Guild icon
DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2021-03-10 00:00:00Z and 2021-03-11 00:00:00Z
Avatar
[quakenet] Edible BOT 2021-03-10 00:51:27Z
how do you change assets? theres a weird map with really dark shit
00:51
cant see anything
Avatar
you can try playing in entities
00:54
cl_overlay_entities 100
Avatar
[quakenet] Edible BOT 2021-03-10 00:54:40Z
and theres 2 choices, comfort and default, but clicking on either does nothing
01:00
oh that's so nice, thanks heinrich5991
Avatar
does ddnet have fra srv hosted at ovh?
Avatar
This kind of statistic is sooo vulnerable to selection bias
Avatar
When DDOS - DDnet Operating System
07:11
feelsamazingman
Avatar
Dummy Drag Operating System
Avatar
Avatar
Learath2
This kind of statistic is sooo vulnerable to selection bias
but the vulns are there no matter the statistic
07:47
greenthing
07:50
we also have our fair share of problems due to c++ mistakes
07:50
monkalaugh
07:51
Avatar
oh and that blog is published by the author of curl himself
09:20
i remember another post from him, it was about a blackmail due to curl license appearing somewhere
09:20
some ppl are insane
Avatar
[quakenet] ChillerDragon BOT 2021-03-10 10:38:46Z
konsti ur nuts 141 hours multimap? :D
Avatar
Avatar
Ryozuki
but the vulns are there no matter the statistic
I know, I just need to keep an eye out while reading it :P
Avatar
Avatar
Ryozuki
we also have our fair share of problems due to c++ mistakes
We use it in the goofiest way possible half modern half ancient a little bit of transition sprinkled in
11:32
@Learath2 have u ever tried this https://dart.dev/
Dart is a client-optimized language for fast apps on any platform
11:32
does this uses the java vm?
11:32
is this an alternative to java and kotlin
11:32
i wonder
Avatar
I think its googles flavour of react native
11:33
Tho I didnt look into it much
Avatar
apparently it compiles to machine code or js
11:35
2024 monkalaugh
11:35
spain by 2022 monkalaugh
Avatar
Avatar
Ryozuki
apparently it compiles to machine code or js
Fully? Smells like it either doesnt support ios or it only compiles some parts to native code
Avatar
Dart is a client-optimized language for fast apps on any platform
11:36
any
11:36
monkalaugh
11:36
i love how they make the web so fancy
11:36
but the language is probs boring
11:36
the power of marketing
11:38
@Learath2 yes u can use it for ios
11:38
dart is used mostly for flutter
11:38
and flutter can be used on ios
11:38
Learn how to apply iOS developer knowledge when building Flutter apps.
Avatar
Okay read a bit. It's very similar to react native but has much more compiled ahead of time
11:40
Oh apparently even without flutter you can target native. It looks so nice
Avatar
React Native provides native look-and-feel, while Flutter uses empty canvas and renders everything at its own, so it looks the same everywhere
11:50
i think that native look-and-feel is better, but who knows (edited)
Avatar
Hm, I like the native look too. I'll take a look at dart too anyway. I already am fluent with react native anyway
Avatar
who maintains the fng servers? @noby?
16:38
fng russia, etc.
16:40
it seems to generate a wrong server info field for the map CRC
16:40
I get stuff like .0.*./)\'-* or //\'/0(0,00 when it should be an integer represented as an ASCII string
16:41
b"226\x000.6.3\x00fng small\x00fng_snow\x00.0.*./)\'-*\x00438902\x0 0fng2+\x000\x000\x0032\x000\x0032\x00\x00"
16:42
between the fng_snow (map name) and the 438902 (map size)
Avatar
[quakenet] ChillerDragon BOT 2021-03-10 16:56:50Z
seems like the discord answer things seem to get used more often nowerdays. having a hard time to follow :/ @heinrich5991 there is a bridge that supports them btw
16:57
but i assume ur not interested in chaning the bridge
Avatar
lol why it's top6 now?
Avatar
so broken feature omg
Avatar
still Global and Ger in /rank !:_:
Avatar
ChillerDragon: not really. what is the other bridge?
Avatar
can I do an EMP with arduino?
19:11
I have no knowledge about arduino and microcontrollers
19:11
just wanted to know
19:16
popcateatpopcorn
Avatar
I am trying to make a tune zone cfg that ignores user input for movement (no jumps, no ground control, no air control). This was easy to figure out, and the left/right/jump are now locked out. However, I noticed that when moving around with only hook, if I hold down one of the locked out controls then the physics completely changes (like if I hold down left, it seems that there is no longer any ground friction nor air friction)
19:17
Has anyone else experienced this? Is it a known bug? Is there a tune cfg that will lock out controls but allow friction to not get messed up?
Avatar
@std no, you can't
19:19
@ChillerDragon what about using Discord in web browser? i use always and it works just fine
19:19
the arduino self destroys?
Avatar
it's used for something else 😄
19:20
understood
19:21
anyways, you know where I can modift teeworlds/ddnet client to make my own? (edited)
19:21
just got into c++ and wanted to see if I can understand/change any code and make my "own" client (edited)
19:21
I was a c# peasant* (edited)
Avatar
try to compile the source code first
19:23
then you can start doing some changes in there
19:23
is it the teeworlds or ddnet client?
19:23
which one
19:23
thanks
Avatar
So I guess to simplify my question, does ground friction and air friction temporarily get set to zero when you try to move left or right? If so, that means the tune zones can be kinda broken if trying to remove player movement ability
Avatar
Here is a simple tune cfg that shows my point:
19:41
tune_zone 2 ground_jump_impulse 0 tune_zone 2 air_jump_impulse 0 tune_zone 2 ground_friction 0.5 tune_zone 2 air_friction 0.95 tune_zone 2 ground_control_speed 0 tune_zone 2 ground_control_accel 0 tune_zone 2 air_control_speed 0 tune_zone 2 air_control_accel 0 (edited)
19:44
When you get into that tune, you can't move and you can't jump. You can only move yourself by hooking things. That's good. But if you hold down a movement key (like left) while moving by hooking, then it seems to set air_friction and ground_friction to zero (which is actually 1 in this case) and your tee just floats around or glides on the ground without stopping until you release your movement key. This leads me to believe that friction is temporarily ignored when a player tries to move, so there is really no way to make a tune that simulates the player's A/W(space)/D keys not working. Is this correct?
Avatar
yes, friction is only applied while not pressing a/d
Avatar
Ah, yeah I just found it in the source code: // add the speed modification according to players wanted direction if(m_Direction < 0) m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, -Accel); if(m_Direction > 0) m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, Accel); if(m_Direction == 0) m_Vel.x *= Friction;
19:56
I would call it a bug, some would call it a feature. Either way now I can't make the map I was planning to make lol
19:57
I suppose your velocity would continually degrade if you applied it while moving, which is not the wanted behavior, ik
Avatar
oh true, didn't think about that
Avatar
At first it sounded pretty easy to lock out the player's movement keys with a tune, but apparently it is impossible. One (myself) could easily add logic to check if MaxSpeed and Accel were both set to 0, then apply friction under that condition: // add the speed modification according to players wanted direction if(m_Direction < 0) { if(MaxSpeed == 0 && Accel == 0) //handle tune to stop movement effects m_Vel.x *= Friction; else m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, -Accel); } if(m_Direction > 0) { if(MaxSpeed == 0 && Accel == 0) //handle tune to stop movement effects m_Vel.x *= Friction; else m_Vel.x = SaturatedAdd(-MaxSpeed, MaxSpeed, m_Vel.x, Accel); } if(m_Direction == 0) m_Vel.x *= Friction; This would allow me to make my map, but I don't imagine anyone else would vote for this change 🙂
20:12
Changing the basic TW physics just to make a map work is silly. Now I suppose your wondering about my super cool map idea. The map is called "Single-Handed" and the theme is that some parts lock out all your mouse controls so you only have movement (left hand), and other parts lock out all your movement controls so you only have hook and weapons (right hand). Certain parts have one left handed tee and one right handed tee, while some parts would have only left handed tees (only being able to bump each other to gain any extra speed or height, etc). There are lots of cool mechanics that could be mapped using this idea.
20:14
Imagine a semi-complex gores part where your movement keys don't work, and you can only hook. Makes it very difficult. Imagine you can't move, but you can hook your partner who can move, and that's the only way you can move in that part. How neat would that be? xD
Avatar
Since the original teeworlds did not have tuning of movement power, this was never an issue. But I don't think friction should be ignored while a player tries to move when they have no movement power. It's a bug :P
Avatar
Quick-fix for https://github.com/ddnet/ddnet/pull/3669#issuecomment-794805243. Probably breaks that feature a bit.

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 it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
...
Avatar
What are peoples thoughts on adding a caching layer for the SQL database?
Avatar
what should the caching layer do?
22:14
f694dd6 Don't bypass the anti-spam system - heinrich5991 5e4f5f1 Merge #3692 - bors[bot]
Avatar
The response times are starting to be impacted as the records per maps increase. Most of the queries are relatively static top5 will likely remain the same whether player X or player Y calls it. No need to fetch it twice.
22:35
I suppose it comes down to the current load on the database. If it is still a low threshold then the latency delay isn't much of an issue.
Avatar
The database already does that
22:50
and on our production db we have lots of indexes to improve performance
22:50
db server cpu usage is quite low: https://ddnet.tw/stats/server/#db.ddnet.tw (2 CPU cores, usually at 1-2% usage)
22:51
If you add another caching layer, how will you know when the data is out of date? This is tradionally the job of a database
Exported 113 message(s)