00:08 < bridge> you have a windows computer? 00:49 < bridge> i wouldnt be surprised if he dualboots 00:49 < bridge> most linux users do have it just in case 00:50 < bridge> some real life stuff comes up and they have to put their OSS ideologies aside 01:11 < bridge> yup - i have windows for solidworks and cubase (and some games i cba to download twice :kekw:) 01:34 < bridge> 💀💀 02:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1286847277599690763/image-3.png?ex=66ef656b&is=66ee13eb&hm=5262501e4469e65cd241a33e8218cb5da36fc4b9e86e9e8021f1890ff1422840& 02:44 < bridge> perfection 02:48 < bridge> should say C 03:03 < bridge> there is merit to this 03:03 < bridge> even if it’s a meme 03:04 < bridge> it’s only one of the most mature documented languages ever… 03:46 < bridge> <_kemel_> day 2 03:46 < bridge> <_kemel_> 03:46 < bridge> <_kemel_> how can I find hammer's hitbox or range implementation in source? 03:46 < bridge> <_kemel_> 03:46 < bridge> <_kemel_> i've been digging it for 2 or 3 hours but can't seem to find anything related, someone also been posting here hitbox skins but that not a thing I want to make (toggle) 03:46 < bridge> <_kemel_> 03:46 < bridge> <_kemel_> can they be stored in some local files? 03:47 < bridge> first 03:47 < bridge> server or client code 03:47 < bridge> <_kemel_> client 03:47 < bridge> <_kemel_> just a range I can use in all servers and draw it on toggle 03:49 < bridge> <_kemel_> I also mean not the server's exact range, the ones used in ddnet, kog etc. 03:49 < bridge> <_kemel_> doesnt matter if server has another hitboxes, I need only default ones used in popular serverss 03:49 < bridge> <_kemel_> I also mean not the server's exact range, the ones used in ddnet, kog etc. 03:49 < bridge> <_kemel_> doesnt matter if server has another hitboxes, I need only default ones used in popular servers 03:49 < bridge> <_kemel_> I also mean not the server's exact range, but the ones used in ddnet, kog etc. 03:49 < bridge> <_kemel_> doesnt matter if server has another hitboxes, I need only default ones used in popular servers 03:49 < bridge> <_kemel_> I think ddnet and similar use default value? 03:49 < bridge> I haven't looked at client code at all, but my guess is that you will at most have prediction code on the client side that emulates the server's behavior, because the server should(tm) tell the client when it's actually a hit. 03:51 < bridge> https://github.com/ddnet/ddnet/blob/master/src/game/server/entities/character.cpp#L478 03:51 < bridge> might be this here 03:53 < bridge> <_kemel_> quite don't get it, I'll look up but I dont understand the assumption 03:53 < bridge> the server is the truth 03:53 < bridge> <_kemel_> can I get the hammer range hitbox without using direct reference to it? 03:54 < bridge> a client just executes what the server tell it to do 03:54 < bridge> a client just executes what the server tells it to do 03:54 < bridge> what do you mean by "direct reference"? 03:54 < bridge> client side prediction: https://github.com/ddnet/ddnet/blob/master/src/game/client/prediction/entities/character.cpp#L308 03:55 < bridge> gotta find out what m_ProximityRadius is set to 03:55 < bridge> and then *0.5 03:55 < bridge> <_kemel_> yea I bumped up into it 03:56 < bridge> might be a static value 03:56 < bridge> <_kemel_> the only thing I could think of is m_ProximityRadius * 0.5f but thats pretty implicit 03:56 < bridge> <_kemel_> I have this thing rn 03:56 < bridge> <_kemel_> https://cdn.discordapp.com/attachments/293493549758939136/1286868670093721691/2C1D6F17-B285-4982-88F2-8950AE0E3519.png?ex=66ef7957&is=66ee27d7&hm=6e86bf000e927d22a85348c1b41fbae2a2f35fb413bae753c5df20b0c0e567b5& 03:56 < bridge> th einteresting part is that the code says radius, so it's a circle and not a box that you want. 03:57 < bridge> the interesting part is that the code says radius, so it's a circle and not a box that you want. 03:57 < bridge> that is the radius around your tee 03:57 < bridge> ProjStartPos probably the character's center 03:58 < bridge> = center of your tee 03:58 < bridge> <_kemel_> p much I dont care whatever it is, I just need the values that I can do something with 03:58 < bridge> <_kemel_> p much I dont care whatever it is, I just need the exact values that I can do something with 03:59 < bridge> <_kemel_> I also think I should look at hook collision 03:59 < bridge> guess that depend son where your code modifications are 03:59 < bridge> guess that depends on where your code modifications are 03:59 < bridge> <_kemel_> so I have the main idea of it's working 03:59 < bridge> and how to access those character values from the location where you do your modifications 04:00 < bridge> what cpp file you currently modifying? 04:01 < bridge> <_kemel_> menus_settings.cpp 04:01 < bridge> <_kemel_> 04:01 < bridge> <_kemel_> with a help of tater client source I got the main idea how to create menu and save custom configs 04:01 < bridge> <_kemel_> 04:01 < bridge> <_kemel_> ```cpp 04:01 < bridge> <_kemel_> void CMenus::RenderSettingsHitbox(CUIRect MainView) 04:01 < bridge> <_kemel_> { 04:01 < bridge> <_kemel_> CUIRect Column, Section; 04:01 < bridge> <_kemel_> const float LineMargin = 20.0f; 04:01 < bridge> <_kemel_> 04:01 < bridge> <_kemel_> MainView.VSplitLeft(MainView.w * 0.5, &MainView, &Column); 04:01 < bridge> <_kemel_> 04:01 < bridge> <_kemel_> MainView.HSplitTop(30.0f, &Section, &MainView); 04:02 < bridge> <_kemel_> Ui()->DoLabel(&Section, ("Hitbox"), 20.0f, TEXTALIGN_LEFT); 04:02 < bridge> <_kemel_> MainView.VSplitLeft(5.0f, 0x0, &MainView); 04:02 < bridge> <_kemel_> MainView.HSplitTop(5.0f, 0x0, &MainView); 04:02 < bridge> <_kemel_> 04:02 < bridge> <_kemel_> DoButton_CheckBoxAutoVMarginAndSet(&g_Config.m_ClHammerHitbox, ("Hammer"), &g_Config.m_ClHammerHitbox, &MainView, LineMargin); 04:02 < bridge> <_kemel_> DoButton_CheckBoxAutoVMarginAndSet(&g_Config.m_ClHookHitbox, ("Hook"), &g_Config.m_ClHookHitbox, &MainView, LineMargin); 04:02 < bridge> <_kemel_> DoButton_CheckBoxAutoVMarginAndSet(&g_Config.m_ClTeeHitbox, ("Tee"), &g_Config.m_ClTeeHitbox, &MainView, LineMargin); 04:02 < bridge> <_kemel_> { 04:02 < bridge> <_kemel_> CUIRect Button, Label; 04:02 < bridge> <_kemel_> MainView.HSplitTop(20.0f, &Button, &MainView); 04:02 < bridge> <_kemel_> Button.VSplitLeft(140.0f, &Label, &Button); 04:02 < bridge> <_kemel_> } 04:02 < bridge> <_kemel_> { 04:02 < bridge> <_kemel_> CUIRect Button, Label; 04:02 < bridge> <_kemel_> MainView.HSplitTop(20.0f, &Button, &MainView); 04:02 < bridge> <_kemel_> Button.VSplitLeft(140.0f, &Label, &Button); 04:02 < bridge> <_kemel_> } 04:02 < bridge> <_kemel_> { 04:02 < bridge> <_kemel_> but the functions of course are located in other files 04:02 < bridge> <_kemel_> and I'm trying to find out things 04:02 < bridge> if you want static values, add a debug_msg in the client code that I pointed you too and see how that value behaves when you hit other player on some server 04:03 < bridge> if it's static (I'd guess), you can just hardcode thos evalues in your settings rendering 04:03 < bridge> if it's static (I'd guess), you can just hardcode those values in your settings rendering 04:05 < bridge> ``` 04:05 < bridge> entity.h 04:05 < bridge> /* 04:05 < bridge> Variable: m_ProximityRadius 04:05 < bridge> Contains the physical size of the entity. 04:05 < bridge> */ 04:05 < bridge> float m_ProximityRadius; 04:06 < bridge> ``` 04:06 < bridge> cuz character is inheriting from entity, it's probably the size of the character, but let me dig a littl ebit 04:07 < bridge> initialized here: https://github.com/ddnet/ddnet/blob/b34edb64c0a20373214bdc28d666ba445f43263d/src/game/server/entities/character.cpp#L27C61-L28C2 04:07 < bridge> with a static class value 04:09 < bridge> <_kemel_> ok thanks, I'll figure it out and get back if anything works out 04:09 < bridge> you can simply use the static variable CCharacterCore::PhysicalSize() 04:10 < bridge> https://github.com/ddnet/ddnet/blob/b34edb64c0a20373214bdc28d666ba445f43263d/src/game/gamecore.h#L181 04:10 < bridge> it's 28.0f 04:10 < bridge> but I'd use the static value 04:10 < bridge> as is used everywhere throughout the code 04:11 < bridge> `CCharacterCore::PhysicalSize()` 04:16 < bridge> you can simply use the static ~~variable~~function CCharacterCore::PhysicalSize() 04:16 < bridge> you can simply use the static ~~variable~~ function CCharacterCore::PhysicalSize() 07:02 < bridge> just reread this. super based cubase 07:11 < bridge> cubased perhaps 07:12 < bridge> WTF man 07:12 < bridge> make an NTFS partition and put your games on there 07:12 < bridge> or btrfs + winbtrfs if you’re feeling risky 07:12 < bridge> then u can have all games only one time 08:42 < ws-client> github display bug? wot 08:42 < ws-client> https://zillyhuhn.com/cs/.1726900883.png 08:45 < bridge> weird 08:57 < bridge> where is the bug 08:58 < bridge> There's no tab in IsStatTrack return line? 08:59 < bridge> oh true 09:01 < bridge> Also, syntax highlighting didn't work for me on GitHub for a last week 09:51 < bridge> <3x1st_> someone can say me where is this '2024-09-21 10:49:21 I' in ddnet client source? i want delete it. 09:57 < bridge> Why would you expect to find a random time & date in the ddnet source 09:57 < bridge> What is the issue you’re facing 09:57 < bridge> Maybe it's log time :thonk: 10:54 < ws-client> @3x1st_ https://github.com/ddnet/ddnet/blob/b34edb64c0a20373214bdc28d666ba445f43263d/src/base/log.cpp#L101 10:55 < ws-client> `` Msg.m_aTimestamp[0] = 0;`` to delete it 10:56 < ws-client> if you care about the ``I`` part thats here 10:56 < ws-client> https://github.com/ddnet/ddnet/blob/b34edb64c0a20373214bdc28d666ba445f43263d/src/base/log.cpp#L107 10:56 < ws-client> you can change ``"EWIDT"[level]`` to ``""`` and its gone 12:17 < bridge> <3x1st_> thanks 13:19 < bridge> variables operators and statements in config files when 13:30 < bridge> never 13:39 < bridge> sadge 13:54 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1287019101935636500/image.png?ex=66f00571&is=66eeb3f1&hm=3fc30196aec6c90e503956854b5bca92bc482598367854b33c4f4f28917bb9e5& 13:54 < bridge> is this allowed 13:56 < bridge> why no 14:02 < bridge> @manikoo because it looks like a official server. Its basically impersonation. And might cause confusion for the players that did not get their ranks saved. 14:03 < bridge> as i know official servers have a mark 14:03 < bridge> but ok 14:03 < bridge> i got u 14:04 < bridge> yes and this one doesn't but not every Linear enjoyer might understand that xd 14:05 < bridge> no, it's not 14:05 < ws-client> <:banhammer:392813948858269696> 14:06 < ws-client> i mean the master is ddnet controlled it could just do a string substitution for fakes :D and prefix it with [UNOFFICIAL] 14:06 < ws-client> automatic one ofc 14:14 < ws-client> any1 wants to write me some code? xd 14:14 < ws-client> i need to count the amount of different ips connected to the server 14:21 < bridge> <01000111g> `print(len(ip_list))` np 14:38 < ws-client> thank 14:39 < ws-client> if it was a high level scripting language i would probably use hash maps but i dont wanna use them in C++ somehow. And my naive idea would be a nested for loop. 14:40 < bridge> ? Why 14:40 < ws-client> wat why 14:40 < bridge> Unordered map is good enough 14:40 < ws-client> ye is it? 14:40 < bridge> why not lmao 14:40 < ws-client> its C++ 14:40 < bridge> Yes 14:40 < bridge> ? 14:41 < ws-client> I prefer not using the evil ``::`` 14:41 < bridge> C++ is high level 14:41 < ws-client> yea i guess 14:41 < ws-client> next up ill be using ``std::string`` 14:42 < bridge> лоюяож\ 14:42 < ws-client> woah ``std::map`` is uses all over ddnet codebase 14:42 < ws-client> or is undorder map something else? 14:43 < ws-client> oh there is also ``std::unordered_map`` 14:45 < bridge> unorderer_map faster then map, but map has some constraints that i don't remember 14:49 < bridge> ```cpp 14:49 < bridge> std::unordered_map map; 14:49 < bridge> for(auto &Player : vPlayers) 14:49 < bridge> map[Player.m_IP] = 1; 14:49 < bridge> printf("%zu", map.size()); 14:49 < bridge> ``` 14:49 < bridge> unordered map is a hashmap, map is a red-black tree 14:49 < bridge> Coding on phone is trash 14:49 < bridge> Here's your pseudocode 14:49 < bridge> teero really write it on phone 14:49 < bridge> :gigachad: 14:49 < bridge> you'd probably use an `unordered_set` for that 14:50 < bridge> true i forgor 14:50 < bridge> true i forgot 15:05 < bridge> no, report their ip to heinrich 15:08 < ws-client> yea i rly dont wanna do C++ so i went with the for loop xd 15:18 < bridge> avoiding stdlib 15:18 < ws-client> yea 15:19 < bridge> ok 15:19 < ws-client> C++ makes me nervous 15:19 < ws-client> I never know how fast it is. How and where it allocates memory. 15:20 < ws-client> And the syntax is really ugly. And also its so much harder to read and write because its more complex than C. 15:20 < ws-client> Also its infectious. Once you add C++ it depends on further C++ to work. 15:20 < bridge> @heinrich5991 id like to report the server 45.90.218.105:8303 for faking official ddnet servers as you can see in this screenshot 15:20 < bridge> 45.90.218.105:8303 is not a DDraceNetwork or Community server. 15:20 < ws-client> snitch @cyberfrighter 15:21 < bridge> did you just delete your message 15:21 < bridge> it is indeed ugly but you can try to not make it ugly 15:21 < ws-client> me? 15:21 < bridge> Yes 15:21 < bridge> can webhooks do that? 15:21 < ws-client> i am on irc there is no delete 15:21 < bridge> Uh oh 15:21 < ws-client> it was deleted by heinrich because it was an insult 15:58 < ws-client> looks like there is a aimbotter on 176.9.114.238:8220 name: ChillerDragon 15:59 < ws-client> @fngmods 15:59 < bridge> xd sure chillerbot.png is lyfe 16:00 < ws-client> ok nvm the kick vote passed 16:01 < ws-client> crazy that it took multiple tries on such obvious aimbot for a top scorer with the clantag BOT xd 16:03 < bridge> [rus4] -ChillerDragon- has left the game (You have been banned for 3000 minutes (version 20000)) 16:03 < bridge> :think_bot: 16:04 < ws-client> i mean there are 70 servers this boi is just traveling xd 16:09 < ws-client> lmao two botters stealing each others kills. Do the ddnet fng servers have no antibot? Last time i saw such shameless botting was 10 years ago on BlmapV3 xd 16:10 < ws-client> i understand why the kick votes are not passing. Its because there are more botters than non botters xd 16:48 < bridge> How does the `Exclude `work in the Server List 16:48 < bridge> How does the `Exclude` work in the Server List. Is it a Regex? 16:48 < bridge> Because I'd like several words 16:53 < ws-client> so semicolon ``;`` to split words 16:53 < ws-client> use* 16:54 < bridge> thx 17:44 < bridge> chillerdragon: i finally got all of the bitwise operators needed to implement packer xd 17:48 < bridge> :poggers2: 17:48 < bridge> can't wait for your language to his v0.0.1 stage 17:49 < bridge> there won't be v0.0.1, first true version has to be `v69.42.0` 17:50 < bridge> also i updated the banner for repo 17:50 < bridge> tru tru tru 17:50 < bridge> https://github.com/MilkeeyCat/meraki 17:52 < bridge> @learath2 also cast expressions were pain in the ass, so now it's `as` keyword xd 17:52 < bridge> basically everything is yoinked from rust 17:54 < bridge> basically rust with a tinge of C and incomplete 17:55 < bridge> it would be so cool to add macros and imports 😬 17:56 < bridge> Use the C preprocessor, much easier to yoink someone elses work 😄 17:56 < bridge> that's easy way 17:56 < bridge> we don't choose those 18:08 < bridge> Can I make a grammar readme pr 18:09 < bridge> :kek: 18:10 < bridge> i don't really think you need to know this in terms of ddnet development 18:12 < bridge> i'd say its decently important to know how c++ handles memory when coding anything in it :oop: 18:13 < bridge> yeah but if you are writing cpp then you know how cpp works 18:13 < bridge> you can write functional programs without using a single pointer 18:13 < bridge> yeah, don't use ranges though 18:14 < bridge> i mean its basic thing to know, if you want to write c, don't use cpp 18:14 < bridge> and vice versa 18:15 < bridge> yeah i get that 18:16 < bridge> streams are the thing that draws me too c++ instead of c 18:16 < bridge> on everything else I would prefer c 18:17 < bridge> Handling files is so much easier with streams 18:17 < bridge> im missing templates and generics on c so much 18:17 < bridge> the only reason to use ccp instead id say 18:17 < bridge> cpp 18:17 < bridge> use macros xd 18:18 < bridge> /s 18:18 < bridge> yeah i can tell you like your templates.... 18:18 < bridge> **cries in having to understand 300 boilerplate functions reading your code** 18:18 < bridge> no hate tho - love you! 18:18 < bridge> u would have to read 3000 otherwise 18:19 < bridge> also i just reimplemented existing json wrapper so its useless actually 18:19 < bridge> :NotLikeKogasa: mamma mia 18:19 < bridge> json parser and builder exists in c 18:19 < bridge> we saw that :troll: 18:19 < bridge> :xd: 18:20 < bridge> btw nlohmanns implementation is quite faster afair 18:20 < bridge> but it would compile for a day :justatest: 18:20 < bridge> i planned on using nlohmanns json iirc 18:28 < bridge> do not take static initialization & automatic de/serialization for granted 19:01 < bridge> Funnily enough streams are probably one of my least favourite things about C++ 19:01 < bridge> what happened 19:01 < bridge> Idk, I just don't like that form of I/O 19:02 < bridge> what would be the better way? 19:02 < bridge> arent cpp streams slowest kind of io processing :justatest: 19:02 < bridge> I like C style IO with `printf`/`scanf`/`puts` 19:03 < bridge> It's okay 19:03 < bridge> They are not that bad(tm) 19:04 < bridge> I'm a big fan of C++20 `std::format` 19:04 < bridge> Any new C++ I write uses those 19:10 < bridge> Rate my VsCode Setup 19:10 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1287098537670344885/image.png?ex=66f04f6c&is=66eefdec&hm=f0070e3ee0a6d1129799e627b5bfcfc17acf47e200725370df60335607e29c0a& 19:12 < bridge> rate my neovim setup 😏 19:12 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1287099025295806578/image.png?ex=66f04fe0&is=66eefe60&hm=c40305a57da60810cbdd58e82affaf9e208b399b0a4a5d34f34fe4171ca72089& 19:13 < bridge> my vs code setup is kinda 18+, no way to share it here 19:13 < bridge> :justatest: 19:15 < bridge> holy shit, i made code from `CVariableInt::Pack` compile in my language, now the question is if it works correctly 😒 19:20 < bridge> updated design 19:20 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1287101070820114532/image.png?ex=66f051c8&is=66ef0048&hm=90ec39b442c7202871bf125a9ca51e6c2b07ea1c8169cd736e6171208bf61ea2& 19:21 < bridge> well, that was fast xd 19:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1287101515521331361/image.png?ex=66f05232&is=66ef00b2&hm=31a0f04a8f25ef0187dd9cc7d0e58b81d6c155bde8ee08ef1d9ecb16fd73a2a6& 19:26 < bridge> hi there, ive been here before but i here again, im trying to run a ddnet server on my pi, i have done it succesfully befre but i'm getting errors when trying to build: 19:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1287102657307349022/message.txt?ex=66f05342&is=66ef01c2&hm=2add60eda450ec286ac2762407175795cf3696e055b154e8ca0c9b436dae3bed& 19:29 < bridge> :kek: 19:29 < bridge> I saw it... My poor eyes 19:29 < bridge> My wife liked it tho iirc 19:29 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1287103494431572099/turtle-huh-meme.png?ex=66f0540a&is=66ef028a&hm=b99c05c7c2dfaf8eec38288660916e3d301e308f9998b2b03bef973336bdb465& 19:33 < bridge> How do you even focus with an 18+ vscode setup? 😄 19:39 < bridge> Send dm 20:04 < bridge> ``` 20:04 < bridge> [ 63%] Building CXX object CMakeFiles/game-client.dir/src/engine/client/graphics_threaded.cpp.o 20:04 < bridge> [ 63%] Building CXX object CMakeFiles/game-client.dir/src/engine/client/input.cpp.o 20:04 < bridge> [ 63%] Building CXX object CMakeFiles/game-client.dir/src/engine/client/notifications.cpp.o 20:04 < bridge> /home/lukron/ddnet/src/engine/client/notifications.cpp:9:10: fatal error: libnotify/notify.h: No such file or directory 20:04 < bridge> 9 | #include 20:04 < bridge> | ^~~~~~~~~~~~~~~~~~~~ 20:04 < bridge> compilation terminated. 20:04 < bridge> make[2]: *** [CMakeFiles/game-client.dir/build.make:975: CMakeFiles/game-client.dir/src/engine/client/notifications.cpp.o] Error 1 20:04 < bridge> make[2]: *** Waiting for unfinished jobs.... 20:04 < bridge> [ 63%] Linking CXX executable DDNet-Server 20:04 < bridge> [ 63%] Built target game-server 20:05 < bridge> make[1]: *** [CMakeFiles/Makefile2:360: CMakeFiles/game-client.dir/all] Error 2 20:05 < bridge> make: *** [Makefile:156: all] Error 2 20:05 < bridge> ``` 20:05 < bridge> when trying to build ddnet for a server| 20:05 < bridge> Raspian OS Lite 20:05 < bridge> PI 4 4GB 20:06 < bridge> You are compiling the client though. Set `CLIENT=OFF` in cmake so the client is not built, or install the dependencies for the client 20:07 < bridge> so 20:07 < bridge> cmake CLIENT=OFF .. 20:07 < bridge> -DCLIENT=OFF 20:08 < bridge> wait it built in like a second when I did that, is that normal? 20:08 < bridge> it doesn't build the client 20:08 < bridge> so obv 20:08 < bridge> so obv takes less time 20:11 < bridge> Maybe you only reconfigured but didn't build yet. Which commands are you running to build? 20:19 < bridge> ``` 20:19 < bridge> cmake -DCLIENT=OFF .. 20:19 < bridge> $ make -j$(nproc) 20:19 < bridge> ``` 20:19 < bridge> ``` 20:19 < bridge> cmake -DCLIENT=OFF .. 20:19 < bridge> make -j$(nproc) 20:19 < bridge> ``` 20:19 < bridge> the server is built before the client 20:19 < bridge> if u already built before I think it doesn't build entirely again 20:19 < bridge> that's why - the server was already built 20:19 < bridge> that's why - the server was already built (and failed on the client which you now turned off) 20:20 < bridge> You should probably use `-j4` instead of `-j$(nproc)` as the latter effectively fork bombs your system 20:21 < bridge> NVM, I think that was `-j` that starts as many processes as possible 20:22 < bridge> IIRC the command `cmake --build . -j` will equal to -j$(nproc) 20:22 < bridge> while `make -j` will eqaul `-j1` 20:22 < bridge> IIRC the command `cmake --build . -j` will equal to -j$(nproc) 20:22 < bridge> while `make -j` will equal `-j1` 20:22 < bridge> IIRC the command `cmake --build . -j` will equal -j$(nproc) 20:22 < bridge> while `make -j` will equal `-j1` 20:22 < bridge> (i may be confusing it tho) 20:22 < bridge> `make -j` starts unlimited processes for me 20:24 < bridge> ``` 20:24 < bridge> 5.4 Parallel Execution 20:24 < bridge> 20:24 < bridge> GNU make knows how to execute several recipes at once. Normally, make will execute only one recipe at a time, waiting for it to finish before executing the next. However, the ‘-j’ or ‘--jobs’ option tells make to execute many recipes simultaneously. 20:24 < bridge> ``` 20:24 < bridge> 20:24 < bridge> TiL 20:24 < bridge> so yes, just -j can hurt weaker pc's 20:27 < bridge> im getting mixed signals 20:27 < bridge> Does the server executable exist now? 20:27 < bridge> one sec 20:32 < bridge> yeah it does 20:33 < bridge> where should i gitclone the ddnet-maps git? 20:33 < bridge> and also is it worth setting up a myServerconfig.cfg? 20:33 < bridge> its purely just a server for me and my mates 20:42 < bridge> now im curious 20:43 < bridge> my friend is also curious 20:46 < bridge> ? 20:48 < bridge> maps folder 20:48 < bridge> and depends on what you wanna do 20:48 < bridge> maps can go in your generated maps folder under `build/data/maps` or your local ddnet folder (if one exists, no idea since you didnt build the client) under `~/.local/share/ddnet/maps` 20:48 < bridge> 20:48 < bridge> the myServerconfig.cfg is a useful way to "backup" your settings - the myServerconfig may be overwritten if you update it 20:49 < bridge> maps can go in your generated maps folder under `build/data/maps` or your local ddnet folder (if one exists, no idea since you didnt build the client) under `~/.local/share/ddnet/maps` 20:49 < bridge> 20:49 < bridge> the myServerconfig.cfg is a useful way to "backup" your settings - the generated config may be overwritten if you update it 20:50 < bridge> so if i delete the ones currently there, and git clone the ddnet-maps that should work? 20:50 < bridge> yup, just make sure to do `mv ddnet-maps maps` (change it's name) 20:51 < bridge> i think there even is a tutorial on the ddnet-maps github repo? 20:52 < bridge> ah well that might even be the best option 20:52 < bridge> 20:52 < bridge> ``` 20:52 < bridge> All official DDNet maps, ready to be run in your own server! Simply download this repository, add your DDNet-Server binary (distributed together with the DDNet client) and start the server. You can change the settings in autoexec_server.cfg 20:52 < bridge> ``` 20:52 < bridge> since then there is no way you loose your maps at any time 20:52 < bridge> what does that mean? add you binary? 20:53 < bridge> your ddnet executable 20:53 < bridge> your ddnet server executable 20:53 < bridge> oh yeah 20:58 < bridge> im horny 24/7, i don't pay attention id say :owo: 20:58 < bridge> later 21:21 < bridge> how are you guys working with such backgrounds, I find it too distracting if its not blurred or just a solid color :nouis: 21:31 < ws-client> i need andrea botez dancing in the background to be able to code 21:34 < bridge> https://vt.social/@lina/113056457969145576 21:36 < ws-client> omg matrix didn't bridge my video -.- 21:36 < ws-client> https://tube.zillyhuhn.com/videos/users/chiller/devslopsing.mp4 21:40 < bridge> XDDD 21:40 < bridge> it's not distracting for me at all, Im used to it :DD 21:40 < bridge> Aahhahahaha 21:51 < bridge> https://notgull.net/announcing-dozer/ 21:54 < bridge> Is there a command to disable records saving at all, I have few main servers and few test servers, I want to disable finishing on them 21:55 < bridge> I believe `sv_test_cmds 1` disables records 21:55 < bridge> ah no, maybe it doesn't 21:55 < bridge> not sur 21:55 < bridge> I think records with test commands used while run will not count 21:56 < bridge> otherwise you could set up a different DB 21:56 < bridge> simply using sqlite3 with a different filename should work 21:57 < bridge> okay, will try this workaround, thanks 21:58 < bridge> i think it does 21:58 < bridge> unless it was changed not long ago 22:00 < bridge> I’m unsure how much of what they are talking about can be considered an API, especially since most of it is completely private stuff 22:03 < bridge> This is why I feel rust for linux is having so many problems. Rust’s type system pretty much requires everything to be properly thought out, while these internal private pieces are everchanging and just evolve to cater to their downstream users. Rather than the downstream users figuring out a way to make it work 22:15 < bridge> solid black for me xd 22:16 < bridge> hmmm. I'd think internal APIs are still APIs and it's nice when you know whether you need a held lock or whether the function takes ownership 22:16 < bridge> hmmm. I'd think for internal APIs it's still nice when you know whether you need a held lock or whether the function takes ownership 22:16 < bridge> Definitely nice, but I can see why it would be really annoying having to commit to an interface in private APIs 22:17 < bridge> why commit? you can change it any time (just like before), and on the rust side, you'll even get compiler help to find the places that need changes 22:21 < bridge> rust-based fish imminent: https://github.com/fish-shell/fish-shell/issues/10633 22:37 < bridge> but you now need to think about these things that might change 23:14 < bridge> 💀 23:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1287159985804935281/Discord_LduviFeouZ.png?ex=66f088a6&is=66ef3726&hm=2a552ecf43696183f708b8e714d8f435055f6046480648ecbc8abd25e50840bb& 23:15 < bridge> most sane **redacted** coder 23:15 < bridge> what editor is that xD 23:15 < bridge> dude codes in cmatrix 23:15 < bridge> :lol: 23:15 < bridge> yess 23:15 < bridge> https://github.com/abishekvashok/cmatrix 23:15 < bridge> i'm not joking, that stuff exists. 23:16 < bridge> Cmatrix++ 23:17 < bridge> the c developers do not want to change the rust code when they change the c code. That's the issue 23:29 < bridge> that transparency is probably killing your eyes 23:39 < bridge> <0xdeen> What's the test output? I don't know, there's a girl dancing all over it 23:45 < bridge> You don't actually use it this transparent, right? 23:45 < bridge> ChillerDragon: ^ 23:50 < bridge> best c compiler 23:50 < bridge> https://www.ioccc.org/2001/bellard.c 23:51 < bridge> `e="++#m--%am*@R<^1c/@%[_[H3c%@%[_[H3c+@.B#d-@%:_^BKd<>/03e<=0f>=/f<@.f>@1f==&g!='g&&k||#l&@.BCh^@.BSi|@.B+j~@/%Yd!@&d*@b";` 23:51 < bridge> poor guy had to sneeze