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 2021-02-09 00:00:00Z and 2021-02-10 00:00:00Z
Hey guys, just thought I'd mention something I guess might not be clear to everyone but I think could be considered a bug which is the hook when tees are falling. If you're falling fast and hook horizontal it's very pronounced in that the hook will go up instead of horizontal, like wayyy up even to off screen.
00:01
I don't think the same thing happens with vertical hooks when the tee is moving fast horizontal.
I was testing the horizontal one yesterday, if two tees are horizontal and hook each other the hook happens instant, meaning we don't have to wait for the hook to 'travel', but if they are both falling together they need to aim down to hook each other and if they fall fast enough they can't even hook each other at all anymore even though they're within hook range.
It's instant when you hook a tee louis, but not instant when you hook map. and yeah the hook end position changes drastically relative to player when falling fast.(edited)
It's instant when you hook a tee louis, but not instant when you hook map. and yeah the hook end position changes drastically relative to player when falling fast. (edited)
the hook stops as soon as it hits the max range, so if u are falling and hook down it could theoretically go infinite, if ur fallseped is exactly the hook speed
I set up a test yesterday with cloudly so we both fell horizontal at the same time, once we fell fast enough we couldn't hook each other at all anymore.
yeah, but shouldn't it go horizontal relative to the tee? what I mean is if when the tip of the grappling hook exits your tee when you have fall speed, shouldn't it also have fall speed?
true, in the real world, going at a high speed and throwing an object will have the object flying relative to your position (ignoring some side effects)
01:01
the hook in teeworlds however doesn't go relative to you, but relative to the world
That's an extreme example, but the effect is noticeable even when falling slow where instead of aiming at the tee you have to hook under them when falling to hook them.
Patiga
@Deleted User intuitive physics are prob good though, and tbh that might be a bit more intuitive if you arent used to the current state ^^
I guess it would feel really strange to play with. Initially I thought it would be an improvement because it's more realistic but your example highlights a drawback louis. Some things would be harder and others easier. The argument that it would change the game so much that ranks aren't equal anymore is a strong one too but the same could be said about being able to hammer while frozen.
01:22
Anyway, just thought I'd mention it. I'm going to sleep. Night dudes ^^
Well the effects of the hook being absolute get more and more obvious as your velocity increases. My guess would be even though the feeling of the game would change, it wouldn't make many parts impossible because you are rarely moving fast while trying to hook someone
But it would change the feeling for gores, bcs it would also affect the hook when moving left and right, doing 1 tilers would be different, and insane gores is about learning to move in a 1tiler - 2 tiler style
02:49
would be a funny experiement tho, i wonder if the game is really easier, i'd say it adds more complexity ^^
02:49
but maybe the human intuition likes it more, who knows ^^
@louis both mirroring and rotating right is supported. for upside down for example, rotate twice and mirror once.
so if using the command line is not problem, do
edit_map --DDNet -m -rr input_file output_file
oh teeworlds to cmakelists i think i missed that step
12:11
lemme see
12:13
oh wait its also still 0.6 right?
12:14
0.7 has longer packet header as far as i understood
12:17
https://paste.zillyhuhn.com/7Jpacket-teeworlds.c:237:24: error: request for implicit conversion from โvoid *โ to โunsigned char *โ not permitted in C++ [-Werror=c++-compat]
ChillerDragon I had it working with 0.7 too but I broke something, then I thought I broke something else, then I raged and removed all of the stateful processing, then I noticed that wasnโt what was broken but it was too late
This issue has now occured twice after upgrading to kernel 5.10.4 from 5.9. On first occasion, it occured less than 24 hours after boot, on second occurance uptime...
as reported by louis
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 ...
FYI, this coming week we plan to move SDL development from Mercurial and Bugzilla to GitHub. On Wednesday weโll bring down the public services and Iโll send out an update when the transition is complete, with instructions on how to access the new repository. This will take a few days as we migrate all the bugs and so forth so we have full histo...