00:25 < ws-client> @kollpotato ddnet clients can join 0.6 and 0.7 i dont think there are still users running around with teeworlds 0.6 clients so all players from teeworlds.com can only join 0.7 servers 00:26 < ws-client> so if you implement only 0.7 you should be able to receive connection from pretty much every player 03:35 < ws-client> changed my mind again 0.6.5 is trash 03:36 < ws-client> unlike the name suggests it is not backwards compatible to 0.6.4 because of a bug in 0.6.4 also it is wasting 512 null bytes on every connection on reflection attack protection client side which is not even checked server side 03:38 < bridge> if using semver logic havinga 0 before all that means 6 is shifted to major and 4 is shifted to minor, which can have changes like that 03:38 < bridge> i think 03:43 < ws-client> the way i understand semver 0.1 to 0.2 is version breaking but 1.1 to 1.2 is not 03:43 < ws-client> and teeworlds seems to use it the same way 0.6 to 0.7 is version breaking because of the leading zero 03:43 < ws-client> but 0.6.4 to 0.6.5 should not be breaking 03:45 < ws-client> it was also not planned as breaking it just happend that 0.6.4 interprets a bit as part of the ack number which was thought to be unused and is now used for a 0.6.5 flag bit 03:45 < ws-client> so that can then break the sequence number check and the server will drop the connection because of that 08:02 < bridge> Major version zero (0.y.z) is for initial development. Anything MAY change at any time. The public API SHOULD NOT be considered stable. 08:04 < bridge> pretty much says any version change may break. I personally also try to increase the minor version when introducing breaking changes but that's up to every individual to decide. 08:05 < bridge> also, often security fixes are considered as patch version updates which may still break existing code. 08:18 < bridge> Teeworlds uses ZeroVer 08:18 < bridge> https://nesbitt.io/2024/06/24/from-zerover-to-semver-a-comprehensive-list-of-versioning-schemes-in-open-source.html 08:44 < bridge> Version 0.0.1 of ZeroVer was published by Mahmoud Hashemi on 2018-04-01. 08:44 < bridge> self referencing joke 08:45 < bridge> and too old to be used in Teeworlds 08:53 < bridge> Its definitely older than 2018, and doesn't need a publication lol 08:54 < bridge> and too ~~old~~ young to be used in Teeworlds 08:58 < bridge> you are indeed right, I assumed that it would be the first time that versioning was mentioned, highly likely nit the case. 08:58 < bridge> you are indeed right, I assumed that it would be the first time that versioning was mentioned, highly likely not the case. 09:22 < bridge> 09:23 < bridge> Teeworlds even made it into the official ZeroVer specification https://0ver.org 09:24 < bridge> lua developers hate this versioning trick 10:07 < bridge> There is a caveat though. The bridge layer is pretty darn janky. It works(tm) but it has many bugs 10:17 < bridge> idk, because i’m using old version 10:18 < bridge> but now I'll try to transfer it to the new version 10:24 < bridge> Name one bug 10:29 < bridge> your project is linked in the ddnet wiki in the automapper section, if you want to add text or change something feel free to do so: 10:29 < bridge> That's the reason i pinged chillerdragon in the first place 😄 10:30 < bridge> morning 10:30 < bridge> Also @patiga you said you reimplemented automappers in twmap, I don't know if I should link this as well (because I don't understand the extend of your automapper support) 10:31 < bridge> :GG: :OO: :OO: :DD: :MM: :OO: :RR: :NN: :II: :NN: :GG: 10:32 < bridge> whoever made this emojis is a genius btw 10:32 < bridge> whoever made this emojis is a genius btw, easy to use, no need to search, nice to look at 10:44 < bridge> Thanks! you could add that it has support for rules++ too. Also twwe uses Patiga's twmap automapper on the server side and has a javascript implementation on the client side. 10:45 < bridge> I think twmap deserves to be listed here too 10:49 < bridge> The readme states, that it's checking and running automapper files. In the tooling section I tried to list tools helping with the creation of them 10:52 < bridge> But I guess by this logic your tool doesn't belong there, too 🤔 @k2d222 10:53 < bridge> or does it? At least from the video you are either choosing predefined automappers or uploading .rules files 10:55 < bridge> Nevermind it does, just needed to watch ALL of the video 10:55 < bridge> sorry I need more coffee 10:55 < bridge> you can create and edit automappers with the editor 10:55 < bridge> Also great video @k2d222 👍 nice tool 10:58 < bridge> I should do that as well for my tool 🙈 but video creation is so meh 11:05 < bridge> I believe twmap deserves it's own wiki page there. Its a bazooka for developers who want to create a map 12:15 < bridge> I think 0.7 skin translation still has bugs in it e.g. 12:17 < bridge> chiller u here 12:17 < bridge> Damage indicators are unfixably behaving differently between the two versions is another I can think of 12:20 < bridge> chiller i put all my non existing video editing skills to the test 12:20 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1318538245117710416/proj-3000.mp4?ex=6762afee&is=67615e6e&hm=9024f6a2a542417605ad1dddc88b7240ab67610808c3d7d915bc939a95a44a08& 12:22 < bridge> What editor did you use, Kdenlive? 12:23 < bridge> yeah 12:24 < bridge> Good editor, I tried writing custom (übergänge) but i failed miserabley 12:24 < bridge> I did my first video using devinci resolve and it was great, but I wanted a FOSS alternative and Kdenlive is really damn good 12:25 < bridge> Good editor, I tried writing custom transitions but i failed miserabley 12:29 < bridge> hm, Saskia 12:30 < bridge> xd 12:30 < bridge> random things i found in my room 12:30 < bridge> the vr headset isnt even mine xD 12:33 < bridge> I think the thought process was something along the lines of: Must look as natural and human as possible, because I'm an alien >:D 12:33 < bridge> I beliebe Saskia to be pretty human. Humans need water. 12:34 < bridge> believe 12:34 < bridge> my thought indeed was something like: 12:34 < bridge> 12:34 < bridge> normally you have water and maybe some food (the nuts on the right) on your table 12:34 < bridge> that's why i included them xD 12:34 < bridge> xD 12:35 < bridge> Super cool -- I don't understand the ordering part though even though it should be my domain 😅🥲 how does this work? My understanding is that it's actually not ordered, but instead random??? 12:36 < bridge> i don't either. there might be some proof that it is indeed one to one mapped, but it didn't really go into that 12:37 < bridge> but to be fair, as long as it is one to one mapped then it is ordered. 12:40 < bridge> So I have a question about demo -> video rendering. 12:40 < bridge> Would I be able to convert a demo to video using an `.sh` or some kind of terminal script/file? 12:40 < bridge> And my guess is that I would need some kind of (compatible) graphics driver, correct? How does/would GPU/hardware assigning work for video rendering? 12:41 < bridge> I guess I don't understand why it couldn't just simply be +1 +1 +1 in index, render 10 or so, then have 100 ready. I understand that it tricks the viewer by it not being a real list, but yeah, still confused about why it would be random 12:41 < bridge> oh, no reason at all, the guy just want it to look random 12:41 < bridge> i can understand it really 12:42 < bridge> it's like adding a layer of mystery just to be cool or soemthing 12:42 < bridge> i mean it's not like the website is made to serve any purpose to begin with 12:43 < bridge> I mean, it may serve a purpose to someone, but I get what you mean 12:43 < bridge> iirc, it is done by simply taking screenshots in game to stack them as video frames with ffmpeg so i think you'll definitely need the game running in a GPU. 12:43 < bridge> I just don't understand the constraint 'We should display every UUID exactly once' 12:43 < bridge> :justatest: the guy want to build a joke website to display every UUID 12:44 < bridge> Ah yeah, I remember seeing the `ffmpeg` library, and I guess audio is just pasted on to the video file hmm 12:44 < bridge> And 'game running in a GPU' meaning I have to have the DDNet client open? 12:44 < bridge> probably? 12:45 < bridge> i'm not exactly sure if you can render a frame without ddnet client. 12:45 < bridge> it is just taking screenshots tho, cuz the game had codepath to hide UIs when rendering video so it is just taking the framebuffer of the currently running game 12:45 < bridge> Yeah I want to do it with commands, that's why 12:47 < bridge> sadly our current way of rendering stuff for ffmpeg requires a window. 12:47 < bridge> 12:47 < bridge> a vulkan first ddnet engine could handle complete offscreen rendering and could even work as terminal app 12:47 < bridge> But yeah I understand, I guess then I will have to somehow run a desktop on my server, have some macro that renders it through the client 12:48 < bridge> does vulkan do software rendering too 12:48 < bridge> on linux there are software rendering drivers yes 12:48 < bridge> called lavapipe 12:48 < bridge> that's cool 12:48 < bridge> !? 12:48 < bridge> i even use it on my vps 12:48 < bridge> so you might be able to do it 12:49 < bridge> it would be nice if someone could move the rendering to an offscreen context tho. just for displaying progress and not tied to the current resolution 12:52 < bridge> ^ 12:52 < bridge> this was done exactly as you say 12:53 < bridge> Do you have script for this!? 12:53 < bridge> this isnt ddnet 12:53 < bridge> thanks my phone crashed 12:54 < bridge> Then what was it? 12:55 < bridge> an alternative client that uses a vulkan first engine 12:55 < bridge> xD 12:55 < bridge> but it's not compatible to ddnet in almost any way 12:56 < bridge> so ddpg 12:58 < bridge> https://github.com/ChillerDragon/teeworlds-headless-clients 12:58 < bridge> 'Compile with `-DHEADLESS_CLIENT=ON` to get a ddnet client without graphics' 12:58 < bridge> Doable? 12:58 < bridge> i think no 12:59 < bridge> that is just a hack, but really can't render anything 12:59 < bridge> as said in current ddnet there is no way 12:59 < bridge> you need a window and renderer running. maybe just try to use a software renderer 13:00 < bridge> ~~imagine building a rendering backend to render to davinci resolve projects~~ 13:01 < bridge> it would be cool if obs has a plugin to directly render to a obs screen. 13:01 < bridge> 13:01 < bridge> then we could provide proper support for streamers to hide chat for the stream, while the streamer still sees it 13:02 < bridge> prob easier to just use two windows? 13:03 < bridge> if that doesn't overload the graphics output sure 13:03 < bridge> 13:03 < bridge> a offscreen canvas would be kinda more flexible tho 13:04 < bridge> (e.g. can windows even deal with 2 fullscreen apps?) 13:05 < bridge> maybe not idk 13:05 < bridge> speaking of fullscreen, a lot of games stopped supporting exclusive fullscreen now 13:06 < bridge> i know 13:07 < bridge> ddpg even doesn't work with it rn. 13:07 < bridge> 13:07 < bridge> i wonder if ddnet cpp only works bcs of the windows 7 manifest file 13:07 < bridge> https://github.com/rust-windowing/winit/issues/3124 13:07 < bridge> that's just such a stupid windows thing 13:07 < bridge> this os is just so bad xD 13:10 < bridge> Hello everyone! I have a couple of questions about the community tab. What are the criteria for getting into it? 13:11 < bridge> iirc currently we are not accepting any new entries 13:12 < bridge> Just to double check, just running LXDE or LXQt should be fine for running DDNet client + rendering video, right? https://wiki.debian.org/DesktopEnvironment 13:12 < bridge> Oh... okay, what are the general criteria, for example: open source or something like that? 13:12 < bridge> #questions 13:12 < bridge> the ones that exists currently is there before any security concern is brought up 13:13 < bridge> worth a try, but ig nobody ever tried it 13:13 < bridge> Yeah I understand, thanks 🙂 👍 13:13 < bridge> i read you can somehow make virtual monitors and have real desktops, but i never really tried it 13:13 < bridge> Sad 13:14 < bridge> #9262 13:14 < bridge> https://github.com/ddnet/ddnet/issues/9262 13:16 < bridge> What about instead of SSH, just use something like `X2Go` or some remote desktop? 13:20 < bridge> Never used any of those, but maybe it works 13:20 < bridge> but keep in mind vps cores are super slow 13:20 < bridge> i doubt u have a good experience xD 13:21 < bridge> I would assume DDNet client would run 1080p (maybe even 1440p?) 60 FPS fine on 1 core CPU, no? 13:21 < bridge> no 😄 13:21 < bridge> my 16 core desktop cpu can manage around 300 fps while using map design on 1440p maybe 13:22 < bridge> DDNet can multicore? 😮 13:22 < bridge> well lavapipe does it 13:22 < bridge> rendering is very threaded 13:22 < bridge> But hmm, I think rendering waits for each frame to finish rendering anyway, so I think it should be fine 13:22 < bridge> I see 13:23 < bridge> if you are on linux 13:23 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1318554040342417408/image.png?ex=6762bea4&is=67616d24&hm=52c1c6abc3ee3a16c66e923d9a6559d64d10416f81e8e4873f4d66d317c13130& 13:23 < bridge> just try it out yourself 13:23 < bridge> Yeah, will have to experiment few things discusses here, thanks for the tip on `llvmpipe`also 13:24 < bridge> on 720 on multeasymap i get around 350fps 13:24 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1318554462427811931/image.png?ex=6762bf09&is=67616d89&hm=adf8be98817d539be297c3077892c1b6e9ac1b7b3d807c8fe191786417f741e1& 13:24 < bridge> that's enough to play for sure, but the quality isn't the greatest 13:25 < bridge> on 720p on multeasymap i get around 350fps 13:25 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1318554462427811931/image.png?ex=6762bf09&is=67616d89&hm=adf8be98817d539be297c3077892c1b6e9ac1b7b3d807c8fe191786417f741e1& 13:57 < bridge> Ok fair 14:00 < bridge> chiller 14:00 < bridge> did u see the video 14:09 < bridge> guys did furo rq? 14:09 < bridge> 14:09 < bridge> or why is ddstats down and bro gone 14:13 < bridge> <_voxeldoesart> i think furo rq 14:13 < bridge> sad 14:13 < bridge> good thing you can't rq ddnet forever 14:14 < bridge> i can 14:17 < bridge> <_voxeldoesart> i should have 14:23 < bridge> its a discord video so i first have to find the right client that can receive it 14:23 < bridge> download it so i can delete xd 14:25 < bridge> i dont think it ever arrived on matrix 14:26 < bridge> ok wait 14:26 < bridge> why did you cut something i just need a short clip with some camera swing :D 14:26 < bridge> `https://cdn.discordapp.com/attachments/293493549758939136/1318538245117710416/proj-3000.mp4?ex=6762afee&is=67615e6e&hm=9024f6a2a542417605ad1dddc88b7240ab67610808c3d7d915bc939a95a44a08&` 14:26 < bridge> bro you asked me for video 14:26 < bridge> i give you full movie 14:26 < bridge> ok sure just saying you really didnt have to cut 14:27 < bridge> can you download with that link? 14:27 < bridge> no 14:27 < bridge> wtf 14:27 < bridge> <_voxeldoesart> bro cant visit a link 14:27 < bridge> wait i can 14:27 < bridge> how wtf? 14:27 < bridge> since when do links work? 14:27 < bridge> it's the download link 14:27 < bridge> you manually phished that out somewhere? 14:28 < bridge> how does it work without discord cookies? 14:28 < bridge> the discord cdn doesnt want any 14:28 < bridge> i simply downloaded the vid and gave you the download link xd 14:28 < bridge> nothing special 14:28 < bridge> nice video! 14:29 < bridge> thanks 14:29 < bridge> weird because i cant even view images from the discord cdn anymore 14:29 < bridge> nice time to delete evidence 14:29 < bridge> it should work 14:29 < bridge> maybe matrix gets wrong urls 14:29 < bridge> `https://cdn.discordapp.com/attachments/293493549758939136/1318554462427811931/image.png?ex=6762bf09&is=67616d89&hm=adf8be98817d539be297c3077892c1b6e9ac1b7b3d807c8fe191786417f741e1&` 14:29 < bridge> try 14:30 < ws-client> https://cdn.discordapp.com/attachments/293493549758939136/1318554462427811931/image.png?ex=6762bf09&is=67616d89&hm=adf8be98817d539be297c3077892c1b6e9ac1b7b3d807c8fe191786417f741e1& 14:30 < bridge> yeah 14:30 < bridge> that's my img xd 14:30 < ws-client> weird wait 14:30 < ws-client> can you send a image on discord rl quick? 14:31 < ws-client> i think its me stripping query params that used to work 14:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1318571303933841498/screenshot_2016-11-11_03-59-54.png?ex=6762ceb8&is=67617d38&hm=397e3b3a6ad99325cbefedbae3ce11ce5d3d6ada3dcd7b4d62b443288a1e6178& 14:37 < ws-client> https://zillyhuhn.com/cs/.1734442629.png 14:37 < ws-client> omg finally no more matrix booting 14:38 < bridge> irc pro mode 14:38 < ws-client> all this time i actually locked my self out. Because 7 months ago it was possible to strip off all the tracking query params and it would still load then they changed it and i thought they require discord session cookies but they just require the spyware url 14:40 < bridge> <_voxeldoesart> which spyware url? the discord one? 14:41 < ws-client> ``?ex=6762bf09&is=67616d89&hm=adf8be98817d539be297c3077892c1b6e9ac1b7b3d807c8fe191786417f741e1&fav=hentai&gender=helicopter&location=28.12818818,8.172812&age=21`` 14:41 < ws-client> this part 14:42 < ws-client> urls that contain more than the unique identifier for the relevant ressource are sus 14:43 < ws-client> im sure somewhere in the long hex string is enough information to figure out jupstars political orientation 14:45 < bridge> <_voxeldoesart> its literally just a string to prevent images to be views outside of discord for more than 24 hours 14:45 < bridge> <_voxeldoesart> for... some reason 14:46 < bridge> ChillerDragon 14:47 < bridge> There is a bug on my server that no "trails" work 14:47 < bridge> for example, when I write infAtom and idi shows that it works, but there are no flying things 14:47 < bridge> although the rainbow works with the same ID 14:47 < bridge> and also with all the bullets 14:56 < bridge> omg chiller still helping 14:56 < bridge> legend 14:57 < ws-client> @woidless maybe you are out of snap items <:tee_thinking:478629518358085653> InfAtom works on my local server 14:57 < bridge> Maybe I did something wrong 14:57 < ws-client> im joining you sec 14:58 < bridge> Ok 14:59 < bridge> <_voxeldoesart> chillergpt 15:03 < ws-client> @woidless omg there are no projectiles on all of your servers wtf? 15:03 < bridge> I'm hz 15:03 < bridge> don't know 15:07 < bridge> btw did we ever fix the problem where a really long hook might get network clipped 15:08 < bridge> i fixed it before in moment cap but i don't remember why i thought it wouldn't make sense for ddnet 15:16 < bridge> ChillerDragon 15:16 < bridge> Is it possible to keep records with TestCMD enabled? 15:28 < ws-client> @woidless no they are for testing on test servers not for cheating on production servers 15:28 < ws-client> what is "moment cap" @tsfreddie ? 15:29 < bridge> the photoshoot event thing 15:30 < ws-client> a 15:41 < bridge> epyc 15:41 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1318588973936939080/image.png?ex=6762df2d&is=67618dad&hm=abd11b34cb6e9929a59141fda4f46b1bf90046b33b0e48dbe8f8839f16727956& 15:42 < bridge> cant paste 😭 15:49 < bridge> canned paste? mmm yummy 16:22 < bridge> <_voxeldoesart> @jupeyy_keks is this channel the only place you talk about your client project 16:22 < bridge> <_voxeldoesart> or is there a dedicated server 17:40 < bridge> ```#include 17:40 < bridge> #include 17:40 < bridge> using namespace std; 17:40 < bridge> template 17:41 < bridge> int factorial(T n) { 17:41 < bridge> if (n == 0) 17:41 < bridge> return 1; 17:41 < bridge> if (n == 1) 17:41 < bridge> return 1; 17:41 < bridge> return n * factorial(n - 1); 17:41 < bridge> } 17:41 < bridge> 17:41 < bridge> void random(int arr[], const int SIZE); 17:41 < bridge> 17:41 < bridge> int main() 17:41 < bridge> { 17:41 < bridge> srand(time(NULL)); 17:41 < bridge> setlocale(LC_ALL, "EN"); 17:41 < bridge> const int size = 10; 17:41 < bridge> int array[size]; 17:41 < bridge> cout << "Enter any variable: "; 17:41 < bridge> int a; 17:41 < bridge> cin >> a; 17:41 < bridge> int *px = &a; 17:41 < bridge> cout << "Address of your variable in the program: " << px << endl; 17:41 < bridge> cout << "Your variable: " << *px << endl; 17:41 < bridge> cout << "Factorial of your number: " << factorial(a) << endl; 17:41 < bridge> } 17:41 < bridge> 17:41 < bridge> void random(int arr[], const int SIZE) { 17:41 < bridge> for (int i = 0; i < SIZE;) { 17:41 < bridge> Is the code normal for a C++ beginner? 17:41 < bridge> looks normal from my phone 17:41 < bridge> Here I used pointers , and there is also a function for filling the array with random unique numbers, as well as a function for 17:42 < bridge> you can just put your whole random function before main and you wont have to forward declare 17:42 < bridge> It's more convenient for me 17:42 < bridge> factorial if statements might be changed to n <= 1 17:42 < bridge> I compiled it through Visual studio 2022 so the code should work 17:43 < bridge> in main, defining size for that array is redundant 17:44 < bridge> but these things are not important for rn and will be optimized away 17:44 < bridge> nice job 17:44 < bridge> To program over ddnet, do you need to study object-oriented programming? 17:45 < bridge> using SIZE for a const just defined as such in a fn arg (and not a constexpr or preprocessor constant) is a little unusual, same as Here being capitalized, but that’s just preference 17:45 < bridge> Yes 17:45 < bridge> Not really study but at least understand the basics. It’s used heavily in the overall architecture of the game 17:47 < bridge> specifically you should understand interface vs implementation classes, RAII, and probably SOLID principles if you were to write your own objects for it. ddnet itself handles much of this kind of sloppily too 17:48 < bridge> i also just noticed your using namespace std at the top of the file. not inherently objectionable but unusual and not actually seen often in real code, afaik I mostly only see it in learning scenarios where ppl are bothered by typing std over and over 17:49 < bridge> i’d at least move it into the scope of the function where you need it 17:49 < bridge> it has a genuine use but it pollutes the global namespace 17:49 < bridge> free CS courses? 17:49 < bridge> sign me up 17:50 < bridge> xd 17:51 < bridge> i was bored in a meeting :nouis: 17:52 < bridge> worker gang 17:56 < bridge> so true 17:57 < bridge> oh yeah imm curious why in ab you add that all to 0. that doesn’t accomplish anything 18:28 < bridge> In what sense? 18:29 < bridge> 0+ rand() % 10 18:29 < bridge> 0+ is redundant 18:30 < bridge> rand()%10 would do the same thing 18:37 < bridge> you need to ask me who wrote it so that it works from 0 , if by default it already works from 0 18:39 < bridge> did you write this yourself @woidless ? 18:41 < bridge> it's not half bad, some redundant code and it could be improved in a few places, but all in all it's decent. 18:41 < bridge> 18:41 < bridge> you could refactor certain things, for example: 18:41 < bridge> 18:41 < bridge> ```c++ 18:41 < bridge> if (n == 0) 18:42 < bridge> return 1; 18:42 < bridge> if (n == 1) 18:42 < bridge> return 1; 18:42 < bridge> ``` 18:42 < bridge> 18:42 < bridge> could be refactored to: 18:42 < bridge> 18:42 < bridge> ```c++ 18:42 < bridge> if (n <= 1) //smaller than or equal to 1, 18:42 < bridge> return 1; 18:42 < bridge> ``` 18:42 < bridge> these are just common practices you often see, they remove boilerplate code and increase readability 18:42 < bridge> :troll: 18:42 < bridge> it's time to implement `Display` trait for ir because it's already annoying debugging when it infers wrong type 😬 18:42 < bridge> why not debug trait 18:43 < bridge> oh, for IR 18:43 < bridge> lol 18:43 < bridge> i thought you said it. 18:43 < bridge> i dont understand 18:43 < bridge> god i love rust so much... 18:43 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1318634642013814826/image.png?ex=676309b5&is=6761b835&hm=211ce07f934fce1502d72698863adf508eab3e3c9e7b15473412184e2f441b58& 18:43 < bridge> ive been waiting 47 years! 18:43 < bridge> i wanna get sccache set up on my network 18:43 < bridge> Can someone explain to me why #9396 is not merged? 18:43 < bridge> https://github.com/ddnet/ddnet/pull/9396 18:44 < bridge> The test seems wrong 18:44 < bridge> to me, it’s not super obvious what it does just at a glance 18:44 < bridge> lol is the build CI borked? 18:44 < bridge> and maintainers may not test it unless you put up more of a fight 18:45 < bridge> says checks are fine for me, but that’s on github mobile 18:45 < bridge> on ubuntu-20.04 18:45 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1318635176456228875/image.png?ex=67630a35&is=6761b8b5&hm=8d743388e2bacf0ed67e5772cf77562980be2540dddb0ff75c4d644c0ebd3daa& 18:46 < bridge> But I see other prs merged without any problem 18:46 < bridge> :greenthing: 18:46 < bridge> probably ppl havent seen it 18:47 < bridge> Oh lmfaooo 18:47 < bridge> it’s in the merge queue 18:47 < bridge> deen added it to the merge queue already :kekw: 18:48 < bridge> Shouldn't be my job anyway :owo: 18:49 < bridge> roby is on it 18:49 < bridge> i see your every move roby :Staree: 18:50 < bridge> Looks like the clone for googletest failed with HTTP 503, which later causes this cryptic error 18:50 < bridge> interesting 18:51 < bridge> me neither 19:00 < bridge> Yes, but to make it more convenient for you, I translated the entire output in cout into English through the neural network 19:05 < bridge> the first one is more readable tbh :justatest: 19:12 < bridge> <_voxeldoesart> ```return n <= 1``` 19:18 < bridge> ```c 19:18 < bridge> for (int i = 10; 0 <-- i;) { 19:18 < bridge> //stuff 19:18 < bridge> } 19:18 < bridge> ``` 19:18 < bridge> This is how C loops work, right? 19:20 < bridge> ```c 19:20 < bridge> for (int i = 10; i --> 0;) { 19:20 < bridge> //stuff 19:20 < bridge> } 19:20 < bridge> ``` 19:20 < bridge> has slightly different behavior and also quite useful :troll: 19:31 < bridge> cursed but also kinda cool 19:49 < bridge> what am i looking at lol 19:49 < bridge> i-- > 0 19:49 < bridge> i see 19:49 < bridge> lmfao 20:04 < bridge> i like this pattern tbh 20:05 < bridge> though it’s misleading 20:05 < bridge> :WW: 20:07 < bridge> Sadly 20:07 < bridge> ```c 20:07 < bridge> for (int i = 0; i ++> 10;) { 20:07 < bridge> //stuff 20:08 < bridge> } 20:08 < bridge> ``` 20:08 < bridge> doesn't look nearly as nice 20:08 < bridge> and also isn't nearly as obfuscated lol 20:56 < bridge> yeah 21:02 < bridge> Luckily in C++ we can make it work both ways through operator overloading :) :) :) 21:02 < bridge> Nothing wrong with that, right? 21:03 < bridge> That won't work xd 21:03 < bridge> oh whoops got the direction wrong 21:03 < bridge> i is 0 and you're checking against i > 10 xd 21:04 < bridge> clearly we need to write operator overloading magic :D 21:32 < bridge> Developers, please add a list of server stories to the game and update the design — it looks too harsh and distracting. 21:35 < bridge> A story server wouldn't make much sense in the community tabs, but maybe in the Internet tab.. sounds actually reasonable. 21:35 < bridge> 21:35 < bridge> What do you mean with "update the design"? I for example like the server browser design, what would you change? And how? 21:35 < bridge> A server history wouldn't make much sense in the community tabs, but maybe in the Internet tab.. sounds actually reasonable. 21:35 < bridge> 21:35 < bridge> What do you mean with "update the design"? I for example like the server browser design, what would you change? And how? 21:36 < bridge> i mean a game... 21:36 < bridge> (nice joke) 21:36 < bridge> i mean a game... 21:38 < bridge> (nice joke) 21:38 < bridge> i mean a game (my love game DDraceNetwork) 21:38 < bridge> Developers, add battle pass please 21:38 < bridge> And lootboxes and hats 21:38 < bridge> and pay 2 win features 21:38 < bridge> say "Please" 21:38 < bridge> Please 21:38 < bridge> laser for $9.99 at any moment in the run 21:42 < bridge> Well, if they don't answer, then they don't know how and can't do it for the word "Please" 21:47 < bridge> <_voxeldoesart> wdym harsh and distracting? 23:27 < bridge> https://github.com/ddnet/ddnet/issues/9398#issuecomment-2549047444 23:27 < bridge> is there even anything done with rust in the codebase? 23:30 < bridge> the master server 23:30 < bridge> some basic cxx bridge 23:30 < bridge> 23:30 < bridge> the next network protocol will most likely be in rust too 23:36 < bridge> oh no 23:36 < bridge> not the networking 23:37 < bridge> ?xd 23:39 < bridge> After a chat with Freddie earlier I'm considering working on it, but like, I'm not learning Rust for this 23:39 < bridge> and what do you plan to do? 23:42 < bridge> I guess the main part of it would be in prediction instead of really networking, and there's plans for that going on, so I should probably go along with that instead 23:43 < bridge> but general idea is that you can get away with sending a whole lot less over the network if you rely on prediction more 23:44 < bridge> mh 23:44 < bridge> i believe it when i see it xddd 23:44 < bridge> but yeah i meant like the network backend 23:44 < bridge> not how the game interacts with the server