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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2021-03-19 00:00:00Z and 2021-03-20 00:00:00Z
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All external images should be vanilla images, since other images can't be loaded by other clients. Also:
  • all external images should be allowed to be embedded (for example for 0.7 compatibility)
  • only embedded vanilla images should be allowed to become embedded again
This change focuses on enforcing those basic rules. Vanilla images are identified using only their name, this method was used to sort images into embedded/external upon adding them. The only real change is that the e...
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With "Count playery only" and "Filter connecting players" both activated

Checklist

  • [x] 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
  • [ ] Tested the change with [ASan+UBSan or va...
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[quakenet] ChillerDragon BOT 2021-03-19 12:20:59Z
@Im 'corneum why tiles per second? I am not sure if my code is correct but normal walking speed would be 2 then a hook swing around 4
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[quakenet] ChillerDragon BOT 2021-03-19 12:30:02Z
https://github.com/chillerbot/chillerbot-ux/suites/2297118382/artifacts/48139913 you probably need a github account to dl it @Im 'corneum
12:35
this works without account idk how long i will keep it there tho https://zillyhuhn.com/tmp/chillerbot-ux-windows-latest.zip
12:35
cl_show_speed 1
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lol theres no way walking speed is 2 tiles per second
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Ryozuki
Click to see attachment πŸ–ΌοΈ
also omg i hate local/global variable stuff so much its always confusing and doesnt work
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use g_ prefix for global variables
12:48
and m_ for member variables
12:48
and s_ for static variables πŸ˜„
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Skeith
It consistently happens when you save and try to load as the main tee that saved, at least for me.
I mean apparently it's not consistent, we loaded a save just like that with murpi. I saved I loaded it worked just fine
12:53
If you can get it to happen consistently please make a save and when it won't load let me know the code, I need to take a look at the save
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[quakenet] ChillerDragon BOT 2021-03-19 13:03:02Z
@louis well then my code is broken :D
13:03
i assumed vel / 32 gives you tiles per tick and divided by tick speed it should give per second
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(units / tick)/32 gets you (tiles / tick), 50 ticks in a second so multiply by 50 not divide πŸ˜›
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well in that case it would be broken anyways as you'd be calculating 100 tiles per tick o_o
13:06
i think
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why should it
13:08
(units / tick)/32 = (tiles / tick)
13:08
1 tile = 32 units
13:08
so 5 units per tick = 5/32
13:08
then you have 5/32 tiles per tick
13:09
then multiply with 50
13:09
because 1 second has 50 ticks
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well he said he divided tiles/tick and divided by tick speed, so that means his tiles/tick would be 2*50 if he calculated 2 for the end result
13:09
i meant the answer he got before or w/e
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I think he has a unit mistake somewhere else
13:10
100 tiles/tick sounds insane
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wait isnt vel in debug tiles/second
13:19
or is it smth else
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should be tiles per second iirc
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Doesn't matter I just want to compare runs. But blocks per second is a simple to understand unit
13:44
Hope it's sensitive enough
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Since we mostly use them for limited global bans

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
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https...
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[quakenet] ChillerDragon BOT 2021-03-19 14:39:05Z
well the current value is some value
14:39
I could just show the vel divided by 32 then walking speed is 80
14:40
idk what this ramp thing is
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@ChillerDragon you dont have discord anymore?
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Ramp doesnt matter here, we use it to make sure your speed doesn’t get too high
14:48
It also gives the extremely odd behaviour of you stopping if you go too fast πŸ˜›
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1 second into the run. looks like more than 4 blocks from the start to me. i need something to tell me if i got a fast swing or slow swing because you cant really tell otherwise. on this map specificly, you need to hold your speed for so long that it adds up (edited)
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[quakenet] ChillerDragon BOT 2021-03-19 15:27:04Z
No I do not have discord anymore @Im 'corneum I updated https://zillyhuhn.com/tmp/chillerbot-ux-windows-latest.zip its now more accurate btw this client also has all the other features you requested. Like typing for fonts in editor and rename before finish.
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doesnt matter, ull fail the ending on that map anyways
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i got it like 80% of the times
16:10
24sec time now
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lol p big diff in rank 1 and 2 on that map
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yeah nether and fudgy are on another level
16:12
but i think its all about swings in his map because nether did a 23 on a server with health so he couldnt shoot all the time
16:13
if u have a less-than-optimal swing u lose a lot of time since u hold for long times in a row
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thats what i need the speedo for πŸ˜„
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optimized gameplay monkaS
16:17
imagine someone who optimizes their display for best gameplay
16:17
like using a skin w/ lines on important angles
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i treid some and mostly its just too annoying
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and that entities wheel UI always on
16:18
ye
16:18
i wish the entities map could be displayed over game tiles in some cases
16:18
well it might be possible actually
16:19
oh i wish there was some setting to disable ninja particles unless its a pickup
16:19
cuz with a lot of frozen ppl in 1 place, the particle effect rly gets in the way
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Chillerbot best client btw
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smells like a permission issue or maybe the broken storage.cfg we have?
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@ChillerDragon this is much better thanks πŸ™‚
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Hi, would it be possible to have a sv_min_team_size option to force maps to be played with a specific number of players such as 3 or 4 ?
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@murpi probably deleting the Teeworld dir in %appdata% and habing ddnet client recreate it should fix it (better than running as admin)
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63efddb Add 258 € (!) donation by ,,,=^o_._o^=,,, - def-
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b6e234f Update some server costs - def-
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how deen makes money πŸ˜› ^
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Even if I took all the donations for myself, I think there are easier ways to earn money πŸ˜„
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deen
Even if I took all the donations for myself, I think there are easier ways to earn money πŸ˜„
Like almost any salary :P
Exported 82 message(s)