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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2019-10-27 00:00:00Z and 2019-10-28 00:00:00Z
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i upload to github so you can see.
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how i upload? xd i get error 403
00:19
everything works normal expect it closes when i click the texture button i tried to add
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am i not allowed to upload to ddnet github or so? (edited)
04:05
xd
04:07
the crasj error is Exception thrown: read access violation. "this" was "0x10" (edited)
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Hi, I am not good at coding. I tried to add the Texture change option from AllTheHaxx Client (https://github.com/AllTheHaxx/AllTheHaxx) to DDNet. When i click on the Texture button i added i get the error : Ausgelöste Ausnahme: Lesezugriffsverletzung "this" war "0x10". Exception thrown: read access violation. this was 0x10 Sorry i am bad in coding and just copied.
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oh ok worked
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5b514e5 repair the problem that class selector appear when demo playing - sirius1242 aaddc49 recovert the if-else block - sirius1242 926414c remove the redundant line - sirius1242 4717b21 Merge #1934 - bors[bot]
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I don't know if this makes it faster, probably not even noticable, but i like it more this way.
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I was planning on also adding smart zoom
12:06
and also a feature i thought would be cool
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ChillerDragon 2019-10-27 12:06:37Z
depenidn on speedß
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a team zoom
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ChillerDragon 2019-10-27 12:06:38Z
?
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it zooms out depending how far each meember is
12:06
and the camera is centered
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ChillerDragon 2019-10-27 12:06:49Z
ah
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based on players
12:06
if one player is too far then its ignored
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ChillerDragon 2019-10-27 12:06:57Z
depending on speed would also be usefull
f3 1
12:07
u want too see far if u fall down a big part for example
12:07
to *
12:07
omf why i always put random amount of 'o's in my tooo's
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by team zoom i mean
12:07
team spec
12:07
you spec a whole team
12:07
the camera smartly shows all players
12:07
if they arent too far
12:08
by zooming and centering based on all player positions
f3 1
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ChillerDragon 2019-10-27 12:09:04Z
yy sounds good
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2bf76aa remove for loop in camera - Ryozuki c3e4bbc Merge #1952 - bors[bot]
15:43
f66dc75 Fix crash when switch (un)deep number is 0 - 12pm 45cfebc Merge #1953 - bors[bot]
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@Learath2 idea: if you rework teams, remove the team identifier completely. you join by saying who you want to join or saying that you want to create a new team
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@heinrich5991 I can do that, after you take a look at my commit and help me address the concern i have with the performance hit of creating a new world
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blurb
21:48
πŸ˜„
21:49
I have a negative time budget right now
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@heinrich5991 getting rid of the team identifier is a good idea though
21:52
Just a /teamcreate and a /join
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how do you choose the team to join then
21:54
(team from someone else)
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@jao you do /join <the person you want to join>
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then you can’t have a quick team bind if you play dummy maps anymore
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uhm yeah that is true
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why not?
22:06
/teamcreate;/join <mainname>
22:06
dummy switch in between
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then youre forced to play with that name
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well, rn you're doomed if you try to join a team which is already occupied
22:08
hm
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and you also need a seperate dummy team bind
22:09
what about making /team with no argument put u in the first empty team
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I see no reason to keep team ids
22:10
we can have something like a team password or so, but exposing the raw team ID to the players seems like no use
22:10
e.g. you could do /teampw abcdef or so
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but its simple and easy to use
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nah
22:11
it's awkward and exposes weird server details to the user
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how is it awkward
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why do we display a weird number with each team?
22:12
why are we only allowed to pick between team 0 to 63?
22:12
because it was the easiest implementation
22:12
I feel like you cling to it right now instead of trying to improve it(?)
22:13
e.g. the thing I proposed is strictly better, no? "11:10 PM] heinrich5991: e.g. you could do /teampw abcdef or so"
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i dont think its weird
22:13
same as how team blue and red in vanilla isnt weird
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it's not team 0 and team 1 ^^
22:13
that's how it's implemented
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How about arbitrary team identifiers?
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ye but having ddrace teams named after colors would be way too confusing
22:14
because too many options
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A hashmap lookup is O(1)
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or as we'd implement it in teeworlds, O(n^2) is still fine πŸ˜›
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@heinrich5991 I'm not shying away from stl in this fork πŸ˜›
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next big thing would be "team UI" but that's already doing to much to be viable right now
22:15
*too much to
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I don't think I'll touch the client for 0,7 ever
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I might try see if I can get the protocol changes into the client we have now
22:15
If I don't really see it working out, I don't really feel like developing an entire new client
22:16
I'd have to revert thousands of lines of UI changes to begin with
22:16
@heinrich5991 team ui?
22:17
like something to manage the players in your team and stuff? Sounds unnecessary to me tbh
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no
22:17
you go to the menu and see all the teams and click on the one you want to join or an empty one to join a new one
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why do we have to make everything complicated? /team <number> is fine
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with learath2's hashmap, that continues to work to satisfy the users whose workflow has been broken (edited)
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For someone saying we have to migrate to 0.7 to get new players, you are clinging onto a rather unintuitive way to join teams πŸ˜›
22:19
New players won't know about the /team command, but an UI is usable by anyone
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we don't have to have shitty UI πŸ˜›
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Yeah a hashmap should work, then we can keep the /team command and use it to create teams and add a new /join command to join the player you want to join
22:20
@heinrich5991 If you ever get out of your negative timebudget, help me figure out the cheapest way to populate new CGameWorlds without lagging the server
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consider caching what it does on initialization and just create them on the fly afterwards
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I was thinking of having a reference world from which I'd deep copy
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yes
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before deciding the command names we should maybe change the vanilla client side command /team
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No way oy changes that for us πŸ˜„
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oy isnt deciding alone
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next big thing: remove all chat commands, because they're ugly
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remove teeworlds
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(not gonna happen as well, but would be nice)
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@Learath2 the client does a deep copy like that for the prediction btw, and it seemed to be quite fast
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I love chat commands
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hm okay
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gives games that authentic feeling and nostalgia
22:26
too polished and it feels insincere πŸ˜›
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eyewheel literally sends "say" messages πŸ˜›
22:28
timeout aswell
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timeout is bad, but that's the only implementation deen could go with back then I guess
22:28
when ddnet client wasn't as ubiquoutous
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Now, with 0.7, we can make timeout better from the beginning. We cant change it for 0.6 anymore, as mods based on ddnet will probably wont update to this
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I'd love to get some very big networking changes done, but it's so much work
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yes
22:30
focus on the essential – otherwise it'll never get done
22:30
like all my projects πŸ˜‰
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like proper session resumption
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yes
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or encryption
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my answer to this would be "just use quic" these days
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eh I can't get the networking changes in 0.7 anyway, vanilla ppl refuse to break compatibility πŸ˜„
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it's probably the perfect match for it
22:30
*teeworlds
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quick unrelated question, @heinrich5991 do you ever cook?
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built-in encryption, session resumption, reliable and with an extension unreliable questsions
22:31
yes
22:31
but I'm not good at it
22:31
*messages
22:31
not questiosn
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as a proper german, would you fry or boil your bratwursts?
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boil
22:32
xd
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I don't know english verbs
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joke
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in a pan
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boil = kochen
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yes, but fry = braten?
22:32
fry is better
22:33
you wouldnt boil it i guess
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ok, then bratwurst literally means frying sausage @Learath2
22:33
think about it
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true
22:33
Kochwurstlol
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now that I used half an hour of my negative time budget, I'll go to sleep I guess
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good night
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night @heinrich5991
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γŠδΌ‘γΏγͺさい
22:35
it even survived the IRC bridge
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oyasuminasai indeed
Exported 159 message(s)