01:55 <+bridge> [ddnet] @deen i think the cl_showdistance is almost twice as wide and high as the fov 02:37 <+bridge> [ddnet] for envelop animation on vanilla, we just fmod the time with envelop loop length to avoid large float/int conversion and division instead of changing precisions. 02:58 <+bridge> [ddnet] i just removed roundstarttime accidentially 02:59 <+bridge> [ddnet] floats stay inconsistent, even if u only use small floats 03:05 <+bridge> [ddnet] much more horrible is that i found a GL 3.3 bug while debugging this issue xd 03:05 <+bridge> [ddnet] even tho its just a "renders too few things" bug, not critical πŸ˜„ 03:41 <+bridge> [ddnet] :thonk: 03:43 <+bridge> [ddnet] but it did work for synced animation with high tick numbers for vanilla. 03:44 <+bridge> [ddnet] @TsFreddie working != working accuratly πŸ˜„ 03:44 <+bridge> [ddnet] :thonk: sure 03:45 <+bridge> [ddnet] also synced animations are more accurate anyway 03:45 <+bridge> [ddnet] bcs they recalculate the time every time 03:45 <+bridge> [ddnet] I thought the problem is they lag due to lack of precisions 03:46 <+bridge> [ddnet] yes, im not sure if ctf2 has synced envs, but i fixed it on ctf2 03:46 <+bridge> [ddnet] #3002 03:46 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/3002 03:46 <+bridge> [ddnet] there is a video xd 03:47 <+bridge> [ddnet] ctf2 has synced snow for some reason 03:47 <+bridge> [ddnet] appearently not on 0.6? 03:47 <+bridge> [ddnet] just opened it in editor to look 03:47 <+bridge> [ddnet] Maybe it's a 0.7 thing 03:47 <+bridge> [ddnet] anyway 03:47 <+bridge> [ddnet] if u want to check my impl against 0.7 u need to simulate adding floats every time 03:48 <+bridge> [ddnet] e.g. adding a constant time that happens per frame to the float 03:48 <+bridge> [ddnet] and if they not the same after lets say 1h 03:48 <+bridge> [ddnet] then the floating point inaccuracy kicked in 03:48 <+bridge> [ddnet] my guess is, that 0.7 is around 100ms off after 1h πŸ˜„ 03:49 <+bridge> [ddnet] Nvm it was dm3 03:50 <+bridge> [ddnet] I means if all clients are 100ms off then it is still synced πŸ™ƒ 03:51 <+bridge> [ddnet] πŸ˜„ 03:51 <+bridge> [ddnet] it depends on the frame times probs 03:52 <+bridge> [ddnet] adding a float 1000 times instead of 60 times should make a relativly huge difference 03:52 <+bridge> [ddnet] depending on what u call huge xd 03:53 <+bridge> [ddnet] Oh you mean client animation? 03:54 <+bridge> [ddnet] Synced animations are always calculated iirc 03:54 <+bridge> [ddnet] yes 03:54 <+bridge> [ddnet] i mean non synced 03:54 <+bridge> [ddnet] thats why linked the issue 03:54 <+bridge> [ddnet] what 03:54 <+bridge> [ddnet] wait 03:55 <+bridge> [ddnet] no 03:55 <+bridge> [ddnet] we talked about the 1h thing 03:55 <+bridge> [ddnet] πŸ˜„ 03:55 <+bridge> [ddnet] im confused now too xD 03:55 <+bridge> [ddnet] πŸ™ƒ 03:55 <+bridge> [ddnet] yeah non sycned for 1h 03:55 <+bridge> [ddnet] Ok 03:56 <+bridge> [ddnet] so yeah ctf2 snow should be synced i guess 03:56 <+bridge> [ddnet] Well if anyone want a playtime clock on the map I guess making it accurate is good. 03:57 <+bridge> [ddnet] true, it obviously doesnt matter too much 03:57 <+bridge> [ddnet] tw used this shitty implementation for like 10 years and nobody really cared 03:57 <+bridge> [ddnet] but i love accuracy 03:58 <+bridge> [ddnet] and so or so, CPUs dont even give accurate timers anyway πŸ˜„ 03:58 <+bridge> [ddnet] accurate in a matter of ACCURATE 03:58 <+bridge> [ddnet] One sec is localtime() busted 03:59 <+bridge> [ddnet] Oh 0.7 changed non synced animation completely I guess 04:02 <+bridge> [ddnet] well u will know better 04:02 <+bridge> [ddnet] i dont look into the code regulary 04:03 <+bridge> [ddnet] Non synced animation is just `s_Time = Client()->LocalTime()` on vanilla for some reason. 04:03 <+bridge> [ddnet] ddnet is as accurate as 0.0000000000000001 compared to what current pysics can currently meassure 04:03 <+bridge> [ddnet] so pretty bad xd 04:03 <+bridge> [ddnet] of and *100 if we dont choose 1 as 100% 04:04 <+bridge> [ddnet] oh and *100 if we dont choose 1 as 100% 04:05 <+bridge> [ddnet] So you can't make a clock with non synced envelope at all on vanilla. Huh 04:05 <+bridge> [ddnet] isnt localtime just increasing value? 04:05 <+bridge> [ddnet] its a function i'd prefer to remove from ddnet, bcs of the reasons of inaccuracy 04:07 <+bridge> [ddnet] I see 04:07 <+bridge> [ddnet] anyway, its just me over dramatize 04:09 <+bridge> [ddnet] Well localtime is time_get() - starttime 04:10 <+bridge> [ddnet] Just checked 04:11 <+bridge> [ddnet] saved as float? 04:11 <+bridge> [ddnet] or as int? 04:11 <+bridge> [ddnet] It's a int64 arithmetic divided by time_freq. 04:11 <+bridge> [ddnet] it only matters what it is stored in 04:11 <+bridge> [ddnet] float 04:12 <+bridge> [ddnet] but u said `s_Time = Client()->LocalTime()` 04:12 <+bridge> [ddnet] so its fine anyway 04:12 <+bridge> [ddnet] the 0.6 code did not do that 04:12 <+bridge> [ddnet] :thonk: I wonder why they changed it 04:12 <+bridge> [ddnet] bcs its more accurate 04:13 <+bridge> [ddnet] And probably less code to worry about 04:13 <+bridge> [ddnet] ``` 04:13 <+bridge> [ddnet] s_Time += pThis->LocalTime() - s_LastLocalTime; 04:13 <+bridge> [ddnet] s_LastLocalTime = pThis->LocalTime(); 04:13 <+bridge> [ddnet] ``` 04:13 <+bridge> [ddnet] that was the old ddnet version 04:13 <+bridge> [ddnet] I would imagine they care about simplicity more 04:13 <+bridge> [ddnet] i c 04:13 <+bridge> [ddnet] tho it also makes it pretty accurate, since its calculated every time freshly 04:13 <+bridge> [ddnet] But it does make sense. Why do you need to keep track of a non synced timer anyway 04:14 <+bridge> [ddnet] so that makes my claim wrong btw 04:15 <+bridge> [ddnet] So they just made non synced envelope purely for animation and nothing else then. 08:37 <+bridge> [ddnet] my poor internet 08:37 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793382065839669278/unknown.png 08:58 <+bridge> [ddnet] @fokkonaut that's ok, people can just come flying in quickly and you still want to see them immediately 09:52 <+bridge> [ddnet] can i disable timeout protection on my own server and just disconnect/destroy timed-out player 09:52 <+bridge> [ddnet] conn_timeout_protection 0 09:52 <+bridge> [ddnet] thanks :) 11:26 <+bridge> [ddnet] Where is CNetObj_PlayerInput defined? Is there a macros that added "PlayerInput" at the end or smth.? 11:27 <+bridge> [ddnet] Where is CNetObj_PlayerInput defined? Is there a macros that adds "PlayerInput" at the end or smth.? 11:27 <+bridge> [ddnet] datasrc/network.py, look for PlayerInput 11:28 <+bridge> [ddnet] You generally don't want to change the existing objects though, you can add your own NetObjectEx 11:28 <+bridge> [ddnet] ah thx 12:38 <+bridge> [ddnet] @Jupstar βœͺ How risky are your bug fixes, should I ship them in next quick fix release without RC? 14:19 <+bridge> [ddnet] @deen yes add them 14:21 <+bridge> [ddnet] @deen @Learath2 the performance sucks bcs fully transparent quads are drawn too 14:21 <+bridge> [ddnet] We could just skip them 14:27 <+bridge> [ddnet] sounds like too much work 14:27 <+bridge> [ddnet] at least for this release 14:30 <+bridge> [ddnet] @deen its 2 lines for non gl 3.3 and 4 lines for gl 3.3 πŸ˜„ 14:41 <+bridge> [ddnet] @deen 14:42 <+bridge> [ddnet] i force pushed, can u get teh current commit instead? 14:42 <+bridge> [ddnet] for GL 3.3 its not that easy, bcs of the shader difference 14:43 <+bridge> [ddnet] I think I got the correct one 14:43 <+bridge> [ddnet] atleast in these github things it doesnt look like it 14:44 <+bridge> [ddnet] which things? 14:44 <+bridge> [ddnet] these popups 14:44 <+bridge> [ddnet] when clicking them 14:45 <+bridge> [ddnet] Ah, github wasn't updating your change for me 14:45 <+bridge> [ddnet] alright πŸ˜„ 14:45 <+bridge> [ddnet] Wait, so with OpenGL3 there will be no improvement? :/ 14:46 <+bridge> [ddnet] yes, i dont want to risk too much coding rn 14:46 <+bridge> [ddnet] but with default settings its optimized 14:46 <+bridge> [ddnet] and most ppl probs play on default anyway 14:47 <+bridge> [ddnet] i'll patch it for gl 3.3 later, but it requires the correct quad offset πŸ˜„ 14:47 <+bridge> [ddnet] What was wrong with the change you made previously? 14:48 <+bridge> [ddnet] i mean i can patch it, if u want 14:48 <+bridge> [ddnet] takes me maybe 10 minutes, and maybe some testing quickly 14:48 <+bridge> [ddnet] then let's wait with the release I guess 14:51 <+bridge> [ddnet] cancel bors then?= 14:51 <+bridge> [ddnet] or new pr? 14:52 <+bridge> [ddnet] 273k lines of code :POGGIES: 14:52 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793476632664604753/unknown.png 14:54 <+bridge> [ddnet] > Industry average experience is about 1-25 errors per 1000 lines of code for delivered software. 14:54 <+bridge> [ddnet] according to this ddnet has from 273 to 6835 bugs 14:54 <+bridge> [ddnet] :monkalaugh: 14:58 <+bridge> [ddnet] @Ryozuki you should exclude the external dependencies probably 14:59 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793478192040116254/unknown.png 14:59 <+bridge> [ddnet] from 142 to 3568 15:03 <+bridge> [ddnet] That number of bugs estimation is pretty useless πŸ˜„ 15:12 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793481588393639936/2020-12-29_22-09-54.mp4 15:13 <+bridge> [ddnet] do i have to try to keep the CID consistent to a character to stop them from jumping around? 15:14 <+bridge> [ddnet] btw i'm manually snapping characters and players based on some fake dummy data. if it wasn't clearπŸ˜† 15:21 <+bridge> [ddnet] @TsFreddie yes changing cids create these issues. The 64p patch has an algorithm to keep the cids stable-ish when mapping to vanilla 15:22 <+bridge> [ddnet] i'm not using that since i'm allowing people join without seeing each other, so i just hack their cid to be always 0, and 1 through 63 will be the dummies 15:22 <+bridge> [ddnet] i'll try something else then 15:25 <+bridge> [ddnet] This is the first time in years that i'm making a server mod, where i can just mess up the code so bad and still don't need to worry about it. 15:25 <+bridge> [ddnet] feels good :kek: 15:30 <+bridge> [ddnet] :monkalaugh: 15:33 <+bridge> [ddnet] πŸ‘€ 15:59 <+ChillerDragon> messing up a mod is fun until you start to like the mod and put too much effort into it to rewrite xd 15:59 <+ChillerDragon> totally not talking out of expirience here 19:58 <+bridge> [ddnet] suggestion: 19:59 <+bridge> [ddnet] suggestion: 19:59 <+bridge> [ddnet] 19:59 <+bridge> [ddnet] add mod's name after map's name in .demo 19:59 <+bridge> [ddnet] 19:59 <+bridge> [ddnet] ctf5_xxxxxxxxxxxx_zCatch_xxxxxxxxx.demo 20:10 <+bridge> [ddnet] :ww: 20:30 <+ChillerDragon> Multimap_xxx_CTF_xxx.demo 20:31 <+ChillerDragon> actually neat idea but im not sure if it just makes demo names longer without any additional information @gerdoe do u have a usecase? 20:32 <+ChillerDragon> in the demo browser u can see the gametype in the metadata anyways 20:32 <+ChillerDragon> might help identifiying vanilla vs zCatch demos faster 20:40 <+bridge> [ddnet] i don't see any metadata with gametype in ddnet client rn 20:40 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793564014750728232/screenshot_2020-12-29_22-39-32.png 20:42 <+ChillerDragon> oh wait im stoopid no nvm its not there xd 20:45 <+bridge> [ddnet] stoopedragon 20:49 <+ChillerDragon> :c 21:13 <+bridge> [ddnet] look this gem i found in hackernews 21:13 <+bridge> [ddnet] https://www.bbc.com/news/technology-55475433 21:13 <+bridge> [ddnet] > References to decades-old computer software are included in the new Brexit agreement, including a description of Netscape Communicator and Mozilla Mail as being "modern" services. 21:13 <+bridge> [ddnet] > Experts believe officials must have copied and pasted chunks of text from old legislation into the document. 21:13 <+bridge> [ddnet] > 21:13 <+bridge> [ddnet] > The references are on page 921 of the trade deal, in a section on encryption technology. 21:13 <+bridge> [ddnet] hilarious 21:15 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793572978788007946/unknown.png 21:15 <+bridge> [ddnet] xd 21:16 <+bridge> [ddnet] 1024 bit keys 21:16 <+bridge> [ddnet] in 2020 21:16 <+bridge> [ddnet] :monkalaugh: 21:18 <+bridge> [ddnet] they will sign this, thats the worst 21:18 <+bridge> [ddnet] > The UK government has not yet responded to the BBC's request for comment. 21:49 <+bridge> [ddnet] apparently, tender was won by a self-taught crypto-boy 21:57 <+bridge> [ddnet] oh, that's he, actually 21:57 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793583565014564895/ox4SoAOosrM.jpg 22:10 <+bridge> [ddnet] Your IP is: 127.0.0.1 . Hacked haha 22:32 <+bridge> [ddnet] hell yeah it is 23:57 <+bridge> [ddnet] "no, it's 192.168.1.1"