00:02 <+bridge> @blaiszephyr 00:02 <+bridge> zooming? no. the lsd effect? yes 00:02 <+bridge> zoom-out 00:02 <+bridge> but its just a wobble effect 00:03 <+bridge> not fully zoom-out 00:03 <+bridge> in pvp modes zooming is against the rules 00:03 <+bridge> its moves and makes game hard to play 00:04 <+bridge> yo, anyone looking at ger servers rn? 00:04 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523812002643054822/Screencast_From_2026-07-07_01-04-21.mp4?ex=6a4d7804&is=6a4c2684&hm=5d26f89774d2521b0c66a946236d25327757d76ec41d30b9b1a86e32290aaa89& 00:04 <+bridge> watch 00:05 <+bridge> and it reduces a lot fps 00:06 <+bridge> i honestly have no idea if that would be cheating xddd 00:06 <+bridge> (don't look at this vid if you have severe epilepsy) 00:06 <+bridge> Camera's size is affected while server doesn't allow you 00:06 <+bridge> is it that bad? 00:06 <+bridge> idk, but just to be safe 00:06 <+bridge> its works on fng/ddnet servers 00:07 <+bridge> yeah, fng blocks it I think 00:07 <+bridge> i made a diff type of it but it didnt work on fng servers 00:07 <+bridge> or... noby fng blocks it in a unique way 00:07 <+bridge> but it wasnt moves 00:07 <+bridge> i made a diff type of it but it **didnt** work on fng servers 00:08 <+bridge> I still think the best solution for the camera system is to just let the server fully control the client's camera properties 00:08 <+bridge> After all, it's a client-server game 00:08 <+bridge> You always connect to a server 00:09 <+bridge> That may eliminate the problems of zooming out, but that also makes server-side camera detection easier by not relying on the client's camera for rendering, but having the server send what "chunks" or "map segments" to render 00:10 <+bridge> That may eliminate the problems of zooming out when you shouldn't, but that also makes server-side camera detection easier by not relying on the client's camera for rendering, but having the server send what "chunks" or "map segments" to render 00:11 <+bridge> We could still have potential client-side rendering on modded clients, however the idea is to limit what information to send to the client 00:11 <+bridge> wont it make increase latency? 00:11 <+bridge> for servers has bad internet 00:12 <+bridge> Oh yeah, wanted to mention that players' positioning is already doing the same thing I tell right now 00:12 <+bridge> So in FNG or any other fighting game mode, you could potentially see players not being rendered outside a certain distance 00:13 <+bridge> btw there is no good enough servers 00:13 <+bridge> So in a way, if we try to have the same system on map chunks (and quads), it might just work on fighting servers with modded clients 00:14 <+bridge> eh 00:14 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523814381593563488/image.png?ex=6a4d7a3b&is=6a4c28bb&hm=1b77c6c35e33a850fb03833ec8bb1ae36c6f0fea9f77cfc5db8d24a82e9edcac& 00:14 <+bridge> 100ms in russian servers 😭 00:15 <+bridge> ITS LESS THAN MY COUNTRYS SERVER 00:15 <+bridge> ITS LESS THAN MY COUNTRYS SERVERS 00:15 <+bridge> do you use wifi or cable or mobile net? 00:15 <+bridge> ddnet servers needs better network connection 00:15 <+bridge> i use ethernet 00:15 <+bridge> 200mbps 00:16 <+bridge> in capital of turkey 00:16 <+bridge> i use ethernet cable 00:16 <+bridge> Yeah, from there you don't have a good time connecting to any of them :pepeW: 00:16 <+bridge> As if there would be a turkey server 00:17 <+bridge> As if there would be a turkey server (which in my knowledge, there ain't now) 00:18 <+bridge> there is just 3 turkish server and just 1 of them has players 00:18 <+bridge> and its multeasymap 00:18 <+bridge> but its not bout it 00:18 <+bridge> i get 30ms in german minecraft servers 00:19 <+bridge> why i cant get it in german ddnet servers 00:19 <+bridge> because ddnet doesn't have good providers, they have cheap ones 00:20 <+bridge> it's all cheap, just to make it accessible, but not better than any other ones 00:20 <+bridge> (that's why there's frequent ddosing in this game most of the time) 00:20 <+bridge> (that's why there's frequent ddosing in this game most of the time, there are not enough servers with proper ddos protection and absorbsion) 00:21 <+bridge> if we make servers send/recive less packets, so we can have better latency right? 00:21 <+bridge> If we make packets travel faster instead, it would have less delay. 00:21 <+bridge> or cant we make servers send/recieve less packets is it minimized alr? 00:22 <+bridge> That requires either sub-servers (like tiny servers which re-direct you to the main server) which those themselves have better connection 00:22 <+bridge> Kinda like how Riot Games does it with LoL servers 00:23 <+bridge> But then, sub-servers also cost money and it's even more expensive to replace them in case they ddos the sub-servers instead 00:23 <+bridge> why? it will be less packet why we ned sub-servers 00:24 <+bridge> sub-servers could be placed approximately to your location, so you can get a really good connection to the sub-server, and the sub-server could get a really good connection to the main servers. 00:24 <+bridge> ooh 00:24 <+bridge> instead of you directly connecting to the main server (which is slower), you connect to a sub-server which connects to the main server (which can be optimized and be faster) 00:24 <+bridge> aka, we can control how you connect to the main server easily 00:25 <+bridge> And also make you anonymously connect to the masterserver 00:25 <+bridge> There are a lot of benefits to this, but also a real fckin hurdle to implement and maintain 00:25 <+bridge> There are a lot of benefits to this, but also a real fckin hurdle to implement and maintain, especially for a non-profit like DDNet and Teeworlds 00:25 <+bridge> but if every server has some sub-servers, so we dont need to minimize packets 00:26 <+bridge> isnt minimizing enough 00:26 <+bridge> We can just run a diagram related to which countries and which cities contain the most amount of players, and have sub-servers there 00:26 <+bridge> All anonymously, based on ping alone as estimation 00:27 <+bridge> yeah ur right but cant we just increase latency with minimizing packets? 00:27 <+bridge> I mean, if the latency issue would be solved, you would still have dogwater internet which causes you to lose packets anyway 00:27 <+bridge> And from there, it's either a PC issue or an internet provider issue 00:28 <+bridge> ye these are problems too 00:28 <+bridge> but isnt minimizing will make latency better like 2-3ms 00:28 <+bridge> Idk how much information DDNet clients send to the servers in avg. but I know it shouldn't be much 00:29 <+bridge> No, it's all about how fast a packet arrives, not how big the packet is 00:29 <+bridge> if the packet is too large for the server to handle, then yes, minimizing it would make it better 00:30 <+bridge> In Teeworlds' case, I think it's the opposite, it's slow from A to B 00:30 <+bridge> i think we can fix this problem with a custom client but its needs to code stuffs for every another server 00:30 <+bridge> (i mean something like pingbypass on minecraft cheat) 00:30 <+bridge> (like sending less packets as just we need) 00:31 <+bridge> (like sending less packets as just we need, not more) 00:31 <+bridge> (i mean something like pingbypass on minecraft cheats) 00:32 <+bridge> Back to your issue, if your ISP is located at Turkey then connecting to europian / russian servers are the closest to you... yet it's still shit due to bad traffic 00:33 <+bridge> traffic as in a road (or tunnel) of multiple servers connected to make a path from A (your ISP) to B (the main server) 00:33 <+bridge> usually, the better the server connections, the better the packet travel speed 00:34 <+bridge> usually, the better the server connections, the better the packet travel speed (regardless of how many servers are connected) 00:35 <+bridge> So that's where the "optimizing" part of the sub-servers could come in, where we could specifically tell what servers to connect to at all times. This could give us the best possible travel path for packets while also being able to monitor those servers and making packet sending more stable 00:35 <+bridge> But... dude, the explanation I give now is BABY MODE, the implementation is Geometry Dash demon level difficulty 💀 00:36 <+bridge> is it that hard😭 00:36 <+bridge> of course, so many things can go wrong and we cannot fully test it out without many more Turkish players testing that out too 00:37 <+bridge> Best advice I could give now is to complain about this issue in #✉-create-a-ticket and have the admins look at your issue closely 00:45 <+bridge> @zavzagali please read the type of ticket you're opening 00:45 <+bridge> 00:45 <+bridge> What's the discussion about, latency? 00:45 <+bridge> yes 00:45 <+bridge> How is a ticket supposed to help there 😆 00:46 <+bridge> idk cellegen told me to do it 00:46 <+bridge> @cellegenrih :bonk: 00:47 <+bridge> we can't do individual solutions for bad Connections to our server, AFAIR we don't host Turkish servers anymore because the hoster was fed up with the DDoS attacks 00:48 <+bridge> we can't do individual solutions for bad Connections to our servers. AFAIR we don't host Turkish servers anymore because the hoster was fed up with the DDoS attacks 00:48 <+bridge> there is 3 turkish server with ddos protection 00:49 <+bridge> im thinking about open 1 more 00:49 <+bridge> for fng players 00:49 <+bridge> isnt ddnet-servers coding by ddnet devs? 00:50 <+bridge> there was a good turkish fng server but its closed 00:50 <+bridge> you won't reach developers through our ticket system, you reach them through this channel here or on GitHub 00:50 <+bridge> 00:50 <+bridge> code changes won't affect your connection to our servers tho 😄 00:51 <+bridge> arent you a developer 00:51 <+bridge> that doesn't change the fact our ticket system isn't meant for technical support or answering questions 00:52 <+bridge> but 00:52 <+bridge> ur dev right? 00:52 <+bridge> yes 00:53 <+bridge> im telling it to a developer🙂 00:53 <+bridge> whats wrong 00:53 <+bridge> so im telling it to a developer🙂 00:54 <+bridge> :nouis: 00:54 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523824599718952990/Screenshot_20260707-005439.png?ex=6a4d83bf&is=6a4c323f&hm=30a4cdec788b9ef545cadcf96f2c5b92c584b4d98a41c1f47b1455d9ac276a8a& 01:27 <+bridge> Have you guys ever saw smth like this? 01:27 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523832740108177438/image.png?ex=6a4d8b54&is=6a4c39d4&hm=c17a0614983e53623236f63c1ad8cb199cc18dcaf07be98f3de65639a3ecbce4& 01:27 <+bridge> And yes, even the AI is crapping it's brain to figure out why cuz clangd does NOT know it either 01:28 <+bridge> fresh linux mint install, fresh everything, clangd plugin with clang language server 01:28 <+bridge> idfk dude 01:30 <+bridge> liek 01:30 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523833436727672943/image.png?ex=6a4d8bfa&is=6a4c3a7a&hm=d7861a7fc9c0727817242c37a0f850fddd2eb39039558f31a9e0305ad74c0395& 01:30 <+bridge> like 01:30 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523833436727672943/image.png?ex=6a4d8bfa&is=6a4c3a7a&hm=d7861a7fc9c0727817242c37a0f850fddd2eb39039558f31a9e0305ad74c0395& 01:37 <+bridge> I CANT COMPILE ANYTHING LMAO 😢 01:41 <+bridge> That might explain why lmfao 01:41 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523836415161401427/image.png?ex=6a4d8ec0&is=6a4c3d40&hm=a7dc1ad2d149e1d5e2636337eafc88606551515611307dee894250827712095a& 02:06 <+bridge> nope, didnt fix the issue, even with a different editor like Zed didn't manage to fix it 02:28 <+bridge> @cellegenrih have you used clang before? 02:28 <+bridge> 02:28 <+bridge> Clang isn't aware of your $PATH by default 02:28 <+bridge> 02:28 <+bridge> https://clangd.llvm.org/installation#project-setup 02:29 <+bridge> @cellegenrih have you used clang before? 02:29 <+bridge> 02:29 <+bridge> Clang isn't aware of your $PATH by default for headers and libraries* 02:29 <+bridge> 02:29 <+bridge> https://clangd.llvm.org/installation#project-setup 02:56 <+bridge> how tf do you think I got any workspace to work with? This is a completely new issue 02:56 <+bridge> I literally cannot compile anything C or C++ related now 02:57 <+bridge> I guess, I need to reinstall linux again 02:59 <+bridge> I even got DDNet source code to work with my previous system, yet when I reinstall for applying a better backup system, the linux system craps itself like this 03:01 <+bridge> Just to clarify, I cannot compile with CMake, I cannot compile with Bazel, nor SCons, nor with Cargo 03:26 <+bridge> :facepalm_Pika: 03:30 <+bridge> replacing your car because you forgot to tank gas kinda way of solving things, but you do you :nouis: 03:32 <+bridge> ``` 03:32 <+bridge> sudo apt update 03:32 <+bridge> sudo apt install build-essential 03:32 <+bridge> ``` 03:32 <+bridge> And 03:32 <+bridge> `which gcc clang cargo` will most likely fix the majority of your stated issues 03:33 <+bridge> I don't think I forgot to write that it's a brand new installation 03:33 <+bridge> this error happened on a brand new installation 03:34 <+bridge> Reinstalling that won't magically install your missing glibc headers this time :justatest: 03:35 <+bridge> What are the other error messages? - the one you showed was a clang error, unrelated to cmake not functioning 03:35 <+bridge> And the fact that cargo doesn't work either usually points to missing dev headers 03:56 <+bridge> literally only pp_no_file_found, and trying to access actual libraries from the system also turns into the same error, as in something is terribly missing now. 03:56 <+bridge> Melon, never in my god damn life have I experienced this and I have been programming for a while now. 03:57 <+bridge> And I don't think anyone else either, looking at this now, it's not a Clang issue. It's a whole "missing something important" issue 03:58 <+bridge> And I was using the latest linux mint install to do it, with the same usb drive that I used to install linux for years 04:00 <+bridge> `which gcc g++ clang++ cargo cmake make` 04:00 <+bridge> 04:00 <+bridge> `dpkg -l | grep -E "build-essential|libc6-dev|libstdc++"` 04:00 <+bridge> 04:00 <+bridge> I hope that command is correct, on phone rn 04:00 <+bridge> 04:00 <+bridge> But please run this and give me the output if you want me to help you ^^ 04:01 <+bridge> depending on your distributions package manager state(?) it may not be libc6 04:04 <+bridge> So far you complained that I want a reinstall, but ok 04:04 <+bridge> 04:04 <+bridge> cellegen@cellegen-mint:~$ which gcc g++ clang++ cargo cmake make 04:04 <+bridge> /usr/bin/gcc 04:04 <+bridge> /usr/bin/clang++ 04:04 <+bridge> /usr/bin/make 04:04 <+bridge> cellegen@cellegen-mint:~$ dpkg -l | grep -E "build-essential|libc6-dev|libstdc++" 04:04 <+bridge> ii libc6-dev:amd64 2.35-0ubuntu3.13 amd64 GNU C Library: Development Libraries and Header Files 04:04 <+bridge> ii libstdc++-11-dev:amd64 11.4.0-1ubuntu1~22.04.3 amd64 GNU Standard C++ Library v3 (development files) 04:04 <+bridge> ii libstdc++6:amd64 12.3.0-1ubuntu1~22.04.3 amd64 GNU Standard C++ Library v3 04:04 <+bridge> ii libstdc++6:i386 12.3.0-1ubuntu1~22.04.3 i386 GNU Standard C++ Library v3 04:04 <+bridge> :nouis: 04:05 <+bridge> What do you think? 04:05 <+bridge> I know it's there cuz I did install clang, cmake and even gcc via apt and their deb packages 04:06 <+bridge> And believe it or not, it still fucking not work 04:08 <+bridge> hmm - odd indeed, stuff should be there Tho cargo cmake and make seem to be missing, or the command got cutoff 04:08 <+bridge> 04:08 <+bridge> `find /usr/include/c++ -name iostream` 04:08 <+bridge> Does this return that it exists? 04:09 <+bridge> what does cargo even matter when even scons is messed up? 04:09 <+bridge> I cannot compile my own godot project too 04:10 <+bridge> /usr/include/c++/11/iostream 04:10 <+bridge> yes it does 04:10 <+bridge> do you get why I'm so frustrated? 04:11 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523873977037099018/image.png?ex=6a4db1bc&is=6a4c603c&hm=48abf54ab2e312d5123b76a110911f915aede3ed330163740179f809d37fad5b& 04:11 <+bridge> Whats your gcc version? 04:11 <+bridge> (`gcc --version`) 04:11 <+bridge> `gcc (Ubuntu 11.4.0-1ubuntu1~22.04.3) 11.4.0 04:11 <+bridge> Copyright (C) 2021 Free Software Foundation, Inc. 04:11 <+bridge> This is free software; see the source for copying conditions. There is NO 04:11 <+bridge> warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.` 04:15 <+bridge> and it doesnt compile when you run `g++ -c main.cpp` on this?: 04:15 <+bridge> 04:15 <+bridge> ```cpp 04:15 <+bridge> #include 04:15 <+bridge> Int main(){} 04:15 <+bridge> ``` 04:16 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523875274415145080/image.png?ex=6a4db2f1&is=6a4c6171&hm=f6bcbd19b15a84c80f8ca6ebf25fdfe2538108357c044f48f4bcb5888eec58a4& 04:16 <+bridge> based on the error, it won't 04:16 <+bridge> empty file, not your project - that error is from clangs language server, not the compiler 04:16 <+bridge> And I meant iostream. Sorry - phone xd 04:20 <+bridge> but the fckin error is still there 04:20 <+bridge> 04:20 <+bridge> Do you have bear installed by chance? 04:21 <+bridge> This is a fresh installation, with only vscodium, clang, cmake, scons and bazel 04:21 <+bridge> If not do that really quick. Then run the same command again but prepend bear -- 04:21 <+bridge> 04:21 <+bridge> It'll generate a compile_commands.json file 04:21 <+bridge> 04:21 <+bridge> Your error should disappear the 04:21 <+bridge> If not do that really quick. Then run the same command again but prepend bear -- 04:21 <+bridge> 04:21 <+bridge> It'll generate a compile_commands.json file 04:21 <+bridge> 04:21 <+bridge> Your error should disappear then 04:21 <+bridge> This is a fresh installation, with only vscodium, clang, cmake, scons and bazel 04:21 <+bridge> which are btw my most common tools 04:21 <+bridge> clang requires! That 04:22 <+bridge> cmake can generate that file too, via CMAKE_EXPORT_COMPILE_COMMANDS=1 04:23 <+bridge> Look... I told you about my own godot project not compiling right? It has clang instructions and even when the compiler should compile the json file for me (with 'scons compile_db=true'), I cannot cuz it stops at an error with missing file 04:23 <+bridge> I would rather concentrate on stuff which I do all the time, and if that one doesn't work (which is the n.1 thing to do in Godot compiling), then something is seriously wrong still 04:24 <+bridge> I don't want tool replacements, I just wanna know why my setup breaks with this new installation 04:25 <+bridge> I just gonna reinstall, I can have it up by 3 hours 04:25 <+bridge> And if the problem stays (even when not installing the tools), then Imma write back here 04:26 <+bridge> :pepeshruggin: good luck 04:28 <+bridge> Gg 10:49 <+bridge> There is something scary about doing `systemctl restart sshd` on a remote server :D 10:50 <+bridge> keep an ssh shell open 10:50 <+bridge> (obviously) 10:51 <+bridge> (it won't be stopped when you do it) 10:51 <+bridge> (I guess a mosh session would feel safer, since it's not stopped by temporarily missing internet) 12:25 <+bridge> how that is possible is magic to me 12:25 <+bridge> let me just restart the server ah yeah by the client can stay connected no wormies! 12:26 <+bridge> let me just restart the server ah yeah but the clients can stay connected no wormies! 13:01 <+bridge> is there only one int main or does every c++ script have an int main 13:01 <+bridge> also whats the difference between vscodium and vscode 13:27 <+bridge> vscodium is a repackegad version of vscode 13:28 <+bridge> to reduce subtract/telemetry 13:28 <+bridge> to subtract telemetry 14:11 <+bridge> c++ is not a script. it is a compiled programming language that creates an executable (e.g. .exe on Windows) scripts on the other hand stay as they are and are interpreted and executed by an interpreter (bash, python, perl, javascript etc). every compiled application starts from the main function. every application has exactly one such main function. there are some exceptions to that rule, tho. for your mental model those are irrelevant, unless you 14:11 <+bridge> 14:11 <+bridge> in scripting languages, depending on where they run, the main function is either not needed or optional, because those are interpreted from top to bottom or hook into html like javascript in the browser, etc. 14:39 <+bridge> I think he mean source file 14:40 <+bridge> or header file, any of the two 14:51 <+bridge> <0xdeen> for me it's changing iptables rules where I often accidentally lock myself out 😄 15:05 <+bridge> @cellegenrih do you have clang version one or two 16:03 <+bridge> `cellegen@cellegen-mint:~$ clang --version 16:03 <+bridge> Ubuntu clang version 14.0.0-1ubuntu1.1 16:03 <+bridge> Target: x86_64-pc-linux-gnu 16:03 <+bridge> Thread model: posix 16:03 <+bridge> InstalledDir: /usr/bin` 16:09 <+bridge> oh right iptables is also scary af 17:19 <+bridge> restarting sshd is not scary at all, since it doesn't kill existing ssh sessions 17:20 <+bridge> So it can fail to load, you'll still be connected and can fix 17:26 <+bridge> @heinrich5991 how do you want to put 47x128 integers in the snapshot? That'll fill it really quickly 19:34 <+bridge> :pepeW: took me longer than 3 hours to reinstall with a new setup, but at least it's working as expected 19:34 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1524106348445564978/image.png?ex=6a4e8a25&is=6a4d38a5&hm=19e1654109b4c1a44d55a917e316f3240302212e422e181734500aa7c1b53ef2& 19:56 <+bridge> :troll: 19:56 <+bridge> could've been the #12345 19:56 <+bridge> https://github.com/ddnet/ddnet/pull/12345 22:11 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1524145733572362251/1.jpg?ex=6a4eaed4&is=6a4d5d54&hm=a41cbf633f79b14226f9db8720cc7f0b659865cf796f2af600776810f75d1010& 23:56 <+bridge> .