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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 — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2021-05-01 00:00:00Z and 2021-05-02 00:00:00Z
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Since b1051d23984bed5de37eb5339cd8bd1271213f2b Reproduce by going on LAN server shooting a wall, sometimes the trace isnt rendered correctly(with anti ping on) @TsFreddie
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Missed a spot where the predicted world still returns current tuning. closes #3799

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+UBS...
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just happened to get up 🥳
feelsamazingman 1
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@Deleted User which kog server were you in. i didn't have jetpack prediction on kog
02:05
or i'm not getting how kog works
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it does it on any
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then that tuning fix probably fixed that too somehow.
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i merged that fix
02:06
i dont get the projectile anymore
02:06
but still the kog thing
02:06
maybe undefined behavior somewhere? 😄
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i don't have it on my end it seems
02:07
🤔
02:07
i don't know how to run UBSAN for client yet.
02:07
since i'm on windows
02:08
yeah i'll check
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at least remux it
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sadly ubsan doesnt detect non initialized stuff, gonna try with valgrind
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me joining kogs be like 26/902 KiB (9.0 KiB/s)
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ouch, guess kog should upload its map to the https map pool 😄
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also i don't get why do we have m_Tuning[2] in CWorldCore AND CGameWorld AND CGameClient
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bcs dummy?
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i get the [2] part
02:16
i don't get why do we need 3 copies of the same thing
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ah ok xd
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and not copying them all the time it seems
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nope no undefined behavior, you sure u have antiping on?
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i'm sure
02:18
otherwise i would notice since i'm on like 200 ping
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i tried on kog chile but also get it there
02:18
+200 ping there
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i'll try on chile
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do you use MSVC? maybe its a compiler thing?`xd
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bruh
02:19
but ye, i do use msvc
02:19
let me try on my mac
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its probably unlikely tho that its a compiler thing 😄
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if pnglite/version didn't f me up
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maybe we have a different config somewhere
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does kog use ddnetcharacter?
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i've no idea, kog uses ddnet 9.x
02:21
9.3.1
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i think i got it
02:24
there are more dangling tuning stuff lying around in character.
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emmm
02:32
i got timedout in kog because i paused my process, and i reconnected in the middle of the map
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fixes it
02:36
weird
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that these values ever existed, yes xd
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well getting rid of redundant data is probably good whether there is a bug or not i guess.
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"// if ddnetcharacter is available, ignore server-wide tunings for hook and collision"
02:39
do serverwide tunes not get altered by this?
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i don't know what that does too
02:40
maybe some check in predicted char is weird
02:42
Also i feel like we should just get rid of m_Tuning everywhere. Uses tune zone and tune zone 0 for everything.
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the commit for it fixed 2 issues:
02:42
I believe this fixes #3043 and #2510, but I haven't tested it extensively yet (and I couldn't reproduce the bug for no-collision tiles) Perhaps there should also be some further cle...
02:42
i'd say, discuss that with @trml
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i'm not doing it tho
02:43
I don't want to break more things kek
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xD
02:44
ddnet code in a nutshell i'd say
02:44
u move 1 line of code... u have a new game
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and the only reason i'm fixing tune zone visuals for projectiles is pvp servers can use that
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worth it
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but i guess we can have maps with smaller tune zones too
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wtf xd
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but i guess the one of the reason of us needing tunezone locally now is that we get rid of velocity data in ddnetprojectiles
03:33
we got rid of*
03:38
that reminded me that I should test infclass with master branch probably
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gamer client features, best xd
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why tho
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in gamer client u could use ^p to have purple, or ^b to have blue
03:40
its oldschool client which all pvp players used before ddnet
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i know. but why tho.kek
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nostalgia
03:41
just like quake sounds
03:42
there is one person in my clan with that oldschool letters: https://ddnet.tw/players/-94-b-91-Bro-93--32-flummi/ he requested it 😄
03:42
worth it
03:42
100% xdddd
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infc seems fine
03:47
hmm
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reminds me of bbcode
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just tested wayland for the GLES pr, big oof KDE really needs to improve it 😄 But SDL_VIDEODRIVER=wayland works 😄
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@kyle-bradley I don't see a reason not to have this. It's basically the /timeout swap but a bit easier.
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is swap not broken now?
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I think it's been fixed already
09:07
Reset all team members' hooks to prevent any potential side effects. Also, standardized hook resets as it was a commonly used/duplicated code. There were slight variants between some, which...
14:28
9b33535 Remove /explain - Zwelf 28c5c46 Add self contained explain layers in docs/explain-layers - Zwelf a5099e3 Merge pull request #124 from Zwelf/pr-add-explain-layer-doc - def-
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e958e0f Fix serverbrowser crash - Jupeyy aa6217d Merge #3784 - bors[bot]
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f6de0ef Add hammer_hit_fire_delay tune - def- 3becd45 Merge #3792 - bors[bot]
16:28
Can someone explain how it works?
16:29
Why do I jump higher when I move?
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interesting 😮
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maybe your timing isn't exactly correct?
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I jumped for 20 minutesand never died
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hmm, very odd
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but when i moved after double i immediately died (edited)
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maybe some floating point inaccuracy when we have velocity vectors that are not parallel to any axis
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time to rank getspeed3 in 5 seconds with this monkalaugh (edited)
16:42
16:42
justatest
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@Deeper can I have the map you tested on?
16:43
64.74 KB
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louis
Click to see attachment 🖼️
did it work
no 1
16:53
717a81c add StylerTime, Mighty and NovaShock to Staff - murpii
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Learath2
@Deeper can I have the map you tested on?
This works everywhere, I noticed it half a year ago with Rapture when we did map with deadtiles (edited)
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TsFreddie
did it work
kill tiles have bigger hitbox
17:52
sadly
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another weird bug
18:03
i know that start & end tile have different hit boxes depending on what tiles you're on
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yes, that one is known I think
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e.g. freeze tile next to end tile allows you to end even if you're not in the end tile
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yep
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This might seem like a stupid question; But how is the privacy policy if i get the game with DDR Original client, instead of steam? Does it collect data in the background?
18:42
Im not sure if even steam does it xD But you never know
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Saiborg
This might seem like a stupid question; But how is the privacy policy if i get the game with DDR Original client, instead of steam? Does it collect data in the background?
you dont need any account to play ddnet, the only thing that ddnet may have is your ip for (3 days i think?) and thats it
18:44
all data is public besides that
18:44
your ranks are public
18:44
but u dont even own ur name given anyone can use it
18:45
using steam is less privacy aware than the original client
18:45
btw
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DDnet sells your personal data to russian hackers
monkaS 2
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Ah thanks for the fast reply 🙂 I was more thinking in terms if the client had built in things that would track and collect data on what i do on the computer
18:46
But i suppose not from your reply xD Also i didnt think DDR would do it since its ad free etc, but still wanted to make sure
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Saiborg
But i suppose not from your reply xD Also i didnt think DDR would do it since its ad free etc, but still wanted to make sure
ddnet is completly open source
19:09
you can view the code
19:09
and compile it urself
19:09
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
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a059604 Get rid of current tuning in predicted world - TsFreddie 223f215 Get rid of redundant tuning data in CGameWorld - TsFreddie cd19e22 Merge #3800 - bors[bot]
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Ryozuki
ddnet is completly open source
Im too n00b for that atm 😅 Maybe next year when i my coding skills are better. Also yeah, it being open sounce makes me love the project even more
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783c454 Add Dust fall, KuNao, wuu to Chinese mods - def-
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