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For newcomers to ask questions and get help. Also check https://wiki.ddnet.org/wiki/FAQ
Between 2021-07-16 00:00:00Z and 2021-07-17 00:00:00Z
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is it bannable if 2 people have the same name?
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just doesnt feel good to start on a name with points on it
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People finishing Insane maps for others is not allowed though, so it's not a very good idea to share a name
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I finished all maps for Starkiller :s
02:11
guess I'm sry
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Learath2
People finishing Insane maps for others is not allowed though, so it's not a very good idea to share a name
oh really??
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Learath2
People finishing Insane maps for others is not allowed though, so it's not a very good idea to share a name
Do you punish people for finishing for others?
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Learath2
People finishing Insane maps for others is not allowed though, so it's not a very good idea to share a name
Delete gruik monkalaugh
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+1 omg
11:13
how to do this ?
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why my screen keep tp it look like so lag( but just 60ms )
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Wolf
why my screen keep tp it look like so lag( but just 60ms )
?
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is there any tutorial for 1 tiles ?
16:07
do i have to hold Forward key when going through them ?
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RoyalMello
is there any tutorial for 1 tiles ?
What kinda 1 tiles?
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RoyalMello
is there any tutorial for 1 tiles ?
u mean 1 tile freeze?
16:13
u need some speed to get trough 1 tiles without jumping
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relykSe
Click to see attachment 🖼️
your friend has to hammer you
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tela
What kinda 1 tiles?
horizental
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scdnh33
your friend has to hammer you
Thanks
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RoyalMello
horizental
u mean 1 tile freeze? u need some speed to get trough 1 tiles without jumping
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ṨtylerTime
u mean 1 tile freeze? u need some speed to get trough 1 tiles without jumping
to be honest i dont know how to call them
16:41
in gores
16:41
some parts
16:41
there's tight tunnel
16:43
What I do is hook like, almost horizontally but slightly upward, and just do rapid hooks and not hold any directional input
16:44
Practice doing that in wider areas first and see if u can keep urself straight without drifting up and down
16:45
Gores players have a term for this , forget what they call it.
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how can we ave 10 dummy onlin at the same time?
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I'm pretty sure only 2 clients is allowed at a time for a max of 4 tees per player
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Sorry, but you are playing it wrong if you need that many dummies 🙂
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ok becaus i see a guy whit 20 dummy at the same time
16:48
Is it on a ddnet server?
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yea on faukkonaut
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Mangnite
yea on faukkonaut
ip?
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i thik the guy ar not on the serv
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Mangnite
i thik the guy ar not on the serv
?
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what is a ip
16:51
look
16:55
16:55
you see
16:55
the guy ave 13 dummy
16:56
and when he spawn on the gam on the chat it spam his name and i see him pop 13 time
16:57
look again
16:59
do you car me now
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its a attack against srv
16:59
normally you can have 4 players / ip
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or that
17:01
17:02
we ave mor bot of him on the serv of rel player look
17:02
see
17:02
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why are you screenshots like that?
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u mean with the white border? im wondering to
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yea
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i dont no
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maybe its some kind of AI trying to find where the focus of the image is. but how do you get that accidentaly
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You must have added them manually
17:14
kek
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I think he didnt use the rectangle snipping tool
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yep
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I don't understand
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snipping tool on windows
17:19
switch mode to free cut
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where can i find commands for /team 1 like changing tees or save the game for later
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/cmdlist?
17:20
changing tees, both have to type /swap name ?
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i think swap is deactivated
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ok is there a reason?
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yea there were cheats with it
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Volvicc
I think he didnt use the rectangle snipping tool
nub c:
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just god
where can i find commands for /team 1 like changing tees or save the game for later
https://ddnet.tw/settingscommands/ all chat commands can be found here under "Chat Commands"
brownbear 1
17:32
as far as save goes you can do /save <password> and /load <password>, doensn't have to be the same team # to load a save but the tees need to have the same name. You can save, swap names, and load if you want to swap while /swap is disabled (edited)
👍 1
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ṨtylerTime
nub c:
Thats rude.
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Volvicc
Thats rude.
Zeichentrickherz
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tela thx nice to know these informations
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just god
tela thx nice to know these informations
hey you're here too lol xD
21:08
Hi, i'm blocked at this part
21:08
how do we do it ?
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is there a bind to make dummy switch to hammer?
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Why is the position server authoritative? Why not use client authoritative? Yes it means cheats are more effecive, but it means that we dont lagg around the map cos we lost a single packet (edited)
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Sk3tch12E
Why is the position server authoritative? Why not use client authoritative? Yes it means cheats are more effecive, but it means that we dont lagg around the map cos we lost a single packet (edited)
i think what you're describing is a model where the client sends some state processing to the server, and the server works out what the best position is based on previous frames + what other clients are describing. unfortunately, since the client is open-source, anyone could write their own state handling code and bias the server to alter game physics and that's something that's extremely sensitive in the community and prone to exploitation
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unfortunately, since the client is open-source, anyone could write their own state handling code and bias the server to alter game physics and that's something that's extremely sensitive in the community and prone to exploitation
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i think there's a massive amount of overhead with that and only feasible if the game was closed-source (which I would not be okay with)
22:46
i mean it's the same thing as antibot @heinrich5991 if people knew how it worked then it would be exploitable
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antibot is serverside
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yes i understand
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clientside anticheats are futile, someone with enough motivation will defeat them
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you could have an extremely aggressive client that is very predictive which would cause the server to weigh your position more heavily
22:47
it was just an example xd
22:48
but if the server expects some range of values for any given game state then the model is easy for the server to reason with
22:49
any custom clients could mess with that and influence the remediated game state
22:49
that's why it doesn't work imo
22:49
also in general this kind of thing is extremely hard on performance
22:49
there's a talk about how overwatch implements this
22:49
ill have to find it
22:52
ah it was GDC
22:54
it's kind of low-level the way they describe it but the visuals are nice
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heinrich5991
unfortunately, since the client is open-source, anyone could write their own state handling code and bias the server to alter game physics and that's something that's extremely sensitive in the community and prone to exploitation
well i guess since there's no auth you could still reverse-engineer the protocol for client-server layer code, so yes you're right lol
23:03
er not auth, i dont know how to say
23:04
but proving the client is the correct client
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Already seen it lol my point is more along the lines of why does it matter so much? At least in kong and ddnet. Cheaters can be caught and weeded out from leader boards
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lynn
well i guess since there's no auth you could still reverse-engineer the protocol for client-server layer code, so yes you're right lol
Or since positional data would be in memory you can just access it directly
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right if it's clearly known
23:05
well, i think it could work but it incurs a lot of potential exploitation (edited)
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Its not to hard to find the memory address of date you can control in game. Look at cheat engine
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i think the only way you could make antiping more effective is to consider client frames as a source of truth for the server, which as i said before, custom clients could fuck with so much xd
23:08
but it's not a bad idea really it's just very hard to execute
23:08
and being an open-source game it's even easier to figure out how to exploit it
23:09
im not sure if there is a facility like the buffer shown in that talk in ddnet, or if everything is client-side
23:10
or if inputs are compressed based on the fact that human players are normally pressing the same inputs after frames with new input
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Might go find my notes i made about lag compensation from uni and take a look at the antiping with that in mind
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