01:22 < bridge> the change is just to make sure the behavior is logically unchanged if m_Tuning is not set by any outsider. and the "fail safe" is basically what make the code behave identical to the original code. 01:23 < bridge> it is made so client can override the tuning so yes the change was made for client only even tho it is in the shared code 01:24 < bridge> if sometime server start setting `m_Tuning` after this change then ye, it is completely useless. i didn't check whether server is doing that, but it probably wasn't doing that when that PR was made 01:24 < bridge> if sometime later server start setting `m_Tuning` after this change then ye, it is completely useless. i didn't check whether server is doing that, but it probably wasn't doing that when that PR was made 01:25 < bridge> Yea it works fine without it, I would like to remove tuning from world class since it's flawed 01:25 < bridge> then do it i guess 01:25 < bridge> and it is probably good that shared code won't rely on `g_Config.m_ClDummy` at all if you could make that happen too 01:25 < bridge> not sure if it is related tho 01:25 < bridge> not sure if it is related to what you are doing tho 01:26 < bridge> This is exactly why I want to remove it, and it's also confusing because it's not world tuning but current player's 01:26 < bridge> i mean it is just left over from adding dummy to begin with 01:26 < bridge> Which this "world tuning" isn't used anywhere anyway 01:26 < bridge> someone just doubled up everything 01:26 < bridge> There's one in gameclieny 01:26 < bridge> Yea I guess 01:27 < bridge> remove world tuning is probably a good idea tho. i remember it being quite useless but i didn't dare to touch it back then 01:29 < bridge> It's values are copied over from gameclient and the fail safe is the only place it's used rn that's why I asked 01:29 < bridge> just double check on server i guess 02:44 < bridge> @tsfreddie heyo can you help me out here? https://github.com/ddnet/ddnet/blame/aecae3f7e51c0a44e45fa94d62bccf8bbfc155f2/src/game/server/player.cpp#L535 02:44 < bridge> this flag appears to be 1<<2, but thats the same as the flag `PLAYERFLAG_CHATTING`(?) 02:46 < bridge> and those flags are checked right after each other, maybe my ide is just broke? ^^ 02:53 < bridge> https://github.com/ddnet/ddnet/blob/master/datasrc%2Fnetwork.py 02:54 < bridge> is that an answer in some way? please elaborate 02:55 < bridge> You can check this file, the flags belong to different fields 02:55 < bridge> ? 02:55 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346300020604796949/image.png?ex=67c7af19&is=67c65d99&hm=0f166d658c1a62800c0de9cd75485cbac85b177ffe074de603757adf2f96ce41& 02:55 < bridge> hrmpf my ide is broke I suppose :c 02:56 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346300150968225936/image.png?ex=67c7af39&is=67c65db9&hm=51ed70ade7be59448eb24b7cadd79c54c001e87a94a0c028e6fe07732c198cc5& 02:56 < bridge> or the generator broke 02:56 < bridge> this is part of the code gen 02:56 < bridge> are you sure your code gen ran properly 02:56 < bridge> that wouldn't make much of a difference here 02:56 < bridge> ig not :/ 02:56 < bridge> can you check src/game/generated/protocol.h 02:57 < bridge> :nouis: 02:57 < bridge> well the ide is kinda arguing with itself, saying "well this value doesn't exist" and "btw this value is 4" at the same time xd 02:57 < bridge> will do 02:58 < bridge> might just be you haven't ran the code gen since you pulled yet, since it only run on build, so it doesn't exist. ~~and your IDE is invaded by AI and hallucinated~~ 02:59 < bridge> huh I don't have that file 02:59 < bridge> then you haven't built yet 02:59 < bridge> just build it once 02:59 < bridge> i think 03:00 < bridge> wait I do have it, I didn't look in the build idr 03:00 < bridge> *dir 03:00 < bridge> ah 03:00 < bridge> its not in there tho 03:00 < bridge> 😬 03:00 < bridge> I'll rebuild and check again 03:00 < bridge> have you built 03:00 < bridge> python error? 03:00 < bridge> maybe 03:01 < bridge> *building* 03:02 < bridge> got it 🎉 03:02 < bridge> :justatest: 03:02 < bridge> what happened before then 03:02 < bridge> weird, I thought I built the client just yesterday 03:02 < bridge> weird 03:03 < bridge> maybe the we all had AI in us now and we hallucinated memory 03:04 < bridge> maybe its also tired Patiga who's weird here :pepeW: 03:04 < bridge> :GreemDev: 03:05 < bridge> hey, i'm using vscode on ubuntu with cmake and the c++ extension to debug the map editor. i set some breakpoints, and when one got hit, the game froze. now i want to check the variable info in vscode, but my mouse is stuck too. anyone know how to fix this or any other ways to handle it? 03:06 < bridge> @tsfreddie btw how severe is that CAM commit for input handling? 03:06 < bridge> wdym severe 03:06 < bridge> like, in which cases does it handle input differently to before? 03:06 < bridge> the handling is unaffected. 03:06 < bridge> nothing changed client side afaik 03:06 < bridge> but server side 03:07 < bridge> then ye, when you unpause it might take sometime for server to start processing input 03:07 < bridge> like, I reimplemented your commit like 3 weeks ago (and did the flag correctly 🫨 ) 03:07 < bridge> but if it start process early the input are wrong anyway 03:07 < bridge> ah, so it should only affect the end of the pause, not the start of it? 03:08 < bridge> i can't remember 03:08 < bridge> maybe not? 03:08 < bridge> backwards compat check is needed tho 03:09 < bridge> alright, thx 03:09 < bridge> I think I get it now 03:09 < bridge> basically all you need to do is making sure viewpos doesn't update if the input type is cam and player input doesn't apply to character if the input type is not cam 03:10 < bridge> and you need the version check to make sure cam and not cam state is correct and not just non-existence-defaults-to-not-cam 03:12 < bridge> the client stops sending usual player input as soon as it hears from the srv that the pause has started (sending inputs which will not be processed immediately by the srv). the server now applies those inputs later, not as soon as the srv says the client is unpause, but when the client replied that too 03:12 < bridge> i didn't get it 03:12 < bridge> i thought client always send input 03:12 < bridge> no, not during pause 03:12 < bridge> not normal input at least 03:13 < bridge> you cant hook for example 03:13 < bridge> let me check 03:13 < bridge> eitherway the change only tags what type of coordinate it is of the target 03:14 < bridge> in the line I referenced it also stops input from being transfered from player to tee 03:14 < bridge> yes 03:14 < bridge> it is possible that character ignored hook and fire input due to not expected coodinate type 03:15 < bridge> maybe movement should be passed anyway but idk about fire and hook 03:16 < bridge> can I see somewhere on which server version this change started? 03:16 < bridge> does the server have an incrementing number like the client maybe? 03:16 < bridge> check the whole commit 03:17 < bridge> it is the standard version check we do 03:17 < bridge> wait no 03:17 < bridge> it didn't live in the same commit sorry 03:17 < bridge> let me dig the pr 03:18 < bridge> wait it is the same commit. why can't i find it 03:18 < bridge> I'm also confused rn, I swear I saw smth before 03:18 < bridge> i am confused too 03:19 < bridge> but I suppose the clients that use it do this 03:19 < bridge> > // force send spec cam flag on first tick to let server know that it is supported 03:19 < bridge> no 03:19 < bridge> heinrich vetod 03:19 < bridge> ah 03:19 < bridge> i shouldn't be accepted if i didn't change it but i can't find the code where i did it 03:19 < bridge> it shouldn't be accepted if i didn't change it but i can't find the code where i did it 03:20 < bridge> `VERSION_DDNET_PLAYERFLAG_SPEC_CAM = 18090,` 03:20 < bridge> oh it is a separate commit 03:20 < bridge> i think deen merged it before i could change it 03:20 < bridge> but that is the client version, no? 03:20 < bridge> yes, you check whether client has that flag 03:20 < bridge> yes, you check whether client supports that flag 03:21 < bridge> but wouldn't I need to check if the server has the flag? 03:21 < bridge> client shouldn't care what it receives 03:21 < bridge> server send character the client does the character 03:21 < bridge> it doesn't need to know about the coordinate type 03:21 < bridge> but I'm reimplementing the physics server-side 03:22 < bridge> you check client version in server 03:22 < bridge> did older clients also send that flag for some reason? I see some weird replay here where that flag is set the entire run o.o 03:22 < bridge> 3rd party client and bot 03:23 < bridge> tater also had some non-standard scoreboard flag behavior 03:24 < bridge> okay, so the version check it is 👍 03:24 < bridge> also demo might be bugged, i should heck 03:24 < bridge> also demo might be bugged, i should check 03:24 < bridge> nah 03:24 < bridge> shouldn't be, don't worry 03:24 < bridge> i mean even if it is bugged, check client doesn't really care about the flag 03:24 < bridge> i mean even if it is bugged, the client doesn't really care about the flag 03:24 < bridge> wait but then I do need the server version, right? 03:24 < bridge> no, you can send the flag to the server always 03:25 < bridge> like I'm implementing physics in twgame to reproduce teehistorian files 03:25 < bridge> old server doesn't use that bit 03:25 < bridge> so it'll just ignore it 03:25 < bridge> yes and how do I detect old server? 03:25 < bridge> idk 03:25 < bridge> we didn't feel the need to do that so we didn't check 03:25 < bridge> fair 03:25 < bridge> old server doesn't use that bit so sending that bit on and off make no difference in physics 03:25 < bridge> i'm pretty sure 03:27 < bridge> btw is someone doing input fingerprinting to check for invalid race 03:28 < bridge> quick question whats the reason for taterclient being frowned upon? or looked at as bad 03:29 < bridge> not that I know of 03:29 < bridge> (answer to ts) 07:43 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346372446378393660/IMG_20250303_154519.jpg?ex=67c7f28d&is=67c6a10d&hm=2b463bf7fe1588be680c0ec69828af9363a7bbf61ee6a2332f9b51da43024df1& 07:43 < bridge> What to do infinite loading of resources 07:46 < bridge> why do you keep sending this everywhere 07:46 < bridge> do you have any like- 4k tee skins in your skin files? 07:47 < bridge> I don't know. 08:19 < bridge> Use the vscode workspace in other/vscode (read the readme) and x11 08:19 < bridge> 08:19 < bridge> Then it will unrelease mouse 08:39 < bridge> @learath2 is `rep movs` ok for copying structs or is it better to manually move each field in a register and move it into dest? 08:39 < bridge> @learath2 is `rep movsb` ok for copying structs or is it better to manually move each field in a register and move it into dest? 08:40 < bridge> thanks, that's exactly what I needed. 09:20 < bridge> Hey, im hoping this is an appropriate channel to ask this; is there a nixos guide to building ddnet? i'm missing some packages & haven't found some of them lol 10:06 < furo> @rainonwires NixOS has a package for DDNet, so you can look at its dependencies. https://github.com/NixOS/nixpkgs/blob/nixos-24.11/pkgs/games/ddnet/default.nix 10:06 < bridge> Thanks 10:33 < bridge> Why bother going field by field? 10:35 < bridge> maybe it's better, idk 10:35 < bridge> I can't think of a reason. If you can't either I'd go with rep movsb 10:37 < bridge> Reminder that Nixos has an awesome feature called InputsFrom - which allows you to fetch dependencies, buildinputs etc from an existing package within a dev shell 10:39 < bridge> Most dependencies are listed in the readme - the rest should be fetched using pkg-config and inputsFrom 10:40 < bridge> i love nixos, but i haven't used it all for development and i haven't really branched outside of the configuration file, still trying to get my grasp on flakes lol 10:40 < bridge> ``` 10:40 < bridge> outputs = { 10:40 < bridge> nixpkgs, 10:40 < bridge> ...} : let 10:40 < bridge> system = "x86_64-linux"; 10:40 < bridge> pkgs = nixpkgs.legacyPackages.${system}; 10:40 < bridge> in { 10:40 < bridge> devShells.${system}.default = pkgs.mkShell { 10:40 < bridge> inputsFrom = [pkgs.ddnet]; 10:40 < bridge> packages = [ 10:40 < bridge> ]; 10:40 < bridge> ``` 10:40 < bridge> so yeah, didnt know about that, appreciate it ! 10:40 < bridge> That is basically all you need ^^ 10:40 < bridge> And then ofc, gcc/clang 10:40 < bridge> how does it work? 10:41 < bridge> it's a nix dev shell within a flake.nix 10:41 < bridge> a dev shell for ddnet? 10:41 < bridge> nix-env? 10:41 < bridge> Yep ^^ 10:41 < bridge> like nix-env? 10:41 < bridge> No! 10:41 < bridge> xD 10:41 < bridge> Go into your ddnet folder, create a file called flake.nic 10:41 < bridge> Go into your ddnet folder, create a file called flake.nix 10:42 < bridge> Man phone hard - 1 sec I can't copy 10:42 < bridge> ahaha 10:45 < bridge> Okay, copy paste this into your flake.nix - add inputsFrom = [pkgs.ddnet] at the end 10:45 < bridge> 10:45 < bridge> { 10:45 < bridge> description = "A Nix-flake-based C/C++ development environment"; 10:45 < bridge> 10:45 < bridge> inputs.nixpkgs.url = "https://flakehub.com/f/NixOS/nixpkgs/0.1.*.tar.gz"; 10:45 < bridge> 10:45 < bridge> outputs = { self, nixpkgs }: 10:45 < bridge> let 10:45 < bridge> supportedSystems = [ "x86_64-linux" "aarch64-linux" "x86_64-darwin" "aarch64-darwin" ]; 10:45 < bridge> forEachSupportedSystem = f: nixpkgs.lib.genAttrs supportedSystems (system: f { 10:45 < bridge> pkgs = import nixpkgs { inherit system; }; 10:45 < bridge> }); 10:45 < bridge> in 10:45 < bridge> { 10:45 < bridge> devShells = forEachSupportedSystem ({ pkgs }: { 10:45 < bridge> default = pkgs.mkShell.override 10:45 < bridge> { 10:45 < bridge> # Override stdenv in order to change compiler: 10:45 < bridge> # stdenv = pkgs.clangStdenv; 10:45 < bridge> } 10:46 < bridge> { 10:46 < bridge> packages = with pkgs; [ 10:46 < bridge> clang-tools 10:46 < bridge> cmake 10:46 < bridge> codespell 10:46 < bridge> conan 10:46 < bridge> cppcheck 10:46 < bridge> doxygen 10:46 < bridge> gtest 10:46 < bridge> lcov 10:46 < bridge> Okay, copy paste this into your flake.nix - add inputsFrom = [pkgs.ddnet] in the dev shell section 10:46 < bridge> ``` 10:46 < bridge> { 10:46 < bridge> description = "A Nix-flake-based C/C++ development environment"; 10:46 < bridge> 10:46 < bridge> inputs.nixpkgs.url = "https://flakehub.com/f/NixOS/nixpkgs/0.1.*.tar.gz"; 10:46 < bridge> 10:46 < bridge> outputs = { self, nixpkgs }: 10:46 < bridge> let 10:47 < bridge> awesome 10:47 < bridge> what server is that if i may ask? 10:47 < bridge> Eh I think that comes from the unofficial nixOS discord 10:47 < bridge> okok ! 10:48 < bridge> Idk I dusted that off just now, been in my gallery for years :kekw: 10:48 < bridge> ahahaha i see xD very useful to keep stuff like that 10:49 < bridge> Alright I need to go - hope you figure it out :owo: 10:49 < bridge> bye bye 11:59 < bridge> Still messing with this on and off, im having some issues with the nix develop command working. 12:15 < bridge> hmm 12:15 < bridge> CHN servers other than 1 and 4 disappeared from master 12:31 < bridge> morning peeps 13:05 < bridge> :) 13:14 < bridge> norming 13:17 < bridge> i do `nix develop path:./.dev` and put a `flake.nix` file into a `.dev` folder under the project directory. this way nix won't copy the entire project into store somewhere. 13:17 < bridge> <01000111g> akschually 13:18 < bridge> if you just use `nix develop ./.dev` the `.dev` directory need to be a git repository and commited with the flake.nix. i don't really like that way so `path:` is kinda needed. 13:18 < bridge> if you just use `nix develop ./.dev` the `.dev` directory need to be a git repository and commited with the flake.nix. i don't really like that way so `path:` is kinda needed for me 13:18 < bridge> ahhh 13:19 < bridge> mine tries to find the flake in /nix/store after i use the flake in the ddnet directory i setup 13:19 < bridge> lol 13:19 < bridge> it might make sense to put flake under a project root if you somehow want to install the thing as a package i think? i don't really know. 13:20 < bridge> i just do the weird workaround with `.dev` folder 13:20 < bridge> i just want to build the project, would like to work on some of the issue tickets on github 13:20 < bridge> also check out `nix-direnv` once you figure out the develop thing. which basically does it for you when you cd into a directory. 13:20 < bridge> ahh 13:20 < bridge> i cant get it to find vulkan etc 13:20 < bridge> the same flake file will work with both nix-direnv and nix develop so you don't need to redo anything. 13:21 < bridge> let me check my flake.nix for ddnet 13:21 < bridge> one sec 13:21 < bridge> my flake i run with nix develop doesnt work xD 13:21 < bridge> i have to nix-collect-garbage to try again 13:23 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346458022645338202/dev.tar.gz?ex=67c84240&is=67c6f0c0&hm=8fe7af280def10c5c9415fd015f0bb10a2fee2e906a48a177c50777c7152497b& 13:23 < bridge> this is what i use for my `.dev` for ddnet 13:47 < bridge> @0xdeen @murpi @learath2 13:47 < bridge> :justatest: 13:52 < bridge> Not something I'd able to fix 13:52 < bridge> sadge 13:53 < bridge> Yes - either as a provided dev shell or when using `nix build` 14:07 < ws-client> I would highly appreciate to get https://github.com/ddnet/ddnet/pull/9787 and https://github.com/ddnet/ddnet/pull/9386 merged. Is there a way for me to speed up the process? 14:11 < bridge> the github influencer is influencing again 14:12 < bridge> ahaha chiller is the reason i am trying to build ddnet 14:22 < bridge> Still broken? 14:22 < bridge> yep 14:31 < bridge> Did you check whether they can ping the master? Might be a firewall incident 14:31 < bridge> i don't have access to those servers 14:31 < bridge> i don't host servers anymore 14:32 < bridge> 😬 14:42 < bridge> wait, my proxy basically died today too. 14:47 < bridge> ChillerDragon, ur prs touch sensitive code to physics or speedrunning so its normal its harder to get in 14:47 < bridge> im unsure about how spawners affect speedrunners and if the way u made it works nice 14:50 < bridge> ChillerDragon i reviews ur interesct pr, looks gud but i wait for others 14:55 < bridge> Be brave 14:56 < bridge> I can't seem to connect to them hm 14:57 < bridge> ah 14:57 < bridge> tomorrow is the congress meeting. 14:57 < bridge> Wait but the main server can connect to them 14:57 < bridge> @essigautomat https://github.com/ddnet/ddnet/pull/9795#pullrequestreview-2657647218 14:57 < bridge> Hm, let me tunnel through and see 14:57 < bridge> i like this feature 14:57 < bridge> i think we get bad internet around these time 14:58 < bridge> well it looks ok to me but maybe heinrich wanted tot say smth 14:58 < bridge> but he seems not active 14:58 < bridge> I seem to have broken something in my kernel :pepeW: 14:59 < bridge> i got this 14:59 < bridge> *ahem* 14:59 < bridge> i'm thinking about adding a new cl option into ddnet 14:59 < bridge> @learath2 u know if there has been a poll about slide tiles? 14:59 < bridge> i like em but i want a poll 14:59 < bridge> @murpi can u poll this feature pls https://github.com/ddnet/ddnet/pull/9795 15:00 < bridge> is this the average gentoo experience 15:01 < bridge> Nope, haven't broken a kernel in years. It was just too large an update at once 15:02 < bridge> Nope, no poll 15:03 < bridge> Feels more like a stopper than a slide somewhy 😄 15:03 < bridge> @learath2 go do it 15:03 < bridge> Maybe it needs an animation or sth to look better 15:03 < bridge> stopper 2.0: 360° version 15:04 < bridge> but it pushes right 15:04 < bridge> maybe some air effect 15:04 < bridge> idk 15:08 < bridge> Ah, it seems I forgot to rebuild my gfx driver 15:11 < bridge> merging https://github.com/ddnet/ddnet/pull/9763 15:12 < bridge> i changd the pr title 15:13 < bridge> cuz it doesnt add a t uning 15:13 < bridge> "fix new speedtiles: add speeder limit " 15:13 < bridge> ✨ 15:26 < bridge> nice, missed this 👍 15:28 < bridge> what? xD 15:29 < bridge> You discussed a better visual in the meantime 15:33 < bridge> cc @essigautomat @learath2 @jupeyy_keks @patiga i opened the first rfc in ddnet 15:33 < bridge> :owo: 15:33 < bridge> ryozuki fried chicken 15:34 < bridge> yum 15:34 < bridge> tbh i wanted to name it 15:34 < bridge> deed, or tfc 15:34 < bridge> deed = ddnet enhancement proposal 15:34 < bridge> ded? 15:34 < bridge> like python pep 15:34 < bridge> tee fc 15:35 < bridge> these, I think these are cleaner for this tile, maybe even borderless 15:35 < bridge> ddnet enhanced proposal 15:35 < bridge> DEP 15:35 < bridge> xd 15:35 < bridge> maybe, but id have to see how clean they'd look in-game 15:35 < bridge> oh yeah idk why i added a d at end 15:35 < bridge> ddnet enhanced epreposal n 15:36 < bridge> There is no timelimit on this @hectavoxel , in the end we can do asset swaps later. The current ones look a bit like car bumpers xD 15:36 < bridge> I'd propose a fadeout under the line showing which direction is "down" 15:37 < bridge> I'd propose a fadeout under the line showing which direction is "down", or a 50% transperency line directly below 15:42 < bridge> You can download the build-client and just asset swap. If you need any help just PM me 🙂 15:42 < bridge> deen: ddnet entity enhancement nomination 15:43 < bridge> @ryozuki any opinions about #9767 ? This is quality of life for me xD 15:43 < bridge> https://github.com/ddnet/ddnet/pull/9767 15:47 < bridge> yea fair 15:48 < bridge> I still like the current ones, still better than the triangles 15:48 < bridge> I like the current ones, still better than the triangles 15:52 < bridge> finally a meaning for deen 15:54 < bridge> ok to me, but idk some ppl around here dont like too many config options 15:59 < bridge> heinrich isn't around, quick sneak in some customization 16:00 < bridge> still getting pings about missing servers :pepeW: 16:01 < bridge> @tsfreddie some chinese servers be missing yo 16:01 < bridge> 😬 16:01 < bridge> please at least decouple cl_text_entities in ingame and editor :tear: as this is actually an issue 16:02 < ws-client> thanks @ryozuki 16:04 < ws-client> @ryozuki the spawner pr is now behaving like ddnet on run maps. The more controversial change is what I only proposed and did not do yet 16:04 < bridge> I can also collabse all of this options to one with bit flags, but this is pretty unintuitive 16:07 < bridge> oh, seems the chinese servers changed ip somewhy 16:07 < bridge> huh? 16:08 < bridge> actually 16:08 < bridge> make sense 16:08 < bridge> all missing servers are tencent servers 16:08 < bridge> i'll check whether there's a announcement about that 16:09 < bridge> I'll re-whitelist them all 16:09 < bridge> i don't see any announcement about it 16:10 < bridge> weird that it would just do that 16:10 < bridge> i'll ask every hosters to check their console 16:10 < bridge> chn5 seems to be back after I whitelisted the new ip for it 16:11 < bridge> @learath2 are u a investor? do u know why some stocks allow trailing stops and others not? 16:11 < bridge> how is status still showing the servers 16:11 < bridge> i invested in Rheinmetall and it allows that but others not 16:11 < bridge> is it a self report type of thing instead of an ip list? 16:11 < bridge> war coming so atleast ill play the capitalist game a bit 16:11 < bridge> noted 16:11 < bridge> https://www.euronews.com/my-europe/2025/03/04/von-der-leyen-pitches-800bn-defence-package-ahead-of-eu-leaders-summit 16:12 < bridge> It depends on the broker and the rules of the exchange. On DEGIRO it's allowed on Xetra and NDQ iirc 16:12 < bridge> what's the current ip for chn5 16:12 < bridge> >war 16:12 < bridge> is that a mf ddnet block reference? 16:12 < bridge> i had stock on howmet aerospace (murica) and it netted me like 500 euro, but now its going down so i sold cuz murica is cooked 16:12 < bridge> and now im into eu military 16:13 < bridge> ye degiro 16:13 < bridge> 1.13.79.127 16:13 < bridge> oooh, starting with 1, fancy 16:14 < bridge> did you also change the dns for chn5.ddnet.org 16:14 < bridge> idk who changed those, that's what is confusing to me 😄 16:14 < bridge> ye 16:14 < bridge> @0xdeen did you? 16:14 < bridge> what happened 16:14 < bridge> idk someone fixed the dns entries but not the whitelist 16:14 < bridge> arent 1. ips in china common 16:14 < bridge> its cuz china numba one 16:15 < bridge> or did deen redo the whitelist and somehow copied the wrong IPs :justatest: 16:15 < bridge> i don't see tencent server randomly changing ip being a thing 16:16 < bridge> stock markget gonna crash 16:16 < bridge> we are so back. 16:17 < bridge> thx 16:17 < bridge> anyway, re-whitelisted them, they should be slowly coming back up 16:17 < bridge> already did 16:17 < bridge> how will this affect the trout population 16:17 < bridge> I'll have to ask deen what happened there because the dns couldn't possibly fix itself if the servers just "changed ip" 16:17 < bridge> ye 16:17 < bridge> my bet is on the copy pasting error 16:18 < bridge> :nouis: 16:18 < bridge> I'm deeply invested in chinese tech companies, made like 30% profit 16:18 < bridge> i hope i can invest in something 16:18 < bridge> oh my god the stock market really is crashing 16:18 < bridge> thanks trump 16:18 < bridge> all of which I lost on stupid nvidia stock tanking again 16:18 < bridge> i can't buy normal stock, i can only buy chinese stock which is just ran by satan. 16:19 < bridge> yep i sold all my s&p500 and howmet 16:19 < bridge> if nvidia doesn't recover I'll never be able to retire 16:19 < bridge> im at 900 euro profit 16:19 < bridge> idk why the mac with us keyboard has no euro symbl 16:19 < bridge> btw how do you do your taxes on capital gains? 16:20 < bridge> i havent done them yet, ill do it this year 16:20 < bridge> but well its just the web 16:20 < bridge> form 16:20 < bridge> degiro has a thing to download a pdf with ur account statement and other stuff 16:20 < ws-client> there shouldn't be any complicated about https://github.com/ddnet/ddnet/pull/9787 @ryozuki if you say there is and it will take a few months to get merged then i might just fix it downstream 16:21 < ws-client> i keept it as unintrusive as possible and provided clear videos of the tests 16:21 < bridge> If I was smart I'd actually liquidate all these positions, the entire market is on the downswing, but I really don't want to bother with taxes 😄 16:21 < bridge> I'm such a bad trader 16:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346502915707113492/image.png?ex=67c86c0f&is=67c71a8f&hm=39617b2be5c2e268051832fbad5a19a8c826369f060a1850b0c2c6a53c3c40c0& 16:21 < bridge> why do non residents get less taxes 16:22 < bridge> Because they benefit less from govt services is the understanding iirc 16:22 < bridge> the weekly crypto charts are really funny "trump announces crypto reserves" 📈 "trump announces tariffs" 📉 16:22 < bridge> I did liquify all my crypto positions like a week or two ago, saved me a lot of loss from the tariffs announcement 16:23 < bridge> i need to get more info on this, but do u need to bother on all sells or just tax the end result if u gained more than lost? 16:23 < bridge> but what u sell now u will put it on the tax form next year 16:23 < bridge> total net capital gains 16:23 < bridge> yeah 16:24 < bridge> so why u not selling 16:24 < bridge> Well I haven't sold any position this year, so my capital gains for this year is currently 0 😄 16:24 < bridge> u wont have to bother till 2026 when u do the year 2025 16:24 < bridge> ig xd 16:24 < bridge> i wish all this was automated 16:25 < bridge> Yeah, I should stop being silly ngl, I'll let it settle for a day or two then sell out of everything except nvidia which I feel would recover some day 16:26 < bridge> well it can be "automated" you can just give your money to someone to manage for you, but they take a cut 16:26 < bridge> well if u gain a lot and dont bother spending like 25 maybe smth like https://tax-wizard.eu works 16:26 < bridge> and you need to have a lot of money 😄 16:27 < bridge> why is nvidia down? just cause? 16:27 < bridge> I should also get into some eu military now that eu is thinking about re-arming 16:28 < bridge> fuck knows, it's one I just don't understand the market on, maybe chatgpt 4.5 not delivering expected improvement? 16:29 < bridge> consumer product releases 16:29 < bridge> yeah the 5070 was shit too ngl 16:29 < bridge> who cares about consumers, we need more AI servers 16:30 < bridge> Anyway, I'll just quadruple down and get even more nvidia stock on the cheap, just gamble away what I earned from xiaomi 16:31 < bridge> I guess nvidia's current position hinges a lot on near term investments in AI which won't happen as much if the economy is doing bad in general. Just a guess 16:31 < bridge> also tarifs 16:32 < bridge> yeah but the tarifs aren't targeted at them, so all else equal they shouldn't be falling more than others 16:32 < bridge> Sounds sensible, with ai models proving not to scale that well with more gpu power it makes even less sense 16:33 < bridge> but tarifs affect base products 16:33 < bridge> which they use right? 16:33 < bridge> idk 16:33 < bridge> like the tariff may not be directly ur product but needed to build ur product 16:33 < bridge> any gamepad remapping tools on linux? 16:34 < bridge> Дарова 16:34 < bridge> does nvidia even do any manufactoring in the US? 16:34 < bridge> i tried steam input on a 3rd party game but the game won't recognize the steam input 16:34 < bridge> does nvidia even do any manufacturing in the US? 16:34 < bridge> Как дела? 16:34 < bridge> steam 16:34 < bridge> steam input 16:34 < bridge> steam is best 16:34 < bridge> put ur game as 3rd party 16:34 < bridge> launch the steam big picture 16:35 < bridge> ye already tried that 16:35 < bridge> the game just won't do anything with steam input 16:35 < bridge> try again 16:35 < bridge> reboot the pc 16:35 < bridge> sure 16:35 < bridge> :gigachad: 16:35 < bridge> :greenthing: 16:35 < bridge> i mean the game works without steam input, but my ab and xy are swapped 16:35 < bridge> i forgot but maybe remap ur controll to xbox or smth 16:35 < bridge> Парни кто шарит как узнать через ркон через какой клиент человек играет? 16:35 < bridge> depedns on game 16:35 < bridge> ohh 16:35 < bridge> with steam input the game just doesn't do anything when i press start 16:36 < bridge> $english 16:36 < bridge> Hi! Most of us communicate in English. If you’re having trouble with English, use to help you out. 16:36 < bridge> Guys who knows how to find out through rcon through which client a person plays? 16:36 < bridge> u cant 16:36 < bridge> Only w mod? 16:36 < bridge> i forgot but iirc u cant and its not reliable 16:36 < bridge> anyone can fake a client name and version 16:36 < bridge> ye we can't really tell 16:37 < bridge> sad 16:37 < bridge> sp somoene used to play with version 9999 16:37 < bridge> even dummies and player looks the same 16:38 < bridge> holy, steam big picture ran at 3fps or something 16:39 < bridge> i think it tried to run at 12k or something. 16:39 < bridge> imma gamescope the mf 16:41 < bridge> doesn't work, too laggy :justatest: 16:41 < bridge> ok i gave up 16:41 < bridge> steam deck time 16:44 < bridge> Idea: color switch laser ans button by ID and indicate which button belongs to which id 16:44 < bridge> opinions? 16:45 < bridge> I don't know how much you can color the laser entities and also this feature is not possible on older clients, but it's backwards compat. 16:45 < bridge> I don't know how much you can color the laser entities and also this feature is not possible on older clients, but it's backwards compat. since client only 16:46 < bridge> you can color it anything you want 16:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346509079425843331/image.png?ex=67c871cd&is=67c7204d&hm=35f642c872479a2add53bcd1e4f1bcc06f0603786d2e28dd73dd83875db1f388& 16:46 < bridge> but thats the problem i guess that it already was any color 16:47 < bridge> So I'd remove an existing feature :justatest: 16:48 < bridge> I suggest implement a flagged image or smth 16:49 < bridge> You've perfected a design not when there's nothing to add, but when there's nothing to remove 16:49 < bridge> :greenthing: 16:49 < bridge> Only show when some flags are on or off 16:49 < bridge> Only shown when some flags are on or off 16:50 < bridge> and we have a freezing laser which could collide in color 😦 16:51 < bridge> I don't think this is perfect, but changing this would cause more issues 16:56 < bridge> can already do this in design 16:56 < bridge> idk how u could do it in entities, idk if its necessary 16:57 < bridge> it's about the default [here](), what is your opinion @louis.place ? 16:58 < bridge> default should show numbers, should it not xd 16:58 < bridge> entities is not really meant to be pretty, its supposed to be informative 16:59 < bridge> So many players are playing with entities only and it tends to spam you with all shit of information. But okay, I'll turn it on by default 16:59 < bridge> So many players are playing with entities only[zitation needed] and it tends to spam you with all shit of information. But okay, I'll turn it on by default 17:00 < bridge> @louis.place same for the speedtiles? 17:01 < bridge> they probably play with entities only because they can see and confirm speedup tiles, tele numbers etc. 17:02 < bridge> switch numbers are useful info 17:02 < bridge> and having pretty design is secondary-i think its enough to judt give them the option to didable 17:02 < bridge> yeah 17:03 < bridge> just dont make it default off 17:03 < bridge> u can off it urself 17:03 < bridge> tune layer is fully missing btw, how am I supposed to debug my tune tiles outside of the editor? /s I may add this in a followup but disabled by default 17:07 < bridge> wait until I tell the players that removing text overlays improves fps 😛 17:07 < bridge> wait until I tell the players that removing text overlays improves fps :kek: 17:11 < bridge> why not make a vote to see if people would like to have new defaults or no 17:12 < bridge> also wasnt tunes always disabled 17:12 < bridge> I think i am the only voice for turning stuff off by default so fair 17:12 < bridge> I think i am the only voice for turning stuff off by default so far 17:12 < bridge> tunes is _not implemented_ 17:13 < bridge> maybe it was at some point but removed 17:53 < bridge> my laser colors :frozen: :frozen: :frozen: :frozen: 18:37 < bridge> tested another design, this looks aweful tbh 18:37 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346537096860667976/screenshot_2025-03-04_18-36-58.png?ex=67c88be5&is=67c73a65&hm=667ff7b7ce4e7500d3fa74f3f7d2d6ca9099a8018bc75027233093e2a9be0dae& 18:37 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346537097460187228/screenshot_2025-03-04_18-37-10.png?ex=67c88be5&is=67c73a65&hm=9e1fbf50d4b1c64853c41c9decad387814280b99a3f58f04fab305c9659662e6& 18:49 < bridge> it's amazing what a huge difference a bounding box can make 18:49 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346539985649795082/screenshot_2025-03-04_18-48-28.png?ex=67c88e96&is=67c73d16&hm=0bdd2683c278aaea4316e7cdf437c23ed757373cf4e7687f8bd26285dd062dde& 18:49 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346539986140532817/screenshot_2025-03-04_18-48-44.png?ex=67c88e96&is=67c73d16&hm=08bd7b4c54c541caeb47a67f15248f8d1bbebe37798aca4795437227c48f1ba4& 18:49 < bridge> teeworlds existed before AABB kekw 18:49 < bridge> dont quote me 18:50 < bridge> im joking 18:51 < bridge> PeterPleaseExplain 18:51 < bridge> AABB = axis aligned bounding box 18:51 < bridge> An axis-aligned bounding box (AABB) is simply a rectangular parallelepiped whose faces are each perpendicular to one of the basis vectors. Such bounding boxes arise frequently in spatial subdivision problems, such as in ray tracing or collision detection. 18:51 < bridge> https://en.wikipedia.org/wiki/Minimum_bounding_box#Axis-aligned_minimum_bounding_box 18:52 < bridge> I am pretty sure that this was invented earlier 18:52 < bridge> xd 18:53 < bridge> oh yea i was thinking of doing exactly that 18:53 < bridge> this portrays what it does so much better 18:53 < bridge> you can probably do it 10 times faster then me, who did a python script in pillow for this ... 18:53 < bridge> you can probably do it 10 times faster then me, who did a python script with pillow for this ... 18:53 < bridge> 😭 18:54 < bridge> i make all my shit in inkscapr 18:54 < bridge> tile cloning came in clutch for stuff like this 19:11 < bridge> I mean almost everything has an AABB in teeworlds. Can't think of anything which doesn't except projectils and the flag 19:12 < bridge> I mean almost everything has an AABB in teeworlds. Can't think of anything which doesn't except projectiles and the flag 19:12 < bridge> shields and hearts, probably, and players to each other 🤔 okay maybe some more 19:27 < bridge> can we add an AABBCC in ddnet 19:40 < bridge> whats m_ReckoningCore in TickDeferred? 19:42 < bridge> it used fake world so tuning in it was always wrong, but when its right its broken 19:42 < bridge> so i dont understand 19:55 < bridge> here 19:55 < bridge> and here 19:56 < bridge> and this 20:03 < bridge> The client and the server need to 100% do the dead reckoning in the exact same way for it to work properly 20:05 < bridge> If you want to mess around with it, be careful, I had to make 5 oops commits to fix the last time I messed around with it 20:06 < bridge> well dont want to mess with it but idk if its right 20:08 < bridge> i guess il just reset tuning for it like it was before im too tired to understand it 20:13 < bridge> if i put hook_drag_speed 0 and dead reckoning matches real core it keeps teleporting back when hooking something 20:14 < bridge> Can't connect to any server 20:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346561519932014664/image.png?ex=67c8a2a4&is=67c75124&hm=64cf62da5b9c65c8c0680e7a45dd8697460148701badebcca66211dc40c1ff95& 20:15 < bridge> the server has not responded yet 20:15 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346561768381743164/image.png?ex=67c8a2df&is=67c7515f&hm=084d16bb13d0ae283f37a7380a8f4a34d6062b80c9196348ea0e73d7236944e5& 20:16 < bridge> rus1 under ddos 20:16 < bridge> im un ukraine 20:16 < bridge> im in ukraine 20:17 < bridge> Here is how it works, the server reckons (makes a guess) as to where the character will be by simulating it in a fake world. If that reckoned core matches the real core emulated in the real gameworld the server won't send the core and the client will make the exact same simulation to derive the new core 20:17 < bridge> So if reckoning is done in a fake world, where the tunes are wrong, nothing really happens, the actual non-reckoned core will just be sent for every snap 20:19 < bridge> If you only fix one half of the wrong tune (e.g. on the server), now the server is not sending cores, the client makes the reckon, but the reckon is wrong since it uses the wrong tunes, so the client puts you in the wrong place, this goes on for a couple ticks (iirc a second or two max), then the server sends the actual core again, which snaps the client creating the teleporting effect 20:31 < bridge> so the server predicts hooking wrong to always send snaps? 20:33 < bridge> client knows i have dragspeed 0, but still drags me and only snaps back when received actual core 20:33 < bridge> even with cl_predict 0 it still drags me 20:38 < bridge> https://www.gamedeveloper.com/programming/dead-reckoning-latency-hiding-for-networked-games 20:38 < bridge> https://en.wikipedia.org/wiki/Dead_reckoning 20:40 < bridge> ngl dead reckoning sounds like a ubisoft game 20:44 < bridge> no way 20:45 < bridge> nah 20:45 < bridge> > The inventor was probably... Gutemberg on 1440. Or probably the Chinese inventor Bi Sheng around 1040. 20:48 < bridge> ok ty i get it 20:48 < bridge> the problem was the reckoned tick just doesnt detect that hook is pressed 20:49 < bridge> i think at least, otherwise no reason why it couldnt predict it 21:05 < bridge> any input changes must be immediately sent by the server, as dead reckoning can only work with predict from past inputs 21:05 < bridge> well then idk 😂 21:05 < bridge> hook is landed and i didnt press anything 21:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1346574670467694804/hook.mp4?ex=67c8aee3&is=67c75d63&hm=b90bccb3e3289124de7ace48be802309f708e34bd71e461166271df766f4bcf9& 21:09 < bridge> Btw, a successful recon prevents data being sent so it kinda have to be teeworlds compatible (a.k.a. ALL CLIENTS compatible) so no one actually touched it I think. 21:10 < bridge> Maybe it is broken now, but a broken recon is still better than a successful recon that only work on one client 21:11 < bridge> Maybe someone sometime can get around making recons for every client versions. 21:15 < bridge> Actually if somehow we could move physics to twgame rust code we could also make multiple versions of compatible recons, saving so much bandwidth in the process. (assuming twgame has one to one physics to every version existed which may or may not be true courtesy the continuous hard work of patiga) 21:17 < bridge> i think that part of code is compatible with all versions 21:17 < bridge> just tuning broke it 21:19 < bridge> Ye, because no one dared to touch it while implementing new features I think. Just be sure to go back to test teeworlds if you really want to fix it? I don't really know what's the right way to touch it either 21:21 < bridge> i wont be fixing it since idk why client predicts it wrong 21:21 < bridge> when it has the correct tune 21:22 < bridge> It is possible that we straight up have deviations from og teeworlds physics from some point 21:22 < bridge> wait I think I read that wrong 21:23 < bridge> Ehh, idk 21:24 < bridge> I can't tell what's happening in the video tbh 21:25 < bridge> i have hook strength 0, so when i hook the wall i should stay in place 21:25 < bridge> but it drags me and teleports me back sometimes or when i release hook 21:25 < bridge> that happens if reckoning core has correct tunes 21:31 < bridge> I see 21:32 < bridge> :GreemDev: no ida 21:32 < bridge> :GreemDev: no idea 21:33 < bridge> server predicts it right so it doesnt update the snap constantly 21:33 < bridge> idk why client doesnt 21:41 < bridge> It's not intentional. Just that the mis-reckoning (notice I don't use the word prediction) does not cause an issue because the recknoned core wont match the real core, so the server will fallback to just sending it 21:44 < bridge> because the same reckoning on the client is also using the wrong tunes 21:45 < bridge> the only way that can be fixed is if the client and the server agree on a "character core version", so they both use the correct rules 21:45 < bridge> @learath2 did you see my DM 21:45 < bridge> :nouis: 21:45 < bridge> Nope, let me check 22:35 < bridge> I see you want to use the slide tiles xD 22:47 < bridge> ah yes a good idea 22:47 < bridge> proprietary translator inside of ddnet :troll: 22:48 < bridge> i mean it is a good idea 22:48 < bridge> it is, but i dont know any FOSS translators, nor if ddnet can even handle it 22:49 < bridge> whats a FOSS translaytor? 22:49 < bridge> Free open source sexy 22:50 < bridge> *software 22:50 < bridge> software ❌ 22:50 < bridge> sexy ✅ 22:50 < bridge> (32k likes on youtube shorts) 22:51 < bridge> found one already https://libretranslate.com/ 22:52 < bridge> just from looking up free open sourse translater on google 22:52 < bridge> https://portal.libretranslate.com/ 22:52 < bridge> not so free 22:52 < bridge> oh it said it was 22:52 < bridge> technically you could also download deepseek and integrate it .... but yeah that's probably all overkill 22:52 < bridge> true 22:53 < bridge> thats if you want them to run it themselfs 22:53 < bridge> not you running it 22:53 < bridge> the only realistic thing we could do is add an API. 22:53 < bridge> 22:53 < bridge> and users could load some translation modules like google translate or a AI model and have to setup it manually 22:53 < bridge> "just enter you openai api key into your ddnet client" 22:53 < bridge> good idea tbh 22:53 < bridge> do you have 10x rtx 5090 for us to run it? 22:54 < bridge> no i have a Intel(R) UHD Graphics 630 though 22:54 < bridge> nice 22:55 < bridge> Now you can run 1/year 22:55 < bridge> just use it on cpu :kek: 22:55 < bridge> even teero laughs at you 22:55 < bridge> (yes its integrated) 22:55 < bridge> UHD for ultra-high-definition? 22:56 < bridge> new to ddnet stuff, ... rcon is admin? how do admin commands work ? :) 22:56 < bridge> idk 22:56 < bridge> probs 22:56 < bridge> you type in the command and it executes 22:56 < bridge> real 22:56 < bridge> this worked btw, heinrich is alive now 22:56 < bridge> rcon stands for remote-connection. So basically yes, it's admin rights. 22:56 < bridge> but uh,,, how does one get to that step im so sleep deprived 22:57 < bridge> remote console 22:57 < bridge> No wya 22:57 < bridge> I have been lied to 22:57 < bridge> My entire life 22:58 < bridge> chatgpt, why did you do this to teero 22:58 < bridge> does the output go to the server console or the game console? xd 22:58 < bridge> both 22:58 < bridge> If you start a local server without any config changes a password will be printed to the console 22:58 < bridge> hmmm... 22:58 < bridge> right, i set the rcon password 22:58 < bridge> i can auth myself just no commands like ban, bans etc work 22:58 < bridge> or at least im too stupid to work them 22:58 < bridge> do you need the list of commands? 22:58 < bridge> i have the list of commands 22:58 < bridge> ok cool 22:58 < bridge> yes 22:58 < bridge> give me a moment 22:58 < bridge> https://ddnet.org/settingscommands 22:59 < bridge> I mean you could paste the list into chatgpt and ask it how commands work, but I am sure the tooltip is good enough? 22:59 < bridge> i think i may have messed up the building process somehow and maybe messed it up somehow? lol 23:00 < bridge> @jupeyy_keks remote console is just weird to say. fk u 23:00 < bridge> okay so rcon reload works uhhh but bans yields nothing i think i am just missing something in the open 23:00 < bridge> sorry 😅 23:01 < bridge> f1 console = local console 23:01 < bridge> f2 console = remote console 23:01 < bridge> lmao 23:01 < bridge> oh... 23:01 < bridge> i was using f1 23:01 < bridge> gg xD 23:01 < bridge> i truly am blind 23:01 < bridge> gg 23:01 < bridge> i think its time for a nap ;) 23:01 < bridge> gn :v 23:01 < bridge> wasnt even talking to you but gg 😬 23:01 < bridge> gn8 23:01 < bridge> lol 23:02 < bridge> either way helped me out ^^ 23:50 < bridge> 😬 23:50 < bridge> hopefully im coherent enough to have done that correctly..