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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 2018-08-14 00:00:00Z and 2018-08-15 00:00:00Z
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Why did you switch to http map downloads? Is it faster?
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it's faster, it's a protocol designed for that
18:06
it's been in use for multiple years now, it's not a new change
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@heinrich5991 can you have a look on GitHub, please
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for what in particular?
18:07
I'm currently trying to catch up on 2 weeks of updates :/
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prefix
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i know its not new, i'm thinking about using it on the Unique servers
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ah
18:14
@timakro http download only works with the official ddnet map servers currently
18:14
if you send the map's sha256 to ddnet clients, they'll automatically try to download it from there
18:14
should work for unique's servers as well
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thanks, I might look into it at some point
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CMsgPacker Msg(0); Msg.AddRaw("\xf9\x11\x7b\x3c\x80\x39\x34\x16\x9f\xc0\xae\xf2\xbc\xb7\x5c\x03", 16); // map-details@ddnet.tw Msg.AddString(GetMapName(), 0); Msg.AddRaw(&m_CurrentMapSha256.data, sizeof(m_CurrentMapSha256.data)); Msg.AddInt(m_CurrentMapCrc); Msg.AddInt(m_CurrentMapSize); SendMsgEx(&Msg, MSGFLAG_VITAL, ClientID, true);
18:29
roughly that if you have servers without uuid message support
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/rankpoints XXX when?
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when you implement it
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wyh me. u are the coder 😛
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because I apparently have different priorities than you do
18:38
you because you want to see this feature
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why are you so inactive lately anyways?
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why haven't you learned some c++ while I was away so you could take over…
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work mostly
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I delayed joining this discord for 3 more days after my vacation because I guessed it would stress me
18:41
it seems I was right :/
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are you angry?
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I guess (?) dunno
18:42
it seemed to me that you contributed a little to whatever state of mind I have now
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i didnt mean to.
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thanks, it's okay
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btw, regarding teleportation weapons
19:15
which of these made the most sense, after the map testing event?
19:16
I'd suggest moving them out to separate weapons instead of using on/off tiles
19:16
sounds better to me from a game design point of view
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"when you implement it"
19:47
joke
19:47
how would that work?
19:47
using on of tiles u can swap on off telegun easily without losing it
19:48
the only way to get rid of weapons on tw
19:48
is using shields
19:48
in my opinion i think its good as it is now
19:48
one thing we could make is to implement a map option to invert the teleblocker tile
19:49
a.k.a you can only teleport to the teleblocker if the map option is enabled
19:49
that way u dont have to fil the map with teleblockers
19:49
but idk if that is a good idea
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I don't like that you get your normal weapons taken away when you get tele weapons
19:53
when not thinking about implementation or anything, this doesn't really make sense to me as a player
19:53
I'd rather get a new teleportation gun
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did u try the feature?
19:54
there are 3 types
19:54
of teleporthun
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yes
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teleportgun*
19:54
not just 1
19:54
and how would u repesent that gun ingame
19:54
u cant add more sprites
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why not?
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vanilla
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you'd display a compatibility sprite for vanilla
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we would need 3 then
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if we want to keep all three, haven't heard from the testing
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nobody said to remove anything
19:55
in the testing
19:55
they reported a bug with tune zone
19:56
where gun_speed 0 and shooting a wall teleports u
19:56
to a far far pos
19:56
and kills u
19:56
but its tune zone..
19:57
i still feel its better the way it is now
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why?
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the tele feature is like using current weapons and adding a teleport at end
19:57
gun, grenade and rifle
19:57
think of it as an extension
19:57
idk
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yes. but you can't do the usual stuff with the weapons anymore
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yeah you cant have all in life
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unfreeze someone (you'd get frozen as well)
19:58
I think this is bad from a learnability and gameplay perspective
19:58
if I have a laser, I want to unfreeze people with it
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I think a separate weapon for teleportation would be better
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that is mappers decision
19:59
if mappers wants u to unfreeze he wont add telegun
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yes. they can still decide
19:59
but now I have a laser and depending on the part it does different things
19:59
it'd be better if I get a telegun for one part and a laser for another
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if u get someone that does 3 new gun sprites and more people agree i have no problem with it
20:00
i will not code vanilla compat tho
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you mean mapping the new weapons to the old ones?
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how would u do vanilla compat
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anyway, that particular part doesn't sound like the hard part
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displaying 2 times the laser gun
20:00
?
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yes
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how would u know what u have
20:01
u would scroll 2 times and see same weapon
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how would you currently know what you have? watching for server messages?
20:01
it's bad enough that it's like that in the vanilla client, but for the ddnet client, we should have something better
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maybe a idea would be to show rotating gun grenade or rifle projectiles
20:01
when the user holds a telegun
20:02
around the tee
20:02
in ddnet we can have sprites
20:02
and in vanilla show rotating projectiles around tee
20:02
or something like that
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I'm not sure the latter is possible, but yes for the rest
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im not sure either
20:03
btw
20:03
lot of ppl also use custom game tiles
20:03
we would fck their ones
20:03
unless they copy paste the new sprites
20:03
i mean they wouldnt see the weapon
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we're adding a new gameplay feature. I guess stuff like that happens
20:08
to mitigate that, one could write a small python script or a fallback ingame
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@timakro what u think of this
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It is possible to change weapon color in game? Without changing game.png
20:19
Could be use to differentiate them just an idea.
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ChillerDragon 2018-08-14 20:26:23Z
its not possible with vanilla clients
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Vanilla is ded feelsbadman
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I dont want to scroll through my weapons twice lol
21:03
just leave it like it is
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ChillerDragon 2018-08-14 21:04:37Z
yea adding a new wep might be a distavantage for scrollers
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i dont use key bindings, just scrolling
21:05
so yea
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is it possible to don't allow jumps in stoppers?
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tune zones or set jumps tile
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