00:05 < fokkonaut> ChillerDraogn: 00:05 < fokkonaut> ChillerDragon: 00:05 < fokkonaut> i need you on wire 00:13 < bridge_> [ddnet] Please, its important 01:31 < bridge_> [ddnet] @Scrumplex if you want to test ^ 01:31 < bridge_> [ddnet] in theory this should work without xwayland i guess(atleast the startup etc.). 01:31 < bridge_> [ddnet] If it crashes at runtime it might be some X11 code we call 😄 03:56 < bridge_> [ddnet] just happened to get up 🥳 04:05 < bridge_> [ddnet] @Jupstar ✪ which kog server were you in. i didn't have jetpack prediction on kog 04:05 < bridge_> [ddnet] ~~or i'm not getting how kog works~~ 04:05 < bridge_> [ddnet] it does it on any 04:06 < bridge_> [ddnet] then that tuning fix probably fixed that too somehow. 04:06 < bridge_> [ddnet] i merged that fix 04:06 < bridge_> [ddnet] i dont get the projectile anymore 04:06 < bridge_> [ddnet] but still the kog thing 04:06 < bridge_> [ddnet] maybe undefined behavior somewhere? 😄 04:06 < bridge_> [ddnet] i don't have it on my end it seems 04:07 < bridge_> [ddnet] 🤔 04:07 < bridge_> [ddnet] i don't know how to run UBSAN for client yet. 04:07 < bridge_> [ddnet] since i'm on windows 04:08 < bridge_> [ddnet] xD 04:08 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/837873059733176351/2021-05-01_04-08-02.mkv 04:08 < bridge_> [ddnet] yeah i'll check 04:09 < bridge_> [ddnet] ~~at least remux it~~ 04:09 < bridge_> [ddnet] sadly ubsan doesnt detect non initialized stuff, gonna try with valgrind 04:10 < bridge_> [ddnet] me joining kogs be like `26/902 KiB (9.0 KiB/s)` 04:10 < bridge_> [ddnet] ouch, guess kog should upload its map to the https map pool 😄 04:15 < bridge_> [ddnet] also i don't get why do we have m_Tuning[2] in CWorldCore AND CGameWorld AND CGameClient 04:16 < bridge_> [ddnet] bcs dummy? 04:16 < bridge_> [ddnet] i get the [2] part 04:16 < bridge_> [ddnet] i don't get why do we need 3 copies of the same thing 04:16 < bridge_> [ddnet] ah ok xd 04:16 < bridge_> [ddnet] and not copying them all the time it seems 04:17 < bridge_> [ddnet] nope no undefined behavior, you sure u have antiping on? 04:18 < bridge_> [ddnet] i'm sure 04:18 < bridge_> [ddnet] otherwise i would notice since i'm on like 200 ping 04:18 < bridge_> [ddnet] i tried on kog chile but also get it there 04:18 < bridge_> [ddnet] +200 ping there 04:19 < bridge_> [ddnet] i'll try on chile 04:19 < bridge_> [ddnet] do you use MSVC? maybe its a compiler thing?`xd 04:19 < bridge_> [ddnet] bruh 04:19 < bridge_> [ddnet] but ye, i do use msvc 04:19 < bridge_> [ddnet] let me try on my mac 04:20 < bridge_> [ddnet] its probably unlikely tho that its a compiler thing 😄 04:20 < bridge_> [ddnet] if pnglite/version didn't f me up 04:20 < bridge_> [ddnet] maybe we have a different config somewhere 04:20 < bridge_> [ddnet] does kog use ddnetcharacter? 04:21 < bridge_> [ddnet] i've no idea, kog uses ddnet 9.x 04:21 < bridge_> [ddnet] 9.3.1 04:24 < bridge_> [ddnet] i think i got it 04:24 < bridge_> [ddnet] there are more dangling tuning stuff lying around in character. 04:32 < bridge_> [ddnet] emmm 04:32 < bridge_> [ddnet] i got timedout in kog because i paused my process, and i reconnected in the middle of the map 04:35 < bridge_> [ddnet] fixes it 04:36 < bridge_> [ddnet] :justatest: 04:36 < bridge_> [ddnet] weird 04:37 < bridge_> [ddnet] that these values ever existed, yes xd 04:37 < bridge_> [ddnet] well getting rid of redundant data is probably good whether there is a bug or not i guess. 04:39 < bridge_> [ddnet] "// if ddnetcharacter is available, ignore server-wide tunings for hook and collision" 04:39 < bridge_> [ddnet] do serverwide tunes not get altered by this? 04:39 < bridge_> [ddnet] i don't know what that does too 04:40 < bridge_> [ddnet] maybe some check in predicted char is weird 04:42 < bridge_> [ddnet] Also i feel like we should just get rid of m_Tuning everywhere. Uses tune zone and tune zone 0 for everything. 04:42 < bridge_> [ddnet] the commit for it fixed 2 issues: 04:42 < bridge_> [ddnet] https://github.com/ddnet/ddnet/pull/3276 04:42 < bridge_> [ddnet] i'd say, discuss that with @nuborn 04:43 < bridge_> [ddnet] i'm not doing it tho 04:43 < bridge_> [ddnet] I don't want to break more things kek 04:43 < bridge_> [ddnet] xD 04:44 < bridge_> [ddnet] ddnet code in a nutshell i'd say 04:44 < bridge_> [ddnet] u move 1 line of code... u have a new game 04:45 < bridge_> [ddnet] ~~and the only reason i'm fixing tune zone visuals for projectiles is pvp servers can use that~~ 04:45 < bridge_> [ddnet] worth it 04:45 < bridge_> [ddnet] but i guess we can have maps with smaller tune zones too 04:54 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/837884653502464000/2021-05-01_10-53-57.mp4 05:20 < bridge_> [ddnet] wtf xd 05:33 < bridge_> [ddnet] but i guess the one of the reason of us needing tunezone locally now is that we get rid of velocity data in ddnetprojectiles 05:33 < bridge_> [ddnet] we got rid of* 05:38 < bridge_> [ddnet] that reminded me that I should test infclass with master branch probably 05:39 < bridge_> [ddnet] gamer client features, best xd 05:39 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/837895875757735946/screenshot_2021-05-01_05-36-12.png 05:40 < bridge_> [ddnet] why tho 05:40 < bridge_> [ddnet] in gamer client u could use ^p to have purple, or ^b to have blue 05:40 < bridge_> [ddnet] its oldschool client which all pvp players used before ddnet 05:40 < bridge_> [ddnet] i know. but why tho.:kek: 05:41 < bridge_> [ddnet] nostalgia 05:41 < bridge_> [ddnet] just like quake sounds 05:42 < bridge_> [ddnet] there is one person in my clan with that oldschool letters: 05:42 < bridge_> [ddnet] https://ddnet.tw/players/-94-b-91-Bro-93--32-flummi/ 05:42 < bridge_> [ddnet] 05:42 < bridge_> [ddnet] he requested it 😄 05:42 < bridge_> [ddnet] worth it 05:42 < bridge_> [ddnet] 100% xdddd 05:47 < bridge_> [ddnet] infc seems fine 05:47 < bridge_> [ddnet] hmm 06:04 < bridge_> [ddnet] reminds me of bbcode 08:46 < bridge_> [ddnet] just tested wayland for the GLES pr, big oof 08:46 < bridge_> [ddnet] KDE really needs to improve it 😄 08:46 < bridge_> [ddnet] But SDL_VIDEODRIVER=wayland works 😄 10:56 < bridge_> [ddnet] is swap not broken now? 11:07 < bridge_> [ddnet] I think it's been fixed already 11:07 < bridge_> [ddnet] https://github.com/ddnet/ddnet/pull/3764 18:28 < bridge_> [ddnet] https://youtu.be/--6hAxfJxbM 18:28 < bridge_> [ddnet] Can someone explain how it works? 18:29 < bridge_> [ddnet] Why do I jump higher when I move? 18:31 < bridge_> [ddnet] interesting 😮 18:33 < bridge_> [ddnet] maybe your timing isn't exactly correct? 18:34 < bridge_> [ddnet] I jumped for 20 minutesand never died 18:34 < bridge_> [ddnet] hmm, very odd 18:35 < bridge_> [ddnet] but when i moved after double i died 18:35 < bridge_> [ddnet] but when i moved after double i immediately died 18:35 < bridge_> [ddnet] maybe some floating point inaccuracy when we have velocity vectors that are not parallel to any axis 18:40 < bridge_> [ddnet] time to rank getspeed3 in 5 seconds with this :monkaLaugh: 18:40 < bridge_> [ddnet] time to rank getspeed3 in 5 seconds with this :monkalaugh: 18:42 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838092948805255178/unknown.png 18:42 < bridge_> [ddnet] :justatest: 18:43 < bridge_> [ddnet] @Deeper can I have the map you tested on? 18:43 < bridge_> [ddnet] ha 18:43 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838093375256133733/down.map 18:52 < bridge_> [ddnet] did it work 19:01 < bridge_> [ddnet] This works everywhere, I noticed it half a year ago with Rapture when we did map with deathtiles 19:02 < bridge_> [ddnet] This works everywhere, I noticed it half a year ago with Rapture when we did map with deadtiles 19:51 < bridge_> [ddnet] kill tiles have bigger hitbox 19:52 < bridge_> [ddnet] sadly 20:04 < bridge_> [ddnet] another weird bug 20:04 < bridge_> [ddnet] i know that start & end tile have different hit boxes depending on what tiles you're on 20:04 < bridge_> [ddnet] yes, that one is known I think 20:04 < bridge_> [ddnet] e.g. freeze tile next to end tile allows you to end even if you're not in the end tile 20:04 < bridge_> [ddnet] yep 20:41 < bridge_> [ddnet] This might seem like a stupid question; But how is the privacy policy if i get the game with DDR Original client, instead of steam? Does it collect data in the background? 20:42 < bridge_> [ddnet] Im not sure if even steam does it xD But you never know 20:44 < bridge_> [ddnet] you dont need any account to play ddnet, the only thing that ddnet may have is your ip for (3 days i think?) and thats it 20:44 < bridge_> [ddnet] all data is public besides that 20:44 < bridge_> [ddnet] your ranks are public 20:44 < bridge_> [ddnet] but u dont even own ur name given anyone can use it 20:45 < bridge_> [ddnet] using steam is less privacy aware than the original client 20:45 < bridge_> [ddnet] btw 20:45 < bridge_> [ddnet] DDnet sells your personal data to russian hackers 20:45 < bridge_> [ddnet] Ah thanks for the fast reply 🙂 I was more thinking in terms if the client had built in things that would track and collect data on what i do on the computer 20:46 < bridge_> [ddnet] But i suppose not from your reply xD Also i didnt think DDR would do it since its ad free etc, but still wanted to make sure 21:09 < bridge_> [ddnet] ddnet is completly open source 21:09 < bridge_> [ddnet] you can view the code 21:09 < bridge_> [ddnet] and compile it urself 21:09 < bridge_> [ddnet] https://github.com/ddnet/ddnet 21:24 < bridge_> [ddnet] Im too n00b for that atm 😅 Maybe next year when i my coding skills are better. Also yeah, it being open sounce makes me love the project even more