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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 2018-04-27 00:00:00Z and 2018-04-28 00:00:00Z
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what is the average time of all ranks from every mod combined?🤔
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[quakenet] <Davide> Deen
09:26
[quakenet] <Davide> You're online?
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Sometimes yes, sometimes no
09:35
@NiYa how do you arrive at that number? @Im 'corneum select avg(Time) from record_race where Map != "FlappyBird"; gives me 20 min
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[quakenet] <Davide> @-Twist°~ Heyy :D
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I thought 7 was to dumb it has to be higher. But it was just random number that came to my mind
09:38
Hey Davide ^^
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[quakenet] <Davide> Hey :D
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i also would have guessed 7minutes
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I thought 7 sounded funny
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7 could fit if you only look at top10 ranks
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[quakenet] <deen> 10 minutes is the average of top 1 ranks
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Close enough😂
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[quakenet] <deen> And while it sounds like "average people are just twice as slow as top ranks", that's not true, because there will be much more ranks on easy short maps ;)
11:34
[quakenet] <deen> The average of the average of times on all maps is 38 minutes actually
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Oh I thought he meant moderate now I get the error lol
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[quakenet] <deen> "every mod" != "every moderate map"
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Every mod-erate xD
11:36
Whats average time on moderate server though?
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[quakenet] <deen> average time over all ranks or average of averages per map?
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Average time over all ranks on moderate maps
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[quakenet] <deen> 30 min
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Well thats a lot ... really thought is lower, but I was just scrolling down the page with moderate ranks. So many maps with less than 5min Top ranks
11:52
@Starkiller you are pushing the average up 😂
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MariaDB [teeworlds]> select Server, avg(Time) / 60 as "Average Minutes" from (select record_race.Map, Name, record_maps.Server, Time from record_race join record_maps on record_race.Map = record_maps.Map group by record_race.Map, Name having record_race.Map != "FlappyBird") as l group by Server; +-----------+--------------------+ | Server | Average Minutes | +-----------+--------------------+ | Brutal | 59.36620118173801 | | DDmaX | 23.43948399153775 | | Dummy | 17.590464463331536 | | Insane | 188.55002648333266 | | Moderate | 29.932537271577797 | | Novice | 17.078059323146938 | | Oldschool | 34.291567234613225 | | Race | 5.824250927334815 | | Solo | 16.66852877194431 | +-----------+--------------------+ 9 rows in set (7 min 34.94 sec)
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devs: does anyone of you know how the physics were in 2008 teeworlds? i found some of the maps from that very old chanel i posted earlier, and i would like to recreate the same gameplay and perhaps, if there is interest, get them hosted on ddnet.
15:28
in the videos you can see that the hook is a lot slower. i'd like to know which tunes to make
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Does anyone have low framerates at the moment too?
16:05
Since today I only get like 17 fps, i usually have over 1000. How can i fix this
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[freenode] <nemo> 17 vs 1000 sounds like software acceleration vs hardware
16:35
[freenode] <nemo> in almost every game imaginable
16:36
[freenode] <nemo> NeXus: I'm not at all familiar w/ DDnet code, apart from reading it to copy what you guys did SDL2-wise but that's usually computer specific - sure you didn't update graphics driver or fail to reboot after changing kernel module?
16:37
[freenode] <nemo> NeXus: we did at one point accidentally cause fallback to software raster in past long ago when requesting a gl feature that a particular card could not satisfy - again speakin of hedgewars here sorry, but, eh, you guys are probably using same SDL procedure
16:39
[freenode] <nemo> like... SDL_GL_SetAttribute() was causing software fallback, on win32 in particular, if failure to match
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ddnet - DDraceNetwork, a mod of Teeworlds
16:56
(That's from TW 0.3.3 state)
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[quakenet] <Davide> @Deen, @Heinrich5991
16:57
[quakenet] <Davide> I've some problemsa
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Nowadays we have tunes, so you should be able to just pump those numbers in and mostly get old physics
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[quakenet] <Davide> Problems
16:57
[quakenet] <Davide> I'm going to recompile ddnet source but say me this "CMake Error at CMakeLists.txt:357 (message): You must install MySQL to compile the DDNet server with MySQL support"
16:57
[quakenet] <Davide> But i've Mysql installed
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mysqlcppconnector installed too?
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[quakenet] <Davide> I check
16:58
[quakenet] <Davide> "libmysqlcppconn-dev is already the newest version."
16:58
[quakenet] <Davide> Yes
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mysql_config --version
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[quakenet] <Davide> I think there are conflicts between libmysqlclient-dev and libmariadbclient-dev
17:02
[quakenet] <Davide> I try to remove all and reinstall
17:02
[quakenet] <deen> well sure, pick one consistently
17:02
[quakenet] <Davide> Is ok Mariadb?
17:03
[quakenet] <Davide> Ok i've tried with only Mariadb
17:03
[quakenet] <Davide> Now work
17:03
[quakenet] <Davide> Very thanks Deen xD
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[quakenet] <heinrich5991> what? hook became different? :o
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@deen thanks a lot. was hook the only difference.(that i could also change)?
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[quakenet] <deen> compare the numbers yourself with https://ddnet.tw/settingscommands/#tunings
17:58
[quakenet] <deen> ground_control_speed 7 -> 10
17:58
[quakenet] <deen> ground_jump_impulse 13.2 -> 12.6 (I guess)
17:59
[quakenet] <deen> hook_length 340 -> 380
17:59
[quakenet] <deen> I just realized they had wall jump in TW 0.3.3?!
18:00
[quakenet] <deen> instead of double jump I guess
18:00
[quakenet] <deen> air_jump_impulse 11.5 -> 12 (maybe)
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i think there was no unhook too
18:01
so why walljump
18:01
[quakenet] <deen> there it says walljump
18:02
[quakenet] <deen> ah, but not used anywhere in source code, just prepared
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that means it was only planned yet?
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[quakenet] <deen> seems so
18:11
[quakenet] <deen> maybe it was there earlier or later
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is wallslide=slopes, or just falling slower when you touch a wall.
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[quakenet] <deen> falling slower when touching wall
19:11
[quakenet] <deen> and it enables you to wall jump
19:11
[quakenet] <deen> not like on ddnet where it recharges your dj
19:12
[quakenet] <deen> the implementation looks a bit buggy anyway
19:12
[quakenet] <deen> can just keep jumping on wall without ever leaving it (or that's the intention)
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sounds nice for beginners that you fall slow on wall when walljumping. wasnt there speedups yet to make it possible?
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[quakenet] <deen> speedups in tw?
19:21
[quakenet] <deen> ah, you mean to simulate it in current ddnet
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in current tw you could use tunezones as well. but back then, with speedups they wouldnt have had to add a new feature
19:23
oh nevermind, i just remembered that even speedups with the force of 1 give you upspeed eventually
19:30
is it btw intended that i can write tune zones in server settings directly in the editor? if so, can you make it possible to write longer texts and make tunes that work for the whole map without putting a big tunezone everywhere? i dont want to add .cfg's to the maps and it easier to use and fix. (edited)
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[quakenet] <deen> you can just write tunes directly too in the editor's "server settings"
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thats what i said, but not endlessly long
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[quakenet] <deen> each line has a limited length?
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last time i tried it did
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[quakenet] <deen> yeah, but that limit seems long enough to me
19:32
[quakenet] <deen> you can add multiple lines after all
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i think i had problems with it when i used tune_zone enter
19:36
then how do i use it in a way that i dont have to spam a tunezone that i want to work on the whole map anyway
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[quakenet] <deen> well, having them really long makes them a bit awkward to view
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6793aca Allow longer server settings in editor - def-
Exported 98 message(s)