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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 2021-02-09 00:00:00Z and 2021-02-10 00:00:00Z
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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.
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the hook goes to the same place even if the tee moves after
00:01
it happens moving horizontal too
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u sure?
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yes
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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.
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yes
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Wouldn't it make more sense if the hook would work regardless of falling speed?
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hook isnt instant
00:19
it travels a few blocks per tick
00:19
but u just dont notice it at small distances since its so fast
00:21
i dont think the hook end position changes relative to player so like acqwerty said if ur moving really fast it can look distorted
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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)
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hook speed is not instant by default, no matter if you hook a tile or tee
00:52
there's a tune for that
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I used to think so too Souly, but if you test it you'll see.
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i did test it lmao
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what test did you do?
00:52
@GoodGuyGreg
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if you stand max range away from hookable and click shorter duration than hook travel time it will not hook (edited)
00:54
if you stand the same distance from a tee it's impossible
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that may seem like it because tee has a big hitbox
00:55
try to enable hookcoll and you will see that hook doesn't need to aim directly at tee to hook it
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if you like i'll show you tomorrow, i'm in bed now :p
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I'll try it right now ๐Ÿ™‚
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Souly
try to enable hookcoll and you will see that hook doesn't need to aim directly at tee to hook it
yeah ik hitbox is a bigger circle
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ddnet or vanilla?
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ddnet
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i even checked with macro and you cant hook a tee at full distance when you dont hold for long enough
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the hook always goes where you started it
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@GoodGuyGreg I can hook without attaching
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in my test it didnt seem instant
00:56
(see video above)
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yes its around 3 ticks before max when standing
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my dummy is 8 tees away from me
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hm, now i'm doubting myself
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GoodGuyGreg
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)
this is incorrect
00:57
how would the game know if you are going to hook a tee or not
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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
f3 2
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it could check @louis ๐Ÿ˜‰
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well theres the case of you hooking towards a hookable and a tee falling into your hook while it's traveling
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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.
00:59
idk if that's on purpose but it feels broken.
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as said it goes there where u triggered it
00:59
so if u at the same y level, it will stay above it, bcs its not instant
00:59
so you need to hook down to hook him
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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?
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in order to hit him as soon he hits that coordinate
01:00
the hook is independent of the tee tho, it has its own direction and current position that the tee "has" the hoook is only a visual thing
01:01
it only stops as soon as the tee pos - hook pos is max hook length
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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
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whhaaaat teeworlds is real world
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also u cant change physics in teeworlds
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why? because players are used to the current physics?
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yes
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exactly, all maps are made with the current physics and all players are used to it, meaning it won't change
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Is there any map part that could be broken if hooks moved relative to tees?
01:04
all
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why would u want this XD
01:04
teeworlds is not meant to be realistic
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the hook is one of the most essential parts of ddnet, so it will probably break many many maps
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or have u ever used a double jump in real life?
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Because it's useful to be able to hook tees even if you're falling or moving fast.
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u can
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@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 ^^
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the hook always goes how to trigger it
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Depends, if you're falling fast enough it's actually impossible, the tip of the hook goes way off screen
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so if u want to hook somebody in "future" while falling, hook down
01:06
yeah
01:06
but if u fall so fast, u might just be fail
01:06
how often does this even happen on ddrace
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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.
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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 ^^
in reallife its realted to air friction tho, so if the hook is just a piece of paper, it would loose alot of velocity
01:07
so it would look similar to now
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lol that hook relative to tee woudl break so many maps
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by that same logic, the tee would have air friction too.
01:08
how could it break any part?
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tho it would make teeworlds physics harder in fact
01:08
bcs its harder to predict more physics in ur brain
01:09
if u know hook is not related to any kind of gravity its really just knowing hook speed
01:09
look at this common move
01:09
impossible with relative movement
01:09
since ur player is going fast ur hook would land to the right of the tee unless u specifically hook before the hookthrough
01:10
which is why ddnet physics never change, cuz it would break something else thats more harmful than whatever new thing is implemented
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It would make that harder yeah.
01:10
good point
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its hard to say if it actually breaks something to a point of unplayable, but it would break all ranks for sure
01:11
e.g. dummy drag would feel different, so dummy map ranks wouldnt be comparable to old state anymore
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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 ^^
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yeah the not being able to hook while falling is pretty annoying sometimes but idk if theres a good solution that doesn't mess up anything else either tear
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just ask matricks why he made the hook this way
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the grenade was done as absolute because it's easier to predict
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isnt that good, or else you couldn't do a double on a wall :o
01:41
wait you could but itd be so different
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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
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not like you would double on a wall in vanilla
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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 ^^
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i would also want to try how it plays
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@Patiga did u make the map reverser script? is it possible to do it upside down too
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@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
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[quakenet] ChillerDragon BOT 2021-02-09 10:49:09Z
rotate twice and mirror once = upside down
10:49
๐Ÿง 
10:50
u so pro @Patiga maybe you have the motivation to finalize a protocol dissector for 0.6 and 0.7
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Chillerdragon: I think I'm fine :d, still got other stuff to do
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[quakenet] ChillerDragon BOT 2021-02-09 12:08:26Z
meh
12:08
@Learath2 could you add a README to your dissector? :/ i can not get it running
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Chiller it doesnt dissect much anyway
12:10
But if you want to try, just clone wireshark. Add this folder to the plugin directory. Add teeworlds to the cmakelists
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[quakenet] ChillerDragon BOT 2021-02-09 12:11:18Z
plugin/epan ?
12:11
and rebuild wireshark?
12:11
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/7J packet-teeworlds.c:237:24: error: request for implicit conversion from โ€˜void *โ€™ to โ€˜unsigned char *โ€™ not permitted in C++ [-Werror=c++-compat]
12:17
meh
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why not -9999? 9k
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there is a score display limit in scoreboard
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so add number for the limit
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cl_ddrace_scoreboard
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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 wasnโ€™t what was broken but it was too late
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hussainx3
so add number for the limit
it clamps to -999 to +99999 i think
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Boti.
cl_ddrace_scoreboard
๐Ÿ‘
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[quakenet] ChillerDragon BOT 2021-02-09 13:51:25Z
oof
13:51
yea i see you detecting the different protocol types
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chillernobo
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ChillerDragay:
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[quakenet] ChillerDragon BOT 2021-02-09 15:01:10Z
@Learath2 do you run wireshark built from src as root? I always did that when working with fstd's dissector but I wondder if there is a smarter way
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No why would I?
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[quakenet] ChillerDragon BOT 2021-02-09 15:01:54Z
yay
15:01
how do u do it?
15:02
oh u dont capture live i guess
15:02
true thats an option
15:02
but i like live captures :)
15:03
ima yeet out some crazy pr soon btw
15:03
be rdy
15:03
its gonna be HUGHE
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Important Update
Retweets
12641
Likes
76738
15:18
kek
15:18
notepad
15:18
= windows
15:18
they deserve it for using windows
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[quakenet] fstd BOT 2021-02-09 15:34:20Z
ChillerDragon: wireshark has a suid root capture helper
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Finally kernel lock bug has been fixed for Intel GPUs: https://gitlab.freedesktop.org/drm/intel/-/issues/2905
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...
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[quakenet] fstd BOT 2021-02-09 15:34:57Z
although i usually don't even capture with wireshark, i capture with tcpdump -w /tmp/file and then wireshark /tmp/file
15:35
kernel lock bug sounds nasty
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Yeah, froze randomly about once a day for me
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@Patiga thanks, doing so now
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awesome, thanks :)
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You can also give the binary the capability as root once, tho that doesnt help when you are rebuilding all the time
16:07
Wait doesnt wireshark use dumpcap anyway?
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[quakenet] ChillerDragon BOT 2021-02-09 16:43:42Z
it uses dumpcap i think
16:43
yea i should record some pcaps its probably convient anyways
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hussainx3
why not -9999? 9k
zZz
f3 1
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should be 1 of 627 servers imo
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open an issue or a PR ๐Ÿ˜‰
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is that worth doing for a little typo?
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it won't be forgotten that way ^^ doesn't really matter I guess
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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 ...
nouis 5
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@Learath2 https://discourse.libsdl.org/t/sdl-moving-to-github/28700 maybe better chance of getting a PR approved? ๐Ÿ™‚
FYI, this coming week we plan to move SDL development from Mercurial and Bugzilla to GitHub. On Wednesday weโ€™ll bring down the public services and Iโ€™ll 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...
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hopefully ๐Ÿ™‚
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do we have the SVG of the entities? did @Soreu share them ever?
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not that I know of
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too bad
23:20
i'd like to collect SVGs for the UHD option pack them into a new repo in ddnet
23:20
mind made greyfox and the x_ninja skin, and it really looks much better ingame ๐Ÿ˜„ much less blurry
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Do you want to upscale graphics we don't have high quality versions for?
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yes, and put them in a new directory with a UHD toggle
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You could use something like https://github.com/nagadomi/waifu2x for the missing images
Image Super-Resolution for Anime-Style Art. Contribute to nagadomi/waifu2x development by creating an account on GitHub.
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yeah but upscaling has too many artifaccts
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im working on a default entities remake but its not rly the same, if u wanna see it i can send u the current version
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sure, sounds nice
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