00:21 <+bridge_> What was the problem actually? 00:21 <+bridge_> Because I guess you made backups regularly? 00:24 <+bridge_> turns out the backup process was flawed, it was saving empty backups 00:25 <+bridge_> Ah okay, disaster recovery with testing a backup from time to time is now in the loop? 00:26 <+bridge_> We just "outsourced" the wiki hosting to a group that hosts many wikis and have a backup process that is well tested 😄 00:26 <+bridge_> Ah oke 00:26 <+bridge_> Nice 01:08 <+bridge_> if they also die somehow miraheze is good 01:21 <+bridge_> watafak 01:21 <+bridge_> why does the hook rendering start after the first hook tick 01:42 <+bridge_> VCR OSD MONO 02:39 <+bridge_> tyty 05:51 <+bridge_> you shouldn't copy the args 05:53 <+bridge_> idk what's the defination of `Request`, but maybe you should unpack the `vaArgs` 05:54 <+bridge_> *unpack*? 05:57 <+bridge_> You can ignore `Request` because it will call Load() in the beginning to serialize the data in the memory 06:06 <+bridge_> Yeah the AI also told me that I should not depend on raw memory instead of creating and passing arginfo like types / width(size) and ptr of them, but it's meaningless under this situation since the only information need to pass here is address of data, and rather than putting these reference info in a vector, I would be better to just copy them into a continuous memory chunk 06:15 <+bridge_> call convention could be different 09:17 <+bridge_> let me step in directly. please don't do that. don't passive-aggressively comment on your grievances in #developer. please state what you want directly 09:18 <+bridge_> it seems like he thinks the readme has unnecessary information that isnt related to ddnet and that it should be removed 09:18 <+bridge_> yes, seems that way 09:18 <+bridge_> which i do agree with the readme for ddnet shouldnt have information that isnt related to ddnet 09:18 <+bridge_> which is not what I commented on 09:19 <+bridge_> I commented on the communication style which I don't think is the one we should have among contributors 09:23 <+bridge_> he said in the pr that he would move them to another file which could work imo 09:38 <+bridge_> exactly xd 10:22 <+bridge_> OwO 11:09 <+bridge_> Maybe `std::forward<>()` could be useful. 12:40 <+bridge_> This was just a meme 12:40 <+bridge_> Why so serious 😂 12:40 <+bridge_> Learn to take a joke please 12:43 <+bridge_> I think you might be projecting something because there was no "grievances". I'm fine with your suggestion in the pr and I even commented that I'll change according to it 12:43 <+bridge_> This was just a meme, idk why you deleted the context video 13:12 <+bridge_> > Does this help the project in any way, or does it just create another Rust dependency when the project barely has any active Rust developers? 13:12 <+bridge_> 13:12 <+bridge_> @kebscs 13:12 <+bridge_> we already have the rust-bridge, it doesnt add "another" rust dependency, but builds on it. 13:12 <+bridge_> if your concern is rust developers, that comes down to every existing project, no? - 13:12 <+bridge_> 13:12 <+bridge_> -# inb4 im being called a heino glazer again - ahgg 13:12 <+bridge_> Yea the rust bridge that is completely unused, and noone noticed it was broken for months 13:13 <+bridge_> doesnt change the fact that everyone needs a working toolchain to build DDNet already xd 13:13 <+bridge_> doesnt change the fact that everyone needs a working rust toolchain to build DDNet already xd 13:13 <+bridge_> Completely different thing 13:13 <+bridge_> how? 13:13 <+bridge_> Would you trust me if I said there is a reason for it? 13:14 <+bridge_> Just bcs I have to install some bloat doesn't mean it's useful 13:14 <+bridge_> tbf why in Rust I'm not exactly sure, but there is a very good reason to rewrite this part of the code 13:14 <+bridge_> And it just builds masterserver afaik, so I didn't have to use it anyway 13:14 <+bridge_> Yea I'm not opposed 13:14 <+bridge_> I'm just really curious about rust 13:15 <+bridge_> the account system is also written in rust :FrogHuh: , 13:16 <+bridge_> the account system is also written in rust :FrogHuh: 13:18 <+bridge_> What account system :justatest: 13:18 <+bridge_> https://github.com/ddnet/ddnet-accounts 13:18 <+bridge_> 13:18 <+bridge_> L maintainer 13:18 <+bridge_> wait, are you a maintainer? Xd 13:18 <+bridge_> L contributor 13:18 <+bridge_> About account system, I think rust dev time is better spent on accounts than rewrites 13:18 <+bridge_> No :kek: 13:19 <+bridge_> what if the rewrite favours accounts? :p 13:19 <+bridge_> 13:19 <+bridge_> i think heinrich has a reason to pop out a 6K diff PR with 16 kommits :kek: 13:19 <+bridge_> lets just see what he answers i guess 13:19 <+bridge_> what if the rewrite favours accounts? :p 13:19 <+bridge_> 13:19 <+bridge_> i think heinrich has a reason to pop out a 6K diff PR with 16 commits :kek: 13:19 <+bridge_> lets just see what he answers i guess 13:20 <+bridge_> Yea so if there's a reason I think he should follow his own guideline of issue before pr first 🙂 13:20 <+bridge_> Try to ignore that for a sec if you want to give it a review 13:21 <+bridge_> We can talk about it afterwards if you still feel it was unnecessary 13:22 <+bridge_> Doesn't seem too actively maintained :/ I'm worried about same fate of rust code in ddnet 13:22 <+bridge_> oh, thats because its finished 13:22 <+bridge_> :kek: 13:23 <+bridge_> Why is it not in ddnet :tear: 13:23 <+bridge_> Jupstar said its ready, maintenance is required when its in prod and stuff breaks 13:23 <+bridge_> its in ddnet-rs :p 13:23 <+bridge_> long story, i dont wanna open it up, the discussion is in the please make accounts thread, and the Accounts issue on github 13:23 <+bridge_> cant ping it.. probably because its locked 13:24 <+bridge_> (and it's in ddnet-rs because ddnet-rs already uses QUIC) 13:25 <+bridge_> Is rust not easily portable? 13:25 <+bridge_> If it's in - rs but not in original 13:26 <+bridge_> ddnet-rs is a full rust rewrite by jupsti, cant compare it the server/engine implementations other than the backcompat code jupsti shit into it so you can connect to ddnet servers :kek: 13:26 <+bridge_> ddnet-rs is a full rust rewrite by jupsti, cant compare the server/engine implementations other than the backcompat code jupsti shit into it so you can connect to ddnet servers :kek: 13:26 <+bridge_> ddnet-rs is a completely different beast, it pretty much has nothing to do with ddnet honestly 13:27 <+bridge_> it only really shares the same physics and visuals tbh 13:27 <+bridge_> it only really shares the same physics and sprites tbh (visuals in general are different as well, kek) 13:27 <+bridge_> Yeah, its like a completely different engine that emulates the same physics and looks 😄 13:28 <+bridge_> 😢 14:18 <+bridge_> it wasn't broken AFAIK 14:22 <+bridge_> (if you're referring to the manual edit you did in src/rust-bridge) 14:23 <+bridge_> ok so it wasn't broken, just unused, not supported by cxx and not possible to regenerate. no biggie 14:23 <+bridge_> yes 17:06 <+bridge_> @chillerdragon bro youre the author of that code 17:08 <+bridge_> xd 17:08 <+bridge_> was good times 17:09 <+bridge_> do you have time to explain why team kind is wrong 17:09 <+bridge_> for the colors pr 17:09 <+bridge_> oh yes 17:09 <+bridge_> lets do it 17:10 <+bridge_> ok 17:11 <+bridge_> so explain me some things 17:11 <+bridge_> this pr is about master right? 17:11 <+bridge_> so about the json served here https://master1.ddnet.org/ddnet/15/servers.json 17:11 <+bridge_> there already is a key called "team" which is used for vanilla servers and ddnet servers 17:12 <+bridge_> and ddnet servers already use it for TEAM\_SPECTATORS -1 and /team 3 which are totally different concepts if you ask me 17:12 <+bridge_> and it mixes it 17:12 <+bridge_> sou you cant know if "team": 2, means /team 2 ddrace team or TEAM\_BLUE 17:13 <+bridge_> that is the current state on master branch as far as i know 17:13 <+bridge_> and we both probably agree that it is bad state 17:13 <+bridge_> horrible horrible mix 17:13 <+bridge_> whoever wrote this line of code should be perma banned https://github.com/ddnet/ddnet/blob/f4e30bd321c3882193e2a0d1c8bb07252db9042d/src/game/server/gamecontext.cpp#L5443 17:13 <+bridge_> did i get all of that correct? 17:14 <+bridge_> not talking about your pr yet btw just about current baseline 17:15 <+bridge_> its not vanilla servers 17:15 <+bridge_> this "team" field was introduced in ddnet 17.0 17:15 <+bridge_> i saw it on vanilla servers 17:15 <+bridge_> so they are based on ddnet, not real vanilla 17:15 <+bridge_> are there multiple different team fields? 17:16 <+bridge_> the screenshot i sent you was pure vanilla 17:16 <+bridge_> in the pr 17:16 <+bridge_> no it wasnt 17:16 <+bridge_> its ÆON clanserver 17:16 <+bridge_> if u spawn teeworlds server rn it wont have this 17:17 <+bridge_> they are the ones who invented vanilla 17:17 <+bridge_> this server was started and not touched before noby started playing the game 17:17 <+bridge_> it has a team field 17:18 <+bridge_> https://github.com/ddnet/ddnet/commit/623a8935fb589f88e15fa76c440a9579fab1d590 17:18 <+bridge_> thats for score kind give me 1s for team 17:19 <+bridge_> woah wait 17:20 <+bridge_> i checked a vanilla server i host 17:20 <+bridge_> and it doesnt have a team field 17:20 <+bridge_> that cant be right 17:21 <+bridge_> yes im telling this to u all the time :p 17:21 <+bridge_> https://github.com/ddnet/ddnet/pull/5917 17:21 <+bridge_> this is the pr that added team field 17:21 <+bridge_> > Should it be renamed to ddnet_team? 17:21 <+bridge_> > Maybe team is fine since we know the gamemode this server is reporting is ddnet, so we can interpret the team as a ddnet team. 17:22 <+bridge_> wait wait wait 17:22 <+bridge_> u lost me 17:22 <+bridge_> why does ÆON send the "team" 17:22 <+bridge_> i double checked 17:22 <+bridge_> it has tournament mode on 17:22 <+bridge_> i joined as spec 17:22 <+bridge_> i checked master json 17:22 <+bridge_> it said "team": -1 17:23 <+bridge_> maybe bcs its not pure vanilla 17:23 <+bridge_> what does it have to be then? 17:23 <+bridge_> ddnet based? 17:23 <+bridge_> probably 17:23 <+bridge_> or custom 17:23 <+bridge_> it has "skill_level" field so its definetly not vanilla 17:23 <+bridge_> you cant be telling me that the ÆON server is ddnet based xxxxxxxxxxD 17:23 <+bridge_> nah something is up 17:24 <+bridge_> my servers will soon also send "team": "assa" just to f with you 17:24 <+bridge_> skill level is vanilla 17:24 <+bridge_> @essigautomat yes ddnet based thats easy 17:24 <+bridge_> it implements the entire json stuff 17:24 <+bridge_> but guys 17:24 <+bridge_> thats [POLICE] clan 17:24 <+bridge_> lol ure right 17:24 <+bridge_> sv_skill_level 😂 17:24 <+bridge_> but team is not 17:25 <+bridge_> thats the 3 people who play pure teeworlds client since 60 years and stopped playing 10 years ago 17:25 <+bridge_> there is no /info 17:25 <+bridge_> maybe this is set by the client automatically to -1? 17:25 <+bridge_> i am 99.9% sure this is pure vanilla 17:25 <+bridge_> but like it is definetly ddnet based 17:25 <+bridge_> and 99.999999% sure its not ddnet based and never ddnet master protocol 17:25 <+bridge_> look at the screenshot 17:25 <+bridge_> it has client_score_kind 17:25 <+bridge_> no 17:26 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1483864055939862649/563705933-4ccd8ad2-4b51-4960-8cd1-f7171a5c07d6.png?ex=69bc2397&is=69bad217&hm=f542f37ccd7529143e0642e9c212d42fc5666c15b53353a396a7310ba0b0c435& 17:26 <+bridge_> its ÆON guys 17:26 <+bridge_> ÆON 17:26 <+bridge_> nah 17:26 <+bridge_> they would have to add http and json and shits 17:26 <+bridge_> all that effort from a community that really runs only pure vanilla 17:26 <+bridge_> just to risk a master server ban and gain nothing 17:27 <+bridge_> or do they use some LDPRELOAD master patch from heinrich? 17:27 <+bridge_> nono something is up here 17:27 <+bridge_> are they in a Community? 17:27 <+bridge_> what are you talking about 😭 17:27 <+bridge_> https://github.com/heinrich5991/libtw2/tree/95d902941585308d0afde9af0c40a001bc466891/httphook-ldpreload 17:27 <+bridge_> why is it so strange someone edits their server code 17:27 <+bridge_> that would be the httphook 17:28 <+bridge_> because if yes they WILL use the patch 17:28 <+bridge_> if ÆON would edit their server this much it would be beyond strange 17:28 <+bridge_> doesn't have a team field: https://github.com/heinrich5991/libtw2/blob/95d902941585308d0afde9af0c40a001bc466891/httphook/src/json.rs#L32-L39 17:28 <+bridge_> its not a simple patch 17:29 <+bridge_> @heinrich5991 do you know if ÆON uses ddnet master? 17:29 <+bridge_> or udp? 17:29 <+bridge_> can you help clarify this pls 17:29 <+bridge_> i am being gaslighted here xd 17:29 <+bridge_> https://github.com/heinrich5991/libtw2/blob/95d902941585308d0afde9af0c40a001bc466891/stats-browser/src/tracker_json.rs#L95-L102 17:29 <+bridge_> why does ÆON Clanserver send a "team" field 17:29 <+bridge_> this is what the UDP thing does 17:29 <+bridge_> also no team field 17:31 <+bridge_> is there a way to figure out if a server is a vanilla server using udp master or a ddnet json master server? 17:31 <+bridge_> given that they have both a ipv4 and and ipv6 address registered, it must be registered via HTTPS 17:31 <+bridge_> I think that's not possible with the legacy masterservers 17:31 <+bridge_> is that a fake server? 17:31 <+bridge_> i understand what you are saying 17:31 <+bridge_> but how would that have happened? 17:32 <+bridge_> 😂 😂 why is it so strange 17:32 <+bridge_> so low expectation about ddnet devs 17:32 <+bridge_> wdym expectation 17:32 <+bridge_> why cant it be ddnet based 17:32 <+bridge_> i do not believe this at all still 17:32 <+bridge_> or some custom joined between the 2 17:33 <+bridge_> because ddnet has chat commands 17:33 <+bridge_> and patching ddnet to have proper vanilla gameplay is work 17:33 <+bridge_> the kind of work that i dont think pure vanilla players would do 17:33 <+bridge_> also to what end 17:33 <+bridge_> what is the gain here 17:33 <+bridge_> why base it on ddnet 17:33 <+bridge_> everything about this server screams pure vanilla 17:33 <+bridge_> no 0.6 support 17:34 <+bridge_> no chat commands 17:34 <+bridge_> server title 17:34 <+bridge_> unless its faked 17:34 <+bridge_> but then still 17:34 <+bridge_> no something is not right here 17:34 <+bridge_> who was hosting that? someone with r i think 17:35 <+bridge_> @heinrich5991 can you by any chance proof in another way that this is sending json data other than the fields we see publicly? 17:35 <+bridge_> redix? 17:35 <+bridge_> radix 17:35 <+bridge_> something like that i forgot the name 17:37 <+bridge_> Around 1 year ago I started a new graphics backend (WGPU) and it worked quite well. After rebasing, the rendering is recognizable, but still significantly off. 17:37 <+bridge_> Was something significant changed in the rendering process like what primitives are used or the format of the vertex data that is pushed? I verified that it works before the rebase. (I think @robyt3 and @essigautomat might've dabbled with the graphics backends?) 17:37 <+bridge_> https://media.discordapp.net/attachments/1351699054970540053/1483859122574200962/image.png?ex=69bc1eff&is=69bacd7f&hm=2139718063c22088ea8c2e59aac228f477eb4e81993063be1b29fda2f5309d8d&=&format=webp&quality=lossless&width=1348&height=842 17:38 <+bridge_> seems fine 17:39 <+bridge_> How much work would rebasing it on different commits be? You could bisect it :justatest: 17:39 <+bridge_> I don't understand how using wrong stuff results in recognizable output ^^ 17:39 <+bridge_> the server does not send a single ddnet ex packet 17:39 <+bridge_> hmmm. that is weird 17:40 <+bridge_> I understand your confusion, chillerdragon 17:40 <+bridge_> I share it 17:40 <+bridge_> Debugging graphics is fun, buffer offsets or vertex buffer offsets tend to do that 17:40 <+bridge_> are guys all seriously telling me that the kind of people who never play ddnet at all and are hosting and playing pure ddnet since 0.1 teewars release went through the effort of taking a pure teeworlds 0.7 server and patching in http and json support and nothing else just for the sake of it with no gains 17:41 <+bridge_> are guys all seriously telling me that the kind of people who never play ddnet at all and are hosting and playing pure teeworlds since 0.1 teewars release went through the effort of taking a pure teeworlds 0.7 server and patching in http and json support and nothing else just for the sake of it with no gains 17:41 <+bridge_> teeworlds conspiracy theory 17:41 <+bridge_> Took me a bit to do the rebase. Honestly unsure how I would bisect it efficiently 17:42 <+bridge_> @kebscs sorry for detouring the discussion but this is something i based my entire problem with the pr on and i am now questioning reality 17:42 <+bridge_> and fr you saying they use ddnet sounds to me like you saying the earth is flat 17:42 <+bridge_> Hm couldn't git do the rebases for me as I've shown it how to do it? 17:42 <+bridge_> tell it to move the commits around 17:43 <+bridge_> Maybe manually select different releases at least 17:43 <+bridge_> :kek: 17:43 <+bridge_> https://git-scm.com/book/en/v2/Git-Tools-Rerere 17:43 <+bridge_> git rerere is what you're looking for, I think 17:43 <+bridge_> selecting different releases seems like a worse bisect ^^ 17:44 <+bridge_> sounds interesting, will try to use that I guess 17:44 <+bridge_> I've never used it before, can't give usage reports. only heard it's good 17:45 <+bridge_> Depends on how many releases to check. It would narrow down the search if you wanted to look through the changelog 17:45 <+bridge_> alright I gtg off for now, but thanks! I now know where to pick up next time 17:48 <+bridge_> chillerdragon: I looked at mastersrv internals and can tell you that it's registered via HTTPS 17:48 <+bridge_> i used rerere 17:48 <+bridge_> its good 17:48 <+bridge_> @heinrich5991 wtf is happening here then???? 17:49 <+bridge_> dunno, maybe ask the aeon people ^^ 17:49 <+bridge_> isnt that a bannable offense? 17:49 <+bridge_> it lists the "DM" gametype 17:49 <+bridge_> yea the guy with "r" maybe who hosts it xd 17:49 <+bridge_> Sonix and Magnet and Jambi\* all gone since years 17:50 <+bridge_> it should be a lot of work to register a server like this in the json master 17:50 <+bridge_> it makes no sense 17:50 <+bridge_> thanks for looking it up tho 17:52 <+bridge_> Wait I just actually thought (imagine that), and I think its quite simple: I just do the rebase the other way round, then I can bissect like normal 17:55 <+bridge_> EVIL Clanserver is also affected from the flath earth theory 17:55 <+bridge_> not sure what you're saying 17:55 <+bridge_> not sure I'm understanding it correctly 17:56 <+bridge_> me or patiga? xd 17:56 <+bridge_> @patiga but might want to do the rebase in a different worktree than the bisect, I can imagine bisect getting confused by changing git revisions 17:56 <+bridge_> [=P.I.=] Clanserver is also affected 17:57 <+bridge_> chiller, what are you talking about? 17:58 <+bridge_> "Teeworlds powered by Debian" is not affected 17:58 <+bridge_> woah there might actually be something up with these servers 17:58 <+bridge_> ah true so I'll have to match by commit date/name afterwards. But thats not relevant to the bisect, no? 17:58 <+bridge_> you know EVIL and ÆON clans? 17:58 <+bridge_> those are some oldschool pure vanilla enjoyers 17:58 <+bridge_> i always have used their clanservers as gold standard for vanilla servers 17:58 <+bridge_> ( @heinrich5991 ) 17:58 <+bridge_> smh they happen to be registering them self in the http json master 17:59 <+bridge_> and i am super surprised to see that happening 17:59 <+bridge_> because i can not picture any kind of scenario in which that would happen 17:59 <+bridge_> `git bisect` is something you run on a git repostiory. it checks out revisions. when you modify the current revision (like with a rebase), I'm not sure how a `git bisect good/bad` will react 17:59 <+bridge_> yes 17:59 <+bridge_> could you elaborate what you want to do, @patiga 17:59 <+bridge_> something that is interesting is that these affected Clanservers all load first and WAY faster than all other servers 18:00 <+bridge_> rebase your branch onto the bisected commit? 18:00 <+bridge_> if you use a vanilla teeworlds client and filter for standard gametype only 18:00 <+bridge_> these 4 servers load instantly 18:00 <+bridge_> then you have to wait a bit for all other servers to load 18:00 <+bridge_> ah I mean to rebase to my branch from master, not the other way round like usual 18:00 <+bridge_> might be good ping but sus coincidence 18:01 <+bridge_> so that all commits from master come after my wgpu backend commits 18:01 <+bridge_> they all have the same ip 18:02 <+bridge_> hm my messages are rather convoluted. what I wanna do is: 18:02 <+bridge_> ``` 18:03 <+bridge_> git switch master 18:03 <+bridge_> git rebase -i wgpu-branch 18:03 <+bridge_> git bisect 18:03 <+bridge_> ``` 18:03 <+bridge_> @heinrich5991 18:03 <+bridge_> if its not too big you could git blame and then cherry pick your commits on top of it 18:04 <+bridge_> but then there could be some conflicts so idk 18:04 <+bridge_> what would I use git blame for? 18:04 <+bridge_> to find last bad commit 18:05 <+bridge_> or was it other command 18:05 <+bridge_> git bisect 18:05 <+bridge_> I would create a new temporary branch first. Squash all your WGPU commits into one for simplicity and copy its hash. 18:05 <+bridge_> Start the rebase by specifying the initial good and bad commits. Then cherry-pick your WGPU commit on top after each bisect step. But before you run `git bisect good/bad` to go to then next step, do `git reset --hard HEAD^` to undo the WGPU commit. 18:05 <+bridge_> right 18:05 <+bridge_> this one 18:05 <+bridge_> so same thing as my suggestion 🏅 18:06 <+bridge_> (The initial good and bad commits would be from the ddnet repository without your changes) 18:06 <+bridge_> 🤔 isnt rebasing the other way round just better by avoiding the work of cherry-picking at each step? 18:07 <+bridge_> But then git needs to apply 1000+ commits to apply them on top of your changes 18:09 <+bridge_> But that shouldn't create significantly more conflicts I think/hope 18:09 <+bridge_> hm, maybe it will 18:09 <+bridge_> but maybe not 18:09 <+bridge_> I guess it's possible to do this with just a rebase. Start an interactive rebase to put all changes from master on top of your branch. Then insert a `break` command in the middle of the rebase instructions to stop there. 18:10 <+bridge_> What is happening here? 18:11 <+bridge_> Good morning 18:11 <+bridge_> Patiga trying rebase code from 1 year ago and wanting to bisect why the code doesn't work correctly after the rebase ^^ 18:12 <+bridge_> If WGPU uses the same shaders I would suspect #10340 the most 18:12 <+bridge_> https://github.com/ddnet/ddnet/pull/10340 18:16 <+bridge_> I think you are missing the grouping, but lets read the rest of the chat first 18:17 <+bridge_> What robert says 👍:kek: 18:19 <+bridge_> Idea is simple, use only 1 quad info object for a group of quads 18:20 <+bridge_> ddnet has now basically 2 (or 4) quad shaders, with grouped/ungrouped (textured/untextured) 18:20 <+bridge_> The benefits of this are amazing 18:24 <+bridge_> thanks, I understand now 18:24 <+bridge_> that also makes sense 🙂 18:25 <+bridge_> Yes the servers are obviously connected. But I mean why do they get listed so much faster than everybody else 18:28 <+bridge_> <@426459129008095233> ok so the vanilla "team" thing was seemingly mislead by a huge conspiracy 18:28 <+bridge_> but my other statements were correct right? 18:28 <+bridge_> so ddnet already uses "team" for both ddnet and vanilla teams and thats obviously bad 18:28 <+bridge_> i think this far we agree 18:29 <+bridge_> but then why is the fix to keep using it for both :D 18:29 <+bridge_> isnt the obvious fix two fields? 18:30 <+bridge_> Someday I'll get tired of editing 0XF xd, I decided to fix the errors from style/clang-tidy(That's horrible)/cppcheck (Mostly algorithms remain) 18:31 <+bridge_> :frozen: 18:31 <+bridge_> you have a fork of 0XF? 18:31 <+bridge_> ah n lol you contribute to the main repo 18:31 <+bridge_> i didnt know 18:31 <+bridge_> I'm a bit of a maintainer of it now) 18:32 <+bridge_> wowo 18:32 <+bridge_> since when? 18:32 <+bridge_> 0XF is huge 18:32 <+bridge_> i think its the biggest server mod that ever existed 18:33 <+bridge_> I recently came, we did a merger of shooting ranges (On my own initiative), and I'm currently reworking some statistics, making them similar to ddnet-insta. 18:33 <+bridge_> ~2week 18:35 <+bridge_> If you study it, or go to unstable, you will realize that it is very powerful and productive. 18:35 <+bridge_> 18:35 <+bridge_> 0XF is multi-threaded, and with 128 players, they consume only 120% of the processor :) 18:35 <+bridge_> cool stuff 18:35 <+bridge_> yea the entire thing is super impressive not that i ever looked closely 18:35 <+bridge_> sad that it is closed source 18:35 <+bridge_> Considering that it is possible to raise ctf/dm/ and many other modes on one map, there are also multi worlds :) 18:36 <+bridge_> yea 18:40 <+bridge_> We recently did a merge from 19.4 to 19.8 18:40 <+bridge_> 18:40 <+bridge_> I'm currently busy improving code quality, readability, and bug fixes from linters :) 18:40 <+bridge_> 18:40 <+bridge_> At the moment, I'm reworking "top/top5", and making them more convenient and user-friendly. 18:40 <+bridge_> 18:40 <+bridge_> I'm also going to split "top" into sub-commands in the same way as it's done in ddnet-insta, I like this implementation (good joob) 18:42 <+bridge_> team and team kind 18:42 <+bridge_> ddnet has just -1 to 64 it doesnt need red blue 18:42 <+bridge_> I still have a lot of work to do with the mod :) 18:42 <+bridge_> 18:42 <+bridge_> Sometimes I'll look at ddnet-insta, but I don't like the fact that you're currently doing lua, I don't like this scripting language(But it's not up to me to decide) 18:43 <+bridge_> Chiller is lost xd 18:43 <+bridge_> Looking at patigas Screenshot too long it **must** be grouping 19:07 <+bridge_> I want red and blue! 19:09 <+bridge_> 50 shades of green :poggers2: 19:09 <+bridge_> @byfox: nice to hear you like the ranking :) trust me lua is going to be huge if it works 19:09 <+bridge_> I am Steve Jobs 19:09 <+bridge_> Inventing the iPhone 19:10 <+bridge_> It’s gonna be 2007 all over again 19:10 <+bridge_> :O 19:10 <+bridge_> When people said „there is an app for that“ 19:10 <+bridge_> are you adding more Lua to Insta?! 19:10 <+bridge_> i just woke up and its Christmas morning again 19:10 <+bridge_> Computercraft's Lua (Minecraft mod) was enough for me. 19:10 <+bridge_> Soon they will say „there is a lua plugin for that“ 19:11 <+bridge_> i prefer opencomputers Lua, they had like full control of those almost 19:11 <+bridge_> You can do it with team kind too 19:11 <+bridge_> @kebscs: but not mix 19:11 <+bridge_> How would mix work 19:11 <+bridge_> I showed a screenshot 19:11 <+bridge_> gorp: I pinged you 10 times with lua plugins 19:12 <+bridge_> But I test it in crappy ddnet++ code base 19:12 <+bridge_> So far it works good but is a bit of a mess 19:12 <+bridge_> 0Xf has lua plugins too I wonder how much they can do 19:12 <+bridge_> haha, 0xf also has lua, but I don't know how good the implementation is there 19:12 <+bridge_> Where 19:12 <+bridge_> sorryyy again i woke up so I only see matrix 19:13 <+bridge_> In the issue about removing team separation 19:13 <+bridge_> You beat me to it. 19:13 <+bridge_> LOL same thought 19:13 <+bridge_> this team talk is making me wonder if you can join a team to play multiple rounds in parallel for pvp 19:13 <+bridge_> so like. red blue INSIDE a ddrace team 19:14 <+bridge_> It’s messy 19:15 <+bridge_> But sure 19:15 <+bridge_> would be really cluttered but kinda interesting 19:15 <+bridge_> You can, for example, with the 0XF mod, go to FNG on TF, you can duel someone there and it won't interfere with other games. 19:15 <+bridge_> 0XF also supports multiple modes on one card :) 19:15 <+bridge_> I'm too happy with 0XF 19:16 <+bridge_> If you want to support round ends and stuff like that you need more than just basic ddrace teams tho 19:16 <+bridge_> i don't know anything about 0XF really is there a website 19:16 <+bridge_> Everything only has one instance 19:16 <+bridge_> But it won't work in the browser player list 19:16 <+bridge_> join a server 19:16 <+bridge_> To display visually? 19:16 <+bridge_> Closed source) 19:16 <+bridge_> Yea fair 19:16 <+bridge_> sad 19:17 <+bridge_> But I still think the json information should be clean 19:17 <+bridge_> Yes 19:17 <+bridge_> are there plans to open it? 19:17 <+bridge_> Even if it’s not used in the ui yet 19:17 <+bridge_> But no one's sees the json 19:17 <+bridge_> Just the ui 19:17 <+bridge_> And if there's no way to do mix in ui then what's the point 19:17 <+bridge_> wtf I didnt even realize there's a SECOND cat in kebs pfp 19:17 <+bridge_> Tools do 19:17 <+bridge_> that's kawaii 19:18 <+bridge_> And people implementing tools 19:19 <+bridge_> One field should have only one type 19:19 <+bridge_> It also makes the ddnet client code harder to reason about imo 19:19 <+bridge_> If you don’t know what team is 19:20 <+bridge_> So you can do team kind mix 19:20 <+bridge_> ive always thought this was confusing 19:20 <+bridge_> And make ur tool work with it 19:20 <+bridge_> i imagined it would be like team 0 is spec and 1-2 is red/blue 19:22 <+bridge_> i guess if we really want to use these we could make a battle royale :D swag 19:22 <+bridge_> Maybe it depends on the issue first 19:22 <+bridge_> Imo a ddrace team should never be called just team anywhere 19:23 <+bridge_> its confusing cus there's even "team" for chat type 19:23 <+bridge_> so actually its like 3 places 19:24 <+bridge_> are there any mods actually that represent multiple PvP teams with ddrace team HUD 19:24 <+bridge_> Both teams are present at all times 19:24 <+bridge_> It’s odd in json to define another key for that describing the type of it 19:24 <+bridge_> not sure what you mean by that but blockworlds uses teams to represent 1on1s and events 19:25 <+bridge_> i mean like multiple teams against all, like battle royale 19:25 <+bridge_> no not like that 19:25 <+bridge_> so they still interact but its only visual in scoreboard and can't deal damage to team 19:25 <+bridge_> would be nice tho 19:25 <+bridge_> yeah sounds nice 19:26 <+bridge_> add yet another brick to the lilynet pile. geez thats a lot of bricks to place 19:26 <+bridge_> we got this 19:26 <+bridge_> xdd 19:27 <+bridge_> right now I'm still having an issue with insta not changing back to PvP shotgun 19:27 <+bridge_> after voting race 19:27 <+bridge_> dont you want multiple areas on maps with gamemodes 19:28 <+bridge_> that's gonna be far down the road I decided 19:28 <+bridge_> ehhh 19:28 <+bridge_> id rather do it now than refactor all of it later 19:28 <+bridge_> for now i need to make sure any votes work between it 19:28 <+bridge_> i could look into the code and see how hard it would be ig 19:29 <+bridge_> dunno what you mean with that 19:29 <+bridge_> the bigger problem actually is how to tell the client to sideload maps to deduplicate these on the server 19:29 <+bridge_> pretty sure you need custom client unless you bundle everything 19:30 <+bridge_> multimaps 19:30 <+bridge_> switching from race back to a PvP mode has laser sg 19:30 <+bridge_> but it might be a command I need to run 19:30 <+bridge_> no clue im not familiar with insta 19:30 <+bridge_> wasnt chiller here a sec ago 19:31 <+bridge_> But it is 19:31 <+bridge_> So team kind adds the ddrace part 19:31 <+bridge_> he can help if he wants :p 19:31 <+bridge_> ha-ha 19:31 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1483895655641649222/image.png?ex=69bc4105&is=69baef85&hm=8df390e7c654d4524d0534e512196ce15231588723f1d5064d6ed2a744f0baab& 19:31 <+bridge_> i just got tea so hopefully im awake again 19:32 <+bridge_> one sql request :D 19:32 <+bridge_> xD 19:32 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1483895885787173015/image.png?ex=69bc413c&is=69baefbc&hm=e2d592bdec1f293508c34b0c7418255861dd2a70c25915501b87be6d57e86c5d& 19:33 <+bridge_> This makes my phone screen trip up when scrolling 19:34 <+bridge_> ha-ha 19:34 <+bridge_> Sir your house is on fire 19:35 <+bridge_> You might want some more cores 19:36 <+bridge_> you paid for the whole cpu, so use the whole cpu 19:36 <+bridge_> There's a bad SQL query there; for some reason, it can't read 14 MB normally, most likely something with a `join left` 19:36 <+bridge_> ``` 19:36 <+bridge_> total used free shared buff/cache available 19:36 <+bridge_> Mem: 1.9Gi 1.8Gi 105Mi 316Ki 201Mi 152Mi 19:36 <+bridge_> Swap: 2.0Gi 746Mi 1.3Gi 19:36 <+bridge_> ``` 19:36 <+bridge_> and there's a problem with memory... 19:37 <+bridge_> Ok first download more ram 19:37 <+bridge_> Then download another core 19:37 <+bridge_> It's not a priority yet, as TeeFusion will finally be based on a single mod, not a hodgepodge of mods :) 19:38 <+bridge_> It would be funny if I had it at home, but this server is intended for TeeFusion and I was just making a test request :) 19:38 <+bridge_> poor teefusion 19:40 <+bridge_> ``` 19:40 <+bridge_> ... 19:40 <+bridge_> LEFT JOIN stats_overall so ON so.user_id = u.id AND so.game_id = ? 19:40 <+bridge_> ... 19:40 <+bridge_> ```, it couldn't complete the query because there was no `so.user_id = u.id`, with this it completes in less than 100ms 19:40 <+bridge_> ``` 19:40 <+bridge_> ... 19:41 <+bridge_> LEFT JOIN stats_overall so ON so.user_id = u.id AND so.game_id = ? 19:41 <+bridge_> ... 19:41 <+bridge_> ``` it couldn't complete the query because there was no `so.user_id = u.id`, with this it completes in less than 100ms 19:41 <+bridge_> xd 19:55 <+bridge_> I think that's good — I think it's bad that ddnet has two kinds of teams (hence my issue) 20:00 <+bridge_> I sometimes get confused between them, especially in `pChr` and `pPlayer` :) 20:01 <+bridge_> I sometimes get confused between them, especially in `pChr->Team()` and `pPlayer->GetTeam()` :) 20:26 <+bridge_> @learath2 Can you review #11913? It's required for #11957 and already approved. 20:26 <+bridge_> https://github.com/ddnet/ddnet/pull/11913 20:26 <+bridge_> https://github.com/ddnet/ddnet/pull/11957 20:35 <+bridge_> hello, I want to programmatically create a map, and as far as I understand, Patiga twmap is used for this, so a few questions. 20:35 <+bridge_> 1. how to create a new map rather than open an existing one. 20:35 <+bridge_> 2. I realized that tiles are stored as a game layer in the form of an array, where the id of each element is the tile type. But how I get this array of tiles, or write a new one, for example I dont get 20:37 <+bridge_> I want to do programmatically a circle or square, so if there are any other pitfalls in this, I will be glad if you tell me in advance 20:52 <+bridge_> Haha, so you finally got to twmap, she trolled me a couple of times :) 21:02 <+bridge_> I had surprising success with LLMs writing twmap code for me 21:02 <+bridge_> I recommend trying that 21:03 <+bridge_> @lolkildal: one tip I can give you is to use numpy if you want to go fast 21:11 <+bridge_> @lolkildal I did this already with Kingsleap and twmap has a documentation. I did it with Python and you can fetch some docs with `help(twmap.Map)` for example 21:11 <+bridge_> docs for rust: 21:11 <+bridge_> https://docs.rs/twmap/latest/twmap/ 21:12 <+bridge_> i was trying to do this with rust version, and was disappointed with amount and quality of documentation, so this reason why i ask 21:12 <+bridge_> easiest for me was to convert a map into a directory with twmap and direktly work on the json files 21:12 <+bridge_> than convert it back 21:13 <+bridge_> Looks like you and chiller reviewed it but I'll take a quick look too 21:13 <+bridge_> if you have detailed questions ask @patiga the goat 21:19 <+bridge_> https://github.com/jstkdng/ueberzugpp 21:32 <+bridge_> Hey, with context from below I assume you are asking about the Rust version of twmap. Do you already have experience with Rust? If no, I'd suggest using the Python version of twmap. Either way I'll happily answer questions :) 21:32 <+bridge_> 1. Either just construct the [`TwMap`](https://docs.rs/twmap/0.14.0/twmap/struct.TwMap.html) struct (all fields are public), or use [TwMap::empty](https://docs.rs/twmap/0.14.0/twmap/struct.TwMap.html#method.empty). 21:32 <+bridge_> 2. The `TwMap` struct has the field `groups` which is a list of groups, each of which has a field `layers`. Each layer is an enum, one of which is `Layer::Game` which contains a [`GameLayer`](https://docs.rs/twmap/latest/twmap/struct.GameLayer.html). In there is the 2d array of tiles. `ndarray::Array2`. ndarray is another library, https://github.com/rust-ndarray/ndarray/blob/master/README-quick-start.md or https://docs.rs/ndarray/latest/n 21:45 <+bridge_> hmmm @totar do you have any links to the auto gores stuff you were making 21:47 <+bridge_> ty, I just couldn't find this array, and I didn't understand where to get it, because I only saw the only tile-related method, edit_tiles, which accepts a tile with an id and tileFlags, and I didn't understand how it was related to tiles at all, and also don't have zero write up about it. I understand that this nesting is justified by the formats of the map itself, so I would like to have at least something written about it in the docs, imo 21:56 <+bridge_> The idea of the docs was to lead user to the TwMap struct, from where on you can click through everything 21:57 <+bridge_> @imilchshake has a better one 21:58 <+bridge_> https://github.com/iMilchshake/gores-mapgen 21:58 <+bridge_> Could ideally note that twmap is the top level struct to learn **more** if not already maybe 21:58 <+bridge_> tbh, I find crates.io to be horrible in terms of UX :justatest: 21:59 <+bridge_> https://imilchshake.github.io/gores-mapgen/ 21:59 <+bridge_> @imilchshake add a keybind for zooming PLEASEEEEEEEEEEEEEEEEEEEEEEEEEEE 21:59 <+bridge_> :justatest: 22:01 <+bridge_> I typically have a good experience browsing rust docs 22:07 <+bridge_> ahh 22:07 <+bridge_> thanks 22:10 <+bridge_> idk, they just go "hi yes this crate does X" and then put out 300 lines of code with no comments whatsoever :justatest: 22:10 <+bridge_> 22:10 <+bridge_> I enjoy the docs of popular crates, since they're usually very well documented - I just like to go-to definition in nvim and read through it instead of relying on a website :kek: 22:11 <+bridge_> are you talking about the crates.io page or docs.rs? 22:13 <+bridge_> I consider code examples a luxury 😅 22:13 <+bridge_> I usually browse the docs page and click through the structs/traits/functions, everything is clickable ✨ 22:17 <+bridge_> Hm but is this only for quads layers? My backend doesn't implement `Cmd_RenderQuadLayer`, it pretty much only supports the bare essentials leading up to `Cmd_Render` 23:08 <+bridge_> https://moq.dev/ 23:13 <+bridge_> moq goated 23:27 <+bridge_> ChillerDragon: pretty sure sv_gametype ctf is broken? it has laser sg 23:27 <+bridge_> doing sv_gametype dm and sv_gametype ddnet and vice versa has the expected sg types 23:27 <+bridge_> its just ctf 23:28 <+bridge_> for now i can just support gctf and ictf but i would like all 23:36 <+bridge_> Browser working in a browser; now we just need servers with websocket support :justatest: 23:36 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1483957178426458272/image.png?ex=69bc7a51&is=69bb28d1&hm=e63209cdd415a32a05556dd2ba5d4373068bdfa092325816d710584fcadb6342& 23:42 <+bridge_> whoaaa 23:43 <+bridge_> also on ddnet-insta it seems like opening chat makes prediction weird and makes ur hook go invisible? 23:43 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1483958951321272521/image.png?ex=69bc7bf8&is=69bb2a78&hm=5d319a5a4cacbc57812e542e90172dbf5cc237f28121936013e1d66983a40766& 23:44 <+bridge_> yea i dont see an issue for this so ill make one 23:44 <+bridge_> and then replace DDNet.exe with a web browser :troll: 23:45 <+bridge_> easy iOS support 23:50 <+bridge_> lets go all electron