00:33 < bridge_> is there a way to view demos at speeds higher than 64 00:34 < bridge_> oh there is but it makes my game lag like crazy 00:46 < bridge_> hello 00:46 < bridge_> 00:46 < bridge_> This new software creates 100% AUTOMATED 00:46 < bridge_> 00:46 < bridge_> CRYPTOCURRENCY Sites to get 50% FOR LIFE 00:46 < bridge_> 00:46 < bridge_> automated commissions from COINBASE, BINANCE 00:46 < bridge_> 00:46 < bridge_> and many others... Claim your first BITC0IN commissions 00:46 < bridge_> Message manager on Telegram 00:46 < bridge_> 👇 👇 👇 00:46 < bridge_> https://t.me/PROFITSWITHSTEVE 00:57 < bridge_> defs a Feature 00:57 < bridge_> (@teero777) 01:42 < bridge_> amazing. we needed a reproducer for this issue for a long time ^^ 02:35 < bridge_> when two issues love eachother very much... 07:56 < bridge_> BTC price dropped. Financial advice from chiler buy it when it cheap. 08:10 < bridge_> how buy the coin 08:23 < bridge_> Consult your financial advisor to find a trustworthy broker 08:44 < bridge_> my financial advisor LOL 08:44 < bridge_> u think i have a financial advisor? 10:26 < bridge_> I can lend you mine\: mr jupsti 10:40 < bridge_> chillerdragon\: u sittin in matrix i see 11:54 < bridge_> How to redo the updates? 11:54 < bridge_> 11:54 < bridge_> Is it possible to make it so that when the client starts, it checks the repository on GitHub, and automatically updates if there are changes? 13:42 < bridge_> chillerdragon: please don't advertise pyramid schemes in #developer 15:07 < bridge_> pyramid schemes = 0.7 :thonk: 15:42 < bridge_> Which pyramid? 15:42 < bridge_> (@deen) 15:42 < bridge_> don't advertise cryptocurrencies, I guess, chillerdragon 15:43 < bridge_> It’s not a pyramid scheme? 15:44 < bridge_> I don’t gain anything if you invest. That’s how I thought pyramid schemes are defined. 15:45 < bridge_> The Bitcoin price dropped 10% in the last week. I just shared that info. 15:45 < bridge_> u gain in that ur interested in others investing so price goes up, which benefits you if you have invested 15:45 < bridge_> piramid scheme 15:46 < bridge_> buying makes price go up 15:46 < bridge_> I assume your troling so I won’t react to that xd 15:49 < bridge_> im not trolling lol 15:49 < bridge_> Okay then let me respond 15:49 < bridge_> ultimately crypto tokens have no value itself 15:49 < bridge_> What you are saying is that talking about any kind of investment makes it a pyramid? 15:49 < bridge_> which is sad because the technology of blockchains itself is nice and interesting 15:49 < bridge_> but they gotta put stupid tokens 15:50 < bridge_> What do you mean by stupid tokens? 15:50 < bridge_> talking about a most probably unregulated investment 15:50 < bridge_> a token is what u buy 15:50 < bridge_> the btc 15:50 < bridge_> How does regulation make it not pyramid 15:50 < bridge_> How does the token make it bad? 15:51 < bridge_> u dont want to read what insaid 15:51 < bridge_> . 15:51 < bridge_> . 15:51 < bridge_> . 15:51 < bridge_> ? 15:51 < bridge_> u know rallying others to invest in smth is against law iirc 15:52 < bridge_> ah u dont see replies 15:52 < bridge_> I did not know 15:52 < bridge_> meh to lazy to repeat myself again 15:52 < bridge_> https://www.investopedia.com/terms/p/pumpanddump.asp 15:53 < bridge_> bitcoin is probably not one of these tbh 15:53 < bridge_> but I think it's a good idea not to tell people to buy bitcoin, chillerdragon 15:53 < bridge_> Okay sure affecting price is illegal I knew that 15:54 < bridge_> But no matter what I do I will not affect the price 15:54 < bridge_> I just shared with you in case you did not know that the price dropped 15:55 < bridge_> also regulations offer protections to investors obviously 15:55 < bridge_> Okay then do so. I will keep posting when btc drops here. It’s not a pyramid scheme or pump and dump by me. It might be bad financial advice it’s still a fact that it dropped. 15:55 < bridge_> (@heinrich5991) 15:55 < bridge_> for example a regulation in trading requires u to pass some basic knowledge tests first 15:56 < bridge_> i think the websites are audited for that too 15:56 < bridge_> I didn't have to pass a knowledge test to buy stocks 15:56 < bridge_> where did u buy stocks? 15:56 < bridge_> at my bank 15:56 < bridge_> through my bank and through degiro they required 15:56 < bridge_> well maybe not for simple stocks 15:57 < bridge_> but for investments with margin 15:57 < bridge_> like options and futures 15:57 < bridge_> yea, those can lose a lot of money ^^ 15:57 < bridge_> more than you put in 15:57 < bridge_> ye 15:57 < bridge_> Ultimately neither you nor me know the future. So nobody knows if btc or some etf will perform better. I just like the decentralized and open technology about it and follow the price out of curiosity. 15:58 < bridge_> but u know eth is better than btc in many regards 15:58 < bridge_> altho still cripto shady 15:58 < bridge_> etf, not eth 15:58 < bridge_> the evm is a interesting concept 15:58 < bridge_> ah 15:59 < bridge_> chiller u know who knows? (for normal stocks) 15:59 < bridge_> the senators at US who do insider trading xd 15:59 < bridge_> :pepeW: 16:00 < bridge_> Xd 16:05 < bridge_> That’s why btc is pog 16:05 < bridge_> (@ryozuki) 16:06 < bridge_> No us printing money 16:12 < bridge_> a us politician can lobby a law about btc and fluctuate its price 16:12 < bridge_> insider trading 16:55 < bridge_> yay another mod rfc 16:59 < bridge_> my god no lua pls 17:01 < bridge_> Lua is hot 17:01 < bridge_> whats so bad about lua? 17:01 < bridge_> nah 17:01 < bridge_> i dislike the tables 17:01 < bridge_> it feels so cumbersome and boring 17:01 < bridge_> to write lua 17:01 < bridge_> its not enjoyable 17:01 < bridge_> i like static typing 17:01 < bridge_> js has better syntax than lua 17:02 < bridge_> we shouldnt use lua anyway 17:02 < bridge_> we should be modern 17:02 < bridge_> targert wasm for mods 17:02 < bridge_> target* 17:02 < bridge_> so u dont limit the developer language 17:02 < bridge_> we are inclusive 17:02 < bridge_> :gigachad: 17:03 < bridge_> and it just happens that rust has first class wasm target 17:03 < bridge_> But lua is hotter than wasm 17:03 < bridge_> 3 letters > 4 letters 17:03 < bridge_> https://wasmtime.dev/ 17:04 < bridge_> once the API stands it would be not that difficult to expand it to other languages. im not familiar with wasm so i dont have an opinion on that 17:04 < bridge_> thats the thing 17:04 < bridge_> with wasm directly 17:04 < bridge_> u allow all languages 17:04 < bridge_> lua sucks 17:04 < bridge_> wasm is not a language itself 17:05 < bridge_> wasm just binds the api or what? 17:05 < bridge_> its a target compilation of languages 17:05 < bridge_> > WebAssembly (abbreviated Wasm) is a binary instruction format for a stack-based virtual machine. Wasm is designed as a portable compilation target for programming languages, enabling deployment on the web for client and server applications. 17:05 < bridge_> What is cumbersome and boring is write top-level gameplay specifc or situation-specific logic in a compilable language). Different languages fit different tasks. It makes no sense to use C++ in place of a script language. 17:05 < bridge_> web doesnt matter, wasmtime is a runtime for non-browsers 17:05 < bridge_> what type of mods would ddnet accept tho 17:05 < bridge_> like how will weapons mods go 17:05 < bridge_> Is the host interface for wasm good anyway? 17:06 < bridge_> yeah, lets use rust 17:06 < bridge_> What is cumbersome and boring is write top-level gameplay specifc or situation-specific logic in a compilable language. Different languages fit different tasks. It makes no sense to use C++ in place of a script language. 17:06 < bridge_> ye 17:06 < bridge_> wasmtime has a C binding 17:06 < bridge_> It won't be our business what mods people make 17:06 < bridge_> the original is rust 17:06 < bridge_> with wasm u can do hot reloading 17:06 < bridge_> wasm can be a target of scripting languages 17:07 < bridge_> wasm is better in every aspect than lua 17:07 < bridge_> wasm is the solution to this 17:07 < bridge_> it gives developer freedom 17:07 < bridge_> while setting a host interface 17:07 < bridge_> in worst case compile a lua interpreter for wasm 17:07 < bridge_> look up screeps 17:07 < bridge_> they use wasm 17:07 < bridge_> i can use rust to script there 17:07 < bridge_> Okay, see: I need to adjust config variables on some players count, I also need to toggle votes enablement based on conditions (last voted, current game time, players number, previously passed votes). It makes no sense to use C++ or Rust for that (hardcode votes and map names? no way) 17:08 < bridge_> thats for u 17:08 < bridge_> i want to mod in rust 17:08 < bridge_> best case scenario 17:08 < bridge_> rust for server sided 17:08 < bridge_> c++ for client sided 17:08 < bridge_> wasm enables all languages 17:08 < bridge_> all decent languages with a wasm target* 17:08 < bridge_> which is all llvm based langs 17:08 < bridge_> I guess one problem with wasm is indeed that one can't write it by hand 17:08 < bridge_> there is wasm by hand 17:08 < bridge_> I don't think it would be fitting to discuss what type of language for the mods should should be used at this stage. it would be more fitting to talk about the API as the API brings security risks and has to be well thought of to enable lots of different mods 17:08 < bridge_> but why would u do that 17:08 < bridge_> do ppl rly get what wasm is 17:09 < bridge_> wasm is more secure than lua for starters 17:09 < bridge_> oh yea true we would need to test runs in order for mods to not break your system 17:09 < bridge_> if mods were an accepted thing id have more fun coding 17:10 < bridge_> the thing is, wasm allows us to not discuss the language itself 17:10 < bridge_> Does it really depend on the interpreted language for the mods? You can deny the Lua interpreter access to the host system and just make it able to call the API. With a well thought of API there shouldn't be any security risks 17:10 < bridge_> cuz wasm allows all languages 17:10 < bridge_> u are not understanding what wasm is 17:10 < bridge_> but u can compile a lua interpreter to wasm 17:10 < bridge_> i dont understand what the problem here is for you all 17:10 < bridge_> @jupeyy_keks the problem is they dont know wasm 17:10 < bridge_> i suspect that too xD 17:10 < bridge_> idc about language; will it be fun to write 17:11 < bridge_> i should setup wasmtime with ddnet 17:11 < bridge_> fun experiment 17:11 < bridge_> @_voxeldoesart good news with wasm, the language is the one u decide 17:11 < bridge_> i used wasmer 17:11 < bridge_> bcs best speed 😄 17:11 < bridge_> and u dont force a choice upon others 17:11 < bridge_> yrah ryo 17:12 < bridge_> You need a compiler to mod with wasm, I guess that's the discussion 17:12 < bridge_> oh wasmer is faster? 17:12 < bridge_> why? 17:12 < bridge_> u only need to compile the interpreter 17:12 < bridge_> nothing more 17:12 < bridge_> I dont disagree with using wasm @ryozuki I'm just saying that the API is the most important aspect for the beginning. After that we can surely implement wasm support for the API. I see the advantages youre talking about. 17:13 < bridge_> from what i know yes 17:13 < bridge_> u implement the api with wasm in mind ofc 17:13 < bridge_> Wasm is hardly easy to type by hand, no? 17:13 < bridge_> i mean somewhere is an API written in c++ or rust or whatever 17:13 < bridge_> u plugin your interpreter and all stuff there 17:13 < bridge_> then rest is hot reload lua scripts 17:13 < bridge_> why would u do that 17:14 < bridge_> wasm is just a compile target 17:14 < bridge_> i also compiled ddnet to wasm 17:14 < bridge_> why u talk about writing wasm by hand 17:14 < bridge_> nobody writes it by hand 17:14 < bridge_> Ok, stop. So if we use wasm as a modding language for ddnet one will need a compiler to mod it 17:14 < bridge_> you SHOULDNT use it, but IT EXISTS https://developer.mozilla.org/en-US/docs/WebAssembly/Understanding_the_text_format 17:14 < bridge_> That's why I said you'll need a compiler 17:14 < bridge_> well u also need a compiler rn for ddnet 17:15 < bridge_> with lua u need a interpreter 17:15 < bridge_> u simply add a lua interpreter additionally 17:15 < bridge_> wasm would be a dependency anyway 17:15 < bridge_> a mod wouldnt need to add any dependency related to wasm 17:15 < bridge_> it would be in the code already 17:15 < bridge_> Yeah, but if we pick python or lua one could mod ddnet without a full compiler suite 17:15 < bridge_> what compiler suite? 17:15 < bridge_> u also need a interpreter without wasm 17:16 < bridge_> One of the many that can target wasm 17:16 < bridge_> the only difference is that the interpreter is not compiled to wasm then 17:16 < bridge_> But interpreter would come with the game server. It wouldnt be a dev dependency 17:16 < bridge_> rust is the easiest wasm target to install on windows iirc 17:16 < bridge_> no problem 17:16 < bridge_> sincer we require rust 17:16 < bridge_> idk about msvc 17:17 < bridge_> Anyway I'm not saying it's better or worse. I'm just saying it's disingenuous to say wasm modding would be as trivial as lua or python or something else interpreted 17:17 < bridge_> but its more flexable 😄 17:17 < bridge_> bcs u can use lua AND python xD 17:17 < bridge_> wasmnn modding would be more dev friendly, less forcing people to usel anguages they hate and more they love 17:18 < bridge_> But it would make hobbyist modding more annoying in exchange. So less skiddies 17:18 < bridge_> why tho 17:18 < bridge_> most ppl wouldnt compile ddnet 17:18 < bridge_> they get it precompiled 17:18 < bridge_> with the interpreters(if wanted) 17:18 < bridge_> and simply write their scripts 17:18 < bridge_> how so 17:18 < bridge_> as if wasm wasnt there 17:18 < bridge_> You are assuming there are intepreters. I'm guessing ryo wouldn't want that at all 17:18 < bridge_> now i rly want to try adding wasm 17:19 < bridge_> well they are wasm modules.. if ryo doesnt want them. delete them xD 17:19 < bridge_> use a stub instead 17:19 < bridge_> Because modding would require a compiler capable of producing wasm from some language 17:19 < bridge_> i can make a guide no worries 17:19 < bridge_> ppl can use their loved js 17:19 < bridge_> anyway, since i have experience already 17:19 < bridge_> this would attract many script kiddies in fact 17:20 < bridge_> i can tell you, no matter if wasm or lua or whatever 17:20 < bridge_> 17:20 < bridge_> it has quite some overhead 17:20 < bridge_> yeah 17:20 < bridge_> and code complexity increases 17:20 < bridge_> That would be cool. Maybe as a first step - 17:20 < bridge_> 17:20 < bridge_> Make a small API 17:20 < bridge_> 17:20 < bridge_> write the bindings and do a small server sided mod saying "hello" everytime a player joins 17:20 < bridge_> maintenance 17:20 < bridge_> so it might sound nice to simply add it, but in fact just adding it everywhere will kill perf extremly 17:20 < bridge_> is this rly feasible with the current state of ddnet 17:20 < bridge_> Sort of as a proof of concept. Maybe that would be a good start? 17:20 < bridge_> this feels like a thing u need from the ground up 17:22 < bridge_> i hope you also understand that it's not easy to share memory between host and guest 17:22 < bridge_> so if u say 17:22 < bridge_> 17:22 < bridge_> blabla(player) 17:22 < bridge_> it doesnt magically work 17:22 < bridge_> especially not if you want it to be memory safe 17:22 < bridge_> blabla car 17:23 < bridge_> I mean thats what the API is for isnt it? 17:23 < bridge_> 17:23 < bridge_> "get_player_names()" 17:23 < bridge_> returns a read only copy of the player names 17:23 < bridge_> @kirmesbude r u a dev? 17:23 < bridge_> yes but not familiar with wasm tbh 17:23 < bridge_> c++? 17:23 < bridge_> ddnet? 17:23 < bridge_> c++ backend developer 17:24 < bridge_> i made a mod in ddnet a while ago 17:24 < bridge_> tournament block 17:24 < bridge_> does the script call this or is this a script function you call from the host? 17:24 < bridge_> the script calls this. I've been using node API to make C++ code callable from JS for example 17:24 < bridge_> see, so the c++ host needs to export this function 17:25 < bridge_> the memory location of it 17:25 < bridge_> yes 17:25 < bridge_> no you have a c++ pointer.. what does lua want to do with this? 17:25 < bridge_> u need to exchange the memory somehow 17:25 < bridge_> there are ways to bind c++ functions to lua by compiling a runtime lua library 17:26 < bridge_> yes but i hope u understand that exchanging this memory is quite some overhead 17:26 < bridge_> bcs u need to create the memory on the lua interpreter and then copy it over 17:26 < bridge_> (in memory safe version at least) 17:27 < bridge_> of course there exists overhead nothing comes without it. but i dont think it would be that of a problem. how else would you enable mod support? 17:27 < bridge_> well wasm for example offers good performance 17:27 < bridge_> u could make bigger chunks moddable at once 17:27 < bridge_> e.g. the whole player 17:27 < bridge_> or the whole physics 17:28 < bridge_> its interesting but as i said i dont have experience in wasm but ill look into it. until then i cant agree nor disagree with you 17:29 < bridge_> i would appreciate if youd write your thoughts as a comment on the github issue so it doesnt get lost in this discord chat 17:29 < bridge_> ok my point is also not about wasm 17:29 < bridge_> 17:29 < bridge_> my point is the more API calls u have, the more memory u need to exchange, the more functions (callstack) you create to reach the guest function, the slower it gets 17:30 < bridge_> i mean i dont really care on how we'd do it. Id like to help because i love this game and it would bring endless new possibilities for game modes. I dont say that I know how to do anything but I can surely help. If you give me the requirements the C++ API should have I can look into it and make it work. 17:31 < bridge_> At least on server side, i never worked with the client side code of ddnet before 17:31 < bridge_> i disgree in new possiblities for game modes 17:31 < bridge_> u can already do that with c++ 17:31 < bridge_> what we need is a more mod oriented protocol 17:31 < bridge_> for example 17:32 < bridge_> the map cant be extended without losing client side support 17:32 < bridge_> https://nodes.teeworlds.dev/ 17:32 < bridge_> 17:32 < bridge_> how would you do this mod without a special client? 17:32 < bridge_> the map format needs change 17:32 < bridge_> and with a special client no one will play your mod 17:32 < bridge_> well read my point xd 17:32 < bridge_> adding lua wont solve this 17:33 < bridge_> what protocol are you talking about 17:33 < bridge_> the network protocol, the map format 17:34 < bridge_> adding ur tile will leave the client without proper prediction 17:34 < bridge_> how would you display this dialoge just by changing the network protocol 17:34 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142119306101018786/buildmenu.png 17:34 < bridge_> easy, u add a set of packets to make server-side UI 17:34 < bridge_> thats how u make it more mod friendly 17:34 < bridge_> lua has nothing to do here 17:35 < bridge_> i dont care about lua 17:36 < bridge_> it was a suggestion. if you have a better suggestion, and it seems that way, id be happy if youd write down and explain your thoughts on the github issue so we can discuss it further and eventually get to a point where I can help implementing the architecture we've agreed on 17:40 < bridge_> Thanks for the comment @kaffeine0 it was a very interesting read. I like the idea of improving the network protocol to handle more types of entities or whatever. It would surely help not imposing any security risks in ddnet 17:42 < bridge_> There is a way to display a menu, infclass mod does it. Don't repeat it at home, the code is dangerous for your eyes and feeling. 17:42 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142121228505722920/infc_headquarter_2023-08-18_18-40-07.mp4 17:43 < bridge_> There is a way to display a menu, infclass mod does it. Don't repeat it at home, the code is dangerous for your eyes and feeling. 17:43 < bridge_> It abuses the map animations. 17:43 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142121228505722920/infc_headquarter_2023-08-18_18-40-07.mp4 17:44 < bridge_> There is a way to display a menu, infclass mod does it. Don't try this at home, the code is dangerous for your eyes and feeling. 17:44 < bridge_> It abuses the map animations. 17:44 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142121228505722920/infc_headquarter_2023-08-18_18-40-07.mp4 17:46 < bridge_> here little sneak peak 17:46 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142122419633520802/test.mp4 17:46 < bridge_> of the modablstest client xd 17:47 < bridge_> u can literally replace the whole physics and it will still have client side prediction 17:47 < bridge_> thanks to this 17:47 < bridge_> in action 17:47 < bridge_> epic 17:47 < bridge_> in rust 17:47 < bridge_> as it should 17:48 < bridge_> yeah finished in 20 years 17:49 < bridge_> Thats cool 17:51 < bridge_> There is a way to display a menu, infclass mod does it. Don't try this at home, the code is dangerous for your eyes and feeling. 17:51 < bridge_> It abuses the map animations: the server bake two dozen animations, and then adjust the current game tick for the client to make it displaying different quads in different states. 17:51 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142121228505722920/infc_headquarter_2023-08-18_18-40-07.mp4 17:52 < bridge_> @kirmesbude: this can be interesting for you: https://github.com/AllTheHaxx/lua-srv/blob/master/src/engine/server/lua_apidef.cpp 17:58 < bridge_> How heavy is this? `liblua.so` is 527Kb and it does not add more dependencies. The server-side bindings add 6Kb. 17:58 < bridge_> How heavy is this? `liblua.so` is 527Kb and it does not pull more dependencies. The server-side bindings add 6Kb. 17:59 < bridge_> let's see, note in rust everything is static linked 17:59 < bridge_> How heavy is this? `liblua.so` is 527Kb and it does not pull more dependencies. The server-side bindings add 6Kb to the ~~DDNet-Server~~ Infclass-Server binary size. 17:59 < bridge_> so that gives a huge advantage 17:59 < bridge_> cool though 18:00 < bridge_> How heavy is this? `liblua.so` is 527KB and it does not pull more dependencies. The server-side bindings add 6Kb to the ~~DDNet-Server~~ Infclass-Server binary size (2.0MB => 2.0MB). 18:00 < bridge_> we shouldnt need to care about a few mb if we provide perfomance 18:00 < bridge_> ofc not xD 18:01 < bridge_> also use more ram if we can get more perf 18:01 < bridge_> binaries generally aren't the stuff that create huge sizes 18:01 < bridge_> one PNG and u have a second binary from size 18:01 < bridge_> xd 18:01 < bridge_> xd 18:01 < bridge_> it's linking 18:02 < bridge_> i have the feeling im not using mold xd 18:03 < bridge_> even in idle it uses like 2 cores, lmao 18:03 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142126592349446275/image.png 18:04 < bridge_> around 16MBytes 18:04 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142126804220510329/image.png 18:04 < bridge_> it contains the client too btw 18:04 < bridge_> and all libs 18:04 < bridge_> so no extra .so files 18:06 < bridge_> ah yeah 18:06 < bridge_> i can also build server only 18:06 < bridge_> let me do that 18:06 < bridge_> @jupeyy_keks does it have symbols 18:06 < bridge_> no all stripped 18:06 < bridge_> strip sstrip 18:06 < bridge_> but it has no SDL deps, or anything else 18:06 < bridge_> did u setup the cargo with 18:06 < bridge_> it's 100% rust and static linked 18:06 < bridge_> lto=true 18:06 < bridge_> codegen-units=1 18:06 < bridge_> not the second 18:06 < bridge_> use second for max 18:07 < bridge_> ok let first let me try server only 18:07 < bridge_> codegen-units 18:07 < bridge_> 18:07 < bridge_> This flag controls how many code generation units the crate is split into. It takes an integer greater than 0. 18:07 < bridge_> 18:07 < bridge_> When a crate is split into multiple codegen units, LLVM is able to process them in parallel. Increasing parallelism may speed up compile times, but may also produce slower code. Setting this to 1 may improve the performance of generated code, but may be slower to compile. 18:07 < bridge_> 18:07 < bridge_> The default value, if not specified, is 16 for non-incremental builds. For incremental builds the default is 256 which allows caching to be more granular. 18:07 < bridge_> but well, don't expect less 18:07 < bridge_> wasmer defs huge 18:08 < bridge_> server is also 10MByte 18:08 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142127960338464788/image.png 18:08 < bridge_> so 6MBytes for client only stuff xd 18:09 < bridge_> now i try this for server 18:11 < bridge_> 10,3 MiB (10.808.104) 18:11 < bridge_> 18:11 < bridge_> so not much less xd 18:11 < bridge_> but at least a bit 18:11 < bridge_> i see 18:11 < bridge_> but it makes it faster 18:11 < bridge_> not less size 18:12 < bridge_> xd 18:12 < bridge_> then it stays 18:12 < bridge_> xd 18:16 < bridge_> @ryozuki i love rust for static linking: 18:16 < bridge_> left is rust version, right c++ version 18:16 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142129839063699566/image.png 18:16 < bridge_> epic 18:17 < bridge_> 0 deps ddnet 18:18 < bridge_> but i still need a sound encoder that works with webm 😬 18:18 < bridge_> in pure rust 18:18 < bridge_> video encoder exists 18:18 < bridge_> You're not a distro maintainer. 😄 18:18 < bridge_> Rebuilding packages after a dependency update is a huge PITA, so a number of distros ban static linking. 18:19 < bridge_> they make their world complicated xd 18:19 < bridge_> just rebuild and call it a day 18:20 < bridge_> @jupeyy_keks does this work https://crates.io/crates/cpal 18:21 < bridge_> https://github.com/rustaudio/cpal 18:21 < bridge_> > Just rent a few supercomputers for all platforms, wait for a few days, and call it a week. 18:21 < bridge_> It is a terrible solution from software engineering PoV. 18:21 < bridge_> https://github.com/RustAudio/cpal/wiki/Setting-up-a-new-CPAL-WASM-project 18:21 < bridge_> i specifically need an encoder 18:22 < bridge_> are debians build servers always at 100%? 18:22 < bridge_> I don't think so — thanks to the dynamic linkage. 18:22 < bridge_> well debian "only" has ~60k packages 18:23 < bridge_> if on average a package needs two minutes to build, it's around 80 days 18:23 < bridge_> to build all 18:25 < bridge_> and static build programs are highly portable 18:25 < bridge_> so static linking the solution 18:25 < bridge_> now i just need to wait for future OS to catch up to the idea 18:46 < bridge_> Also typically very large and vulnerable. I see the benefits of static linking but also a lot of issues. 18:47 < bridge_> well large depends. 18:47 < bridge_> 18:47 < bridge_> most games for example ship their deps 18:48 < bridge_> and vulnerable.. depends too xd 18:48 < bridge_> most ppl wouldnt update shipped deps by hand, and if u use distros, u probably get newest versions anyway 18:54 < bridge_> > 60k packages 18:54 < bridge_> Ofc it depends but typically (statistically) it is that (large and vulnerable) 18:55 < bridge_> > 60k packages 18:55 < bridge_> Ofc it depends but typically (statistically) it is that (statically linked => large and vulnerable) 18:58 < bridge_> fast & portable you meant 😉 18:58 < bridge_> 18:58 < bridge_> join the static club, it's the master race 19:23 < bridge_> I think dynamic linking mattered more when HDD were measured in MBs. Static linking is cool with LTO, can even save space if you have libs which are rarely used or only small parts of it are used. 19:53 < bridge_> @jupeyy_keks sadly many distro maintainers are crazy about this 19:53 < bridge_> i saw a gentoo helper say static linking was a bug 20:08 < bridge_> whats dynamic linking 20:12 < bridge_> linking to a dynamic library 20:12 < bridge_> basically create .dll 20:16 < bridge_> ohhhh 20:18 < bridge_> does the MAX_CLIENTS enum actually work? could you change that and make a 128 player server if the client supported it? 20:22 < bridge_> mostly it should work 20:23 < bridge_> NET_MAX_CLIENTS maybe too 20:24 < bridge_> the snap size would have to be increased eventually also 20:24 < bridge_> I think? 20:24 < bridge_> probably not for 128 20:24 < bridge_> yeah dunno 20:25 < bridge_> what happens if the number of projectiles exceeds the snap size? lol 20:25 < bridge_> invisible 20:25 < bridge_> ah 20:25 < bridge_> interesting 21:11 < bridge_> what about to add config for rename it to other languages 21:11 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142173957181689966/image.png 21:11 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1142173957513027655/image.png 21:11 < bridge_> its really go easier to mappers what doesnt understand english 22:53 < bridge_> Is it possible to make it so that when the client starts, it checks the repository on GitHub, and automatically updates if there are changes? 23:03 < bridge_> Hello guys just wanna let you know have got some products in Top quality Gas🍁 ⛽️ , shrooms🍄, coke, meth &Vapes🥢, Ice capz, Edibles🍪, Chocolate Bars🍫, LSD, Syrups, Skittles, pills , 💊 clone cards etc. Both for smokers are patients, Offer at moderate price, and also some polkadot gummies, edibles,road trip available just wanna know if you're interested in grabbing some? 23:03 < bridge_> https://t.me/lambiaserickLtdstore 23:14 < bridge_> Just use https://ddnet.org/news/nightly-build-revived/ 23:15 < bridge_> Making the client check GitHub sounds kind of weird 23:15 < bridge_> I think he wants to use it for his own client 23:17 < bridge_> Yeah, still seems weird to me 23:17 < bridge_> If you want it to just work on your local system, make starting the client a shell script that does `git pull && make -j $(nproc) && ./DDNet` 23:17 < bridge_> That's what I do whenever I run ddnet 23:17 < bridge_> and then keep complaining to @davide55 that my self-compiled client doesn't get whitelisted on GER10 every time again 😄 23:37 < bridge_> I know how to fix that xd 23:37 < bridge_> he told me 23:41 < bridge_> do ddnet servers with MySQL still use sqlite database?