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 2019-04-11 00:00:00Z and 2019-04-12 00:00:00Z
This is a reworked attempt at a rewrite of the prediction code (#464), to allow for more client side prediction. It doesn't fix the duplication of server code, but the client code should otherwise be cleaner. This includes separating prediction code out of gamecore/gameclient, and a refactor of the rendering of predicted characters.
There is also prediction for some new things, and some other changes:
prediction of laser, shotgun, ninja, fng hammer, pickups and ddrace tiles (freeze/unfr...
if you are doing this in code, converting to hex, doesn't really apply, the data is in bits, so if you are doing some form of conversion, you are probably going back an front from strings
All im doing is making a javascript converter which will let a user input a TW color and the color will be placed on an image of a tee and simulate the teeworlds tee body
Well true, but just knowing how something is done doesn't usually come with information about how said thing works
10:02
e.g. did you think about what it meant to split the number into 3 2 digit hex numbers? or were you just going to represent it as hex and split it using string manipulation?
demos use the score format that the client had on the last server he joined. the demo needs to know when the client had time score or normal score, because it can also change during gameplay if the server sends the msg to change score format.
the hookthrough is still not 100% fixed, if you pick the game layer tile it works fine and doesnt destroy game tiles but if you pick the front layer tile, it still destroys game layer tiles because the front layer hookthrough automatically creates a game tile
-- Checking for module 'libcurl'
-- No package 'libcurl' found
-- Checking for module 'freetype2'
-- Found freetype2, version 22.1.16
-- Could NOT find GTest (missing: GTEST_LIBRARY GTEST_INCLUDE_DIR GTEST_MAIN_LIBRARY)
-- Checking for module 'ogg'
-- Found ogg, version 1.3.3
-- Checking for module 'opus'
-- Found opus, version 1.2.1
-- Checking for module 'opusfile'
-- Found opusfile, version 0.10
-- Checking for module 'pnglite'
-- No package 'pnglite' found
-- Checking for module 'sdl2'
-- Found sdl2, version 2.0.8
-- Checking for module 'wavpack'
-- Found wavpack, version 5.1.0
-- ** DDNet **
-- Target OS: mac 64bit
-- Compiler: /usr/bin/g++
-- Build type: Release
-- Dependencies:
-- * Curl found
-- * Dmg tools not found
-- * Freetype found
-- * Glew found
-- * GTest not found
-- * Hdiutil not found
-- * Ogg found
-- * OpenSSL Crypto found
-- * Opus found
-- * Opusfile found
-- * Pnglite not found (using bundled version)
-- * PythonInterp found
-- * SDL2 found
-- * Wavpack found
-- * Zlib found
-- To run the tests, you have to install GTest
-- Configuring done
-- Generating done
-- Build files have been written to: /Users/chillerdragon/Desktop/git/ddnet/build
ChillersMacBookPro:build chillerdragon$ git show ca8fcc823cabb769760d39f0b93d0de23552cfc4
commit ca8fcc823cabb769760d39f0b93d0de23552cfc4
Author: heinrich5991 <heinrich5991@gmail.com>
Date: Tue Jun 5 21:22:40 2018 +0200
Use more secure hash function for map downloads
Seems like an oversight.
I'm guessing it compiled fine on most configurations because openssl include directory ends up being in /usr/include but on macOS when installed with brew/macports the directory ends up in /usr/local/include.