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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 2021-05-02 00:00:00Z and 2021-05-03 00:00:00Z
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d910e6a M Wonderfully2, A mood - ddnet-maps
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Notice the game mode "DDRace" jumping/jittering while scrolling, probably bcs it was near the next floating point (smth like 0.9999f) but rounded down: https://user-images.githubusercontent.com/6654924/116807307-c06cc380-ab32-11eb-8076-fd8d8aeb5a09.mp4

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....
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fc1b877 make pixel alignment numerical more robust - Jupeyy ddf3212 Merge #3802 - bors[bot]
09:27
monkalaugh
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Maybe one day we'll come up with a better way to do shared libs
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static linking + lto = best xd
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This makes it opening in Github and libreoffice easier. And fixed the attribution line in the explain/ pages. If I got some more time, I'll change how the groups are stored. I rerun the script to update the svgs and they stayed the same as expected.
10:12
d08fd59 Make csv more standard conform - Zwelf 038285f Fix wrong comma in attribution - Zwelf fcb3cc7 Merge pull request #126 from Zwelf/pr-fix-csv - def-
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the performance of native wayland is really good, outperforms x11 a bit with ddnet alteast
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Nice, didn't expect that
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This resulted in duplicate items, with the exact same id and type_id (and content, but id + type_id are supposed to be unique) Credits to heinrich5991 for his feeling that the UUID index duplication could originate in this file.

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
  • [x] Con...
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[2021-05-02 17:52:38][client]: starting... [2021-05-02 17:52:38][sdl]: SDL version 2.0.14 (compiled = 2.0.14) [2021-05-02 17:52:38][gfx]: Created OpenGL 3.3 context. [2021-05-02 17:52:38][gfx]: setting resolution to 640x480 and trying again [2021-05-02 17:52:38][sdl]: SDL version 2.0.14 (compiled = 2.0.14) [2021-05-02 17:52:38][gfx]: Created OpenGL 3.3 context. mesa: for the --simplifycfg-sink-common option: may only occur zero or one times! mesa: for the --global-isel-abort option: may only occur zero or one times! mesa: for the --amdgpu-atomic-optimizations option: may only occur zero or one times! mesa: for the --structurizecfg-skip-uniform-regions option: may only occur zero or one times! [2021-05-02 17:52:38][gfx]: out of ideas. failed to init graphics [2021-05-02 17:52:38][client]: couldn't init graphics
15:53
head scratch
15:53
Jumpeyy's pr_gl_cleanup1 branch running on wayland (edited)
15:58
nvm
15:58
env DDNET_DRIVER=GLES
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Dear DDNet team u rly need to re-think the point system on many maps. Good example is the newest map by @Ravie It have 5 stars and 5 points and lets face it. Its not a hard map. it's a lot easier from older map "Planet Mars" by Aoe (4 stars and 4 points). If you won't clean it up, you will end like I did with ddmax.easy, ddmax.next. Where level of difficulty is just messy. Not to mention ddmax.pro where some maps should never be there in the first place. I've never had time to clean it up and ehhhh. Don't do my mistake =]
f3 1
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i suggest to add half stars. it doesnt mess it up too bad but you get double the rating range
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Scrumplex
env DDNET_DRIVER=GLES
And, how well does it work for you? In the PR we already discussed some bugs, what GPU are you on?
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Deleted User
And, how well does it work for you? In the PR we already discussed some bugs, what GPU are you on?
it works pretty well. I didn't notice any flickering (edited)
19:13
Just the color-banding thingy on the title screen
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Deleted User
And, how well does it work for you? In the PR we already discussed some bugs, what GPU are you on?
Radeon Vega 56 btw, using AMDGPU (edited)
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Ah too bad. So we all on amd Vega or newer. Thanks for testing tho
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@Jupstar ✪#5615 https://github.com/libsdl-org/SDL/commit/354cabd4a7ae73121a527980d7cef9dae41e9d3a is this the issue we had on wayland? it's fixed on master if it is
If app requested <= 16 color depth and there is a 24-bit config available, favor that. This fixes things that quietly expect to get truecolor output but don't request it (...like SDL...
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Ah nice
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I don't think adding half stars fixes the difficulty rating system, what does fix it is allowing players to vote on difficulty
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but half stars defs give more space for more precise difficulty
21:54
one question would be, are longer maps always harder, or should there be a category that gives just more points for longer maps
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not that they'd use it. this is a conversation about 5* maps being voted 3* and vice versa, not tiny 1 star discrepancies
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would be nice to see the estimate map length when voting too
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I don't like the length argument too much, length does not affect difficulty unless it's faily, something that should not apply to novice
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ah i dont meant novice only
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then sure
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kog (in the past atleast) did this i think, more points for longer maps, but difficulty only set the map difficulty (edited)
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I think length can really only change a map by about a star unless it's a brutal, then it probably shifts around by 2-3
21:57
insane difficulty changes based on length by, well, pretty much the entire range
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well that would be the argument for the category btw
21:57
then u could split difficulty from length
21:57
and just give more points for longer maps
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I don't think it matters to make a distinction. there is already a ton of criteria you need to consider when rating a map. length is just one tiny part of those considerations, it is not notable above the others
21:58
we need guidelines for these criteria and a voting system, period
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for shorter maps u generally need less tries to finish if faily
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so many decisions are made without the popular opinion of the community already, ddnet is a modern game now and needs to respect its community a bit more imo
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even if only 10% of the map is faily
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and we have room to. the game is not proprietary, the game's contributions are already made by the community. this can extend to our processes and future decisions related to the game
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yeah but community votes will be abused
22:00
i dunno if i'd like that
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I have a distaste for things like a "testing team" :P
22:01
you still have people who oversee things, it wouldn't be total control
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the biggest problem is, that the testing team would require novice, moderate, hard and insane players all in their "league/category" to be more precise
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I think you only need one person around to veto "meme votes" but otherwise they do nothing
22:02
normally things just get voted on difficulty
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you could also just analyze the gameplay
22:02
how long do teams require and how much finishes are made etc.
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yes that's true
22:03
another thing we should do is make testing maps more mainstream, esp if we want average players to have some stake in how maps are rated / approved
22:03
this is ofc something I have always talked about but no one agrees with, so whatever lol
22:04
if you're worried about noobs having misinformed opinions about things we can add a points requirement, but then the accounts issue comes up again
22:06
or something like "x number of y maps completed in order to rate a map in y difficulty"
22:07
though I'm not really a fan of this because it would mean difficulty-limited players will cause maps to be under-rated
22:10
mm I just thought of a better system but it's hard to explain
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dynamic rating? 😉
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you would check clears around a voted difficulty and weight them based on closeness (to vote a map as brutal 1*, you would either need a few mod 5* clears or 1 brutal clear (some sort of quadratic score weighted towards the target difficulty) (edited)
22:12
yes exactly
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ah, I meant a different kind of dynamic rating
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assign a score like 50 for exact rank and then decrease that score per map cleared away from the target
22:13
and make the req 50
22:13
huh, what's your idea
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something similar to 1/number of finishes
22:17
I think that would inflate unpopular maps and hurt the rank of popular ones
22:17
but maybe there's some compensation
22:18
my points system idea is the best anyway ;D
22:18
weight points based on difficulty + race time
22:18
total points would be weighed by your best ranks and farming would be much less effective
22:19
separate points and rank points is better
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farming is boring
22:19
I would rather spend my time improving
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playing the same map 500x can be boring for some
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doesn't necessarily mean that
22:20
remember that beating a map still awards base points
22:20
just clear more difficult maps
22:20
if your number one score is a moderate, beat a brutal
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thats like osu pp system
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which isnt good
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for ddrace
22:21
I think it's better
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top players are already really close together
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points = played longer
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having ur points get less and less large over time isnt too good i think
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btw it wouldn't be exactly like osi
22:22
osu
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just make some overall ranking system that combines points and times but leave it separate from points
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all maps have value
22:22
just less value if it's novice
22:22
yeah I mean there can be the existing system that's fine
22:22
just another system for new rank
22:23
but I don't really think it's important to distinguish them. just means your novice scores are worth less than brutals, which is already how it is, just more accurate in terms of your skill
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but points doesnt rly measure skill it measures progress
22:24
idk
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yes but we should have something that actually tracks skill, no?
22:24
I have very little interest in tracking my "progress"
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just track skill based on what maps u can beat
22:25
plus for that to work u need huge map rerates anyways since a lot of things are too highly or lowly rated
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think that's independent of that
22:25
plus I don't think it will happen anyway
22:26
same with accounts, been talked about too long and no progress
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maybe someones "skill" rating would be like an avg of the hardest maps theyve done
22:26
plus their best times idk
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I mean accounts is maybe going to change, idk
22:26
still talked about on GitHub
22:27
that's just the osu system u realize lol
22:27
but it doesn't have to be weighted as heavy as osu
22:27
osu is sooo heavy. you do noob maps and it doesn't do anything to your pp. I'm suggesting that all maps always continue to raise your score, just less the more difficult maps you have beaten.
22:28
since it should be as you say, an average of your best times/clears
22:30
I mean, rank is already like this (with times) but it doesn't do anything to incentivize clearing harder maps, just easy to optimize maps
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i guess that would be a good way but its basically impossible since theres no standardized rating for ddnet
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that's also fixable
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and i wouldnt say that since harder maps have less ranks so its easy to get rpts
22:31
and its alr broken in osu where maps only have 3 elements, gl fixing it in ddrace
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that's true but you can still do more moderate maps faster and see the same results
22:31
it doesn't really matter where you get rank 1, just depends on how easy it was to take, until someone beats it
22:32
it's also bad because it's based on absolute positioning, 1-10
22:32
when it should not be this way, especially for solo where there are many close times
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yeah the absolute position sucks
22:34
but what im saying is calculating someone's ddnet skill without seeing them play is very difficult
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osu has the same issues
22:35
not possible to do it perfectly
22:35
not suggesting thag
22:35
that
22:35
just suggesting am improvement
22:35
sry I'm on mobile and ordering food so probably typos
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someone can help me, i am working on a mod. i edited 2 files who give lovely effect (heart that fly above tee) then im trying to transform health to armor, the command work but he give health instead armor. the image is a part of code you can see "m_Type = POWERUP_ARMOR;" but that give heatlh
22:40
have u checked client side, if the client also gets it as armor
22:42
i think
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lynn
same with accounts, been talked about too long and no progress
There is atleast a plan that more than one person agreed to in place now, so it's just finding someone to implement it
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Though I guess the safety of it kinda depends on @heinrich5991 getting QUIC in, so maybe it will take some time 😛
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how would migration work? everyone would have to apply to convert a name to an account or would all accounts created from scratch stay that way?
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my view on it: that discussion is so far away that it's not worth spending energy on
22:44
if you do want to spend energy on it, please head to github
22:44
your thoughts here will be forgotten
22:45
If anyone wants to summarize the discussion, feel free to. I just wanted to create the issue now.
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yeah just getting an implementation made would be nice for now
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Deleted User
i think
i'd say check if that code is really called in the server
22:45
i dont see why the client should bug around for no reason
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Deleted User
have u checked client side, if the client also gets it as armor
if you want see by yourself, i dont see any errors
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people who advocate for accounts have nothing to contribute on GitHub. just that they would prefer accounts. asking a bunch of people to just say "I like the idea" in a github comment is imo just noise and pointless
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That's why we don't ask for that, we asked for technical feedback
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talking about it on discord is important because if there's no pressure to implement it, who would even take the time?
22:47
the more it's not talked about the more no one will care to code it :P
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And ideas on contentious points like migration
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Deleted User
i'd say check if that code is really called in the server
how can i check that?
22:47
set breakpoint inside that function
22:47
in the screenshot
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lynn
talking about it on discord is important because if there's no pressure to implement it, who would even take the time?
we talked about it for months or maybe years before that issue was created, no one did it 😛
22:48
It's just that none of us seem to have time to implement it for now
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Summary The idea of this is that clients will not have to ping each server for server infos which takes long, leaks the client's IP address even to servers the user does not join and is a D...
22:50
I still have some problems with the client
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you can just do #3772 btw
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currently, the client probes all four master server in a random order and takes the one with the smallest latency
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maybe I should start a bounty for accounts ;D
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the one with the smallest latency that also works
22:51
the problem I have with this is: what happens if one of them doesn't respond?
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@lynn I wouldn't, this is one feature that is extremely contentious, with dozens of opinions around. You might not like the implementation we decide on, then you don't pay out the bounty then the guy gets mad.
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I need some kind of timeout. but if I set it too strict, it will time out on legitimate connections, if I set it too coarse, it'll have a bad user experience if the first master that is probed times out
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@heinrich5991 500ms max should be good enough for like everywhere no?
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there would be very clear goals on the bounty, and it wouldn't cover all of the expectations after implementing the base of it
22:54
I get what you're saying
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I think it can happen that the DNS response takes even longer tbh
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@heinrich5991 Have we considered getting rid of this master1 master2 master3 master4 stuff and moving into the future? 😄
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I want some redundnacy tbh
22:55
if you have a better solution for redundancy, go ahead
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Deleted User
set breakpoint inside that function
ok its fixed, i forgot to change "LoveEvent" to "ArmorEvent" lmao
22:56
pogfish
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I was going to suggest one load balancing node where we could do things like geo-ip to give the best mirror
22:56
don't even need to do it with dns, we could do a 301
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I'd like to avoid a single point of failure, one thing that can go down if cloudflare goes down, kicks us out, etc.
22:56
it's the thing that will make it impossible for players to play at all
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Yeah, I noticed that too, the master%d scheme is more robust
22:57
Well if the dns response is taking more than 500ms the old system wouldn't have worked either
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oh really? interesting
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I mean it'd have to wait for the dns server to respond, if I remember the relevant part of the code
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ah, it seems to simply wait DNS resolution out
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anyway, interesting question about the UX though, maybe we can add a prettier loading indicator to fool the user 😛
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anyway, that's good news, I don't need to think of something complicated
23:01
it's mostly a first launch issue anyway, the user won't be in the serverbrowser before I select the master I guess
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@heinrich5991 well that's assuming they don't have an awful connection, if you assume that your initial issue isn't an issue at all :/
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I was thinking that I could choose a longer timeout on the basis that this is only bad UX on the first launch, and probably not even there, because the user will take a little time to get to the serverbrowser
23:07
e.g. 10s timeout
Exported 199 message(s)