00:00 <+bridge> [ddnet] ask for permission* 00:00 <+bridge> [ddnet] but we would need an old_hash for each version that ever existed 00:01 <+bridge> [ddnet] My idea was that we have a single md5sums file and that stores the current expected hashes for all files in data/ 00:01 <+bridge> [ddnet] and when updating we compare against that, then we update everything in data, asking user on files that are changes, then update the md5sums file 00:02 <+bridge> [ddnet] Why would we need an old_hash for each version? 00:02 <+bridge> [ddnet] md5sums would basically be a file that contains all old_hashes, no? 00:03 <+bridge> [ddnet] yes 00:03 <+bridge> [ddnet] ah, now I understand what you meant. Why does it need update7 support though? 00:04 <+bridge> [ddnet] Hm, doesn't really matter I guess, an old version will always destroy everything anyway 00:05 <+bridge> [ddnet] yeah 00:05 <+bridge> [ddnet] ah, you mean to have an intermediate update without destroying 00:05 <+bridge> [ddnet] yes, can do that 00:06 <+bridge> [ddnet] Though it doesn't change much, it'll still overwrite everything we changed from the current version until the end of update6 00:06 <+bridge> [ddnet] hm, yeah, that's basically everything 00:06 <+bridge> [ddnet] 😄 00:06 <+bridge> [ddnet] 😄 00:07 <+bridge> [ddnet] I was hoping the next iteration of the updater would be a rewrite, but I guess this is something we can do fairly easily 00:07 <+bridge> [ddnet] You could also rewrite it if you want to 00:08 <+bridge> [ddnet] I don't want to promise anything, I've been rather busy and rather unmotivated lately 00:08 <+bridge> [ddnet] ok 00:28 <+bridge> [ddnet] what about steam version ? 00:28 <+bridge> [ddnet] You should be putting the custom stuff in the config directory anyway, I doubt steam has anyway to do this check 00:29 <+bridge> [ddnet] so we might warn user ingame in case if it is steam version 00:29 <+bridge> [ddnet] warn on game started 00:29 <+bridge> [ddnet] Can't, updates happen way before the game starts 00:30 <+bridge> [ddnet] I mean warn once we detected changes 00:30 <+bridge> [ddnet] not before update 00:30 <+bridge> [ddnet] Eh, we could keep a list of hashes we compare to at start, but after the files are overwritten, there isn't much point to knowing that they are overwritten 00:31 <+bridge> [ddnet] the point is to tell user that he overrides the files he should not 00:31 <+bridge> [ddnet] and the overriden data might be lost 00:31 <+bridge> [ddnet] and blah blah blah - do override cfg files 00:31 <+bridge> [ddnet] and blah blah blah - do override cfg files instead 00:32 <+bridge> [ddnet] Problem is we can't detect that 😄 00:32 <+bridge> [ddnet] oh, I misunderstood then 00:32 <+bridge> [ddnet] Storage system makes that kind of overriding invisible to us 00:32 <+bridge> [ddnet] I thought each version would have predefined hashes we compare to 00:33 <+bridge> [ddnet] Steam has this kind of check built in 00:33 <+bridge> [ddnet] Actually, we could modify the storage to have a check for `$DATADIR` integrity 00:33 <+bridge> [ddnet] @deen is it something we can query? 00:33 <+bridge> [ddnet] Settings -> Properties -> Local Files -> Verify Integrity of Game Files 00:33 <+bridge> [ddnet] no 00:33 <+bridge> [ddnet] yes, it will rewrite your files to initial state 00:34 <+bridge> [ddnet] @Learath2 maybe that's the easier/cleaner way? Warn users when they overwrote anything in data/? 00:34 <+bridge> [ddnet] its like recover my files to server state 00:34 <+bridge> [ddnet] and tell them to put it in config_directory instead 00:34 <+bridge> [ddnet] You know what, I think that does sound better 00:34 <+bridge> [ddnet] so, why we dont calculate hashes before release and compare this hash to users files? 00:35 <+bridge> [ddnet] On launch we can hash everything in data, and we can match it to a precalculated hash 00:37 <+bridge> [ddnet] Yeah, works for Steam version too 00:37 <+bridge> [ddnet] the warn before replacement in updater could be a second step improvement 00:37 <+bridge> [ddnet] And just show a big popup that these files were changed, can be overwritten by update and should be in config_directory instead 00:38 <+bridge> [ddnet] the warn before replacement in updater could be a second step improvement (but works for non steam only -() 00:51 <+bridge> [ddnet] when I set up V-sync the pointer is way behind the real (OS) mouse pointer (windows). is it possible to use OS pointer in game ? I dont mind missclicks but brain can not work with such delay. 00:52 <+bridge> [ddnet] Disable vsync? Enable fullscreen? 00:52 <+bridge> [ddnet] borderles 00:53 <+bridge> [ddnet] ah 00:53 <+bridge> [ddnet] it helps ofc 00:54 <+bridge> [ddnet] I tried to play on geforce gtx 1050 but I was not able to due this issue 00:54 <+bridge> [ddnet] its not important just comes out of my interes 00:58 <+bridge> [ddnet] I set fsaa smaples to 0 as well and it was almost playable but on integrated intel is way way better to play 🙂 01:54 <+bridge> [ddnet] why does entities not work on noby fng in the new version 01:54 <+bridge> [ddnet] the only spike that shows up are the red spikes 02:02 <+bridge> [ddnet] ingame entities or in editor? what is noby? Can we have a screen? 02:03 <+bridge> [ddnet] ingame entities or in editor? what is noby? Can we have a screenshot? 02:04 <+bridge> [ddnet] @abcqwerty what is noby :troll: 02:04 <+bridge> [ddnet] oh yea, the same for me in steam version 02:05 <+bridge> [ddnet] just reproduced in steam version AliveFng on ger ddnet server 02:05 <+bridge> [ddnet] just reproduced in steam version AliveFng on ger ddnet server (windows) 02:07 <+bridge> [ddnet] well, obviously it happened because fng players treats pause and zooz as a cheat. No other explanation here 02:08 <+bridge> [ddnet] :troll: 02:14 <+bridge> [ddnet] dumb fix - delete everything from data\shader 02:14 <+bridge> [ddnet] smart fix - I dont know, I am not smart, ask @Jupstar ✪ 02:19 <+bridge> [ddnet] actually forget it, I did it and it become working but maybe helped something else 02:22 <+bridge> [ddnet] knows zooz, doesn't know noby 02:22 <+bridge> [ddnet] :tee_thinking: 02:28 <+bridge> [ddnet] > dumb fix - delete everything from data\shader 02:28 <+bridge> [ddnet] dont do it, its wrong way but I have no idea how I fixed it for my self 02:30 <+bridge> [ddnet] @abcqwerty I have found a solution for you. Just reconnect to the server xD 02:31 <+bridge> [ddnet] HMM 02:34 <+bridge> [ddnet] lol it works 02:34 <+bridge> [ddnet] yes fng players karma is not that bad 07:22 <+bridge> [ddnet] Hi! I am trying to build the javascript client of DDNet in this project: https://github.com/eeeee/ddnet. And I get stuck at the last stage of linking. It seem that the wasm binary file can not link with dynamic library in linux64. Should I compile all dynamic library which ddnet client used to wasm binary with emscripten by myself? or there are another simpler way? Any help would be appreciate. 07:23 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/751673715368132658/builderror.png 08:41 <+bridge> [ddnet] @Eki morning good night 08:50 <+bridge> [ddnet] @TsFreddie 🌈 it is 14:50 here, good night for you 08:51 <+bridge> [ddnet] I think we have a bundles mode but can't look up rn 08:51 <+bridge> [ddnet] Look in cmakelists 08:58 <+bridge> [ddnet] There are not cmakelists in https://github.com/eeeee/ddnet, do you mean cmakelist of ddnet offical repos https://github.com/ddnet/ddnet/blob/master/CMakeLists.txt . It seem thar cmake will find the library from 08:58 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/751697779864240148/unknown.png 08:58 <+bridge> [ddnet] from ddnet-libs 09:00 <+bridge> [ddnet] but there are not wasm build in ddnet-libs so i think it won't work even I use cmake instead of bam. 09:14 <+bridge> [ddnet] Your best bet to get wasm building would be to wait around for eeeee 09:17 <+bridge> [ddnet] but the last commit of eeeee in https://github.com/eeeee/ddnet is already 5 years ago, 09:17 <+bridge> [ddnet] He is still around on irc 09:17 <+bridge> [ddnet] ah, maybe I should ask he for help in irc. 09:18 <+bridge> [ddnet] This channel is linked to the irc and iirc he has a bouncer so he'll see when he is around 09:19 <+bridge> [ddnet] That is nice, thank you for telling me about that. 09:21 <+bridge> [ddnet] @Eki that's very cool to see you trying to build teewebs 🙂 09:22 <+bridge> [ddnet] Oh the crawler that provided teewebs with serverinfo is sadly long dead though :? 09:22 <+bridge> [ddnet] @Eki to me it looks like libGL.so should not be linked in at all since that's a Linux executable, not wasm 09:22 <+bridge> [ddnet] @Learath2 yes, and the servers don't support websockets anymore 09:22 <+bridge> [ddnet] teewebs is a really cool stuff but unfortunately I am not smart enough to build it 😛 09:23 <+bridge> [ddnet] @Eki maybe you could try modifying the last linking command to just remove the GL and try to run that line in command line 09:24 <+bridge> [ddnet] ok, i will try it 09:24 <+bridge> [ddnet] Unfortunately I never built it as well. But you should have some libgl.so equivalent in emscripten 09:24 <+bridge> [ddnet] > I am not smart enough to build it 😛 09:24 <+bridge> [ddnet] bruh you're like 10 times better than me 09:24 <+bridge> [ddnet] @Eki you did use the js branch, right? 09:25 <+bridge> [ddnet] I think so. if remove the GL not work maybe i have to build libgl and othen library to wasm by myself... 09:25 <+bridge> [ddnet] yes i use js branch 09:26 <+bridge> [ddnet] Also did you build following eeeee's instructions? 09:26 <+bridge> [ddnet] https://github.com/eeeee/ddnet/blob/js/BUILDING_JS 09:26 <+bridge> [ddnet] You need to apply the patch, then use the script to build it 09:27 <+bridge> [ddnet] yes, i following his instructions but get stuck at step 6 runing ./compile_to_js 09:27 <+bridge> [ddnet] i have not apply the patch but use the newest emscripten sdk, maybe that is the reason 09:28 <+bridge> [ddnet] the patch probably won't apply to new version 09:28 <+bridge> [ddnet] and no, the patch is not about linking 09:30 <+bridge> [ddnet] maybe wasm binary file can just can not link with dynamic library in linux64 09:30 <+bridge> [ddnet] maybe wasm binary file just can not link with dynamic library in linux64 09:31 <+bridge> [ddnet] it's not supposed to link with linux libraries anyway iirc 09:32 <+bridge> [ddnet] exactly 09:32 <+bridge> [ddnet] that's GL file should not end up in the linking line 09:32 <+bridge> [ddnet] @Eki I get `/usr/bin/python3: can't open file '/tmp/gcc_mocks/g++.py': [Errno 2] No such file or directory` 09:34 <+bridge> [ddnet] i do some change to the compile_to_js, which is also link the emcc.py to /tmp/gcc_mocks/gcc.py 09:34 <+bridge> [ddnet] and link the em++.py to /tmp/gcc_mocks/g++.py 09:34 <+bridge> [ddnet] Are you trying to build the repo as is or are you trying to update it to a new version? 09:34 <+bridge> [ddnet] emcc.py and em++.py can be found in the same path of emcc 09:34 <+bridge> [ddnet] I don't think it'll work that easily with cmake 09:35 <+bridge> [ddnet] ok, works 09:35 <+bridge> [ddnet] Next error: `other/freetype/include/freetype/freetype.h:1671:3: error: '__declspec' attributes are not enabled; use '-fdeclspec' or '-fms-extensions' to enable support for __declspec attributes` 09:35 <+bridge> [ddnet] > Are you trying to build the repo as is or are you trying to update it to a new version? 09:35 <+bridge> [ddnet] @Learath2 i will perfer to build the repo as is 09:36 <+bridge> [ddnet] @Eki u need to apply patch for emscripten 09:36 <+bridge> [ddnet] > Next error: `other/freetype/include/freetype/freetype.h:1671:3: error: '__declspec' attributes are not enabled; use '-fdeclspec' or '-fms-extensions' to enable support for __declspec attributes` 09:36 <+bridge> [ddnet] @deen ah, i dont encount this error.. 09:36 <+bridge> [ddnet] @Eki it would probably work out-of-the-box with the same version of emscripten that eeeee used, but we don't know which one that is 😄 09:36 <+bridge> [ddnet] > @Eki u need to apply patch for emscripten 09:36 <+bridge> [ddnet] @m!ki yes, i will try it later 09:36 <+bridge> [ddnet] Also I think that its outdated, and needs latest version 09:37 <+bridge> [ddnet] So, needs to change code 09:37 <+bridge> [ddnet] but i dont know what versionof emscripten he use.. 09:38 <+bridge> [ddnet] can you try to link a simple gl example with emscripten? 09:38 <+bridge> [ddnet] See how it links to GL, is there -lGL even present in the link line? 09:40 <+bridge> [ddnet] that will be a good way to debug the problem, i will tryp to find and build other simple gl example with emscripten 09:40 <+bridge> [ddnet] Ok, one step further, now the linking also fails for me: `wasm-ld: error: unable to find library -lGLU` 09:41 <+bridge> [ddnet] :frozen: 09:42 <+bridge> [ddnet] I feel like you need these libraries, like opus, compiled with emscripten before 09:42 <+bridge> [ddnet] not sure 09:42 <+bridge> [ddnet] Yes 09:43 <+bridge> [ddnet] that may will be a big work if we need to build every libraries we need to link with emscripten by outselves 09:44 <+bridge> [ddnet] Or maybe just compile ddnet client with Cheerp 09:44 <+bridge> [ddnet] i know it but maybe it will may this problem more complicate 09:46 <+bridge> [ddnet] https://medium.com/leaningtech/porting-a-c-multiplayer-game-to-the-web-with-cheerp-webrtc-and-firebase-29fbbc62c5ca 09:47 <+bridge> [ddnet] it seem lots of work have to do if we want port ddnet to web using cheerp. 09:47 <+bridge> [ddnet] and they have not open source 09:48 <+bridge> [ddnet] Does anyone else have the problem where you use the pause button after pressing escape and then when you say join game you are stuck in pause still? 09:48 <+bridge> [ddnet] > and they have not open source 09:48 <+bridge> [ddnet] @Eki so write one 😉 09:48 <+bridge> [ddnet] Can only unpause when I use pause bind 09:50 <+bridge> [ddnet] > @Eki so write one 😉 09:50 <+bridge> [ddnet] @m!ki i just want to compile this repos successfully first of all😫 09:51 <+bridge> [ddnet] @Eki i tried to compile that repo too, but how deen said, it requires emscripten compiled libs 09:51 <+bridge> [ddnet] So i gave up xd 09:52 <+bridge> [ddnet] maybe there are more smarter way to do it. i am not that familar with emscripten. 09:55 <+bridge> [ddnet] @TearlessAbyss46 on what server? official ddnet servers should be fine, KoG has not updated 09:55 <+bridge> [ddnet] <ᶰ°Konͧsti> deen woke up:justatest: 09:56 <+bridge> [ddnet] :konstitroll: 09:56 <+bridge> [ddnet] <ᶰ°Konͧsti> :nobyisthebiggesttroll: 10:23 <+bridge> [ddnet] @deen not sure if I was on ddnet or kog sorry 10:30 <+bridge> [ddnet] @TearlessAbyss46 but yeah, it's a bit annoying that we have this problem on KoG now. Not sure how to detect it 10:32 <+bridge> [ddnet] actually I have an idea now that I think about it 10:32 <+bridge> [ddnet] will fix for next release 10:38 <+bridge> [ddnet] @deen can you build that guy on steam a nightly? 10:38 <+bridge> [ddnet] he seems resposive 10:40 <+bridge> [ddnet] building now 10:41 <+bridge> [ddnet] my little server is really weak for all these builds 😄 10:41 <+bridge> [ddnet] ok ty 10:41 <+bridge> [ddnet] if they still pass the analysis 10:41 <+bridge> [ddnet] then i need 300 iq to fix their pcs 10:43 <+bridge> [ddnet] @Jupstar ✪ We believe in You 10:43 <+bridge> [ddnet] i think if the nightly fails too, i'll disable OpenGL 2.0 10:44 <+bridge> [ddnet] i just cant imagine it fails in 2.1 with shader analysis 10:44 <+bridge> [ddnet] if i'd have one of theses PCs i could just lookup everything i need to get a feeling for the issue xd 10:45 <+bridge> [ddnet] I get awful autocompletion for python on vscode and it's so annoying... 10:46 <+bridge> [ddnet] I'm quite okay with not having any autocomplete, but when it sometimes works sometimes doesn't it's quite annoying 10:48 <+bridge> [ddnet] for me its working 10:50 <+bridge> [ddnet] @Jupstar ✪ there are probably some scrapyards where you can get such a pc for free 😄 10:50 <+bridge> [ddnet] xD yeah 10:51 <+bridge> [ddnet] Would actually be interesting to see if DDNet would run on some 15 year old GPU 10:51 <+bridge> [ddnet] yeah for sure 10:51 <+bridge> [ddnet] NVidia or ATI 10:51 <+bridge> [ddnet] but not intel 10:51 <+bridge> [ddnet] but not that practical after all 10:51 <+bridge> [ddnet] theoretically we have opengl 1.1 support 10:51 <+bridge> [ddnet] so even <2000 GPUs should work 10:52 <+bridge> [ddnet] as long they dont lie about their version string and ignore basically everything from the opengl spec xD 10:52 <+bridge> [ddnet] @jao can you try```py 10:53 <+bridge> [ddnet] from pathlib import Path 10:53 <+bridge> [ddnet] for p in Path('.').rglob('*'): 10:53 <+bridge> [ddnet] p.```? 10:53 <+bridge> [ddnet] It doesn't infer the type of p for me so I get no completion... 10:53 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/751726709895594064/unknown.png 10:53 <+bridge> [ddnet] great, it's only me 10:54 <+bridge> [ddnet] I bet it's python's absolutely retarded module system 10:54 <+bridge> [ddnet] what python version 10:54 <+bridge> [ddnet] maybe u dont have it selected 10:54 <+bridge> [ddnet] 3.8.5 10:54 <+bridge> [ddnet] its selected in vscode? 10:55 <+bridge> [ddnet] yep 10:55 <+bridge> [ddnet] weird 10:57 <+bridge> [ddnet] It won't infer the types of anything I declare 10:57 <+bridge> [ddnet] It won't even try it seems, unless I shove it in it's face with a hint 11:02 <+bridge> [ddnet] It's only completely broken for pythons own modules, works fine for things I install from pip 11:03 <+bridge> [ddnet] I can't wait for the day python dies off, hopefully sometime in the next 50 years so I can celebrate it 11:04 <+bridge> [ddnet] python is love 11:06 <+bridge> [ddnet] I'd spend all my fortune on creating and marketing a python alternative that doesn't look like it's designed by a 5yo thinking he is a computer scientist 11:06 <+bridge> [ddnet] That is if I had any fortune 11:06 <+bridge> [ddnet] Python is so lucky that guy that thought he was qualified to make all the decisions stepped down 11:11 <+bridge> [ddnet] @Learath2 u always have problems 11:12 <+bridge> [ddnet] It actually makes me furious when I have problems with stuff like this that's supposed to be plug and play 11:12 <+bridge> [ddnet] Like I feel like breaking this laptop in half right now 11:13 <+bridge> [ddnet] Whenever I give python the benefit of the doubt, whenever I decide to give it a chance it makes my blood pressure sky rocket 11:13 <+bridge> [ddnet] then dont use it lmao 11:13 <+bridge> [ddnet] Sadly it's what we decided to use for teeworlds 11:13 <+bridge> [ddnet] If it was up to me, I'd probably be using perl 11:14 <+bridge> [ddnet] looks much more sane 11:14 <+bridge> [ddnet] maybe ur pc is rly slow and vscode cant index and show u the autocomplete list 11:14 <+bridge> [ddnet] no one forcing u to use it for teeworlds 11:14 <+bridge> [ddnet] u are a free man 11:14 <+bridge> [ddnet] a free man in a free world 11:14 <+bridge> [ddnet] america 11:14 <+bridge> [ddnet] may god be with you 11:14 <+bridge> [ddnet] murica 11:15 <+bridge> [ddnet] @Ryozuki nah ```Analysis of scripts.data_hash (User) on depth 0 completed in 0.47 ms. 11:15 <+bridge> [ddnet] IntelliCode identified no likely completion items.``` 11:15 <+bridge> [ddnet] lmao 11:15 <+bridge> [ddnet] @Learath2 lol, after years of coding in Ruby every time I get back to Python I get same sympthoms 11:15 <+bridge> [ddnet] 11:15 <+bridge> [ddnet] > whenever I decide to give it a chance it makes my blood pressure sky rocket 11:15 <+bridge> [ddnet] code in rust 11:15 <+bridge> [ddnet] Ruby also looks nice 11:15 <+bridge> [ddnet] why do u go back to python then 11:15 <+bridge> [ddnet] if u dont like it 11:15 <+bridge> [ddnet] Rust also looks nice 11:15 <+bridge> [ddnet] Everyone and their mothers are using python, we can't just decide to commit a script in another language 11:15 <+bridge> [ddnet] right now I use python bot that other person coded for me 11:16 <+bridge> [ddnet] i wish there was a good interpreted scripting language that can be used lika lua or python in games 11:16 <+bridge> [ddnet] coding in lua is even worse 11:16 <+bridge> [ddnet] lua is plainly awful 11:16 <+bridge> [ddnet] and its statically typed 11:16 <+bridge> [ddnet] and that u can provide types 11:16 <+bridge> [ddnet] Really? lua was quite pleasant to me 11:16 <+bridge> [ddnet] so u can code mods for games 11:16 <+bridge> [ddnet] with sane autocompletion 11:16 <+bridge> [ddnet] it's like a blast from the past. From Forth times 11:16 <+bridge> [ddnet] you can decide to not commit the script at all if its not fun for u 11:16 <+bridge> [ddnet] lua is nothing like Forth lol 11:16 <+bridge> [ddnet] or are u doing it for work 11:17 <+bridge> [ddnet] it doesn't even have 2d arrays 11:17 <+bridge> [ddnet] well u dont need that 11:17 <+bridge> [ddnet] @jao It's usually for ddnet 11:17 <+bridge> [ddnet] it has matrixes but this is not the same and I've seen devs emulating 2d on 1d arrays all the time 11:17 <+bridge> [ddnet] whats wrong with that 11:17 <+bridge> [ddnet] if its for ddnet then u can just not do it 11:17 <+bridge> [ddnet] it's so low-level 11:17 <+bridge> [ddnet] no one is forcing u to do it for ddnet 11:17 <+bridge> [ddnet] :justatest: 11:18 <+bridge> [ddnet] if its really so annoying for u just dont do it, no one will be mad 11:18 <+bridge> [ddnet] what r u trying to do btw 11:18 <+bridge> [ddnet] What is the issue with matrices? They worked fine for most anything I needed 11:18 <+bridge> [ddnet] i dont think lua is low level 11:18 <+bridge> [ddnet] he thinks using 2d arrays in a 1d array is low level 11:18 <+bridge> [ddnet] atleast thats what i interpreted 11:19 <+bridge> [ddnet] @Learath2 it's not only about matrices. I've wanted to make structure like array of hashes of arrays and it was too complex. 11:19 <+bridge> [ddnet] @Learath2 it's not only about matrices. I've wanted to make structure like array of hashes of arrays and it was too complex to implement. 11:19 <+bridge> [ddnet] Btw, neither C nor C++ has multi dimensional arrays either. It's all array of arrays 11:19 <+bridge> [ddnet] @Learath2 it's not only about matrices. I've wanted to make structure like array of hashes/maps/dicts of arrays and it was too complex to implement. 11:19 <+bridge> [ddnet] c# has them iirc 11:19 <+bridge> [ddnet] why on earth game scripting language has to be like C? 11:19 <+bridge> [ddnet] technically c does have multi dimensional arrays tho? 11:19 <+bridge> [ddnet] int[,] array = new int[4, 2]; 11:20 <+bridge> [ddnet] i mean whats char a[5][5]; 11:20 <+bridge> [ddnet] its laid out in memory as dimension but defined as 2d 11:20 <+bridge> [ddnet] @Ryozuki ok, tell me how to do array of dicts of arrays 11:20 <+bridge> [ddnet] its laid out in memory as 1 dimension but defined as 2d 11:20 <+bridge> [ddnet] bonus for safely iterating it 11:20 <+bridge> [ddnet] that's five char a[5] 11:20 <+bridge> [ddnet] @Ryozuki I'm doing the data hash thing, honestly don't need the autocomplete for it, it just pisses me off when people say python is for my 3yo niece to code in and it just doesn't work out of the box 11:20 <+bridge> [ddnet] idk why it doesnt work for u 11:20 <+bridge> [ddnet] maybe u misconfigured 11:20 <+bridge> [ddnet] in ruby it's just a = [{[], []}] 11:21 <+bridge> [ddnet] @onby The standard says nothing about multidimensional arrays, it's just how the syntax works out 11:21 <+bridge> [ddnet] or a = Array.new(Hash.new(Array.new)) if you fancy that 11:21 <+bridge> [ddnet] is that possible in lua? 11:21 <+bridge> [ddnet] isnt the syntax supposed to simulate how a multi dimensional array would work tho 11:21 <+bridge> [ddnet] even if it doesnt stay that way thru passing it 11:21 <+bridge> [ddnet] bro 11:21 <+bridge> [ddnet] a array in lua is also used with {} 11:21 <+bridge> [ddnet] those are very basic and common structures 11:22 <+bridge> [ddnet] so it looks like {{},{}} 11:22 <+bridge> [ddnet] u iterate it with ipairs 11:22 <+bridge> [ddnet] this! 11:22 <+bridge> [ddnet] @onby well that wasn't really the intention 11:22 <+bridge> [ddnet] i guess it's more about type checking 11:22 <+bridge> [ddnet] that! 11:22 <+bridge> [ddnet] doesn't really matter in c 11:22 <+bridge> [ddnet] what is the intention of array[][] then 11:22 <+bridge> [ddnet] ??? 11:22 <+bridge> [ddnet] @onby it's just an array of arrays 11:22 <+bridge> [ddnet] to iterate in pairs to emulate hash on array 11:22 <+bridge> [ddnet] right 11:22 <+bridge> [ddnet] to iterate in pairs to emulate dict on array 11:22 <+bridge> [ddnet] isnt that all a multi dimensional array is 11:23 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/751734120169865236/unknown.png 11:23 <+bridge> [ddnet] :nouis: 11:23 <+bridge> [ddnet] why the language don't have proper semantics for common structures? 11:23 <+bridge> [ddnet] it does 11:23 <+bridge> [ddnet] its the same 11:23 <+bridge> [ddnet] @onby eeeh, an array of arrays is a common way to implement it but it's not the only way 11:23 <+bridge> [ddnet] other ways like double pointers and stuff ? 11:24 <+bridge> [ddnet] @Ryozuki thanks for an example. And this is why I don't like lua. High-level language is supposed to know and check the semantics of data structure, not a programmer. 11:24 <+bridge> [ddnet] i also hate lua 11:24 <+bridge> [ddnet] but im using it rn to mod factorio xd 11:24 <+bridge> [ddnet] :thonk: this conv is really pointless 11:24 <+bridge> [ddnet] need a pointer 11:24 <+bridge> [ddnet] int *pFreddie = nullptr; 11:24 <+bridge> [ddnet] here 11:24 <+bridge> [ddnet] have it 11:24 <+bridge> [ddnet] the pointer 11:24 <+bridge> [ddnet] thx 11:24 <+bridge> [ddnet] np 11:25 <+bridge> [ddnet] *(--pFreddie) 11:25 <+bridge> [ddnet] ``` 11:25 <+bridge> [ddnet] array1.each do |dict1| 11:25 <+bridge> [ddnet] dict1.each do |key, array2| 11:25 <+bridge> [ddnet] array2.each do |el| 11:25 <+bridge> [ddnet] .. something useful with key and el 11:25 <+bridge> [ddnet] end 11:25 <+bridge> [ddnet] end 11:25 <+bridge> [ddnet] end``` 11:25 <+bridge> [ddnet] @onby sure, not only that but syntax can be different too, for C# it'd be `arr[4, 2]` 11:25 <+bridge> [ddnet] and that's in ruby, much more concise don't you think? 11:25 <+bridge> [ddnet] @Learath2 use neovim with coc-nvim with the python plugin 11:25 <+bridge> [ddnet] o.0 11:26 <+bridge> [ddnet] It might be implemented as an array of arrays under the hood, but it's not really an array of arrays nor can you access it as such 11:26 <+bridge> [ddnet] arr[4][2] is a syntax error 11:26 <+bridge> [ddnet] I was shocked to find that 11:26 <+bridge> [ddnet] so i said it is more about type checking.. 11:26 <+bridge> [ddnet] I was shocked to find that ^ 11:26 <+bridge> [ddnet] In Ada it'd be `arr(4,2)` 11:27 <+bridge> [ddnet] Nevertheless I've moved from lua to yaml as a configuration and moved all dynamic logic to C and get all data structures I've wanted. 11:27 <+bridge> [ddnet] That's all the examples I have in mind for languages with different implementations for multidimensional arrays, but I'm sure there are more 11:27 <+bridge> [ddnet] And dropped lua in my mod. 11:27 <+bridge> [ddnet] Nevertheless I've moved from lua to yaml as a configuration thing and moved all dynamic logic to C and get all data structures I've wanted. 11:27 <+bridge> [ddnet] Nevertheless I've moved from lua to yaml as a configuration thing and moved all dynamic logic to C and got all data structures I've wanted. 11:28 <+bridge> [ddnet] https://arewegameyet.rs/ecosystem/scripting/ 11:28 <+bridge> [ddnet] cool stuff 11:28 <+bridge> [ddnet] It puzzles me greatly why lua is popular in 2020. It's really lowlevel. 11:28 <+bridge> [ddnet] scripting languages that have a syntax like rust 11:28 <+bridge> [ddnet] best 11:28 <+bridge> [ddnet] https://github.com/pistondevelopers/dyon 11:29 <+bridge> [ddnet] I have a love for all things low level 11:29 <+bridge> [ddnet] https://mun-lang.org/ 11:29 <+bridge> [ddnet] this also looks cool 11:29 <+bridge> [ddnet] i hope mun replaces lua 11:29 <+bridge> [ddnet] The simplicity is just so elegant 11:30 <+bridge> [ddnet] 🙂 11:30 <+bridge> [ddnet] :lol: 11:30 <+bridge> [ddnet] The best way to replace lua would be a language that compiles down to lua 11:30 <+bridge> [ddnet] no 11:30 <+bridge> [ddnet] its to stop using it 11:30 <+bridge> [ddnet] :justatest: 11:30 <+bridge> [ddnet] The lua vm has seen so much work, it's extremely efficient and there are many JITs around for it that perform great 11:31 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/751736226654191646/unknown.png 11:31 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/751736255783632936/unknown.png 11:31 <+bridge> [ddnet] You won't get people to migrate to something that has bugs every week and has 1/5th the performance of lua 11:32 <+bridge> [ddnet] sure 11:32 <+bridge> [ddnet] You know what's great for performance? wasm 11:32 <+bridge> [ddnet] thats for the web 11:32 <+bridge> [ddnet] and yeah mun compiles to wasm too 11:33 <+bridge> [ddnet] You can run a V8 or any other js vm that can do jit and get amazing performance, it doesn't have to be for the web 11:33 <+bridge> [ddnet] If I had to develop a mod system for a game, I'd either use wasm or lua 11:34 <+bridge> [ddnet] :feelsbadman: 11:34 <+bridge> [ddnet] Maybe mun will one day be stable enough and we can use that. It does seem to have some nice features 11:36 <+bridge> [ddnet] @Learath2 i just ask for a language that is static and you can have good autocompletion when modding 11:36 <+bridge> [ddnet] it just helps to not look docs every 5 secs 11:37 <+bridge> [ddnet] Yeah, it'd be nice to have a statically typed language 11:37 <+bridge> [ddnet] Do you know what compiles to wasm and has types? Typescript 😄 11:37 <+bridge> [ddnet] :justatest: 11:38 <+bridge> [ddnet] i never seen a game use it tho 11:38 <+bridge> [ddnet] We can be the first \o/ 11:38 <+bridge> [ddnet] :poggers: 11:39 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/751736255783632936/unknown.png 11:39 <+bridge> [ddnet] button size does not depend on text size? 11:40 <+bridge> [ddnet] @Matodor no 11:40 <+bridge> [ddnet] :feelsbadman: 12:01 <+bridge> [ddnet] Is there a way to get the buffer size for an opened file in python? 12:03 <+bridge> [ddnet] @Matodor not sure, do you want to shorten the text in your language file? 12:03 <+bridge> [ddnet] or instead should we try to make the buttons bigger again? But then we need 2 rows on 5:4/4:3 resolutions 12:06 <+bridge> [ddnet] make 2 rows on 5:4 and responsive buttons on >= fullhd 🤔 12:08 <+bridge> [ddnet] Should probably still be fixed size so the text fits for everyone or not 12:08 <+bridge> [ddnet] and not depend on resolution or translation 12:19 <+bridge> [ddnet] mh, no constexpr unordered_maps in C++ 12:32 <+bridge> [ddnet] so funny, how these russian guys with their problem stop answering once we give them a nightly xD 12:45 <+bridge> [ddnet] xd 12:48 <+bridge> [ddnet] I explicitly wrote to report if it works 😄 12:49 <+bridge> [ddnet] the Chinese people with problems also say it's too much work to try out nightly 12:58 <+bridge> [ddnet] xd, unzipping and start the exe wow 12:58 <+bridge> [ddnet] doesnt steam have nightly 12:58 <+bridge> [ddnet] they can just set it there 12:58 <+bridge> [ddnet] yes that too xd 12:58 <+bridge> [ddnet] its 2020 and ppl still dont know how to use a pc 13:01 <+bridge> [ddnet] but alot of these players are probably still young, so its ok xd 14:50 <+bridge> [ddnet] This is probably known but I'll report it anyway. 14:50 <+bridge> [ddnet] The steam overlay isn't properly working on my end when playing the steam ddnet version. 14:50 <+bridge> [ddnet] I think there's something wrong with the overlay resolution, it looks pretty.. I don't know what to call it, dull? 14:50 <+bridge> [ddnet] It hurts my eyes looking at it 14:50 <+bridge> [ddnet] Also it's not possible to move windows opened in the overlay e.g the friendslist, or steam browser 15:01 <+bridge> [ddnet] @Learath2 could you test https://ddnet.tw/downloads/DDNet-videorecorder-osx.dmg ? 15:04 <+bridge> [ddnet] Sure 15:04 <+bridge> [ddnet] hao2? 15:06 <+bridge> [ddnet] The UI is a little messy 15:06 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/751790257464148048/Screenshot_2020-09-05_at_16.05.46.png 15:07 <+bridge> [ddnet] It opens 3 windows for some reason, though not sure if that has anything to do with this 15:07 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/751790640983179324/Screenshot_2020-09-05_at_16.06.38.png 15:07 <+bridge> [ddnet] And I have absolutely no idea where it saved the demo it rendered 😄 15:10 <+bridge> [ddnet] Heh, I can't believe it, it works \o/ 15:10 <+bridge> [ddnet] Something working on macOS the first try is unheard of 15:11 <+bridge> [ddnet] It's also kinda outputting it's own stuff in our console, which might or might not create issues since we are outputting to it asynchronously 15:24 <+bridge> [ddnet] str_next_token is one of the ugliest things I've created... 15:25 <+bridge> [ddnet] LTO finds the bugs u didnt expect xd 15:32 <+bridge> [ddnet] @deen does it have a linux version? 15:32 <+bridge> [ddnet] @deen 15:32 <+bridge> [ddnet] 15:32 <+bridge> [ddnet] > could you test 15:32 <+bridge> [ddnet] 15:32 <+bridge> [ddnet] does it have a linux version? 15:33 <+bridge> [ddnet] @deen responsive UI would be way better idea, since in one language the buttons will be unnecessarily long, while in others they will not be long enough to fit the text. 15:33 <+bridge> [ddnet] Also, instead of additional space on the sides of text and making button longer, it would be better idea to spend that space in between the buttons so that it's harder to missclick around the button edges. 15:33 <+bridge> [ddnet] @Pure_luck https://ddnet.tw/downloads/DDNet-videorecorder-linux_x86_64.tar.xz 15:33 <+bridge> [ddnet] for me on Linux the resulting mp4 is bad, but on Windows it is good 15:33 <+bridge> [ddnet] might also just be a problem with my desktop though 15:33 <+bridge> [ddnet] I will try it later 15:34 <+bridge> [ddnet] i have problems with the audio 15:34 <+bridge> [ddnet] @Jupstar ✪ same, if you can fix that would be great 15:34 <+bridge> [ddnet] if you're on Linux too? 15:34 <+bridge> [ddnet] i am, but i havent looked into it yet 15:35 <+bridge> [ddnet] `fs_listdir` not returning full paths is kinda annoying 15:35 <+bridge> [ddnet] Oh, and my custom ffmpeg build is quite small, the video recorder only adds 15:35 <+bridge> [ddnet] 1-2 MB to the file size 15:35 <+bridge> [ddnet] the original one added 20 MB 15:36 <+bridge> [ddnet] Hm, I get no sound on the rendered demo at all 15:36 <+bridge> [ddnet] Oh, I never tested sound 15:36 <+bridge> [ddnet] is there some error message in console maybe? 15:39 <+bridge> [ddnet] Ah, nvm I had sounds disabled in the client 😄 15:39 <+bridge> [ddnet] It works just fine 15:40 <+bridge> [ddnet] yay 15:40 <+bridge> [ddnet] I'm having a little bit of a brainfart, can you tell me how I can recursively traverse a directory? 15:41 <+bridge> [ddnet] @Learath2 in python use walk 15:41 <+bridge> [ddnet] https://www.tutorialspoint.com/python/os_walk.htm 15:42 <+bridge> [ddnet] if thats what u meant 15:44 <+bridge> [ddnet] Nah, in ddnet code 15:44 <+bridge> [ddnet] @Learath2 should we get it in for beta testing at least? 15:44 <+bridge> [ddnet] In python I just did `Path('data').rglob('*')` works surprisingly nicely 15:44 <+bridge> [ddnet] https://en.cppreference.com/w/cpp/filesystem/recursive_directory_iterator 15:44 <+bridge> [ddnet] (the ffmpeg bundles) 15:44 <+bridge> [ddnet] if u can use c++17 15:44 <+bridge> [ddnet] u can use the filesystem api 15:45 <+bridge> [ddnet] @deen if it works fine in windows and linux, sure. It works surprisingly well on macOS, though it's rather slow 15:45 <+bridge> [ddnet] ```c++ 15:45 <+bridge> [ddnet] #include 15:45 <+bridge> [ddnet] 15:45 <+bridge> [ddnet] using recursive_directory_iterator = std::filesystem::recursive_directory_iterator; 15:45 <+bridge> [ddnet] ... 15:45 <+bridge> [ddnet] for (const auto& dirEntry : recursive_directory_iterator(myPath)) 15:45 <+bridge> [ddnet] std::cout << dirEntry << std::endl; 15:45 <+bridge> [ddnet] ``` 15:45 <+bridge> [ddnet] xd 15:45 <+bridge> [ddnet] @Ryozuki C++11 :/ 15:45 <+bridge> [ddnet] from stackoverflow 15:45 <+bridge> [ddnet] sadge 15:45 <+bridge> [ddnet] @Learath2 we might be using only 1 thread, I'm not sure 15:45 <+bridge> [ddnet] Eh, I guess I'll just pass around a prefix that I add to each time I descend down 15:45 <+bridge> [ddnet] and you can choose a different preset 15:45 <+bridge> [ddnet] @Learath2 u probs have to use OS dependent apis 15:46 <+bridge> [ddnet] @Ryozuki system.h already handles that, the issue is that the returned path is relative 15:46 <+bridge> [ddnet] I tested with wine and linux, both worked 15:46 <+bridge> [ddnet] @deen `[aac @ 0x7fc0eebda200] Too many bits 32768.000000 > 12288 per frame requested, clamping to max` this was in the log, might want to look into that too 15:46 <+bridge> [ddnet] well, we had these problems forever in the video recorder, i didn't fix them 15:47 <+bridge> [ddnet] would be nice to use framebuffers with GL 3.3, could speedup the creation of the video 15:47 <+bridge> [ddnet] yeah 15:48 <+bridge> [ddnet] i dont get why u have to see what ur recording 15:48 <+bridge> [ddnet] @Ryozuki ur homework go 15:48 <+bridge> [ddnet] it doesnt solve the problem of recording externally and waiting 2 hours for a 2 hour demo 15:48 <+bridge> [ddnet] yeah converting sounds better 15:48 <+bridge> [ddnet] Now the question is do I use a std::string inside a tuple and change it when heinrich reviews it or do I create a struct with a char[MAX_PATH_LENGTH] inside for the prefix 15:48 <+bridge> [ddnet] use char 15:49 <+bridge> [ddnet] @Ryozuki we could probably play it back much faster than the 50 ticks per second we have in real time 15:49 <+bridge> [ddnet] yeah 15:49 <+bridge> [ddnet] The issue is probably sounds 15:50 <+bridge> [ddnet] i mean you just need to capture the sound when u capture the frame 15:50 <+bridge> [ddnet] cant be impossible xd 15:50 <+bridge> [ddnet] Yeah but changing the playback speed of a sound isn't lossless 15:51 <+bridge> [ddnet] With 1000 tps, you'd need to speed it up 20 times for it to be correct 😄 15:51 <+bridge> [ddnet] yeah thats a problem 15:51 <+bridge> [ddnet] I wonder if we can generate the waveform separately 15:52 <+bridge> [ddnet] Anyway, before thinking about this I need to finish up this data folder integrity thing 15:54 <+bridge> [ddnet] Another feature I'm looking forward to in C++20 is `std::format`... 16:25 <+bridge> [ddnet] When I tried to disconnect dummy after 16:25 <+bridge> [ddnet] When I tried to disconnect dummy at 60 minutes into a run, menu disappeared and I can't open menu anymore 16:26 <+bridge> [ddnet] has smth to do with the warning message maybe? 16:26 <+bridge> [ddnet] and it didn't disconnect dummy too 16:27 <+bridge> [ddnet] but dummy_disconnect in console works 16:27 <+bridge> [ddnet] Hm, 16:27 <+bridge> [ddnet] Sounds like something to do with the warning popup yeah 16:28 <+bridge> [ddnet] thats why i didnt want to touch it xd 16:29 <+bridge> [ddnet] Im still in this state so should i test stuff? 16:30 <+bridge> [ddnet] was the warning shown btw? 16:30 <+bridge> [ddnet] no it wasn't 16:31 <+bridge> [ddnet] @Jupstar ✪ Well you technically didn't I did 😄 16:31 <+bridge> [ddnet] i opened another client and bug is easy to do 16:31 <+bridge> [ddnet] i opened another client and bug is easy to replicate 16:31 <+bridge> [ddnet] how xd 16:31 <+bridge> [ddnet] cl_confirm_disconnect_time 0 16:31 <+bridge> [ddnet] I think it happens when a popup is open but you manage to deactivate the menu 16:32 <+bridge> [ddnet] the normal disconnect works normally 16:32 <+bridge> [ddnet] true 16:32 <+bridge> [ddnet] only the dummy one makes you bugged 16:32 <+bridge> [ddnet] that was easy xd 16:34 <+bridge> [ddnet] and kill/spectate may need confirm popups too? 16:34 <+bridge> [ddnet] found it i think 16:34 <+bridge> [ddnet] removed the message popup somehow 16:34 <+bridge> [ddnet] wtf xD 16:34 <+bridge> [ddnet] copy and delete 16:35 <+bridge> [ddnet] ok doesnt fix, but still a bug xxd 16:35 <+bridge> [ddnet] @Learath2 16:35 <+bridge> [ddnet] ` if(Client()->State() >= IClient::STATE_ONLINE)` 16:35 <+bridge> [ddnet] state_quitting maybe? 16:35 <+bridge> [ddnet] should i say == online or == demo playback 16:42 <+bridge> [ddnet] Where is that even? 16:43 <+bridge> [ddnet] its in the render function and dopesnt matter 16:44 <+bridge> [ddnet] i really dont get it 16:44 <+bridge> [ddnet] was smone else working in the menus? 16:44 <+bridge> [ddnet] ... well yes deen xD 16:44 <+bridge> [ddnet] i dont think its by the warning popup 16:44 <+bridge> [ddnet] Can you tell me how to reproduce it? 16:44 <+bridge> [ddnet] cl_confirm_disconnect_time 0 16:44 <+bridge> [ddnet] conenct dummy 16:44 <+bridge> [ddnet] disconnect dummy 16:46 <+bridge> [ddnet] yep not by my commit, it was always asking if you want to disconnect the dummy, then 16:56 <+bridge> [ddnet] @deen 16:56 <+bridge> [ddnet] cl_confirm_disconnect_time 0 16:56 <+bridge> [ddnet] conenct dummy 16:56 <+bridge> [ddnet] disconnect dummy 16:56 <+bridge> [ddnet] 16:57 <+bridge> [ddnet] probably a bug when you changed the menu 16:57 <+bridge> [ddnet] Does that fix it? 16:57 <+bridge> [ddnet] no 16:57 <+bridge> [ddnet] thats just some stupidy from me 16:57 <+bridge> [ddnet] but indipentend 17:07 <+bridge> [ddnet] `69e6a8fa41b2a8fce0b6ffbf12a5a41229a3d3ae is the first bad commit` 17:09 <+bridge> [ddnet] Ah I see the bug 😄 17:14 <+bridge> [ddnet] Thanks @Anxton 17:18 <+bridge> [ddnet] thx 17:18 <+bridge> [ddnet] to you 17:24 <+bridge> [ddnet] Pf, something is broken in windows and I have no idea what, nor do I have access to windows to check 17:25 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2754/checks?check_run_id=1075697169 can someone with windows check what's wrong with this? 17:41 <+bridge> [ddnet] <ᶰ°Konͧsti> no matter what map u vote it always shows this on serverinfo tab 17:41 <+bridge> [ddnet] <ᶰ°Konͧsti> https://cdn.discordapp.com/attachments/293493549758939136/751829479625588816/screenshot_2020-09-05_17-41-01.png 17:42 <+bridge> [ddnet] <ᶰ°Konͧsti> on testserver* 17:42 <+bridge> [ddnet] oblique hacked it 17:44 <+bridge> [ddnet] <ᶰ°Konͧsti> 🐮 18:39 <+bridge> [ddnet] 1 points 18:39 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/751844068828381314/unknown.png 18:52 <+bridge> [ddnet] @deen we have the first tester 18:52 <+bridge> [ddnet] and it seem to fallback 18:59 <+bridge> [ddnet] @Jupstar ✪ yay, where? Another one: https://steamcommunity.com/app/412220/discussions/0/2952628008350861354/ 18:59 <+bridge> [ddnet] @deen see #general 19:00 <+bridge> [ddnet] @deen its the same person xD 19:01 <+bridge> [ddnet] oh 19:01 <+bridge> [ddnet] @Lady Saavik fixed next time it reloads in 1 hour 19:04 <+bridge> [ddnet] i think the chance is high that it works now 19:06 <+bridge> [ddnet] https://steamcommunity.com/app/412220/discussions/0/2952628008348582573/ 19:06 <+bridge> [ddnet] xd 19:07 <+bridge> [ddnet] what does it say 19:09 <+bridge> [ddnet] that the game renders bad 19:09 <+bridge> [ddnet] and that he thinks its due to the last update 19:09 <+bridge> [ddnet] we'll see 19:09 <+bridge> [ddnet] deen will create a patch now 19:10 <+bridge> [ddnet] i love how aggressive they always are xD 19:10 <+bridge> [ddnet] they need more magnesium or smth like that 19:12 <+bridge> [ddnet] xD 19:12 <+bridge> [ddnet] @Jupstar ✪ its not like they paid 60€ to play the game xd 19:12 <+bridge> [ddnet] :justatest: 19:13 <+bridge> [ddnet] jupstar DLC 60 bucks 20:56 <+bridge> [ddnet] > that the game renders bad 20:56 <+bridge> [ddnet] @Ryozuki that's propaply because of the old borderfixed tilesets 21:57 <+bridge> [ddnet] most likely 22:10 <+bridge> [ddnet] i think he was more likely one of the ppl with 100 years old pc xd 23:03 <+bridge> [ddnet] @murpi can you provide a screenshot? ^