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Between 2021-01-31 00:00:00Z and 2021-02-01 00:00:00Z
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Is 88 sens 3200 dpi low ?
01:22
Im starting to dislike it
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dont think its that low
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What's a good recommended game sens and dpi for ddrace that's quick but not to quick so I cant edge hook?
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I could tell you some numbers but I think it's either really subjective or there's more to it than dpi and ms. Generally, I think the best u can do is just to test around a bit. Maybe changing cl_mouse_max_distsnce too could help too if you are one of those always aiming on edge players
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Bup
What's a good recommended game sens and dpi for ddrace that's quick but not to quick so I cant edge hook?
Top 10 questions science still cant answer
10:39
why can you shoot weapons when in 1second freeze??
10:39
makes no sense
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Too late to change haha
11:53
Hammering in 1 sec freeze is the best
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u can hammer there too??!
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I want the dummy to hit the moment I click on the LMB. what bind is needed?
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@doriar bind mouse1 "+fire; +toggle cl_dummy_hammer 1 0"
yes 1
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Bup
What's a good recommended game sens and dpi for ddrace that's quick but not to quick so I cant edge hook?
This is just personal preference, you just try different ones until you find one you like. I personally play with a lower sens than others since I feel you don't need to twitch quite as much in ddrace gameplay but an fng player might prefer to play at a much higher sens
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noby
why can you shoot weapons when in 1second freeze??
Only god himself knows what 3da or greyfox were thinking when they first put ddrace together 😛
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Learath2
This is just personal preference, you just try different ones until you find one you like. I personally play with a lower sens than others since I feel you don't need to twitch quite as much in ddrace gameplay but an fng player might prefer to play at a much higher sens
i play fng and i like low sens so ymmv
14:09
and hmm
14:10
i wouldve been stuck on that part for forever if i hadnt asked someone ,_, kindof unintuitive
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There are some ooooooddd oddd things there. Like who decided the hearts, kill tiles and freeze tiles should all have different collision boxes?
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good qustion lol
14:11
i wondered that too
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kill tiles came from vanilla, they changed sensitivity between versions
14:11
hearts and shields use the pickup range, which is circular, and is a bit more because it's a "good thing" in vanilla
14:11
all the modded stuff used the freeze range because it's the easiest
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Why were tiles not implemented inside collision properly with a line check?
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because it's more complicated to code
14:12
people were only adding it later when they realized the simple code is not working correctly
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heinrich5991
kill tiles came from vanilla, they changed sensitivity between versions
This makes sense
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heinrich5991
people were only adding it later when they realized the simple code is not working correctly
Huh, it's quite obvious, no? I think it's even implied that the naive approach doesn't work by how matricks implemented the kill tile
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kill tiles are also using the naive approach
14:14
just with a large radius
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what is the naive approach
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noby
i wouldve been stuck on that part for forever if i hadnt asked someone ,_, kindof unintuitive
Anyway, some things are just there because they were first coded that way and now it's too late to fix, so it'll forever be unintuitive
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Learath2
Only god himself knows what 3da or greyfox were thinking when they first put ddrace together 😛
3da was on 0.7 months ago
14:14
you can ask him 😄
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when was the insane category introduced? is it there for a longer time than it hasnt been?
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heinrich5991
kill tiles are also using the naive approach
um, are you sure? I think vanilla interpolates along the line to get all the colflags to prevent skipping death tiles at high speed
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@Learath2 at most in 0.7, not before
14:16
I'm quite sure I've read the relevant code in 0.6 times
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I honestly don't actually remember
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Im 'corneum
when was the insane category introduced? is it there for a longer time than it hasnt been?
2018 2019 iirc
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Check each tick whether the character is touching a tile
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the earliest forum post of a insane map is june 2017
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@noby ^^
14:18
Which works until tees move faster than a tile per tick
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makes sense but that shouldnt affect hitboxes right
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Well it doesn't affect hitboxes but the hitboxes affect the speed you need to go at
14:20
You need to move faster than sqrt(2) * hitbox per tick to go through a tile at any angle
14:20
If you move faster it's easier, if you move exactly at that speed you need to get lucky with where the ticks hit
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@Im 'corneum ye looks like 2017
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feels like yesterday
14:21
i remember it
14:21
i also remember when ddmax was added
14:21
and shitload of maps
14:21
everyday
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I'm sure there is some cute statistical analysis that tells you your odds of passing thru a tile at a given speed 😛
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yeah i was at the busstop looking at the 5 ddmax maps xd
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there are some situations where going faster makes it less likely to skip the tile
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I don't think there could be any
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i think it has more to do with the positioning than the speed
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yes
14:23
and the chance for skipping is quite easy, assuming random starting pos
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heinrich5991
yes
It can't possibly have much to do with positioning at all assuming you are going thru the tile at the same angle you'll always skip it more often if you go faster
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there used to be an easter egg on my server that someone added where
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assume you move with constant speed of 2 tiles/tick
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assuming you can't predict where a tick starts that is
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if u jump at the right place u could skip a kill tile but
14:24
if ur going faster/jump from higher it doesnt work
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Learath2
assuming you can't predict where a tick starts that is
yes, that's the positioning bit
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You can't possibly time the start of the move, you have to assume the ticks will happen with the correct period but the phase angle can be anything
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you can, e.g. when you fall off a cliff, you'll always hit the same tiles in y direction
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is it related to the speed being a multiple of [some other number, like the tickrate]
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or if you jump off a cliff
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heinrich5991
you can, e.g. when you fall off a cliff, you'll always hit the same tiles in y direction
At any speed?
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you start with zero vertical speed if you just fall off a cliff
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noby
there used to be an easter egg on my server that someone added where
ᶰ°Konͧsti 2021-01-31 14:27:47Z
I wonder who
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because you were grounded (edited)
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I guess positioning encompasses more for you than it does for me
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Im 'corneum
when was the insane category introduced? is it there for a longer time than it hasnt been?
ᶰ°Konͧsti 2021-01-31 14:29:18Z
I created insane server in 2017
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noby
it was U
ᶰ°Konͧsti 2021-01-31 14:29:29Z
no proof
14:29
@Learath2 this is what i mean by it working at lower speed and not higher
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Assuming floating points are infinitely accurate and you are passing through a tile at the same angle, the position at which you start should imo have nothing to do with whether you can cross a tile or not
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it works 100% of the time if u do it the first way
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noby
Click to see attachment 🖼️
Guess I'm wrong about something
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ᶰ°Konͧsti 2021-01-31 14:30:27Z
i should make a client that predicts if u can skip the tile from the falling speed u have atm
14:30
cheesed
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one of those layers of kill tiles is fake i think
troll 1
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that would be great
14:30
@noby ye it is
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but one layer is real
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thank god fng_snow doesnt have it
14:30
troll
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ᶰ°Konͧsti 2021-01-31 14:31:10Z
feelsbadman
14:31
@Learath2 its definitely 100% accurate
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assume you fall from a cliff. you get the same amount of speed each tick, your y position will get the same sequence of values
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ᶰ°Konͧsti 2021-01-31 14:31:45Z
xea
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yes,so position does matter then
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ᶰ°Konͧsti 2021-01-31 14:31:56Z
So in theory u could make ur client predict
cheater 2
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hence if you never go through a specific tile in a fall, you never will, unless you start differently, e.g. by jumping
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ᶰ°Konͧsti 2021-01-31 14:32:47Z
its not a bug its a feature
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its a bug
fakenews 1
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ᶰ°Konͧsti 2021-01-31 14:33:18Z
Hooking through corners bug too
14:33
Pls fix
14:33
get rid of those maps where u have to hook thru corner
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Yeah, I see what you mean, I guess I was thinking more abstractly as in just a single isolated tick where the tee has a velocity and a position w.r.t the tile it's attempting to skip
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Learath2
Yeah, I see what you mean, I guess I was thinking more abstractly as in just a single isolated tick where the tee has a velocity and a position w.r.t the tile it's attempting to skip
isnt that another way of saying that position does indirectly matter
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But isn't this more of a result of the fact that the acceleration due to gravity is constant?
14:35
On the x axis where you can't predict the velocity at a given tick the sequence is no longer predictable at all
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this is probably irrelevant but pressing a/d during whats shown in the video doesnt seem to affect whether u will skip
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noby
this is probably irrelevant but pressing a/d during whats shown in the video doesnt seem to affect whether u will skip
yeah because in the y direction you have a constant acceleration, the x movement changes nothing in that aspect
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makes sense
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ᶰ°Konͧsti
no proof
who else would send a map with kill skips and fake tiles lol
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noby
who else would send a map with kill skips and fake tiles lol
ᶰ°Konͧsti 2021-01-31 14:37:42Z
A troll maybe but im not
14:40
(also if kill tile skipping behavior has been changed at all since ddnet version 10.8 then nvm)
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heinrich5991
and the chance for skipping is quite easy, assuming random starting pos
@heinrich5991 how would you go about this? It's like trying to find the odds of an integer multiple(ticks) of a randomly chosen float(velocity) being within a range(the hitbox)
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the axis-aligned version or the arbitrary angle version?
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(I rotated and translated the coordinate system so I don't need to bother with working with 2 axes)
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not sure if this is possible, would have to think about that. but ok, the axis-aligned version
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The tee is at 0, the hitbox is an interval, the velocity is a positive float
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you go a certain amount of units to the right per tick
14:44
now the question is how likely are you to hit an interval of length 32
14:44
you can enumerate the different positions from 0 to your speed
14:44
0-32 hit the interval
14:44
32-velocity don't
14:44
hence it's 32/velocity to hit (assuming velocity >= 32)
14:45
(where 32 is the length of your interval, if you go diagonally, it will differ)
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um, the interval is at an arbitrary distance from the tee, I'd be expecting a probability distribution that is 0 for velocities smaller than 32, and 1 for velocities larger than the distance and some curve that increases while oscillating(maybe)
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why doesnt CCharacter::HandleSkippableTiles prevent kill skipping
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@noby maybe we had to leave them skippable for some maps?
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well, my probability is the one to hit
14:47
and it's only >= 32
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ᶰ°Konͧsti
its not a bug its a feature
so this was right? justatest
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(32, v) don't hit it? is that something obvious?
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no
14:47
ah
14:48
nvm, misunderstood the question
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I should have drawn it
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we have a pattern on a line where after every length of v, there's a stroke
14:49
we're not sure how this is aligned to the interval
14:49
I name the positions 0-32 where this stroke pattern shifted by some amount is on my interval, where 0 is on the left side of my interval and 32 on the right side
14:50
now there are still shifts of the stroke pattern left, where the first stroke right of my interval has a distance of more than 32 from the left side of my interval
14:50
after I shifted it v (the velocity) to the right, I return to my original pattern
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I don't follow and we are kinda spamming this channel 😄
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ᶰ°Konͧsti 2021-01-31 14:55:14Z
tile skipping is used in bunch of maps
14:55
So yes a feature
14:55
Even the first admin with deen used it in his map
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KaipTataPasake 2021-01-31 16:34:39Z
why is ddnet buggin for the last 2 days? yes a lot of people say they are having problems with the same provider as i am using but my ping download and upload is top quality i get and it shows i have persistent connection but i am laggy af, ever couple of seconds my tee will start to hook like crazy fast and start to move in one direction nonstop
16:34
and no its not ddos
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@KaipTataPasake your isp? which server?
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KaipTataPasake 2021-01-31 16:54:58Z
@deen every room every server thts why i think its my side but why
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your isp might be throttling udp
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KaipTataPasake 2021-01-31 17:02:04Z
eactly what it seems like but at the same time on ookla im gettign normal speed and ctrl+shift+d on ddnet shows stable connection
17:02
ill just play liek a noob for a few days , hope it fixes
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I miss some server here, i'm right ?
17:38
17:39
i can"t get the refresh go to 100%, and i've this problem all the day.
17:40
I'm sure they should be a least one server on brutal map or moderate with many player
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@Lionheart i had simmilar problem but i couldnt see most servers in internet tab only
17:42
now it works fine for me, not sure why
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KaipTataPasake 2021-01-31 17:47:33Z
same here
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𓆏 Kynilix 𓆏 2021-01-31 18:10:50Z
Theres two Brutal servers being played rn
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There is jao language ? if there is , how to install it ? (edited)
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KaipTataPasake 2021-01-31 21:46:48Z
All of the movements u see is about 4 seconds late after i press and i pressed each key the slightest and it just makes me keep going in that direction. (also because its a demo and not screen record) you cant see just how much my dummy is lagging and even apears in 2 different places at 1 time. and yet recv and pred are as normal as always
21:48
cant play at because of this for 2 days now. yes its probably isp problem but wtf, everything that shows how my wifi is acting says its normal, the upload the download speed, the ping, the recv and pred on ctrl+shift+d.
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test servers broke? i cant spectate but i can in all other servers
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bug, was rolled back, servers need restart
23:28
I'm looking into it
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^-^ okey thx, gl!
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why do i see no time in top right corner of scoreboard
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might also be related to it :/
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@heinrich5991 huh, I built the wrong version on ddnet servers :/
23:35
or not?
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what is this related to? servers being restarted still being affected by /pause bug?
23:36
I'll build older state
23:37
or I bisected wrong
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I'm trying the commit before mine now
23:37
(but my build is slow, feel free to try in parallel)
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yeah, works
23:39
Should work on empty servers now
Exported 189 message(s)