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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 2019-05-21 00:00:00Z and 2019-05-22 00:00:00Z
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@trml do you have a moment?
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when you added extrainfo, you made a bit of velY signify that extrainfo is being used right?
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yes, at that time I mostly thought about a way to separate extrainfo projectiles from regular projectiles. and on vanilla projectiles that sign would never be set since their velocity is normalized (to somthing like < 100 after writing to the object)
00:16
regular=vanilla
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2 questions, 1) why did you need an IsDDNet check on the client side if you already had a bit signifying extrainfo
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that was because I wasn't sure if it would brake any mods at the time, so I initially added it that way just in case. hypothetically, a mod could use projectiles with a high modified speed, so that they would accidentally count as extrainfo
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In that case 2) why does it break a mod like bw to remove the check? are they sending projectiles that are too fast?
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but thinking about it I should have used a higher bit. with the 9th bit that is around 500, or 5 times vanilla projectile speed (not taking into account tunings). with a higher bit it could potentially had been compatible with nearly all (future) mods
00:20
yes
00:21
I didnt notice it while playing there, but it seems likely
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well the projectiles in question aren't even moving
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oh, that's odd
00:33
then abs(pProj->m_VelY) should be 0, so the check should return false, I think
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@trml yeah they are accidentally sending m_Pos.x*100.0f instead
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oh 😄 so that was the problem?
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yep, makes some projectiles disappear
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Turns out this is right but with a catch, faster than vanilla projectiles get messed up. @trml would you like to move the extrainfo bit up higher while at it?
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c7d8ca1 Rerevert #1187 - Learath2 34e96fa Merge #1747 - bors[bot]
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80% of the #records are from Ravillion, you could not display ranks from that map
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that would be unfair
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@sorgaxD is the map just popular and unfaily or is it too easy for insane?
07:48
Binary has more finishes and is also Insane btw
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I don't know because i don't play Binary or Ravillion, but at least for me, its annoying to see ravillion ravillion ravillion ravillion ravillion. At this point no one cares about who finish that map unless it's a rank 1
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you can only speak for yourself
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i know 😦
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@sorgaxD My solution for stuff like this is to use feed: https://ddnet.tw/status/records/feed/ and have a newsboat rule: ignore-article "https://ddnet.tw/status/records/feed/" "title =~ \"Finish on [Insane] Ravillion\" or title =~ \"Team finish on [Insane] Ravillion\"" (edited)
08:04
and mute the #records channel in discord instead
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well, thanks
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952cb35 settingscommands update - def-
08:40
b72677a settingscommands script udpate - Dennis Felsing
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[quakenet] deen BOT 2019-05-21 08:58:44Z
Great, so if I use \ then either Discord displays the text wrong or IRC does...
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wym?
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[quakenet] deen BOT 2019-05-21 09:00:36Z
If I write a single \ on Discord it instead escapes the next character. So I need \, but then it shows two backslashes on IRC
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ah yeah xd
09:02
irc displays raw messages from discord
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@Learath2 @trml i dont know if its related, but sending vanilla shotgun projectiles as extrainfo makes them look weird, so for my mod i had to add a check whether its vanilla shotgun or not, and based on that only fill the info or the extra info
09:13
@Learath2 if you implement the timescore not as a playerflag you can remove it completely, thought we discussed that :(
09:13
I want it only sent to specific players
09:15
or is that still possible?
09:15
now that i look at it, should still work?
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@fokkonaut CGameController::Snap takes a SnappingPlayer argument
09:36
You can snap differently for different clients
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ah nice
09:36
But now dummy is broken :(
09:37
With the way it was you could display differently for dummy
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You can snap differently for the dummy aswell
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How?
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The dummy and the main character have different clientids
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I tried this once the way that the old authinfo was implemented, but for score
09:38
it didnt work
09:39
But i will give it a try
09:39
just after my breakfast
09:42
how do i disallow it? not sending the flag?
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It works
09:43
If you send the new netobj thats the only thing thats considered
09:43
If you set the flag its time, if you dont its score
09:43
I tested with dummy aswell, it works fine
09:45
09:45
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ah, ok cool :)
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ew
10:34
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ChillerDragon 2019-05-21 11:31:51Z
what is this error msg lol
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i think its clear
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@ChillerDragon attempting to read from memory you're not supposed to read from, for example accessing an array out of bounds
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@Ryozuki chiller doesn’t know errors his code always works perfectly
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actually "this" probably means the object was deleted while trying to run a member of it
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ChillerDragon 2019-05-21 12:02:52Z
no i mean where is the error message from
12:03
what code base and what compiler
12:08
i am used to fixedwith error messages this looks weird. Thats why i ask. But thanks guys for explaining read access violation troll
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this
12:13
12:14
but m_aItemSizes was a null pointer
12:14
coz i'm dumb xd
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oof
13:13
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ChillerDragon 2019-05-21 13:16:05Z
looks like visual studio crap
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ye i'm on windows
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ChillerDragon 2019-05-21 13:16:26Z
is ur assembly as good as nur math?
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i don't do assembly u crazy
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ChillerDragon 2019-05-21 13:16:46Z
xd
13:16
u crazy
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i'm trying to do a notification system thing to notify the user when he saves a replay
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visual studio is good to debug these
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ew xd
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@ChillerDragon what's crap about Visual Studio?
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Omg
15:25
this folder was pushed with the rest
15:25
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This adds a way to save short replays (demos) with the console command save_replay. I think it would be a lot useful and timesaving for videomakers rather than recording a whole game and finding interesting moments. It is also based on #1040. This feature is configurable, there's a setting for it named cl_race_replays and also a setting in the DDNet settings menu which toggles that particular setting: ![image](https://user-images.githubusercontent.com/13364635/58110149-46fe9380-7be...
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ChillerDragon 2019-05-21 16:23:37Z
@deen its bloated. I have to admit thats the only IDE i have some expierence with and others might be similar shit. But i rage every time i have to use it to debug something on windows. Opening a simple source file takes ages. It seems super buggy. Stuff works sometimes and sometimes it doesnt. Sometimes it fixes it self or you have to restart it. IT CRASHES WAAAYYY TOO OFTEN. Updating file changes by other programs is random. Its 8GB and still feels incomplete. I don't know a single shortcut to fuzz open a file or do text editing.
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ChillerDragon 2019-05-21 17:08:45Z
loool wtf
17:08
my client stopped rendering generic tiles
17:08
even after restart
17:09
xd
17:09
nvm i think i deleted the texture -.-
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900 iq
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ChillerDragon 2019-05-21 17:09:37Z
ikr
17:11
oh no i added a new texture to appdata called generic_unhoobale.png
17:11
ah thats dangerous
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And @ChillerDragon i'm using vs community 2017 and it didn't crash at all since i'm using it, i dont feel any slowness in it also
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ChillerDragon 2019-05-21 17:11:24Z
ur weird anyways
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Unhoobale?
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ChillerDragon 2019-05-21 17:11:38Z
UNHOOKABLE
17:11
typo nazi
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:')
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Ingame server time resets synced envelopes. In demo it doesn't ._. Maps that make use of this look really weird in demo.
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@archimede67 you should look at your pr before complaining about typos
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ChillerDragon 2019-05-21 17:21:23Z
🔥
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Fight fight fight
17:27
quality predicticion moving blocks troll
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quality video
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ChillerDragon 2019-05-21 17:27:46Z
ikr
17:27
quality channel
17:28
this guy doesnt seem to know recording software
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@jao 🙁
17:38
Is it because I put an s at recorder ? xd
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so tell me I need to know
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well for starters you don't add spaces between words and punctuation
17:43
in english at least
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I did that?
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on multiple occasions
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Oh really? Can I see an example ? :!
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This adds a way to save short replays (demos) with the console command save_replay. I think it would be a lot useful and timesaving for videomakers rather than recording a whole game and finding in...
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ChillerDragon 2019-05-21 17:46:32Z
replay bot
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Oh man xd
17:48
Didn't pay attention to this one I'm too used to French :/
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there are more
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Ye everything that ends with a "!" I suppose
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ChillerDragon 2019-05-21 17:50:13Z
does it work with selfmapped maps @archimede67 ?
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@archimede67 why is your style so inconsistent
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ChillerDragon 2019-05-21 17:51:25Z
bro he uses js
17:51
what do u expect
17:51
but i suggest fixing demo buggs before addign features
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@jao because sometimes I really try to not make any mistake and sometimes I just write like it was French
17:55
@ChillerDragon what you mean with self mapped maps?
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ChillerDragon 2019-05-21 17:55:31Z
if the map is in ur maps folder bu tnot in downloaded maps
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@archimede67 talking coding style
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@jao you mean sometimes I do if(something) { // code } and sometimes if (something) { // code } ?
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ChillerDragon 2019-05-21 17:57:12Z
always if(
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ik
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its visual studio
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disable auto formatter
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isn't there a way to have my own sort of rules?
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ChillerDragon 2019-05-21 17:58:10Z
@archimede67 demos have some bugs the most cruicial one being that if you have the map in your maps/ folder and ct it the demo is broken https://github.com/ddnet/ddnet/issues/1702
[BUG] cutting glitches When saving (being in the menu where you enter new demo name) a cutted demo even if the player is paused it keeps &quot;playing&quot; but in like 0.001 fps. [BUG] cut...
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wat
17:58
wait
17:58
so you're telling me if i grab a map from downloadedmaps and put it into maps/ folder its sort of broken?
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ChillerDragon 2019-05-21 17:59:11Z
i assume
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lemme try
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ChillerDragon 2019-05-21 17:59:24Z
i just realized that all my demos that i cutted on my maps are unusable
17:59
and i deleted my maps/ folder then it worked agian
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wait
18:01
so i need a local server
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ChillerDragon 2019-05-21 18:02:38Z
i only tested on remote ones
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How
18:02
i just copy a map like bit2 in my maps/ folder?
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ChillerDragon 2019-05-21 18:02:58Z
map a map upload it on srv join
18:02
done
18:03
and remove crc
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and i need to cut the demo ?
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ChillerDragon 2019-05-21 18:11:05Z
yes
18:11
it fails on cut
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do you have a video
18:11
for me it works
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ChillerDragon 2019-05-21 18:11:30Z
bro
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bru
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ChillerDragon 2019-05-21 18:11:39Z
what did u do?
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i have multiple "remote" maps in my maps/ folder
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ChillerDragon 2019-05-21 18:12:13Z
call?
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like my map Skyventure is in maps/ folder but also in downloadedmaps/
18:12
but the name is different
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ChillerDragon 2019-05-21 18:13:00Z
i assuem name and crc have to be same
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like
18:13
in downloadedmaps the name is Skyventure_446c9c47
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ChillerDragon 2019-05-21 18:13:27Z
but the error is wrong crc so maybe different crc
18:13
i didnt investigate yet
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where in maps the name is only Skyventure so technically i don't see how it fail
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ChillerDragon 2019-05-21 18:17:50Z
Download downloadedfags.rar for free @UploadFilesFree
18:17
use this downloaded maps folder
18:18
and join BlmapChill or ChillBlock5 server
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ok gimme a sec
18:23
@ChillerDragon now i rec a demo?
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ChillerDragon 2019-05-21 18:34:29Z
yes and cut it
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it works xd
18:35
you told me i should also have the map in maps/ but how should it be called
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After running DDNet client for a few hours I notice this sporadically on Linux. Might be an SDL2 issue.
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question is
20:36
its not a real gif is it?
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It's real
20:37
each frame is dynamically generated, it is of infinite size
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yeah
20:37
so you can't technically download it xd
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you can
20:43
its a gif
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try then xd
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how do you download infinite size foko
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i need to know that xd
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nah just get a zip bomb
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foko will have the answer
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u can /dev/random
20:45
xd
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you will be downloading for a long time
20:51
096c87b Hack around the race condition in random maps selection - heinrich5991 0eded7e Merge pull request #1744 from heinrich5991/pr_ddnet_quotefixquote_randommap - def-
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the top left Corner of a map, is it 0, 0 or 1, 1
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0, 0, probably
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Tried a few random_map votes in quick succession. After a while the client times out. Happened two times in a row.
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but then the return value of some functions in collision.cpp dont make sense, they return 0,0 if failed
20:58
maybe its 1, 1 xd
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nah, negative positions also exist
monkaS 1
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But isnt it stupid to return 0,0 if its still inside of the map?
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show the code snippet
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Just look for 0,0 in collision.cpp
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I don't have the source open
21:00
you evidently do
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No, i Look on github
21:01
if not i would have sent the code
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Just copy the name of the bloody function?
21:02
It's not rocket science
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github also supports links
21:03
to specific lines
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"rocket science" xd
21:05
i have no clue how this is used, so im just wondering if it makes sense to return 0, 0 or if -1, -1 would be better
21:05
because the tile 0, 0 could be mapped, if its the top left tile
21:05
-1, -1 is not mappable
21:05
(using the editor)
21:06
But if the top left tile is 1, 1 this is totally ok, thats why i asked xd
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top left tile is 0,0
21:08
this looks like a failsafe anyway
21:08
and shouldn't be triggered by normal code
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so its ok to return 0,0?
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And if it does get triggered 0,0 doesnt break everything
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Yea, thats what i thought
21:09
i mean
21:09
no xd
ww 1
21:09
Explain the logic please :)
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I don't like this school of code, I'd rather fail loudly
21:10
the idea is that (0,0) is a safe position to return
21:10
so if you pass garbage in, you get something sensible out
21:11
with the idea that it make the server not crash if there's a bug
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oh, okay
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(I don't like that)
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Why? xd
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ChillerDragon 2019-05-21 21:12:54Z
Yea always when I fuck stuff up I end at 0,0 xd
21:13
But this is a place every map has
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because I think that it masks bugs and leads to worse behavior
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ChillerDragon 2019-05-21 21:13:18Z
Minimum size is 1 I guess
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minimum is 2 by 2
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minimum size is 2x2
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ChillerDragon 2019-05-21 21:13:33Z
Ah
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Sounds logical
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@fokkonaut extrainfo currently doesnt support having a different speed per bullet (which vanilla shotgun uses), so you will have to use the ordinary fillinfo for those, like you did (edited)
22:09
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it only sends the angle the projectile is directed in, instead of VelX+VelY, in order to save space and make it possible to fit all the data in an ordinary netobject (for easy demo compatibility, etc). if having different speeds is wanted it would be possible to add it though, since there is still some unused space
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