardware to provide the fastest Vulkan performance for your games and applications. For example, NVIDIA GPUs perform up over 30 percent faster than the nearest competition on games such as Doom Eternal with advanced rendering techniques such as ray tracing.``` 09:57 <+bridge> [ddnet] Even for your Android phone 10:13 <+bridge> [ddnet] Lmao 10:13 <+bridge> [ddnet] Stupir windows marketint 10:13 <+bridge> [ddnet] Marketing 10:13 <+bridge> [ddnet] Such a bad conpany with their stupid directx fud 11:44 <+bridge> [ddnet] :kek: 11:58 <+bridge> [ddnet] Mh yeah. I think many ppl have many good ideas. One big problem is that we currently solve a lot of problems with the editor we already have, which comes with lot of limitations. Explaining smth like a freeze hammer would be easier if you build up the situation that leads to this. Sadly i doubt any dev is interested into developing a more complex tutorial. Which is more interactive rather than only text based 12:57 <+bridge> [ddnet] We don't fall back on crash though 13:01 <+bridge> [ddnet] Currently we have more problems with opengl tho. 13:01 <+bridge> [ddnet] Tab out crash is the only one that currently directly affects a user. Or do you know any other. Too many skins are hacked l handled with the error update 13:02 <+bridge> [ddnet] Currently we have more problems with opengl tho. 13:02 <+bridge> [ddnet] Tab out crash is the only one that currently directly affects a user. Or do you know any other. Too many skins are handled with the error update 13:14 <+bridge> [ddnet] Am I the only one getting crashes with the new ddnet rls ? 13:15 <+bridge> [ddnet] Send dumps 13:15 <+bridge> [ddnet] Or assert logs 13:15 <+bridge> [ddnet] how to get assert logs? 13:18 <+bridge> [ddnet] Appdata dumps 13:20 <+bridge> [ddnet] So you think it makes sense to default to Vulkan for next release? Would probably also be a good time to add the vulkan error messages and then I can remove the "default to Vulkan" option in Steam which is annoying some people 13:21 <+bridge> [ddnet] I'd say it's worth a try and if it totally falls apart revert 13:21 <+bridge> [ddnet] ok 13:22 <+bridge> [ddnet] Will be released in 4-6 weeks then 13:23 <+bridge> [ddnet] Ok will need to change some hard coded defaults in the source anyway ^^ 14:54 <+bridge> [ddnet] it also performs well for me too now xD i get more fps over time with every new mesa update 15:01 <+bridge> [ddnet] @Jupeyy_Keks actually it is possible to provide directx backend too now right (with dxvk-native)? 15:15 <+bridge> [ddnet] Maybe this is not the right channel to do it, but I want to support this message with a personal experience, and maybe bring this to the attention of many others. 15:15 <+bridge> [ddnet] It took me a whole day to figure out how to edge hook (which doesn't sound much, compared to how long I've been playing..but the point still stands). If someone could have told me I'd learn that in like 2 minutes (aim issues aside). I always thought they had some kind of magical powers to hook through that small gap. It's not a "novice skill" but I think it's present in maybe 2-3 novice maps (kobra 3, seasons). But I understand that is n 15:16 <+bridge> [ddnet] Yes. But i won't touch direct 3d. Indeed the first graphics api i learned was dx9. And the interface was really weird since then i never touched it again xd. I guess direct3d 12 is probably relatively close to vulkan. But then again its also useless, as the support between both is probably similar driver wise 15:17 <+bridge> [ddnet] yea i was thinking about providing dx9 or 11 for older gpus make sense more instead opengl since it is rly bad on windows xd 15:25 <+bridge> [ddnet] I thought I have seen it in Aoe's noob school series, but I haven't found him covering it. 15:25 <+bridge> [ddnet] there are videos like this though: https://www.youtube.com/watch?v=Ae-k60iOYeM 15:26 <+bridge> [ddnet] I doubt you can explain it well enough in-game, that the hitbox expands through the wall when the tee is hugging the wall 15:27 <+bridge> [ddnet] Allowing to edge hook people and hammer them through walls 15:29 <+bridge> [ddnet] Allowing to edge hook people (when they are really in the corner) and hammer them through walls (when you and your mate/dummy kiss the same wall) 15:30 <+bridge> [ddnet] Allowing to edge hook people (when they are really in the corner - found it the easiest to let off the hook only when I am ready to rehook at the same time, so basically when I already have aimed) and hammer them through walls (when you and your mate/dummy kiss the same wall) 15:32 <+bridge> [ddnet] I doubt you can explain it well enough in-game, that the hitbox expands through the wall when the tee is hugging the wall (people ignore the hook here drawings on novice maps for example too, making you have to explain them that they should hook the ground) 15:34 <+bridge> [ddnet] I doubt you can explain it well enough in-game, that the hitbox expands through the wall when the tee is hugging the wall (people ignore the hook here drawings on novice maps for example too, making you have to explain to them that they should hook the ground). I think the only way to teach people how to edge hook would be by showing a video or having the possibility to script entities as the server (-> spawning dummy, moving it, etc.) 15:34 <+bridge> [ddnet] I doubt you can explain it well enough in-game, that the hitbox expands through the wall when the tee is hugging the wall (people ignore the hook here drawings on novice maps for example too, making you have to explain to them that they should hook the ground). I think the only way to teach people how to edge hook would be by showing a video or having the possibility to script entities as the map/server (-> spawning dummy, moving it, etc.) 15:35 <+bridge> [ddnet] I doubt you can explain it well enough in-game, that the hitbox expands through the wall when the tee is hugging the wall (people ignore the hook here drawings on novice maps for example too, making you have to explain to them that they should hook the ground). I think the only way to teach people how to edge hook would be by showing a video or having the possibility to script entities as the map/server (-> spawning dummy, moving it, etc.) 15:36 <+bridge> [ddnet] I doubt you can explain it well enough in-game, that the hitbox expands through the wall when the tee is hugging the wall (people ignore the hook here drawings on novice maps for example too, making you have to explain to them that they should hook the ground). I think the only way to teach people how to edge hook would be by showing a video or having the possibility to script entities as the map/server (-> spawning dummy, moving it, etc.) 15:37 <+bridge> [ddnet] I doubt you can explain it well enough in-game, that the hitbox expands through the wall when the tee is hugging the wall (people ignore the hook here drawings on novice maps for example too, making you have to explain to them that they should hook the ground). I think the only way to teach people how to edge hook would be by showing a video or having the possibility to script entities as the map/server (-> spawning dummy, moving it, etc.) 15:38 <+bridge> [ddnet] But here I am questioning why the game has to offer such tutorials. It should lie in the player to figure out tricks, asking other people or googling for a YouTube video. 15:39 <+bridge> [ddnet] But here I am questioning why the game has to offer such tutorials. It should lie in the players' decision to figure out tricks, ask other people, or googling for a YouTube video. 15:40 <+bridge> [ddnet] But here I am questioning why the game has to offer such tutorials. It should lie in the players' decision to figure out more tricks, ask other people, or googling for a YouTube video. 15:40 <+bridge> [ddnet] But here I am questioning why the game has to offer such tutorials. It should lie in the players' decision to figure out more tricks, ask/watch other people, or googling for a YouTube video. 15:42 <+bridge> [ddnet] But here I am questioning why the game has to offer such tutorials. It should lie in the players' decision to figure out more tricks, ask/watch other people, or googling for a YouTube video. 15:42 <+bridge> [ddnet] Someone pointed out today or yesterday that the "Novice" maps are hard. And I have to partially agree. The maps that are easy aren't actively hosted by any servers because people in general won't vote for a beginner map because they already played those through or don't want to play those. 15:45 <+bridge> [ddnet] But here I am questioning why the game has to offer such tutorials. It should lie in the players' decision to figure out more tricks, ask/watch other people, or googling for a YouTube video. 15:45 <+bridge> [ddnet] Someone pointed out today or yesterday that the "Novice" maps are too hard. And I have to partially agree. The maps that are easy aren't actively hosted by any servers because people in general won't vote for a beginner map because they already played those through or don't want to play those. 15:45 <+bridge> [ddnet] ddnet could provide dedicated servers for those maps. But the problem would be that those will be empty, and people rather join servers with people in them. So you possibly have to force actual noobs through a few solo/dummy maps to make their mechanics and game understanding be good enough to start with a harder map. 15:46 <+bridge> [ddnet] But here I am questioning why the game has to offer such tutorials. It should lie in the players' decision to figure out more tricks, ask/watch other people, or googling for a YouTube video. 15:46 <+bridge> [ddnet] Someone pointed out today or yesterday that the "Novice" maps are too hard. And I have to partially agree. The maps that are easy aren't actively hosted by any servers because people in general won't vote for a beginner map because they already played those through or don't want to play those. 15:46 <+bridge> [ddnet] ddnet could provide dedicated servers for those maps. But the problem would be that those will be empty, and people rather join servers with people in them. So you possibly have to force actual noobs through a few solo/dummy maps to make their mechanics and game understanding be good enough to start with a harder map. Or you fill servers with ddnet bots, which would have to be coded first. 15:49 <+bridge> [ddnet] Allowing to edge hook people (when they are really in the corner - found it the easiest to let off the hook only when I am ready to rehook at the same time, so basically when I already have aimed) and hammer them through walls (when you and your mate/dummy kiss the same 1-tile wide wall/roof) 15:51 <+bridge> [ddnet] Allowing to edge hook people (when they are really in the corner - found it the easiest to let off the hook only when I am ready to rehook at the same time, so basically when I already have aimed) and hammer them through walls (when you and your mate/dummy kiss the same 1-tile wide wall/roof - roof hammering, no clue how I would teach someone to stop running so the dummy hits the roof, and the dragger to hammer when you are at around the s 15:51 <+bridge> [ddnet] Allowing to edge hook people (when they are really in the corner - found it the easiest to let off the hook only when I am ready to rehook at the same time, so basically when I already have aimed) and hammer them through walls (when you and your mate/dummy kiss the same 1-tile wide wall/roof - roof hammering, no clue how I would teach someone to stop running so the dummy hits the roof, and the dragger to hammer when you are at around the s 15:55 <+bridge> [ddnet] But here I am questioning why the game has to offer such tutorials. It should lie in the players' decision to figure out more tricks, ask/watch other people, or googling for a YouTube video. 15:55 <+bridge> [ddnet] Someone pointed out today or yesterday that the "Novice" maps are too hard. And I have to partially agree. The maps that are easy aren't actively hosted by any servers because people in general won't vote for a beginner map because they already played those through or don't want to play those. 15:55 <+bridge> [ddnet] ddnet could provide dedicated servers for those maps. But the problem would be that those will be empty, and people rather join servers with people in them. So you possibly have to force actual noobs through a few solo/dummy maps to make their mechanics and game understanding be good enough to start with a harder map. Or you fill servers with ddnet bots, which would have to be coded first. And maybe combine that with some auto-team logic. 16:14 <+bridge> [ddnet] @Zwelf Do you think it's safe to update official ddnet servers to master branch again? 16:15 <+bridge> [ddnet] in regards to sqlite/sql problems 16:15 <+bridge> [ddnet] I still see lots of ranks in the database twice: 16:15 <+bridge> [ddnet] ``` 16:15 <+bridge> [ddnet] MariaDB [teeworlds]> delete record_race from record_race inner join record_race b on record_race.Map = b.Map and record_race.Name = b.Name and record_race.Time = b.Time and record_race.Timestamp != b.Timestamp and DATE_SUB(b.Timestamp, INTERVAL 1 HOUR) = record_race.Timestamp and record_race.Timestamp >= "2022-12-10" and b.Timestamp >= "2022-12-10"; 16:15 <+bridge> [ddnet] Query OK, 6977 rows affected (16.948 sec) 16:15 <+bridge> [ddnet] ``` 16:24 <+bridge> [ddnet] Hm, maybe they are from servers which didn't restart yet 16:32 <+bridge> [ddnet] I think in general yes. One thing that might be a problem is that we move rows from _backup tables after 1h, but don't consider the time zone. That alone wont explain 6977 duplicate rows (old servers might). 16:41 <+bridge> [ddnet] ``` 16:41 <+bridge> [ddnet] CMake Error at CMakeLists.txt:660 (message): 16:41 <+bridge> [ddnet] You must install Rust and Cargo to compile DDNet 16:41 <+bridge> [ddnet] ``` 16:42 <+bridge> [ddnet] What is cargo? how to download this? 16:42 <+bridge> [ddnet] You need Rust now: https://www.rust-lang.org/tools/install 16:43 <+bridge> [ddnet] Are you on Windows? 16:43 <+bridge> [ddnet] Yes 16:43 <+bridge> [ddnet] my source ddnet 16.6 16:43 <+bridge> [ddnet] You might be the first to try, tell us if it works, there are some Windows instructions on https://forge.rust-lang.org/infra/other-installation-methods.html 16:43 <+bridge> [ddnet] Yes, Rust is a new requirement on DDNet 16.6 16:44 <+bridge> [ddnet] Ow, Can i remove it? 16:46 <+bridge> [ddnet] 1) Quick install via the Visual Studio Community installer 16:46 <+bridge> [ddnet] (free for individuals, academic uses, and open source). 16:46 <+bridge> [ddnet] 16:46 <+bridge> [ddnet] 2) Manually install the prerequisites 16:46 <+bridge> [ddnet] (for enterprise and advanced users). 16:46 <+bridge> [ddnet] 16:46 <+bridge> [ddnet] 3) Don't install the prerequisites 16:46 <+bridge> [ddnet] (if you're targetting the GNU ABI). 16:46 <+bridge> [ddnet] 16:46 <+bridge> [ddnet] wich one? i used CodeBlock and cmake build 16:46 <+bridge> [ddnet] @deen 16:46 <+bridge> [ddnet] We are planning to add features in Rust in the future, so it's not optional 16:46 <+bridge> [ddnet] This was actually my main concern with adding Rust, that it makes building DDNet even more complex 16:47 <+bridge> [ddnet] Can you try the rustup-init.exe from the site I linked? 16:47 <+bridge> [ddnet] But it gives me an error 16:47 <+bridge> [ddnet] how to remove Rust? 16:47 <+bridge> [ddnet] If it's not easy maybe we can also update the instructions we have on how to get DDNet on Visual Studio compiled CC @heinrich5991 16:47 <+bridge> [ddnet] what error? 16:48 <+bridge> [ddnet] CMake Error at CMakeLists.txt:660 (message): 16:48 <+bridge> [ddnet] You must install Rust and Cargo to compile DDNet 16:48 <+bridge> [ddnet] yes i download it 16:48 <+bridge> [ddnet] i used visual studio community 16:50 <+bridge> [ddnet] but i using CodeBlock 16:50 <+bridge> [ddnet] Did you run rustup-init.exe and install the stable version already? If that doesn't help try removing the CMakeCache and CMakeLists.txt to get a fresh cmake run. 16:50 <+bridge> [ddnet] There is some information here: https://learn.microsoft.com/en-us/windows/dev-environment/rust/setup 16:50 <+bridge> [ddnet] i already did and it worked 🙂 16:51 <+bridge> [ddnet] Great, now @Chairn is the new Rust+Windows build expert and will assist @MAhdiyar 😄 16:53 <+bridge> [ddnet] https://discord.com/channels/252358080522747904/293493549758939136/1041024627150962698 16:53 <+bridge> [ddnet] dennis i not really undtrestand why adding rust XD 16:54 <+bridge> [ddnet] you need to install the correct host triplet: x86_64-pc-windows-gnu host 16:54 <+bridge> [ddnet] if you use codeblocks provided compiler which is mingw 16:55 <+bridge> [ddnet] gotta go right now, but ill be back in less than an hour 😉 16:55 <+bridge> [ddnet] oh Charin , Thanks for your heko 16:55 <+bridge> [ddnet] oh Charin , Thanks for your help 16:56 <+bridge> [ddnet] ``` 16:56 <+bridge> [ddnet] info: profile set to 'default' 16:56 <+bridge> [ddnet] info: default host triple is x86_64-pc-windows-msvc 16:56 <+bridge> [ddnet] info: syncing channel updates for 'stable-x86_64-pc-windows-msvc' 16:56 <+bridge> [ddnet] 714.2 KiB / 714.2 KiB (100 %) 607.4 KiB/s in 1s ETA: 0s 16:56 <+bridge> [ddnet] info: latest update on 2022-11-03, rust version 1.65.0 (897e37553 2022-11-02) 16:56 <+bridge> [ddnet] info: downloading component 'cargo' 16:56 <+bridge> [ddnet] 4.0 MiB / 4.0 MiB (100 %) 284.8 KiB/s in 13s ETA: 0s 16:56 <+bridge> [ddnet] info: downloading component 'clippy' 16:56 <+bridge> [ddnet] 2.0 MiB / 2.0 MiB (100 %) 320.7 KiB/s in 7s ETA: 0s 16:56 <+bridge> [ddnet] info: downloading component 'rust-docs' 16:56 <+bridge> [ddnet] 14.8 MiB / 18.9 MiB ( 78 %) 166.4 KiB/s in 51s ETA: 25s 16:56 <+bridge> [ddnet] 16:56 <+bridge> [ddnet] ``` 16:56 <+bridge> [ddnet] thats? 16:56 <+bridge> [ddnet] @deen 16:56 <+bridge> [ddnet] ``` 16:56 <+bridge> [ddnet] info: profile set to 'default' 16:56 <+bridge> [ddnet] info: default host triple is x86_64-pc-windows-msvc 16:57 <+bridge> [ddnet] info: syncing channel updates for 'stable-x86_64-pc-windows-msvc' 16:57 <+bridge> [ddnet] 714.2 KiB / 714.2 KiB (100 %) 607.4 KiB/s in 1s ETA: 0s 16:57 <+bridge> [ddnet] info: latest update on 2022-11-03, rust version 1.65.0 (897e37553 2022-11-02) 16:57 <+bridge> [ddnet] info: downloading component 'cargo' 16:57 <+bridge> [ddnet] 4.0 MiB / 4.0 MiB (100 %) 284.8 KiB/s in 13s ETA: 0s 16:57 <+bridge> [ddnet] info: downloading component 'clippy' 16:57 <+bridge> [ddnet] 2.0 MiB / 2.0 MiB (100 %) 320.7 KiB/s in 7s ETA: 0s 16:57 <+bridge> [ddnet] info: downloading component 'rust-docs' 16:57 <+bridge> [ddnet] 14.8 MiB / 18.9 MiB ( 78 %) 166.4 KiB/s in 51s ETA: 25s 16:57 <+bridge> [ddnet] 16:57 <+bridge> [ddnet] ``` 16:57 <+bridge> [ddnet] that's? 17:01 <+bridge> [ddnet] that is msvc, you need mingw 17:01 <+bridge> [ddnet] See the "info: default host triple is x86_64-pc-windows-msvc" 17:04 <+bridge> [ddnet] where is mingw ? 17:04 <+bridge> [ddnet] i not see 17:06 <+bridge> [ddnet] "default host triple: x86_64-pc-windows-msvc" 17:17 <+bridge> [ddnet] I think there should be a way to run rustup-init with a different compiler, maybe `rustup toolchain install stable-x86_64-pc-windows-gnu` 17:18 <+bridge> [ddnet] Rust is a programming language offering high performance and memory safety, so it's interesting for games 17:22 <+bridge> [ddnet] @deen do you happen to know why "Nieme" is the author of AiP-Gores in the database, but it says "zarnexxx" in the map? https://ddnet.org/maps/AiP-45-Gores/ 17:41 <+bridge> [ddnet] zarnexxx is Nieme's old name 18:07 <+bridge> [ddnet] ah, thanks :) 18:49 <+bridge> [ddnet] @Jupeyy_Keks BIG 18:49 <+bridge> [ddnet] https://www.energy.gov/articles/doe-national-laboratory-makes-history-achieving-fusion-ignition 18:49 <+bridge> [ddnet] https://news.ycombinator.com/item?id=33971377 18:49 <+bridge> [ddnet] https://amp.cnn.com/cnn/2022/12/12/politics/nuclear-fusion-energy-us-scientists-climate/index.html 18:50 <+bridge> [ddnet] > For the first time ever, US scientists at the National Ignition Facility at the Lawrence Livermore National Laboratory in California successfully produced a nuclear fusion reaction resulting in a net energy gain, a source familiar with the project confirmed to CNN. 18:50 <+bridge> [ddnet] i've seen it, but my brother not yet, so i dont wanna judge yet. 18:50 <+bridge> [ddnet] 18:50 <+bridge> [ddnet] e.g. is the material really good enough? 18:50 <+bridge> [ddnet] 18:50 <+bridge> [ddnet] afaik material is the biggest problem for fusion anyway, e.g. if it holds long enough 18:52 <+bridge> [ddnet] 2.05 MJ in, 3.15 MJ out. 18:52 <+bridge> [ddnet] i mean defs cool yeah 😄 18:53 <+bridge> [ddnet] would be a game changer 18:53 <+bridge> [ddnet] then my dream of 18ghz intel cpus using 2 gigawatt h finally becomes true 18:54 <+bridge> [ddnet] the r ation went from 2.2:2.0 ratio to 3.15:2.05 18:54 <+bridge> [ddnet] the ratio went from 2.2:2.0 ratio to 3.15:2.05 18:54 <+bridge> [ddnet] > The recent NIF experiments have jumped up in power. The first shot that started this new chain of research was about 1.7 MJ of energy delivered. Now, 2.15 MJ. However, the output has jumped non-linearly, demonstrating the scaling laws at work. 19:43 <+bridge> [ddnet] In rust how to read a file line by line? I found this when searching https://doc.rust-lang.org/rust-by-example/std_misc/file/read_lines.html. (btw I am trying to do aoc day 1 part 1) 19:49 <+bridge> [ddnet] https://doc.rust-lang.org/std/io/trait.BufRead.html#method.read_line 19:49 <+bridge> [ddnet] note 19:49 <+bridge> [ddnet] always wrap big files in a bufreader 19:49 <+bridge> [ddnet] rust doesnt do buffered reader unless u ask for it 19:50 <+bridge> [ddnet] https://doc.rust-lang.org/std/fs/struct.File.html 19:50 <+bridge> [ddnet] @Jupeyy_Keks can you check the checkmarks so we know thay you checked them and did the thing and things and everything is fine :saddo: 19:51 <+bridge> [ddnet] i always at least minimally test my changes 19:51 <+bridge> [ddnet] (except i am writing from mobile or smth like that xD) 19:54 <+bridge> [ddnet] https://tenor.com/view/just-make-it-happen-curtis-payne-tyler-perrys-house-of-payne-just-do-it-do-what-you-must-gif-19167311 20:49 <+bridge> [ddnet] I have no idea why this "works" but it does print all the lines :kek: 20:49 <+bridge> [ddnet] ```rust 20:49 <+bridge> [ddnet] use std::io; 20:49 <+bridge> [ddnet] use std::io::prelude::*; 20:49 <+bridge> [ddnet] use std::io::BufReader; 20:49 <+bridge> [ddnet] use std::fs::File; 20:50 <+bridge> [ddnet] 20:50 <+bridge> [ddnet] fn main() -> io::Result<()> { 20:50 <+bridge> [ddnet] let inpfn = "../input"; 20:50 <+bridge> [ddnet] 20:50 <+bridge> [ddnet] let f = File::open(inpfn)?; 20:50 <+bridge> [ddnet] let mut reader = BufReader::new(f); 20:50 <+bridge> [ddnet] let mut buffer = String::new(); 20:50 <+bridge> [ddnet] 20:50 <+bridge> [ddnet] while reader.read_line(&mut buffer).expect("hehe") != 0 { 20:50 <+bridge> [ddnet] println!("{buffer}"); 20:50 <+bridge> [ddnet] buffer.clear(); 20:50 <+bridge> [ddnet] } 20:50 <+bridge> [ddnet] Ok(()) 20:50 <+bridge> [ddnet] } 20:50 <+bridge> [ddnet] ``` 20:50 <+bridge> [ddnet] Ok(()) 20:51 <+bridge> [ddnet] 🍻 20:52 <+bridge> [ddnet] I have no idea what that does either 20:52 <+bridge> [ddnet] nice! 20:52 <+bridge> [ddnet] would you like some improvements right now or rather nah? 20:53 <+bridge> [ddnet] improvements as in 'a bit cleaner code', not as in 'more correct' 20:53 <+bridge> [ddnet] sure :D 20:56 <+bridge> [ddnet] if you are going to read the entire file anyways, you can just read it into a string directly. 20:56 <+bridge> [ddnet] ```rs 20:56 <+bridge> [ddnet] let mut input = String::new(); 20:57 <+bridge> [ddnet] File::open(path)?.read_to_string(&mut input)?; 20:57 <+bridge> [ddnet] ``` 20:57 <+bridge> [ddnet] a string is usually more flexible to work with, and you read the entire file anyways 20:58 <+bridge> [ddnet] and a string also has `.lines()`, which you can also just iterate over 20:58 <+bridge> [ddnet] ```rs 20:58 <+bridge> [ddnet] for line in input.lines() { 20:58 <+bridge> [ddnet] println!("{line}"); 20:58 <+bridge> [ddnet] } 20:58 <+bridge> [ddnet] ``` 20:58 <+bridge> [ddnet] `line` is of the type `&str`, so no further allocations are made 20:59 <+bridge> [ddnet] and this way you don't have to do all the buffer operations :) 20:59 <+bridge> [ddnet] nice I'm trying it out :D 21:02 <+bridge> [ddnet] yeah a lot better thanks :D 21:02 <+bridge> [ddnet] yw! 21:32 <+bridge> [ddnet] will never be possible with silicon based technology 21:33 <+bridge> [ddnet] Ok first part of day 1 done :D code: ```rust 21:33 <+bridge> [ddnet] use std::io; 21:33 <+bridge> [ddnet] use std::io::prelude::*; 21:33 <+bridge> [ddnet] use std::fs::File; 21:33 <+bridge> [ddnet] use std::str::FromStr; 21:33 <+bridge> [ddnet] 21:33 <+bridge> [ddnet] fn main() -> io::Result<()> { 21:33 <+bridge> [ddnet] let mut elfn = 1; 21:33 <+bridge> [ddnet] let mut max = 0; 21:33 <+bridge> [ddnet] let mut cur = 0; 21:33 <+bridge> [ddnet] 21:33 <+bridge> [ddnet] let inpfn = "../input"; 21:33 <+bridge> [ddnet] 21:33 <+bridge> [ddnet] let mut input = String::new(); 21:33 <+bridge> [ddnet] File::open(inpfn)?.read_to_string(&mut input)?; 21:33 <+bridge> [ddnet] 21:33 <+bridge> [ddnet] for line in input.lines() { 21:33 <+bridge> [ddnet] println!("{line}"); 21:33 <+bridge> [ddnet] if line.is_empty() { 21:33 <+bridge> [ddnet] elfn += 1; 21:33 <+bridge> [ddnet] if cur > max { 21:33 <+bridge> [ddnet] println!("{cur} more than {max}"); 21:33 <+bridge> [ddnet] max = cur; 21:33 <+bridge> [ddnet] } 21:33 <+bridge> [ddnet] cur = 0; 21:33 <+bridge> [ddnet] 21:33 <+bridge> [ddnet] } else { 21:33 <+bridge> [ddnet] cur += i32::from_str(line).unwrap(); 21:33 <+bridge> [ddnet] } 21:33 <+bridge> [ddnet] } 21:34 <+bridge> [ddnet] 21:34 <+bridge> [ddnet] never say never, im elon musk, buy what i say 21:34 <+bridge> [ddnet] you know that current cpus have roughly same power density as nuclear reactor? 21:34 <+bridge> [ddnet] and now? 21:34 <+bridge> [ddnet] what do you mean now? current is now? 21:35 <+bridge> [ddnet] what does that change 21:35 <+bridge> [ddnet] use different materials 21:35 <+bridge> [ddnet] use the sun for raytracing 21:35 <+bridge> [ddnet] whats the problem 21:37 <+bridge> [ddnet] praise the sun 🌻 21:41 <+bridge> [ddnet] https://tenor.com/view/dark-souls-praise-gif-25000256 21:41 <+bridge> [ddnet] Or use BufReader 21:42 <+bridge> [ddnet] But ig reading all at once doesn't change anything 21:42 <+bridge> [ddnet] (idk) 21:42 <+bridge> [ddnet] Actually you can optimise ur code down to 0 lines, just read that file, same result :greenthing: 21:44 <+bridge> [ddnet] Actually you can optimise ur code down to 0 lines, just open that file, same result :greenthing: 21:45 <+bridge> [ddnet] Ah didn't see he used BufReader before, but it has the function `lines` instead of readline, but ig similar to Patiga's solut 22:50 <+bridge> [ddnet] somewhere in the universe some aliens are spying on this convo thinking "SILOCONE :lookAtThisDude:" 22:50 <+bridge> [ddnet] somewhere in the universe some aliens are spying on this convo thinking "SILICONE :lookAtThisDude:" 22:50 <+bridge> [ddnet] weird aliens 22:56 <+bridge> [ddnet] In the alien's eyes, we're just some weird little aliens referring to them as aliens 22:56 <+bridge> [ddnet] In the aliens eyes, we're just some weird little aliens referring to them as aliens 23:15 <+bridge> [ddnet] In Germany it's already funny 23:15 <+bridge> [ddnet] Silicone=Silikon 23:15 <+bridge> [ddnet] Silicon=Silizium 23:16 <+bridge> [ddnet] Yes in Germany. The joke only works inside Germany's borders