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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 2020-11-22 00:00:00Z and 2020-11-23 00:00:00Z
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I looked at the codes and they look the same
00:33
@deen
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@Spyry you could try to replace "FillExtraInfo" in projectile.cpp with "FillInfo". also check if the tunings are the same
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idk guys but
02:03
02:03
maybe do this space more usefull?
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names can be rly long
08:50
349dce7 add Zukita to NA staff - murpii 523cfdf Merge pull request #107 from murpii/patch-8 - def-
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@Spyry it's most probably a 0.6 error as I had "shotgun split pellet" bug in tracker for months before fixing it. If I recall this correctly it was due to shotgun has 5 pellets but 2 edge ones are scattered differently. It's rather easily fixed, you should just make all pellets use same algorythm. Or reuse shotgun scatter routine from 0.7.
09:08
Though in my mod it was not so extreme. I've ported shotgun and some procedures from 0.7 from the start.
09:10
But in fact there were custom infClass procedures. I just didn't felt like using DDNet weapon routines as I already have too many custom weapons in game which altered behaviour.
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@ComebackPlay we always have to make everything work in 5:4 resolutions too, not so much space there
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@Spyry though 0.6 had not this bug in vanilla so @deen is right it's something broken (but easily fixed) in DDNet code.
09:14
Maybe I've had a different problem as I've had only 1 of 7 pellets "split". As you see it was fixed by adding another coefficient to float Spreading[] and also checking ShotSpread and especially a += Spreading.... line.
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Learath2
eh it's rather awful to work with ddnet as a mod base :/
Modding is rarely about cleanness of code anyway. And taking a well-alive teeworlds fork (which DDNet is) and not mostly stalled mainline teeworlds (which 0.7 is) one get many benefits. First of them is community and support, as I got "teeworlds is not for mods" too much in teeworlds discord. Second — vast library of functions to reuse. Much faster bugfixing. And the last (but not least) — excellent SixUp protocol heartw (edited)
09:18
And I am not flattering. Thinking about developing or supporting compatibility layer of myself is intimidating.
09:19
And it is developed far better than I could in years.
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@deen i think 80%(i think too much) ppl use 16:9, why just no update for they, simple info + friends or etc.but if have other(4:3). he just no will see. What u think? (edited)
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@Spyry @becc it would be very nice if one/both of you could make something like devlog about problems you encounter using DDNet as a base for a mod. I'd collect and format this info to a tutorial/wiki later. Personally I just don't remember everything I've fixed while porting my mod to DDNet but some things could be important or hard especially for a beginner in tw/ddnet modding.
09:24
This could revive modding culture of teeworlds as there are no tutorials on using ddnet as a base. And nowadays I think ddnet should be used as a base at least for compatibility and player count if not for other benefits.
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ᶰ°Konͧsti 2020-11-22 09:24:54Z
HMM
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And I am still thinking about making a DDNet fork for mods which will include things that are not needed for DDRace: rounds, proper damage routines, scoring etc.
09:25
Though it's hard for me to separate infNext code from those general fixes now.
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ᶰ°Konͧsti 2020-11-22 09:25:42Z
better revive original infection
09:25
Best mode
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@ᶰ°Konͧsti how? I've revived inf* by making a new actively-developed mod. Official Infclass folks were trying to revive infClass for ages and failed. If you have ideas (and/or energy), feel free to propose/implement.
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ᶰ°Konͧsti 2020-11-22 09:27:35Z
infclass was overdeveloped
09:27
it was good and fun and then made meh
09:27
unbalanced somehow
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unbalanced in which way
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Let's go some other channel/server, should we?
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in favor of humans or zombs
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ᶰ°Konͧsti 2020-11-22 09:28:30Z
And i felt annoyed when my account was deleted after 2 weeks not playing or whatever
09:28
getting frozen for hookcoll 🥴
09:29
Original infection on minecraftsafok was the best feelsamazingman
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[quakenet] ChillerDragon BOT 2020-11-22 10:13:59Z
How do you guys read this channel? All messages and notifications? Do you scroll up until the last read message? Or do you read backwards like me lol?
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we use discord because this is 2020
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Deleted User
@noby have u exported your fng 0.7 map without a "data" directory
sry for spam @noby xd
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i didnt see msg sry
10:36
uh
10:36
wat
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its broken with 0.7 client bcs the map wasnt converted correctly
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i dont use 0.7 and i dont know how to map 😅
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it replaces the external images with the 0.6 ones bcs 0.7 ones changed
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other people have mapped this for me
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u just need to run the tool with a data dir
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whats broken about it? / how would it be fixed
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else it cannot replace the images correctly
10:37
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oh the doodads
10:38
gfx_high_detail 0
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xDD
10:38
will the tool increase map file size?
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a bit yes
10:38
we have another tool to decrease it
10:39
but its not compiled in the client, its only compilable yourself 😄
10:39
its called map_optimize
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aw man i was hoping u were gonna fix it xd
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i can fix ur 0.7 map if u want
10:40
do you want it as small as possible?
10:40
and this will be not noticeable if u have gfx_high_detail 0?
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not even with 1
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Deleted User
@Spyry @becc it would be very nice if one/both of you could make something like devlog about problems you encounter using DDNet as a base for a mod. I'd collect and format this info to a tutorial/wiki later. Personally I just don't remember everything I've fixed while porting my mod to DDNet but some things could be important or hard especially for a beginner in tw/ddnet modding.
Okay, sounds good
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becc
Okay, sounds good
No need to go into details if you're not the kind of person which likes to write a lot. Just take records of obstacle you've stumbled upon. Just a list.
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I will, however, I can't say when I will start ... maybe not in a few weeks, life is pretty stressful right now xd
11:51
What is the difference between Map Version 3 and 4?
11:51
v4 has uncompressed data sizes as well This only? And what exactly does that mean?
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I have no idea what are map version 3 and 4 are. As far as I am aware it's 0.7 maps format which removed some necessary data for 0.6 to load it properly.
12:11
And as I know there is no way to simply know without loading which map file version you have. There are no tools for that. But I hope someone will correct me.
12:12
And also no tool to downgrade 0.7 map to 0.6 too.
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so 0.6 and 0.7 are not compatibel ddnet is an upgrade of 0.6 0.6 and ddnet should be more ore less compatibel (on loading on different servers) The Map-Version (in 0.6 and ddnet) is the first 4byte sized integer after the DATA or ATAD signature
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Are we still talking about maps now? (edited)
12:17
@becc which is the offset for map version? is it fixed?
12:17
It's wanted to be able to simply open map in hexeditor and instantly know if it for 0.6 or 0.7
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https://i.imgur.com/RjrdYAx.png I mean this Version Here the selected value is a 4 -> version 4
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@becc I see no difference in 0.6 and 0.7 maps. All them are v4
12:22
I think v3 is for 0.5
12:28
sorry for edit spamming (for those who are sensitive) (edited)
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751cade Update italian.txt - hhh26459 69184ea Merge #3349 - bors[bot]
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@Deleted User i think the first give-away that its a 0.6/0.7 map would be in the third item
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You sent 4 Images? xd
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the first element in the item_data is 1 for 0.6 maps and 2 for 0.7 maps
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too bad this channel is linked to IRC and some people here are oversensitive to edits which bridge obviously does not support
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however you will need to find the first item which isnt trivial
12:33
Some Teeworlds stuff in Rust. Contribute to heinrich5991/libtw2 development by creating an account on GitHub.
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Maybe we need another channel/server to discuss freely as here I am living in constant psychological pressure of waiting for "you are spam-editing our IRC-bridged" channel 😅
12:34
Anyway, that's the 7th version of an image
12:34
12:35
I've wanted to make a separate discord server for modders, but there are just not to much beginners and old modders just know everything they've needed
12:35
last time we've discussed that we've decided that #dev channel in my server is a suitable place
12:35
though if there will be #mods channel I'd appreciate that
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why can the ddnet client save 0.6 maps only mostly?
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cause if you will use ddnet tiles 0.6 server will not understand them
12:37
game layer and other DDNet layers I mean
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but it can completely open + save 0.6 maps without problems
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yes, but it's about saving and then opening on another version. Hard to make 2d infographics on that
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that should be completely possible
12:38
afaik
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Patiga
but it can completely open + save 0.6 maps without problems
yes, but I am talking about saving then opening
12:38
though that last section could be misleading as it's about servers opening the result of saving, not clients
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no information should be lost when opening 0.6 maps with the ddnet client and then saving it. 0.6 clients could then easily open the maps without problems
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cant 0.7 vanilla client join ddnet servers?
12:39
i thought they support that protocol
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yes, but what I've intended to say:
  • 0.6 vanilla client can open ddnet map in editor, but you could not use DDNet game tiles and layers or it will be tricky
  • DDNet client can save ddnet map but it will not be purely 0.6 map as it will contain game tiles and layers which 0.6 server will not understand
12:41
ok, maybe there should be a legend. Or I just need to remove that last section
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hm i still don't quite understand what purpose the last section was supposed to have
12:42
also i think 0.7 should be able to open 0.6 maps without any problems, server + editor
12:42
well except for the mapres i guess, fair
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So, no matter which maps i am going to make (for 0.6 / ddnet and NOT 0.7) -> i should create maps with ddnet?
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maybe 0.7 server can open 0.6 maps without converting
12:43
not sure
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yea i think so
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@becc yes, stick to DDNet editor.
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Deleted User
maybe 0.7 server can open 0.6 maps without converting
why not rewrite the ddnet map logic to 0.7 to support all maps?
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it has all the backwards compatibility
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and never ever open your maps in 0.7 editor
12:43
as there is no way back after saving them to 0.7 format
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you could use my conversion tool :p
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to get from 0.7 back to 0.6?
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@Patiga do you have 0.7 -> 0.6 conversion tool?
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whoa
12:44
where? I have a lot of 0.7 maps that I could not use now
12:44
as I've edited them in 0.7 editor or lost 0.6 sources
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for vanilla @Patiga ?
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well it is a ddnet map in theory, but like i said its just as well a 0.6 map, since when you convert it from a 0.7 map you dont use any stuff from ddnet
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Could you explain me the structure of TW/DDnet maps in different versions?
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@Patiga give me a link to your tool please
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https://gitlab.com/Patiga/twmap < the tool, however currently you would need to use the directory-map-format branch
Map parsing library
12:46
the binary edit_map can do the conversion
12:46
if you like i can build it for you
12:46
which platform are you on?
12:47
(though its command line based)
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omg is it in Rust?
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Arch
12:48
it seems that I need something like cargo run (edited)
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cargo build --release
12:49
on the branch directory-map-format
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whoa it doing something
12:49
oh you are already building ^^
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how to convert 0.7 map to 0.6 now?
12:50
ah, edit_map binary
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yea, it can hopefully explain itself
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wow, it have really nice help
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@noby fix your map bruh
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@Patiga Could you explain me the structure of TW/DDnet maps in different versions? What exactly is the difference between the Map versions and so on?
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sry forgot that question
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+ is Map Version 3 still supported somewhere?
12:57
thank you!
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got lunch now tho
12:58
i think version 3 is supported by the clients, not 100% sure tho edit: it is supported by both clients (edited)
12:58
i support it anyways ^^
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Ahhh this documentation is soo helpful xd
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Wow, so teeworlds/DDNet do have some documentation after all 😄
13:03
today is a day of great finds!
13:05
@Patiga your tool works perfectly!
heartw 1
13:05
And I've saved my old 0.7 maps from oblivion with it
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Is there somewhere a good 0.7 Map documentation as well?
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@becc the documentation is about both 0.7 (vanilla) and ddnet ^^
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oh .. .probably should read first xd
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bb43660 Fix scroll bar (fixes #3347) - def- a077f72 Merge #3348 - bors[bot]
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Libtw2 is the only place where any documentation for any part of tw exists :p
CatVibes 2
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I think that entities for each mod should have something as current translations (localized (maybe not) clarifications of each tile work). As i remember deen offered editor's translation, but that thing just gone (#2412).
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@Learath2 i was reading the RFC for IRIs and they take into account right to left and bidi stuff
19:56
god damn they made this complicated
19:56
thanks whoever invented right to left
19:56
PES2_Pray
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what's IRI? @Ryozuki
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like a uri but internacionalized
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oh, the xn-- stuff?
21:51
oh, apparently something more
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idk i wanted to make a atom generator in rust
21:58
so i looked the rfc then i found about iri
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^^
Exported 192 message(s)