00:33 < bridge> zombietoad how are you 10:00 < bridge> :poggers2: 17:12 < bridge> im on wayland and after joining this map and waiting for a few sec ddnet crashes. cant debug rn 17:12 < bridge> can anyone confirm this? 17:12 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1162045220163174430/Fuga.map?ex=653a81f2&is=65280cf2&hm=7290ebaef07f255db6ebcdfda5a39b67d7053cf25ae0387f2e1498f8e7f617fa& 18:12 < bridge> im a little bit confused with map loading. 18:12 < bridge> when you load a 20,000x20,000 map with a completely filled game layer and nothing else. how much ram would it take up? 18:12 < bridge> i mean a block is basically an integer right? so 32bits * 20,000 * 20,000 (1.6GB) should be the space it would take in ram right? im a little bit confused because when you actually load the map on the client it takes more than 30GB of ram (at which my computer overflows). 18:12 < bridge> what other data is getting loaded here? 18:18 < bridge> in the map editor loading the map works fine 18:21 < bridge> Maybe you can try with OpenGL 1 so it doesn't cache tile layers etc. 18:21 < bridge> i was running GLES btw 18:22 < bridge> not sure how much tile buffering that does 18:26 < bridge> nop 18:26 < bridge> ram is overflowing still when joining 19:10 < bridge> okay i successfully loaded a 10x10k map but half of the map isnt showing in enties for some reason. its just cut off 19:14 < bridge> @jupeyy_keks jupsti vulkan chad may you help me? 19:38 < bridge> okay i feel like everything is the fault of wayland. piece of shit 19:39 < bridge> agreed, fuck wayland! 19:39 < bridge> agreed, frick wayland! 19:41 < bridge> wayland+nvidia drivers sucks, but other than that it works fine in my experience 19:42 < bridge> well, imagine you write a switch with no default case, and some other parts of the code test for some specific bits, and voila, you got unofficial opcodes that are completely implementation dependent 19:51 < bridge> hx 20:15 < bridge> I'm using amd but some things are still very buggy for example obs, screenshotting and weird graphic bugs 20:37 < bridge> now i have a rectangle with anime in it :justatest: ' 20:37 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1162096601804832938/SPOILER_image.png?ex=653ab1cc&is=65283ccc&hm=f6a9728cbf5c5ba435b1884c3f33e51debee28a62f8f86fef8b463d62250f587& 20:38 < bridge> now i have a rectangle with anime in it :justatest: 20:38 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1162096601804832938/SPOILER_image.png?ex=653ab1cc&is=65283ccc&hm=f6a9728cbf5c5ba435b1884c3f33e51debee28a62f8f86fef8b463d62250f587& 20:49 < bridge> <_voxeldoesart> dude you just set yourself up to be laughed at 20:49 < bridge> and? 20:49 < bridge> laught at me, me 🤡 20:50 < bridge> <_voxeldoesart> tf does that mean 20:51 < bridge> did you not net "im a clown" part? 20:51 < bridge> did you not get "im a clown" part? 20:52 < bridge> <_voxeldoesart> oh i understood it now 20:52 < bridge> <_voxeldoesart> yeah dude out of all the images idk why you chose to showcase that one 20:53 < bridge> it was the best :justatest: 20:53 < bridge> <_voxeldoesart> coomer 20:57 < bridge> u aint fun, me no talking to you :feelsbadman: 20:57 < bridge> u aint funny, me no talking to you :feelsbadman: 21:29 < bridge> k switched to xorg now 21:29 < bridge> will try the big map again and check if it was really waylands fault 21:44 < bridge> okay. 21:44 < bridge> the bug is still there but my client isnt crashing anymore 21:45 < bridge> where are entities drawn? 21:45 < bridge> it seems like on huge maps half of the entities arent drawn for some reason 21:45 < bridge> havent tested with design 21:45 < bridge> https://streamable.com/mc8eds 21:45 < bridge> wont embed? 21:49 < bridge> You could try using a profiler to see what the memory is allocated for. For example https://github.com/KDE/heaptrack 21:52 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1162115697430757476/result.png?ex=653ac395&is=65284e95&hm=efbbafe0e349d65fe739be521a2b2742924f9d8c3a6b9cf63ded501c3e127e62& 21:55 < bridge> Why you building 0.7.5? :monkaS: There's a good chance those are already fixed on teeworlds master 22:00 < bridge> :owo: 23:21 < bridge> Some new suggested qol changes: 23:21 < bridge> Delete saves from ddnet-saves.txt after loading them. 23:21 < bridge> If your tee hits a timed button, display a corresponding countdown in red below the current maptime 23:23 < bridge> Some new suggested qol changes: 23:23 < bridge> Delete saves from ddnet-saves.txt after loading them. 23:24 < bridge> Some new suggested qol changes: 23:24 < bridge> Delete saves from ddnet-saves.txt after loading them. 23:24 < bridge> And maybe a section in the client where the saves are printed, or only the recent ones