00:19 <+bridge> [ddnet] i dont see my messages rip 00:20 <+bridge> [ddnet] lmao that won't even get you a window up 00:21 <+bridge> [ddnet] vulkan was always meant to have some sort of middle ground engine/library for 90% of users 00:22 <+bridge> [ddnet] i think they are trying to push some QoL stuff like the new dynamic rendering extension lets you forget about all the mobile crap like subpasses and dependencies 10:30 <+bridge> [ddnet] why doesn't refreshing the server list sometimes do nothing since the update? 10:30 <+bridge> [ddnet] why does refreshing the server list sometimes do nothing since the update? 10:44 <+bridge> [ddnet] @deen 10:44 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/909015913943158784/unknown.png 10:44 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/909015941793337374/unknown.png 10:45 <+bridge> [ddnet] https://ddnet.tw/ranks/usa/ 10:45 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/909015941793337374/unknown.png 10:45 <+bridge> [ddnet] @deen https://ddnet.tw/ 10:45 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/909015913943158784/unknown.png 10:57 <+bridge> [ddnet] Sorry, fixed 10:58 <+bridge> [ddnet] :heartw: 11:02 <+bridge> [ddnet] thx deen 12:07 <+bridge> [ddnet] https://thegreatwhitebrotherhood.org/welcome/important-message-from-the-gwb/ 12:10 <+bridge> [ddnet] lmao 13:03 <+bridge> [ddnet] @joji what do you mean by "nothing"? you see no changes? 13:04 <+bridge> [ddnet] it's always re-downloading the list from the master server, but it doesn't throw away the old one until the new one arrives 13:20 <+bridge> [ddnet] it kept the server list as it was like 5 minutes ago and didnt refresh when i pressed f5 13:24 <+bridge> [ddnet] apparently master1 was down today 13:24 <+bridge> [ddnet] maybe that was the problem 13:27 <+bridge> [ddnet] although it should™ fallback to master2 in this case 13:27 <+bridge> [ddnet] The UX with the silent refresh isn't great. Errors should result in some visible change. Refreshes should be more obvious 13:28 <+bridge> [ddnet] the error should be displayed somewhere, yes 13:28 <+bridge> [ddnet] refreshes more obvious, idk 13:34 <+bridge> [ddnet] yea 13:35 <+bridge> [ddnet] (I think that the UX with silent refresh is very much better than what we had before, simply reverting would decrease UX in the common case, I think) 13:35 <+bridge> [ddnet] idk i had zero issues the way it was before 13:36 <+bridge> [ddnet] for some people, refreshing takes a long time, thus they didn't like pressing the refresh button 13:36 <+bridge> [ddnet] I also didn't like that it'd throw away the old list before it was sure it could get a new one 13:36 <+bridge> [ddnet] but thats visual feedback and visual feedback is important in stuff like that 13:36 <+bridge> [ddnet] note that in your case you couldn't have joined any servers anymore after refreshing 13:37 <+bridge> [ddnet] because they'd be all gone 13:37 <+bridge> [ddnet] (I'm all for a better error display, see abvoe) 13:37 <+bridge> [ddnet] I think I agree with izanagi there. The refresh making the page disappear for a second is very common 13:37 <+bridge> [ddnet] I'm just saying that I think the state we had before was worse 13:37 <+bridge> [ddnet] Anyway, proper ux for the current version is even better 13:39 <+bridge> [ddnet] I think you need to say more why "common" is good 13:39 <+bridge> [ddnet] do you mean that users expect it? 13:41 <+bridge> [ddnet] today when i refreshed and the master was down, i didnt see that it didnt refreshed 13:41 <+bridge> [ddnet] it shouldnt be like that 13:41 <+bridge> [ddnet] yes 13:42 <+bridge> [ddnet] would you rather have had the server list deleted? 13:43 <+bridge> [ddnet] what do you mean by that? 13:44 <+bridge> [ddnet] previously, the way you'd see the error was that you couldn't see a server list anymore 13:44 <+bridge> [ddnet] yea thats way better 13:44 <+bridge> [ddnet] ok ^^ 13:44 <+bridge> [ddnet] at least i didnt have any issues with that 13:44 <+bridge> [ddnet] I'd enjoy still being able to join servers 13:44 <+bridge> [ddnet] @Learath2\: i copied those bois into ddnet and prefixed NETMSGTYPE\_.. with protocol7\:\: https://github.com/teeworlds/teeworlds/blob/f35da54b6f2c5f9fd4bbd4559f887ccf8f8cc526/src/game/server/gamecontext.cpp#L307-L330but it does not seem to ship it to the 0.7 client. Any ideas? 13:46 <+bridge> [ddnet] @heinrich5991\: when wireshark dissector update? \:)last commit 7 months ago \:c 13:47 <+bridge> [ddnet] what do you need? 0.7 support? ^^ 13:47 <+bridge> [ddnet] Yep 13:47 <+bridge> [ddnet] Yep 13:48 <+bridge> [ddnet] but id take anything 13:48 <+bridge> [ddnet] (common per se isn't a good argument, but user expectation is one) 13:48 <+bridge> [ddnet] 0.6 isnt fully covered is it? like snap data 13:48 <+bridge> [ddnet] ah yes 13:48 <+bridge> [ddnet] https://thegreatwhitebrotherhood.org/welcome/important-message-from-the-gwb/ 13:48 <+bridge> [ddnet] @Learath2\: ? \:c 13:49 <+bridge> [ddnet] do i need a magic - somewhere? 13:49 <+bridge> [ddnet] What is a gamemsg even 13:49 <+bridge> [ddnet] i use it for flag events 13:49 <+bridge> [ddnet] like grab capture etc it creates sounds for example 13:50 <+bridge> [ddnet] and translated chat messages 13:50 <+bridge> [ddnet] I bet it get's dropped in CServer 13:51 <+bridge> [ddnet] okay why would it be dropped and whereß 13:51 <+bridge> [ddnet] okay why would it be dropped and where? 13:51 <+bridge> [ddnet] drop outgoing data? 13:52 <+bridge> [ddnet] Oh actually, did you use SendPackMsg? 13:52 <+bridge> [ddnet] i only prefixed protocol7\:\: 13:52 <+bridge> [ddnet] no other changes 13:52 <+bridge> [ddnet] Use SendPackMsg there 13:52 <+bridge> [ddnet] ok ty 13:56 <+bridge> [ddnet] https://github.com/ddnet/ddnet/blob/0d916e2ef6a18e76bca60cad27b23360ac4c1b6c/datasrc/seven/network.py#L377 13:56 <+bridge> [ddnet] Hmm it has no arguments 13:57 <+bridge> [ddnet] (SendPackMsg is a template function, which will do template magic to make sure your protocol7 messages don't get inappropriately re-translated) 13:57 <+bridge> [ddnet] vanilla uses up to 4 ints as arguments should i just edit network.py? 13:57 <+bridge> [ddnet] Are there 4 int arguments in the vanilla network.py? 13:57 <+bridge> [ddnet] ou idk lemme check 13:58 <+bridge> [ddnet] nah there its the same 13:58 <+bridge> [ddnet] but they dont use packmsg 13:58 <+bridge> [ddnet] I hate having special cases everywhere :((( 13:59 <+bridge> [ddnet] i guess i have to implement template magic in SendGameMsg then? 13:59 <+bridge> [ddnet] No wait a second let me read 14:00 <+bridge> [ddnet] im not working on a pr so it can be ugly \:D 14:01 <+bridge> [ddnet] Okay, create your msgpacker with 3 arguments 14:01 <+bridge> [ddnet] The third argument, should be true for the message to not be translated at a lower layer 14:02 <+bridge> [ddnet] After that you need to by hand make sure you only send this to sixup clients 14:02 <+bridge> [ddnet] i am not following 14:02 <+bridge> [ddnet] xd 14:02 <+bridge> [ddnet] I'm crying 14:02 <+bridge> [ddnet] how to create a msg packer 14:02 <+bridge> [ddnet] `CMsgPacker Msg(NETMSGTYPE_SV_GAMEMSG, false, true);` 14:03 <+bridge> [ddnet] ou 14:03 <+bridge> [ddnet] Are you sure you know how to use C++? 😛 14:03 <+bridge> [ddnet] no 14:03 <+bridge> [ddnet] ok now i get it thanks lemme try 14:03 <+bridge> [ddnet] You can send the Msg with `SendMsg` but as I said, you first need to make sure the recepient is a sixup client 14:04 <+bridge> [ddnet] yea i was planning on doing that anyway 14:04 <+bridge> [ddnet] The protocol7 stuff sadly turned out to be such a mess 😦 14:04 <+bridge> [ddnet] nah 14:04 <+bridge> [ddnet] i think its fine 14:04 <+bridge> [ddnet] soon we drop 0.7 anyways... right? ;) 14:04 <+bridge> [ddnet] 0.6\* 14:04 <+bridge> [ddnet] omg the typo of doom 14:05 <+bridge> [ddnet] Eh translating some of the protocol at cgamecontext, some in cserver and some by hand is very meh 14:06 <+bridge> [ddnet] hrmm 14:07 <+bridge> [ddnet] ah now it works idk 14:07 <+bridge> [ddnet] thanks a lot babe \<3 14:10 <+bridge> [ddnet] oh wow Server()-\>Sixup() returns 208 \:D that was unexpected 14:13 <+bridge> [ddnet] You mean `IsSixup()` 14:13 <+bridge> [ddnet] yea 14:13 <+bridge> [ddnet] That smells like garbage memory :/ 14:13 <+bridge> [ddnet] ikr 14:14 <+bridge> [ddnet] meh but ubsan doesnt catch it 14:14 <+bridge> [ddnet] must be one of those release only buggos 14:14 <+bridge> [ddnet] asan &&/|| ubsan should be complaining imo 14:14 <+bridge> [ddnet] nope there its 0 14:14 <+bridge> [ddnet] classic 14:15 <+bridge> [ddnet] oh but 0 is also wrong 14:15 <+bridge> [ddnet] since im on 0.7 \:D 14:19 <+bridge> [ddnet] IsSixup(-1) 14:19 <+bridge> [ddnet] 🧠 14:20 <+bridge> [ddnet] shouldnt asan or ubsan warn for out of bound access? 14:21 <+bridge> [ddnet] They don’t? ;/ 14:21 <+bridge> [ddnet] well i did IsSixup(-1) and it printed 0 just fine without any complaints 14:21 <+bridge> [ddnet] For -1 you need to implement the loop I have in SendPackMsg 14:22 <+bridge> [ddnet] ah wait 14:22 <+bridge> [ddnet] the ddnet readme example doesnt print to stdout 14:22 <+bridge> [ddnet] but to logfile 14:22 <+bridge> [ddnet] nvm it got catched 14:22 <+bridge> [ddnet] i am used to direct feedback in stdout 14:22 <+bridge> [ddnet] ik -.- 14:22 <+bridge> [ddnet] (@Learath2) 14:23 <+bridge> [ddnet] i guess its fair to explain that after i asked on how to create a msgpacker haha 14:24 <+bridge> [ddnet] okay now all works wonderfully thanks a lot @Learath2 \:) 14:25 <+bridge> [ddnet] any chance we can get some unused SendGameMsg funcs in ddnet ? \:D 14:27 <+bridge> [ddnet] It’s already a mess I won’t add them without reworking large parts of how translation happens, and I’m fairly scared of touching that 14:28 <+bridge> [ddnet] oke 14:30 <+bridge> [ddnet] May I ask questions about 4k resolution Assets which can affect performance? 14:30 <+bridge> [ddnet] Or is there anything that I need to be careful of? 14:31 <+bridge> [ddnet] Or is there anything that I need to be careful of when comes from 4k resolution Assets? 14:59 <+bridge> [ddnet] I unfortunately don't know 15:00 <+bridge> [ddnet] http://boringtechnology.club/ 16:16 <+bridge> [ddnet] @Robyt3 what's the rationale for making the array longer? 16:16 <+bridge> [ddnet] ingame names will be capped to 16 16:17 <+bridge> [ddnet] might be confusing to see a different name in settings 16:17 <+bridge> [ddnet] I see, if that happens anyway then it should just copy without breaking codepoints 16:18 <+bridge> [ddnet] I think we have str_utf8_copy or so 16:18 <+bridge> [ddnet] ah 16:18 <+bridge> [ddnet] str_utf8_truncate 16:18 <+bridge> [ddnet] you already do that 16:18 <+bridge> [ddnet] ah, you can use `str_utf8_copy` there ^^ 16:19 <+bridge> [ddnet] ah, yeah it's just shorthand for that 16:20 <+bridge> [ddnet] but it switches the order of the size parameter again .. 16:21 <+bridge> [ddnet] sometimes size is second parameter sometimes last 16:21 <+bridge> [ddnet] should be fixed now 16:21 <+bridge> [ddnet] I think it's this way because strcpy/memcpy has the order dst, src, size 16:21 <+bridge> [ddnet] and all others put the order next to the pointer 22:56 <+bridge> [ddnet] bug: -Selecting an Entity in the Editor, while switching from one Game Layer to another, it won't update the 22:56 <+bridge> [ddnet] selected entity to place and overwrite other entities. Reselecting it will let you place and overwrite 22:56 <+bridge> [ddnet] entities with again. 22:56 <+bridge> [ddnet] Can't post on Github cuz my account is shit 22:56 <+bridge> [ddnet] and it's annoying bug