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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 2022-01-09 00:00:00Z and 2022-01-10 00:00:00Z
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https://curl.se/libcurl/c/CURLOPT_XFERINFOFUNCTION.html https://curl.se/libcurl/c/CURLOPT_PROGRESSFUNCTION.html

Checklist

  • [x] 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
  • [ ] Te...
09:12
b4d16e3 Always clear stars, also when entering dummy (fixes #4554) - def- f7f49ee Merge #4574 - bors[bot]
10:22
f2eb2a3 convert times to local in more places - edg-l 81f8c72 Merge pull request #34 from edg-l/pr-times-more - def-
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@Ryozuki I tried your new change but the time looks wrong for me: https://ddnet.tw/releases/
10:39
oh, actually my linux setup's problem
10:39
seems to work, nice
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09dacd5 Server script fixes for Ryozuki's local times - def-
11:06
ill try to make it prettier later by always padding with a zero if <10
11:08
11:08
u can do it by setting this in options to 2-digit
11:09
(i cant code rn)
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to another player or spectated location. Requires /practice mode As suggested by Rockus on Discord

Checklist

  • [x] 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 ...
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@Ryozuki sounds like that should be set to the OS/browser default
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This adds an option to adjust how early the client sends an input for a given tick. In vanilla this value is hardcoded to 10 milliseconds before the next tick, which is good for low-latency gameplay and/or when you have a stable connection, but sometimes it could perhaps be useful to increase the value, to either test something with a high ping (without having to joing a high-ping server or use on a 3rd party program like tc/netem), or for counteracting the effect of jitter and jumping ping. ...
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deen
@Ryozuki sounds like that should be set to the OS/browser default
i think some places are better using the 01 instead of 1 so it looks aligned and easier to read
14:00
like the finishes
14:00
or maybe thats me
14:00
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Hi, idk if it is a bug in code or something but whenever i press mouse1 which may fire instantly, it has a few milisecs delay. Could you please check if you didnt make any mistakes in code for version on mac? It has been happening since last update. Pls, i cant play my favourite game
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Robin720
Hi, idk if it is a bug in code or something but whenever i press mouse1 which may fire instantly, it has a few milisecs delay. Could you please check if you didnt make any mistakes in code for version on mac? It has been happening since last update. Pls, i cant play my favourite game
Try turning off vsync
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deen
Try turning off vsync
omg it really works, thx (edited)
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I had the same experience on macOS
16:27
oh, maybe it was really my change that made vsync worse though: https://github.com/ddnet/ddnet/pull/4447
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, s...
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Doesn't help fully against the crashes, just makes them a bit less likely. Causes VSync to have even more delay. Should find an alternative (real) fix. This reverts commit 7d8a142768b28ad36a7de12a19b6bf954e824d9a.

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 ...
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Hey, have a question about coloring skins in Teeworlds. We don't quite understand it yet. So HSL is the mode you use to actually color skins right? But it seems like there is also a custom converter to handle boundaries, is that correct?
20:03
Applying either rgb or hsl to skins don't match in-game colors right now on our web-version :/
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yes there's a limit
20:05
i guess to stop ppl from making completely black / white skins
20:05
would be nice to have a formular for that
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There is one
20:32
We re-map the L component of HSL so that's one thing you are probably getting wrong
20:33
The second thing we do is making the skin greyscale then remap the greys so the average grey is rbg(192, 192, 192)
20:36
The clamping you can find in color.h and/or a .h file in game/server
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Checklist

  • [x] 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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Checklist

  • [x] 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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Would appreciate extended snapshots alot. Current one is way too small if you want some cool things. Even with many optimizations it comes to its limits very fast.
21:59
Makes ddos situations more bearable during tournaments. Redo of #4429, but this time the tested version. I somehow mixed my two git environments (Laptop and PC) last time and some changes were missing from the PR last time (the initialization of the shutdown variable and m_count variable). Changed the logic a bit from last time to only go into FailMode if the query fails on all database servers.

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual...
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@deen I have now extended the ddnet_properties binary of the libtw2 https://github.com/Patiga/libtw2/tree/pr-extend-ddnet-properties
22:06
extended it with some more tiles, grouped some tiles together
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Cool, let me run that over our existing maps
22:09
why do some ranges have remappings, and others not?
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its for some tiles which have equivalent purposes for sorting in this way
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PR incoming?
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there is a tile to give endless hook and one to give endless hook map-wide
22:11
sec
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take your time
22:11
just wanted to know if one is planned
👍 1
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dcabb07 Fix uninitialized count variable and naming convention - Zwelf 5a8f9a2 Skip read requests during shutdown - Zwelf 23e009b Skip over read queries and write into backup database in FailMode - Zwelf 1eac1bb Merge #4586 - bors[bot]
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Hm, I forgot how to build it 😄
22:14
cargo build --release fails for me with: error[E0463]: can't find crate for `gamenet_teeworlds_0_6` --> tools/src/bin/dump.rs:5:1 | 5 | extern crate gamenet_teeworlds_0_6 as gamenet; | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ can't find crate
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copy the file into an up-to-date version of my repo
22:15
it seems to use the most recent version, but the repo is old
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ah, that explains it
22:15
I'll rebase
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ah wait
22:17
that's an unrelated tool
22:18
you can do cargo build --release --bin=ddnet_properties
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I also did a git reset --hard, and it's building now
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@deen what is the BONUS tile? the tile that removes time from your timer? (should be grouped with the add time tile?)
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BOOST missing too
23:02
DEATH tile too
23:05
tune zones too
23:05
REFILL_JUMPS
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and the teleporters, lots of tiles 😄
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would it be better if it just reported every tile?
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I don't think so, just the interesting ones is better
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the naive way to do things has lots of false positives unfortunately
23:21
because many maps include finish rooms that give you jetpack, all weapons, endless hook, etc.
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@heinrich5991 if you are here, what was the BUG_DDRACE_INPUT gameinfo flag for?
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@trml replacing the gametype hack that was put in place by someone else
23:50
try git blame, idk 😛
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yes, just wanted to make sure there wasn't already a flag for the "sync weapon input" patch since I added a new one in my latest pr (couldn't find references to that particular flag, but assumed it was meant for something else)
23:56
oh, wait, sorry, it was used somewhere, I just didnt find it (edited)
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what's the idea of the new flag?
23:59
(I see no server changes)
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