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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 2017-09-29 00:00:00Z and 2017-09-30 00:00:00Z
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hey, is there a way to control the client zoom server side?
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no
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ok thanks
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think we only allow zoom in certain gamemodes @Laboon
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It's not like, we can control how much people player see?
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Yes that is possible I guess
10:57
but atm im working on a spectator mode and it would be cool if i could contorl the zoom
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well it is possible to just snap in a radius or inside an arena to prevent looking outside
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I guess you cant :/
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but nope you cant control zoom
10:58
would be a cool feature for developers I guess xD
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I think, ddnet should be standalone game!
10:59
eventually with teeworlds servers, which will tell you
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For example on ddnet tournaments you could choose the option "spectate best 2" and with the zoom you can control that the spectator always sees both teams
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"if you want to play, download ddnet client"
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yes i dont like that the normal teeworlds version is on steam either
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we could break vanilla compat any day we want
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why you don't like?
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becaues new players won't stick to the game
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@Learath2 it would give you a lot of more possibilities 😄
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teeworlds is cool i guess, but it sucks that most new players only get to see death match or ctf
11:00
which gets boring pretty fast imo
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meh, i started play this game
11:01
when there wasn't any mods
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yeah they leave before they ever uncheck the vanilla filter
11:01
I started playing on block servers and tournament servers 😄
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@Savander me too but there would be more players if they would know that teeworlds isnt just "dm and ctf" 😄
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I know
11:02
But i can't really agree!
11:02
Teeworlds itself should be more interesting
11:02
😃
11:02
I mean, standard gametypes should be more interesting
11:02
like in others games
11:02
you see standard gametypes, then WOWHOWHOW
11:02
i found mods
11:02
YEA
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yes thats cool i guess hahahaha
11:03
but it sucks that teeworlds isnt really continued being updated anymore
11:03
when was the last official teeworlds update?
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think 0.7 is back on schedule 😄
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really?
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they're releasing 0.7? 😮
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Any news ?
11:03
Show me lol 😮 im interested
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oy said he found someone to do the art a couple of months ago in irc
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Ah oy
11:04
thats cool i guess
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But official teedevs don't want to continue
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would it be possible to maybe work togethre?
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so i bet, teeworlds never will be updated
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oy is one of the official devs
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at least, not official version
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the project is oy's now
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so that the normal 0.7 client includes the ddnet features as well?
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I know that @Learath2
11:04
read what he said on forum
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and he controls the website aswell
11:05
so it'll be as official as it ever was when oy releases a 0.7
11:05
if that ever happens that is
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idk wether it would be good or not
11:06
i know from the jump from 0.5 to 0.6 i didnt know where to play lol
11:06
0.5 servers went down but there werent that many 0.6 servers in the beginning
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Oy on forum said, that Teeworlds0.7 will be never released
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and the player count on 0.5 servers dropped as well
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took us a while to get ddrace ported to 0.6
11:07
@Savander when?
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which sucked because there was no tournament mod for 0.6 >:
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if you are talking about that old post, it doesn't matter since a couple of months ago he came on irc and said he could go on
11:07
couple months ago
11:08
Okay, he can. Why he don't want help of other devs?
11:08
like heinrich, you
11:08
deen ?
11:08
they hate you because of ddnet or what
11:08
he *
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i dont get the hate for ddnet
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he doesn't have the time for it and he doesn't want to admit it
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when the server of the tournament mod went online for a few hours some people wrote "oh wow on ddnet no thanks" and left
11:09
i dont get this, if they want to play the mod they should. why would they disconnect just because they dont want to support ddnet?
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I have a pullrequest on teeworlds/teeworlds that was open for 4 years now
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I know, for me there should be more mainteiners
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which won't happen
11:09
so there will most prolly be no new tw release
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Yea, so let's make ddnet standalone
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no point in breaking vanilla compatibility now
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and fuck backward compatibility
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If we ever get sth that we can't do because of back compat we can talk about it then
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backward compatibility i scool as it is
11:11
it still brings a few players to ddnet i guess
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and if we break vanilla compat any mod that isn't updated will no longer work
11:11
so no fng no zcatch either
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and most features can still be enabled exclusively on ddnet clients from the serverside
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and no mods that doesn't implement our new protocol either
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You still need to think about vanilla players
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on serverside it makes it a little more complicated you're right but not that much imo
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I mean, it's talking shit now but, even if you would add something great to ddnet, but if it can't be compatible with vanilla, you can't
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we can, it just looks bad on vanilla clients
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And, why we woudl break mods ?
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ddnet clients wouldn't be able to speak vanilla protocol either
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im not talking about making new game,
11:14
so protocol, like now woudl stay
11:14
no?
11:14
so fng, and other gamemodes would work
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well what do you think vanilla compat is?
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You don't understand me
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@Learath2 you could still do 2 different protocols, one for ddnet and one for vanilla
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im talking about ddnet servers.
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you want the servers not to accept vanilla clients?
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that way you could make ddnet server standalone but you could still play on normal servers with your client
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You do not maintain fng, vanilla etc.
11:15
You maintain ddnet servers, so you would have more possibilities
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I dont get it
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You are too pro i guess
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@Laboon sure but why, it's not that much work to keep vanilla compat now that we have extended protocol
11:16
we can even have new snap object types
11:17
idk wouldnt it make the development of features like the antiping more easy?
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wouldn't matter for antiping
11:18
antiping basically assumes some stuff to make predictions look better
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hmm okay
11:19
one question i have is, couldn't the ddnet client play the game more "on its own?"
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anyway, about tw0.7
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for example when you have a lagg spike 90% of the time the hook doesnt get registered
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How it would be hard, to make ddnet compatile with that version?
11:20
I mean, it's even possible to push people to that version ?
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You mean if it ever releases?
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It'd be painful to move ddnet to 0.7 given we'd get billions of merge conflicts 😄
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I guess we'd just pretend we are a 0.7 client/server at that point
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ddnet is first bastion of teeworlds
11:21
so D:
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I don't remember how different the protocol is but shouldn't be too hard to have a layer that converts the messages for 0.7 clients and servers
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generally, i think that
11:22
even if it ever released
11:22
it's a bit too late
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@Laboon you could make that prediction, but then if the packet gets dropped you'd buzz around
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too much mods, based on tw0.6
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Oh ok that makes sense
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I think normal prediction assumes smooth movement, don't really remember what antiping does
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i bbet, predict people
11:24
grenade trajectory
11:25
on ddrace is useful, when you have big ping and have to drag
11:25
someone
11:25
cause client can predict it
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dragging with a high ping is cancer lol
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use antiping, noooot that bad
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it's predictable
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not really, what if the person you are dragging moves?
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then it shakes
11:26
but i mean, dragging through the freeze
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oh yep that one works nicely
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antiping is great for fng
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antiping works perfectly on dummy drag maps (edited)
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the shaking while frozen was annoying but they fixed that in fng2
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we wanted to fix shaking while frozen, noone wanted it
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i think the problem with my internet is that i have lagg spikes
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lol why would anyone oppose that change
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that is rather difficult to fix i guess
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shaking while frozen is the most annoying part of the old openfng servers
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noby, you can see if you are moving right/left
11:28
if you jumping
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i like the shaking when frozen
11:28
with that i know when there is a laggspike
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see there are people who like it 😄
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@Learath2, try to play with dummy
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we had perfect freeze prediction in ddwar and people didn't like that one either
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and be sure
11:28
that your dummy is pressing right
11:28
now you can see, because it try to move if you are on the dummy
11:29
btw, you can make it optional? 😄
11:29
like, true by default, but if someone like that shaky tee
11:29
then disable !
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can't have options for everything 😄
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why not
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noone would know what to configure then
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full configurable game
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it is a config option in fng2
11:30
smooth freeze mode
11:30
enabled by default + prevents shaking while frozen
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Are you assuming that ddnet has a lot of options! ?
11:31
Did you ever saw cs:go settings?
11:31
you can do like everything
11:31
😄
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best i could think of is do a "advanced seetings " button
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we have such a button, it's the console
11:31
right!
11:32
LEARN people how to change something
11:32
:
11:32
D
11:32
xD
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then, they will learn others!
11:32
:>
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there are a few useful threads on ddnet.tw
11:33
i like the bind thread for example 😄
11:33
: D
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@Laboon server can set who the client is spectating
12:59
so you can force people to watch someone specific
13:00
(didn't read all of the chat, not sure if this was clarified)
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Is there a way to make the client spectate a specific coordination?
13:00
only follow a player
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I'm sure I did it with the 0.6 src a few months ago
13:00
not the ddnet source
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or maybe there is? we didn't change much from 0.6 in spectating
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m_viewpos just changes which chars are synched
13:01
ill look into the 0.6 src
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I don't think you can fix the spec position
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just make them watch the person?
13:01
tee*
13:01
it should be good enough, no?
13:01
if everything else fails haha
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could maybe rig something up by putting fake players in the middle of the arena and forcing follow on those
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ill take a look how i did it in the 0.6 source and tell you how if i did it
13:02
or not D
13:02
😄
13:03
because im sure it worked hahaha
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try setting m_Position and m_UsePosition?
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you mean in camera.cpp?
13:05
i don't know where, just guessing
13:05
or m_X and m_Y in SpectatorInfo
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this didn't work
13:06
I don't find mPosition in a server file . .
13:11
I guess I did it
13:12
m_SpectatorID = 1; m_ViewPos = vec2(0,0);
13:12
I guess the spectatorID needs to be above -1
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use the grep magick
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grep magick?
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cat *.h | grep -nri "m_Position"
13:17
i guess?
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ctrl f did it for me but thanks haha 😄
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does your control f searches recursively over all folders?
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in visual studio you can check "search current project"
13:19
and it will search through all files in the project
13:19
but console is lot faster
13:19
and visualy easier
13:19
(i used vs)
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i guess youre right here hahaha
13:20
but im on windows 10 does cat work here? xD
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why is this message red
13:21
seriously? 😮 tried in the cmd but i just got the message that "cat" is an unrecognized command
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Download GnuWin32 for free. Free GNUWin32 utility packages. Maintaining a GnuWin32.sourceforge.net package archive: Automatic download and installation of the newest binary and documentation GnuWin32 packages.
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thanks!
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red = not sent
13:21
discord is slow for some reason
13:22
my last command is somewhat wrong grep -nr "m_aClients" *.cpp is better
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When i build ddnet-master to Release (but not debug), i get a bug where, if you alt-tab out when in the editor, the mouse current position glitches out and x or y becomes NaN
14:29
this doenst happen if i run the client downloaded from ddnet.tw, so i guess its something happening at my end
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<deen> or undefined behaviour @Dr. Jekyll
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Hm?
15:27
The upshot of this is the mouse pointer is unusable in editor and needs to be quit
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Opened the editor, loaded a map, did CTRL+SHIFT+Q Always reproducable. Thread 1 "DDNet" received signal SIGSEGV, Segmentation fault. 0x00000000004cc96c in CEditorImage::~CEditorImage() () (gdb) bt #0 0x00000000004cc96c in CEditorImage::~CEditorImage() () #1 0x00000000004d5bf1 in CEditorMap::Clean() () #2 0x00000000004e7ff0 in CEditor::~CEditor() () #3 0x000000000052c0de in CKernel::~CKernel() () #4 0x000000000042eefe in main ()
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