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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 2021-11-23 00:00:00Z and 2021-11-24 00:00:00Z
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i think i had the intel drivers corrupted the game is not crashing for now
05:15
thanks anywasy for helping
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4e2a198 Remove halloween logos - def-
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Cellegen | HU 2021-11-23 13:01:45Z
How in the fuck can the gravity with every tick, let alone the jump value be accurately visualized? I cannot get it on a geometric standpoint where regardless of how much gravity I add, I always need to change my jumping values to be accurate with tile measuring, for example need to change my jumping strenght from a point where my jumping value (blocks / sec) is accurate
13:02
Is there a good mathematic solution for this?
13:03
[ Let's say basic values gravity is 0.5 | always brings down velocity.y jump value and jump strength | jump strength is needed to make nessesary accuracy (blocks / sec) | jump value is the amount of blocks you want to jump REGARDLESS of gravity. ] (edited)
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you have acceleration (the change in velocity), velocity and your position (all of the are vectors, in 2d, x and y), on every tick you add the acceleration to your velocity and your velocity to your position, you render your object at your position
13:19
i dont get much what ur problem is
13:24
you should look into some physics intro or smth
13:24
look up "rigid body dynamics"
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Cellegen | HU 2021-11-23 13:24:39Z
Well in theory, the calculation for the jump should be like this: velocity.y = jump_value* block_value (horizontal velocity = amount of blocks you want to travel * the amount of blocks you have accurately) But whenever gravity is involved which is a constant calculation: velocity.y += gravity_strength (horizontal velocity = itself + the amount of strength decreased or increased every tick) This makes it so, that whenever you change your gravity strenght which manipulates the force of gravity, Our jump value which we want to jump (blocks) is not going to be accurate anymore (edited)
13:26
eh should u really multiply the gravity on the y?
13:26
i think u should simply add
13:26
its a long time since i done any of this tho xd
13:27
to make it accurately visualize you should multiply by the delta time in your calculations
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Cellegen | HU 2021-11-23 13:27:29Z
that's what the wiki is told
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what the wiki tells*
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Cellegen | HU 2021-11-23 13:27:45Z
it adds 0.5 to itself, basically
13:28
oh, my mistake there, i switched it with stopping motion
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Ryozuki
to make it accurately visualize you should multiply by the delta time in your calculations
Cellegen | HU 2021-11-23 13:30:44Z
But then the gravity won't be accurate with block measurements, unless I could (somehow) multiply the delta value with block measures
13:31
but it would be insanely fast -> insanely strong with that calculation, so I have to resolve on different calculations (edited)
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Cellegen | HU 2021-11-23 13:39:10Z
It's realistic body manipulation you sent, technically with 3d involved. What I look for is a proper 2d Kinematic Body guide
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their examples look 2d. even if it's 3d, just ignore one dimension and you have the same
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Cellegen | HU 2021-11-23 13:42:14Z
ain't what I look for tho 😄
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guys, you should add a thing. when playing in team vote for who takes strong. so you can give strong to player and not wait to do solo part before start after him
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Normal timeout codes don't work anymore, new ones don't support adding commands at the end with ; There was a discussion on Discord, multiple players asked me for this feature already. It's only run on servers that support timeout codes. !screenshot-20211123@163835 ![screenshot-20211123@163831](https://user-images.githubusercontent.com/2335377/143055545-3fdaac3f-9dcf-47c8-b186-05340eb7b...
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Smetanolub
guys, you should add a thing. when playing in team vote for who takes strong. so you can give strong to player and not wait to do solo part before start after him
Just use /swap
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Since https://github.com/ddnet/ddnet/issues/3806 is fixed, thanks to murpi for reminding

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...
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9e4d0f4 Update translation status - def-
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0780cca Update hungarian (by Cellegen) - def- 0f91f45 Update Chinese translations (by cheeser0613) - def- 70c37c4 Merge #4364 #4367 - bors[bot]
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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 valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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7b2cfc6 full translate - edg-l 37fbf09 Merge #4385 - bors[bot]
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``` ================================================================= ==2383146==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x619000baeeb8 at pc 0x000000600813 bp 0x7ffdeb6424d0 sp 0x7ffdeb6424c8 READ of size 4 at 0x619000baeeb8 thread T0 #0 0x600812 in CSaveTeam::Load(int, bool) /home/teeworlds/src/master/src/game/server/save.cpp:533:95 #1 0x62d1a7 in CGameTeams::ProcessSaveTeam() /home/teeworlds/src/master/src/game/server/teams.cpp:949:42 #2 0x5da171 in CGame...
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It's possible that a map was saved with a different amount of switchers than it has at the moment. Happened on Jao Shooter. I'll check with mapper if they changed the number of switchers.

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 boun...
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It's quite concerning how long it takes to compile rustc
20:04
Firefox and chromium take like negligible amounts of time compared to rustc
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i never tried to do that
20:05
monkaS
20:06
imho even on gentoo its not worth
20:06
i would use rustup
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Llvm itself was much quicker too. Idk maybe I'm doing sth wrong
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what if u want to install another toolchain/target
20:06
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I might move to rustup too yeah. Never expected it to take quite so long
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Maybe only bootstrapping is slow and rustc can build rustc faster?
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I think bootstrapping compiles the compiler three times
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why 3?=
20:08
i never bootstrapped anything
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I'm on stage 1 and even that is taking so long
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Learath2
I'm on stage 1 and even that is taking so long
what cpu u got? curious
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1 from the old compiler, 2 from the new compiler compiled by the old compiler and 3 compiled from the new compiler compiled by the new compiler from the old compiler
20:09
ideally the artifacts 2 and 3 are equal
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Ryozuki
what cpu u got? curious
4770k so I only have 4 cores. Which probably isn't helping but other things compile in reasonable amounts of time, idk why rustc is being so weird
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did u enable lto?
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I really want to get a new cpu. The new ryzens are so cool with their many cores
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lto is like hell
20:11
xd
20:11
i have a new ryzen AMD Ryzen 5 5600X (12) @ 3.700GHz
20:11
greenthing
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Ryozuki
did u enable lto?
Nah, I only enable that for a couple things
20:11
Systemwide lto usually breaks a lot of things
20:12
maybe not now?
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It used to the last time I tried 6 years ago :P
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yeah 6 years i guessed that
20:12
monkaS
20:12
brb food
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Ooooh no I forgooot
20:13
I wanted to use clang as my system compiler this time around to test it
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clang compiles faster for me
20:25
tested with ddnet
20:25
compiles ddnet faster*
Exported 79 message(s)