00:06 <+bridge> [ddnet] 😴 00:06 <+bridge> [ddnet] Im sleeping 00:09 <+bridge> [ddnet] u are not 00:09 <+bridge> [ddnet] troll.pdf 00:10 <+bridge> [ddnet] Im trying to 00:10 <+bridge> [ddnet] u gertroll 00:11 <+bridge> [ddnet] fapnighter 00:11 <+bridge> [ddnet] u 00:46 <+bridge> [ddnet] i still want to see an anti ping feature where you can input an ms delays value 00:47 <+bridge> [ddnet] so lets say people who were adapted to 40 ping can play with "40 ping" on higher or lower ping servers 00:47 <+bridge> [ddnet] without any problems 00:48 <+bridge> [ddnet] i still want to see an anti ping feature where you can input an ms delay value 01:45 <+bridge> [ddnet] Is there a way to spec only a specific team in free spec mode 01:58 <+bridge> [ddnet] /specteam ? 01:58 <+bridge> [ddnet] oh in free spec mode 01:58 <+bridge> [ddnet] :thonk: 02:23 <+bridge> [ddnet] Something like /specteam 40 would be nice 02:23 <+bridge> [ddnet] Something like `/specteam 40` would be nice 02:24 <+bridge> [ddnet] I dont know the code for specteam, but doesnt it already do it? 02:24 <+bridge> [ddnet] Filters out only 1 team 06:45 <+bridge> [ddnet] how protocol words and why all my code there disappear after compile 🥺 07:26 <+bridge> [ddnet] why does sv_high_bandwidth effect emoticon smoothness? 07:41 <+bridge> [ddnet] sv_high_bandwidth makes the server send snapshots 2x as much 07:41 <+bridge> [ddnet] i guess that affects emoticons 08:02 <+bridge> [ddnet] shouldn't the animation be client side 08:45 <+bridge> [ddnet] agree 08:45 <+bridge> [ddnet] seems like a good thing for a github issue 09:02 <+bridge> [ddnet] EEEEEH, many technicalities cause us to rely on the server snaps for a smooth-ish gametime 09:06 <+bridge> [ddnet] I think TsFreddie and Jupeyy investigated it further once upon a time 09:13 <+bridge> [ddnet] A consequence of the new masterserver is that it's a bit annoying to follow people across servers, can anyone think of any interesting ways to remedy that? 09:16 <+bridge> [ddnet] @Learath2 a new protocol msg to share a sv to chat which u can join on click, which would be abused 09:17 <+bridge> [ddnet] we could limit it to some ips via config and have a longish cooldown 09:17 <+bridge> [ddnet] idk 09:21 <+bridge> [ddnet] how can i get value if character have jetpack(client side) 09:21 <+bridge> [ddnet] `m_pClient->m_aClients[m_pClient->m_LocalIDs[g_Config.m_ClDummy]].m_Jetpack` somewhy gives me false all the time 09:21 <+bridge> [ddnet] 09:21 <+bridge> [ddnet] `m_pClient->m_aClients[m_pClient->m_LocalIDs[g_Config.m_ClDummy]].m_Predicted.m_Jetpack` works but when i self-kill it gives true even if i dont have jetpack 09:21 <+bridge> [ddnet] 09:21 <+bridge> [ddnet] || bruh i sent this message to #wiki somehow || 09:35 <+bridge> [ddnet] @Ryozuki help pls :3 09:47 <+bridge> [ddnet] @uwu are you on a ddnet server when testing this? 09:48 <+bridge> [ddnet] yes 09:49 <+bridge> [ddnet] Ah, can you test something for me? I think I see the bug there 09:49 <+bridge> [ddnet] ye ofc 09:52 <+bridge> [ddnet] In gameclient.cpp, after L1369 add `pClient->m_Jetpack = pCharacterData->m_Flags & CHARACTERFLAG_JETPACK;` 09:53 <+bridge> [ddnet] now working perfectly xd 09:53 <+bridge> [ddnet] Yeah figures 09:54 <+bridge> [ddnet] 😄 09:54 <+bridge> [ddnet] I'll commit it in a minute 09:59 <+bridge> [ddnet] @uwu do you know a map I can test some jetpack on? 09:59 <+bridge> [ddnet] i used deathpack 09:59 <+bridge> [ddnet] u dont get jetpack immediately so its good for testing 10:12 <+bridge> [ddnet] mh, there is a mac bug again 😦 10:13 <+bridge> [ddnet] I never get to do the things I want to do lately 10:13 <+bridge> [ddnet] mac is big bug 10:14 <+bridge> [ddnet] I want to work on a new bot, the old one breaks every other day. I want to fix a small bug I end up having to either mess around with cmake or some opengl bug that jupeyy will blame on the vendor 10:21 <+bridge> [ddnet] 🤖 10:21 <+bridge> [ddnet] ```8235df7752c301f9ba08e64e2c3011d84d61ffaf is the first bad commit 10:21 <+bridge> [ddnet] commit 8235df7752c301f9ba08e64e2c3011d84d61ffaf 10:21 <+bridge> [ddnet] Author: Jupeyy 10:21 <+bridge> [ddnet] Date: Fri Sep 18 18:45:42 2020 +0200``` 10:23 <+bridge> [ddnet] @Jupstar ✪ https://paste.pr0.tips/ju 10:23 <+bridge> [ddnet] I bet I'm on some spam mail list now 10:23 <+bridge> [ddnet] Any idea? 10:23 <+bridge> [ddnet] just by being on github you are on spam lists 10:25 <+bridge> [ddnet] What is your vendor BTW and is that on Linux? 10:25 <+bridge> [ddnet] @Jupstar ✪\: can I load images with LoadTextureRaw in ddnet code and expect the result to be the same as in teeworlds code? 10:26 <+bridge> [ddnet] it's on macOS 10:26 <+bridge> [ddnet] 10.15 10:26 <+bridge> [ddnet] Chiller: except for compressed textures I guess yes 10:26 <+bridge> [ddnet] And what gpu vendor 10:27 <+bridge> [ddnet] F1 shows 10:28 <+bridge> [ddnet] ```[2021-08-08 11:27:41][sdl]: SDL version 2.0.15 (compiled = 2.0.14) 10:28 <+bridge> [ddnet] [2021-08-08 11:27:41][gfx]: Created OpenGL 2.1 context. 10:28 <+bridge> [ddnet] [2021-08-08 11:27:42][opengl]: Vendor string: ATI Technologies Inc. 10:28 <+bridge> [ddnet] [2021-08-08 11:27:42][opengl]: Version string: 2.1 ATI-3.9.15 10:28 <+bridge> [ddnet] [2021-08-08 11:27:42][gfx]: GPU vendor: ATI Technologies Inc. 10:28 <+bridge> [ddnet] [2021-08-08 11:27:42][gfx]: GPU renderer: AMD Radeon Pro 555 OpenGL Engine 10:28 <+bridge> [ddnet] [2021-08-08 11:27:42][gfx]: GPU version: 2.1 ATI-3.9.15``` 10:28 <+bridge> [ddnet] Sorry ircppl 10:28 <+bridge> [ddnet] i want to load normal pngs and they look real messed up so maybe its the render not the load code then 10:28 <+bridge> [ddnet] if I force it to create a 3.3 context it does work 10:29 <+bridge> [ddnet] Why does it even use gl2.1 10:29 <+bridge> [ddnet] A 1.x context also works 10:29 <+bridge> [ddnet] 3.0 is default 10:29 <+bridge> [ddnet] idk why it wants to use 2.1 10:29 <+bridge> [ddnet] That's already sus 10:29 <+bridge> [ddnet] Xd 10:29 <+bridge> [ddnet] Especially if 3.3 works 10:30 <+bridge> [ddnet] I can try removing my config though it doesnt have anything looking related in there 10:30 <+bridge> [ddnet] anyway, 2.1 should also work I presume, so maybe a slight deviation from the spec somewhere? 10:31 <+bridge> [ddnet] I checked all possibilities with 3gpus and software renderer 10:31 <+bridge> [ddnet] A memory crash should be detectable 10:33 <+bridge> [ddnet] maybe the other vendors being safer by initializing some data or being more agressive with their flushes? 10:34 <+bridge> [ddnet] Maybe, but would that be useful? 10:34 <+bridge> [ddnet] Already from the software renderer I would expect useful information 10:34 <+bridge> [ddnet] Also why does it crash on accessing a register 10:36 <+bridge> [ddnet] maybe a buffer that gets deleted accidentally? I can see some implementations keeping it around for longer letting it be ub 10:36 <+bridge> [ddnet] My really weird crash but dunno what to search for 10:36 <+bridge> [ddnet] If you can go around in the stack race find address 0x8 10:36 <+bridge> [ddnet] Or check what memory this could be in 10:37 <+bridge> [ddnet] How fast does it crash btw 10:37 <+bridge> [ddnet] Directly? 10:38 <+bridge> [ddnet] It loads the map then it crashes 10:38 <+bridge> [ddnet] Maybe out of memory? 10:38 <+bridge> [ddnet] I see no window 10:38 <+bridge> [ddnet] You mean system memory? I have plenty and I'm running on 64bit 10:39 <+bridge> [ddnet] wonder if it copies me message everywhere 10:39 <+bridge> [ddnet] wonder if it copies my message everywhere 10:39 <+bridge> [ddnet] nvm sorry 10:40 <+bridge> [ddnet] Mhh if it is reproducible it should be ez to find with open source drivers 10:40 <+bridge> [ddnet] anyway, I guess Learath has to do it. someone is using a self not to repeat my messages in krx style 10:40 <+bridge> [ddnet] bot* 10:40 <+bridge> [ddnet] check off-topic 10:40 <+bridge> [ddnet] it is very possible that it's a quirk of macOS implementation of gl 10:41 <+bridge> [ddnet] But to be fair every opengl before ogl4.5 or something is a mess and before 3.3 it's even worse 10:41 <+bridge> [ddnet] let me check where that 8 is coming from 10:43 <+bridge> [ddnet] how to get @Dev role? do i need to commit bunch of bug fixes or new things? 10:43 <+bridge> [ddnet] thanks learath 10:51 <+bridge> [ddnet] @uwu if you get a couple bugfixes in. There really isn't an official line 11:07 <+bridge> [ddnet] @Jupstar ✪ I remember you adding a bit of opengl debugging in there, how was it enabled? 11:32 <+bridge> [ddnet] Dunno gfx debug 1 11:45 <+bridge> [ddnet] How can `GL_AMD_debug_output` be true and `glDebugMessageCallbackAMD` be `NULL`??? 11:46 <+bridge> [ddnet] @Jupstar ✪ send help please, how can I check if my driver has support for the extension? 12:02 <+bridge> [ddnet] I dunno. Did glew activate that extension properly ? 12:03 <+bridge> [ddnet] Maybe it's not implemented by glew 12:03 <+bridge> [ddnet] Just look in their source how they load functions 12:04 <+bridge> [ddnet] I also cannot say if all ati cards have amd extension. In the past they probably weren't directly the same 12:05 <+bridge> [ddnet] okay I checked the opengl lib itself and it doesn't have any debug functionality 12:06 <+bridge> [ddnet] if I check inside `CCommandProcessorFragment_OpenGL2::Cmd_RenderTileLayer` before anything happens, there is a single `GL_INVALID_ENUM` error before anything else happens, and if I put a dbg_break after each gl call it never breaks 12:07 <+bridge> [ddnet] so my guess is whatever causes that INVALID_ENUM is the issue 12:09 <+bridge> [ddnet] Sounds possible yeah 12:13 <+bridge> [ddnet] I somewhere have a closed PR that checks all gl calls 12:13 <+bridge> [ddnet] 🫂 12:17 <+bridge> [ddnet] 🫂 12:18 <+bridge> [ddnet] There are so many gl calls that happen before the crash :/ 12:19 <+bridge> [ddnet] Is there any way to allow tees to open/close their own doors in solo parts? It works on solo maps why not in normal races? Maybe with server-settings? 12:20 <+bridge> [ddnet] this doesn't seem like intuitive behavior. there are probably maps that exist already that depend on pushing buttons in solo parts for other tees 12:23 <+bridge> [ddnet] I don't think this exists yet. while imo your version is much more intuitive, it is very problematic to implement: What happens if two tees have a switch in a different state and they both leave the solo part? -> in which state is the switch 12:25 <+bridge> [ddnet] chad programmer solution is letting creators map door rand(9999999) instead of door 1,2,3 12:25 <+bridge> [ddnet] 😄 12:26 <+bridge> [ddnet] but yes seems much more intuitive that a solo part is like an enclosed race. Wasn't even aware it didn't work that way. 12:27 <+bridge> [ddnet] yeah, its a bit whack 12:27 <+bridge> [ddnet] wrong reply 12:27 <+bridge> [ddnet] I don't understand ^^ 12:31 <+bridge> [ddnet] @Jupstar ✪ `CMD_CREATE_BUFFER_OBJECT` seems to be the command with the issue 12:33 <+bridge> [ddnet] Mhh maybe it somehow does not have vbo support 12:33 <+bridge> [ddnet] I'll later look in the code 12:33 <+bridge> [ddnet] `GL_COPY_WRITE_BUFFER` is the enum that's unknown 12:35 <+bridge> [ddnet] i think it's more intuitive the more you realize solo is just a switch, it's nothing special really 12:35 <+bridge> [ddnet] i do see the value in what you mean though, i just dont think there is a solution 12:36 <+bridge> [ddnet] im a bit curious what use switches are in solo race parts though 16:54 <+bridge> [ddnet] yep you are right, its not in the spec before 3.1 apparently 16:55 <+bridge> [ddnet] HEH, so apple is the one following the spec 16:57 <+bridge> [ddnet] @Learath2 can you compile on that mashine? 16:59 <+bridge> [ddnet] Tonight, am out for the night 17:52 <+bridge> [ddnet] 🥺 19:39 <+bridge> [ddnet] hi could there be a way to play solo maps on a ddnet verified local server with 0 ping and achieve ranks? 19:40 <+bridge> [ddnet] same for dummy maps 19:48 <+bridge> [ddnet] Eeeeesh, very very cheatable 19:54 <+bridge> [ddnet] Maybe if you record the actual input, like a demo just for input data 19:57 <+bridge> [ddnet] A teehistorian file would be very close but you can craft them 19:57 <+bridge> [ddnet] Doubt many people have the skills for it or would take the time for it, but you can 20:00 <+bridge> [ddnet] just putting the idea out there, i think it would be so preferrable for so many people 20:04 <+bridge> [ddnet] Yeah. Just very very hard to make it possible. It'd require something like the setup speedrun.com has. Requiring handcam or sth to make sure 20:58 <+bridge> [ddnet] https://youtu.be/FvT-YxhaHB4 21:47 <+bridge> [ddnet] nobody react in #bugs so i guess that better to put that here, there is a bug with "Blockworlds" entities. 21:47 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/874016013581180968/2021-08-05_16-33-36.mp4 22:57 < john> . 23:37 <+test> +i