00:28 <+bridge> [ddnet] which ports does ddnet-server use by default? 00:28 <+bridge> [ddnet] (without econ) 00:37 <+bridge> [ddnet] 8303? 00:45 <+bridge> [ddnet] ye 00:45 <+bridge> [ddnet] okey thanks 11:59 <+bridge> [ddnet] @Nouaa\: i did not see a "Nouaa" in game also i did not play the last 2 days if you need to contact me either know how to detect fakes ingame or use wire/matrix/email 12:05 <+bridge> [ddnet] yo @heinrich5991 what is the recommended way of querying server stats by ip using the http master and curl? 12:42 <+bridge> [ddnet] got it``` 12:42 <+bridge> [ddnet] curl https://master1.ddnet.tw/ddnet/15/servers.json | jq '.[][] | select(.addresses[0] == "tw-0.6+udp://51.210.171.47:7303")' 12:42 <+bridge> [ddnet] ``` 12:54 <+bridge> [ddnet] I noticed that from another pc, its howed /64 on my server, but at home it didnt. Lol 12:56 <+bridge> [ddnet] @Learath2 @heinrich5991 12:56 <+bridge> [ddnet] When I send more than 64 players, why are the players that are sent after 64 players have been sent already get shown in the client browser? I send empty playerinfo for >= 64 players, so it will still show the server, but for some reason it shows these empty ones in the browser instead of just ignoring them, is the array initalized from back to front? 12:58 <+bridge> [ddnet] The sorting puts the empty ones up front I guess 13:41 <+bridge> [ddnet] > at home it didnt 13:41 <+bridge> [ddnet] home server = LAN server = the_previous_server_info_mechanism. 13:41 <+bridge> [ddnet] 13:41 <+bridge> [ddnet] The new JSON-file based approach used only for wide net servers (ddnet grabber can't get info about your LAN servers). 13:41 <+bridge> [ddnet] 13:41 <+bridge> [ddnet] And this is why I couldn't reproduce the issue locally too. 😄 13:41 <+bridge> [ddnet] no, it was my server 13:41 <+bridge> [ddnet] Then you're not on DDNet 15.5.4 (at home). 13:41 <+bridge> [ddnet] i was xD 16:27 <+bridge> [ddnet] https://lore.kernel.org/lkml/20210704202756.29107-1-ojeda@kernel.org/ 16:27 <+bridge> [ddnet] @Learath2 :monkalaugh: 16:27 <+bridge> [ddnet] they actually rly progressing 16:27 <+bridge> [ddnet] :monkalaugh: 16:35 <+bridge> [ddnet] i wish you could mention people via player id 16:35 <+bridge> [ddnet] with tab auto complete 16:36 <+bridge> [ddnet] because alot of people have unicodes as their name 16:37 <+bridge> [ddnet] tell them to get a better name 16:37 <+bridge> [ddnet] u can also shift+tab 16:54 <+bridge> [ddnet] you cant tell russians to get a latin name 16:54 <+bridge> [ddnet] they won't even understand what im trying to tell them 16:54 <+bridge> [ddnet] oh true 17:11 <+bridge> [ddnet] ctrl-shift-tab on steam 17:11 <+bridge> [ddnet] @WAV you could implement it, but ids are more of a debug/moderation feature, so I don't think it's that useful 17:12 <+bridge> [ddnet] normal players shouldn't need them 17:13 <+bridge> [ddnet] What we could have is a mapping of cyrillic and other alphabets to latin letters, display both in player name, and allow completion with the latin name too. But that's quite complex for such an unimportant feature 17:14 <+bridge> [ddnet] The mapping also gets arbitrarily complex for languages like chinese, hindu and arabic 17:15 <+bridge> [ddnet] yeah, anything like this involving unicode will be a huge pile of compexity 17:16 <+bridge> [ddnet] just use shif-tab 😄 17:16 <+bridge> [ddnet] For chinese and japanese I'm guessing we'd need to keep a pinyin table and a furigana table in memory 😛 17:16 <+bridge> [ddnet] cursor in score tab when xd 17:17 <+bridge> [ddnet] to choose necessary player and tag him 17:17 <+bridge> [ddnet] Oh well, if that translation table isn't even part of unicode then even worse 17:17 <+bridge> [ddnet] A cursor way to highlight would actually be the easiest way to implement this 17:18 <+bridge> [ddnet] yeah, that's cleaner 17:27 <+bridge> [ddnet] thats why its best just to add mention via player id 17:28 <+bridge> [ddnet] everyone can turn player id on 17:28 <+bridge> [ddnet] either with debug mode or in settings 17:29 <+bridge> [ddnet] when the server is full, its abit annoying to constantly tab, and even miss so you have to tab again 17:30 <+bridge> [ddnet] or maybe you can implement a mention via spec list 17:31 <+bridge> [ddnet] this thing 17:31 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/861992741645844480/unknown.png 17:32 <+bridge> [ddnet] instead of left clicking to spec, right click to mention 17:32 <+bridge> [ddnet] instead of just left clicking to spec, right click to mention 17:55 <+bridge> [ddnet] passed physics with an 18/30, I just feel absolutely dirty 18:31 <+bridge> [ddnet] @Jupstar ✪\: i catched a gprof of the dummy having 1/4 fps of the main tee but i can not see anything obvious here https://zillyhuhn.com/tmp/gprof_main_400fps_dummy_100fps.svg 18:33 <+bridge> [ddnet] lol countriflags 18:33 <+bridge> [ddnet] lol countryflags 18:33 <+bridge> [ddnet] y* 18:35 <+bridge> [ddnet] yea ikr \:D seems to profiled a lot of startup coe 18:35 <+bridge> [ddnet] i run 2 clients in parralel for a few hours one had the fps issue the other not. 18:36 <+bridge> [ddnet] 18:36 <+bridge> [ddnet] Here the profile of the one running same fps on dummy and main tee to compare https://zillyhuhn.com/tmp/gprof_same_fps.svg 19:24 <+bridge> [ddnet] chillerdragon, do you also have one without dummy 19:24 <+bridge> [ddnet] to compare 20:03 <+bridge> [ddnet] @Jupstar ✪\: https://zillyhuhn.com/tmp/gprof_no_dummy_full_fps.svg 20:13 <+bridge> [ddnet] ```cpp 20:13 <+bridge> [ddnet] // engine/console.h 20:13 <+bridge> [ddnet] // ... 20:13 <+bridge> [ddnet] enum 20:13 <+bridge> [ddnet] { 20:14 <+bridge> [ddnet] // ... 20:14 <+bridge> [ddnet] CLIENT_ID_GAME = -2, 20:14 <+bridge> [ddnet] CLIENT_ID_NO_GAME = -3, 20:14 <+bridge> [ddnet] } 20:14 <+bridge> [ddnet] // ...``` 20:14 <+bridge> [ddnet] for what purposes these ids should be used? 20:14 <+bridge> [ddnet] ```cpp 20:14 <+bridge> [ddnet] // engine/console.h 20:14 <+bridge> [ddnet] // ... 20:14 <+bridge> [ddnet] enum 20:14 <+bridge> [ddnet] { 20:14 <+bridge> [ddnet] // ... 20:14 <+bridge> [ddnet] CLIENT_ID_GAME = -2, 20:14 <+bridge> [ddnet] CLIENT_ID_NO_GAME = -3, 20:14 <+bridge> [ddnet] } 20:14 <+bridge> [ddnet] // ...``` 20:14 <+bridge> [ddnet] for what purposes these ids should be used? 20:34 <+bridge> [ddnet] chillerdragon ever checked if the fps are actually lower? with a external tool 20:36 <+bridge> [ddnet] code says something map config 20:36 <+bridge> [ddnet] about ^ 20:37 <+bridge> [ddnet] not much information but i think it's enough for me 20:37 <+bridge> [ddnet] thanks 20:38 <+bridge> [ddnet] Its whether a command was executed from within the map file or not 20:38 <+bridge> [ddnet] GAME is always the map, same for CFGFLAG_GAME 20:39 <+bridge> [ddnet] that means the command can be executed from the map (there is the edit box "Server settings") 20:53 <+bridge> [ddnet] ye, i see now 20:54 <+bridge> [ddnet] yea all that code in the profiler does not really looks like the regular tick code that affects fps seems to be more the initial load code 20:54 <+bridge> [ddnet] @Jupstar ✪\: does a hooman work as external tool? I noticed by my self that the game is way less fluent when i play with dummy then i checked fps 20:54 <+bridge> [ddnet] also i found maps/%s.cfg executing - is there any difference between .cfg and .map.cfg (in maps folder)? 20:56 <+bridge> [ddnet] @Jupstar ✪ lets add this to ddnet https://www.amd.com/en/technologies/radeon-software-fidelityfx 20:56 <+bridge> [ddnet] we need to get 10k fps 20:56 <+bridge> [ddnet] > AMD FidelityFX Super Resolution (FSR)1 uses cutting-edge upscaling technologies to help boost your framerates in select titles2 and deliver high-quality, high-resolution gaming experiences. 20:57 <+bridge> [ddnet] it rly does that, i tried it on dota 2 20:57 <+bridge> [ddnet] :monkalaugh: 20:58 <+bridge> [ddnet] i already have 10k 20:59 <+bridge> [ddnet] but next goal 100k 20:59 <+bridge> [ddnet] gimme some 20:59 <+bridge> [ddnet] need better single core performance tho xD 20:59 <+bridge> [ddnet] i have 100-500 fps 20:59 <+bridge> [ddnet] play entities 20:59 <+bridge> [ddnet] disable health hud 20:59 <+bridge> [ddnet] and scorehud 21:00 <+bridge> [ddnet] ye i said i have 100-500 fps 21:00 <+bridge> [ddnet] not 50-60 21:00 <+bridge> [ddnet] but is a cpu limit anyway, if u play a map with weapon spawns it already lower fps, bcs the client iterates through them 21:00 <+bridge> [ddnet] dude 500 is nothing xD 21:01 <+bridge> [ddnet] my phone gets almost 300 fps and its 6 years old 21:01 <+bridge> [ddnet] some 32bit arm shit xD 21:01 <+bridge> [ddnet] ye thanks bud 21:01 <+bridge> [ddnet] yeah how is it so low 21:01 <+bridge> [ddnet] u have win98 or what 21:01 <+bridge> [ddnet] gt430 pro gaming 21:01 <+bridge> [ddnet] mhh maybe bad drivers 21:02 <+bridge> [ddnet] winxp for life!11!!!1 21:02 <+bridge> [ddnet] i doubt that GPU is that bad tbh 21:03 <+bridge> [ddnet] come germany for 2 months work for 400€ basis and buy new pc 21:03 <+bridge> [ddnet] start a gofundme 21:03 <+bridge> [ddnet] lmfao xD 21:09 <+bridge> [ddnet] from @switch 21:09 <+bridge> [ddnet] [2021-06-22 22:14:32][chat]: 'Dragere' entered and joined the red team 21:09 <+bridge> [ddnet] DDNet: nghttp2_session.c:2156: session_prep_frame: Assertion session->last_sent_stream_id < frame->hd.stream_id' failed. 21:09 <+bridge> [ddnet] [1] 5403 abort ~/jeux/tw/DDNet-15.4-linux_x86_64/DDNet 21:09 <+bridge> [ddnet] 21:09 <+bridge> [ddnet] 21:09 <+bridge> [ddnet] [2021-06-30 01:31:24][datafile]: loading data index=8 size=62 uncompressed=152 21:09 <+bridge> [ddnet] DDNet: nghttp2_frame.c:1124: nghttp2_frame_add_pad: Assertion nghttp2_buf_avail(buf) >= padlen - 1' failed. 21:09 <+bridge> [ddnet] [1] 17984 abort ~/jeux/tw/DDNet-15.4-linux_x86_64/DDNet 21:09 <+bridge> [ddnet] 21:09 <+bridge> [ddnet] 21:09 <+bridge> [ddnet] [2021-07-06 21:06:24][chat]: 'twelve' entered and joined the game 21:09 <+bridge> [ddnet] [1] 5596 segmentation fault ~/jeux/tw/DDNet-15.5.4-linux_x86_64/DDNet 21:09 <+bridge> [ddnet] from @switch 21:09 <+bridge> [ddnet] ```[2021-06-22 22:14:32][chat]: 'Dragere' entered and joined the red team 21:09 <+bridge> [ddnet] DDNet: nghttp2_session.c:2156: session_prep_frame: Assertion session->last_sent_stream_id < frame->hd.stream_id' failed. 21:09 <+bridge> [ddnet] [1] 5403 abort ~/jeux/tw/DDNet-15.4-linux_x86_64/DDNet 21:09 <+bridge> [ddnet] 21:09 <+bridge> [ddnet] 21:09 <+bridge> [ddnet] [2021-06-30 01:31:24][datafile]: loading data index=8 size=62 uncompressed=152 21:09 <+bridge> [ddnet] DDNet: nghttp2_frame.c:1124: nghttp2_frame_add_pad: Assertion nghttp2_buf_avail(buf) >= padlen - 1' failed. 21:09 <+bridge> [ddnet] [1] 17984 abort ~/jeux/tw/DDNet-15.4-linux_x86_64/DDNet 21:09 <+bridge> [ddnet] 21:09 <+bridge> [ddnet] 21:09 <+bridge> [ddnet] [2021-07-06 21:06:24][chat]: 'twelve' entered and joined the game 21:10 <+bridge> [ddnet] [1] 5596 segmentation fault ~/jeux/tw/DDNet-15.5.4-linux_x86_64/DDNet``` 21:10 <+bridge> [ddnet] hello @lynn . who are you . why did you copy past my message posted in "bug "channel . are you a bot ? 21:10 <+bridge> [ddnet] lol 21:10 <+bridge> [ddnet] no i'm not a bot. i posted it here since it's development-related 21:11 <+bridge> [ddnet] Oh i choosed wrong channel. sorry. i am not good with discord 21:11 <+bridge> [ddnet] no, you're fine actually, both channels work, i just wanted to make sure devs at least saw this 21:12 <+bridge> [ddnet] also it would help to know what version this is @switch 21:12 <+bridge> [ddnet] oh you said latest 21:40 <+bridge> [ddnet] hm, smells like a curl bug 21:40 <+bridge> [ddnet] @switch can you take a look when launching the game what version of curl is getting loaded? 21:43 <+bridge> [ddnet] @Learath2 Hello. Maybe you need this ? : [2021-07-06 21:41:37][http]: libcurl version 7.64.0 (compiled = 7.55.0-DEV) 21:43 <+bridge> [ddnet] yep, so are you on linux? 21:43 <+bridge> [ddnet] and where did you get ddnet? 21:43 <+bridge> [ddnet] Oh. I posted on "bugs" channel. i am Debian Linux 21:43 <+bridge> [ddnet] So this is the version on apt? 21:44 <+bridge> [ddnet] curl version ? 21:44 <+bridge> [ddnet] No, ddnet version. I mean as in did you download it from ddnet.tw or from your package manager (apt) 21:45 <+bridge> [ddnet] apt version is old 11.8.1. My version is downloaded on website . last version ( you can see version on my copy /paste ) 21:46 <+bridge> [ddnet] Okay, so can you do an `ldd ./DDNet` next to the executable? 21:47 <+bridge> [ddnet] Feel free to censor any lines, I'm wondering what curl this is linked to 21:47 <+bridge> [ddnet] do you need a past there ? 21:47 <+bridge> [ddnet] past? 21:47 <+bridge> [ddnet] past= a copy 21:47 <+bridge> [ddnet] ah a paste? yeah that would be great 21:48 <+bridge> [ddnet] i tryed this command : 21:48 <+bridge> [ddnet] ldd ./DDNet | grep curl 21:48 <+bridge> [ddnet] libcurl.so.4 => /usr/lib/x86_64-linux-gnu/libcurl.so.4 (0x00007fc06e90a000) 21:48 <+bridge> [ddnet] perfect 21:48 <+bridge> [ddnet] So it is using system curl which is significantly ahead of the development curl we compile with 21:48 <+bridge> [ddnet] @Learath2 can you french ? 21:49 <+bridge> [ddnet] un peux, mais pas suffisant 😛 21:49 <+bridge> [ddnet] Ok pas de probleme 21:49 <+bridge> [ddnet] Ok so i have to update my linux debian maybe . 21:49 <+bridge> [ddnet] tand this is not ddnet bug but my old curl 21:50 <+bridge> [ddnet] Well you can try that, but if it's an API breakage by curl it won't help. In that case maybe compile ddnet yourself or use a FlatPak 21:51 <+bridge> [ddnet] Ok i will try it. 21:52 <+bridge> [ddnet] Why did you start to think that the probleme was about curl ? you saw that only with my bug pasts ? 21:52 <+bridge> [ddnet] `nghttp2_frame.c:1124:` this is a part of `nghttp` which is internally used by `curl` for `HTTP/2` connections 21:53 <+bridge> [ddnet] Ok . thans for help. i will come back to sayy you if its is ok with copile or flatpack 21:53 <+bridge> [ddnet] tgood by 21:53 <+bridge> [ddnet] lol i used "t" for write 21:54 <+bridge> [ddnet] 😄 22:13 <+bridge> [ddnet] @Learath2 I used the option with cmake like this : cmake -DPREFER_BUNDLED_LIBS=ON .. Because i saw on the readme file this : "If you don't want to use the system libraries, you can pass the `-DPREFER_BUNDLED_LIBS=ON` parameter to cmake. 22:13 <+bridge> [ddnet] " . the game is compiled .