00:01 < bridge_> typically you'd just tell cmake where it is (cmake source dir / ddnet-libs / yadda yadda) 00:12 < bridge_> i got it to work, though it's definitely not linking against vulkan 1.1.0 00:12 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145118608532443166/image.png 00:13 < bridge_> i just gave it the SDK paths manually 00:13 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145118739122098256/image.png 00:28 < bridge_> Just made an update to my image slicer, with a much needed QoL feature: 00:28 < bridge_> https://github.com/VoxelDoesCode/ddnet-image-slicer 00:28 < bridge_> Now you don't have to delete the output folder every time you do another test run. 00:29 < bridge_> neat 00:29 < bridge_> shoot i wish i had the Xynthix skin pack on my laptop 00:29 < bridge_> i thought i did but i guess not 00:29 < bridge_> would make testing much easier 00:29 < bridge_> nvm i do they're in my documents 00:29 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145122987255799819/image.png 00:29 < bridge_> 😈 01:12 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145133575109349416/image.png 01:12 < bridge_> wonder how it's crashing here 01:12 < bridge_> i didn't think that was possible 01:12 < bridge_> bizarre 01:18 < bridge_> sounds like there's a memory access in that line 01:18 < bridge_> sounds plausible for a crash 01:25 < bridge_> this is a crash in the msvc stl 01:25 < bridge_> fundamentally it's kinda hard to imagine an atomic crashing on load like this, even if there was no value 01:26 < bridge_> yes. if you give bad pointers to msvc stl, it'll crash 01:26 < bridge_> in msvc stl 01:26 < bridge_> no ptr 😃 01:26 < bridge_> it manages the only ptr 01:26 < bridge_> `load()` is a member function 01:26 < bridge_> it gets the `this` pointer as input 01:26 < bridge_> maybe you can check what `this` is 01:26 < bridge_> if that was the issue the top line would be highlighted 01:26 < bridge_> likely an invalid pointer 01:27 < bridge_> why is that? 01:27 < bridge_> that's what i've seen windbg do for bad method calls 01:27 < bridge_> I see. in gdb that was sometimes the issue 01:27 < bridge_> yea 01:27 < bridge_> can you print the `this` pointer? 01:33 < bridge_> hmm, maybe you're right, it says this is 0x00000038 01:33 < bridge_> i wonder how that is possible 01:50 < bridge_> the parent object wasn't initialized 01:50 < bridge_> oops 01:51 < bridge_> i was like... how is it getting a bad pointer if every single pointer dereference is checked 01:59 < bridge_> Figured out how to package it all into ZIP files 01:59 < bridge_> Figured out how to package all the folders into ZIP files 01:59 < bridge_> i guess my tarball idea wasn't a hit 02:00 < bridge_> tarball? 02:00 < bridge_> if done right a tar has very little extra runtime cost 02:00 < bridge_> you're using `import zipfile`? 02:00 < bridge_> yes 02:00 < bridge_> and compressing a collection of PNGs with weak zip compression will not do much 02:01 < bridge_> same for zip btw. you can store data into zips uncompressed 02:01 < bridge_> yes but it's harder to make an uncompressed zip 02:01 < bridge_> if we just rely on the tool to pack it then a tarball would work fabulously 02:01 < bridge_> i dont think zipfile compresses by default 02:02 < bridge_> the problem is that tar files are less supported on windows 02:02 < bridge_> why would they need to be if the game is reading the archive in full, and the tool would pack and unpack as needed 02:03 < bridge_> because it's nice to analyse stuff with standard tools 02:03 < bridge_> i love reusing code from my personal projects 😋 02:03 < bridge_> (this checks if a folder exists or not and if it does creates a numbered duplicate. there is a max so that it doesn't scan forever) 02:03 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145146538763497543/image.png 02:03 < bridge_> that seems to be correct from my reading the docs 02:06 < bridge_> Now that we have a sort of, beta way to slice images, now we just have to completely rework the imaging system to impliment this yaaaaaay 02:06 < bridge_> I don't know how nor do I want to be responsible for this amount of backlash 02:06 < bridge_> good luck with that 02:08 < bridge_> I'm just rethinking about something. Should we REALLY package EVERYTHING into ZIPs, or have each category its own ZIP file? Because with each category being a ZIP we can still customize our ddnet experience easily 02:09 < bridge_> Plus, in the future when we can brodcast our weapons/particle skins we don't have to read FROM EVERY ZIP file, we can just open each respective Weapons and Particles ZIP 02:09 < bridge_> and maybe prodcast emotes too 02:09 < bridge_> it won't be a hard thing to impliment server sided, we just brodcast the name of the pack we use (most will be default) 02:10 < bridge_> ones with arrows can be broscasted 02:10 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145148314996703262/image.png 02:10 < bridge_> the rest is purely client sided 02:10 < bridge_> why does the server have to care about any of this 02:11 < bridge_> Because we have tee skins, right? Why not be able to share over Weapon skins too? Or Particles? 02:11 < bridge_> all the server knows about the tee skin is the name 02:11 < bridge_> and colors 02:11 < bridge_> it doesn't have the image or anything 02:11 < bridge_> server has no idea about any other sort of asset 02:12 < bridge_> I know 02:12 < bridge_> Refer to this comment: 02:12 < bridge_> that doesn't clear up why the server has to care about it 02:12 < bridge_> why would the client need to know what pack is being used by whoever 02:12 < bridge_> why would the client need to know what pack is being used by whoever else 02:13 < bridge_> Because we have tee skins, right? Why not be able to share over Weapon skins too? Or Particles? 02:13 < bridge_> that doesn't make any sense 02:13 < bridge_> it literally helps me understand it 0% better than the first time you said it 02:13 < bridge_> why are you trying to share any of this over the server 02:13 < bridge_> I'm literally giving you the answer. 02:14 < bridge_> why would you want that 02:14 < bridge_> It's going to be exactly like hoe tee skins are treated except it's with weapon skins 02:14 < bridge_> so it would show others' custom weapons? 02:14 < bridge_> Yes 02:14 < bridge_> hmm 02:14 < bridge_> Because this game is free and open source 02:14 < bridge_> that is kind of a neat idea but i am concerned about network load 02:15 < bridge_> well i guess it woudl be individual sprites and not the whole sheet 02:15 < bridge_> yeah sounds cool 02:15 < bridge_> But then again, it's only going to broadcast the NAME of the pack, like the tee skin 02:16 < bridge_> But that raises the problem, how loaded would the servers be holding This Many Assets 02:16 < bridge_> you'd just need to expand the api. like, skins.tw already holds other assets 02:16 < bridge_> and the ddnet dbs... no comment 02:17 < bridge_> One ZIP file of everything is like, 570 bytes for a default. 02:17 < bridge_> Not sure about the rest of the packs. 02:17 < bridge_> uhh 02:17 < bridge_> 570 bytes?? 02:18 < bridge_> yeah 02:18 < bridge_> want proof 02:18 < bridge_> lemme dm 02:18 < bridge_> and this zip contains what? 02:20 < bridge_> ***I FORGOT TO PACKAGE THE IMAGES!!!*** 02:20 < bridge_> AUGH IM SO DUMB 02:20 < bridge_> one second 02:20 < bridge_> yeah lmfao 02:20 < bridge_> sorry 02:20 < bridge_> 570 bytes is like less than a paragraph 02:23 < bridge_> about a paragraph, I'd say 02:23 < bridge_> depends on the length of a paragraph 02:29 < bridge_> the paragraph lengths of https://en.wikipedia.org/w/index.php?title=Paragraph&oldid=1165204553 are 02:29 < bridge_> ``` 02:29 < bridge_> 347 02:29 < bridge_> 554 02:29 < bridge_> 717 02:29 < bridge_> 447 02:29 < bridge_> 247 02:29 < bridge_> 459 02:29 < bridge_> 381 02:29 < bridge_> 116 02:29 < bridge_> 312 02:29 < bridge_> 174 02:29 < bridge_> 415 02:29 < bridge_> 476 02:29 < bridge_> 359 02:29 < bridge_> 854 02:29 < bridge_> 273 02:29 < bridge_> 285 02:29 < bridge_> 208 02:29 < bridge_> 591 02:29 < bridge_> ``` 02:29 < bridge_> cool 02:30 < bridge_> looks like 570 is pretty above average 02:31 < bridge_> Scratch that. ~500 KB 02:31 < bridge_> sounds more like it 02:31 < bridge_> With images 02:31 < bridge_> Scratch that. ~500 KB, With images 02:38 < bridge_> I'm going to post the link to the slicer in #6753 02:38 < bridge_> https://github.com/ddnet/ddnet/issues/6753 03:14 < bridge_> this works awesome now that i don't have to wait 03:14 < bridge_> using a custom status, i can put the file load thread into yield mode, and i check the mode of the other thread every frame on the main thread & only access when it's in yield mode. then when i'm done, i just put it back in run mode, and the other thread stops waiting 03:18 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145165315953659924/TabTip_BnCTPWEGlM.mp4 03:18 < bridge_> it's lockfree since where i was waiting on a mutex before i now just ignore it for this frame and check again later 03:19 < bridge_> the stutters near the end are just my poor laptop igpu i'm pretty sure 03:26 < bridge_> but the way it's integrated into the job system rn is kind of a mess 03:26 < bridge_> maybe m_Status from IJob should be protected instead of private? @robyt3 thoughts? 03:27 < bridge_> i ended up changing the access specifier for my implementation but i don't like to do that, it would make more sense to be protected anyway 03:29 < bridge_> I think it'd be preferable if you introduced your own status variable for that 03:30 < bridge_> i guess that works too 03:34 < bridge_> just noticed that the .png is a part of the name, idk why, i made it not do that 03:41 < bridge_> i am Here 03:41 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145171253561405510/image.png 03:43 < bridge_> true 03:45 < bridge_> @coelacanth now u can rock the xynthix pack again 05:09 < bridge_> also @robyt3 i responded to your reviews from 3 days ago 05:10 < bridge_> closed the ones i was able to fix immediately, left questions on the other ones 05:10 < bridge_> resolved the ones i was able to fix immediately, left questions on the other ones 07:38 < bridge_> That means it didn't work. Also you don't need the vk sdk 07:38 < bridge_> GitHub ci also uses msvc 07:38 < bridge_> Do you build in 32 bit? 07:42 < bridge_> No 08:00 < bridge_> Hmm weird cuz I was getting build issues before I hooked up the sdk iirc 09:46 < ChillerDragon> there is no ``cl_port`` for dummy is there? 09:47 < ChillerDragon> cl_dummy_port 09:47 < ChillerDragon> nvm 09:47 < ChillerDragon> i expected cl_port_dummy 09:48 < ChillerDragon> would be so epic if the console search would be fuzzy. This fakin ordering of words always breaks my search results 09:59 < bridge_> Ya same 10:12 < ChillerDragon> https://tube.zillyhuhn.com/video.php?t=ddnet_flawless_07_dummy.mp4&u=chiller 10:12 < ChillerDragon> smooth dommi support for 0.7 10:15 < bridge_> omg so smooth 10:15 < bridge_> i'm sooo hyped 10:15 < bridge_> LMFAO 10:16 < bridge_> Awesome web btw 10:16 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145270488789168189/IMG_3569.png 10:16 < ChillerDragon> thanks 10:19 < bridge_> when 0.8 support 10:20 < ChillerDragon> wot 0.8 10:21 < ChillerDragon> 0.8 doesnt release for another decade i assume 10:21 < bridge_> Does he even care to continue teeworlds development now that DDNet is a thing 10:21 < bridge_> I really don’t keep up 10:21 < ChillerDragon> he being "oy" ? 10:22 < ChillerDragon> oy doesnt really care about ddnet 10:22 < bridge_> Magnus 10:22 < ChillerDragon> magnus xd 10:22 < ChillerDragon> he gone 10:22 < ChillerDragon> since forever 10:22 < bridge_> Damn 10:22 < bridge_> he was here once. i should have asked him to give me full access to teeworlds 😂 10:22 < bridge_> Lol 10:22 < bridge_> Yeah I remember the desk pic 10:22 < ChillerDragon> magnus top3 least influencal tw actors in 2023 10:23 < ChillerDragon> #jopstiforpresident 10:23 < bridge_> at least he takes everything with humor 10:23 < ChillerDragon> magnus? 10:23 < bridge_> yeah 10:23 < ChillerDragon> cool 10:23 < ChillerDragon> idk the guy 10:23 < ChillerDragon> i only sent him a email once and he was nice 10:23 < bridge_> i wish we'd have the name "teeworlds" xd 10:24 < ChillerDragon> unlike oy who ignores my email since motnhs 10:24 < bridge_> it's so much cooler 10:24 < bridge_> ;~; 10:24 < ChillerDragon> DUMMY DRACE RACE NETWORK 10:24 < ChillerDragon> waz 10:24 < bridge_> cock 10:24 < ChillerDragon> DUMMY DRAG RACE NET WORK? 10:24 < ChillerDragon> xd 10:24 < bridge_> dummy drag race network 10:24 < bridge_> silly name tbh 10:24 < bridge_> we should just call it ball game 10:24 < ChillerDragon> xd 10:24 < ChillerDragon> ballracer 10:24 < bridge_> yea 10:24 < bridge_> i'd already be happy if i'd have teeuniverse 10:25 < bridge_> does someone still have contact to that guy? 10:25 < ChillerDragon> who owned it? 10:25 < bridge_> necro smth 10:25 < ChillerDragon> a 10:25 < ChillerDragon> he gone 10:25 < bridge_> https://github.com/necropotame 10:26 < bridge_> yeah he gone, but can someone contact him? xD 10:26 < bridge_> i'd like to continue his dream 10:26 < ChillerDragon> https://github.com/teeworldsmods2 10:26 < ChillerDragon> xd 10:26 < bridge_> Legend says it that if you spend enough time in infclass servers he shows up 10:26 < ChillerDragon> https://zillyhuhn.com/cs/.1693124803.png 10:27 < bridge_> s\/says/has/ 10:27 < ChillerDragon> or mr english 10:27 < bridge_> how to open pull request on github? 10:27 < ChillerDragon> click green button 10:27 < bridge_> xd 10:27 < bridge_> tbh, just search in the internet 10:28 < bridge_> nobody here is better in explaining than someone who wrote a blog and wasted his life to explain it 10:28 < ChillerDragon> create fork 10:28 < ChillerDragon> create branch 10:28 < ChillerDragon> goto ddnet/ddnet 10:28 < ChillerDragon> click green button 10:29 < ChillerDragon> https://www.youtube.com/watch?v=mxBwyEIeaRQ 10:29 < ChillerDragon> @sigma_alken full tutorial xd 10:30 < bridge_> lmfao 10:36 < bridge_> Don’t show a botter how to code please :justatest: 10:36 < bridge_> wtf is that length of video 10:36 < bridge_> :troll: 10:37 < bridge_> 21 minutes explaining how do a pull request 10:37 < bridge_> has dev badge but doesn’t know how to code 10:37 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145275815941124137/IMG_3570.png 10:37 < bridge_> doesn’t know how to open a pr rather 10:37 < bridge_> is it really that easy to get it 10:37 < bridge_> discord =/ know all 10:37 < bridge_> i heard way back it was easy but 10:37 < bridge_> i didn’t know it was free 10:38 < bridge_> You just have to be in a discord developer group to get it, nothing more 10:38 < ChillerDragon> @sigma_alken i sent you the 3 steps it needs as text if you lack the fundamentals of what git and github is you can watch the lengthy video going into great detail 10:39 < bridge_> step 1: take adderall 10:39 < bridge_> step 2: watch the video 10:39 < bridge_> step 3 depression 10:39 < bridge_> all is good bro 10:41 < ChillerDragon> @Jupstar ✪ lerato might have a point you can try contacting the infclass fanatics like this @kaffeine dude he might know where necro hides 10:43 < ChillerDragon> fuck dummy works half of the time 10:43 < ChillerDragon> best debugging scenario 10:47 < bridge_> @kaffeine0 where does necro hide, he also was a infclass fanatic like you 10:47 < ChillerDragon> xd 11:06 < bridge_> wait lol maybe he wasn’t kidding https://discord.com/channels/252358080522747904/871738312849752104/1145277026786357248 11:08 < ChillerDragon> discord link moment 11:08 < ChillerDragon> i feel discriminated 11:08 < ChillerDragon> as a irc minority 11:08 < bridge_> use matrix 11:08 < bridge_> it's to latest wiki msg 11:09 < ChillerDragon> thank 11:09 < bridge_> chillerdragon: also let's face it u had to use discord 11:09 < bridge_> to change your name, after discord name change 11:09 < bridge_> we all know you use it secretly 11:15 < ChillerDragon> wasnt that secret at all 11:15 < ChillerDragon> i discussed in this very channel multiple times 11:15 < ChillerDragon> and used heinrichs phone num to login back again :D 11:16 < bridge_> lol 11:16 < ChillerDragon> but i didnt use it after 11:16 < ChillerDragon> i quickly went tru ma dms 11:16 < ChillerDragon> and closed dc 11:19 < bridge_> it's ok secret dc fan 11:21 < ChillerDragon> ._. 11:21 < ChillerDragon> im proud skype enjoyer 11:21 < ChillerDragon> microsoft all the way 11:21 < bridge_> True 11:22 < bridge_> i love it when i have to look at ads between my chats 11:22 < ChillerDragon> :D 11:22 < ChillerDragon> i dont remember any ads 11:22 < ChillerDragon> maybe you didnt buy skype pro 11:23 < bridge_> skype pro? glad i didnt buy it 11:25 < ChillerDragon> xd 11:25 < ChillerDragon> neither did i lol i dont think it existed 11:26 < ChillerDragon> but fr i can not remember any ads 11:26 < ChillerDragon> maybe it was a windows thing 11:26 < ChillerDragon> back then i was mac enjoyer 11:30 < bridge_> ChillerDragon write @everyone 11:31 < ChillerDragon> oh god 11:31 < ChillerDragon> no 11:31 < ChillerDragon> im nice person and would never trol 11:39 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145291520421933177/image.png 11:39 < bridge_> who even made these epic icons xD 11:39 < bridge_> i like the puzzle item 11:39 < bridge_> puzzle tee 11:40 < ChillerDragon> idk 11:40 < ChillerDragon> i liked old better 11:40 < ChillerDragon> especially #developer is a downgrade 11:40 < bridge_> the supporter should be maybe be for questions xd 11:40 < bridge_> anything better than default tee 11:40 < bridge_> hehe 11:48 < ChillerDragon> https://zillyhuhn.com/cs/.1693129717.png 11:48 < ChillerDragon> pink dragon! 11:48 < ChillerDragon> 0.7 skins pog 11:49 < bridge_> it's ogay 12:06 < bridge_> chiller, how much kog do you play 12:07 < bridge_> qog 12:07 < ChillerDragon> i rage quitted playing all together around a year ago when my ineternet died 12:07 < ChillerDragon> before that i played in phases. Idk i did play somewhat active id say 12:08 < bridge_> i remember him playing 7 years ago xd 12:08 < ChillerDragon> pst name changer 12:09 < bridge_> ^ u got me there for a second 12:11 < bridge_> isn’t kog clan for top 100 12:11 < ChillerDragon> axaxax 12:11 < bridge_> or did u just give them so many maps that they’re like whatever 12:11 < ChillerDragon> back when i joined kog it was top70 12:11 < ChillerDragon> i dont think i ever made it into top70 12:11 < bridge_> nerd 12:11 < bridge_> Lmfao 12:12 < ChillerDragon> idk how i got in 12:12 < bridge_> wild 12:12 < ChillerDragon> i think top70 was more like the only technical metric they had 12:13 < ChillerDragon> it was more a community thing 12:13 < ChillerDragon> of active players that enjoy koging 12:13 < bridge_> chiller i really respect you for working on it 12:13 < ChillerDragon> on 0.7? xd 12:13 < bridge_> but if heinrich merges it, i have to say that this is a completely wild decision and pretty ego 12:13 < ChillerDragon> i was super active on kog skype group and kog forum etc 12:13 < ChillerDragon> yikes 12:13 < bridge_> i don't know any dev that actually wants this 12:13 < ChillerDragon> lerato is 0.7 enjoyer 12:14 < ChillerDragon> thanks for the respect unless i didnt get the irony 12:14 < bridge_> i think deep in his mind, learath also knows that we bloat the source code quite a bit 12:14 < bridge_> i've seen him saying smth similar to the bridge 12:14 < bridge_> no no, the respect is serious 12:14 < ChillerDragon> pog 12:15 < ChillerDragon> yea if he doesnt merge ima cry 12:15 < bridge_> i know 12:15 < ChillerDragon> waiting for almost 1 year to get it merged 12:15 < bridge_> that's why i wanted to prevent it in first place 12:15 < bridge_> well who am i 12:15 < bridge_> 12:15 < bridge_> i should just do my own things lmao 12:15 < ChillerDragon> ddnet2 12:15 < bridge_> ddnet 3 12:15 < ChillerDragon> wot 12:15 < bridge_> i skip 2, because future 12:15 < bridge_> xd 12:16 < ChillerDragon> bleeding edge 12:16 < bridge_> no just kidding 12:16 < ChillerDragon> :rocket: 12:16 < bridge_> but tbh, my plan is actually mostly to get to vanilla support and then add fng stuff 12:16 < bridge_> i am not really the best to implement all the ddnet quirks xD 12:16 < ChillerDragon> 0.7 is the vanillast protocol of them all 12:16 < bridge_> it's really hard even understanding the source code 12:17 < bridge_> or we actually break physics in ddnet 2 12:17 < ChillerDragon> oof 12:17 < bridge_> i mean core physics stay ofc 12:17 < ChillerDragon> heinrich hammer moment 12:17 < bridge_> but stuff like draggers are so fucking bad implemented 12:17 < bridge_> it hurts me to read it 12:18 < ChillerDragon> ok pro dev 12:18 < bridge_> yeah np 12:18 < bridge_> you owe me smth for this amazing real talk 12:18 < bridge_> Those are skins from https://ddnet.org/skins. I'm open to suggestios for better room icons (or more fitting skins) 12:18 < ChillerDragon> for the respect you gave me? :D 12:18 < bridge_> yes XDDDDD 12:18 < ChillerDragon> eh oke 12:19 < ChillerDragon> you get respect back 12:19 < ChillerDragon> for ddnet2 12:19 < bridge_> thanks, i owe u smth 12:19 < ChillerDragon> honestly idk much about it but what i saw looked really cool 12:19 < bridge_> what do u need? 12:19 < ChillerDragon> a gf 12:19 < bridge_> ah ok 12:20 < bridge_> @ insanity, chiller is still free 12:20 < ChillerDragon> wingman jopsti 12:22 < ChillerDragon> jopsti when come to munich? 12:22 < bridge_> i dunno, i was there once 12:22 < ChillerDragon> why didnt u tell me mf 12:23 < bridge_> it was from school 12:23 < bridge_> Bauma messe 12:23 < ChillerDragon> xd 12:23 < bridge_> where they flex by building a 200000$ house for 3 days 12:23 < bridge_> (no joke) xD 12:23 < ChillerDragon> sounds cool 12:24 < bridge_> yeah xd 12:24 < bridge_> 12:24 < bridge_> i mean it was impressive 12:24 < bridge_> ngl 12:24 < bridge_> when the tires of a tractor are like 10 meters 12:24 < bridge_> u fucking scared 12:24 < ChillerDragon> litle school jopsti being 1m 12:25 < bridge_> i mean they were literally so huge 12:25 < bridge_> it's these machines used for grabbing coal and stuff 12:25 < ChillerDragon> a pickaxe? 12:25 < bridge_> exactly xd 12:25 < ChillerDragon> xd 12:25 < bridge_> a wheel out of pickaxes 12:26 < ChillerDragon> such #developer talk 12:26 < bridge_> yeah 12:27 < bridge_> now that you can read&write offtopic... it's lame to not write in developers 12:27 < bridge_> before that it was cool to write in dev channel bcs there was no choice 12:27 < bridge_> now that there's no excuse, we have to break the system 12:28 < bridge_> bro so many prs lately 12:28 < bridge_> aimazing 12:36 < ChillerDragon> yea offtopic is still matrix only 12:37 < ChillerDragon> but developer is nicer channel and heinrich told me spamming chillerbot stuff is more accepted in developer than offtopic i rather vibe here 12:37 < bridge_> what's written in dev channel stays in dev channel 12:38 < ChillerDragon> exactly 12:38 < bridge_> the only rule in this channel xD 12:38 < ChillerDragon> and dont talk about the dev channel outside of the dev channel 12:38 < bridge_> 😬 12:43 < bridge_> @patiga if i select vulkan as backend for wgpu 12:43 < bridge_> 12:43 < bridge_> are out of bound reads inside a shader all checked? 12:43 < bridge_> 12:43 < bridge_> like is wgpu adding runtime checks to the shader or even at the render command? 13:38 < bridge_> oha chiller, nicht nur deutschi, sondern auch münchner, kimm a mal nunter aufs land, lel 13:39 < a__> hi 13:40 < bridge_> hello, nice to meet you 13:40 < bridge_> how are you? 13:42 < bridge_> wanted to test it 13:42 < bridge_> good, and you? 13:44 < bridge_> neutral 13:45 < ChillerDragon> xd 14:02 < bridge_> in the map 007 and 069 theres these things that circle you built into the background of the map. i was wondering if its possible to code something into the client and have that on every map? 14:02 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145327459005370399/image.png 14:03 < bridge_> but make them circle your actual self and not be part of the map. so even if you zoom out it wont get bigger 14:04 < ChillerDragon> no code needed for that 14:04 < ChillerDragon> you can already set custom background maps 14:04 < ChillerDragon> and play with para to make it not zoom 14:04 < bridge_> ouu 14:05 < bridge_> ima try to figure out how to do that real quick 14:05 < ChillerDragon> im not sure if you can leave the map design on for that 14:05 < ChillerDragon> i think the custom background map only works with entities but not sure whats possible there 14:08 < bridge_> what is para to make it not zoom 14:09 < ChillerDragon> iirc ddnet zooms all quads 14:09 < ChillerDragon> unless they have parlax 14:09 < ChillerDragon> on the group 14:09 < ChillerDragon> set para x and para y 14:10 < ChillerDragon> it makes it shift depending on your pos 14:10 < ChillerDragon> if the value is low enough it should make it not zoom and move barley 14:11 < bridge_> oh so thats a map feature not a client featrue 14:12 < bridge_> oh so thats a map feature not a client feature 14:12 < bridge_> all g 14:16 < bridge_> i think you can use para zoom instead of normal zoom if ur client is updated 14:16 < bridge_> i think you can use para zoom instead of normal para if ur client is updated 14:44 < bridge_> ohhh 14:44 < bridge_> lemme update 14:59 < ChillerDragon> wot non 0.7 related pr!? 15:01 < bridge_> NO WAY 15:40 < bridge_> lol 15:40 < bridge_> i cant see this being a ddnet thing though 15:41 < bridge_> more like just chillerbot ux 15:52 < bridge_> Jupstar: you might get ddnet physics implemented in rust from Zwelf ^^ 15:55 < bridge_> yeah i know, that's really cool 15:55 < bridge_> 15:55 < bridge_> but tbh it won't be really compatible sadly 😄 15:55 < bridge_> i already looked into it 15:55 < bridge_> why is it not possible to make it compatible? 15:55 < bridge_> it's certainly possible 15:56 < bridge_> but it might be too big of a rewrite to be more useful than the c code we have rn 15:56 < bridge_> ah 😦 15:57 < bridge_> also tbh i am not sure how compatible i want to stay at all 15:57 < bridge_> 15:57 < bridge_> maybe i want to try out fixed point floats for physics 15:57 < bridge_> that's a slight physic break, but in the end all my stuff breaks everything anyway xd 15:57 < bridge_> oh yea, fixed point would be soo nice 15:57 < bridge_> unfortunately breaking 😦 15:57 < bridge_> i'd assume most maps still work 15:58 < bridge_> so if we really ever plan a second season, that would be the time to do such stuff 16:11 < bridge_> @heinrich5991 @ryozuki I made unique sql backups public here, feel free to pull a copy. I update these kind of irregularly https://files.uniqueclan.net/backups/ 16:11 < ChillerDragon> wot timakro 16:11 < ChillerDragon> u alive 16:11 < bridge_> 👋 16:11 < ChillerDragon> ello 16:11 < bridge_> why are you a bot chiller? 16:11 < ChillerDragon> no proof 16:12 < bridge_> i mean why does it say bot next to your name :D 16:12 < ChillerDragon> i refuse any allegations 16:12 < ChillerDragon> plase talk to my lawyer mr jopsti 16:12 < bridge_> matrix bridge? :P 16:12 < ChillerDragon> irc bridge :) 16:12 < bridge_> aha 16:13 < ChillerDragon> u still active? 16:14 < ChillerDragon> @timakro why havent i seen u in ages? u still play? u still do some unique stuff? 16:14 < bridge_> @timakro mind if I annoy you every six months about it? every year? 16:16 < bridge_> @heinrich5991 nah, would actually be good if I did backups more regularly :D 16:16 < bridge_> six months it is 16:16 < bridge_> automating backups is the way to go btw 16:17 < ChillerDragon> timakro.de for sale o.O 16:23 < ChillerDragon> korb 16:24 < bridge_> @chillerdragon I'm not playing anymore but I still maintain unique 16:25 < bridge_> @timakro I can't configure my alerts for longer than a month :/ 16:25 < bridge_> on your phone/calendar? 16:25 < ChillerDragon> oh wow you fully quit? :( 16:25 < ChillerDragon> sadge 16:26 < bridge_> I'll figure something out 16:26 < bridge_> idk just stopped playing some day ^^ 16:26 < ChillerDragon> sad to hear 16:26 < bridge_> no, selfhosted https://healthchecks.io/ 16:27 < bridge_> will have to check this out, because if you automate backups then you still can't be sure they really run, but this seems to be target at exactly that problem 16:27 < ChillerDragon> yea you usually do some http request at the end of the backup 16:27 < ChillerDragon> and it alerts if it didnt receive it 16:30 < bridge_> @timakro yes, quite nice project. I use it for backups, certificates and ddnet https master server monitoring 16:30 < ChillerDragon> is it public? 16:30 < ChillerDragon> status.heinrich5991.de ? 16:34 < bridge_> hc.heinrich5991.de 16:34 < bridge_> but not accessible 16:42 < ChillerDragon> yo @heinrich5991 you have only one vps right? not too big cpu with a hughe drive right? If that thing dies how painful would it be? Do you have some provision scripts and backups? How much data would be lost and how long would it take you to restore the whole thing? 16:43 < bridge_> Chiller planning his next attack xd 16:43 < bridge_> that thing would actually be pretty painful, now that you mention it 16:44 < ChillerDragon> not trying to cause you any sleepless nights :D just asking if you have some rock solid strat that i can copy so i can sleep better 16:44 < bridge_> aren't u using github as backup? 16:44 < bridge_> that sounds pretty solid xD 16:44 < ChillerDragon> me? 16:44 < ChillerDragon> yea i have some things in place 16:45 < bridge_> yes 16:45 < ChillerDragon> i spread it up on two vps 16:45 < bridge_> I'm backing up other stuff using some tool I forgot 16:45 < ChillerDragon> and basically ALL data is backuped to github 16:45 < ChillerDragon> and github is backed up to gitlab 16:45 < ChillerDragon> stll wouldnt be nice 16:46 < ChillerDragon> where do you back it up to heinrich? 16:46 < bridge_> my computers are backed up using zfs 16:46 < bridge_> nas at home 16:46 < ChillerDragon> ou my computers are only backed up to github xd 16:46 < ChillerDragon> that worked fine every time my drive died 16:47 < ChillerDragon> i have no private data on my laptop so thats fine. Its all on my vps .-. so thats scary xd 16:48 < bridge_> do you use a password manager btw? 16:48 < ChillerDragon> yes 16:48 < bridge_> good 17:45 < bridge_> in wgsl, out of bounds loads usually return garbage values, probably implementation defined. I haven't encountered yet that it encounters a 'Trap'. You can still also just use spir-v shaders directly, which ofc won't get new checks or anything 17:45 < bridge_> What do you mean with 'at the render command' exactly? wgpu will verify that you have the appropriate bind groups and shader buffers set, before it allows you to execute pipelines 17:45 < bridge_> https://gpuweb.github.io/gpuweb/wgsl/#out-of-bounds-access-sec 17:47 < bridge_> well my question generall is, if it prevents undefined behavior of any kind in pure safe code 17:47 < bridge_> 17:47 < bridge_> that indeed also includes stuff like casting NaNs to ints even in shaders 17:54 < bridge_> in the shader code, no. out of bounds accesses do return values, without you being sure what they may be. they are called 'indeterminate values' https://gpuweb.github.io/gpuweb/wgsl/#indeterminate-values and are used in the function definitions in the spec, often when operations are done on NaNs. 17:54 < bridge_> > Implementations may assume that overflow, infinities, and NaNs are not present at runtime. 17:54 < bridge_> just skimmed past that, sounded interesting 17:54 < bridge_> https://gpuweb.github.io/gpuweb/wgsl/#bit-reinterp-builtin-functions sounds like casts from NaNs to ints is fine in theory 17:58 < bridge_> i mean i know they kinda implement webgpu API 17:58 < bridge_> 17:58 < bridge_> but in fact they have a VK backend 17:58 < bridge_> 17:58 < bridge_> and i kinda doubt it has the same guarantees as the WebGPU API 17:58 < bridge_> 17:58 < bridge_> or to rephrase: i generally don't trust any drivers 17:58 < bridge_> 17:58 < bridge_> i wonder if one should really trust these new APIs in terms of security.. 17:58 < bridge_> 17:58 < bridge_> I mean sure, the GPU stuff is isolated, and e.g. dedicated GPUs are itself an isolation already 😄 17:58 < bridge_> 17:58 < bridge_> I am asking all this bcs i was wondering if i should rewrite the shaders to wgls and use their compiler, which should make anything that happens on the GPU itself (not vk API) just as safe as wgpu 17:58 < bridge_> 17:58 < bridge_> proofing buffer/memory correctness is probably easier than that 😄 17:59 < bridge_> i mean i know they kinda implement webgpu API 17:59 < bridge_> 17:59 < bridge_> but in fact they have a VK backend 18:00 < bridge_> 18:00 < bridge_> and i kinda doubt it has the same guarantees as the WebGPU API 18:00 < bridge_> 18:00 < bridge_> or to rephrase: i generally don't trust any drivers 18:00 < bridge_> 18:00 < bridge_> i wonder if one should really trust these new APIs in terms of security.. 18:00 < bridge_> 18:00 < bridge_> I mean sure, the GPU stuff is isolated, and e.g. dedicated GPUs are itself an isolation already 😄 18:00 < bridge_> 18:00 < bridge_> I am asking all this bcs i was wondering if i should rewrite the shaders to wgls and use their compiler, which should make anything that happens on the GPU itself (not vk API) just as safe as wgpu 18:00 < bridge_> 18:00 < bridge_> proving buffer/memory correctness is probably easier than that 😄 18:02 < bridge_> well what kind of safe-ness are you looking for? Do you want the shader to terminate with an array upon out-of-bounds accesses? I don't think wgpu offers that feature. One thing it does offer is ensuring uniformity in io accesses https://gpuweb.github.io/gpuweb/wgsl/#uniformity 18:03 < bridge_> well let's say you allow an attacker to run any webGPU code he wants on your computer for a week 18:03 < bridge_> 18:03 < bridge_> Would you feel comfortable? xd 18:03 < bridge_> ah, I mean to all the questions from before I think the answer is "yes, wgpu allows that" 18:04 < bridge_> oof 18:04 < bridge_> I mean I don't want someone else to use my gpu for a week xd 18:04 < bridge_> yeah besides that xd 18:05 < bridge_> but considering how ez i can crash my system with vulkan xD 18:05 < bridge_> i kinda wouldnt feel confortable 18:05 < bridge_> ah 18:06 < bridge_> like, I'm not highly informed in all the security aspects of wgpu. It does seem to be high-level enough to keep you from crashing your system, yes 18:06 < bridge_> as long as you don't use wgpu-core maybe 18:06 < bridge_> and aslong as the driver of the computer is trust worthy 18:06 < bridge_> which webgpu cant really proof 18:07 < bridge_> with trust worthy i mean bug free 18:07 < bridge_> chrome and firefox defs use vulkan as backend for webgpu api 18:07 < bridge_> thats a big thing to ask. I don't think anyone would be capable of answering you with a comfortable "yes" 18:07 < bridge_> so u kinda have to trust these drivers to not be buggy to a point where they can be abused 18:07 < bridge_> exactly 18:08 < bridge_> I haven't audited the entire code base. chrome seems to think that they can ship it to the public. firefox still has it in nightly I think 18:09 < bridge_> like honestly I wouldn't give you a confident yes if you would ask me if connecting to a DDNet server is completely save ^^ 18:09 < bridge_> it's probably not safe 18:09 < bridge_> we had buffer overflows before 18:09 < bridge_> well i was thinking about allowing mods to us graphics. 18:09 < bridge_> I kinda like the idea generally, but maybe as an extra security level it should only allow mods that are pre-checked by a human. (e.g. by hash of the wasm module or smth) 18:09 < bridge_> 18:09 < bridge_> that would allow modders to do stuff that _I_ don't want to see in my base code, while still giving flexibility 😄 18:10 < bridge_> well i was thinking about allowing mods to use graphics. 18:10 < bridge_> I kinda like the idea generally, but maybe as an extra security level it should only allow mods that are pre-checked by a human. (e.g. by hash of the wasm module or smth) 18:10 < bridge_> 18:10 < bridge_> that would allow modders to do stuff that _I_ don't want to see in my base code, while still giving flexibility 😄 18:10 < bridge_> I would strongly assume that you can safely execute shaders 18:10 < bridge_> laptop GPUs share the same memory as CPUs at least 18:11 < bridge_> so i even don't directly trust that 18:11 < bridge_> wouldn't be access to shaders sufficient for user graphics? 18:11 < bridge_> eh, depends if you also wanna do gui I guess 18:12 < bridge_> yeah they generally need to know about buffers 18:12 < bridge_> e.g. if they want to alter rendering of certain stuff 18:12 < bridge_> so you are thinking about accepting wasm code that you where you give the module a queue and device and they are allowed to do anything with that 18:12 < bridge_> well it must be in a higher level source code 18:13 < bridge_> if i can read the rust code 18:13 < bridge_> and i can compile it 18:13 < bridge_> 18:13 < bridge_> i can also host the wasm module and make it trusted 18:13 < bridge_> e.g. tater client modifies rendering a bit (HUD, map) 18:13 < bridge_> would be cool if this is allowed generally (from a trusted source) 18:14 < bridge_> or freeze stars vs snowflakes xD 18:14 < bridge_> the endless debate 18:14 < bridge_> dont want to support both in the base code 18:14 < bridge_> yes, if you either audit the code or retrieve it from a trusted source (the latter is ofc more fishy), it sounds fine, no? 18:15 < bridge_> then its not anymore about the question if it is safe to execute arbitrary wgpu wasm modules, but if you trust that you can build a trusted ecosystem 18:16 < bridge_> yeah 18:16 < bridge_> 18:16 < bridge_> ofc in theory it would be cooler to allow _any_ wasm module 18:16 < bridge_> even untrusted ones 18:16 < bridge_> that's why i was interested 18:17 < bridge_> yea it is indeed interesting 18:18 < bridge_> I mean wasm by default has no io, so I can see where you are coming from 18:19 < bridge_> as soon as you give it access to io operations via wasi, I think the answer is a clear no 18:19 < bridge_> yeah it has no access to anything 18:24 < bridge_> actually, it might not be able to do more than DOS by using memory/runtime/shader runtime. all the unsafe functions where you get lower level access seems to be unavailable in webassembly 18:36 < bridge_> https://en.wikipedia.org/wiki/I_Can_Eat_Glass 18:40 < bridge_> when does 17.2.1 release? 18:40 < bridge_> on 2023-08-20 18:40 < bridge_> isnt it 27th today 18:40 < bridge_> yes 18:41 < bridge_> so its released? 18:41 < bridge_> yes 18:41 < bridge_> when does 17.2.2 release then xd 18:42 < bridge_> my bad 18:42 < bridge_> what are you hoping to get released? 18:42 < bridge_> just asking 18:42 < bridge_> it's released if there is a need to release it 18:42 < bridge_> e.g. a bug fix 18:43 < bridge_> else the next version is 17.3 18:43 < bridge_> oh okay 18:43 < bridge_> thanks 20:26 < bridge_> https://github.com/lwthiker/curl-impersonate 21:26 < bridge_> is #7002 not a duplicate of the map_create_pixelart tool? 21:26 < bridge_> https://github.com/ddnet/ddnet/pull/7002 21:26 < bridge_> 21:35 < bridge_> A 21:42 < ChillerDragon> @ryozuki the i can eat glass wiki link and curl impersonate were funny and interesting are those some kind of replies or random uncontextulized shares? 21:42 < ChillerDragon> i rate those links 9/10 would click again 21:43 < ChillerDragon> but be warned posting links without further comments can get your message deleted on this censorship channel 21:49 < bridge_> wat 21:49 < ChillerDragon> wat wat 21:49 < ChillerDragon> you posted two links 21:49 < bridge_> ye i mean ur last msg 21:49 < ChillerDragon> ah that 21:49 < ChillerDragon> is me making fun of the one mod 21:49 < ChillerDragon> who deleted a message in this channel 21:49 < ChillerDragon> that only contained a link 21:49 < ChillerDragon> i forgot who it was 21:49 < ChillerDragon> but i will keep shaming him 21:53 < ChillerDragon> ah it was @Vy0x2 21:53 < bridge_> lmfao 21:53 < ChillerDragon> axaxax 21:53 < bridge_> lmfao 21:54 < ChillerDragon> https://github.com/TeeworldsDB/irclogs/blob/f38239c1aa3e8ee10b9a7065a2d538e8f0972d63/ddnet/2022-11-14.log#L107-L127 21:56 < bridge_> lmfao 21:56 < bridge_> power tripping 21:56 < ChillerDragon> a: buse 21:56 < ChillerDragon> power tripping is a cool term 21:57 < ChillerDragon> havent heard that before 22:01 < bridge_> https://www.pcgamer.com/a-guy-with-19-youtube-subs-executed-perhaps-the-greatest-gta-speedrun-in-history-six-weeks-ago-and-no-one-noticed/ 22:02 < ChillerDragon> F 22:02 < bridge_> damn 22:03 < bridge_> why F? 22:03 < bridge_> press F to pay respects 22:03 < bridge_> GTA IV No Damage, No Hit Full Game Speedrun 22:03 < ChillerDragon> because he didnt get respect yet 22:03 < ChillerDragon> since "nobody noticed" 22:03 < bridge_> well since pcgamer published it 22:03 < bridge_> everybody noticed 22:03 < bridge_> xd 22:03 < ChillerDragon> yea thats what i said 22:03 < ChillerDragon> "nobody noticed" 22:03 < ChillerDragon> who reads fakin pcgamer 22:03 < bridge_> https://www.reddit.com/r/gaming/comments/162b4n9/a_guy_with_19_youtube_subs_executed_perhaps_the/ 22:03 < bridge_> i read reddit 22:04 < bridge_> L 22:10 < bridge_> https://github.com/llvm/llvm-project/releases 22:10 < bridge_> soon llvm 17 releases 22:11 < bridge_> then what 22:20 < bridge_> llvm 18 i guess 22:50 < bridge_> It works differently. The tool integrated in the editor uses tile layers so the maps render fast for reasonable image sizes. The separate tool uses quads, so it's much slower, but support arbitrary colors. We can probably remove the separate tool now, I don't see much merit in using quads instead of tiles and it's more inconvenient to use over the command line. 23:14 < bridge_> gald i didnt leak months of server logs with ips in it 23:15 < bridge_> glad i didnt leak months of server logs with ips in it 23:32 < bridge_> ❓ 23:47 < bridge_> dude had his own server logs public until i told him 23:47 < bridge_> > xaxaxa 23:47 < bridge_> ❓ 23:53 < bridge_> Yikes 23:54 < bridge_> Zwelf: the new bridge mostly shows (null) as text in the reply’s. That was smoother in the old bridge.