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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 2019-11-12 00:00:00Z and 2019-11-13 00:00:00Z
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Players are considered afk immediately after map change as of 547f751 (which admittedly was my idea). SP|Someone leverages this to votekick people immediately after map change since everybody is afk (and their votes aren't counted).
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[quakenet] breton BOT 2019-11-12 16:24:54Z
hi
16:25
can i please get my infclass server added to the "DDNet" tab in the client?
16:32
ok bugreport then
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Can i please get my infclass server added to the "DDNet" tab in the client? Server list for 0.6 is half-dead. I run the server for a year already and plan to continue doing so. The server is 95.172.92.194:8306
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im still for a "trusted" servers tab or smth like that
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I'm still for just finishing up work on http masters so we don't need stopgap measures
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lerath fix ddos plz
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Hey peoples. I play on a mac book air 2015 and teeworlds laggs sometimes. But it is not the internet connection it is more like the gpu is too slow...? Any advice?
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try limiting fps
20:21
cl_refresh_rate 200; gfx_refresh_rate 200 for example
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wow.fixed it thatnks
20:23
still happens but less fatal (edited)
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try higher or lower fps than 200, also try toggling vsync or opengl if that doesnt work
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ChillerDragon 2019-11-12 20:38:08Z
Yikes air is the worst :/
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iamjustashell 2019-11-12 21:02:48Z
do you guys have any documentation of the source code?
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@iamjustashell no. ask around if you have questions
21:05
@Learath2 we calculate it because it's supposed to be stateless until we confirm the client's IP address
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iamjustashell 2019-11-12 21:06:26Z
I just wanted to get into the sourcecode and thought if there's a documentation that would come in handy, but I'll just get into it and come back with questions if they come up at some point, ty
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src/engine is supposed to be some game-unrelated stuff, like talking to the graphics card, doing the network, etc., src/game is the game part, i.e. the actual gameplay, the menus
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iamjustashell 2019-11-12 21:12:33Z
gamecore.cpp tick(bool) is the "gameloop"?
21:12
Tick*
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I only see the CCharacterCore::Tick function there
21:13
that's what happens to a single tee in a tick
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iamjustashell 2019-11-12 21:14:01Z
ah yes I see
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cserver::run() is the closest thing to a gameloop
21:14
i think
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the outermost "gameloopy" thing in the client is CGameContext::OnTick() in src/game/server/gamecontext.cpp
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oh or that
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gamecore is mainly physics
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in the server*
21:15
the client doesn't really have a gameloop, it only has a renderloop
21:15
that advances the world accordingly
21:15
you can find CGameClient::OnRender() in src/game/client/gameclient.cpp
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iamjustashell 2019-11-12 21:17:50Z
yeah I see, thx that's really helpful
21:20
so server always holds the model and sends it to the clients for the view to update in the CGameClient::OnRender() ?
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"model" what do u mean by that
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yes
21:20
the server holds the single truth
21:20
the clients only send input
21:21
i.e. left, right, jump, mouse coordinates, fire
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the server sends back snapshots that tell the client where other entities (tees, lasers etc) are
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the snapshots contain all the information that the client needs to display the current position
21:26
all projectiles, tees, pickups, current health, what @noby said
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iamjustashell 2019-11-12 21:27:51Z
I guess that would be m_Snap?
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yes
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iamjustashell 2019-11-12 22:22:26Z
is it normal that if I import the git repo via the cmake that there're errors in the vs studio syntax highlighting?
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I guess not
22:49
screenshot/description?
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is there a way to increase server side or client side the number of calls to "OnSnapInput " ?
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yes, I think you can send twice as many snaps as is usual by turning on sv_high_bandwidth (or similar)
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great option! thanks!
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why does that say "LAN use only" in the tooltip
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because it's not a useful tradeoff I guess
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its useful with bad ping or pocket loss. true ?
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it'll make things worse if the client is limited by bandwidth
23:08
but I'm not sure how realistic that is
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iamjustashell 2019-11-12 23:18:39Z
Exported 59 message(s)