00:12 <+bridge> [ddnet] <ᶰ°Konͧsti> The creator of the old skin also created the mod bomb 00:13 <+bridge> [ddnet] <ᶰ°Konͧsti> Nobody playing :feelsbadman: 00:15 <+bridge> [ddnet] bomb best mod 01:28 <+bridge> [ddnet] changing language will make the tab buttons in the Demo page randomly change. 01:28 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745786269728112650/unknown.png 01:28 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745786305853521980/unknown.png 01:28 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745786331589902446/unknown.png 01:28 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745786360828264528/unknown.png 01:29 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745786460870934640/unknown.png 01:29 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745786501329059981/unknown.png 01:29 <+bridge> [ddnet] lol 01:39 <+bridge> [ddnet] eeeh? 02:12 < ***> Buffer Playback... 02:12 <+bridge> [02:12:12] [ddnet] @Ravie that looks great. thanks for drawing it so quickly, even 🙂 02:12 < ***> Playback Complete. 02:47 <+bridge> [ddnet] by the way, I didn't make kitty_x_ninja 02:53 <+bridge> [ddnet] <๖ۣۜPinxo> it would be nice if the bomb looked like a Bob-Omb xd https://vignette.wikia.nocookie.net/papermario/images/e/ea/PMCS_Bob-omb.png/revision/latest?cb=20171211040353 04:22 <+bridge> [ddnet] Would it be much work to add proper tiles? 04:22 <+bridge> [ddnet] We have buggy speeders, buggy stoppers, buggy doors, buggy shotgun bullets, buggy death tiles, buggy idk how to call them blue towers that shoot at you. 04:22 <+bridge> [ddnet] 04:22 <+bridge> [ddnet] I mean at some point it's hard to make proper interesting parts, if all the tiles don't work correctly. 04:22 <+bridge> [ddnet] 04:22 <+bridge> [ddnet] We need a discussion about what would be useful first. On my most recent map i realised, that not buggy tiles could help at mapping. 04:24 <+bridge> [ddnet] Would it be much work to add proper tiles? 04:24 <+bridge> [ddnet] We have buggy speeders, buggy stoppers, buggy doors, buggy shotgun bullets, buggy death tiles, buggy idk how to call them blue towers that shoot at you. 04:24 <+bridge> [ddnet] 04:24 <+bridge> [ddnet] I mean at some point it's hard to make proper interesting parts, if all the tiles don't work correctly. 04:24 <+bridge> [ddnet] 04:24 <+bridge> [ddnet] We need a discussion about what would be useful first. On my most recent map i realised, that not buggy tiles could help at mapping. 04:24 <+bridge> [ddnet] (also konsti just don't talk about this, we can't stay in 2010 forever) 04:35 <+bridge> [ddnet] It's not that hard to fix all these tiles, but it would break a lot of maps. There is just no point in further discussing it, since that would just lead to endless crying from some people. 04:41 <+bridge> [ddnet] like with HT, give us new tiles to work with and keep the old ones 04:53 <+bridge> [ddnet] With enough speed you can just bug through doors. These doors don't help at all xD they are never closed. 06:50 <+bridge> [ddnet] The old (so far, current) ones, just like old HT could be marked with outdated label in entities the same way it's marked on https://github.com/ddnet/ddnet/blob/master/data/editor/entities/FNG.png (bottom left), and I guess that would be good idea - not breaking old maps while finally having properly working new replacements 06:50 <+bridge> [ddnet] 06:50 <+bridge> [ddnet] btw Welf, those are called laser/plasma turrets 06:54 <+bridge> [ddnet] and about the doors - I don't remember last time I went for switches to open doors on Kobra map, just ez jetpack speed thru them, or in the latter part open half and bug thru them while going at 45° 07:10 <+bridge> [ddnet] pinged 🤔 07:25 <+bridge> [ddnet] @Soreu Thanks.Sorry for ping to 07:29 <+bridge> [ddnet] np np 09:36 <+bridge> [ddnet] anyone else want to try merging these 2 fonts? chn3 beijing fails to render 09:37 <+bridge> [ddnet] should be a bit easier than handling 2 fonts in code 09:47 <+bridge> [ddnet] @deen i can tell u why ur pr fails 09:47 <+bridge> [ddnet] but can't help you with merging font files xD 10:09 <+bridge> [ddnet] @deen wrote on github in case im not here soon 10:35 <+bridge> [ddnet] there's a way to zoom in and out? 10:35 <+bridge> [ddnet] yeah, settings -> controls 10:35 <+bridge> [ddnet] zoom in, zoom out 10:36 <+bridge> [ddnet] ok thanks 10:45 <+bridge> [ddnet] +/- 10:57 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745929397856501821/unknown.png 10:57 <+bridge> [ddnet] i see one chinese character now 10:57 <+bridge> [ddnet] :justatest: 10:59 <+bridge> [ddnet] xdd 10:59 <+bridge> [ddnet] @Ryozuki i'm trying to fix that, see my PR 11:00 <+bridge> [ddnet] but fontforge is not cooperating, and my code has some bugs where the wrong font is used ingame (but menus work now) 11:02 <+bridge> [ddnet] @deen line 1079 11:02 <+bridge> [ddnet] Wrong init 11:03 <+bridge> [ddnet] yay! 11:03 <+bridge> [ddnet] thanks Jupstar 11:03 <+bridge> [ddnet] did you manage to merge the fonts? 11:03 <+bridge> [ddnet] no, created a bug: https://github.com/fontforge/fontforge/issues/4432 11:05 <+bridge> [ddnet] :watermeron: if we started using fallback font. what are the chance that we can use a ttc with variants instead of just wenquanyi. 11:05 <+bridge> [ddnet] ttc? 11:05 <+bridge> [ddnet] something like Source Hans CJK 11:05 <+bridge> [ddnet] does that mean different japanese/chinese/traditional chinese chars? 11:06 <+bridge> [ddnet] yes 11:06 <+bridge> [ddnet] ah yea, so we need to use font fallback anyway? 11:06 <+bridge> [ddnet] a single unicode char should look different under different language 11:06 <+bridge> [ddnet] yep 11:06 <+bridge> [ddnet] WenQuanYi is sc only, not that I would be the one complaining lol 11:08 <+bridge> [ddnet] @TsFreddie I'm not sure. would be need just one ttc file? how would we tell the difference between japanese/chinese/traditional chinese? 11:08 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745932302860812339/unknown.png 11:09 <+bridge> [ddnet] it is basically multiple fonts combined 11:09 <+bridge> [ddnet] but i'm not sure how you can get different faces in freetype2 11:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745932589105414214/SourceHanSans-Regular.ttc 11:10 <+bridge> [ddnet] first approximation could be by using the user's own locale 11:10 <+bridge> [ddnet] second one would be sending it over the network so their chat messages/name also renders correctly 11:11 <+bridge> [ddnet] that seems horrible 11:11 <+bridge> [ddnet] an extra parameter in the language file would do i think 11:11 <+bridge> [ddnet] that's the reality of unicode unfortunately 11:11 <+bridge> [ddnet] yeah, i don't like it. text is hard... 11:11 <+bridge> [ddnet] 11:11 <+bridge> [ddnet] what about the pango library 11:11 <+bridge> [ddnet] doesnt it make it easier 11:13 <+bridge> [ddnet] well i guess its not windows 11:13 <+bridge> [ddnet] I'll be fine with SC only tho. but anyway WenQuanYi lacks some of the korean characters. Only use one variant of Source Han will display CJK just fine, only the glyph might look weird to some people. 11:13 <+bridge> [ddnet] SC? 11:13 <+bridge> [ddnet] simplified chinese* 11:13 <+bridge> [ddnet] which is we were using with WenQuanYi. 11:15 <+bridge> [ddnet] https://github.com/ddnet/ddnet/blob/76566b57fbc56606a37ceb3abcfec187e96244cd/src/engine/client/text.cpp#L649 11:15 <+bridge> [ddnet] @TsFreddie is this looking ok? 11:15 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745934029567819776/screenshot-20200820111515.png 11:15 <+bridge> [ddnet] Maybe changing that 0 will do the trick? 11:16 <+bridge> [ddnet] not bad 11:16 <+bridge> [ddnet] Can you tell if it is ok for korean? 11:16 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745934250959699998/screenshot-20200820111613.png 11:16 <+bridge> [ddnet] i think it is fine 11:17 <+bridge> [ddnet] they can only run into missing char if they chat i think. the UI is fine. 11:17 <+bridge> [ddnet] but the SourceHanSansSC-Normal is quite a bit bigger 11:17 <+bridge> [ddnet] 17 MB 11:18 <+bridge> [ddnet] well they exhausted all 65536 slots of glyphs that's why. 11:18 <+bridge> [ddnet] @TsFreddie unicode contains 1114111 slots 11:18 <+bridge> [ddnet] and that's still not all of CJK chars 11:18 <+bridge> [ddnet] but ttf can't contain more than 65536 glyphs 11:18 <+bridge> [ddnet] yeah, it is impossible to fit everything into one font 11:18 <+bridge> [ddnet] oof 11:18 <+bridge> [ddnet] i cant imagine the work on making a font like that 11:19 <+bridge> [ddnet] that's why the Super fonts like HanaZono use two or even three fonts 11:19 <+bridge> [ddnet] with multiple stages of fallbacks lol 11:19 <+bridge> [ddnet] 65535 is plenty enough for daily usage tho 11:21 <+bridge> [ddnet] is it possible to delete all glyphs that is already in Deja Vu to reduce the size? I'm not super familiar with font editing. 11:26 <+bridge> [ddnet] heh, probably, but won't save much I guess, at most 1 MB 11:26 <+bridge> [ddnet] doens't seem worth the manual effort 11:34 <+bridge> [ddnet] @TsFreddie you have a github account? can you test https://github.com/ddnet/ddnet/suites/1074776353/artifacts/14717471 ? 11:34 <+bridge> [ddnet] what do you want me to test 11:34 <+bridge> [ddnet] the new font 11:35 <+bridge> [ddnet] it should work and look fine with chinese, korean 11:35 <+bridge> [ddnet] okay i'll take a look 11:39 <+bridge> [ddnet] Why my ddnet create 41934893189041890 unnecessary cfg ? 11:39 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745940133567791145/unknown.png 11:40 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745940349796483144/unknown.png 11:40 <+bridge> [ddnet] @Plant this indicates an error in renaming them to settings_ddnet.cfg, probably missing file permissions 11:40 <+bridge> [ddnet] oohhh ? 11:41 <+bridge> [ddnet] is this the default installation from steam? did you do anything special? 11:41 <+bridge> [ddnet] hmm 11:41 <+bridge> [ddnet] like install with one user, then run with another 11:41 <+bridge> [ddnet] it's the ddnet from ddnet.tw 11:41 <+bridge> [ddnet] ok, maybe one time you ran it as administrator? 11:42 <+bridge> [ddnet] yeaa 11:42 <+bridge> [ddnet] can i delete all ddnetsettings ? 11:42 <+bridge> [ddnet] ok, that's the reason, afterwards user can't write to it 11:42 <+bridge> [ddnet] sure, but they contain your settings 11:42 <+bridge> [ddnet] yeye 11:45 <+bridge> [ddnet] it create a new ddnet setting every time i change a sett in ddnet 11:45 <+bridge> [ddnet] because it tries to override the original file 11:45 <+bridge> [ddnet] change the shortcut settings to always launch game as administrator and should be fine 11:46 <+bridge> [ddnet] nooo, that's the wrong way! 11:46 <+bridge> [ddnet] crap 11:46 <+bridge> [ddnet] delete the settings and always launch as user 11:46 <+bridge> [ddnet] (maybe make a backup of the settings) 11:46 <+bridge> [ddnet] then I'm doing it wrong since.... 11:46 <+bridge> [ddnet] lunch with admin change nothing 11:46 <+bridge> [ddnet] still create a new one 11:46 <+bridge> [ddnet] rename the whole Teeworlds folder, and try again please 11:47 <+bridge> [ddnet] rename to what ? 11:47 <+bridge> [ddnet] Teeworlds_backup 11:48 <+bridge> [ddnet] now settings a reset 11:48 <+bridge> [ddnet] now settings are reset 11:50 <+bridge> [ddnet] @deen rendering looks pretty good. the font weight is a bit thin. maybe use regular instead of normal. 11:51 <+bridge> [ddnet] actually, \*please\* use regular instead of normal. 11:51 <+bridge> [ddnet] 11:52 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/745943229421322350/unknown.png 11:52 <+bridge> [ddnet] it still create news 11:52 <+bridge> [ddnet] and we don't need CJKName in Deja Vu anymore do we 11:53 <+bridge> [ddnet] hmmm 11:53 <+bridge> [ddnet] @Plant I'm out of ideas 😦 you can get your settings back by deleting the new Teeworlds folder and renaming Teeworlds_backup to Teeworlds again 11:54 <+bridge> [ddnet] yeeee i know 11:54 <+bridge> [ddnet] i gonna reboot my laptop anyway 11:54 <+bridge> [ddnet] thx for helping 11:56 <+bridge> [ddnet] @heinrich5991 are you sure about the constexpr patch? I'm not sure I like the ternaries better than the if stmts 11:57 <+bridge> [ddnet] I didn't care about whether to use if/ternaries 11:57 <+bridge> [ddnet] and it's their first contribution, didn't like it breaks anything 11:57 <+bridge> [ddnet] @TsFreddie ok, done 11:57 <+bridge> [ddnet] 💯 11:57 <+bridge> [ddnet] love ya. 11:58 <+bridge> [ddnet] > and it's their first contribution, didn't like it breaks anything 11:58 <+bridge> [ddnet] @heinrich5991 does ur first contribution give u a pass? 11:58 <+bridge> [ddnet] @Ryozuki your first contribution gets more help from me 11:59 <+bridge> [ddnet] but that has nothing to do with what u said tho :p 11:59 <+bridge> [ddnet] > [11:57 AM] heinrich5991: I didn't care about whether to use if/ternaries 11:59 <+bridge> [ddnet] > [11:57 AM] heinrich5991: and it's their first contribution, didn't like it breaks anything 11:59 <+bridge> [ddnet] I didn't care about if/ternaries 11:59 <+bridge> [ddnet] given that it's their first contribution, I didn't think long whether we need it or not, since it doesn't break anything 12:00 <+bridge> [ddnet] @Ryozuki where is the problem? 12:00 <+bridge> [ddnet] > didn't think long whether we need it or not, since it doesn't break anything 12:00 <+bridge> [ddnet] but maybe someday u will not think long a first contribution and it actually breaks something 12:00 <+bridge> [ddnet] well no need to discuss further i guess 12:01 <+bridge> [ddnet] I guess it's fine, though it makes it harder to read, IMHO 12:01 <+bridge> [ddnet] i mean, usually u should be careful about new contributions, u should trust more actual contributors 12:01 <+bridge> [ddnet] so by my logic it should be the other way around 12:01 <+bridge> [ddnet] but its ok 12:01 <+bridge> [ddnet] repeat contributors should be able to follow coding conventions 12:01 <+bridge> [ddnet] Coddling new contributors is nice, we need more anyway 12:04 <+bridge> [ddnet] so did we come to a consensus whether we can include the steam sdk headers or not? 12:04 <+bridge> [ddnet] I'm working on an alternate solution 12:04 <+bridge> [ddnet] most repos dont 12:04 <+bridge> [ddnet] should be ready soon™ 12:04 <+bridge> [ddnet] i think its better to specify a STEAMWORKS_ROOT 12:04 <+bridge> [ddnet] (write our own header) 12:04 <+bridge> [ddnet] or smth 12:04 <+bridge> [ddnet] ah 12:04 <+bridge> [ddnet] @heinrich5991 how? wouldn't it end up exactly the same as theirs? 12:05 <+bridge> [ddnet] (only the business logic remains, how and when to use the steam name) 12:05 <+bridge> [ddnet] APIs aren't really copyrightable IIRC 12:05 <+bridge> [ddnet] you're allowed to do interoperability, at the very least in the EU 12:05 <+bridge> [ddnet] @heinrich5991 joining a friend by steam is a highly requested feature too 12:05 <+bridge> [ddnet] idk if its possible 12:05 <+bridge> [ddnet] So including the sdk headers themselves wouldn't be an issue, right? 12:05 <+bridge> [ddnet] @Ryozuki not really possible without some accounts 12:05 <+bridge> [ddnet] also steam has a rich presence, we can use it to show what map u are on 12:06 <+bridge> [ddnet] @Learath2 why? that doesnt make sense 12:06 <+bridge> [ddnet] Actually, now that I check the "join friend" api, it looks possible 12:07 <+bridge> [ddnet] https://partner.steamgames.com/doc/api/ISteamFriends#GetClanTag 12:07 <+bridge> [ddnet] we can use this 12:07 <+bridge> [ddnet] to initially fill clan tag too 12:07 <+bridge> [ddnet] @heinrich5991 what would you be basing our own headers off of? 12:07 <+bridge> [ddnet] well maybe its to much 12:21 <+bridge> [ddnet] @Learath2 https://github.com/ddnet/ddnet/blob/fec3d76b3e42bf78829119f5a35e082bf1186e9b/src/steam/steam_api_flat.h this is what I use instead of including the headers 12:23 <+bridge> [ddnet] eh, looks like one of those legal loopholes people come up with on reddit 😄 12:23 <+bridge> [ddnet] Can't we just ask if we can share the api so we don't need to do this? 12:24 <+bridge> [ddnet] someone asked it on the steamworks forum already, got no official answer 12:24 <+bridge> [ddnet] and we kinda need to do this anyway, to have a stub library for non-steam 12:25 <+bridge> [ddnet] I was thinking of containing this all to one class so we don't need a stub 12:25 <+bridge> [ddnet] I prefer a stub to doing conditional compilation 12:25 <+bridge> [ddnet] conditional compilation means we need to test one more thing on CI 12:26 <+bridge> [ddnet] stub brings the steam cruft into the already messy code we have 12:26 <+bridge> [ddnet] where's the cruft in the PR? 12:26 <+bridge> [ddnet] I think I contained it to src/steam and src/engine/client/steam.cpp 12:28 <+bridge> [ddnet] Does actually look well contained here 12:28 <+bridge> [ddnet] I'm still not sure I like the shims, I didn't really like the antibot one either tbf 12:29 <+bridge> [ddnet] it allows you to use one binary, simply replacing the dynamic library 12:30 <+bridge> [ddnet] It's one more thing we have to keep in sync, I might feel better about it if it was just generated 12:30 <+bridge> [ddnet] I had to commit like 4 times the last time I made a change to the antibot code because I forgot to update the shims signatures 12:30 <+bridge> [ddnet] but CI caught it 12:30 <+bridge> [ddnet] that's a good failure 12:31 <+bridge> [ddnet] and we don't need to update the API, since steam dictates it 12:31 <+bridge> [ddnet] Is it? I just stopped whatever else I was doing and commited 3 more times. Then I just went and did something else because I felt exhausted 12:31 <+bridge> [ddnet] Yeah, I guess atleast this one is a stable API 12:31 <+bridge> [ddnet] it's better than a failure in production, yes 12:31 <+bridge> [ddnet] compiler errors are better than runtime errors 12:32 <+bridge> [ddnet] I guess, I just see it as an unnecessary hassle and an extra file we need to keep around 12:33 <+bridge> [ddnet] Anyway, it's fine, atleast it's well contained 12:45 <+bridge> [ddnet] @heinrich5991 don't you need to ship redistributable_bin? that also has the .lib file you need 12:45 <+bridge> [ddnet] forgot to dllexport symbols from the shim 12:46 <+bridge> [ddnet] this is apparently what msvc needs to generate the .lib 13:49 <+bridge> [ddnet] I finally found a name for the issue I was having devising an authentication system 13:49 <+bridge> [ddnet] Zooko's Triangle, a trilemma 😛 13:51 <+bridge> [ddnet] have heard blockchain is the solution 13:52 <+bridge> [ddnet] Yeah, given we are not implementing a blockchain (nor do we have enough parties to make it even close to not vulnerable to a 51% attack). We need to pick two, so I guess we want human-readable and secure 13:53 <+bridge> [ddnet] > given we are not implementing a blockchain 13:53 <+bridge> [ddnet] 😄 13:55 <+bridge> [ddnet] blockchain this blockchain that 13:55 <+bridge> [ddnet] best buzzword 13:56 <+bridge> [ddnet] oddly enough, this is the first time I've seen blockchain actually be the solution to something 😄 14:31 <+bridge> [ddnet] https://tutanota.com/blog/posts/lawful-access-encrypted-data-act-backdoor/ 14:32 <+bridge> [ddnet] 14:52 <+bridge> [ddnet] From now on, you are aloo required to use only repeating XOR for encryption 15:32 <+bridge> [ddnet] @Learath2 too strong, ROT13 is the only compliable algo 15:33 <+bridge> [ddnet] @Learath2 too strong, ROT13 is the only compliant algo 15:33 <+bridge> [ddnet] @Learath2 too strong, ROT13 is the only legal algo from now on 15:33 <+bridge> [ddnet] @Learath2 too strong, ROT13 is the only legal encryption algo from now on 15:42 <+bridge> [ddnet] Hm... serverside localization. It was implemented infCroya. Though the format was a JSON. 15:42 <+bridge> [ddnet] Hm... serverside localization. It was implemented in infCroya. Though the format was a JSON. 15:43 <+bridge> [ddnet] would be much better to use terms not english string as keys 15:43 <+bridge> [ddnet] like "game.mod.infcroya.class.biologist.title" 15:44 <+bridge> [ddnet] because english string could be changed too (typos, renames and so on) but you will have to use old string as keys forever 15:44 <+bridge> [ddnet] because english string will be changed too (typos, renames and so on) but you will have to use old string as keys forever 15:58 <+bridge> [ddnet] Yeah,from what i see localization is done usually using keys,not the actual english text as a key 15:58 <+bridge> [ddnet] gettext-style localization usually uses english, java uses keys 15:59 <+bridge> [ddnet] Either is quite adequate 16:00 <+bridge> [ddnet] But changing the english text is not the samw as changing the keys content 16:00 <+bridge> [ddnet] Imho 16:00 <+bridge> [ddnet] term-base would require making a list of terms first and (optionally) some kind of terms hierarchy 16:00 <+bridge> [ddnet] term-based one would require making a list of terms first and (optionally) some kind of terms hierarchy 16:01 <+bridge> [ddnet] so it's harder to implement ofc especially when in a project the is a gettext one 16:01 <+bridge> [ddnet] so it's harder to implement ofc especially when in a project there is a gettext one already 16:02 <+bridge> [ddnet] it's an investment in making things less chaotic on the latest stages, ofc tw is fairly stable now 16:02 <+bridge> [ddnet] it's an investment in making things less chaotic on the latest stages, ofc tw vocabulary is fairly stable now 16:03 <+bridge> [ddnet] though moving from gettext one to terms one would require only altering dictonaries later 16:04 <+bridge> [ddnet] it is still a basic substitute function after all 16:07 <+bridge> [ddnet] @Jupstar ✪ I did som tests on the frame thing. As the gpu work ddnet does is really cheap, at least faster gpus can keep up with the cpu. However, my intel igpu builds up a queue for 4 frames. With a 60hz monitor this could delay the input by one frame when the frametime goes above 4ms. But except for the menus the frametime always stays below 4ms and i guess such delay is fine for the menu. 16:53 <+bridge> [ddnet] here wondering if if i should continue reworking the ui code or not 16:53 <+bridge> [ddnet] :justatest: 17:03 <+bridge> [ddnet] sure xd 17:04 <+bridge> [ddnet] is it hard to make multi-envelopes quads? 17:04 <+bridge> [ddnet] (just asking) 17:57 <+bridge> [ddnet] why would u use the aspect to calculate the screen size when u have ScreenWidth and ScreenHeight in Graphics() ? 17:57 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/746035082451484783/unknown.png 17:57 <+bridge> [ddnet] it also does this 17:57 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/746035224781258792/unknown.png 17:57 <+bridge> [ddnet] kinda confused 17:58 <+bridge> [ddnet] ah 17:58 <+bridge> [ddnet] its to do calculates on the minimum resolution? 17:58 <+bridge> [ddnet] and then it scales it? 17:58 <+bridge> [ddnet] i wonder why 17:58 <+bridge> [ddnet] its to do calculations on the minimum resolution? 17:59 <+bridge> [ddnet] meh this is useless i guess 18:30 < ***> Buffer Playback... 18:30 <+bridge> [18:24:06] [ddnet] this isn't useless 18:30 <+bridge> [18:24:07] [ddnet] the whole ui is based on an internel resolution that is independent from the real resolution 18:30 < ***> Playback Complete. 18:34 <+bridge> [ddnet] @redix about being useless, i was talking about my effort to rework stuff xd 18:37 <+bridge> [ddnet] okay 😄 19:11 <+bridge> [ddnet] > As for packaging, would it be okay to install this shared library (and possibly libddnet-antibot.so) into /usr/lib/ddnet/? 19:11 <+bridge> [ddnet] @heinrich5991 it would be okay to do so, weechat does this under /usr/lib/weechat/plugins 19:52 <+bridge> [ddnet] Is this C++ code OK? 19:52 <+bridge> [ddnet] ``` 19:52 <+bridge> [ddnet] int *a; 19:52 <+bridge> [ddnet] if (1) { 19:52 <+bridge> [ddnet] int b = 123; 19:52 <+bridge> [ddnet] a = &b; 19:52 <+bridge> [ddnet] } 19:53 <+bridge> [ddnet] printf("%d\n", *a); 19:53 <+bridge> [ddnet] ``` 19:53 <+bridge> [ddnet] Because it compiles without warnings. Would it be OK if this were just a scope instead of an if? 19:53 <+bridge> [ddnet] wouldnt it crash 19:53 <+bridge> [ddnet] It compiles and works ^^ 19:53 <+bridge> [ddnet] it feels like it might be undefined behavior 19:53 <+bridge> [ddnet] like works *usually* 19:53 <+bridge> [ddnet] but could be a point of failure at some point in the future 19:54 <+bridge> [ddnet] @timakro did u use any compiler flag tho 19:54 <+bridge> [ddnet] Yeah I wonder if anyone here knows what the spec says and if it's undefined I wonder why there is no compile warning in gcc 19:54 <+bridge> [ddnet] no flags 19:54 <+bridge> [ddnet] use -fsanitize=undefined maybe 19:54 <+bridge> [ddnet] see if that complains 19:54 <+bridge> [ddnet] nah works 19:57 <+bridge> [ddnet] @deen look at my pr, also allows more then one fallback, and can stay like that even if we use only one font soon 19:57 <+bridge> [ddnet] This is a very contentious issue actually 19:57 <+bridge> [ddnet] https://stackoverflow.com/questions/11137516/scope-vs-lifetime-of-variable 19:57 <+bridge> [ddnet] It's not undefined behaviour is the more accepted view 19:57 <+bridge> [ddnet] @timakro looks like ur code 19:58 <+bridge> [ddnet] looks like UB 19:58 <+bridge> [ddnet] Ah, I misread that snipped 19:58 <+bridge> [ddnet] snippet* 19:58 <+bridge> [ddnet] That's always ub 19:58 <+bridge> [ddnet] I thought b was declared outside too 19:59 <+bridge> [ddnet] if it was declared outside then it should be fine 19:59 <+bridge> [ddnet] > Note that technically x does not exist beyond its scope however it might happen that the compiler did not remove the contents of x and one might be able to access contents of x beyond its scope through a pointer(as you do).However, a code which does this is not a valid C++ code. It is a code which invokes Undefined Behaviour. Which means anything can happen(you might even see value of x being intact) and one should not expect observable b 19:59 <+bridge> [ddnet] Ah thx, was looking for exactly this stackoverflow post ^^ 19:59 <+bridge> [ddnet] :justatest: 19:59 <+bridge> [ddnet] my google skills 19:59 <+bridge> [ddnet] Still I want my compiler warning! 19:59 <+bridge> [ddnet] use rust topkek 20:00 <+bridge> [ddnet] 🙄 20:00 <+bridge> [ddnet] @onby nope, not as straightforward as you'd think 20:00 <+bridge> [ddnet] i dont know any compiler flag for this 20:00 <+bridge> [ddnet] why 20:00 <+bridge> [ddnet] try using -Wall and all others 20:00 <+bridge> [ddnet] @deen look at my pr, also allows more than one fallback, and can stay like that even if we use only one font soon 20:00 <+bridge> [ddnet] idk 20:00 <+bridge> [ddnet] If it's just a block it's well defined, but that if stmt actually makes things very ambiguous in both C and C++ 20:01 <+bridge> [ddnet] if both a and b are declared before the `if then i dont see what would go out of scope 20:01 <+bridge> [ddnet] The compilers all agree that it's well defined, so it's fine 20:01 <+bridge> [ddnet] -Wall doesn't do it (already tried that ^^) 20:01 <+bridge> [ddnet] but the standard never really says anything about the optimizations that are allowed, so one can argue that if the branch isn't taken, it invokes ub by dereferencing garbage 20:01 <+bridge> [ddnet] ohhhh 20:01 <+bridge> [ddnet] true 20:02 <+bridge> [ddnet] Anyway, it's more of a defect of the standard that no one really wants to fix rather than an actual ub any sane compiler would abuse 20:03 <+bridge> [ddnet] I found some other stackoverflow answer stating that if you were to declare another variable outside of the scope it could reuse the same memory and that's probably true if you enable optimizations and `b` isn't used at any later point 20:04 <+bridge> [ddnet] @timakro I don't think you'll get a good warning for this 20:04 <+bridge> [ddnet] Maybe UBsan can help, did you try -Wextra? 20:04 <+bridge> [ddnet] So it seems like the compilers actually check if `b` is used later and allow that 20:05 <+bridge> [ddnet] Nope -Wextra doesn't do it either 20:05 <+bridge> [ddnet] It's probably just as you said, the compilers go out of their way to support this so they don't warn about it 20:06 <+bridge> [ddnet] Note that if you go outside the function EVERY compiler warns you about that without any settings because that simply can't work if the variable lives on the stack 20:06 <+bridge> [ddnet] `MISRA:2012:18.6` I'm guessing if MISRA has a rule for this it's probably not there in any compiler by default 20:08 <+bridge> [ddnet] this looks trivial to detect for compilers though, I wonder why it's not there 20:09 <+bridge> [ddnet] Well it looks like they support this deliberatly 20:09 <+bridge> [ddnet] @deen https://forum.ddnet.tw/ doesnt resolve to any ip i think 20:09 <+bridge> [ddnet] ddnet.tw does 20:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/746068424345780264/unknown.png 20:09 <+bridge> [ddnet] @deen https://forum.ddnet.tw/ doesnt work 20:10 <+bridge> [ddnet] ;forum.ddnet.tw. IN A 20:10 <+bridge> [ddnet] u forgot to put something after the A record 20:10 <+bridge> [ddnet] xD 20:10 <+bridge> [ddnet] oh wait 20:10 <+bridge> [ddnet] nvm 20:10 <+bridge> [ddnet] i got confused by dig output 20:11 <+bridge> [ddnet] but it doesnt work anyway 20:11 <+bridge> [ddnet] Novice should really just be called Easy, then everyone would understand it xD 20:11 <+bridge> [ddnet] @timakro hm, why would that be? I see no good use for it 20:11 <+bridge> [ddnet] @Jupstar ✪ true 20:12 <+bridge> [ddnet] Compilers don't keep track of variables using just addresses so it's not address overlap 20:12 <+bridge> [ddnet] @Learath2 u got access to the website? maye u can fix it 20:13 <+bridge> [ddnet] I added an A record for it 20:13 <+bridge> [ddnet] give it a min 20:14 <+bridge> [ddnet] If you have 20:14 <+bridge> [ddnet] ``` 20:14 <+bridge> [ddnet] { 20:14 <+bridge> [ddnet] int a; 20:14 <+bridge> [ddnet] do_smth_with(a); 20:14 <+bridge> [ddnet] } 20:14 <+bridge> [ddnet] int b; 20:14 <+bridge> [ddnet] do_smth_with(b); 20:14 <+bridge> [ddnet] ``` 20:14 <+bridge> [ddnet] And you never use `a` outside that scope and you enable optimizations the compiler will reuse the same memory location I'm sure. That should prove that the compiler purposefully checks if `a` is used outside the scope, right? 20:15 <+bridge> [ddnet] That assumption could be wrong, just got that from another stackoverflow answer 20:16 <+bridge> [ddnet] works now 20:17 <+bridge> [ddnet] @timakro your thing is undefined xd 20:18 <+bridge> [ddnet] @timakro a could never be used outside the scope though, it's UB 20:19 <+bridge> [ddnet] the compiler is already allowed to do that optimization without even checking 20:19 <+bridge> [ddnet] ok idk that example is not very clear and its probably more complicated than that 20:20 <+bridge> [ddnet] but the compiler requires deliberate logic to support this use case 20:20 <+bridge> [ddnet] I'll ask ##c++ tomorrow, they are standard nuts, they'll prolly know 20:23 <+bridge> [ddnet] it won't crash in debug bcs stack variable 20:25 <+bridge> [ddnet] compiling with optimization gives me a 0 for example 20:26 <+bridge> [ddnet] https://godbolt.org/z/h7Txf5 20:46 <+bridge> [ddnet] ok 20:46 <+bridge> [ddnet] this is weird 20:46 <+bridge> [ddnet] i launched steam 20:46 <+bridge> [ddnet] then ddnet too see if it works 20:46 <+bridge> [ddnet] then it worked lol 21:03 <+bridge> [ddnet] @Ryozuki works for me, is it fixed? 21:06 <+bridge> [ddnet] There are more Chinese players than ever before, and more Koreans and Japanese players active also -- please fix the IME :( 21:07 <+bridge> [ddnet] There are more Chinese players than ever before, even more than Germans, and more Koreans and Japanese players active also -- please fix the IME :( 21:09 <+bridge> [ddnet] @Pathos we recently made a change to the IME so that the Windows IME can be used. Apparently this is a bit better. But if you can work on a proper fix that would be even greater 21:15 <+bridge> [ddnet] compiling 21:15 <+bridge> [ddnet] Eyyy Texas and Tom 21:15 <+bridge> [ddnet] Nice 21:15 <+bridge> [ddnet] Good people to add 21:15 <+bridge> [ddnet] And Dan cao too of course 21:15 <+bridge> [ddnet] damn chinese servers are down¿ 21:16 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/746085213200973945/unknown.png 21:16 <+bridge> [ddnet] i can see some characters 21:16 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/746085366578020412/unknown.png 21:17 <+bridge> [ddnet] Yeah but typing it is a pain -- Japanese is almost impossible to type 21:17 <+bridge> [ddnet] Korean has gotten slightly worse 21:17 <+bridge> [ddnet] <ᶰ°Konͧsti> Ryozoozki 21:17 <+bridge> [ddnet] idk how to type it 21:17 <+bridge> [ddnet] i probs cant 21:17 <+bridge> [ddnet] would need to search how on arch linux wiki 21:17 <+bridge> [ddnet] I explain Korean and Japanese typing briefly here https://github.com/ddnet/ddnet/issues/1030 @Ryozuki 21:18 <+bridge> [ddnet] <ᶰ°Konͧsti> Just use tab 21:18 <+bridge> [ddnet] im not on windows 21:18 <+bridge> [ddnet] <ᶰ°Konͧsti> I never know if i tabbed the correct squares :feelsbadman: 21:18 <+bridge> [ddnet] @Pathos change os :troll: 21:19 <+bridge> [ddnet] It doesn't matter if it's on Windows or not, the typing process is still the same 21:19 <+bridge> [ddnet] IME is just specific to Windows 21:20 <+bridge> [ddnet] And many Linux distros really suck with CJK 21:20 <+bridge> [ddnet] well on arch u have to setup it urself 21:20 <+bridge> [ddnet] @ᶰ°Konͧsti next release will support CJK for all 21:21 <+bridge> [ddnet] ETA on next release? 21:21 <+bridge> [ddnet] i'm working on it atm 21:21 <+bridge> [ddnet] had some build problems 21:21 <+bridge> [ddnet] Ok great, thanks :) 21:21 <+bridge> [ddnet] <ᶰ°Konͧsti> :O 21:21 <+bridge> [ddnet] a cute tee 21:21 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/746086597019041973/unknown.png 21:21 <+bridge> [ddnet] ninja 21:22 <+bridge> [ddnet] <ᶰ°Konͧsti> how many new European players did we get? xd 21:27 <+bridge> [ddnet] 1 konsti 21:29 <+bridge> [ddnet] <ᶰ°Konͧsti> u 21:31 <+bridge> [ddnet] <> 5 22:25 <+bridge> [ddnet] wtf did u do to my japanese font 22:25 <+bridge> [ddnet] now its back to thick letters why 22:33 <+bridge> [ddnet] its a new font file 22:33 <+bridge> [ddnet] u can replace it with the old one 22:41 <+bridge> [ddnet] i did and it doesnt work 22:41 <+bridge> [ddnet] now its not starting 22:45 <+bridge> [ddnet] ah got it, renaming it to the new name did the deed 23:33 <+bridge> [ddnet] https://9gag.com/gag/ax9vKXD 23:33 <+bridge> [ddnet] What happened to the CJK font? 23:42 <+bridge> [ddnet] thats quite lot of servers 23:50 <+bridge> [ddnet] <✨Astral|Crying🌙> :pecat: