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 2020-07-31 00:00:00Z and 2020-08-01 00:00:00Z
which is a very bad behaviour. There are often parts that are MUCH harder with weak where u cant swap now.
People which finished in the past and were able to swap weak/strong now have an unfair advantage because people cant do that anymore. I dont see the use of saving who has strong since there is a penalty already anyway.
This must be reverted
Saving weak and strong on the tees seems kinda unfair for me because players could swap it in the past. Sometimes you come to a part that will be really hard if you got weak, for example rocketfly or dragging down a deepfreezed tee.
Solutions can be adding /spec by default or going back to the old behaviour of saving with weak and strong.
hm maybe save/load abuse could be embraced. add a server message:
Did you know: you can switch positions and change which tees have strong/weak hook, by renaming and changing the strong/weak order inbetween saving and loading.
u cant just delete weak hook.
Either u fix it "wrong" and still have all the other weak physics left but cant really figure out who has the real strong now or you fix the complete physic and will have the game broken because things like speedfly, hammerrun etc wont work anymore
@Ravie i played it today and well yes it is but the thing is that there shouldnt be freeze at the third tile either but there is freeze at the third so it only works with weak(edited)
I never thought about that type of part being impossible with strong hook, I noticed I sometimes struggle with them, it would make sense that it's a strong / weak issue. Is it actually impossible with strong though?
Just shows how stupid this bug is, people aren't 100% sure if certain things are possible / impossible with it. Really fucks with the integrity of the game. Shit just feels random
So it requires the tee to hammer right as they're moving away? The other way works no matter when you time it, from what I can tell. So it'd feel worse
there are like what? 2000 maps?
you can't just make such a big change and "assume" every map is still playable. the decisions have to be quite well thought through.
the fact that you can't switch weak and strong anymore is already concerning
"the difficulty of this part is an arrow if you happen to have weak" that's seems just like a mapping mistake
then fix map bei either making arrows speed 3 or adding turnoffentities arrow to say strong goes left
Speedfly is related to bouncing even when u dont touch because a strong tee would fly up faster and bounce against the upper tee which stops the speedfly
Saving weak and strong on the tees seems kinda unfair for me because players could swap it in the past. Sometimes you come to a part that will be really hard if you got weak, for example rocketfly ...
Let's say we have 2 players - top one drags bottom one thru the part. Top one uses /GetStrongHook, and in middle of the part the bottom one uses same command - hook physics changing during hookingm
I still feel like spec is the easiest solution >.> pushing someone by unspecing rather won't be extremely useful. And the sg bug - pink troll rat already said that spec is not needed for it, so...
18:28
even if Konsti is lying, I'd rather trust him anyway due to his experience in that topic
@Soreu wut. im not aware about how to overlay tees anywhere. i would guess that you need some setup, maybe reverse speedfly or smth. i dont think that is reason enough to allow spec+sg cheesing on all sg maps
Fixing things related to available options seems more reasonable than introducing new things, especially since lately there were a lot of additional options added
The effect is as follows:
use cl_nameplates_ha to switch on-off. (default is off)
use cl_nameplates_ha_size to adjust size of health and armor nameplates.
Mainly for server-side-recorded demos. ...
hook collision, without broadcasting to other players.
Removed cl_show_hook_coll_always in return
Renamed cl_video_showhookcollother to cl_video_show_hook_coll_other for consistency
if something like that introduces new exploits wouldnt they likely be obscure things that only happen in really specific situations? seems hard to test this
was it ever officially reported
because something that makes old ranks unbeatable doesnt sound like it would be accepted from what ive heard so far(edited)
Hey, I dont seem to be able to add proper SecurityToken support for ddnet clients for my 0.7 server. Here is where I added all of it, but in the current state it looks like I am just ignoring the tokens and ddnet clients seem to have unsecured connections, my server is currently beeing flooded.