06:58 <+bridge> [ddnet] Why DDNet crash my pc 06:59 <+bridge> [ddnet] woah 06:59 <+bridge> [ddnet] If I play for a few minutes, it just crashes my entire pc 06:59 <+bridge> [ddnet] I use Linux 07:00 <+bridge> [ddnet] pretty weird lol 07:00 <+bridge> [ddnet] That didn't happen, now I can't complete a map because it crash in the middle 07:00 <+bridge> [ddnet] It's not just the game, it's my entire computer, I have to turn it off and on again 07:03 <+bridge> [ddnet] @Jupstar ✪ Thanks you so much 07:09 <+bridge> [ddnet] @Spyry sounds like a problem with your hardware or os. other games work? 07:36 <+bridge> [ddnet] @Spyry you can set `logfile "foo.log"` and after you restart client everything should be logged there 07:46 <+bridge> [ddnet] > @Spyry sounds like a problem with your hardware or os. other games work? 07:46 <+bridge> [ddnet] @deen others game dont crash my pc 08:33 <+bridge> [ddnet] @deen ? 08:33 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748429991569784923/screenshot_2020-08-27_08-32-58.png 08:34 <+bridge> [ddnet] gfx_show_warnings 0 to disable 08:35 <+bridge> [ddnet] divisible instead of devidable 08:35 <+bridge> [ddnet] ok 08:35 <+bridge> [ddnet] how long does it appear? 08:35 <+bridge> [ddnet] 10 seconds 08:35 <+bridge> [ddnet] did you implement it in the graphics pipeline? 😄 08:35 <+bridge> [ddnet] no 08:35 <+bridge> [ddnet] its in the main thread 08:35 <+bridge> [ddnet] Because it looks different from our usual popup windows 08:35 <+bridge> [ddnet] but still bit hacky 08:36 <+bridge> [ddnet] ah, we have some? the problem, is the graphic class has to access it 08:36 <+bridge> [ddnet] hm, I guess only in editor 08:36 <+bridge> [ddnet] well if we have one i can reimplement it 08:36 <+bridge> [ddnet] and the Welcome message and things like that 08:36 <+bridge> [ddnet] Hmm, wasn't there some other popup? 08:37 <+bridge> [ddnet] i really dunno 08:37 <+bridge> [ddnet] it needs to be huge for sure 08:37 <+bridge> [ddnet] yeah, grep for POPUP_CONNECTING for example 08:37 <+bridge> [ddnet] the thing that shows up while connecting to a server 08:38 <+bridge> [ddnet] yeah buts its not a general popup implementation 08:38 <+bridge> [ddnet] ah but there is popupmessage 08:38 <+bridge> [ddnet] i'll try that 08:50 <+bridge> [ddnet] doesnt work ingame 08:51 <+bridge> [ddnet] atleast not always 08:51 <+bridge> [ddnet] demoplayback for example 08:56 <+bridge> [ddnet] <[E]-TEEE> any one know the mouse problem answer ? 09:00 <+bridge> [ddnet] @[E]-TEEE don't write the same thing in every channel please 09:00 <+bridge> [ddnet] <[E]-TEEE> oki srry 09:20 <+bridge> [ddnet] if someone will provide smth where i can just insert the warning string tag me 09:32 <+bridge> [ddnet] @Jupstar ✪ hm, then the red thing is fine I guess 09:40 <+bridge> [ddnet] @deen ok, i know it looks bad, but i'm really not too good with the whole gui stuff, and the warning also has to be on top of everything 09:49 <+bridge> [ddnet] @Jupstar ✪ I'll add a generic messagebox 09:51 <+bridge> [ddnet] @Learath2 ok nice 10:08 <+bridge> [ddnet] can the auto updater create backups if we tell it? 10:09 <+bridge> [ddnet] when we release a new entities.png we'll probs override the custom entities and probs most ppl don't do backups 10:10 <+bridge> [ddnet] when we release a new entities.png we'll probs override the custom entities and probs most ppl don't do backups(and also doubt many ppl use the config directory to add them) 10:29 <+bridge> [ddnet] only done for dll/exe/ttf files 10:49 <+bridge> [ddnet] @Jupstar ✪ hm, can't you just use a menu popup now that I think about it? 10:52 <+bridge> [ddnet] @Learath2 he said it doesn't work in demo viewer 10:58 <+bridge> [ddnet] That's rather easy to fix 10:59 <+bridge> [ddnet] will it be on top of everything too? 10:59 <+bridge> [ddnet] above modt 10:59 <+bridge> [ddnet] motd* 11:04 <+bridge> [ddnet] Yeah should be 11:06 <+bridge> [ddnet] well then it will be that, can you color it? or just add a new popup type? 😄 11:07 <+bridge> [ddnet] like popup_warning 11:08 <+bridge> [ddnet] We can draw whatever we want in a popup 11:08 <+bridge> [ddnet] also, there cant be 2 popups at the same time, can there? 11:10 <+bridge> [ddnet] bcs the map images are probs loaded before "connecting to" is gone, and if it wants to write a popup then it will probs be broken 11:15 <+bridge> [ddnet] Store a vector of all the broken assests we loaded in the graphics 11:15 <+bridge> [ddnet] As soon as the connect popup goes away, we push a warning one if there are broken assets loaded 11:17 <+bridge> [ddnet] Yeah, looks trivial, we can do it on state change 11:26 <+bridge> [ddnet] hm it needs to be more opaque though, to obscure the motd 11:33 <+bridge> [ddnet] @Jupstar ✪ https://github.com/Learath2/ddnet/commit/577f7192caee1a535a41e0c7a44a1e428f221d0c 11:34 <+bridge> [ddnet] You just need to go check whether an error occured at menus.cpp:L1972 11:35 <+bridge> [ddnet] You can also play around with the color, it's rather annoying for me to test that when I have to mess with install name tool every time I compile 11:39 <+bridge> [ddnet] @Learath2 ok sounds good 11:39 <+bridge> [ddnet] @Learath2 maybe I can help you with the install name tool. what exactly is wrong with it? 11:45 <+bridge> [ddnet] @deen if there is a framework anywhere in sight, e.g. bundled or the system library, it will link to that, no matter what cmake settings i use or what parameters i pass to find_package 11:46 <+bridge> [ddnet] ok, maybe @heinrich5991 knows about cmake internals 😄 11:46 <+bridge> [ddnet] For me cmake is a magic black box, don't really understand its internals 11:46 <+bridge> [ddnet] like where to read find_package source code 11:46 <+bridge> [ddnet] So whenever I update ddnet-libs. I either replace the SDL2 binary inside the framework with a dylib, which breaks linkage but gets me a binary thats linked to a dylib, or delete the framework entirely but also delete my own framework so that it links to the one given by pkg-config 11:46 <+bridge> [ddnet] I see NO_SYSTEM_ENVIRONMENT_PATH in https://cmake.org/cmake/help/latest/command/find_package.html 11:46 <+bridge> [ddnet] Yeah cmake is a blackbox 11:47 <+bridge> [ddnet] do you have some env variables set? 11:47 <+bridge> [ddnet] Nothing that should affect this 11:48 <+bridge> [ddnet] also some mac specific documentation here: https://cmake.org/cmake/help/latest/command/find_package.html#search-procedure 11:48 <+bridge> [ddnet] I have brew no emoji and yarn no emoji set 11:48 <+bridge> [ddnet] It's very odd that we now need to set env variables to not have emojis on our terminals 11:48 <+bridge> [ddnet] Just 2020 things 11:50 <+bridge> [ddnet] I'll read a bit on find_package 12:41 <+bridge> [ddnet] The ping fix is a bad fix imo, should be a checkmark thing, i always click so many times to sort by players 12:51 <+bridge> [ddnet] its good 12:51 <+bridge> [ddnet] also its not a fix its a feature 12:52 <+bridge> [ddnet] it's just a changed default, sort by players once and you have the old default back 12:53 <+bridge> [ddnet] but we had many newcomers join servers with ping 300, so this was clearly necessary 13:14 <+bridge> [ddnet] Quick question -- did DDNet client have higher FPS than vanilla 0.6 client? 13:15 <+bridge> [ddnet] I'm just asking because the 0.7 client has significantly lower FPS for everyone, I believe 13:18 <+bridge> [ddnet] with gl3 it had better fps in game usually 13:21 <+bridge> [ddnet] @Pathos in 0.7 you need to disable gfx_finish 13:22 <+bridge> [ddnet] else u have very low fps 13:23 <+bridge> [ddnet] as learath said with 3.3 much more fps in ddnet probably 13:23 <+bridge> [ddnet] and with the next renderer maybe a bit more, bcs tile layers are buffered for almost all gl versions 13:26 <+bridge> [ddnet] @Jupstar ✪ thanks, seems like that improved the FPS a bit, but it's still not as smooth as the DDNet client 13:26 <+bridge> [ddnet] Does that imply that in the DDNet client, gfx_finish 0 was default even though it didn't exist there? 13:26 <+bridge> [ddnet] strange actually.. bcs i doubt 0.7 has more CPU side features than ddnet 😄 13:27 <+bridge> [ddnet] in ddnet its default 0 yes 13:27 <+bridge> [ddnet] but it still exists 13:27 <+bridge> [ddnet] ddnet generally has better default values 13:27 <+bridge> [ddnet] (imo) 13:30 <+bridge> [ddnet] @Pathos in 0.7 vsync appearntly is still default 13:37 <+bridge> [ddnet] i get more fps with the 0.7 client vs old renderer ddnet 13:37 <+bridge> [ddnet] atleast if the FPS counter in 0.7 is accurate 😄 14:17 <+bridge> [ddnet] V sync was already off 14:17 <+bridge> [ddnet] But holy fuck v sync on as default is so stupid 14:18 <+bridge> [ddnet] But holy fuck v sync on as default is unbelievable 14:24 <+bridge> [ddnet] Really? I played with vsync for years, I did disable it at the end but it's not that bad usually 14:25 <+bridge> [ddnet] on windows it does the full refresh rate sleep 14:25 <+bridge> [ddnet] so withh 60hz its over 16ms 14:25 <+bridge> [ddnet] so with 60hz its over 16ms 14:28 <+bridge> [ddnet] I am honestly baffled how some drivers can be so buggy we are having trouble rendering a 2d game on them 14:28 <+bridge> [ddnet] Like how does it even make it out of QA? 14:28 <+bridge> [ddnet] its actually just bcs opengl wasnt a thing before 2010 14:29 <+bridge> [ddnet] probs a opengl to directx wrapper would do magic 14:29 <+bridge> [ddnet] (for windows ofc) 14:29 <+bridge> [ddnet] Is this on hardware pre-2010? 14:29 <+bridge> [ddnet] i doubt any hardware that is new should have problems with the opengl 2.1 renderer 14:30 <+bridge> [ddnet] and with new i mean 2010+ 14:30 <+bridge> [ddnet] xD 14:30 <+bridge> [ddnet] @Jupstar ✪ and if we fallback to gl1 for those, do you think it'll render? 14:30 <+bridge> [ddnet] probs yes 14:30 <+bridge> [ddnet] i mean opengl 1 basically doesnt allow alot xD 14:31 <+bridge> [ddnet] u just define some vertices and render them 14:31 <+bridge> [ddnet] 3.3 for example uses instanced rendering 14:31 <+bridge> [ddnet] so it can create vertices fast on the gpu 14:31 <+bridge> [ddnet] I think it's acceptable that the few people with dark age computers pretending to support gl2 need to manually set their gl version 14:32 <+bridge> [ddnet] well idc too much, the only question i have is what opengl version their console shows 14:32 <+bridge> [ddnet] these dark age computer users are usually the ones who know less about computers.. 14:32 <+bridge> [ddnet] then i only need to apply the dirty hacks for these conteces 14:32 <+bridge> [ddnet] contexts 14:32 <+bridge> [ddnet] xD 14:33 <+bridge> [ddnet] i want the 3.0 context to stay as clean as possible, thats only newer hardware anyway probably 14:34 <+bridge> [ddnet] actually its already sad if the 2.1 context needs these dirty hacks 14:34 <+bridge> [ddnet] that would be the SDL default atleast 😄 14:37 <+bridge> [ddnet] The border issue already just confuses me to high heaven 14:37 <+bridge> [ddnet] Imagine not just being able to render 2d tiles 14:38 <+bridge> [ddnet] I honestly hate graphics stacks 14:40 <+bridge> [ddnet] I know this is not my place as its the dev channel but I always always have issues with v-sync. No game works on my monitors without v-sync (not just Teeworlds)... Tearing galore! Need to get me some new monitors 14:41 <+bridge> [ddnet] but to be fair thats not a bug, its bcs sampling textures is a question of math, and if you have one images thats 512px and one thats 1024px, then the floating point difference in a normalized coordinate is different 14:41 <+bridge> [ddnet] in shaders u can fix it by telling the LOD(mipmap level) and the texture size 14:42 <+bridge> [ddnet] i did that before 2d texture arrays actually for gl 3.3 14:42 <+bridge> [ddnet] @alien1344 thats sad, and strange that its the monitors fault 14:43 <+bridge> [ddnet] I revise my previous statement. God I hate floating point numbers 14:43 <+bridge> [ddnet] who decided we needed a varying amount of precision as we travel across the real number line 14:44 <+bridge> [ddnet] xD 14:44 <+bridge> [ddnet] lets just multiply all existing real numbers by 10000 and drop real numbers 14:45 <+bridge> [ddnet] Teeworlds would probably work much better with fixed point coordinates anyway 14:45 <+bridge> [ddnet] sadly, gpus don't like anything except floats, barring doubles and quads 14:45 <+bridge> [ddnet] in newer gl you can request texels directly no floating points requires 14:45 <+bridge> [ddnet] in newer gl you can request texels directly no floating points required 14:46 <+bridge> [ddnet] but still needs to know texture size 14:46 <+bridge> [ddnet] Imagine the most primitive feature that you could want from a gpu, only being available in gl4, what is that? 2018? 14:46 <+bridge> [ddnet] gl 3.3 is gl 4.0 without tesselation 14:47 <+bridge> [ddnet] Whenever I talk about gfx with someone, they always expect we work with pixels 14:47 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748524028301541537/unknown.png 14:47 <+bridge> [ddnet] note the dates 14:47 <+bridge> [ddnet] even if they german xD 14:47 <+bridge> [ddnet] Oh, so 2010 14:47 <+bridge> [ddnet] I'd have expected something like 1990, but 2010 works too 14:48 <+bridge> [ddnet] I just miss the simplicity sometimes 14:49 <+bridge> [ddnet] You want to draw a circle, you have a grid of pixels, you intersect the imaginary circle with the real grid of pixels we have, voila circle 14:50 <+bridge> [ddnet] neural network teeoworlds 14:50 <+bridge> [ddnet] lets do blockchain teeworlds 14:51 <+bridge> [ddnet] you put your inputs in a bitcoin transaction 14:51 <+bridge> [ddnet] 15-20 minute ping depending on network congestion 14:51 <+bridge> [ddnet] good we have antiping for that 14:58 <+ChillerDragon> ik blockchain tw is a big meme but i wonder if there are any games running on blockchain. Could be cool for strategy or farming games 15:06 <+bridge> [ddnet] @Jupstar ✪ well I assume its the monitor because I've got a decent graphics card and I had problems with my previous computer too :( 15:06 <+bridge> [ddnet] @alien1344 ok, you can ofc try a different display input, like DVI instead of HDMI 15:10 <+bridge> [ddnet] @Jupstar ✪ Yeah I could try that. I think I did have it in the Dvi port in my previous computer at one point 15:11 <+bridge> [ddnet] oh alright, thats really a strange bug then 😄 15:34 <+bridge> [ddnet] @Jupstar ✪ My current GFX card is the RTX 2070 ROG and before i had the GTX 1060 with the same issue. I suspect its the monitors though, should probably just get a new monitor haha 15:37 <+bridge> [ddnet] You could test it in your television of you have one @alien1344 15:37 <+bridge> [ddnet] Then you know for sure 16:57 <+bridge> [ddnet] Can one of you gimme a hand in testing votes in 0.7? 17:13 <+bridge> [ddnet] https://twitter.com/debian/status/1298996070479851522 17:13 <+bridge> [ddnet] @Learath2 look this language looks even harder to read than arabic :justatest: 17:14 <+bridge> [ddnet] oh god 17:15 <+bridge> [ddnet] doesn't look like it'd need a feedback loop like arabic though and doesn't switch writing direction 17:45 <+bridge> [ddnet] why dont we ignore whole build folder using .gitignore? 17:47 <+bridge> [ddnet] because u may name it build/ and i may name it shit/ 17:47 <+bridge> [ddnet] whats ignored is what cmake produces 17:47 <+bridge> [ddnet] its fine as it is 17:48 <+bridge> [ddnet] isnt "build" a default name. I dont remember me chosing a name for it 17:48 <+bridge> [ddnet] I have `build/` in my `.git/info/exclude` 17:49 <+bridge> [ddnet] (which is where your local ignores should be going anyway) 17:49 <+bridge> [ddnet] is not a "build" a default name? I dont remember me chosing a name for it 17:49 <+bridge> [ddnet] oh 17:49 <+bridge> [ddnet] It's not anything enforced by cmake. For the official servers e.g. the build folder isn't even in the source foulder, nor is it called build 17:49 <+bridge> [ddnet] i also have build there 17:54 <+bridge> [ddnet] What if we add empty folder with the name "build" to source control and ignore everything inside of this folder? 17:54 <+bridge> [ddnet] I see, there is workarounds but we could solve this problem for everyone this way though 17:54 <+bridge> [ddnet] Why though? 17:55 <+bridge> [ddnet] You are not solving it for everyone like that either. As said I don't build in a folder called build 17:56 <+bridge> [ddnet] yes, you either add your local gitignore or build into this folder 17:56 <+bridge> [ddnet] Eh, I don't like it 17:56 <+bridge> [ddnet] i dont like it either 17:56 <+bridge> [ddnet] I am not big fun of this idea too 17:56 <+bridge> [ddnet] its just you being lazy 17:56 <+bridge> [ddnet] At least I won't commit it. Someone else might 17:57 <+bridge> [ddnet] its just me trying to solve problems people might face like me 17:57 <+bridge> [ddnet] there is no problem here 17:57 <+bridge> [ddnet] Maybe we could improve documentation? 17:57 <+bridge> [ddnet] u add ur prefered build folder name to ur local exclude 17:57 <+bridge> [ddnet] why? 17:57 <+bridge> [ddnet] this is basic git usage 17:58 <+bridge> [ddnet] A line in the readme telling people where to add the local ignore? (I find `.git/info/exclude` isn't known by many people) 17:58 <+bridge> [ddnet] exactly 17:58 <+bridge> [ddnet] they can google that 17:58 <+bridge> [ddnet] this doesnt belong to the readme 17:58 <+bridge> [ddnet] I didnt know about it untill today, when build generated file so I got to revert it 17:58 <+bridge> [ddnet] No matter how I like to be discriminatory to ignorant people that don't google. I don't think it's a good stance for ddnet itself 🙂 17:58 <+bridge> [ddnet] lets also document how to git add, git commit git rebase git bisect 17:58 <+bridge> [ddnet] in our readme 17:58 <+bridge> [ddnet] will be fun 17:59 <+bridge> [ddnet] git checkout git fetch 17:59 <+bridge> [ddnet] @BannZay Try `git commit`ing only what you want. `git add -i` or `git commit -i` will help you with it 17:59 <+bridge> [ddnet] lets just make the readme git documentation 17:59 <+bridge> [ddnet] @Ryozuki slippery slope is a very boring argument 17:59 <+bridge> [ddnet] lemme google slippery slope 18:00 <+bridge> [ddnet] ah 18:00 <+bridge> [ddnet] I mean, I been working with c# without CMAKE and stuff, and you know what - you never care about artifacts. Cuse they are always in predefined folders which are ignored by default 18:00 <+bridge> [ddnet] so there was no reason to learn local ignores in my case 18:00 <+bridge> [ddnet] well thats ur c# 18:00 <+bridge> [ddnet] c++ is another story 18:00 <+bridge> [ddnet] there is more freedom 18:00 <+bridge> [ddnet] in the build system 18:00 <+bridge> [ddnet] for good and bad 18:00 <+bridge> [ddnet] its not about freedom 18:01 <+bridge> [ddnet] I absolutely hate VS for putting my artifacts in some obscure path I need to track down every time 18:01 <+bridge> [ddnet] imagine using VS 18:01 <+bridge> [ddnet] There are projects that are very heavily integrated with VS that are hard to work with otherwise 18:01 <+bridge> [ddnet] Like UE4 18:02 <+bridge> [ddnet] and it sucks 18:02 <+bridge> [ddnet] hope godot takes over ue4 18:02 <+bridge> [ddnet] waiting for the 3.0 18:02 <+bridge> [ddnet] 3.3 18:02 <+bridge> [ddnet] * 18:03 <+bridge> [ddnet] You'll be waiting a loooooooooooooong looooooooooooong looooooooong loooooooong loooooong loooong looooooooong time 18:03 <+bridge> [ddnet] Godot can maybe in a fever dream think itself in the same league as ue 18:05 <+bridge> [ddnet] ue boo 18:05 <+bridge> [ddnet] anyway i dont think ill even touch game dev much 18:05 <+bridge> [ddnet] outside this game 18:56 <+bridge> [ddnet] I was researching the performance of `std::stack` and I've seen the absolute most retarded argument I've seen not to use it 18:56 <+bridge> [ddnet] "You can't peek the second to top element" 18:56 <+bridge> [ddnet] Why are you using a stack if you need to peek at random elements or iterate it? 18:57 <+bridge> [ddnet] It's like they train the new generation to be as dimwitted as possible 19:06 <+bridge> [ddnet] @Learath2 xddd 19:07 <+bridge> [ddnet] @Learath2 "std::stack doesnt allow what a list allows so its bad" 19:22 <+bridge> [ddnet] https://blog.rust-lang.org/2020/08/27/Rust-1.46.0.html 19:22 <+bridge> [ddnet] :poggers: 19:23 <+bridge> [ddnet] :justatest: 19:23 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748593654691659796/unknown.png 21:23 <+bridge> [ddnet] got weird issue: dummy can't connect to the server 21:35 <+bridge> [ddnet] reconnect 21:39 <+bridge> [ddnet] @gerdoe if server is full u cant 21:39 <+bridge> [ddnet] dummy is like another player 21:43 <+bridge> [ddnet] -, server players: me 21:45 <+bridge> [ddnet] weird 21:45 <+bridge> [ddnet] ddos maybe 21:54 <+bridge> [ddnet] - 21:54 <+bridge> [ddnet] client's problem 21:54 <+bridge> [ddnet] or my pc's 23:13 <+bridge> [ddnet] This dnsbl is causing so many problems. Now some servers had dns problems and thus didn't register in master servers. After fixing it the servers still don't register, only after a restart 23:33 <+bridge> [ddnet] > @Spyry you can set `logfile "foo.log"` and after you restart client everything should be logged there 23:33 <+bridge> [ddnet] @deen Where do I find this file? 23:33 <+bridge> [ddnet] i need create it? 23:34 <+bridge> [ddnet] No, the client will create it, for me it's next to the DDNet.exe 23:37 <+bridge> [ddnet] @deen 23:37 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748657420670206052/unknown.png 23:38 <+bridge> [ddnet] oh, you're on Linux. did you set it correctly? If you open f1 and type `logfile` is the name returned? 23:39 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/748658053330632754/unknown.png 23:41 <+bridge> [ddnet] @deen the file has been created in my home 23:42 <+bridge> [ddnet] @deen the file was created in my home 23:42 <+bridge> [ddnet] Ah, ok 23:42 <+bridge> [ddnet] @deen so i need to play until it crashes, restart my pc and look what is in the file? 23:49 <+bridge> [ddnet] @Spyry hm, if the pc crashes the file might be truncated 23:50 <+bridge> [ddnet] it might be more interesting to check system logs if they are reachable after reboot 23:50 <+bridge> [ddnet] and you could use magic sysrq to try to sync disk when the crash happened 23:51 <+bridge> [ddnet] but generally if an application crashes the operating system, it's an OS bug, not an application bug 23:55 <+bridge> [ddnet] it only happens with teeworlds after a while playingit only happens with teeworlds after a while playing 23:56 <+bridge> [ddnet] Any other program, game or anything doesn't do that