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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2017-09-17 00:00:00Z and 2017-09-18 00:00:00Z
00:36
43f246f Made int packing functions safe - Redix
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anyone know how to open a .demo file outside of tw
12:42
like program or anything to open it
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I don't think there's another program that can open them
12:42
what do you want to do?
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you want to put a demo onto youtube?
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your best bet is to open the demo in the client and record it
12:43
I think
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(maybe there was a client that could actually output a video file, but I don't remember it)
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hmh made a client that can convert demo to mp4
12:47
This adds a way to convert demos into mp4 (h.264) videos using ffmpeg-libraries. This feature is optional and defaults to off. It can be included by setting ffmpeg.value = true in config.lua. Demos...
12:51
why wasn't this merged btw
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read the discussion I guess
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there is no reason :/
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sound didn't work, apparantly
12:52
from my reading
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ah okay, kinda letdown tho
12:59
can't vote/change maps on test server, neither with rcon nor with vote call (edited)
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I just closed it because nothing happened for many months
14:53
but I'd still accept that PR once it works fine
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maybe build that tool as a headless client or sth, I feel like we have a shit ton of libraries now
👍 1
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teehistorian records all inputs from the players as well as the player positions in each tick. It stores this info in a highly compressible output format (I've achived 5x compression using xz or bz2).
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coool 😮
22:08
have you recorded anything ?
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I have recorded me playing Kobra 3 Solo for 10 minutes
22:09
that yielded a conservative approximation of max ~2GB per day on all DDNet servers together
22:09
have to open/run it ?
22:09
from client or ?
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we concluded that this would be feasible to store
22:09
I don't understand
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how *
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oh
22:10
the server records the stuff
22:10
"sv_teehistorian 1" into the config
22:10
might need to create the directory ~/.teeworlds/teehistorian
22:10
(for client side stuff, you have the ghosts)
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data is saved similar to ghost/demo? Or rather like csv ?
22:11
im just curious
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it's stored in a binary format that I just invented :/
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it was necessary to bring down the file size
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understandable
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https://github.com/ddnet/ddnet/pull/871#issuecomment-330098227 make ddnet teleporter deterministic again!
teehistorian records all inputs from the players as well as the player positions in each tick. It stores this info in a highly compressible output format (I've achived 5x compression using xz or bz2).
22:24
please comment with your ideas 😃
22:24
@Savander ^
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I don't know if I am the proper guy to spread my word in that topic ( don't know teeworlds logic at all). But if I had to choose, I prefer to have everything 1-0. I mean, without randomness
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if you have a github account, please comment there ^^
22:31
your input is appreciated
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Yea i have, but im web dev
22:31
instead of software ;D
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you're a dev, that's enough. but I'd have no problems with opinions of players either 😃
22:32
anyway, so which of these options would you prefer?
22:32
only 1?
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Don't know how spawn logic works
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you get the spawn at the position that is the furthest away from any other player
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oh, right
22:34
like on CTF/DM. I should recognize that.. I'm using spawn logic while playign dm1 😄
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^^
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To predict where play will respawn
22:35
anyway.. 😄 Give me a second
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Meh, i had idea
22:50
then i started writing and i forgot
22:50
:V
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thanks for commenting on the issue!
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No problem
22:55
btw. I have to say that I started learning about graphics processing (or more started reading). By using OpenGL, huh. Sounds pretty hard
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interesting ^^
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VBO, VAO
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I don't have much experience with that so far
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I never know what does it mean
22:55
now I at least, know abbreviation
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VBO may refer to: Vainu Bappu Observatory Vertex Buffer Object, an OpenGL extension for faster rendering of triangles Verbond van Belgische Ondernemingen, the Federation of Belgian Enterprises
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VAO may mean: Eastern Administrative Okrug of Moscow, Russia Vertex Arrays Object, an OpenGL feature similar to Vertex Buffer Object (VBO) Vienna Art Orchestra VAO (sports club), a Greek sports club
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And, If I understand! You can correct me. VBO, saves positions of vertices
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wikipedia helps with abbreviations
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and it's calculate position once
22:57
in space
22:57
then it's used with GLSL shaders
22:57
to render graphics
22:58
In a nutshell
22:58
(hoho, i learnt new sentence !! 😄 0
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I always was like, wtf
22:58
"nutshell"?
22:58
what they want from them.. 😄
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^^
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About 3 option. It would be reset if no one take any output?
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no
23:03
it would be resetted on map reload
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It wouldn't be better, if it would be resetted if there's no people around output? (edited)
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that sounds more complicated, so it should have an advantage
23:05
did you think of any?
23:05
For example, if you are speed racing, then you will have always
23:05
same output
23:06
Or maybe it could be resetted
23:06
for teams? 😃
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teams have their own world state
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oh, like that. Didn't know
23:07
there's any big changes in performence and complexity between 2 and 3 ?
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2 is probably less complex than 3
23:07
because we don't have to carry around state
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Okay, then i would stay with second option. 😛 Even without my idea described in issue
23:09
about computing first time of using teleport/anything else
23:09
In map or something, it was just idea 😃
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I don't quite understand that idea
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I will try to describe it better
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as I understand it, the furthest teleport output can only be computed at race time
23:11
because you don't know the other player's positions beforehand
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Hmm, I started thinking more. About 2 and 3 option. Generally, the first idea in my mind about 2 option, was to make first output for a map static. For example, if one guy from team jump into teleport, he will be teleported once to the same place, every first time. (every reset). But after thinking a bit more, even if third option is more complex, in meaning of fair, it would be best option. Because, while playing you will get the same output (depends on world state)
23:15
so even prediction would works fine, im right ?
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no
23:15
the client doesn't know how often the teleporter has been entered
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Funny but some days ago I had a situation where the tele randomness helped my team to continue a race 😄
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but if he would know, then it would work yes?
23:16
jao, yea. Randomness can be a cure also a curse
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what do you mean, it helped?
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and while speed racing, you need to have "luck". And i bet, there are maps
23:17
which can be finished faster, with enough luck 😄
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There were 3 TO teles and we could only survive if 2 of 3 of us get tped to the same TO tele to tower above freeze
23:22
You probably didn't think about it, but options 1 and 2 can be deadly for solo maps that have several TO teles for the same tele. If you get always tped to the furthest away now, records could become impossible to beat
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furthest away from player
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from other players
23:23
since you're solo, there is no one
23:23
but having to rely on randomness for good ranks doesn't sound good either
23:24
in the best case, the maps would just get fixed
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Always use the first output teleporter.
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to only have one TO teleporter
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this can be the furthest away
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In my opinion, is houdl rely on world state ( which is reseted for teams ). So, it would be always the same (edited)
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well, furthest away also relies on world state.
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fixing all maps should work, just wanted to mention it 😃
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it would be computed by how many times certian teleport "teleported", or in different way ?
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yes, just a counter for each teleporter
23:27
(for each teleporter number)
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Okay, we have to think about it a bit more. Let's give time
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good idea. good night 😃
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good night
Exported 145 message(s)