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Between 2019-12-04 00:00:00Z and 2019-12-05 00:00:00Z
and the 1024x1024 resolution comes from the game internals because a block aka "pixel" (tee size) is 64x64 and you have 256 blocks (view from entities), so graphics have to have the same size
well, I only wanted you to understand that your problem isn't a problem.... you could have read that you need 1024x1024 resolution and you could find ways to resize it. vanilla could have implemented resizing, but you shouldn blame them for missing that feature....
please do me a favor and accept a challenge, im gonna send you an image and spend the last 5 hours to compile it with 0.7 without breaking its rendering
upscaling an image to nearly twice the resolution is never a good idea... it will always look shitty, especially on 4k displays. no matter whether the client does it or you do it manually
14:46
0.7 uses 3d textures (or misuses them as texture arrays) so they have to split the tileset into 256 64x64 tiles before using it
14:47
in 0.6 it was more of a side effect that other resolutions worked
and I also said that its no bug in vanilla, so I was right. 600x600 was never supposed to work, but they just fixed a bug with the 3d textures then?(edited)
they are using the third coordinate to determine which tile should be rendered... it would be better to use 2d texture arrays but as far as i know they need shaders to work
15:32
they are basically generating a 64x64x256 texture from the tileset
15:32
with texture arrays you could also use mipmaps. with this 3d tex approach you cannot
guys. open this map and just take a look at it. if you spectate some tiles disappear and if you try to place some hook for example in the editor its all weird.