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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 2020-12-18 00:00:00Z and 2020-12-19 00:00:00Z
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mad lads
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louis
anyone know why my sound files will not play if i replace it?
anyone have a definitive answer to this?
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👀 the new CLineInput is so good
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colemak 👀
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exposed
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Дядя Женя 2020-12-18 05:36:47Z
Does anybody understand how teehistorian INTs are saved?
05:38
There is a wierd things going on and I'm still not able to read the data. Only header works well, then goes TickSkip, which is read correctly for me and then it's just random bytes
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@louis try this
05:40
if that works, try ffmpeg -i your_input.whatever -ar 48000 -ac 1 -sample_fmt s16p hook_attach-01-fixed.wv to convert from any audio format
05:41
@Дядя Женя what have you tried? there's source code to decode ints in ddnet, in the teehistorian lib or there's docs here: https://wiki.ddnet.tw/encodings/int/
05:42
did you now also "waste" a day not using the library? I guess the library would have done that for you
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Дядя Женя 2020-12-18 05:42:38Z
I've tried to copy unpack method from source code
05:42
it seems to work but return weird values sometime
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not every value in the teehistorian is encoded as a tw int
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Дядя Женя 2020-12-18 05:43:22Z
does it really work with bits instead of bytes
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heinrich5991
not every value in the teehistorian is encoded as a tw int
Дядя Женя 2020-12-18 05:43:34Z
oh cmoooooon...
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Дядя Женя 2020-12-18 05:45:32Z
thanks
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ye it works heinrich
05:48
ill test the command out later tho
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@TsFreddie do you have an estimate how easy it would be to port this to ddnet?
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the ime part is easy
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which OS btw?
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both windows and mac are tested (by me)
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nice
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the textselection (made by robyt3) might be tricky
07:17
the new CLineInput with text selection depends on the new CTextRender. so to just "port" it, we might need to nuke the current text.cpp.
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is the new CTextRender also better than ours?
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i actually don't know. probably not since it doesn't use hashmap but that's easily solvable i guess.
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we use a hashmap for caching?
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feature wise it is probably better
07:19
i think so.
07:20
i think we should ask @Deleted User whether he can port some of the methods of CTextRender because I actually have no idea how ddnet's text.cpp works.
07:21
mainly a way to count glyphs quads and return a coordinate. TextWidth() might run into problems with multi-line and stuff.
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we dont cache anything
07:24
we use text containers
07:24
we buffer basically
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👀 i mean the glyph finding part
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a, well its a map
07:25
with the character as key
07:25
so not really a hash
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std::map? that's a rbtree IIRC
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i see
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yeah
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still better than vanilla tho
07:26
vanilla need O(n) to insert a new glyph
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bcs vanilla blocks STL
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i know
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and reimplementing everything is annoying xD
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but still that's solvable if we want to port it
07:27
is every text in ddnet text container now?
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no
07:28
i started implementing buffered text streams tho
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what's that?
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e.g. the server browser is pretty fast now(in text part)
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can you get quads data out of a dynamic cursor
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it just checks if the string requires to be recreated
07:29
which is still faster than creating it every frame
07:29
ddnet has text cursor and selction support visually
07:29
its just outdated and would require some removale of code dublication
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oh so we have text selection already?
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well only visual support
07:29
nobody did the simulation part xD
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i don't get it.
07:30
so you can see the selection but not replacing or copy them?
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SetTextContainerSelection
07:30
u can do this
07:30
and have the selection 😄
07:30
but as said its outdated, and since nobody did the sim part its also dead code
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well i guess TextContainer is really different from our TextCursor
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the easiest would be to work with ints
07:31
not with UTF8
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we already did
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ah ok
07:32
it doesnt matter for TW anyway
07:32
since we dont have 100000 lines or smth
07:33
ddnet text rendering is really designed for modern GL
07:33
(in mind)
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saddog well i guess I can redo ime support and text selection instead of porting it
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yeah sry, ddnet got a bit away from vanilla, before u did something vanilla was really far behind 😄
07:35
so always keeping the backward compability is too much pain
07:35
u and rybte
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tee_thinking maybe making everything a text container can helnp
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yes
07:36
i'd just need to use the text stream a bit more, and then we can drop textex
07:36
just create textcontainer, render it, delete it
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sure i'll wait
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for the rest text, which isnt performance relevant then
07:37
i did not really plan todo this anytime soon, working with text is always annoying xD
07:37
one language wants this, the other that
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👀 can you just do these for me so you have something else to do lol
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@Deleted User do you think using tw code and readding our containers or porting tw stuff to our code base is easier?
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i dunno, i tw doesnt use quad containers either
07:38
so we'd need to recreate alot
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what does quad containers do
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buffering quads
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we buffer quads
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does it mean saving some information about quads between frames to ease working with the graphics card?
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i mean for openGL
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lets just say GPU buffering
07:39
less confusing 😄
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redix was doing vbo is that the same?
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I still don't know what that means
07:40
@Deleted User can you try to ELI5? ^^
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a dedicated GPU has VRAM
07:40
VRAM is alot faster in accesing than e.g. system memory, but slower in creating etc, and also requires less bus activity
07:40
so optimal for GPUs
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so buffering quads means uploading stuff to the GPU and reusing it in the next frame
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yes
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what information about the quad is stored in the GPU?
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the vertices
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textures are already uploaded, before this, right?
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position, texture coordiinates color
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oh, and this creates a win big enough to justify the added complexity?
07:42
I'd have thought that there aren't many quads (edited)
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well open the ingame chat with GL 3.3 vs 3.0
07:42
the difference is insane
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ah
07:42
text is using quads
07:42
I see
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well it buffers quads yeah 😄
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I don't know what quads are ^^
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vertices that are rendered as quads to be precise
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I thought it's the stuff in maps
07:43
@Deleted User sorry for my ignorance, I'm not trying to diminish your work, I'm just really ignorant about graphics so far 😦
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im fine, im not against the vanilla stuff in general, i just dont want to loose performance xD
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yes, I agree with that
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the easiest would be if vanilla gets more open to VBOs(buffer objects)
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@Deleted User if I decide to work on this, would you lend me a hand and answer questions about graphics stuff? ^^
07:45
I think I'd be overwhelmed without
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sure
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redix was doing some vbo stuff, but he isn't available this year sadly.
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❤️
07:45
this year?
07:45
you mean 2020 or 2021?
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2020
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so you want to port the vanilla thing?
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iirc
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afk, food
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@TsFreddie why does the IME even differ so hard?
07:46
cant u just call something like TextEx( ?
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not hard. just i need to reimplement some of the textrender feature under your code which might take me a while
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what for example?
07:47
also simulation? or just rendering=
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idk what you mean simulation.
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anything that is on the CPU and not related to Visualization
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modifying a text buffer along with string?
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well that is outside the text class isnt it?
07:48
i'd imagine these things pretty modular tbh
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probably
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SDL sends input, your class wraps it
07:48
renders stuff
07:48
something like this
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mine is done in CLineInput which is robyt3's active PR, which calls CTextRender's CaretPosition and CTextCursor's BoundingBox
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ah i see
07:50
u did it like that
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well i need to read text.cpp first to tell whether i can just add something, maybe it is simple enough
07:51
reading might be the hard part tho 😆
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is vanilla text rendering descender, ascender aware?
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not really, boundingbox has a extended bottom and that's it.
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ok
07:53
@heinrich5991 well its not so easy tbh, i invested quite a bit time to make text pretty deterministic by reading the whole freetype stuff e.g. for vertical alignment 😄
07:53
maybe its indeed easier to just add bounding boxes to our code
07:54
when creating the quads
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👀 how do you do proper vertical alignment
07:55
if I bound text with descender and ascender middle text gets wonky between different languages
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i've read that already
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i used this and used the stuff that is useful 😄
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i've used everything in this pic besides xM** i think
07:57
but i guess maintaining pixel perfect ruined a lot of things
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i see, well with the aascender u can make text (especially latin text) align correctly
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hold
07:58
by vertical alignment do you mean layout or just characters
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it supports vertical alignment too, but since text isnt reliably the same size it only makes sense for e.g. the icon font
07:59
but i mean the layout of the quads in this case
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it is fine in vanilla i think
08:01
like these?
08:02
speaking of icon font. where was the svg2ttf thing Learath2 was talking about. 👀
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why not just using ttf directly? 😄
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so we can have a custom dedicated icon font designed by us plus we can keep the glyphs source in repo
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ah i see, why not just use SVGs then? xd
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so you can just call the text layout engine to do stuff for you?
08:05
all the hard parts are done already aren't they
08:05
😆
08:05
still sounds overcompicated to maintain 😄
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b68a0ad Add Akari & Fera as FNG mods - def-
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svg2ttf should be a python script that builds ttf file in build time
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googles icon font is good enough, looks like the average android phone xddd
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not loading svgs in game lol
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ok seems like the textrenderer is simpler than i thought
08:08
i guess vanilla really improved lately
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it is as stupid as i can make it
08:11
oh right i think TextDeferred can be changed a bit to be a drop in replacement for TextEx, I rewrote the text layout engine to be greedy which should be faster.
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so its more about design question if heinrich wants todo it anyway
08:12
binary packing vs skyline and increasing font textures vs static
08:12
atlas is skyline packed
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didnt u use binary packing?
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we use binary search for finding stored glyphs in an sorted array which is the only binary thing we have.
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i meant on the texture itself
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unless i'm stupid and reference the wrong algorithm in atlas
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not the data structure
08:14
finding glyph space
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the texture is supposely skyline packed
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ok
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ye that
08:14
just we section our texture to have different parts that can be dropped
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so as soon as the skyline is full u recreate one "page"?
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well there definitelly is some potential overheat then
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so we have 16 skylines texture
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e.g. if it recreates often used characters
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we drop the page with the least character shown on last frame
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ok
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but i mean. the texture part is probably replaceable
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btw vanilla doesnt disable texture compression for alpha textures
08:17
i'd really suggest creating an issue for that
08:17
else u get graphic glitches on GPUs that do lossy compression
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like red spots flashing everywhere?
08:18
was happening with my intel laptop before. but i think that might just be me lol.
08:19
in my personal opinion, texture compression that isnt lossless is stupid anyway
08:20
i'd be in favour of removing texture compression completly
08:20
tho i only deprecated it in ddnet
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if ur pc cant run tw, maybe u should accept that its old xdc
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texture compression is not lossless?! ouch
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well else it wouldnt give performance increase for GPUs (edited)
08:21
the whole idea is to lower memory bandwidth
08:21
and GPU cores arent strong enough to uncompress it on fly
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@TsFreddie have u benchmarked a atlas drop?
08:31
does it just zero the page?
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zero the page and increment a counter, and every cached CTextCursor will try to update their quads next frame.
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ok
08:33
and u use 2048 texture size?
08:33
guess windows VM isnt supported then anymore xd
08:33
but u can just use mesa software renderer anyway
08:33
its better anyway 😄
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the performance does burn to the ground when there is a drop each frame, but i only created it with 256 texture
08:34
and we do use 2048 texture now
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i just fear a bit the frame drops, but maybe im too pessimistic 😄
08:34
alpha textures are quite cheap compared to RGBA (4 times as less obv.)
08:35
so increasing it doesnt really increase rendering time 😄
08:36
4096x4096 can already hold nearly all chars inside the fonts and thats only a 2048x2048 RGBA texture
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but ur IME thing looks really good, so we need it xd
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is that with texture compression?
08:39
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oh xd
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just tried to tank the textrender
08:41
it happens when there are glyphs missing even after one refresh. (since pages are allowed to drop during quad refresh)
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ah yeah
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can't really reproduce it in 2048 texture tho.
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thats also something that wouldn happen on ddnet ever 😄
08:41
yeah
08:41
realistically it cant happen
08:42
it would require rendering alot of different characters in one frame
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i also logged it when it happens, so it is easier to tell if it is my fault in the future
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imagine the whole world would just use 26 characters
08:44
all problems of the computer world solved
08:44
uint8_t is enough for everything XD
08:44
smaller textures
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btw should we stop google from indexing irclogs
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am i a culture hater for the google bot now? xd
08:45
sometime i search some stuff ddnet related irclogs pops up.
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oh xD
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don't know if it is bad tho
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i thought u fear being profiled by it 😄
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i mean i did say kill all asians twice (including this one)
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xD
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If i change colour of "friend messages" it only changes the heart colour not the actual text they are writing, just me or bug?
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apearently only used for the heart
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looks like either the example below is wrong or the chat is wrong
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just open an issue
09:24
yeah cant tell either 😄
09:24
if it worked before it was probs removed by accident (edited)
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i've never seen any pink text before.
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nice, no more graphic glitches with zink, and already over 2k fps
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hope someone compiles it on windows some day
09:33
then we can use vulkan for broken opengl drivers
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or GL on DX12, but sadly didnt see any performance benchmarks yet
09:36
dunno if micrsoft just plans to make their ubuntu subsystem work, or actually performant 😄
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AoC was easy with Crystal and redefining existing operators that happen to have the precedence I want. Would've been easier to just change the precedence, but not sure if I still have a language left that allows that. Int32 as default type was the most annoying part: https://github.com/def-/adventofcode-2020/blob/master/day18.cr
09:40
And of course there is no eval in Crystal, so had to use sed for my "metaprogramming"
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Sitting in a uni meeting since one hour watching my windows using group members trying to get their IDE to compile the project. Meanwhile on my linux ./gradlew build
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Isn't it an online meeting? Just do something more productive at the same time? 😄
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Yep working on aoc :D
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Дядя Женя 2020-12-18 09:59:34Z
@deen do you have some automated localization strings search to clear them? Because I often want to rename something, but always afraid of losing localization for it and leaving extra localization string unused. In #questions there is a good point now that we should rename "Friend message" in settings, because it's not really means message (edited)
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yes, see scripts/languages/
10:02
it's also used in the github ci
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Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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When you are in free cam spec, tab out of the game and tab in again, your cam jumps to a random place
12:59
Is this a known issue?
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did you move your mouse while tabbing out and in? (edited)
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i move my mouse to my second monitor yes
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it doesnt happen to me at all
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ah I see it applies the movement I do with my mouse outside of the game
13:01
my screen doesnt move when I dont move the mouse and just tab out with hotkeys
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maybe it has something to do with windowed/fullscreen mode or whatever
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probably, I dont play in fullscreen
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Дядя Женя 2020-12-18 13:09:40Z
happens to me as well. Extremely annoying
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Дядя Женя 2020-12-18 13:15:59Z
I'll take a look at the source code now, see if I can easy fix this
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Дядя Женя 2020-12-18 13:33:26Z
I see a problem, but don't know how to fix it without ugly shit code
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Дядя Женя 2020-12-18 13:48:44Z
Fixed @NeXus
13:49
thx for motivating me by pointing out I'm not the only one getting annoyed by this shit
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you can prevent this by pressing f1 first
13:50
then alt tab
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Extremely annoying bug fixed when you alt+tab from the game in SPEC mode, then open game window again and your screen was teleporting to somewhere nearby your position. Eventually fixes some other issues with relative mouse mode.
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how's the new hud planned to work? is something like this good?
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can we change position where those are
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louis
can we change position where those are
Дядя Женя 2020-12-18 14:12:52Z
I'm planning an insane feature of fully customizable ingame hud
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@Ravie yes, looks great to me
14:14
I'm not a designer, so hard for me to imagine what would look good, so I didn't want to suggest something
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it might be better to have icons appear/disappear based on what you have but then some icons are harder to make, I'll need to think about it
14:15
mostly I can't think of a good way to cross out hammer off or player hooking off without making it cluttered and weird
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Дядя Женя 2020-12-18 14:17:51Z
for me they will appear only when active
14:18
so "No hammer" icon if you can't hammer
14:18
if can - nothing appears
14:18
same for all
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yeah that's what I'd prefer also because including tele guns there would be a lot of possible icons
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Дядя Женя 2020-12-18 14:19:40Z
yes, there are some of tele icons
14:20
you may consider using the same style for all of them changing only the gun
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what about the switch weapon off options?
14:21
like "you cant hit anyone with grenade"
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does anyone even use this?
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Дядя Женя 2020-12-18 14:21:44Z
is that a tile or tune zone?
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i dont think so
14:21
its a tile
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it's a setting on hammer-off tile I think
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yea u use the switch hammer tile and its like the delay on it or whatever
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Дядя Женя 2020-12-18 14:24:29Z
what about generated icons then?
14:24
like layered for such shit
14:25
background > NoHit > Item
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no hit is already one of the trickier icons 😅
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Дядя Женя 2020-12-18 14:26:04Z
its an example
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nobot make it like this but with a hammer
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or any other weapon
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Дядя Женя 2020-12-18 14:26:55Z
and the tee icon on that means "others"
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also thetile itself already looks like that
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Дядя Женя 2020-12-18 14:27:15Z
so Im talking about that. We can generate it layered if there are a lot of options needed to be shown
14:31
@Ravie could you also make a "slider" for freeze timer that we will use instead of shields?
14:31
as we're working on the top left side of the UI anyway
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Дядя Женя
@Ravie could you also make a "slider" for freeze timer that we will use instead of shields?
its already in the new gameskin
14:31
its in 0.7
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or alittle clock to save space
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Дядя Женя 2020-12-18 14:32:22Z
we don't have it in our version
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update ddnet
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@Дядя Женя yeah I already thought about using 3 ilttle snowflakes to display it but if you wanna code a slider that's even better
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Дядя Женя 2020-12-18 14:33:05Z
oh we do ok
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I guess this is the only way, I'm not really a fan but only this will work on other weapons
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Дядя Женя 2020-12-18 14:33:31Z
but slider is not working anyway
14:33
default hammer looks like shit
14:33
btw I can use the gameskin one xD
14:34
u ok?
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u can just scale the ones from gameskin but it will probably look bad
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Дядя Женя 2020-12-18 14:34:42Z
yes I think
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u can do it for the weapon display cause those will be bigger
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Дядя Женя 2020-12-18 14:34:52Z
never scale something to make an icon...
14:35
@Ravie will you make a... I don't know the english word for that... Like preview of this area?
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mockup? ye for sure
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Дядя Женя 2020-12-18 14:36:00Z
yes, that's the word
14:36
so we can see and even discuss how it will finally look like
14:37
@deen let me catch you while you're here and ask where do you have a player's Character object (which contains all the info about hook time, endless jumps etc.) on client side. Can't find it, only the m_PredictedChar what, I assume, is predicted and may not work without "antiping"? (edited)
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also there's a "you can jump x times", do we layer a text number over a jump icon?
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Дядя Женя 2020-12-18 14:38:50Z
if you'll figure out how to show this then we can
14:39
otherwise I would just... skip this one
14:40
@Ravie keep in mind that this thing is more likely to be pixelated because of TW scaling
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Дядя Женя
@deen let me catch you while you're here and ask where do you have a player's Character object (which contains all the info about hook time, endless jumps etc.) on client side. Can't find it, only the m_PredictedChar what, I assume, is predicted and may not work without "antiping"? (edited)
The ddnet character is a part of the snap, it should have those
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this is my best idea for now
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Дядя Женя 2020-12-18 14:41:26Z
may work
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might look bad with long numbers tho, it can go up to 255 xD
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Дядя Женя 2020-12-18 14:41:37Z
never used
14:41
this icon should support infinity sign in it
14:42
or I mean some extra icon for infinity jumps
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yeah I was about to say we can just put a number in the corner or infinity
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NeXus
Click to see attachment 🖼️
First one should be louis, the result should be nouis. Overall I rate ur meme 2/10
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at least he put in effort and matched up the transparency squares xd
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oh yeah you are right
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Ravie
at least he put in effort and matched up the transparency squares xd
Im Photoshop pro Kappa
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@Дядя Женя alternatively the infinity one can 2 arrows like in entities
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Дядя Женя 2020-12-18 14:52:37Z
@Ravie I don't think these icons will be big enough to see such small numbers
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there are such numbers on switches in entities
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Дядя Женя 2020-12-18 14:53:36Z
I barely see them if rly
14:53
We need something more user friendly
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I can also just make a good infinite jumps icon and not worry about this one (at least for now)
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Well if we only had to support a reasonable number of jumps we could have something like the shield display to display the djs we have
14:55
That would be very intuitive
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Дядя Женя 2020-12-18 14:55:55Z
too much screen space
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For 255, sure. For 10 jumps it's not much space at all
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normally it would be only one DJ icon which on its own might be useful anyway
14:56
you'd also know when you have dj other than feet color
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Дядя Женя 2020-12-18 14:57:36Z
feet color for DJ is awesome and more then enough
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yeah but just as a side effect
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Дядя Женя 2020-12-18 14:57:53Z
mb
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Dj counts over 10 is also very uncommon, we could indeed try a dj bar
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it could simply not show more past 10
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It could have a number next to it or we could start putting them closer together as they increase
14:59
With some overlap it should look decent all the way up to 20-25 dj. After that it'd start to look bad
15:00
For dummy I was thinking a small region only for dummy features that only gets shown when the dummy is connected
15:00
And we could use your own dummy skin as an icon for "dummy"
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designing icons for dummy features monkaS
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Дядя Женя 2020-12-18 15:51:47Z
@Ravie add a deepfly-ON icon as well
15:51
I mean for map setting
15:52
if it's possible to deep-fly
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I don't think that's needed and it's impossible to design xd
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Дядя Женя 2020-12-18 15:55:51Z
ok, not the primary thing right now
15:56
do you have something already as a mockup?
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I was making a few of the basic icons, I can throw it over a screenshot and add weapons just give me a minute
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@Дядя Женя if your screen is 1920x1080 you can open in paint and press f11 to see 1:1
16:06
haven't thought much about layout but I'm open to suggestions
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Дядя Женя 2020-12-18 16:07:25Z
I thought about weapons on the first row
16:08
Do the hammer and pistol as well
16:08
For other gamemods (fuck them btw) and to see what you're holding right now in the freeze
16:08
So all the weapons will be slightly transparent except for one choosen
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but you always have hammer and there's an icon when it's off :x
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Дядя Женя 2020-12-18 16:09:13Z
It's weapon hammer
16:09
Not "hit allowed"
16:09
There is no "hit allowed" icon
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I'd try to keep it as minimal as possible and only display weapons that you can pick up and when you have them
16:10
if you have gun or hammer in hand then all "special" weapons can be transparent
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Дядя Женя 2020-12-18 16:10:17Z
No no
16:10
the idea here is to see what you're holding now
16:11
I'll try to make weapons working now...
16:12
that's getting cluttered really fast
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Дядя Женя 2020-12-18 16:13:09Z
did u understand when I said "Row"
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Дядя Женя 2020-12-18 16:13:52Z
lol
16:13
well kinda this
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but now seriously
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Дядя Женя 2020-12-18 16:17:43Z
not the 90 degrees ofc
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_ _ _ _ _ would look stupid (edited)
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I like only showing weapons that can be picked up
f3 2
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Дядя Женя 2020-12-18 16:18:44Z
yes it will
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vertical like this looks like they're on a weapon rack or something
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Opinion: I don't love the vertical layout. I think a horizontal layout with the same footprint as the default health bar might look nice.
f3 2
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Дядя Женя 2020-12-18 16:32:55Z
yes
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Default:
16:46
16:46
Basic mock up for horizontal layout:
16:46
16:46
plus a couple extra items, but all in the footprint of the original health bar
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oh no I don't like the grid thing
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hmmm, guess they could all 4 just be in a line (edited)
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it's be best to just display shotgun/grenade/laser if you have them
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Дядя Женя 2020-12-18 16:47:32Z
I am already making the best one
16:47
wait for it...
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3 guns in a line, then maybe a couple small icons for status like infinite hook/jump?
16:48
the simplest/minimum viable solution will probably look the slickest
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Like this:
16:57
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Дядя Женя 2020-12-18 16:59:29Z
16:59
I've done it... almost.... But in-game already
17:00
so some spacing fixes and some scaling for big weapons and we're done
17:00
showing only weapons you have, transparenting all that you're not holding in hands
17:00
meaning that there will be always hammer + pistol. Rarely third
17:00
super rarely 4 or all five
17:01
Never 6
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hammer & pistol don't need to be shown I think. pistol is only interesting when you have jetpack
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why not as hotbar
17:07
and showing the active weapon too xd
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Дядя Женя 2020-12-18 17:14:52Z
17:15
Need to learn some math to align it properly
17:15
but you got the idea
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Deleted User
why not as hotbar
Дядя Женя 2020-12-18 17:15:54Z
it IS a hotbar
17:16
but it will not show weapons you don't have
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I also had the diagonal idea but thought it'd be extra work to code and not worth it
17:19
but still should only display sg+nade+laser
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Дядя Женя 2020-12-18 17:19:31Z
it always worth it when it's cooooool
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Ravie
but still should only display sg+nade+laser
Дядя Женя 2020-12-18 17:20:02Z
every weapon you have at the moment + highlight the weapon you're holding
17:20
too useful for in-freeze weapon picking
17:20
because I always wonder what am I holding right now
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gun is never useful xd
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Дядя Женя 2020-12-18 17:20:51Z
IT IS
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ninja is also obvious when you have it
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Дядя Женя 2020-12-18 17:21:02Z
How would you scream in deep freeze!?
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@Ravie pistol is the most op gun in the game
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yes you can shoot very very fast
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no people use it to aim with
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Дядя Женя 2020-12-18 17:21:30Z
and SPIN!
17:21
and Scream in deep
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if you go on gores srv you never see someone with a hammer xD
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you can scream with any weapon
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Дядя Женя 2020-12-18 17:21:44Z
can you spin hammer>
17:21
?
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Ravie
you can scream with any weapon
Дядя Женя 2020-12-18 17:21:55Z
no, u can't with hammer
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cause deepfly off?
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Дядя Женя 2020-12-18 17:22:07Z
yes
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well ok but still you don't need to display it xd
17:22
weapons in freeze are whatever, you can press hotkeys
17:22
also I had a cool idea to display weapon in freeze with the cursor but I guess nobody cared
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Дядя Женя 2020-12-18 17:22:38Z
hotkeys for noobs
17:22
and you never know what hotkeys your dummy using
17:23
cool idea I may consider doing it in 30 mins
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u can def freeze cry with hammer
17:23
can u not
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u can
17:24
in gores u use hammer often
17:24
for saving
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Aoe
if you go on gores srv you never see someone with a hammer xD
some ppl do lol
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good players will use pistol all the time and only use hammer to unfreeze
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insane gores is about peripheric view anyway
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jawsh is best gores and uses hammer
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u dont really need the weapon
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095727e Fixed mouse jumping - Banana090 9720f85 Merge #3418 - bors[bot]
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Дядя Женя 2020-12-18 17:52:23Z
changing cursor in freeze turns out to be much harder task then it looks
17:52
because here we go again, deeply into shit code where nobody knows what weapon you're holding right now
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Sounds like a candidate for the ddnet character net obj
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Дядя Женя 2020-12-18 17:53:35Z
no thx
17:53
it's stored on client side, but in some shitty way
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Nope, the client doesn't know which weapon it has
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Дядя Женя 2020-12-18 17:54:26Z
so you can't really easily access it. Well... You can... But the data is not guaranteed to be correct
17:54
there is a "wanted weapon"
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Not, if the server sends "ninja" because he is freezed
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Дядя Женя 2020-12-18 17:54:59Z
yes.
17:55
thats the problem here
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Wanted could be a weapon the tee doesn't have
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Дядя Женя 2020-12-18 17:55:15Z
seems it couldn't
17:55
but... It should be...
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Sure you can set your wanted weapon to anything by using the number keys 1,2,..
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Дядя Женя 2020-12-18 17:55:49Z
Ok, nvm, will come back at it later. I guess even after HUD is done
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timakro
Nope, the client doesn't know which weapon it has
u can definitly show the weapon
17:56
cl_show_ninja 1 cl_ninja_particles 1 cl_show_ninja 0 cl_ninja_particles 1 cl_show_ninja 0 cl_ninja_particles 0 cl_show_ninja 1 cl_ninja_particles 0 With the feature disabled (cl_show_weapon_fre...
17:56
i made this time ago
17:56
but ppl didnt want it
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Дядя Женя 2020-12-18 17:56:51Z
mouse fix was merged and now I still have 5 things to work on. 6 actually, there is also anti-cheat teehistorian scanner, which is not part of the fork
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better only do one thing and make that good
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Дядя Женя 2020-12-18 17:57:13Z
and yes, there is a server-sided dummies
17:57
and I think I'll go make some steps towards it now
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Deleted User
better only do one thing and make that good
Дядя Женя 2020-12-18 17:57:53Z
my updates are always excellent
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hahahaha
17:58
u always make for a laugh in this chat
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Дядя Женя 2020-12-18 17:58:08Z
perfect
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yeah they are perfect, but imagine u'd concentrate on only one
17:58
its post perfect
17:58
the next step
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Дядя Женя 2020-12-18 17:58:47Z
then there would be only 1 perfect update
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the key to the universe
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Дядя Женя 2020-12-18 17:59:04Z
but here we have five excellent updates
17:59
you can't go better then perfect
17:59
but you can do more of the perfect, and that's what I'm doing exactly (edited)
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@Ryozuki @Дядя Женя Nope, in the current version of the protocol you can't tell. That's why you had to touch the protocol in your PR here https://github.com/ddnet/ddnet/pull/2307/commits/1163fa16854c18912080989c9ac02110ca3427a5#diff-95a9207711f0fa572be4148ea6239216afd4ff86cfbb4e8510463ad21bba2f12R30
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lovely embeds
18:00
yeah true
18:01
well i wanted to say i meant its possible
18:01
my bad
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Дядя Женя 2020-12-18 18:01:47Z
it hurts to make new net objects
18:01
why is it even on some python
18:02
not supporting even arrays wtf (edited)
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lol its actually pretty darn easy
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@Дядя Женя You could actually cherry pick that from @Ryozukis commit, there was no criticism of the protocol changes below that PR
18:03
he once said i dont know how to code
18:03
so he should obviously not use it
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Key is to come up with a good UI which will be good for most players, adding a way to turn it back off and not introducing too many config settings on the way
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Is there a way to do nested binding of keys? for example: bind 1 "+weapon1; bind q "+weapon2; exec quickswitch/toggles/gun_hammer.cfg"" doesnt seem to work as intended
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Дядя Женя 2020-12-18 18:14:32Z
bind 1 exec file.cfg file.cfg: weapon1; bind q "+weapon2; exec quickswitch/toggles/gun_hammer.cfg" (edited)
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oof thats gonna make a lot more files
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Дядя Женя 2020-12-18 18:15:15Z
cool, isn't it?
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trying to implement quickswitch like in csgo/tf2
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@timakro the client knows which weapons it has on ddnet servers
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Ok, must be new then
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@heinrich5991 i think it doesnt know what weapon it holds when its frozen tho
18:21
since the server tells its frozen by telling ninja weapon
18:21
currently
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Дядя Женя 2020-12-18 18:21:29Z
it can assume
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I guess that could be done at the same time
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Дядя Женя 2020-12-18 18:22:21Z
Ok, we have around 220+ errors after attempt of unbinding Characters from players for serverside dummies
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we just dont use ddnet network char freeze status due to not all clients having this
18:22
thats why my pr added capabilities stuff
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I think we decided to base that on the client's version number
18:23
so you'd do >= VERSION instead
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i dont htink it was that clear
18:23
but anyway the pr was closed cuz ppl didnt like to show weapons
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Дядя Женя 2020-12-18 18:24:33Z
@deen I'm unbinding characters from players on ddnet server side. How should serverside dummies behave when something is asking for their ID
18:24
sadSnail
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Дядя Женя 2020-12-18 18:24:43Z
can we please discuss serverside dummies
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whats the motivation?
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Дядя Женя 2020-12-18 18:25:13Z
I need to know as much as possible to make it correct
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timakro
whats the motivation?
Дядя Женя 2020-12-18 18:25:31Z
there are a lot of mappers waiting for serverside dummies
18:25
also, it is real shit that every character is bound to player
18:25
shouldn't be so
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why not
18:25
its only logical
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wdym by serverside dummies then
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Дядя Женя 2020-12-18 18:26:12Z
also, I would like (maybe) to make some scriptable AI's for maps
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and i onloy know 1 ppl wanting this and its im corneum
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I guess a benefit is that sixup can play dummy maps
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timakro
wdym by serverside dummies then
Дядя Женя 2020-12-18 18:26:37Z
that's the character controlled by server
18:26
basically, for now, it just stands still. Like AFK player
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Ryozuki
its only logical
Дядя Женя 2020-12-18 18:28:00Z
it's true that every player has a character, but that every character has a player is wrong
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no its not, because it didnt make sense before
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Дядя Женя 2020-12-18 18:28:21Z
I know it sounds strange to you cuz you're not familiar with logic, but anyway
18:28
nvm
18:28
fck off
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Completely unrelated question, was there ever an incentive to make the ddnet client work on 0.7 servers?
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stupid windows normie
18:28
that doesnt even know to link a fcking library
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timakro
Completely unrelated question, was there ever an incentive to make the ddnet client work on 0.7 servers?
Дядя Женя 2020-12-18 18:29:22Z
what do you mean? Do we need it? I think we don't
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@heinrich5991 moderate this guy
18:29
he is obviously baiting me every time
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Дядя Женя 2020-12-18 18:29:43Z
Who would ever play any server except DDnet in TW
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Just curious, seems like a logical step
18:30
Now that the server supports 0.7 clients
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Дядя Женя 2020-12-18 18:30:06Z
it is, but it's so much work to do
18:30
and for what...
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@timakro no one has done it yet, it would probably be accepted if the code is not outright horrible
18:30
You mean like my original code for the 0.7 client support
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no comment
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Дядя Женя 2020-12-18 18:31:23Z
just huge waste of time leading to no profit for ddnet players
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@Дядя Женя @Ryozuki hey, you guys both chill. I acknowledge that @Дядя Женя started, but continuing isn't okay either
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Дядя Женя 2020-12-18 18:32:00Z
it's better to make new ddnet features then struggle with 0.7 client side support
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I'd actually like 0.7 support
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Дядя Женя 2020-12-18 18:32:17Z
why
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@Learath2 hear this, u did a useless work!
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because I like to play with more players
18:32
and 0.7 has players
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i love how this guy can be unironically rude and shit on others work and get a free pass
18:33
xddd
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Дядя Женя 2020-12-18 18:33:18Z
fair. Then maybe it worth it
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yes, that's not okay, and I already told @Дядя Женя before (I think yesterday)
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Дядя Женя 2020-12-18 18:37:06Z
answering some questions somebody might have: characters (which are tees) can be controlled not only by player, but also by server. Or even nobody
18:38
Maybe by some unnatural forces as well...
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yes. but so far they couldn't, so the code doesn't assume that this might happen
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Дядя Женя 2020-12-18 18:38:46Z
and the current server architecture have a big mistake in it's root when assuming each character has a player and referencing it through the character
18:39
as well as not accepting the server as a player
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everything that is not tested does not work
18:39
since nothing required the use of characters without players yet, it does not work
18:39
(we also don't have tests that could ensure that, so there's that)
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Дядя Женя 2020-12-18 18:40:01Z
it worked, yes, just because there was no need of server-controlled characters or some others
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yep, see above
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Дядя Женя 2020-12-18 18:40:22Z
it doesn't make a code good, it just worked 'till it could
18:40
so, the time has come to fix this and open new possibilities
18:42
imagine RPG in teeworlds with some real NPCs lol xD
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I think that exists
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Дядя Женя 2020-12-18 18:43:18Z
You didn't get it
18:43
I mean real NPC, with dialogue system and so on
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Invite to join a server
Guild icon
╭🌟welcome-information
18:44
yes, that exists
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Дядя Женя 2020-12-18 18:44:33Z
hah
18:44
cool
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5c4e60e Add POL sponsorship by ScReeNy - def-
22:19

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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like grenades or lasers. I think they should also be visible when zoomed out.
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when we use zoom out become hard catch anything by hook because the mouse pointer become useless being very far and big so my suggest with every (zoom out) reduce where place the pointer can move and minimize the size by hussainx3 !zoom out
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