00:20 < bridge> @deen i got a shared file system working using NFS 00:20 < bridge> https://wiki.gentoo.org/wiki/Nfs-utils 10:20 < bridge> morning 10:41 < bridge> morning 10:41 < bridge> checking my stats rn 10:43 < bridge> yeesh 10:43 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1159410479345696798/IMG_3681.png?ex=6530ec27&is=651e7727&hm=87709b818eb7d729ca80cd5d2f209fa11b4d888cf02e0153ccc2b7970a22e1bb& 10:43 < bridge> 33 hrs on one map 10:44 < bridge> Gamer 11:04 < bridge> im setting up ccache and distcc 11:22 < bridge> is this publicly available? Never saw playtime before 11:47 < bridge> @learath2 odd, compiling ddnet with distcc takes more than without 11:47 < bridge> xd 12:11 < bridge> i guess distcc is only worht for the slower machine 12:11 < bridge> or idk 12:20 < bridge> Maybe Next update, hype! :0 12:24 < bridge> @robyt3 hey, I thought that bezier envelope data is stored in a single item of a new ex item type. https://discord.com/channels/252358080522747904/1156657072780361738/1157765215061016586 this map however contains a bezier curve (in envelope 3/8), but only 2 ex item types: automapper and GroupEx. 12:24 < bridge> Do you know if there is something wrong here, or if I just misunderstand something? 12:26 < bridge> https://ide.kaitai.io/ with https://github.com/heinrich5991/libtw2/blob/602156e4cb787f3d2c4afeb267706233741aea9c/doc/datafile_v4.ksy is great to view the structure of datafiles btw :) 12:30 < bridge> hm I must be understanding smth wrong, because bezier values do indeed get saved 12:30 < bridge> my question is: where are they stored then? 12:35 < bridge> okay, so some clues: 12:36 < bridge> with the newest client (17.3) from steam, when I store a map with bezier it does indeed add the expected ex-item-type 12:38 < bridge> that ex-item-type is not included in the map linked above, however 12:38 < bridge> suggesting that saving the map failed somehow 12:52 < ChillerDragon> madlad deen hinted that he might merge #5949 tomorrow. If that actually happens I appreciate every who looks over the code and maybe even runs it before the merge. 12:52 < chillerbot> https://github.com/ddnet/ddnet/issues/5949 12:56 < bridge> :justatest: 13:31 < bridge> bruh 13:40 < bridge> https://media.discordapp.net/attachments/342454474117218334/1135332656498880613/scripulous-fingore-mario.gif 13:44 < bridge> No 13:44 < bridge> Why 13:56 < bridge> how can i mention chiller? :p 13:57 < bridge> are these values in /src/game/generated/protocol.h related to type_id values in table on https://chillerdragon.github.io/teeworlds-protocol/07/snap_items.html :pepeW: 13:58 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1159459467713314886/image.png?ex=653119c6&is=651ea4c6&hm=66d7da1b449f83169b4bb48526d7e997b0e43b74093203100e7ead8bcebca063& 14:06 < bridge> are these values in build/src/game/generated/protocol.h related to type_id values in table on https://chillerdragon.github.io/teeworlds-protocol/07/snap_items.html :pepeW: 14:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1159459467713314886/image.png?ex=653119c6&is=651ea4c6&hm=66d7da1b449f83169b4bb48526d7e997b0e43b74093203100e7ead8bcebca063& 14:14 < bridge> ChillerDragon 14:27 < Ryozuki> i figured why host znc when i can simply have weechat on tmux 14:27 < Ryozuki> and here i am 15:37 < bridge> @robyt3 https://github.com/ddnet/ddnet/blob/2b115b92fa4077a30f76b50b97ef503e12757c77/src/game/editor/mapitems/map_io.cpp#L378-L387 15:37 < bridge> if I see this correctly, the bezier curve values aren't stored only in the bezier values of the envelope point with the bezier curve type, but instead spread between that point and the next? 15:40 < bridge> Maybe I got it wrong for a long time already, but I thought that the interpolation between two points is only ever determined by the values of the first of the two. I think/thought that this is the way teeworlds 0.7 stores their bezier values, but here we do it differently? 15:42 < bridge> Yes, the 0.7 format stores them interleaved 15:42 < bridge> We store them in two separate items 15:43 < bridge> yes, but I'm confused about which bezier values are stored where 15:45 < bridge> in the code segment above, if a envelope point has the bezier type, half of the bezier values are stored in the envelope point with the appropriate type, and half in the next point, regardless of which curve type that point has 15:46 < bridge> so my first question kinda is: if we look at the 0.7 format, at the 16 bezier values of the first point, are these values equal to the first 16 values in the ddnet bezier data? 15:46 < bridge> We always store bezier data for all points but unused data should be 0 15:49 < bridge> the bezier curve has in\_ and out\_ values. 8 values each. if we look at the first bezier curve, between the first and second point. are the in\_ and out\_ values of the first bezier curve the first 16 values, or the 8th till 24th value? 15:50 < bridge> when I wrote the 0.7 parser I kinda just assumed that the bezier values are entirely stored in the envelope point with the type bezier, not split up between two points. but the code above does not do that 15:54 < bridge> I'm questioning right now if I was parsing 0.7 maps wrong. do I need to keep the bezier values of non-bezier envelope points (which are used if the point before was a bezier point) 16:01 < bridge> Yes that’s the same 16:16 < bridge> ok, i just realized there's protocol.h and protocol.h and type_id = 6 means different stuff in these 2 versions and i dont have to try to put 8 ints in 3 anymore :pepeW: 16:16 < bridge> ok, i just realized there's protocol.h and protocol7.h and type_id = 6 means different stuff in these 2 versions and i dont have to try to put 8 ints in 3 anymore :pepeW: 16:28 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1159497344648228984/IMG_20231005_222713.jpg?ex=65313d0d&is=651ec80d&hm=93ff3755191b28f87de514d0ff69c496f498b64f2fa9c2717dc53ab37184c446& 16:29 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1159497662941384704/video_20231005_222455.mp4?ex=65313d59&is=651ec859&hm=2d15369da70710b4d6790ca4d44346e35c2038ae803bc89944e11310992fbd4d& 16:31 < bridge> godot :poggers2: 16:32 < bridge> ye godot 16:32 < bridge> If I may ask, is it a personal project or is it a team one but you switched because of the Unity changes? 16:32 < bridge> Personal 16:33 < bridge> moving an entire team to godot might cost too much for training 16:33 < bridge> ye 16:34 < bridge> At least 2022 lts isn't affected now anyway 16:35 < bridge> godot isn't really fully featured tho. It feels really weird to develop toolset for it for the time being. 16:35 < bridge> maybe it's just the unfamiliarity, idk 16:36 < bridge> ye many features are missing still 16:36 < bridge> ew windows 16:37 < bridge> Just now I found it lacks some timing related hooks where I need them like before and after rendering a viewport. had to workaround them. 16:37 < bridge> bite me 16:37 < bridge> :owo: 16:37 < bridge> @tsfreddie glad ur into godot 16:37 < bridge> fck unity 16:37 < bridge> also godot is better at cross platform iirc 16:37 < bridge> I'm not into godot 16:37 < bridge> so better for linux 16:37 < bridge> why not 16:37 < bridge> betrayal 16:38 < bridge> im angry now 16:38 < bridge> bite me again :brownbear: 16:38 < bridge> it's fine 16:38 < bridge> xD 16:38 < bridge> :owo: 16:39 < bridge> not really liking it. maybe I'll get used to it after i just started using the engine code as base instead of only in-engine stuff 16:39 < bridge> Also godot never showed any tooltips on my machine since godot 3.1 16:39 < bridge> I'm trying to fix it now that's why I'm compiling it 16:40 < bridge> It took me years to realise why it is so damn hard to use. just because it never told me what any buttons do on my machine lmao 16:41 < bridge> that sucks, do other ppl have it too? 16:42 < bridge> the problem or the tooltips 16:42 < bridge> the tooltips 16:42 < bridge> ye, i asked 16:43 < bridge> also I can make them show up by turning off one of my monitor 16:43 < bridge> so at least I might know why it isn't showing up 16:43 < bridge> i'd imagine no one really noticed it since it was unchanged for so long 16:44 < bridge> hmm weird maybe they show up in the other monitor? 16:45 < bridge> probably not, I would've noticed 16:45 < bridge> even if they do then it is definitely bugged anyway 16:45 < bridge> What you hacking on? 16:46 < bridge> I just need to find the code where they render the damn thing tho. the codebase is quite huge than what i'm used to:justatest: 16:46 < bridge> yeah hmm 16:46 < bridge> I just need to find the code where they render the damn thing tho. the codebase is quite huge compared to what i'm used to:justatest: 16:48 < bridge> web demo renderer. still :pepeW:. ive parsed messages and map, now its snapshot time 16:49 < bridge> You know that you are kinda reinventing the wheel here? 16:49 < bridge> Half tw is working on that 16:49 < bridge> hell yeah 16:49 < bridge> on what? 16:49 < bridge> Web demo 16:50 < bridge> eeeeeehm 16:50 < bridge> is there a working thing? 16:50 < bridge> Also why you working with da protocol? Cant you just copy paste tw code? 16:50 < bridge> if no, then ill be first :clueless: 16:50 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1159502964801687655/2023-10-05_18-52-19.mp4?ex=65314249&is=651ecd49&hm=fa6a4aa3edc8dfd4eb5f7b5e0b52807a6f6575f2725089e6ac12db3a4af5efe2& 16:50 < bridge> if yes, i aint finish this 16:50 < bridge> Nothing is super finished but many things are showcasesable 16:51 < bridge> did u try watching a tutorial 16:51 < bridge> Ask patiga and jupsti for their current state and judge your self if it’s finished enough for you 16:51 < bridge> tutorials are for the weak 16:51 < bridge> there u have the answer 16:51 < bridge> lets see whose wheel is better :owo: 16:51 < bridge> also godot is diferent 16:51 < bridge> Xd 16:51 < bridge> u attach a script to each node 16:51 < bridge> its more modular 16:51 < bridge> i mean. i know that 16:51 < bridge> in c# unity u use 1 script for many ythings iirc 16:52 < bridge> but thats like a big change for ppl i guess idk 16:52 < bridge> im not a game dev 16:52 < bridge> Yea not telling you to stop. Just warning you it might not be too useful to double the work 16:52 < bridge> i only do game dev in ddnet 16:52 < bridge> i mean just moving stuff around. sometime there's a button and I hate I can't tell what it is by the icon 16:52 < bridge> imagine having a editor 16:52 < bridge> Also why do you reimplement the protocol? 16:52 < bridge> Do you use a new language? 16:52 < bridge> js? :D 16:52 < bridge> i just need to get the focken data from snapshot 16:52 < bridge> :pepeW: 16:53 < bridge> How do you get it into the web? 16:53 < bridge> ah 16:53 < bridge> je 16:53 < bridge> js 16:53 < bridge> D: 16:53 < bridge> Pure or cross compile? 16:53 < bridge> ye 16:53 < bridge> Webassemblign I mean 16:53 < bridge> I think actual hand written js would be a first 16:54 < bridge> rn its in ts, and its only nodejs application 16:54 < bridge> btw @tsfreddie have you tried if godot 4 has this problem? 16:54 < bridge> yes 16:54 < bridge> but very soon ill transform it into a webpage 16:54 < bridge> If that’s the case there is also a snapshot parser in ts you know that right? 16:54 < bridge> both 4.1.1 and 4.1.2 which just released 16:54 < bridge> :clueless: 16:54 < bridge> that's what I mean since, cuz it's been years lmao 16:55 < ChillerDragon> https://gitlab.com/swarfey/teeworlds-client 16:55 < bridge> i aint using any libraries, writing all wheels myself :gigachad: 16:55 < ChillerDragon> haha check this out this mf is also now going web https://gitlab.com/swarfey/teeworlds-web 16:55 < ChillerDragon> so 3 ppl are activley working on it right now 16:55 < ChillerDragon> and there are some old projects 16:56 < bridge> am gonna be first :owo: 16:56 < bridge> and the worst :gigachad: 16:56 < ChillerDragon> gl 16:56 < ChillerDragon> please report any bugs or feedback for the protocol doc 16:57 < ChillerDragon> @swarfey cool web client btw 16:57 < bridge> https://github.com/heinrich5991/libtw2/issues/81 i was the one who discovered this btw :gigachad: 16:58 < bridge> @tsfreddie check out my big brother https://ddstats.org/events 16:58 < ChillerDragon> nice 16:58 < bridge> :owo: 16:58 < bridge> (wait 5 seconds) 16:58 < bridge> xd tyty 16:59 < bridge> wouldnt say actively, i already kinda abandoned it brrt 16:59 < bridge> myr wanted to see the code tho, so i published it to gitlab 17:00 < ChillerDragon> sussy russians 17:01 < ChillerDragon> i dont get the code swarfey 17:01 < ChillerDragon> does it need a server? or is it client side js only? 17:02 < ChillerDragon> last time i checked web cant do udp right? So your client lib would need to support ws? But why is there ws stuff in the web repo then? 17:03 < ChillerDragon> @swarfey 17:03 < bridge> xd yes i did some trol in the code 17:07 < bridge> ye u showed it to me in early ruby lib development i think 17:08 < bridge> thought it was web 17:08 < ChillerDragon> when did u start the web stuff? 17:08 < ChillerDragon> i started mine 3 weeks ago 17:08 < bridge> ehh same day i published it 17:08 < ChillerDragon> ez 17:08 < ChillerDragon> earlier 17:08 < bridge> ye 2 weeks ago 17:08 < bridge> didnt work on it after that either 17:08 < ChillerDragon> mood 17:09 < ChillerDragon> mine was also super short lived development effort xd 17:09 < ChillerDragon> but its hella fun using a own lib 17:09 < bridge> xd yeah 17:09 < bridge> i have a lot of small projects using my own lib too 17:09 < ChillerDragon> ok pro developer 17:09 < ChillerDragon> i dont 17:10 < bridge> well 17:10 < bridge> with small i mean extremely small like hello world to test some stuff in my mod or something 17:10 < bridge> idk 17:10 < ChillerDragon> xd 17:10 < ChillerDragon> wat 17:11 < ChillerDragon> you made a lib for hello world and used that? 17:11 < bridge> what no 17:11 < ChillerDragon> u made a tw server mod framework and used it to build hello world plugin? 17:11 < bridge> i use the teeworlds lib to connect to a server and do some weird movement 17:11 < bridge> or do some commands to test something in the mod 17:11 < ChillerDragon> a 17:11 < bridge> with 64 tees 17:11 < ChillerDragon> ou yea same 17:11 < ChillerDragon> https://gitlab.com/teeworlds-network/twnet_parser/-/blob/master/examples/07/flood/flood.py?ref_type=heads 17:11 < ChillerDragon> i use sussy flood.py 17:12 < ChillerDragon> if i need a full server these days 17:12 < bridge> xd 17:12 < ChillerDragon> EDUCATIONAL PURPOSES ONLY 17:14 < bridge> stalker 17:14 < bridge> :kek: 17:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1159508943375175782/IMG_20231005_181412.jpg?ex=653147da&is=651ed2da&hm=5afa67f9da077a17541dce693c9c3cf080d53e01842d82f93776727aa571f943& 17:14 < ChillerDragon> light mode gitlab user wot 17:15 < bridge> check out my secret gitea https://c.tsdo.in:20020/ 17:15 < bridge> I dont even have a gitlab account, what do u want from me 17:15 < ChillerDragon> china virus 17:15 < bridge> virus living in my home 17:16 < ChillerDragon> idk even whre u live? 17:16 < ChillerDragon> arent u in china? 17:16 < bridge> ye 17:16 < ChillerDragon> so it china virus confirmed 17:16 < bridge> so you do know 17:16 < ChillerDragon> i guess 17:17 < ChillerDragon> where sing up button 17:17 < bridge> also i forgot to build godot with symbols now i'm building it again. sad 17:17 < bridge> disabled lmao 17:17 < ChillerDragon> trol 17:17 < bridge> why do you want sign up tho 17:17 < ChillerDragon> u sent link 17:17 < ChillerDragon> i click 17:18 < bridge> i mean i can invite for sign ups 17:18 < bridge> i probably need to setup the SMTP first tho 17:18 < ChillerDragon> yea dw 17:18 < ChillerDragon> i dont see me using it anyways 17:19 < bridge> it wasn't supposed to be used by others too lmao 17:19 < ChillerDragon> sure sure 17:19 < bridge> it's just where I store my stuff that might be private 17:20 < ChillerDragon> if heinrich would offer some git hosting i might use it. Eventho he revealed that he has no backup strategy he is the most ethernal person i know. 17:20 < ChillerDragon> i sent heinrich some map 10 yrs ago and its still vibin on his drive 17:21 < ChillerDragon> ryo recreates git hosting services faster than i change my underwear 17:22 < ChillerDragon> @TsFreddie i also selfhost for private stuff. I just dont use any cloud provider. Raw git is all i need for private stuff. Or do you need clickibuntu web gui and issues etc? 17:22 < bridge> i just want something that's familiar and also shareable in case i need it 17:22 < ChillerDragon> i see 17:23 < bridge> also it's just a nas sitting in my living room 17:23 < ChillerDragon> !remind 5y ask fredsti wat happend to his git cloud axax 17:23 < bridge> Command not found! 17:23 < ChillerDragon> trash bot 17:23 < bridge> 👀 17:23 < bridge> Make a better one 17:23 < ChillerDragon> i am not really allowed to bot here 17:23 < bridge> :feelsbadman: 17:23 < ChillerDragon> !ping 17:23 < chillerbot> pong 17:23 < bridge> Command not found! 17:27 < bridge> Have you tried deleting the `Editor data`and `Editor settings`? (If you do make a backup first) 17:30 < bridge> idk what that is 17:30 < bridge> oh wow, great. the debug build tooltip works 17:30 < bridge> the release one does not 17:30 < bridge> love it 17:31 < bridge> xD 17:31 < bridge> https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html#editor-data-paths 17:31 < bridge> god damn it it works on all godot versions now 17:31 < bridge> xD nice 17:31 < bridge> i hate that it is random 17:32 < bridge> maybe it changed some setting hmm 17:32 < bridge> i didn't do anything with the settings btw 17:32 < bridge> i compiled a debug version of the engine 17:32 < bridge> ye I understood xD 17:33 < bridge> windows shenanigans 17:33 < bridge> use linux 17:33 < bridge> btw this is what I've been working on with godot 17:33 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1159513821648523274/demo1.mp4?ex=65314c65&is=651ed765&hm=0414b7cc6f05c4c4f82c7874cedd7e3976bc950c46b4f965ac0fd4cc83782afd& 17:34 < bridge> epic 17:34 < bridge> ye I made many projects but the hooks where awful so I made yet another one and I figured it out xD 17:39 < bridge> I hate life 17:39 < bridge> It just randomly decided to work 17:39 < bridge> Also cool project (definitely watched) 17:39 < bridge> my best guess would be this ^ 17:40 < bridge> Nah, it worked before 17:40 < bridge> It will just stop working at some point 17:40 < bridge> no I mean the debug version did on it's own 17:40 < bridge> When it feels like it 17:40 < bridge> That happened once or twice before 17:41 < bridge> hmm 17:41 < bridge> Just hate it to randomly fix itself right now when I'm just about to debug it 17:41 < bridge> Honestly, the last time it worked it's when I decided to open an issue 17:41 < bridge> Then it started working so i thought i just didn't hover long enough 17:42 < bridge> The program is definitely sentient 17:42 < bridge> It knows 17:48 < bridge> O0 to O1 is a massive change 17:48 < bridge> in rust too 17:48 < bridge> rust without opts can be slower than python 17:48 < bridge> with opts higher level abstractiosn become "zero cost" 17:48 < bridge> or almost zero cost 17:58 < bridge> teeworlds 2.0?!? 18:20 < bridge> okay twmap does parse teeworlds 0.7 bezier values wrong, but imo my interpretation makes more sense :p 18:20 < bridge> but damn 18:25 < bridge> tho the naming does make more sense now 18:36 < bridge> ok, finally discord decided to load the video 18:36 < bridge> pretty cool project 18:36 < bridge> for real this time 18:47 < bridge> kinda the repo is here https://github.com/Inateblig/Plydring. It's mainly a try of implementing 3D Teeworlds mechanics in godot. 18:52 < bridge> @robyt3 I understand my problem with the bezier values now. the values for a single bezier curve are split between two points, which I deemed improbable at first. The problem of my first ping with the map with missing bezier data still holds up though. 18:52 < bridge> New question: in the code it always calls the bezier values (in|out)_tangent_d(x|y). however on wikipedia it mostly talks about control points and only about tangents for a short segment. are the values in the map also control points, or are they something different? I ask this to get the naming correct in twmap. I'm not familiar with the calculations yet and hope to skip that trouble by asking you for now ^^ 18:52 < bridge> (btw, please tell me if you want to be pinged less) 18:57 < bridge> Yeah, it's a bit confusing how there are N points but N-1 curve types associated with the segments between the points. I don't know what's going on with the specific map missing the bezier ex item, if it's not something with the tool not displaying it correctly. I mostly copied cinaera's bezier implementation and naming from upstream, I don't really know all about how it works myself. 19:00 < bridge> I guess "control point" would have been correct to use, since the exact X and Y position of matters, whereas for a tangent it would only be the direction that's important 19:00 < bridge> I guess "control point" would have been correct to use, since the exact X and Y position matters, whereas for a tangent it would only be the direction that's important 19:03 < bridge> theroretically you could just rewrite ddnet to 3d. hard thing would be the graphics. 19:03 < bridge> theoretically you could just rewrite ddnet to 3d. hard thing would be the graphics. 19:04 < bridge> thanks for the input! it was really helpful. the specific map still confuses me, I think something definitely went wrong there, but maybe its already patched, we'll see if it comes up in the future 19:08 < bridge> I had made a 3D client/frontend for the ddnet client but it sucked. It was made in godot so it was easy but the communication was the hard part. I used fifos (first in first out files) to communicate with the ddnet client and godot. If I ever make another 3D client for teeworlds I'll again make it in godot but I'll also rewrite the networking in it instead of using the ddnet client. That way it should be faster/cleaner and would run on windows too 20:25 < bridge> ure making some cool ass 3d projects. heres my triangle on opengl :owo: 20:25 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1159557084845711440/image.png?ex=653174b0&is=651effb0&hm=e199a98abc1a9e6b88526080d446b1746d006135482e7aebe401ff77efaccb88& 20:38 < bridge> lel, I'm currently learning opengl and how to do triangles xdd 20:41 < bridge> https://blog.rust-lang.org/2023/10/05/Rust-1.73.0.html 20:49 < bridge> thats doper than using a already made game engine 20:49 < bridge> now do vulkan 21:10 < bridge> <_voxeldoesart> https://cdn.discordapp.com/attachments/293493549758939136/1159568214213279845/Screenshot_20231005_150950_Chrome.jpg?ex=65317f0e&is=651f0a0e&hm=2d566c78ff9f105be718c846baea9a3a3da80563f7c824f947aad6d6b798461f& 21:58 < bridge> https://github.com/Voultapher/sort-research-rs/blob/main/writeup/sort_safety/text.md 22:02 < bridge> good afternoon 22:05 < bridge> depends where you are 🙃 22:05 < bridge> ohhh shit really i didn't know that 22:06 < bridge> XD 22:06 < bridge> ??? 22:39 < bridge> DDNetPP Is there a build? chilleeeer 23:08 < bridge> build for what 23:14 < bridge> For a server 23:15 < bridge> what server?? 23:15 < bridge> u want a linux build 23:15 < bridge> or something else 23:15 < bridge> Linux 23:16 < bridge> https://github.com/DDNetPP/DDNetPP/releases/tag/v.0.0.7 23:16 < bridge> linux_DDNetPP 23:16 < bridge> I think it's very old 23:16 < bridge> that is 4 years old yeah 23:16 < bridge> https://github.com/DDNetPP/DDNetPP#cmake 23:16 < bridge> 23:17 < bridge> very ez build 23:18 < bridge> :owo: 23:18 < bridge> sorry 23:18 < bridge> im not the chiller 23:18 < bridge> but i'd be surprised if he had builds hosted anywhere but the releases page