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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 2019-07-31 00:00:00Z and 2019-08-01 00:00:00Z
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Blocked until @fokkonaut gets his change in.
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@fokkonaut which change are we trying to get in?
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@fokkonaut I have a feeling this isn't the proper fix
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Why shouldnt it be?
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I think this needs a new gameinfo flag
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Yes?
11:55
I just said that
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oh I didn't see the discussion below
11:56
I'll quickly add a flag for it
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There is no discussion below :p
11:56
Just that message
11:56
Thanks!
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Oh I didn't look at which specific message you sent
11:57
I just clicked on the issue I saw after clicking the message link 😄
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@fokkonaut when should we render the unused tiles as a fallback?
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If the server isn't sending gameinfo
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Then always I think, but I am not surr
12:01
How is it right now?
12:02
Right now it will never render unused, right?
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with the pr jao added it's the old IsDDNet match
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But that is not too good
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Well idk what this is fixing so idk the best fallback 😛
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It fixes that custom entities on custom mods work
12:04
So I think, if Gameinfo is not sent, it should always render unused
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Well that wasn't the old behaviour, do you happen to know why not?
12:04
I think timakro made that change
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Yes, he made it so that we cannot fake entities
12:04
For ddnet
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fake entities?
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It happened that there was many floating hookable blocks in entities, or unhookable, but placed with front layer, because they appear to be empty in the entities
12:06
Maybe you are right, the ddnet check should be applied as a fallback
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ah, just mappers messing around with players? 😄
12:07
So, on IsDDNet servers, you should not render unused
12:07
But if we send gameinfo, then let the server decide
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@fokkonaut I pushed, can you take a look?
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where
12:25
@Learath2
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@fokkonaut commited to jaos pr
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should be fine
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@deen merge jaos pr and then release 🚀
15:29
[ddnet/ddnet-web] New branch created: pr-12.6
15:31
a0e2abf Render all entities on non ddnet servers - 12pm 6882db1 Introduce flag to render all entities - Learath2 c8d12bd Merge pull request #1853 from 12pm/pr_unused_non_ddnet - def-
15:31
e791927 Version 12.6 - def- c8b3670 Merge pull request #1866 from def-/pr-12.6 - def-
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26f932e Update www/downloads/index.html - def-
15:46
e7c5239 Version 12.6 - def- 26f932e Update www/downloads/index.html - def- d48d0c8 Merge pull request #80 from ddnet/pr-12.6 - def-
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Quite the long changelog. Thanks to everyone for contributing!
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[2019-07-31 17:49:42][storage]: failed to rename: SDL2.dll -> SDL2.dll.old [2019-07-31 17:49:42][storage]: failed to rename: update/SDL2.dll -> SDL2.dll
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It feels like DDNet 12 is much better than the other versions
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better how?
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@trml whenever you have some free time, can you make ddnet clients predict projectiles so we can get this in? https://github.com/ddnet/ddnet/pull/1822 @Learath2 We should also predict all other tunables, shouldnt we? I dont know the impact of not updating tunes on viewpos in pause, but that is needed for the pull request. Is it only used for projectiles? Then its all good
Different players can have different tunings for projectiles now, without them looking buggy. The projectile will reset every 4th tick. I changed the VERSION_DDNET_ANTIPING_PROJECTILE, because we n...
16:05
@deen idk, just the feeling :D
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updated aur to 12.6 😎
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aur?
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linux things
16:09
u windows nobo
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A Teeworlds modification with a unique cooperative gameplay.
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btw the update to sdl 2.0.10 is a windows thing, on arch i was already using sdl 2.0.10 xd
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@Ryozuki update ddnet-git too
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its not needed
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Ok then xd
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it fetches from last commit
16:13
-git packages only need update when we change the way ddnet is installed
16:20
nuborn writing the bible
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nuborn always needs 100 hours to write something xD
16:20
But give him the time
16:21
He is better at writing code
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@fokkonaut is the resetting of projectiles done to fix things on ddnet client or vanilla clients? I don't think it would be necessary for fixing it on ddnet clients, if we instead add tunezone prediction. (and a way to get tunes, either from the snapshot or from the maps). I think that might also be easier wrt prediction
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Of course it is for vanilla
16:22
DDNet just needs the prediction
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I'm writing on a phone:p
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Me too
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Ok, I see, so once I add the prediction this is just for vanilla?
16:23
Or lets say, for every non-ddnet client
16:24
Since tunes are stored in the map now, we can predict it
16:25
the projectiles tunes are based on where it spawns, not where it is currently
16:25
It can spawn in tune zone 1, with speed 100, go to tune 2 with speed 10, and it would still be speed 100
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I see. I started working on tune prediction some time earlier. might have time to look at it in the weekend
16:29
Tunes can in theory be changed in rcon I think, but none probably ever does that (and shoulnt)
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For modding it would maybe be even better if we dont use the tune zones, but instead tell the client the current tunes of the projectile when creating it somehow
16:30
But that doesnt matter too much I guess
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Yes, that would be nice for modding. Although it would be easier to send a tunezone than all the tunes
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Yes, but the client should have the tunezones
16:32
They are inside of the map
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Yes, I only meant for modding purposes:p (different tunezones based on projectile instead of position)
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@trml please use of the extrainfo, and only if extrainfo is sent predict the projectiles, otherwise is would completely fuck up moddingggg
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The extrainfo ones could work like before, and ddnet clients wouldnt get the other ones (that reset), so I think there wouldn't be a problem
16:48
for new clients at least
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Add an indicator/highlight the row? This would be immensely useful for the free-view menu. !Screen 3427
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does the afk emote works when the tee is spectating?
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hm
17:41
its kinda "afk"
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i didn't add it cuz it would be messy but i can if community wants
f3 1
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bcz now a lot of ppl seem to be afk and i dont see any zzz bubble
17:42
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needs server side update too
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ah ye
17:42
forgot that
17:42
ok nvm then xd
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is there any ddos ? second time i'm being timeout
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somebody there
19:09
i cant download ddnet
19:09
idk why
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justabutterflier 2019-07-31 19:15:09Z
hey guys, i have a mod (for example it's named as <evening>) so if i put entities of this mod to data/editor/entities_clear and name them "evening"
19:15
they dont change when i go to server with gametype "evening"
19:15
but if i go fng
19:15
they change
19:15
why?
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justabutterflier 2019-07-31 19:24:21Z
im bad sry
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@justabutterflier the code only looks for specific gametypes
19:27
if you want to display entities in your mod, you'd need to add it in the code
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@heinrich5991 I have a feeling that bors r+ didnt work
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looks good to me, I see the bors logo in the checks
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Email didnt wamt to send the newline
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justabutterflier 2019-07-31 19:35:27Z
@heinrich5991 so thats unreal to make that check clear_entities and check gametype of server yep?
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it doesn't exist today, yes
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0018ed2 Don't attempt to move DLLs on Linux (fixes #1867) - def- 7dc1a05 Merge #1868 - bors[bot]
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1e2b8a4 Replace str_comp_num with str_startswith - heinrich5991 85a8587 Merge #1872 - bors[bot]
20:54
tee overlapping text when not spectating
20:55
actually forgot the spectating thing
20:57
40eda06 Clarify -DDEV=ON for CMake - heinrich5991 d2aaa61 Merge #1871 - bors[bot]
21:22
9627fd0 Clarify what ENTITIES_UNUSED does by renaming it - heinrich5991 17fd8ae Merge #1870 - bors[bot]
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@heinrich5991 we should add support for that tho
22:14
aswell as a seperate folder for front entities, but they get chosen the same way as normal entities picker
22:15
so, you have made the editor entities picker, but the selectef option should also take another front layet image from a new front folder
22:16
And about the other thing: Automatic checking for the gametype and choosing entities based on that is pretty good, and if there is nothing in the folder, fall back to the other system
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ChillerDragon 2019-07-31 23:58:24Z
Did any of you guys hear of YouTube deleting comments? :c
Exported 153 message(s)