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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 2021-05-11 00:00:00Z and 2021-05-12 00:00:00Z
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1-continue automatic recording after /save-/load (even if i close the game) 2- start recording when i spawn ,(not after the beginning) /always there is a part before beginning will be great if was in the recording too 3- when i make dummy the recording restart and we losing all the video for race we need fix this automatic recording (i meaning "save the best demo of each race") in the end this just some things/problems i was think add/fix it would make t...
f3 2
f4 1
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Do we need to be able to set hookline color?
f3 5
yes 1
πŸ‘ 1
feelsamazingman 1
05:19
by hussainx3
think_bot 1
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That description label gotta go tho.
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hookcollision sounds aweful anyway
05:29
everyone says hookline
05:30
but the config is called hook collision
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hook line should be fine
05:30
even collision is better than "coll" tho
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it gets too big then πŸ˜„
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so line should be fine kek
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but there are 3 colors still πŸ˜„
05:31
Hookline no collision hookline hookable collision etc.
05:32
or Hookline as header
05:32
and then the 3 things
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Hookline: miss / Hookline: hookable / Hookline: tee, why do we need collision
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but miss sounds weird
05:32
but yeah for the others it doesnt matter
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πŸ‘€ it is technically missing hooks tho
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its technically also no collision xD
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i guess
05:35
coll
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its shortened in the config
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Hook coal
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thats why i named it coll
05:35
"no hit
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no hit is good
05:36
easy and short
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pro UX designer
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insane
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translation time
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ζ²‘ζœ‰ε‘½δΈ­
05:39
me no liking that
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ζ²’ζœ‰ε‘½δΈ­
05:40
dude how do ppl see the difference while reading
05:40
its like 1 pixel difference xD
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you don't
05:40
we can just read either, it doesn't matter that much
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ok xD
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it only matters in these
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i can regognize most asian languages
05:41
chinese is very full
05:41
japanese is very light
05:41
korean is a mix of both xD
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korean has circles
05:42
lol
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yeah that too
05:43
japanese has a smiley as character ッ
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ッ
05:43
we have this
05:43
囧
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yeah and in europe u'd be called an artist genius if u draw this (edited)
05:44
what message did the artist hide in this
05:44
so many questions to analyze
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time to auction my writing
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nice, new episode of what music does tsfreddie hear xd
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new ddnet projectile has the owner, in solo part "they can't collide" so the bullet appears transparent
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@TsFreddie if a kog map has a tune zone(and you dont hit it) the jetpack bug still happens
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example "TheCube"
11:02
currently voted
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I'll check it out
11:08
I still don't have it
11:08
Just like last time.. emm
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i dunno, as soon as i hit the zone its gone but when i join its there
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sounds fixable
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funny thing is, it only happens sometimes apparetnly
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Might be kog that is sending weird tune 0
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!t

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...
11:24
Arduboy FX is a miniature game system the size of a credit card. Now better than ever pre-installed with over 200 games! Arduboy FX can be reprogrammed and is open source so you can learn to code and create your own games.
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@Deleted User are you getting the jetpack thing semiconsistently?
11:29
i'm afraid of touching it. but 85~86 might be the reason you are getting that.
11:30
m_LastJetpackStrength is initialized with 400.0f too
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i dunno it happened, then it didnt happen, then it happened for a few seconds
11:34
maybe someone has to hit the tunezone or smth
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and it is only being updated if there is a tune that has jetpack strength over 0, so it isn't getting updated regularly... https://github.com/ddnet/ddnet/blob/ba6759fe790fb27545cf47380abe910807fcbd6a/src/game/client/prediction/entities/character.cpp#L1156
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i'll check again in like an hour
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@TsFreddie dunno, i join 15 times, and then it happened again
12:20
random af
12:20
currently i have it again xd
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Deleted User
Do we need to be able to set hookline color?
Would be cool if it could be transparent too. So it only shows, when you can hook for example.
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u can make it the same color as entities background
12:25
our color selector doesnt support transparency if im not incorrect
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i dunno, it doesnt happen currently, do you think it could be caused by smth the server sends, u said smth like that before, didnt ya?
12:30
its really random, but im sure it does happen sometimes xD
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i did. but i'm not sure.
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i can ofc try with valgrind or ubsan again
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who doesn't love randomness
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@Deleted User Yeah, no big deal, but i have a map as background, so that wont work justatest
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TsFreddie
who doesn't love randomness
nope, no chance, its either not client related or depends on the timing of some network packets or smth
12:40
but demo does not show it
12:40
so not sure about that
12:40
have you tried initialize m_LastJetpackStrength with 0
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the problem is, in debug mode i dont get it at all
12:42
atleast not yet
12:42
its too random
12:42
maybe that's why i'm not getting it
12:42
tf is this then
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but its not uninitliazed stuff
12:42
tested with valgrind
12:43
must be either the server or some weird timing
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m_LastJetpackStrength is initialized, but with 400.0f by default which i don't get. but i'm not sure what that member does
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when the server was full i had it like 10 times in a row xD
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maybe kog just send in tuning really late?
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ah, i indeed had it for like a millsecond when i joined a few tries ago
12:44
can that packet be dropped or smth?
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i have no idea
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no
12:45
it'll get resent
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now i have it in debug mode
12:45
finally xD
12:45
after like 40 resets
12:45
what can i test to help u?
12:46
initialize m_LastJetpackStrength with 0
12:46
i can't get it on my end no matter how many time i tried
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should i just change it in the debugger?
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idk. maybe change it when you first join if you can
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or is it important that its initialized like that
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i have no idea. but i'm just suspecting that is making your client thinking it has jetpack.
12:47
because this thing
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changed it to 0 in run time and didnt change the behavior
12:48
ah yeah
12:48
its called
12:49
the game just resets the value
12:49
apparaently
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it resets every time character is created
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but yeah m_TuneZone is 0
12:49
if(GameWorld()->m_WorldConfig.m_PredictWeapons && Tuning()->m_JetpackStrength > 0) { m_LastJetpackStrength = Tuning()->m_JetpackStrength; m_Jetpack = true; m_aWeapons[WEAPON_GUN].m_Got = true; m_aWeapons[WEAPON_GUN].m_Ammo = -1; m_NinjaJetpack = pChar->m_Weapon == WEAPON_NINJA; }
12:49
this is always called
12:50
and sets it
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and you still have jetpack pred?
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yes
12:50
interesting
12:51
now i changed team, bcs someone dragged me around
12:51
and its gone
12:51
in t0 its there again
12:51
xD
12:52
I still remain suspicion about what kog sends in tuning
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i mean Tuning()->m_JetpackStrength is > 0
12:53
why doesnt it call there GetTuning btw?
12:53
is that yet another tuning?
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that is current tuning instead of tunezone
12:54
so for character it uses what server sends you instead of gussing them based on tunezone
12:55
also, this Tuning() one should be copied from CGameClient at all time. gameclient.cpp:2239
12:56
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but shouldnt ppl with old client versions also get this then?
12:56
i mean what changed that its visible now πŸ˜„
12:56
brain hurts
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ah funny
12:57
when im the third person on the server it happens xD
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wdym third person
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yeah dunno it currently happens always
12:58
maybe bcs i didnt restart game
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is that you btw
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yes
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found it
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ez
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jetpackstrength is getting overriden after the copy. so server does have 0 for jetpack
13:06
but weirdly it is getting overriden in CGameWorld::Tick()
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oh, and that happens only rarely? πŸ˜„
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nope.
13:08
some predicted entity is changing the jetpack tuning
13:08
not sure which one yet
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probs one of these two nobos in the tune zone xd
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but nothing is changing jetpack tuning directly
13:12
found it
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nice
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should be checking whether this character is local before overwriting the entire world's tuning
13:14
is what i'm guessing
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ok, can we clamp the transparency setting for showothers
13:22
got asked why showothers isn't working
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add more skins to the database, take some from teeworlds data server
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took awhile for me to realize that he turned it all the way up.
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who and what
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watercolours
add more skins to the database, take some from teeworlds data server
someone need to setup the php code for the community skins option
13:28
then we can do it
13:29
pepeH
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yeah i can't setup the website locally
13:31
i dunno what i do wrong
13:31
the .sh scripts cannot be executed with my apache setup, but dunno what i need to install
13:31
(the .sh scripts that are called by php)
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php api is like c standard just more undefined xD
13:34
i read somewhere a rant that %j doesnt give the day of the year in php
13:35
or smth like that, but was funny
13:35
lets copy c and make it more random
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CMakeFiles/DDNet-Server.dir/objects.a(sqlite.cpp.obj):sqlite.cpp:(.text+0x175): relocation truncated to fit: IMAGE_REL_AMD64_REL32 against undefined symbol `sqlite3_expanded_sql' CMakeFiles/DDNet-Server.dir/objects.a(sqlite.cpp.obj):sqlite.cpp:(.text+0x17f): relocation truncated to fit: IMAGE_REL_AMD64_REL32 against undefined symbol `sqlite3_expanded_sql' collect2: error: ld returned 1 exit status make[3]: *** [CMakeFiles/DDNet-Server.dir/build.make:869: DDNet-Server.exe] Error 1
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/swap is broken
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on purpose tho
14:29
there is a bug
14:29
so its "disabled"
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kk good just letting u know
14:29
maybe could remove the command if you disable a feature
14:29
so people dont get confused
14:29
but not that important
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yeah
14:30
that is planed if nobody fixes it
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yeah, but then I neeed to add another option and some devs are against me adding new options
14:30
or I just remove it entirely, but that seems even more hacky
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can the console register not be disabled?
14:30
the one line
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yes, but then I can't reenable it again
14:31
Well, needs a code fix anyway in this case
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ah yeah, but guess u need to recompile next time it gets fixed anyway πŸ˜„
14:31
yeah πŸ˜„
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DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
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what value to set them to though?
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oh, there are even 3 options
14:32
the ones we currently use
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I think they are too high, makes the feature annoying
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it seems that there's conflict about the purpose of the feature
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i still vote for simple swap like /timeout would do
14:33
instead of saving loading the characters
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it was introduced as a way for not having to explain /save/load or the timeout trick to new players
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yes
14:34
i mean implementation wise
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but after that, opinions diverge on whether we want to make it much more convenient than the old trick or not
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its implemented with save load, but that only works with real team saves
14:34
so its buggy rn
14:34
and resets switches
14:34
for the swapped tees
14:35
imo the feature is just implemented too complex
14:36
its easier to switch names/clan etc. instead of the character
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f8b15e0 Add hookcollision color changeable - Jupeyy e7787bf Merge #3823 - bors[bot]
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Because swap is broken and the current way of disabling is horrible.

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 valgri...
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Even after hours of discussions we still managed to get swap wrong. Maybe let's just remove it?
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I might be totally insane for doing this. *The effect is only truly noticeable if you have high ping AND dropping packets. clang-tidy's warning doesn't seems to relate to anything I've changed Now characters will try to respect TuneZones when evolving and predicting (like projectiles do). Since it is really important to keep TuningList as accurate as possible, I made a TuningList update logic so we try our best to update tunings only for the correct TuneZone (instead of constantl...
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6a348c8 Add sv_swap - def- 22ef342 Merge #3825 - bors[bot]
Exported 245 message(s)