00:57 <+bridge> [ddnet] somehow a steam notification just killed me 00:58 <+bridge> [ddnet] maybe it took focus or smth, but this hasnt happened before 00:58 <+bridge> [ddnet] i wasnt able to left-/rightclick with my mouse 01:07 <+bridge> [ddnet] (was using the non-steam version there) 07:27 <+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. 07:27 <+bridge> [ddnet] @Eki Finally I change the compile_to_js file and build some js successfully, but it can not run normally. So I use ddnet_*.js file from http://teewebs.net, and do some hack, then serve it using github page. https://github.com/QingGo/ddnet-web-client-test 07:31 <+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. 07:31 <+bridge> [ddnet] @Eki Finally I change the compile_to_js file and build some js target successfully, but it still can not run normally in browser. So I use ddnet_*.js file from http://teewebs.net, and do some hack, then serve it using github page. https://github.com/QingGo/ddnet-web-client-test 09:04 <+bridge> [ddnet] @Learath2 u around? 09:10 <+bridge> [ddnet] ok nvm 10:15 <+bridge> [ddnet] @Eki nice. what's the plan now? 10:46 <+bridge> [ddnet] > @Eki nice. what's the plan now? 10:46 <+bridge> [ddnet] @deen next step I'll make a crawler to fetch info of servers whose support websocket and respond json to web client. 10:46 <+bridge> [ddnet] Could you fix websockets in servers first? 😄 10:46 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/2695 10:47 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/2697 10:47 <+bridge> [ddnet] And would also be great to have a way for normal client to use websockets, since sometimes UDP is blocked but Websockets keeps working 10:48 <+bridge> [ddnet] > Could you fix websockets in servers first? 😄 10:48 <+bridge> [ddnet] @deen i ll try but it seems work normally with libwebsockets 2.x, why should we update it? 10:49 <+bridge> [ddnet] Ah, then we just need to enforce using websockets 2.x in cmake 10:50 <+bridge> [ddnet] because my distribution only has websockets 4 10:50 <+bridge> [ddnet] and we don't bundle it, do we? 10:50 <+bridge> [ddnet] > And would also be great to have a way for normal client to use websockets, since sometimes UDP is blocked but Websockets keeps working 10:50 <+bridge> [ddnet] @deen and this maybe including lots of work 10:51 <+bridge> [ddnet] I thought most of the changes for the server code would apply equally to client 10:51 <+bridge> [ddnet] can we bundle it by change cmake and put it into ddnet-lib? 11:00 <+bridge> [ddnet] > I thought most of the changes for the server code would apply equally to client 11:00 <+bridge> [ddnet] @deen it seem not that difficulty, i 'll try it. 11:02 <+bridge> [ddnet] Thanks a lot! 11:03 <+bridge> [ddnet] @Eki yeah, we could bundle it. But is libwebsockets 2 even still maintained? Maybe libwebsockets has an upgrade guide explaining what you have to change to make it work with current library version? 11:03 <+bridge> [ddnet] And if you get websockets working again, I'm planning to run it on official servers again 11:05 <+bridge> [ddnet] is there an Option that ddnet.exe doesn't use recources when tabbed out 11:07 <+bridge> [ddnet] oh heinrich ur here 11:07 <+bridge> [ddnet] @Im 'corneum you could try `gfx_backgroundrender` 11:07 <+bridge> [ddnet] > @Eki yeah, we could bundle it. But is libwebsockets 2 even still maintained? Maybe libwebsockets has an upgrade guide explaining what you have to change to make it work with current library version? 11:07 <+bridge> [ddnet] @deen when I install libwebsockets in debian 10 and ubuntu 18, the default version is 2.0.3 iirc. I will try to and websockets function to client first, and then try to update the libwebsockets version. 11:08 <+bridge> [ddnet] @Ryozuki just woke up 11:08 <+bridge> [ddnet] well, read my pm when u can :justatest: 11:09 <+bridge> [ddnet] well i can just say it here, im trying to add the join functionality via steam, but it needs the callback stuff from steam, to register a callback you use a macro and i dont know how to add that exactly to the api flat 11:09 <+bridge> [ddnet] @Im 'corneum I use cl_refresh_rate_inactive 120 11:10 <+bridge> [ddnet] also is there a reason why you didnt add the connect key to rich presence? 11:11 <+bridge> [ddnet] @Ryozuki couldn't figure it out last time, added some debug info 11:11 <+bridge> [ddnet] wanted to add it today 11:11 <+bridge> [ddnet] i think this is fine 11:11 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752093713253138472/unknown.png 11:12 <+bridge> [ddnet] but to join another u need the callback 11:12 <+bridge> [ddnet] as is, this just puts the server address on the command line 11:12 <+bridge> [ddnet] which is not that helpful 11:12 <+bridge> [ddnet] but yea, something like this will work 11:12 <+bridge> [ddnet] I wanted to experiment with what the callback actually returns 11:12 <+bridge> [ddnet] https://partner.steamgames.com/doc/api/ISteamFriends#GameRichPresenceJoinRequested_t 11:12 <+bridge> [ddnet] we need to handle this event 11:13 <+bridge> [ddnet] the steam:// url? 11:13 <+bridge> [ddnet] what we passed? 11:13 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752094027427348540/unknown.png 11:13 <+bridge> [ddnet] no 11:13 <+bridge> [ddnet] no 11:13 <+bridge> [ddnet] the connect in the rich presence is just that 11:13 <+bridge> [ddnet] ip + port 11:13 <+bridge> [ddnet] that's not the thing we need I think 11:13 <+bridge> [ddnet] and it is used in that event 11:13 <+bridge> [ddnet] i think its that 11:13 <+bridge> [ddnet] https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence 11:13 <+bridge> [ddnet] > "connect" - A UTF-8 string that contains the command-line for how a friend can connect to a game. This enables the 'join game' button in the 'view game info' dialog, in the steam friends list right click menu, and on the players Steam community profile. Be sure your app implements ISteamApps::GetLaunchCommandLine so you can disable the popup warning when launched via a command line. 11:14 <+bridge> [ddnet] so we can get the param using GetLaunchCommandLine 11:14 <+bridge> [ddnet] which we do already 11:14 <+bridge> [ddnet] but it also works for when the game is already running 11:14 <+bridge> [ddnet] via the callback i sent 11:14 <+bridge> [ddnet] this command line is when the game is not running 11:14 <+bridge> [ddnet] and u join 11:14 <+bridge> [ddnet] iirc 11:14 <+bridge> [ddnet] not only 11:14 <+bridge> [ddnet] your stuff sounds like you have to invite your friend 11:14 <+bridge> [ddnet] no 11:14 <+bridge> [ddnet] it also works for joining 11:14 <+bridge> [ddnet] there is an event "new launch param" 11:14 <+bridge> [ddnet] without iinvite 11:15 <+bridge> [ddnet] GameRichPresenceJoinRequested_t 11:15 <+bridge> [ddnet] Called when the user tries to join a game from their friends list or after a user accepts an invite by a friend with InviteUserToGame. 11:15 <+bridge> [ddnet] see 11:15 <+bridge> [ddnet] it is either u join or u join by nivite 11:15 <+bridge> [ddnet] its both 11:15 <+bridge> [ddnet] and the callback contains the value of the connect key that rich presence has 11:16 <+bridge> [ddnet] thats why u dont need invite 11:16 <+bridge> [ddnet] if the rich presence has the connect info 11:17 <+bridge> [ddnet] well i just need to know how to add STEAM_CALLBACK to api flat 11:19 <+bridge> [ddnet] > @Eki yeah, we could bundle it. But is libwebsockets 2 even still maintained? Maybe libwebsockets has an upgrade guide explaining what you have to change to make it work with current library version? 11:19 <+bridge> [ddnet] @deen when I install libwebsockets in debian 10 and ubuntu 18, the default version is 2.0.3 iirc. I will try to add websockets function to client first, and then try to update the libwebsockets version. 11:19 <+bridge> [ddnet] it probably doesn't have to do anything for the flat API 11:19 <+bridge> [ddnet] maybe insert a typecheck, if feasible 11:20 <+bridge> [ddnet] but other than that, it can simply be a no-op, if I understand it correctly 11:20 <+bridge> [ddnet] ah 11:20 <+bridge> [ddnet] hm 11:20 <+bridge> [ddnet] maybe not 11:20 <+bridge> [ddnet] need to investigate 11:21 <+bridge> [ddnet] (for reference) 11:49 <+bridge> [ddnet] i have i3 and it works perfectly for me 11:50 <+bridge> [ddnet] well i3-gaps 11:50 <+bridge> [ddnet] ah but both my monitors have same resolution tho 11:54 <+bridge> [ddnet] > @Im 'corneum you could try `gfx_backgroundrender` 11:54 <+bridge> [ddnet] @heinrich5991 11:54 <+bridge> [ddnet] > @Im 'corneum I use cl_refresh_rate_inactive 120 11:54 <+bridge> [ddnet] @deen 11:54 <+bridge> [ddnet] i had backgroundrender on 0 and refresh rate on 120 already. 11:54 <+bridge> [ddnet] but ddnet still causes my pc to stay awake or even wake up from energy saving mode 11:56 <+bridge> [ddnet] Oh, it's about this problem. Sounds more like a Windows Energy Saving setting 11:57 <+bridge> [ddnet] @Ryozuki have you tried only having the steam window open on the screen when launching it? 11:57 <+bridge> [ddnet] it is defenetly because of ddnet. ofc i searched all about windows settings already 11:57 <+bridge> [ddnet] @heinrich5991 i have steam set to floating tho cuz its all bugged with the friends chat 11:58 <+bridge> [ddnet] but ye usually only steam is open there 11:58 <+bridge> [ddnet] @Im 'corneum I don't really understand how an application can wake up a computer if the computer is off 11:58 <+bridge> [ddnet] @Ryozuki can you open one non-floating window before ddnet? 11:58 <+bridge> [ddnet] perhaps windows wakes up the computer for updates (it sometimes does) and ddnet doesn't let it power off automatically anmore 11:59 <+bridge> [ddnet] its not off. its that mode when i press any button or move the mouse the fans turn on again and the pc the ready to go. 11:59 <+bridge> [ddnet] still, ddnet is not running then 11:59 <+bridge> [ddnet] the cpu is off in that mode AFAIK 12:00 <+bridge> [ddnet] @heinrich5991 works fine with firefox open steam on top of it floating and opening ddnet 12:00 <+bridge> [ddnet] hm k 12:00 <+bridge> [ddnet] @heinrich5991 do u use i3 or i3gaps? 12:00 <+bridge> [ddnet] i3gaps has fixes and stuff 12:00 <+bridge> [ddnet] @Im 'corneum same problem with teeworlds btw? 12:00 <+bridge> [ddnet] it has to be. today i logged out of my account with ddnet turned off. and then after 20 minutes my pc automaticly went into the energy saving mode.... i didnt even knew that was a thing 12:01 <+bridge> [ddnet] im gonna try tonight or later 12:02 <+bridge> [ddnet] also i mentioned before that when i used to tab into ddnet in the morning (it was running all night) the client would crash instantly.. or maybe already be crashed idk 12:03 <+bridge> [ddnet] i mean its no big deal. i just have to close ddnet when i turn off my pc. but something must be going on there 12:03 <+bridge> [ddnet] maybe sdl sets some kind of "do not power off while I'm running" flag like media players do? 12:04 <+bridge> [ddnet] @Ryozuki no, using i3. it doesn't happen with only one monitor enabled for me 12:05 <+bridge> [ddnet] any reason u dont use i3gaps 12:05 <+bridge> [ddnet] xD 12:05 <+bridge> [ddnet] I don't need gaps? ^^ 12:05 <+bridge> [ddnet] u can disable them 12:05 <+bridge> [ddnet] :) 12:05 <+bridge> [ddnet] but why would I run i3gaps then? 12:05 <+bridge> [ddnet] AFAIK they're by the same maintainer 12:05 <+bridge> [ddnet] its not just gaps 12:06 <+bridge> [ddnet] i3-gaps – i3 with more features (forked from https://github.com/i3/i3) 12:06 <+bridge> [ddnet] no 12:06 <+bridge> [ddnet] arch has it btw 12:08 <+bridge> [ddnet] > It is kept up to date with upstream, adding a few additional features such as gaps between windows (see below for a complete list). 12:08 <+bridge> [ddnet] features: gaps, smart gaps, smart border, smart edge borders, i3 bar height 12:09 <+bridge> [ddnet] well 12:09 <+bridge> [ddnet] idk then 12:51 <+bridge> [ddnet] @deen could it be that because i deleted all languages.txt ddnet says update failed, but it actually updated? 12:51 <+bridge> [ddnet] All except 1 13:39 <+bridge> [ddnet] Couldn't we store both mapres `.png` & `.rules` in mapres directory, instead of having the first one in `mapres/` while the other in `editor/`? it's damn confusing, even though I think I kinda get the point of separating them... but that'd also make it easier to clearly see for what you have the automapper rules 14:39 <+bridge> [ddnet] why do i have redownload almost every map? 14:39 <+bridge> [ddnet] why do i have to redownload almost every map? 14:41 <+bridge> [ddnet] in autoupdater? we deleted them in some version and redownloaded later. 14:43 <+bridge> [ddnet] was there any change in the hash? 14:44 <+bridge> [ddnet] or looks like a lot of map have been updated recently 14:54 <+bridge> [ddnet] @Chairn Lots of maps had mapres in sizes not divisable by 16, which could, or caused graphical bugs 14:54 <+bridge> [ddnet] so they had to be fixed 14:54 <+bridge> [ddnet] oh 14:54 <+bridge> [ddnet] that explains it then 14:54 <+bridge> [ddnet] thx 14:54 <@deen> Zwelf: teamrace inserts fail super often, other ones seem to work fine. could you take a look if you see something wrong? 15:15 <+bridge> [freenode] Since mostly teamrace is affected, I would guess that the cause is locking the tables. As for each insert/update the table is locked first. 15:26 <+bridge> [freenode] Using a transactions instead might help. Or changing the teamrank semantic to save each teamrank would help as well, but would make accessing teamranks more expensive. (Didn't come around to test how expensive yet :/) 15:53 <+bridge> [ddnet] @Moderator trolol block on ger3:8303 15:53 <+bridge> [ddnet] apparently watching this channel 15:53 <+bridge> [ddnet] now left 15:53 <+bridge> [ddnet] 😄 15:54 <+bridge> [ddnet] @heinrich5991 id 2763 generic enough that we can implement join with another sdk too? 15:54 <+bridge> [ddnet] s\/id/is/ 15:54 <+bridge> [ddnet] yes actually 15:54 <+bridge> [ddnet] although I didn't take care about that 15:54 <+bridge> [ddnet] I was thinking of doing discord game sdk so we get rich presence here too 15:55 <+bridge> [ddnet] discord isn't accepting new games rn apparently 15:55 <+bridge> [ddnet] although the deprecated rich presence API might still work 15:55 <+bridge> [ddnet] huh, where did you see that? 15:55 <+bridge> [ddnet] on the help pages about the game sdk 15:56 <+bridge> [ddnet] I only saw a warning about the discord commerce stuff 15:56 <+bridge> [ddnet] we aren't looking to sell skins are we? 15:56 <+bridge> [ddnet] https://support-dev.discord.com/hc/en-us/articles/360041437171-Approval-for-Commerce-Currently-on-Pause 15:56 <+bridge> [ddnet] ah 15:57 <+bridge> [ddnet] okay, understood 15:57 <+bridge> [ddnet] I even made us a team 😛 15:58 <+bridge> [ddnet] aww 16:13 <+bridge> [ddnet] 5991... 5.09.91 16:13 <+bridge> [ddnet] happy birthday afterwards i guess xd 16:16 <+bridge> [ddnet] prolly nit 16:16 <+bridge> [ddnet] not* 16:16 <+bridge> [ddnet] oh 😦 16:16 <+bridge> [ddnet] 🥳 16:16 <+bridge> [ddnet] I know we aren't too far apart in age so I'd guess the 5991 stands for 1995 😄 16:16 <+bridge> [ddnet] lets just celebrate heinrich without any reason 16:17 <+bridge> [ddnet] oh thought he's older 😄 16:17 <+bridge> [ddnet] Though I don't know for sure, so lets celebrate anyway :Celebrate: :feelsbirthdayman: 🎂 🥳 16:18 <+bridge> [ddnet] alles gute zum geburtstag @heinrich5991 16:19 <+bridge> [ddnet] thanks 16:19 <+bridge> [ddnet] I guess it's my real fake birthday today 🥳 16:24 <+bridge> [ddnet] happy fake birthday \o/ 16:34 <+bridge> [ddnet] @Learath2 is str_token_next allowed to not advance? like is a length of 0 allowed 16:44 <+bridge> [ddnet] I actually don't remember what specifications I designed that to 16:45 <+bridge> [ddnet] @Jupstar ✪ wym by length of 0? like empty string? 16:45 <+bridge> [ddnet] @Jupstar ✪ I think that you now abort the tokenization on empty list elements 16:45 <+bridge> [ddnet] unfortunately, it seems that there is no test for this 16:45 <+bridge> [ddnet] can you add one? 16:46 <+bridge> [ddnet] e.g. `EXPECT_TRUE(str_in_list("abc,,def", ",", "def"));` in src/test/str.cpp 16:55 <+bridge> [ddnet] yeah i meant what heinrich said 😄 16:57 <+bridge> [ddnet] https://github.com/fmtlib/fmt @Learath2 c++20 format, available now 😉 17:07 <+bridge> [ddnet] Eh, this is nice, but it kinda requires compiler support to be great 17:10 <+bridge> [ddnet] wdym? 17:16 <+bridge> [ddnet] Knowing the internals of std::string would make the implementation nice, clean and performant 🙂 17:16 <+bridge> [ddnet] Did you see what this one looks like? Full of compiler specific workarounds for stuff 17:16 <+bridge> [ddnet] the implementation? no 17:16 <+bridge> [ddnet] haven't looked into it 17:17 <+bridge> [ddnet] though I guess one doesn't really need to concern themselves with the implementation details 17:17 <+bridge> [ddnet] I just have a thing for elegant code 😄 17:17 <+bridge> [ddnet] the std lib also usually looks messy 😉 17:17 <+bridge> [ddnet] Y, so much backwards compatibility cruft 18:40 <+bridge> [ddnet] @deen || Zwelf: Should we just log every INSERT query we make while one of you figures out how to fix teamranks? 19:38 <+bridge> [ddnet] @Learath2 well, i have a bug for that open but Zwelf said it's not so easy to do since we have prepared statements now 19:38 <+bridge> [ddnet] we used to do that, made life much easier 19:38 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/2673 19:39 <+bridge> [ddnet] Sqlite seems to allow us to expand the query, we can do that 19:39 <+bridge> [ddnet] Its better than not having the query and losing teamranks 19:40 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752221634353692702/unknown.png 19:40 <+bridge> [ddnet] we should have a pinned topic here with some helpful links + the discord link 19:41 <+bridge> [ddnet] @louis join the group, send me your steam name and I'll add you as mod 19:41 <+bridge> [ddnet] then you can create that topic 20:17 <+bridge> [ddnet] @deen https://github.com/ddnet/ddnet/issues/2765 20:17 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752230941543366727/front.zip 20:17 <+bridge> [ddnet] again not dilated/compressed/optimized 20:19 <+bridge> [ddnet] @BannZay ^ 20:47 <+bridge> [ddnet] when u take a screenshot wouldn't it be good to echo in chat "Screenshot Taken" or something along those lines 20:49 <+bridge> [ddnet] its in f1 20:54 <+bridge> [ddnet] bind f10 "+screenshot(dk, is it right); echo Screenshot Taken" 20:55 <+bridge> [ddnet] `Bind "screenshot; echo "` 21:28 <+bridge> [ddnet] > when u take a screenshot wouldn't it be good to echo in chat "Screenshot Taken" or something along those lines 21:28 <+bridge> [ddnet] @louis I had another idea but @jao didn't like it :C 22:43 <+bridge> [ddnet] my game just hanged twice when I used spectate on person while being on pause. on full server (Back in the sky, windows, steam version) 22:58 <+bridge> [ddnet] r u able to debug it 22:58 <+bridge> [ddnet] @Jupstar ✪ yes, I opened an issue 22:59 <+bridge> [ddnet] the thread just infenitely sits at system.c sphore_wait() 23:03 <+bridge> [ddnet] it loads CPU pretty hard and memory grows up to 3gbs and keep doing it 23:11 <+bridge> [ddnet] seems like a dead lock, a couple of other threads also blocked here 23:11 <+bridge> [ddnet] but I am not familiar with this code 23:12 <+bridge> [ddnet] can u see what the graphic thread is doing @BannZay ? 23:13 <+bridge> [ddnet] how can I know which thread is a graphics thread? 23:13 <+bridge> [ddnet] it will probs feature class names with graphic in it 23:13 <+bridge> [ddnet] or backend 23:14 <+bridge> [ddnet] right now its at CommandProcessorFragment_OpenGL2::RenderBorderTileEmulation 23:14 <+bridge> [ddnet] ok 23:15 <+bridge> [ddnet] at sync_barrier(); 23:15 <+bridge> [ddnet] oh 23:15 <+bridge> [ddnet] mh 23:15 <+bridge> [ddnet] can i see a screenshot? 23:16 <+bridge> [ddnet] from the calling tree 23:16 <+bridge> [ddnet] yes, as well I could stream for you if you want to 23:16 <+bridge> [ddnet] yes 23:16 <+bridge> [ddnet] secd 23:16 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752276095910412399/unknown.png 23:17 <+bridge> [ddnet] can u look what the value of vertexcount is 23:18 <+bridge> [ddnet] not, its not available 23:19 <+bridge> [ddnet] ah is it an optimized build? 23:19 <+bridge> [ddnet] no 23:19 <+bridge> [ddnet] oh, I dont know 23:19 <+bridge> [ddnet] I dont think so* 23:20 <+bridge> [ddnet] mhh strange that u cannot access it 23:20 <+bridge> [ddnet] does it still run or does it hang there? 23:20 <+bridge> [ddnet] like can you continue debugging? 23:20 <+bridge> [ddnet] I used "${workspaceFolder}/build/DDNet.sln", 23:20 <+bridge> [ddnet] "-t:DDNet", 23:20 <+bridge> [ddnet] "-p:Configuration=Debug", 23:20 <+bridge> [ddnet] "-p:Platform=x64", 23:20 <+bridge> [ddnet] "-m", 23:20 <+bridge> [ddnet] it hanged 23:21 <+bridge> [ddnet] can you access Drawnum in the for loop? 23:21 <+bridge> [ddnet] just hover over it 23:21 <+bridge> [ddnet] DrawNum 23:21 <+bridge> [ddnet] 4294966218 23:21 <+bridge> [ddnet] ah 23:22 <+bridge> [ddnet] that sounds wrong xd 23:22 <+bridge> [ddnet] can u click left on function call above 23:22 <+bridge> [ddnet] and go over pcommand 23:22 <+bridge> [ddnet] VertexCount 23:22 <+bridge> [ddnet] 4096 23:23 <+bridge> [ddnet] that sound good, but the other is way too much 23:24 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752278085469995114/unknown.png 23:25 <+bridge> [ddnet] ok ty 23:25 <+bridge> [ddnet] anything else? 23:26 <+bridge> [ddnet] hard to say, bcs actually it uses the same command as the OpenGL 3.3 impl, and i never had that bug, so either buffer overflow inside the backend or buffer overflow outside of that thread 23:27 <+bridge> [ddnet] okay, I can reproduce it later if you will need some more data about it. Just contact me if you will need 23:27 <+bridge> [ddnet] ok ty 23:28 <+bridge> [ddnet] np 23:29 <+bridge> [ddnet] well if its easy to reproduce for you, you can quickly write a patch to find whats the real value 😄 23:30 <+bridge> [ddnet] the real value? Of what? 23:30 <+bridge> [ddnet] I have no idea what to do 23:31 <+bridge> [ddnet] i will tell you soon 23:31 <+bridge> [ddnet] sure, I will be available for about an hour 23:33 <+bridge> [ddnet] src/engine/client/graphics_threaded.cpp 23:33 <+bridge> [ddnet] replace 23:33 <+bridge> [ddnet] the first three lines of function `RenderBorderTiles` 23:33 <+bridge> [ddnet] with ` 23:33 <+bridge> [ddnet] 23:33 <+bridge> [ddnet] void CGraphics_Threaded::RenderBorderTiles(int BufferContainerIndex, float *pColor, char *pIndexBufferOffset, float *pOffset, float *pDir, int JumpIndex, int64 DrawNum) 23:33 <+bridge> [ddnet] { 23:33 <+bridge> [ddnet] if(DrawNum < 0) { 23:33 <+bridge> [ddnet] return; 23:33 <+bridge> [ddnet] }` 23:33 <+bridge> [ddnet] 23:33 <+bridge> [ddnet] in src/engine/client/graphics_threaded.h 23:33 <+bridge> [ddnet] 23:34 <+bridge> [ddnet] replace the function with 23:34 <+bridge> [ddnet] ` 23:34 <+bridge> [ddnet] virtual void RenderBorderTiles(int BufferContainerIndex, float *pColor, char *pIndexBufferOffset, float *pOffset, float *pDir, int JumpIndex, int64 DrawNum);` 23:34 <+bridge> [ddnet] 23:34 <+bridge> [ddnet] and in src/engine/graphics.h 23:34 <+bridge> [ddnet] with 23:34 <+bridge> [ddnet] ` 23:34 <+bridge> [ddnet] virtual void RenderBorderTiles(int BufferContainerIndex, float *pColor, char *pIndexBufferOffset, float *pOffset, float *pDir, int JumpIndex, int64 DrawNum) = 0;` 23:34 <+bridge> [ddnet] oh boy, hacker time 23:34 <+bridge> [ddnet] then set a break point at the return 23:36 <+bridge> [ddnet] its funny, that bug should be pretty easy to repreduce 23:36 <+bridge> [ddnet] but i cant xD 23:36 <+bridge> [ddnet] I spent about 2 minutes clicking on different persons, its actually not that ez in debug build 23:37 <+bridge> [ddnet] if thats actually the bug and not smth else, it should be dependend on the position of your camera 23:37 <+bridge> [ddnet] maybe it resets or smth when switching spec 23:37 <+bridge> [ddnet] yes, try to locate your camera far away from the start 23:37 <+bridge> [ddnet] you are right 23:38 <+bridge> [ddnet] thats what I did] 23:40 <+bridge> [ddnet] maybe u can record with obs 23:40 <+bridge> [ddnet] then we see where it happens _D 23:40 <+bridge> [ddnet] mhm? You want recoring of how do I reproduce the bug? 23:40 <+bridge> [ddnet] yes, it should always happen at the same position 23:40 <+bridge> [ddnet] hmm, okay 23:40 <+bridge> [ddnet] but you can also just remember the position 23:41 <+bridge> [ddnet] if the game hangs it probs still shows an image? 23:41 <+bridge> [ddnet] that would probs already help 23:41 <+bridge> [ddnet] even in release mode 23:43 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/752282770277007381/2020-09-07_00-41-57.mp4 23:44 <+bridge> [ddnet] thx @BannZay 23:45 <+bridge> [ddnet] the camera might reset too far left 23:46 <+bridge> [ddnet] like even left from killtiles 23:46 <+bridge> [ddnet] i dunno if i ever thought about that xD 23:47 <+bridge> [ddnet] yep can reproduce 23:47 <+bridge> [ddnet] ty 23:47 <+bridge> [ddnet] by the way I patched code and reproduced hang, do you still need results ? 23:47 <+bridge> [ddnet] oh, okay. So you can do it now 23:48 <+bridge> [ddnet] I always say and then think, nevermind 23:51 <+bridge> [ddnet] just as i thought 23:51 <+bridge> [ddnet] the camera goes left from border kill tiles 23:51 <+bridge> [ddnet] i'll fix it, and somebody else should fix these camera bugs xD