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 2019-07-24 00:00:00Z and 2019-07-25 00:00:00Z
I talked to coffee (creator of both mods) and he said it is okay to use zoom on the mods, also: eye emotes work there so the eye wheel is also supported. I have updated both mods to ddnet master so they have all the new stuff
50 manual error checks that know the context of the error and are easy to spot if missing
14:19
exceptions can travel all the way up the stack if you forget to handle some and it's not so easy to know from a glance what exceptions can arise from calling a function
what exactly does %current% do as entities background? Does it allow to see the quads layers that are placed before the game group or all other quad layers too?
It uses the current map as your entities background
14:22
Same rules as for any other map too
14:22
Nothing in front of game is displayed
14:23
Thats why i told you before, it doesnt work for your servers with Movable objects. You would need to play both; one layer behind and one in front of game
I'm trying to make quads layers visible when you play with entities. It should help many pros to play maps with moving objects using entities
14:44
In my mod there is a map configuration that says that the map is using this modification, so it can be used to enable this by default. Or in the background entities setting can be set to something like %quads% to see all quads layers of this map
Before this was set in RenderDDRaceEffects(), but that function is only called if m_pClient->m_Snap.m_pLocalCharacter exists, which isn't the case in spectator/pause.
@Learath2@heinrich5991@ChillerDragon So i´ve just tried the new power brick nothing changed...
So my raspi is dead, actually this piece of sh.. never worked...
Besides if exceptions even travel up a couple frames it becomes really not obvious how to handle them
20:19
As you lose context
20:20
They are indeed very useful when throwing things together, a very easy to work with pattern, but when you want to make sure things happen a certain way, I think it's harder to read
Using exceptions for error handling makes your code simpler, cleaner, and less likely to miss errors. But what’s wrong with “good old errno and if-statements”? The basic answer is: Using those, your error handling and your normal code are closely intertwined. That way, your code gets messy and it becomes hard to ensure that you have dealt with all errors
Well I guess it depends a lot on how well versed you are in a language, I find it's clearer with the if(!foo()){ handle_error(); } but that might just be bias on my part
20:24
rather the pattern then the language, to be more precise