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DDraceNetwork
DDraceNetwork / general
This channel is for all Teeworlds/DDNet and related chat. Gameplay questions can be asked here as well rather than in #questions. Ingame screenshots and any other Teeworlds related media goes to #showroom.
Between 2021-11-03 00:00:00Z and 2021-11-04 00:00:00Z
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ᶰ°Konͧsti 2021-11-03 04:18:34Z
@Ravie hi noby
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ᶰ°Konͧsti
@Ravie hi noby
stop fake nobi 2021
05:07
a motorbike
05:08
skeith
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why are usa servers so shit...
05:20
crying
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☠BlackWolf☠ 2021-11-03 05:21:05Z
USA sucks
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play on usa1 for now
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yeah servers are freezin hard rn
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the new usa1 has been great for me
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if youre having any troubles with US servers please DM @snail (edited)
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Skeith
play on usa1 for now
If the problems on USA2 keep up, should we shut it down or keep it running?
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Probably not worth to keep it running, if people complain about usa1 having terrible ping, maybe look for a different texas provider, but I think USA1 is fine for now
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theres some 2mf blocking in multeasymap
08:33
45.144.246.100:8320
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names: seems and theres another just 2 veritcal lines
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go to #reports and ping @ moderator with server ip (edited)
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Hey! Can you change the skin of your dummy?
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Steinchen
Hey! Can you change the skin of your dummy?
there is a button, "Dummy something"
08:47
tick it and u can change
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oh, just found it under player. "dummy settings" thanks!
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Tf going on in #records
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5 people just beat Luna in 5 mins kinda sus
09:46
5 sec
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i did 4.58 xD
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the map pichummy doesnt work
09:52
all switches are bugged (edited)
09:52
you can't do the parts
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draggers?
09:53
you need a restarted server, sorry about that
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as soon as you entered the server shutdown so i guess it has been restarted
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yes, i did that
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ok there is still something i would haave never espected to happen that did
10:07
with blue tele
10:08
10:08
i hooked him so he go into cp 8
10:09
but didn't land on platform, i hold him for a while with endless and then this
10:09
non-sens
10:10
i didn't have time to go up, the dummy felt down
justatest 1
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@Starkiller failed there many times @Sama
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deen
Most popular skin accesses today that failed
i thought toptri (my skin) would be at least somewhere there in the end :|
11:02
i mean its a cool skin, especially if u edit its colour :(
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yep seems legit to me
12:14
these are literally the only legit finishes
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Axi v2.0
i thought toptri (my skin) would be at least somewhere there in the end :|
toptri is a default skin so no requests failed
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Broso56
yep seems legit to me
?
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Smetanolub
?
there is a bug going around on the map luna where yo ucan skip the start map entirely (its 6 am i made a stupid typo xd) (edited)
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send dem0
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I've just headed to bed
13:46
Im sure there's a few peeps you could find for a demo (for the record I did the bug but under unused name)
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MR.Plazma
monkalaugh
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does anyone have a good/correct explanation of why stopper tiles are easily skipped with speed
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bad implementation from the teeworlds team
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NEW F-CLIENT RELEASE VER. 3.3
  • Fixed sending wrong DDNet version, leading to doors always shown as opened on new DDNet servers
https://fokkonaut.github.io/F-Client
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louis
does anyone have a good/correct explanation of why stopper tiles are easily skipped with speed
Um, it's not really an easy subject. But the gist of it is that teeworlds works in ticks, although your movement appears smooth and continuous you are moving in discrete steps, 50 steps a second to be exact
22:36
When you move too fast these steps become too large and it ends up that you step over the stopper
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so like kill?
22:38
it seems a lot easier to skip stopper though
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For some tiles we fixed this issue, instead checking all the tiles between the last step and the current position, but for compatibility reasons we kept some tiles skippable
22:38
Fwiw iirc stoppers are not supposed to be skippable
22:39
in my experience theyre one of the easier tiles to skip (edited)
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Im not exactly sure, maybe we did leave them skippable because some freak map used it as a speed gate or sth
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i also remember stoppers having a really large hitbox
22:40
but somehow theyre easier to skip than kill
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Kill tiles have a larger hitbox as you know making them the hardest to skip of the skippable tiles I know
22:42
You sure stoppers are skippable?
22:43
@heinrich5991 are stoppers skippable?
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Wait you can go through kill tiles with speed?
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Kills and speedups are the only remaining skippable tiles I remember
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Are there cheated records with kill tile skip?
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Probably many, and there are maps that use the mechanic as a speedgate iirc
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Can you ninja through kill?
22:45
only if theyre diagonal
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Actually I wonder if you can from a certain distance
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I know that you can go through diagonal tele
22:46
With enough tries and luck
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I think you can indeed skip kill tiles with ninja
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With enough momentum sure
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I think you just need to be a certain distance away and ninja thru
22:49
Just to align the ticks
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how do hook and unhook tiles work then
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Though kill miiight be a tad too fat for ninja to make it thru
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plsplsplslol
how do hook and unhook tiles work then
Wym?
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why dont you get stuck in those tiles
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Learath2
I think you just need to be a certain distance away and ninja thru
Cellegen | HU 2021-11-03 22:49:44Z
Or have over 220~ velocity and dash upwards
22:49
skips at least 2 killtiles if timed right
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I dont get why kill tiles are larger than tele, but smaller than normal tile (edited)
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plsplsplslol
why dont you get stuck in those tiles
u can lol
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plsplsplslol
why dont you get stuck in those tiles
Ah, those use a different form of collision. They will happen before the move. It will correctly check all tiles between the last and first step
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Learath2
Though kill miiight be a tad too fat for ninja to make it thru
kill is too fat
22:50
im p sure
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yeah but not in the same way that you get stuck in stoppers
22:51
is it just not possible to make stoppers use the same collision
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plsplsplslol
is it just not possible to make stoppers use the same collision
It is. We did. But we had to revert it because old ranks and cranky old players
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just make new stoppers
22:51
monkalaugh
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Cellegen | HU 2021-11-03 22:52:05Z
Like how old hooktru was done? pepedead
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ye
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Ye nowadays you can’t change anything in ddnet since everything is seen as a mechanic by mappers (edited)
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Cellegen | HU 2021-11-03 22:52:22Z
at the same time, why not make an entirely reworked entity set
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well no one uses old hookthrough now
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@louis can you show how to skip a stopper? Iirc the only thing you could do was clip into one
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plsplsplslol
well no one uses old hookthrough now
Cellegen | HU 2021-11-03 22:52:59Z
apparently old maps still use that and there is no absolute way of manually fixing them
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Maybe release ddnet 2 and split the servers up
22:53
Like korea
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yeah you dont have to force old maps ot change
22:53
just let new mappers use the new version
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Cellegen | HU 2021-11-03 22:53:42Z
a new season of changes might bring life to ddnet, but it would be a lot of consideration on reworking entities
22:53
ain't gonna work that easily, since it has more bugs, than we know still
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It is a nice idea, it's just a lot of work to set it up. None of us really have much time nowadays
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Cellegen | HU 2021-11-03 22:54:30Z
Nor preparation on developing it, right?
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Every game has bug, but in ddnet those bugs get implemented in maps lol
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u can skip them with a ton of speed @Learath2
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Iza
Every game has bug, but in ddnet those bugs get implemented in maps lol
Cellegen | HU 2021-11-03 22:55:30Z
Yup, sometimes I wonder if with some good adjustments, would those bugs be features as entities, such as different tune settings
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maybe its not easy as i remember but i just did it
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Which kind of stopper did you skip btw? One way?
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Cellegen | HU 2021-11-03 22:56:22Z
even without ninja, you can skip 1 tile killtile with over 350~ down velocity + gravity
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Learath2
Which kind of stopper did you skip btw? One way?
yes
22:56
smth weird just happened
22:56
i skipped thru it but it set my speed to 0
22:56
right after
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Learath2
Which kind of stopper did you skip btw? One way?
Every stopper can be skipped in my experience
22:57
Try with an all directions stopper. I think those arent even supposed to let you clip
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no it woirked with that too
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I skipped those
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Cellegen | HU 2021-11-03 22:57:36Z
if the stopper blocks have thinner hitboxes, than killtiles, then it obviously is skippable, unless it has a predictive calculation set up, like raytracing
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On kobra map you can go outside of the map
22:57
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that might just be the prediction being wrong
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That is bizarre behaviour. I wish @heinrich5991 was around as he was the one that made the changes
22:58
Ah yes, try without prediction pls
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Cellegen | HU 2021-11-03 22:58:46Z
over 4 seconds of falling with 0.5 velocity / tick, times 60 as basic calculation you get around 350-400 velocity speed there
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Have you ever seen those maps that use that stopper bug so you go half through the stopper and go barely under a tele? (edited)
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yeah you are still supposed to clip into stoppers
22:59
but not go completely through them
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Cellegen | HU 2021-11-03 22:59:10Z
monkaT sorry too much math I've got on one of my projects, i just know it is possible to skip that
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But if you can clip into them with speed, that automatically means you can go completely through them with more speed
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Cellegen | HU 2021-11-03 23:00:07Z
there was my assumption on using raytracing to detect skipping tiles
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Learath2
Ah yes, try without prediction pls
seems to have the same behavior with cl_predict 0 and in demo viewing as well
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Well not necessarily, we could only allow clipping
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louis
seems to have the same behavior with cl_predict 0 and in demo viewing as well
Bizarre :D
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im asking all of this cus im making a video on tile skipping btw xd
23:00
never knew abt that weird 0 speed thing tho
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Cellegen | HU 2021-11-03 23:01:13Z
@louis lemme test it out with... more details for @Learath2 -How much blocks do you consider falling down to achieve it? -May you send over the map you tested it on?
23:01
and May I check the exact coordinates with CTRL SHIFT D?
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-a lot -here
643 bytes
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@Learath2 stoppers a skippable, yes
23:02
are*
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if u do jump up and fall without touching anything else into the stoppers u should get the 0 speed thing
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Huh, I always thought they werent anymore except for the clip we left in
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we decided backward compatibility was more important
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Is it easy to make them non skippable?
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hm I think I had it in before
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Anyway, @louis the gist of skipping is ticks happening before and after a tile and not landing in its hitbox
23:06
You can visualize it in a video by drawing a line showing how much a tee is moving in 1 second, putting 50 equidistant dots on it and stretching it out
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yea i was planning on doin smth like that
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As you stretch it (representing getting faster) you will get to a point where the distance between the dots is larger than the size of a tile hitbox
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also whats a good explanation for ticks
23:07
like each instance in which the world checks physics or smth
23:07
50 per second
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Yeah sadly those are not really an intuitive concept given we humans are more accustomed to smooth continuous time :D
23:08
Nothing is smooth in teeworlds. Its not that the checks are 50 per second, its that everything is updated 50 times per second
23:09
So in reality you are teleporting a very small distance every tick, since there are a lot of ticks it creates the illusion of continuity
23:10
It's almost like fps in a way actually, but in the case of a games tickrate its not that you are capturing smooth time at distinct points but that everything happens in small distinct steps
23:10
Hopefully that's not too confusing of an explanation
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yeah ill condense that somehow
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louis
seems to have the same behavior with cl_predict 0 and in demo viewing as well
one last possibility is perhaps that Evolve() in gameclient.cpp is wrong
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Cellegen | HU 2021-11-03 23:11:38Z
First things first: -The distance between the spawn platform and the stopper tiles are exactly 300 tiles -A simple walk off results in 152 velocity gained -But a jump is getting 154, which can be recalculated -What I think it's happening is, inperfect calculations (float values) can intercept frame by frame calculations on when to stop the player's velocity, duo to predicting positions. It has nothing to do with Antiping, since it is clientsided mostly. It is server sided apparently.
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Hm but those float values are not large enough to be too inaccurate
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Iza
Are there cheated records with kill tile skip?
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Cellegen | HU 2021-11-03 23:13:11Z
But I can tell, the perfect value of block measure for a whole tileskip is 306.5 blocks
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that doesnt count as cheating right
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no its a map bug
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well its cheating but its allowed cheating
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creative finish
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oh lol good
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Cellegen | HU
But I can tell, the perfect value of block measure for a whole tileskip is 306.5 blocks
yeah, there are probably heights less than 300 that u can hit it with
23:14
but too lazy to find them zzzz for now
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Cellegen | HU 2021-11-03 23:15:29Z
as how I learned from Corneum that different positions from mapping tiles can affect positions for the player, this could easily be bypassed with correct positioning (edited)
23:15
who knows.
Exported 198 message(s)