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DDraceNetwork
Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2021-02-13 00:00:00Z and 2021-02-14 00:00:00Z
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@Faymir and the others: I'll quickly explain why i suggest to delete(or only resize if the skins is absolutly not available anymore): Imagine a 2x2 Grid that contains our skin Top Left is the body, what do you do if you get a 3x3 Pixels Image, and want to draw the top left body now? Thats problem number 1, see image below The second is that sampling(the process of bringing your texture to the screen) doesnt work in pixels but in a coordinate system from 0 to 1, where 0 is the MOST left and 1 the MOST right of your texture => you do not hit the center of a pixel but the most left of the pixel. To prevent that you add an offset(half of the pixel), but this offset obviously is bigger on a smaller resolution. So a higher resolution will create less of this offset, and that causes the image to scale: math: a 4x4 texture adds (1/4)/2 offset(half of a pixel), that is 0.125 in float a 8x8 texture adds (1/8)/2 offset(half of a pixel), that is 0.0625 in float so the coordinate system isnt correct at this point anymore(since its normalized) [btw using a constant offset doesnt work bcs of mipmaps, which causes texture bleeding, but i wont go into details^^] Also adding an offset at all, already modifies the texture size, so its better to clamp the values instead so split your 4x4 texture into 2x2 piecies to fit our imagination skin system then you have a single 2x2 texture for your body and can clamp the edges to the mid of the texture, which makes in highly accurate. You see its quite complicated, but meditory to have it working correctly for higher resolutions, without any bugs, even if you dont see the bugs in ur 4k skin(btw there is no gain viewing this 4k version on ur Full HD monitor) Lastly, if it loads slower, it might be bcs of internal resizing to minimize the above explained stuff (edited)
00:33
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@ScReeNy
01:04
I know it's too late but I couldn't do it
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when you place a speedup tile, save, and remove it with the multi-selection tool, the speedup tile is only partially removed
02:15
all values were cleared, except the ID
02:16
and these invisible tiles are un-removable, except drawing with a single tile over them. I detected many of them in a random big map I loaded up. I checked if the same bug occurs for tune tiles, but there it worked correctly (edited)
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@ReD
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@Rorro_2m8
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i need help
02:21
is that by mistake I put a very high resolution on ddnet and now you can't play it and I can't change it from the same game I wanted to know if you teach me how to change the resolution by folder
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Rorro_2m8
is that by mistake I put a very high resolution on ddnet and now you can't play it and I can't change it from the same game I wanted to know if you teach me how to change the resolution by folder
see #questions if you mean to change the ingame resolution
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when you launch in client server , in server you can't toteletocp :/ (edited)
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map editor if you take in game empty and example go to tele you can't erase you need to select it again
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Faymir
The new client seems buggy and it's slow
Me too
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Deleted User
@Faymir and the others: I'll quickly explain why i suggest to delete(or only resize if the skins is absolutly not available anymore): Imagine a 2x2 Grid that contains our skin Top Left is the body, what do you do if you get a 3x3 Pixels Image, and want to draw the top left body now? Thats problem number 1, see image below The second is that sampling(the process of bringing your texture to the screen) doesnt work in pixels but in a coordinate system from 0 to 1, where 0 is the MOST left and 1 the MOST right of your texture => you do not hit the center of a pixel but the most left of the pixel. To prevent that you add an offset(half of the pixel), but this offset obviously is bigger on a smaller resolution. So a higher resolution will create less of this offset, and that causes the image to scale: math: a 4x4 texture adds (1/4)/2 offset(half of a pixel), that is 0.125 in float a 8x8 texture adds (1/8)/2 offset(half of a pixel), that is 0.0625 in float so the coordinate system isnt correct at this point anymore(since its normalized) [btw using a constant offset doesnt work bcs of mipmaps, which causes texture bleeding, but i wont go into details^^] Also adding an offset at all, already modifies the texture size, so its better to clamp the values instead so split your 4x4 texture into 2x2 piecies to fit our imagination skin system then you have a single 2x2 texture for your body and can clamp the edges to the mid of the texture, which makes in highly accurate. You see its quite complicated, but meditory to have it working correctly for higher resolutions, without any bugs, even if you dont see the bugs in ur 4k skin(btw there is no gain viewing this 4k version on ur Full HD monitor) Lastly, if it loads slower, it might be bcs of internal resizing to minimize the above explained stuff (edited)
Okay, gotcha! thanks for the clear reply 👌 (edited)
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they spawn and go left everyone in image (edited)
11:48
simple rule, never use mirroring with entities
f3 2
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Pepelover
my dummy is broken
/showall on dummy to fix it, or just restart client
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😮 I see thanks
Exported 20 message(s)