Guild icon
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 2020-06-18 00:00:00Z and 2020-06-19 00:00:00Z
Avatar
ᶰ°Konͧsti 2020-06-18 00:16:01Z
noby
Avatar
Hey guys, i have a question: is there a thing like TWRequest.php thats like newer and better
01:34
Piepow made a teestalker webapp long ago so they told me that someone probably has a better thing like it
01:36
I know there is <status.tw> but i dont like the fact that its not open source and their api is not really good so i wanted to know if anyone can help
01:37
And of course it's 3:30 AM, no one is gonna answer at this time
Avatar
Caused by the new thread-safe SQL probably. @Zwelf `` Core was generated by ./DDRace64-Server_sql -f servers/block.cfg'. Program terminated with signal SIGSEGV, Segmentation fault. #0 0x000055dd4e07e217 in CSqlConnector::ConnectSqlServer (this=this@entry=0x7fa8e60dcc50, ReadOnly=true) at /home/teeworlds/src/master/src/engine/server/sql_connector.cpp:25 25 for (int i = ReachableServer, ID = ReachableServer; i < ReachableServer + NumServers && SqlServer(i % NumSe...
06:16
Caused by the new thread-safe SQL probably. @Zwelf `` Core was generated by ./DDRace64-Server_sql -f servers/8314.cfg'. Program terminated with signal SIGSEGV, Segmentation fault. #0 std::shared_count::operator= (r=..., this=) at /usr/include/c++/8/bits/shared_ptr_base.h:1078 1078 class shared_ptr [Current thread is 1 (Thread 0x7ffaff2fcdc0 (LWP 11112))] (gdb) bt #0 std::shared_count::operator= (__r=..., this=) at /usr/include/c++/8/bits/shared_ptr_ba...
06:18
6fcb8ab Initialize m_SqlRandomMapResult (fixes #2272) - def-
Avatar
pepeH i should change a nickname eh, 2nd time i get pinged by accident
Avatar
[freenode] Zwelf BOT 2020-06-18 08:32:43Z
Does ddnet use multiple SQL read/write server?
Avatar
it seems so
08:33
I just looked into the config file
Avatar
Zwelf: Where we had the crash there was indeed just one SQL server, and connection to it kept failing
Avatar
@ChillerDragon if we have the same default skin, we already map that
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 10:31:50Z
yes i just realized :D
10:31
sorry
10:32
ok but on unique i at least see my own greensward
10:32
and 0.7 to 0.7 should work without problems
10:32
supporting all custom skins
10:32
oh okay i just realized i now see my own skin after chaning it
10:32
but not when i rejoin
Avatar
0.7 to 0.7 works without problems already
10:33
atleast from what I could test, it's really hard to test with more then 2-3 clients when my laptop would rather become a grill
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 10:33:43Z
not for me
10:33
only one client needed for me to test it
10:34
when i join i have default skin
Avatar
OH that's the bug
10:34
It happened to me like 2 times
10:34
could never reproduce it again
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 10:34:41Z
i can consitantly
10:34
thats not how u spoell it huh?
Avatar
consistently
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 10:34:54Z
ty
10:34
spell* also :D
10:35
yea that should be fixed
Avatar
can you add some dbg_msg s in teeinfo.cpp? see why tf your skin is getting mapped to default
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 10:35:40Z
but also it would be nice if the 0.7 body is "greensward" that it shows greensward in 0.6
10:35
any functions or lines you have in mind?
Avatar
actually not teeinfo.cpp
10:37
in gamecontext.cpp:L1410
10:37
well L1420
10:37
before and after the fromsixup
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 10:44:57Z
10:45
that looks good
10:45
afk for a sec
Avatar
print Info.m_apSkinPartNames[1] instead afterwards
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 10:57:55Z
also good
Avatar
ᶰ°Konͧsti 2020-06-18 11:17:41Z
ChillerDragtroll
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 11:18:42Z
Teeworlds server ported to Java. Contribute to MrEAlderson/Rekit development by creating an account on GitHub.
11:19
why would anyone port tw to java :D
11:24
@Learath2 seems like cammostripes is even sent over the wire if i understood that correctly https://zillyhuhn.com/cs/.1592479429.png
11:24
maybe the client just doent understands it
Avatar
hm, it is entirely possible I'm forgetting a part of the protocol
11:30
I don't think I have to respond to a STARTINFO though, do I?
Avatar
@deen so the only thing you have is a python version
11:34
Is it possible to integrate that into a website
11:34
Im not really experienced with py
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 11:38:16Z
@Learath2 i think on connection the client expects NETMSGTYPE_SV_CLIENTINFO which includes the initial skin and there currently part 1 and 2 are empty
11:39
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
11:41
BAN 1
Avatar
So I'm not sending the correct clientinfo?
11:46
huh so weird
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 11:48:49Z
ok my wireshark was wrong that was a message from the client
Avatar
@ChillerDragon can you check for a CNetMsg_Sv_ClientInfo on the client side where m_Local is 1?
Avatar
5e7019e Add donation by Shisui. - def-
12:23
882185e Make SaveID DEFAULT NULL - def- 8c17e7c Merge #2273 - bors[bot]
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 12:34:44Z
12:35
there is only 1 tee on my server so its always m_Local when i print CNetMsg_Sv_ClientInfo
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 13:16:02Z
something with the skin colors is weird
Avatar
I guess you should check what's sent
Avatar
meh it happens if I build with release, doesn't if I build with debug
Avatar
what about RelWithDebInfo?
Avatar
trying that next
13:49
yep happens \o/
13:52
oh I see the problem
13:57
uh, I fixed it but the fact that it worked in debug mode concerns me
Avatar
things that only work in dbg mode (read: without compiler optimizations) ive seen a couple times in the past and, i was told its likely due to failing to zero some memory somewhere, but the actual problems turned out to be related to casting different sizes of memory chunks to other types carelessly without regard for the signedness
13:59
and some of the optimizations it would do would cause it to break horribly there
Avatar
But the way this one happened there is no uninitialized memory to go wrong :/
Avatar
is it a signedness thing?
14:00
like doing *(unsigned int *)mem = 0xffffffff; if the mem was signed char type
14:00
or something along those lines
Avatar
issue is that I was calling ToSixup for the skins of sixup players, which is obv not needed
14:04
but calling tosixup shouldn't destroy the skin completely, yet it does in the release build and doesn't in the debug
Avatar
the things i saw before that work only in debug build are related to compiler optimizations and also sometimes generate a warning on some oses/gcc versions tahts like "dereferencing type-punned pointer will break strict-aliasing"
Avatar
yes, UB is nasty. you could try ubsan, @Learath2 😉
Avatar
-fsanitize=undefined?
Avatar
yes
Avatar
never heard it as ubsan before 😄
Avatar
I ran this through ubsan before, didn't really find it :/
14:07
@noby
14:07
does it check for the same type of thing that causes the "dereferencing type-punned pointer will break strict-aliasing" warning?
Avatar
hm I'm usually good at spotting this kind of thing
14:08
yeah it's uninitialized memory, how did valgrind miss this even
Avatar
@noby apparently not 😮
Avatar
I thought ubsan checked for all undefined behavior
Avatar
hey learath how to use c# in ddnet server¿
Avatar
it's a fast ub checker, some types require a massive amount of instrumentation
Avatar
i guess i was accidentaly right before about uninitialized memory
14:09
but also assumed that it would be caught by these tools
Avatar
@bubasio only C++ works with the server
Avatar
@bubasio I mean you could probably add hooks for C#
Avatar
it will probably be more work than just using c++
Avatar
C# is very dynamic, but that'll be a huge undertaking 😄
Avatar
@Learath2 that would require more knowledge of C++ than it would be to do it in C++
Avatar
js runs in ddnet sv¿
Avatar
The server is entirely in C++
Avatar
u can extend the server code in c as well
14:11
getting it to work with other languages will be a lot harder i think
Avatar
I did add a V8 engine at one point though but never really did anything except messing around with chat command hooks
14:11
same with lua
noath 1
14:12
Hm, I wonder how I should initialise this thing
Avatar
I guess I can use inline initializers now that we are not stuck with C++03
Avatar
this adds -fsanitize=type
Avatar
Oh that sounds cool
Avatar
I think it's not merged yet, but I can't quite figure out the UI
Avatar
so that will catch the warning i was trying to describe?
Avatar
yes, but I think it's not merged yet
Avatar
Btw, did you know that ASan allocates like 64 terabytes of ram? 😄
Avatar
did you know every haskell programs allocates a similar maount
Avatar
Oh, what for?
Avatar
for the GC I'd guess, for easy "allocation"
Avatar
ah yeah, haskell is garbage collected
Avatar
can you see whether this thing is merged already or not, @Learath2?
Avatar
the TSan?
Avatar
yes
Avatar
looks merged
14:28
ah no it's not
14:30
The LLVM part and the Runtime still seems to be waiting on a review
14:30
and the last comment suggests some big change happened with llvm that these diffs need to be modified for
Avatar
I'm very baffled, why would my default member initializer would get ignored for a constructor that doesn't set that field?
Avatar
oh great I'm stupid
14:58
even better idk how to fix this
15:00
strncpy is undefined if the src and the destination are overlapping
15:01
okay I will do something very ugly and hope god will forgive me for it
Avatar
hm we do have a bit of UB though
15:08
like unrelated to this patch
15:12
The amount of things ubsan finds in the client is also very scary
15:14
@ChillerDragon that should fix the skin thing, the only thing that remains there is the color conversion
15:15
which after 4 hours of staring at it, idk how to fix
Avatar
we do so much division by zero 😛
Avatar
division by zero?
15:39
float? int should trap, right?
Avatar
yep float
15:41
Oh no, I seem to have something wrong about the color code in ddnet 😦
15:43
Oh actually I just forgot that the hsl cone has points that map to multiple points on the rgb cube
Avatar
7aed647 Allow larger map names - def-
Avatar
This stateful color has been bothering me for a while. I tested this and it doesn't seem to break the colors but to avoid a repeat of the last time I'd appreciate it if a couple more brave souls try this.
Avatar
We should get client QA people 😄
16:59
@jao lmk when you roll out the bot with the github cog
Avatar
weekend i guess
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 17:14:38Z
@Learath2 nice did you also add greensward? <3
Avatar
hm, I want to support all ddnet skins, but I can't do that with this linear lookup
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 17:33:34Z
ok nice
Avatar
hm, maybe I could, I think the current skin system also only uses linear lookups, can't be that bad
Avatar
[quakenet] ChillerDragon BOT 2020-06-18 18:35:56Z
if its onle like 30ish skins it should be fast enough
19:17
github updating its design
Avatar
GameServer()->OnShutdown(true); (which would wait on running threads to exit) wasn't called if an error occured in the server init. Therefore CServer was freed before the init-thread finished executing, causing a use after free from CSqlConnector::ms_ppSqlReadServers pointing to CServer->m_apSqlReadServers. Fixes #2271 Note that the server exits when creating tables failed. Since the tables are created by default, it has to be disabled explicitly (e.g. `add_sqlserver r teewo...
Avatar
@deen https://github.com/ddnet/ddnet/pull/2276#issue-436713977
Note that the server exits when creating tables failed. Since the tables are created by default, it has to be disabled explicitly (e.g. add_sqlserver r teeworlds record teeworlds PASSWORD "localhost" 3306 0) if the servers should start even when the database connection fails.
GameServer()-&gt;OnShutdown(true); (which would wait on running threads to exit) wasn&#39;t called if an error occured in the server init. Therefore CServer was freed before the init-thread...
Avatar
yeah, but it shouldn't crash
Avatar
I think that was just an additional note for our server set up
19:26
should I fix it?
19:29
f5ac6ee Fix segmentation fault when creating sql tables failed - Zwelf 6f8f606 Merge #2276 - bors[bot]
Avatar
d06f194 Stop playing map sound when demo player is paused - def- 0d9d873 Reset hook & collision in prediction after kill - def- 13237ee Merge #2245 #2266 - bors[bot]
Avatar
@heinrich5991 I have set the table create to 0 already on the affected servers
Avatar
Cellegen | HU 2020-06-18 21:30:12Z
Can we have an Unfreeze entity on the Switch zone layer? If Deep and Undeep is there as well as Freeze, why not add Unfreeze for more possibilites for mapping puzzle maps or mapping different ways to approach races?
Avatar
Huh 2263 is interesting, I didn't think a character could exist without it's core being a part of the gameworld
Avatar
Freeze is only there so you can freeze for different times, switch number counts as number of seconds. For unfreeze this makes no sense
21:43
@Learath2 yeah, also surprised me
21:43
Seems like a wonder that we only had this crash with super and not with many more features
Avatar
How do you get to that state btw?
Avatar
with /spec
21:44
on spec-enabled maps
Avatar
Oh when you spec your core is removed but the ccharacter still exists?
Avatar
Yeah interesting that we didn't hit this more often
21:45
I don't like having two sources of truth for super 😦
Avatar
Cellegen | HU 2020-06-18 21:45:22Z
@deen can you specify what makes switchable unfreeze "useless"?
Avatar
The others are not switchable @Cellegen | HU
Avatar
Cellegen | HU 2020-06-18 21:46:54Z
on switch layer, you can turn on and off with the right switch tiles: Freeze, Deep and Undeep
21:47
wdym its not switchable?
Avatar
2c7f4c7 Minor code style fixes in sql_score.cpp - def- 59e3009 Merge #2277 - bors[bot]
Avatar
Cellegen | HU 2020-06-18 21:48:13Z
every single tile on the switch layer has it's potential to be turned off and on by the current switch tiles that do that (edited)
Avatar
have you tried switching freeze tiles on and off?
Avatar
Cellegen | HU 2020-06-18 21:49:07Z
i remember it working back then, some puzzle maps have that mechanic
Avatar
Huh, I also thought those were only on the switch layer to adjust duration
Avatar
do you have some map as an example?
Avatar
Cellegen | HU 2020-06-18 21:50:00Z
game layer and switch layer are a big diff, idk where you came with that assumption
21:51
Puzzle box by Soapy sandwich and another map which i cant find
Avatar
the problem with adding the seconds they should freeze for in the front layer is that the data structure doesnt really allow for that. meanwhile in the switch layer each tile stores 2 more numbers. this is probably why someone thought timed freeze tiles could fit in there, while not actually being switchable
Avatar
Cellegen | HU 2020-06-18 21:51:59Z
but it's a well known puzzle map
21:53
So how exactly would it work if what i believed was totally incorrect?
21:54
nvm puzzle box does not use that (edited)
Avatar
I honestly don't think switchable freeze exists
21:54
though it might be a cool idea
Avatar
Cellegen | HU 2020-06-18 21:55:25Z
a different tileset would do the trick so it won't get replaced
Avatar
sounds like either losing the kinda sensible layer structure or backwards compatibility
21:57
hm i guess the timed freeze tile would fit well in the speedup layer
Avatar
Cellegen | HU 2020-06-18 21:57:41Z
@Learath2 i saw it the other way around, I'm not used to think that the numbers on the Switch tiles are indicators for the amount of seconds these are active. Tho having tiles with switchable capabilities might be easier if one of the features have that
Avatar
I once wanted to add a lot more to the switch code, like basic logic operators and stuff
Avatar
Cellegen | HU 2020-06-18 21:58:44Z
@Patiga i wouldn't call it well done on the Speedup layer as it's name stands different approaches
21:59
😮 i would love to play with them in the editor once you're done
Avatar
since there is only one tile in the speedup layer so far, i believe that it could be used for such diverse tiles
Avatar
I never figured out how to make this user friendly at all 😄
Avatar
Cellegen | HU 2020-06-18 22:00:20Z
then it wouldn't be only speedups but switchable entities too
Avatar
Imagine turing complete switch layer
22:00
maybe we could compile pacman into teeworlds switches
Avatar
Cellegen | HU 2020-06-18 22:00:42Z
imagine tuning tiles...
22:01
nope, switchable tiles are easier
Avatar
We have tunezones
Avatar
huh i guess tune layer would fit just as well
22:02
then it wouldn't be only speedups but switchable entities too
@Cellegen | HU my suggestion was that only the timed freeze tile should go into the speedup/tune layer
Avatar
Oh, did anyone see that guy who compiled C to powerpoint?
Avatar
Cellegen | HU 2020-06-18 22:02:46Z
also @Learath2 how well does the coordination system handles well detailed numbers like (0.00)
Avatar
coordination system?
Avatar
Cellegen | HU 2020-06-18 22:03:02Z
cuz i think TeeUniverse have that feature but ddnet editor doesn't
22:04
I'll demonstrate on pm (edited)
Avatar
im also interested :)
Avatar
Cellegen | HU 2020-06-18 22:08:52Z
Then I'll post here as a bug. This bug makes the coordinations on the DDNet Editor fucked up when modified, since when it updates, it cannot register numbers beyond [0.xx]. But I would like to have the possibility to make a more precise number editing on the DDNet Editor, so it won't be a hell of a trouble finding a perfect clipping point, so it won't bug out.
22:09
left is ddnet editor, right is TeeUniverse editor
Avatar
I don't actually remember whether we save these as floats
22:10
If we do, it should certainly be possible to get the editor to edit them
Avatar
Cellegen | HU 2020-06-18 22:10:17Z
it shouldn't but saves it anyways
22:10
a lot of people mapped maps on teeuniverse and got away with it without any obvious bugs
Avatar
pretty sure parallax is not a float
22:11
ah its about position
Avatar
@Patiga I sorta remember us storing these as fixed point actually
Avatar
Cellegen | HU 2020-06-18 22:11:57Z
the teeuniverse exporting mechanism is as weird as these possibilities that even the ddnet engine can read it
Avatar
I love how people instead of reporting this as an issue, used teeuniverse 😄
Avatar
Cellegen | HU 2020-06-18 22:12:29Z
exactly
22:13
teeuniverse isn't famous for the best GUI or for the best features it has, but rather the advanced tools it has
22:13
for animation and information gathering, editing and using, it's absolutely perfect
Avatar
necropotame was working on quite interesting stuff, I wish he hadn't left
Avatar
Cellegen | HU 2020-06-18 22:14:16Z
he did make it open sourced
22:14
that"s something
Avatar
if you have any interesting features you'd like in ddnet, leave an issue. I kinda like doing editor patches
Avatar
Cellegen | HU 2020-06-18 22:14:59Z
alright, will do
Avatar
i am confused
22:17
so in my map parser i parse the position as integers
Avatar
They are saved as integers
22:18
It could be that however they are fixed point numbers in reality
22:18
I think quads have them
Avatar
that doesnt really explain this
22:18
i tested it on the map puzzlebox, the second group
22:18
this one has a position of (0, 25)
22:18
and my parser says (0, -25)
22:19
and if im not too tired float wouldnt explain that
22:19
*shouldnt
Avatar
@Patiga so wait on that map, the second group has a float position?
Avatar
no, its simply 25 on there
22:20
not float
22:20
(in the ddnet editor)
Avatar
ah but your parser thinks it's -25?
22:23
e38cd6b Fix /spec + super crash (fixes #2262) - def- 7d42867 Merge #2263 - bors[bot]
Avatar
for whatever odd reason pos x and y are negative but are negated when displayed
Avatar
does anyone have map where there should be floating point positions?
Avatar
doesn't look possible to me, teeuniverse must be doing some weird scaling trick to achieve it
22:27
@Cellegen | HU do you know map that uses precise coordinates?
Avatar
Cellegen | HU 2020-06-18 22:27:48Z
xmas move on the Qshar gores server, MAIN category
22:27
the first place i found this
Avatar
the quads do use precise values
Avatar
Cellegen | HU 2020-06-18 22:28:14Z
all the animations are set on different intigers
Avatar
yeah quads do have fixed points
Avatar
Cellegen | HU 2020-06-18 22:28:27Z
and when you mess with them, its gone
22:28
obviously
Avatar
animations are set on integers?
22:28
can you show what you mean?
Avatar
Cellegen | HU 2020-06-18 22:29:30Z
well shit, i can record it but you can reproduce the bug by editing the map and try to change the values between the layers
22:29
all of them. gets fucked
Avatar
hm, I was going to go to sleep but now I'm intrigued
Avatar
Cellegen | HU 2020-06-18 22:30:09Z
the map if you're too lazy
Avatar
@Cellegen | HU which layer should I take a look at?
22:31
or layer group
Avatar
Cellegen | HU 2020-06-18 22:33:09Z
QFr (freeze) is the easiest to see the bugs
22:33
first you cannot change anything but the position only cuz thats the only one it has no float in it
22:33
anything that has float in it will get it fucked
22:34
sometimes it renders it completely transparent and gone
Avatar
uhm what else is there to change about a quad?
Avatar
Cellegen | HU 2020-06-18 22:35:21Z
you sure? look closer
22:35
guess which one i wasnt able to edit
Avatar
but what did you do to id?
22:35
it*
Avatar
Cellegen | HU 2020-06-18 22:36:05Z
opened it as i got it downloaded from the original source, edited it and this was natural for it to happen
22:36
i didnt do anything cuz i cannot do anything with it in the first place
Avatar
did you place those quads yourself? i cant find those
Avatar
Cellegen | HU 2020-06-18 22:36:48Z
animation seems fine cuz it supports floats but dragging the picture is not possible
22:36
drag some of them out, you'll see it
Avatar
Honestly I don't get it, I moved those from the left and they move fine, I can also move their corners around
Avatar
Cellegen | HU 2020-06-18 22:37:39Z
position is possible cuz its not float based, but i cannot change the shape of the picture
Avatar
I can play with the color
Avatar
Cellegen | HU 2020-06-18 22:37:47Z
weird
Avatar
didnt manage to recreate that bug
22:39
howw
Avatar
Cellegen | HU 2020-06-18 22:39:08Z
@Learath2 nice
22:39
so you found the one with the float indicator in it
Avatar
which ones did you use?
Avatar
No I didn't I can change the shape just fine
22:39
I'm the one who messed up the shape by hand
Avatar
Cellegen | HU 2020-06-18 22:40:02Z
22:40
this one @Patiga
Avatar
@Cellegen | HU so if you try to move the corners of that it breaks?
Avatar
i used all of those up but found one working deeper in the map
Avatar
Cellegen | HU 2020-06-18 22:40:45Z
you cant change shapes, it wont move the pictures
22:40
you cant zoom in or out the pictures
Avatar
Are you stuck with an old version maybe? I can move the corners just fine
Avatar
Cellegen | HU 2020-06-18 22:40:59Z
i have latest
Avatar
can you just record it please, I don't quite get it 😄
22:41
I can even make this an image quad with smoke in is just fine
Avatar
the ones a bit right of spawn kinda worked for me. there were 3 quads that had their middle point on the exact same spot tho, so im not sure if that couldve been a editor bug
Avatar
the middle points are quite odd in this map yeah
Avatar
i could stream my broken ones in the voice channel
22:45
huh what an odd way to put quads
22:45
I guess it's generated though
Avatar
thats everything i could find broken for me, the corners not matching up with the texture
Avatar
Cellegen | HU 2020-06-18 22:46:02Z
ah.
22:46
good laggy shit computer cant handle anything
22:46
for some fucking reason
22:47
jesus christ next time imma prepare improving my graphic settings
22:48
@Learath2 i'll leave it as that for now, tmr i'll try to demonstrate the bug with more information in hand
Avatar
@Patiga the corners not matching up is odd though
22:48
trying to find those with my parser rn
22:48
yours looked a bit weirder tho
22:49
isnt the scale on yours wrong?
Avatar
the more I messed with it the more it went off the corner
22:49
scale?
22:49
that looks just fine
Avatar
actually could it be that at the start of the position envelope it's not at 0?
22:50
ye
22:50
that would make sense
22:51
yes, removing the position envelope fixes the position
Avatar
but the x is 0 in the position envelope at time 0
Avatar
Cellegen | HU 2020-06-18 22:52:52Z
i feel like im trolling all of you but this was not the case, i found it. the POS to window does that
22:53
22:53
monkaS
22:54
thats... still emberrasing
Avatar
I actually forgot what Pos TO is
22:54
but that's what's offsetting the corners 😄
Avatar
time offset i think
22:55
in the envelope
Avatar
aha that explains it
22:55
I wonder why teeuniverse exports these quads so weirdly
22:55
these are quite trivial even
Avatar
teeuniverse does some weird stuff
22:56
it really messes up grouping
Avatar
Cellegen | HU 2020-06-18 22:56:24Z
the main problem is still on
Avatar
Well when you can show the main problem we can take a look 😄
Avatar
Cellegen | HU 2020-06-18 22:56:49Z
22:56
yes
22:57
we need this feature to be improvised
Avatar
There is no way to save this in the teeworlds mapformat
22:57
Groups don't save any precision
Avatar
Cellegen | HU 2020-06-18 22:58:21Z
well shit if nerco was here
Avatar
He could probably tell us what that actually does 😛
Avatar
Cellegen | HU 2020-06-18 22:59:15Z
should i dare ask the official infection staff about it? kek
22:59
they dont do shit
Avatar
could you save such an map in the editor and upload it?
Avatar
Cellegen | HU 2020-06-18 22:59:53Z
yes
23:00
how Qshar's server does it is still different
Avatar
i can dump all the saved information in the group data structure quite easily
Avatar
I don't see anything interesting in qshars map tbh
Avatar
Cellegen | HU 2020-06-18 23:00:25Z
qshar's server instead
Avatar
@qshar is there any floating point magic in your maps?
Avatar
Cellegen | HU 2020-06-18 23:00:56Z
zzzz
Avatar
Anyway, I require sleep
Avatar
good night :)
Avatar
Cellegen | HU 2020-06-18 23:02:01Z
gn8
Avatar
night
Avatar
@Learath2 what do you mean xD
Exported 407 message(s)