00:15 < bridge> hmm, which "activity" should i chose ? 00:15 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1330314667028910101/image.png?ex=678d8794&is=678c3614&hm=ca3db644a757b9efe9dee35e10753b1eb1f4802aa6538a97cb16241fbb58f955& 00:16 < bridge> good question, maybe trace profiler? 00:17 < bridge> well, either need root or change some setting to allow access to performance counters 00:17 < bridge> u have no root? xd 00:22 < bridge> i prefer to allow access to perf counters 00:30 < bridge> well, seems like it crashes even more severely because it crashed the whole computer... 00:30 < bridge> sample duration is 2000ns..., i cant find to increase it 00:31 < bridge> mh yeah maybe trace is not the correct tool 00:31 < bridge> but dunno if the shader debuggers or similar can catch crashes 00:32 < bridge> seems like no for the moment 00:33 < bridge> lmao just as you said that my browser crashed 00:33 < bridge> welcome to 2025 00:35 < bridge> looks like something more useful : https://developer.nvidia.com/blog/speed-up-gpu-crash-debugging-with-nvidia-nsight-aftermath/ 00:38 < bridge> oh god, this requires changing the source code... 00:43 < bridge> well, not tonight... 00:59 < bridge> Time to attach a kernel debugger 😛 01:00 < bridge> it was the same behavior as on windows 😄 01:01 < bridge> sound replaying the same last 2 notes, and mouse moving spuriously, like the kernel is fighting for his life and giving barely enough cpu time to the other apps 01:02 < bridge> sounds like an issue with nvidia optimus which is quite classic on laptops 01:06 < bridge> I don't get device lost or api related crashes in other vulkan games tho only ddnet. 01:48 < bridge> You get device lost in ddnet? I never had it ever I think 01:50 < bridge> A RL friend had it, and after cleaning his GPU and replug it, it was gone xd 01:52 < bridge> I get it sometimes 01:52 < bridge> Only when put of vram tho 01:52 < bridge> And on bad gpus like my laptop 01:52 < bridge> If the game runs for more than 20hrs mostly 01:54 < bridge> Yeah true I saw that on your 20k map 01:54 < bridge> But that really puts your hardware to the limits xd 01:55 < bridge> same thing on 10milx13 xd 01:55 < bridge> @jupeyy_keks not if you fix the vulkan backend xd 01:56 < bridge> But that's sad too. Out of vram can be handled cleanly with vk 01:56 < bridge> The fix would be to have only one backend and make the rendering more efficient:deen_star: 01:57 < bridge> Does pg support big maps? 01:57 < bridge> What even happens on OgL here,? 01:58 < bridge> It's more efficient but there is still room for improvement 01:58 < bridge> 3.3 loads but the entities don't exist 01:58 < bridge> Ah yeah 01:58 < bridge> 1.4 works fine but the perf is horrible 01:58 < bridge> But that's also troll.. Just not loading the whole buffer 02:00 < bridge> If patiga would use the thing I sent him which is not using textures, you could probably load 22k maps 02:00 < bridge> pls make u128 sized buffers 02:01 < bridge> What is that 02:01 < bridge> U want 128 bit is? 02:01 < bridge> Os 02:01 < bridge> @jupeyy_keks btw is chunking possible with the current mod support? 02:02 < bridge> I'd say yes 02:02 < bridge> So we could do minetee with an actual good world? :v 02:02 < bridge> Rendering wise yes. Network harder 02:03 < bridge> If u send all chunk updates to everyone, then yes 03:01 < bridge> why nor 03:01 < bridge> why not 04:40 < bridge> Yes all configs and commands are listed in the readme on GitHub 05:56 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1330400347885408276/2025-01-19_12-44-24.mp4?ex=678dd760&is=678c85e0&hm=7a9a4365d85aa89ea59463428cf0a2840af55574500b6dffd204e8a44f6c4014& 08:29 < bridge> <0xdeen> @.insanity_ Thank you! 09:54 < bridge> @.insanity_ :cat_woah: u so rich! Ohmahgaaawd 09:56 < bridge> real 09:57 < bridge> <01000111g> flexin' 10:48 < bridge> :poggers2: :poggers2: :poggers2: 10:55 < bridge> I only had it once after installing an NVIDIA driver update without rebooting afterwards 12:27 < bridge> I ran into this error after adding a new display to my system, particularly with my Index when SteamVR started up 12:41 < bridge> We should collect all and put them into wiki xd 13:06 < bridge> So I'm trying to expand on my experiment from yesterday, and I learned that I can move settings I add to a separate file, the problem is I can't find that file but the greet on start feature still seems to be working 13:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1330508606868553769/image.png?ex=678e3c33&is=678ceab3&hm=02ae6bd78e240d3a10bb7948d1a87399807ad9156954cb94f3db9cc8282afd77& 13:07 < bridge> Shouldn't it be right here? 13:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1330508847688974367/image.png?ex=678e3c6c&is=678ceaec&hm=734a53dbb75169e2bf9251a9aa953df81659973a023e5580e5c70ecde3f8233e& 13:20 < bridge> @tsfreddie let's move here 13:21 < bridge> > it'd take more than that lol 13:21 < bridge> wdym? 13:22 < bridge> you do need to include the header in the proper places which can be more than a few files. and even then it will just merge with the existsing cfg file 13:22 < bridge> i think what you want needs a bit of storage refactor 13:23 < bridge> Can't I piggy back off the existing one and just save custom options to that file? 13:23 < bridge> do you care about saving? 13:23 < bridge> yeah 13:24 < bridge> Also weirdly enough, my custom option is not saved in the `settings_ddnet.cfg` file 13:24 < bridge> and there's no custom file in the config dir 13:24 < bridge> so it's saved somewhere, but idk whre 13:24 < bridge> so it's saved somewhere, but idk wher 13:24 < bridge> ye, that'd be more complicated i think. without modifying how storage works cfgs are consolidated into one file currently i believe. i should double check 13:24 < bridge> so it's saved somewhere, but idk where 13:25 < bridge> my guess is that the game doesn't even know your custom options exists, since my guess is that you haven't included the headers in the right places. 13:25 < bridge> the option is there 13:25 < bridge> ah 13:25 < bridge> if you did. default options are not saved anyway. you have to change them 13:25 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1330513547880566836/image.png?ex=678e40cd&is=678cef4d&hm=f54dc3398bf77d7279310c0011e3273dafdfaea7621d7293859966e6a6b0edf7& 13:26 < bridge> Default is 1 13:26 < bridge> and after changing to 0 it's saved 13:26 < bridge> i see 13:26 < bridge> looks like you've done more than the two screenshots you've sent lol 13:26 < bridge> That's the whole weird thing 13:26 < bridge> do you have a repo 13:26 < bridge> https://github.com/Sans3108/ddnet-1/commit/53795cb389b05276178deb2b50197a0f37917814 13:26 < bridge> This is the commit 13:27 < bridge> I've gone off of @stormaxd's instructions, he's teaching me stuff :3 13:28 < bridge> the way you did it looks like it should save in `settings_ddnet.cfg` 13:28 < bridge> are you sure it is not there 13:29 < bridge> huh 13:29 < bridge> it is 13:29 < bridge> 13:29 < bridge> I did a search before and it wasnt 13:29 < bridge> :what: 13:30 < bridge> probably just bad timing or something. like you opened it before it saves or you force closed the client so it couldn't save. if you have a debugger on and just stopped the program from the debugger it could just kill it without a chance to save 13:31 < bridge> then this part is useless 13:31 < bridge> ```cpp 13:31 < bridge> #define CONFIG_FILE_SANS "settings_sans.cfg" 13:31 < bridge> ``` 13:31 < bridge> yes 13:31 < bridge> if you want to save to a separate file tho. you might need a separate CFGFLAG and check it in the storage code during save. 13:31 < bridge> you added that like as a defintion but you haven't used it anywhere 13:31 < bridge> so it basically didn't even exist 13:32 < bridge> you added that line as a defintion but you haven't used it anywhere 13:32 < bridge> let me try that I suppose 13:32 < bridge> or even simpler just check whether the config starts with `s_`, lots of hacky ways, but you do need to manually do it 13:33 < bridge> doing it by flag seems more safe 13:36 < bridge> where are the flags checked? I see where they're defined but no mention of them aside from that 13:36 < bridge> not sure 13:36 < bridge> i can check 13:37 < bridge> one result. epic 13:37 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1330516388200185917/image.png?ex=678e4372&is=678cf1f2&hm=f3c141741015ba580bc4549b52fb295f8edb849169de76e5d5104c3f32cc6a97& 13:37 < bridge> you could just copy the Save method and add a SaveSans, and call it the same places. with the two method checking different flags 13:38 < bridge> you could just copy the Save method and add a SaveSans, and call it in the same places. with the two method checking different flags 13:38 < bridge> the save code looks very readable as is. good luck 15:54 < bridge> Why am I getting status code 500 from https://ddnet.org/players/?json2=nickname ? 15:54 < bridge> :justatest: 15:55 < bridge> Works for me 16:02 < bridge> When I try to get information from 60 nicknames, ~10 will give status code 500 16:07 < bridge> there's probably a rate limit 17:28 < ChillerDragon> any mod wants to join 45.141.57.31:8333 ? c: 17:32 < bridge> im not mod but i can join 17:34 < bridge> what is lowhosting 17:34 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1330576103710130300/Screenshot_20250119-173405_Chrome.jpg?ex=678e7b10&is=678d2990&hm=c06e37690f3c80a8fcabc2fe0ebc707b87659660c7467e1d701e000f85618431& 17:35 < ChillerDragon> solved 17:36 < ChillerDragon> lowhosting is the company that davide is involved in the one that ddos protects formerly ger10 now ger3 17:36 < bridge> oh 18:17 < bridge> Where is the Strong/Weak Indicator picture file stored? 18:18 < bridge> nvm found it 20:07 < bridge> Hi! By chance are there any identifiers added at build time that are later sent to the servers? 20:07 < bridge> 20:07 < bridge> There are some external servers that as soon as I join freeze me and say: 20:07 < bridge> "chat/server: *** You have been punished for bad client. Get official client from ddnet.org/downloads" 20:08 < bridge> And the client build I'm using isn't one downloaded from ddnet.org but rather compiled unchanged from source. 20:09 < bridge> And the Linux client build I'm using isn't the one downloaded from ddnet.org but rather compiled unchanged from source. 20:10 < bridge> Hi! By chance are there any nondeterministic identifiers added at build time that are later sent to the servers? 20:10 < bridge> 20:10 < bridge> There are some external servers that as soon as I join freeze me and say: 20:10 < bridge> "chat/server: *** You have been punished for bad client. Get official client from ddnet.org/downloads" 20:12 < bridge> I plead the 5th 20:13 < bridge> i remember stuff like that banning me from noby fng 20:13 < bridge> i would change one source line recompile and it would detect i wasnt on official ddnet 20:17 < bridge> also if you wrote crashmeplx in rcon you would get banned too somehow 20:17 < bridge> lots of quirks 20:29 < bridge> dont use a bot 20:30 < bridge> ah external 20:30 < bridge> i think ddnet reports its version but idk 20:31 < bridge> i thinksource is 19.0 and current latest 18.9 20:31 < bridge> maybe they do some basic shit 20:34 < bridge> it sends more rhan just client version number 20:35 < bridge> it sends more than just client version number i think, or maybe modifies the sent version if smth is changed elsewhere 20:39 < bridge> Yes 21:00 < bridge> it sends a lot actually 21:03 < bridge> Okay, the latest linux build from ddnet.org doesn't get blocked. 21:03 < bridge> Let me try the latest chaotic-aur build. (the version I tried from there that gets me frozen is 18.8.2) 21:14 < bridge> Okay, the latest DDNet 18.9 build from the chaotic-aur repo gets blocked as well. 21:14 < bridge> So it's plausible that there are some servers where the 'anticheat' performs detection based on some whitelisted data from the client, likely tied to a specific build. 21:25 < bridge> Which server is blocking you? 21:28 < bridge> TeeFusion 'Ranked' maps, iirc some other non-TF servers are blocking too. 22:37 < bridge> I have a clue. 22:49 < bridge> bro has a clue 22:56 < bridge> yeah, i've asked if it can be evaded somehow but they said that there's no plan to support anything other than official builds 23:32 < bridge> @milkeeycat so hot