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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 โ€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2020-12-30 00:00:00Z and 2020-12-31 00:00:00Z
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omg i want to try that
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if i already faked everybody's clientid to be 0, is it safe to just increase MAX_CLIENTS to allow more clients to join?
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nice ๐Ÿ˜„
05:09
is this ridiculous
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a2f125c Add donation to GER1 by Just a fish - def-
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4820f8d dont delete waiting maps too early - 12pm
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The canonical way to link with the thread library is to use -pthread, which brings in additional libraries like libatomic.so on riscv64. However cmake defaults to link with -lpthread which only bring the libpthread.so library. Fortunately it has the option THREADS_PREFER_PTHREAD_FLAG for that, which is "highly recommended" but not the default.

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly r...
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08f9d03 Link with -pthread instead of -lpthread - Aurelien Jarno 71a371a Merge #3461 - bors[bot]
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haha nice idea @Patiga , reminds me of mario kart
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thank you :D
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the map names should have been inverted too xD
15:52
ultimate confusion
15:55
sadly stoppers break from mirroring
15:55
@deen
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e.g. stoppers on fly to legends 2
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Ehm, I think stoppers can't be mirrored, but have to be rotated
15:56
oops
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yeah ๐Ÿ˜„
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@Patiga fix!!!
15:56
๐Ÿ˜†
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i dont get it yet, why do stoppers have to be rotated?
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i dunno
15:56
ddrace code
15:56
xD
15:57
but that bug exists since ever i guess
15:57
bcs i already had it like 4 years ago
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Yes, it's been this way since forever, and we're afraid to change physics
15:57
long before ddnet
15:59
So I'm switching back to normal maps, no quick way to fix this I guess
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do ranks get saved or what? (edited)
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could you quickly explain how it would need to be fixed?
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Rotate stoppers by 180° instead of mirroring them
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stoppers are so dont flip them horizontally, but vertically and horizontally at the same time?
16:00
forget the first two words
16:01
i mean they have 3 flags
16:01
flip_v, flip_h, rotate
16:02
what i do is flip either flip_h, or flip_v if rotate is enabled
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Yes, and the condition for that in server is broken
16:03
map testers can hopefully confirm this
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exclude maps with stoppers from the event ๐Ÿ˜„
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so all? xd
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so could you tell me how should i rotate stoppers?
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stronghold would still work @Deleted User
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@Patiga my guess is that stoppers that are turned left or right need to be rotated 180°. In editor it's clicking CW twice
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@Patiga if they look right, vflip then rotate
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no vflip I think
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ah im messing around in the editor rn
16:06
that is a bit fucked up o.o
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top broken, bottom working
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We could also finally fix the server code, but that will take longer to deploy
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yeye, im going for a quick dirty fix
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and we'd have to check existing maps
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so for 270° all flags have to be present
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oh could you quickly get me mapping of the wrong ones to the correct ones?
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342.72 KB
16:09
at spawn
16:09
left are the normal ones
16:09
top thing is broken
16:09
the others under it work
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i dont see the tileflags like you do
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turn on info
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where do i turn on info?
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in editor top bar
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ah, got it
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i also mapped u the reason
16:11
it hlips H first, then its flips V, so it looks same but is flipped then all
16:12
thats the reason why it breaks
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so for each type, the upper one works and the lower ones dont
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i think always if the 3rd dimensional vector is rotated basically xD
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so V and H always have to be on together?
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i think so yes
16:14
or better
16:15
if H is enabled v has to be too
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ok nvm its vice versa probs
16:15
yeah rotations are either only 90° or both flags
16:16
its defs confusing xD do mappers always check all stoppers by hand or what XD
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you know which of each are correct and which are broken?
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if h or V is present, enable both
16:17
else it doesnt matter
16:17
so top will work
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sure? V looks like it is pointing up, VH points down
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yes but thats the problem
16:18
u basically rotate it in the 3rd dimension
16:18
so its not the same arrow
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V -> remove V H -> add V?
16:18
oop
16:18
wait
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well if all maps are correct
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yeah if the upper row is correct?
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that shouldnt even exists
16:21
for server code
16:21
it could just ignore V and H if not the other is present (doesnt fix this issue tho)
16:21
or add one of each
16:23
ok server code: If only H is present add V, bcs that doesnt change the tile if only V is present, remove V
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are only stoppers affected?
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I think so
16:28
Anyone got a map that was broken so we can test it first?
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it works on this test map
646 bytes
16:29
16:29
(the now fixed code that is)
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the 3 main lines of the fix are now: if tile.id == 60 { tile.flags.set(TileFlags::FLIP_V, tile.flags.contains(TileFlags::FLIP_H)) }
16:32
the first operand is the flag to be set to the boolean of the second operand
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ok
16:32
looks correct
16:32
thanks for the support @Deleted User @arch1t3cht heartw
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what do u do if the stopper looks left?
16:33
are u removing v then and only set 90°?
16:33
not that V and 90 is active
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the transformation that happens before is clean mirroring of tiles
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Deleted User
ok server code: If only H is present add V, bcs that doesnt change the tile if only V is present, remove V
these two conditions basically
16:33
ok
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this is the clean up function that is called afterwards
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alright
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I tried my own test2-mirrored on test server and seems to work, thanks @Patiga
16:34
sure the tiles were mirrored? or did they stay the same (but are working)
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they look the same
16:34
but they are mirrored
16:35
u basically rotation around the same achsis
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ะ”ัะดั ะ–ะตะฝั 2020-12-30 16:35:30Z
who even decided that this is somehow interesting?
๐Ÿ‘‹ 1
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I also knew that this would evoke this reaction by part of the community, but wanted to have some fun event for a day anyway
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yeah just ignore them xD
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ะ”ัะดั ะ–ะตะฝั 2020-12-30 16:36:41Z
fun
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few are always anti
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ะ”ัะดั ะ–ะตะฝั 2020-12-30 16:37:26Z
I'm ok with that, but that's just causes some confusion at first
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yea okay it seems to be correct @deen ;)
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ะ”ัะดั ะ–ะตะฝั 2020-12-30 16:37:37Z
then you just ignore mirroring
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its not for ever ๐Ÿ˜„
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ะ”ัะดั ะ–ะตะฝั 2020-12-30 16:37:53Z
so I'm curious where is the fun here
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? XD
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@deen is there a way to detect if there is stoppers in a map? like the webside shows if theres rocket, solo, jetpack etc.. because then just reverse all the maps without stoppers ?
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Too many maps with stoppers
16:38
Patiga has a fix already
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Might take me ~1 hour to sync 2 GB of maps to all servers again
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ะ”ัะดั ะ–ะตะฝั
so I'm curious where is the fun here
Well, Patiga suggested it for April Fools, but I didn't want to wait that long. For me it's some harmless fun where nearly everything should still work. But of course not everyone will like it.
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ะ”ัะดั ะ–ะตะฝั 2020-12-30 16:41:22Z
for april first it's at least somewhat fun, because you're confused why everything is broken and turns out today is april fools day
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well a new year is a turn in numbers, so fitting to this, ddnet turns around the maps
16:42
isnt that fun
16:43
he should add an option permanently, [] Mirror cup
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sec are laser doors the same?
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tag @deen
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how to do doors in the editor? ^^
16:50
they look inactive for me
16:50
i placed DDOR (240) and length 3 (210) next to each other
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no idea, never seen them mirrored
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ah fair
16:52
they should not be affected since they are placed with 2 blocks
16:52
but the tool doesnt check which block it is rotating, and simply rotates everything
16:52
so the question is
16:52
are there blocks that must not be blindly rotated
16:52
(only in game/front/switch layers)
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maybe u should ask, what should be mirrored
16:53
its probs less
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on luminati the doors seem to work
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speedups, stoppers, bullets, rotating laser things
16:54
dunno xd
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lets go through them
16:55
speedups have an angle between 0 and 360
16:55
i rotate them by doing 180 - angle
16:55
+360 if it is negative
16:55
stoppers are hopefully fixed now
16:55
bullets?
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exploding bullets
16:55
and spinning lasers
16:56
from tile 203
16:56
on front and game layer
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okay thankfully this should not be critical on most maps, since they are will probably spawn like normal and go into their loop
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and switch layer has them too
16:57
but for bullets they define the direciton
16:57
where they "shoot"
16:57
gonna look on intermediate
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hm then mirroring normally should work on them, no?
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if they not as buggy as stoppers XD
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point taken
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yes
16:59
they are bvroken
16:59
@Patiga
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same fix as stoppers?
16:59
probably
16:59
see the second from left
16:59
it looks down
16:59
but goes left right
17:02
spinning lasers cant be rotated at all in the editor
17:03
so cant check if they break
17:05
@deen maybe we should disable mirroring in the editor for game layers completly? or is there a case when its useful other than rotating a hook tile for design xd
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yeah, sounds good to me
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sent deen a fix, it includes: rotating laser fixes handle bullets the same as stoppers
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alright
17:29
i could find another thing that could break on the quick
17:30
there are more tiles that arent rotateable
17:30
but i have no idea if they break
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KaipTataPasake 2020-12-30 17:37:50Z
@Deleted User you know why some rooms are reverse? i mean i read someone speack about makign troll maps where its reversed not long ago but damn
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@KaipTataPasake do u mean, that the maps are mirrored?
17:38
thats a event
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KaipTataPasake 2020-12-30 17:38:38Z
yes
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especially for older players that know most maps, its probably pretty funny
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KaipTataPasake 2020-12-30 17:38:41Z
oh
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bcs its the same map just "harder" in a way u cannot rely on muscle memory so easy ๐Ÿ˜„
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KaipTataPasake 2020-12-30 17:43:08Z
How long will it last and when did it start xD
17:43
Btw I like it
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For the rest of the year
17:43
๐Ÿ˜„
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it will last until new year is over
17:43
xD
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KaipTataPasake 2020-12-30 17:43:28Z
Lel
17:43
Multimap would be crazy
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@Deleted User Do you know what's up with bidirectional stoppers?
17:44
do we also need to special-case them?
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i've no idea, but i can test
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would be nice, thanks
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they seem to be fine
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speeders, hookthrough? (64, 65, 67)
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and the all side stoppers cannot be changed in editor
17:48
oh, they have a function
17:48
didnt know ๐Ÿ˜„
17:48
always thought they just a arrow xD
17:50
I've no idea how they even work
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better check new ht tile as well
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good point
18:20
is broken too
18:20
@Patiga
18:21
the one sided hookthorugh allows you to hook through it
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luckily that is already included in my pessimistic fix
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๐Ÿ‘€ is there any bots dummy client that can fill up a server. preferably 200 of them.
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are u just rotating most stuff now? ๐Ÿ˜„
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yea, my next pessimistic fix is to normalize the rotation on all game/front/switch layer tiles
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@TsFreddie would like to have that too ๐Ÿ˜›
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didnt realize on my pessimistic fix that i could just do it for all tiles
18:22
(except for the tiles layers)
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i c
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[quakenet] ChillerDragon BOT 2020-12-30 18:53:06Z
@TsFreddie to test servers use dbg_dummies
18:53
or use clients that are low in ressources like this one https://github.com/chillerbot/chillerbot-h7
A headless version of teeworlds 0.7. Contribute to chillerbot/chillerbot-h7 development by creating an account on GitHub.
18:54
barley uses cpu
18:55
or there is the known hax client k-client that can spawn a zillion dummies
18:57
or u quickly edit the timout protection code to keep all tees that joined forever and reconnect a few times
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I also have a udp-relay.py from somewhere that clones one client to any number you want
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[quakenet] ChillerDragon BOT 2020-12-30 18:57:31Z
so many options
18:58
does cloning directly work tho? with anti spoof codes and stuff?
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I think I have to disable antispoofing and allow more than 4 clients per ip
19:00
rest is fine
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[quakenet] ChillerDragon BOT 2020-12-30 19:01:17Z
interesting
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ะ”ัะดั ะ–ะตะฝั 2020-12-30 23:00:12Z
"Harmless fun"
23:00
23:00
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what map lmao
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ะ”ัะดั ะ–ะตะฝั 2020-12-30 23:01:16Z
Embrace
23:01
Can't figure out how to pass part for 10 minutes and I wanna sleep already
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Yes, we can't provide save when the map is mirrored
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ะ”ัะดั ะ–ะตะฝั 2020-12-30 23:01:50Z
So I either lose 40 min progress or sleep xD
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can u afk
23:02
or just give ur timeout to a friend
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i finish for you justatest
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ะ”ัะดั ะ–ะตะฝั 2020-12-30 23:19:56Z
ez rank 20
Exported 266 message(s)