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Between 2021-11-23 00:00:00Z and 2021-11-24 00:00:00Z
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)
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
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)
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
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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==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...
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...
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