I think it's still ok to fix maps that have really annoying parts like that
13:05
and a low strength speeder there shouldn't affect anything else. I'd apply it if some DDNet mod/tester sends a fixed version. @jao are you ok with that?
Easiest would be to just increase the afk time to 10 min, but then lots of afks will lead to kick votes never succeeding and thus blockers have it easier
16:51
We could add an additional afk time for veto and set it to 20 min?
because I enter some hard and long map >> see some people playing in team 0 near the start >> I use my dummy to catch up with them >> we play together >> shit happens
Learath2
@louis would they? I thought about it for a minute or two but I couldn't figure out how I'd use it to skip anything
No one complains about the weak bug. Weak and Strong hooks only come up when either a developer mentions them or @Skeith mentions them. People discuss for a while and remember that removing it breaks maps, so we don't remove it
I'd probably start by making sure all accesses to the player of a character goes through one function. Then I would create a CCharacter with a nullptr CPlayer. Let gdb sort it out, whenever it crashes you need to add a if(!isDummy)
I'd probably start by making sure all accesses to the player of a character goes through one function. Then I would create a CCharacter with a nullptr CPlayer. Let gdb sort it out, whenever it crashes you need to add a if(!isDummy)
The actual problem is that no one dares touch this stuff, it is quite fragile so small mistakes can break things in very subtle ways that are hard to diagnose
After a couple thousand lines of discussions we came to the conclusion that we'd much prefer to use a language with a well tested sandbox rather than roll our own if we ever have scripting in ddnet
interpreting scripts is almost always unacceptable performance-wise, especially for AI that needs to tick 50 times a second. You'd almost certainly need to write a JIT or atleast some bytecode that's cheaper to interpret than lexing/parsing this stuff
Yes, this is all pointless to discuss. It's much more work than we have hands for so we discussed and shelved these. You seem to have free hands, so I'm just telling you what we concluded so you don't go implementing something we already deemed not viable and waste your time
if person is in super and shoots rocket , the player with out super don't see rocket bullets and explosion at all ( in my teeworlds ) or seeing explosion but no bullets ( in my brother teeworlds )(edited)