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Between 2020-04-15 00:00:00Z and 2020-04-16 00:00:00Z
@Learath2 i think you or @Ryozuki broke vanilla whisper. on master you cant use /w and /whisper anymore. it just sends the msg as a normal chat message leading to No such command: w
but a single base93 character isn't something humans can decode either
14:16
unless you have the entire ascii table burned into your head
2
2
14:21
not only that, because its not a power of 2, it doesn't align well to byte boundaries, 1 base93 character is worth a nice round 0.81739485138850392378248281789042136653860459116110771616538142207754611495660215200381509901984180335141230364243796154607589618657202135276760265444230954990000188262500247343305991594219461838099269667158834316911854070919771478914536052795385853660643661410874034378300099482440799374831668149376145321093428744538878679558678814981539832844853800974679398724188050886971714870723159757110489346900184725073899821217477661574340213761402609994749634429... bytes
14:22
or 6.53915881110803139025986254312337093230883672928886172932305137662036891965281721603052079215873442681129842913950... bits
14:23
(so it doesn't even align with bit boundries)
14:24
which is only 0.54~ bits better then base64 and that gets you a nice 9%~ increase in compression
@Deleted User well github has probably some generic tutorials on github actions you can look into github.com/teeworlds/teeworlds in the .github directory how they did it
17:16
what source base are you trying to build? If its a recent fork of teeworlds and on github you might have a mac build already
17:16
Yo bois?
17:17
Does one know the abbreviation of public domain license?
17:17
Like MIT has MIT what has public domain? Is it UNLICENSED?
17:23
omg i thought there is one pub domain which is same as unlicensed but this list says there are multiple :/ https://spdx.org/licenses/
trying to phrase it differently:
your client takes over the physics that the server normally would, giving you feedback on your own input instantaneously.
this works super well for your own tee, since it knows your input, but not quite as well for other tees, since your client does not know their input. for other tees, it simply simulates the physics as if they keep pressing the same buttons they just did. if another tee suddenly changes direction, your client predicted them to still walk in the same direction and corrects that as soon as it hears that from the server.
that way antiping tries to simulate 0 ping, it depends on a stable ping, not as much on small ping
So when I use antiping on a server with high ping and play solo and fall in the freeze, it does not predict that. So the freeze is delayed.
Is there any change in playing with or without antiping when playing solo?
Ok. You can try to go on chile gores server and fall in the freeze with antiping on and off. there is no difference. its both delayed. but if its the way you say, shouldnt antiping predict it and freeze you instantly? I mean make it visible
your client takes over the physics that the server normally would, giving you feedback on your own input instantaneously.
this works super well for your own tee, since it knows your input, but not quite as well for other tees, since your client does not know their input. for other tees, it simply simulates the physics as if they keep pressing the same buttons they just did. if another tee suddenly changes direction, your client predicted them to still walk in the same direction and corrects that as soon as it hears that from the server.
i thought this would cover it quite well
22:42
your client knows the map and it also knows your input, meaning it should be able to predict well
Oh do you play league of legends? when i have 250 ping there, it actually is impossible to play. thats right. because its delayed. but in teeworlds idk, i can play on chile server 250ping witout antiping just as good
oof I thought cl_predict and antiping is the same. oopsi daisy. i just tried it. now thats how it should be xD
22:54
and can someone explain me the difference between cl_refresh_rate and gfx_refresh_rate ? All I know is that, when I cap with cl, my entities blocks are a bit laggy