02:09 < bridge> does this mean that junping converts a part of the x speed to y speed? 02:43 < bridge> no, iirc any sort of velocity in any direction makes your ramp value non-zero 02:43 < bridge> a higher ramp means your horizontal speed gets dampened (basically, you have a 'raw' horizontal speed which stays the same as long as you're still holding a/d, and a higher ramp will make that horizontal speed actually contribute less to your actual character's movement) 02:43 < bridge> that's why if you're falling down super super fast you can't move left or right as fast 02:44 < bridge> it also causes those weird movements with shotgun bug, etc. 02:44 < bridge> so i assume when you jump while moving rightward, since your overall speed increases just a bit (you're adding an upwards velocity), your ramp increases just a tiny amount, making your horizontal speed just a little lower 02:58 < bridge> it doesnt run 03:01 < bridge> Doesn't work 03:23 < bridge> ++ 07:01 < bridge> yes true 07:01 < bridge> oversight or genius devs 07:56 < bridge> It is literally an intended feature... 08:37 < bridge> was just about to say "neither* 09:37 < bridge> Only after a week I got used to the new color scheme, before it looked so weird to me xd 09:37 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1274275775562121247/image.png?ex=66c8e98b&is=66c7980b&hm=89e018d133a24fb5378e5ca60e529c3d1475a7fd57bb81e31a7684aaa4f5ebb2& 09:38 < bridge> The time has come for some gruvbox in my life 09:38 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1274275775562121247/image.png?ex=66c8e98b&is=66c7980b&hm=89e018d133a24fb5378e5ca60e529c3d1475a7fd57bb81e31a7684aaa4f5ebb2& 09:38 < bridge> Only after a week I got used to the new color scheme, before it looked so weird to me xd 09:51 < bridge> hello everyone. I'm making a space simulation game with pure c and raylib. I'm currently stuck in delta timing, and making the game fps independent from calculating stuff. 09:51 < bridge> my question is: how does ddnet handle all of this precisely. 09:52 < bridge> hello everyone. I'm making a space simulation game with pure c and raylib. I'm currently stuck in delta timing, and making the game fps independent from calculating stuff. 09:52 < bridge> my question is: how does ddnet handle all of this precisely. 09:52 < bridge> thank you for your replays. 10:09 < bridge> ddnet doesn't use any kind of delta time logic since the server runs independently of the client so it will basically never drop blow 50 ticks per second. 10:10 < bridge> the tick speed is constant at 50tps 10:26 < bridge> what will happens if your computer wasn't strong enough for 50 tps ? 10:27 < bridge> what will happens if your computer wasn't strong enough for 50 tps ? to run a server on it ? 10:27 < bridge> what will happens if your computer wasn't strong enough for 50 tps to run a server on it ? 10:42 < bridge> It would run slower 10:44 < bridge> есть русский. 11:07 < bridge> <むぎ> nety 11:07 < bridge> ofc that works, forgottencat does it sometimes 11:08 < bridge> maybe you cannot do it 11:08 < bridge> then your phone is buggy 11:32 < bridge> Some specific phone doesnt support the client, maybe you can find some logs about that, will be useful 11:33 < bridge> u r not alone, already 4 people cant use the new client in china 11:46 < bridge> works for me (realme gt neo 5) 11:47 < bridge> nice 11:47 < bridge> 11:47 < bridge> it seems like older Mali GPUs are the bad ones in this case. 11:47 < bridge> 11:47 < bridge> Snapdragon seems fine 11:53 < bridge> i think i tested in one these arm devices: 11:53 < bridge> 11:53 < bridge> - One Plus X (32bit, GLES buggy, no vk support) 11:53 < bridge> - Samsung Galaxy S5 (32bit, no vk support) 11:53 < bridge> - Fair phone 3 (64-bit, no problems) 11:53 < bridge> - Poco F5 (64-bit, no problems) 11:53 < bridge> - Samsung Galaxy S23 Ultra (64-bit, no problems) 11:53 < bridge> - Some amazon tablet (64-bit, no problems, but not really fast) 11:53 < bridge> - The phone of my bro, can't remember which exactly, but some cheap china thing :lol: (64-bit, no problems) 11:54 < bridge> also works on: 11:54 < bridge> Infinix Note 30 (CPU MediaTek Helio G99) 11:54 < bridge> Xiaomi Mi 9T Pro (CPU Snapdragon 855) 11:54 < bridge> basically all of them have qualcomm tho 11:54 < bridge> > Infinix Note 30 (CPU MediaTek Helio G99) 11:54 < bridge> ah nice 11:59 < bridge> not works on LeEco Le S3 Android 6.0 MediaTek MT6797 11:59 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1276481026557743196/image.png?ex=66c9af18&is=66c85d98&hm=7fb07335710d365b6e7f0e754403b219e0059eb8dfc46edb8f6ea0f51713a83b& 12:00 < bridge> not works on LeEco Le S3 Android 6.0 MediaTek MT6797 12:00 < bridge> 12:00 < bridge> (old phone) 12:00 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1276481026557743196/image.png?ex=66c9af18&is=66c85d98&hm=7fb07335710d365b6e7f0e754403b219e0059eb8dfc46edb8f6ea0f51713a83b& 12:00 < bridge> how old? 12:00 < bridge> like which android 12:00 < bridge> 2016 12:00 < bridge> ah 12:00 < bridge> android 6 weird 12:00 < bridge> is it 32bit? 12:02 < bridge> in specification 64-bit 12:02 < bridge> 12:02 < bridge> https://www.mediatek.com/products/smartphones-2/mt6797-helio-x20#:~:text=MediaTek%20Helio%20X20%20(MT6797)%20provides,performance%20and%20extended%20battery%20life. 12:04 < bridge> oh alright.. very weird 12:04 < bridge> on android 6 on the official emulator it works 12:04 < bridge> even tho it also has no vk support 12:05 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1276482512838856704/FB_IMG_1724259774944.jpg?ex=66c9b07a&is=66c85efa&hm=4369fd4fa6cd182b8cf57067456b946a05da1e96d093563cee730bfdfda2a0cc& 12:07 < bridge> Xd 12:08 < bridge> Classic rage merge 12:11 < bridge> watafak do we have same phones 12:11 < bridge> found a very old amazon tablet, it actively falls back to opengl (so it even says vk could not be initialized) 12:11 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1276483941192433705/image.png?ex=66c9b1cf&is=66c8604f&hm=b7890a671c5807ae4a3a04e6ea2ef9584a12a6eadf2160dc2b4e982f581283da& 12:11 < bridge> other than that, no problems as far as i see 12:12 < bridge> maybe its problem with error handling and not vulkan part initializing 12:12 < bridge> :justatest: 12:12 < bridge> it crashes during initialization 12:13 < bridge> at least for milkeeycat who was the only one that sent logs yet 12:13 < bridge> there is basically nothing we can do at that moment tho xD 12:13 < bridge> huh 12:14 < bridge> apparently it does have vk 1.0 support. 12:14 < bridge> 12:14 < bridge> and apparently it is 32-bit. 12:14 < bridge> 12:14 < bridge> I actually thought we dont even compile vk in 32 bit 12:16 < bridge> and does it work on yours? 😄 12:16 < bridge> didn't test 12:17 < bridge> should i :pepeH: 12:17 < bridge> can't hurt 12:17 < bridge> if one of you uses a custom rom while the other doesn't, maybe the result differs xD 12:21 < bridge> nice found another tablet :lol: 12:21 < bridge> how many tablets do we have in our house man 12:22 < bridge> Samsung Exynos 9610 12:22 < bridge> @jupeyy_keks Maybe you could use Firebase Test Lab with a debug apk to test the devices that are reported to not work but where we didn't get any crash reports. Seems like there is a free tier that allows a few real device tests per day. A robo test would just have to click the quit button after 15 seconds to check if launching works. https://firebase.google.com/docs/test-lab 12:22 < bridge> oh yeah i used that once 12:22 < bridge> it crates screenshots even 12:25 < bridge> Mali-G72 12:25 < bridge> works on vk 12:25 < bridge> so not all mali are broken 12:28 < bridge> (ofc i have the working one so i can't debug 😬 ) 12:30 < bridge> why g76 not working, while g72 works. 12:30 < bridge> 12:30 < bridge> update phone xdd 12:32 < bridge> Speak in human language to mě plis, me no understand you 12:32 < bridge> Speak in human language to me plis, me no understand you 12:36 < bridge> is really the question if they also have outdated android versions 12:36 < bridge> if milkeey has bugs while i dont on a similar gpu, then we probably simply have different drivers 12:37 < bridge> no, i speak in vulcanian 🖖 12:37 < bridge> there is a raw speed value which stays pretty much the same but the effective value is decreased when moving fast 12:38 < bridge> 😎 12:44 < bridge> Vulkantian 13:35 < bridge> where do you get android versions 13:35 < bridge> android beta versions 13:37 < bridge> <__perot> im looking for same 13:42 < bridge> <0xdeen> @robyt3 ^ 13:46 < bridge> @learath2 look at this hot highlighting 13:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1276507756073058324/image.png?ex=66c9c7fd&is=66c8767d&hm=c7fdd68736d1d1b12f033a60771fd70ff0dcc0c9164ea7fb3c5d07687e9c5c9d& 13:58 < bridge> Why are you so cool? 13:58 < bridge> @milkeeycat leave some girls for the rest of us 13:59 < bridge> i made enough rules only for this example tho xd 14:08 < bridge> I knew it was his fault 14:10 < bridge> Girls don't care about stuff on my github 😦 but if that did they would prefer chiller xd 14:11 < bridge> Girls don't care about stuff on my github 😦 but if they did, they would prefer chiller xd 14:12 < bridge> Current apk is here: https://discord.com/channels/252358080522747904/293493549758939136/1266137471477878866 14:12 < bridge> Next beta version should be ready soon 14:40 < bridge> says a dad 💀 14:40 < bridge> shhh 14:40 < bridge> gonna tell your wife 14:41 < bridge> tell her he flirts with other tees 14:41 < bridge> she knows 14:42 < bridge> and i'm just a channel between my wife and @.insanity_ to hit on each other 14:42 < bridge> :feelsbadman: 14:43 < bridge> who says your wife isn't insanity after all 14:43 < bridge> i'm fairly sure i know she isn't 14:43 < bridge> That would be a plot twist 14:43 < bridge> spoiler: i'm actually married to @baumwollee 14:44 < bridge> some more ppl you want to ping? 14:44 < bridge> hmm let me think 14:44 < bridge> @stormaxd @draggory statement? 14:44 < bridge> oh wait this is developer 14:44 < bridge> oops 14:44 < bridge> it's fine, it's fine 14:44 < bridge> just blame me 14:44 < bridge> https://tenor.com/view/horse-funny-gif-24030009 15:34 < bridge> good horse 16:06 < bridge> i fell of from my chair reading this 16:06 < bridge> i fell of my chair reading this 16:07 < bridge> pls don't 16:09 < bridge> i'm pinging ddrace network with 5 command prompts why are the servers not going down 16:09 < bridge> find a better thing to ddos with 5 ping commands 16:12 < bridge> :justatest: 16:17 < bridge> dunno how to feel about that 16:17 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1276545852160344065/image.png?ex=66c9eb78&is=66c899f8&hm=bdb96ee5d7a5e5fb3d08ffb615f610c288851d92fff52dc337c2634f0bfc7c44& 16:17 < bridge> @robyt3 16:18 < bridge> ping furo or whoever added it xd 16:19 < bridge> ah, i think it was him 16:19 < bridge> thought* 16:20 < bridge> 64? i thought masterserver sends 63 for all ddnet servers 16:24 < bridge> #8497 I wanted it to also show the maximum team size because it's otherwise not easily understandable what `1\n2` is supposed to mean 16:24 < bridge> https://github.com/ddnet/ddnet/pull/8497 16:28 < bridge> Yea i have read that in the issue/pr, but i'm specifcally talking about the overlap with long times, sorry 16:29 < bridge> not sure how to solve that 16:30 < bridge> maybe not showing the maximum if it's as large as the maximum number of clients would work in the common case, like `1\n(2/)` or `1\n(2)` 16:34 < bridge> Idk, i think im not a too big fan of the whole team indication on small scoreboard anyways 16:34 < bridge> so it's probably fine, idk any better way rn 17:08 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1276558591826071725/image.png?ex=66c9f755&is=66c8a5d5&hm=23cd98fae1bda342ab530f6623eddfa81dc338992d7d0f72da1e5e6706f50e98& 17:08 < bridge> hello people with 100 followers on github and others 17:16 < bridge> maybe do a small tee symbol and then the number, no need for /64 17:22 < bridge> hi devs 👋, the ddnet client doesn't recognize remapped keys, is there a way to fix this/a workaround? 17:22 < bridge> <0xdeen> f1, inp_translated_keys 1 17:22 < bridge> does nothing B) 17:22 < bridge> <0xdeen> Then no 😄 17:23 < bridge> :nouis: 17:23 < bridge> guess I will try to edit the code myself... 17:41 < bridge> Currently not, see #7544 17:41 < bridge> https://github.com/ddnet/ddnet/issues/7544 17:42 < bridge> for clarity, I have swapped caps and escape in kde keyboard options 17:43 < bridge> seems to work in most apps 17:44 < bridge> I think we are using scancodes for binds and hotkeys, which describe the physical location of that key, so swapping in software is ignored 17:45 < bridge> For example if you bind to `Ö` on a german keyboard the actual key is `semicolon` because that's the key at that location on the US keyboard I guess 17:45 < bridge> isn't this what `inp_translated_keys` tries to fix? 17:47 < bridge> It doesn't do anything for me, so maybe SDL changed something at some point 18:19 < bridge> do u ask me to unfollow :kek: 18:21 < bridge> no xd 18:21 < bridge> i got 119 now 18:21 < bridge> i got 118 now 18:27 < bridge> weird, when I press caps(which is bound to escape), `SDLK_ESCAPE` gets passed into `SDL_GetScancodeFromKey` which returns `SDL_SCANCODE_CAPSLOCK` for some reason 18:27 < bridge> looks like SDL does its own keyboard translation? 18:32 < bridge> SDL wiki says that `SDL_Keycode` is the **virtual** key representation while `SDL_Scancode` is the **physical** one 18:32 < bridge> Why does DDNet use scancodes for input then? 18:35 < bridge> Is it because of actual keyboard layouts? 18:35 < bridge> It always did, I think. Teeworlds changed to keycodes in 0.7 18:35 < bridge> It allows default binds to always use the same physical key 18:36 < bridge> So if we were to use keycodes, would switching keyboard layout break the input? 18:37 < bridge> Anyways, if we use physical keys, why isn't rebinding a "back" button an option? 18:38 < bridge> If we switch now it would change existing binds 18:38 < bridge> What do you mean with back button? 18:39 < bridge> The escape button 18:40 < bridge> Aren't keys serialized to strings? 18:40 < bridge> It should always have to default behavior so menus are always usable 18:42 < bridge> For example, if you previously bound `y` for chat you would now have to press the actual key `Y` instead of `Z` to activate this bind with a QWERTZ layout 18:42 < bridge> It wouldn't change the binds but the behavior 18:42 < bridge> I see 18:43 < bridge> So we ain't switching to keycodes until ddnet 2.0? :thonk: 18:43 < bridge> Maybe if it's possible as an option cleanly 18:45 < bridge> I'll go search to rebind my caps on a lower level to make it think that i'm pressing actual escape button 18:45 < bridge> :greenthing: 19:26 < bridge> @learath2 can you explain please how this `` thingy works, my brain doesn't work recursively and I don't understand how the hell it parses `u8***` for example(ye it also parses just stars, for example `***`, it's a feature btw) https://bnfplayground.pauliankline.com/?bnf=%3Cpointer_type%3E%20%3A%3A%3D%20%3Ctype%3E%3F%20%22%2a%22%0A%3Cprimitive_type%3E%20%3A%3A%3D%20%22u8%22%20%7C%20%22u16%22%0A%3Ctype%3E%20%3A%3A%3D%20%3Cpointer_type%3E%20 19:51 < bridge> curse the person sending weird master server data: cannot unmarshal number into Go struct field Skin.servers.info.clients.skin.name of type string 20:51 < bridge> gz! 21:47 < bridge> time to get here 21:47 < bridge> https://github.com/gayanvoice/top-github-users 22:17 < bridge> I really think it should continue to use scancodes for binds 22:18 < bridge> whats different? 22:18 < bridge> well on my kb I can use my original binds while still having the ability to type in colemak 22:19 < bridge> if they changed it I'd have to switch to qwerty or rebind dozens of keys 22:19 < bridge> oh 22:20 < bridge> ye sounds sane 22:20 < bridge> Would have to be an option I guess, or we somehow only figure it out for the UI. Having the Ctrl+Z bind consistently perform Undo in editor would be nice. 22:21 < bridge> Would have to be an option I guess, or we somehow only figure it out for the UI. Having the Ctrl+Z hotkey consistently perform Undo in editor would be nice. 22:23 < bridge> or we can work on getting #7556 in 22:23 < bridge> https://github.com/ddnet/ddnet/pull/7556 22:23 < bridge> That way we can rebind any action 22:27 < bridge> yeah, I still haven't gotten around to reviewing it :pepeH:, I'll try to take a look after the next android beta version is done 22:32 < bridge> For #7560 I don't really have good ideas how to handle the various random hotkeys which are active only when specific pages are visible. If the goal is to allow using the client only with gamepad eventually, we would need to add a concept of keyboard-focus UI elements and establish a tab order for all elements. 22:32 < bridge> https://github.com/ddnet/ddnet/issues/7560