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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 2018-01-24 00:00:00Z and 2018-01-25 00:00:00Z
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This is what I did: 1. Run DDNet 2. Update available -> restart DDNet as admin and update 3. Rerun DDNet as non-admin -> crash I can just keep running as an admin, so it doesn't really matter, but if Windows users report errors, just tell them to permanently run it as admins.
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We should really have a kill protection command to activate it more quickly. Because i have some dumb friends that press it on accident
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client side kill protection?
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[quakenet] <Learath2> a command to make the kill protection start instantly after start maybe
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so you can get veto by giving yourself kill protection?
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[quakenet] <Learath2> veto != kill protection
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f3256f0 Revert "Only make grenades explode once (fix by... - def-
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ChillerDragon 2018-01-24 07:03:03Z
@deen why did you revert it?
07:42
[quakenet] <deen> can't finish maps anymore
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Just remove all maps that rely on any kind of bugs
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ChillerDragon 2018-01-24 08:57:55Z
I agree with @Tom We shoulnt touch the Core Vanilla physics
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hUH! ?
12:01
If bug is long enough in a ecosystem, we can't just remove it.
12:03
It could broke to much things. It could work, if we would have a big amount of testers, to test every map when we change gameplay/physics issues 😛
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"if bug is long enough in a ecosystem, we can't just remove it"
12:03
if it never happens (which is not the case for this bug) then a fix like this would be fine
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yea, that's why I sent second sentence. To make clear my opinion 😄
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"If bug is long enough in a ecosystem, we can't just remove it." @ChillerDragon jail rls area
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this morning i was playing the map triplecan, it contains a triple grenade part which was now much much harder than before. this will also make every other triple on every other map harder. not to mention that you cant properly speedrun those now or that most of these were tested with ddnet servers
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ChillerDragon 2018-01-24 13:27:58Z
@fokkonaut xxxD
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Just remove all ranks np
13:37
And the rocket bug has no influence on normal triple imo
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>"just remove all ranks np"
13:44
>"just delete tw np"
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"this will also make every other triple on every other map harder. not to mention that you cant properly speedrun those now or that most of these were tested with ddnet servers" well this is simply false, u can do a normal triple just fine and consistently with the right timing. idk how it is with freeze triple or other buggy stuff like this (edited)
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is there a summary of the bug and what the fix is doing?
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doesn't contain much relevant information, neither what exactly causes the bug nor how it's fixed
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[quakenet] <deen> cinaera: sometimes grenade exploded twice
15:56
[quakenet] <deen> this fixed it by returning after it exploded already
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6a36ad1 Update frontpage video - def-
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vector2_base operator *(const vector2_base &v) const { return vector2_base(x*v.x, y*v.y); } is this even mathematically correct?, i think you cannot multiply vectors like that
21:07
(vmath.h)
21:07
also is this even used? xD
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[quakenet] <eeeee> there are a bunch of ways to multiply vectors, this particular one is this https://en.wikipedia.org/wiki/Dot_product
In mathematics, the dot product or scalar product is an algebraic operation that takes two equal-length sequences of numbers (usually coordinate vectors) and returns a single number. In Euclidean geometry, the dot product of the Cartesian coordin...
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tthis isn't the dot product
21:09
dot product results in a scalar
21:10
it should be like this, more or less: T operator *(const vector2_base &v) const { return x * v.x + y * v.y; }; if i got the equation right
21:13
there is also vector2_base operator /(const vector2_base &v) const { return vector2_base(x/v.x, y/v.y); } which i also doubt its mathematically right
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[quakenet] <eeeee> hmm idk then. did you try commenting those out to see if they are actually used anywhere?
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ill try now
21:16
lol
21:16
the CEditor uses it
21:17
well, there is a inline dot function in vmath also
21:17
but that operator overload doesn't make much sense
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pointwise multiplication is also sometimes used
21:18
numpy also does it that way
21:18
* is point-wise there, @ matrix-multiplication/dot product
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bool operator ==(const vector2_base &v) const { return x == v.x && y == v.y; } //TODO: do this with an eps instead what is eps?
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why? that * seems good
21:21
you can just num * [x, y] = [num * x, num * y] (edited)
21:22
either for division
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what u talking about?
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T operator *(const vector2_base &v) const { return x * v.x + y * v.y; };
21:23
no i
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thats my version
21:23
dot product
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vector2_base operator *(const vector2_base &v) const { return vector2_base(x*v.x, y*v.y); }
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thats not mathematically correct
21:23
?
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thats what i pointeed out
21:23
In mathematics, Vector multiplication refers to one of several techniques for the multiplication of two (or more) vectors with themselves. It may concern any of the following articles: Dot product — also known as the "scalar product", an operat...
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but you can multiple be single num
21:24
also
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thats a correct way
21:24
but its not vector multiplication
21:24
its scalar multiplication
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it is?
21:28
for me it's perfectly fine. But im not mathematics ;p
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the eps thing is using a tolerance (\epsilon) instead of exact matching
21:42
I really doubt that product function is actually used as I don't see a hadamard product being useful in anyway in tw 😛
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In mathematics, the Hadamard product may refer to: Hadamard product of matrices a way of expressing an entire function of finite order an infinite product expansion for the Riemann zeta function the Hadamard product of generating functions (in ma...
21:58
can you use some terminology that I know? 😛
21:58
the wiki page doesn't say anything about vectors
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well any vector can be represented as a matrix
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matrix?
21:59
that good movie? 😮
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we even called matrixes with one column or one row, column and row vectors respectively
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just say "point-wise" or "element-wise" multiplication 😛
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SIR YES SIR
22:03
pointwise multiplication is usually defined for functions btw
22:03
The pointwise product of two functions is another function, obtained by multiplying the image of the two functions at each value in the domain. If f and g are both functions with domain X and codomain Y, and elements of Y can be multiplied (for i...
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