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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 2022-01-14 00:00:00Z and 2022-01-15 00:00:00Z
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Suggestion: seperate france servers and other europe servers from countries filter in ddnet tab
02:05
since i have bad ping on france servers (edited)
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you can search for "fra" or "eur" if you want to do it today
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and the only way to filter it out is to use exclude search bar
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eh, "ger"
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but there is also poland
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does searching for "ddnet ger" work?
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and nobys fng which doesnt fall into the same category
02:06
i mean it would
02:07
I know it was seperated before when the only eur servers were ger1 and ger2
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since the last update, my client always closes when I map in the editor with shift. i.e. if I hold shift and drag freeze over several tiles
08:40
is it just me or does anyone else have some trouble with that?
08:40
happens like in 1 out of 15 times
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yep i have the same but its not only since the last update.
09:48
and i get random crashes too when im mapping
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ddnet editor very unstable
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suggestions :-Add a fonction that you can activated or desactivated to hide messages in the chat that uses "bad words",
10:29
It could look like this : Select “Blocked Terms and Phrases.” Set up words and phrases which will automatically be blocked in chat
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Agreed, i think two additions that could improve this idea would be a txt based filter to make sharing block lists easier, and maybe letting users use regex to make blocking variations / combinations of words easier
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That is a cute solution they came up with
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ur cute
13:56
😊
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fokkonaut
gay
not if i say no homo
14:00
greenthing
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say it
14:01
Btw @Ryozuki
14:01
i found smth funny
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u can get nouis ingame xd
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rly? xd
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vec2 TrollPos = vec2(-100000000, -100000000); // -3.125.000 ingame pCharacter->m_X = TrollPos.x; pCharacter->m_Y = TrollPos.y;
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xddd
14:03
14:03
if you go even further you get those:
14:03
14:03
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the further u go the more wicked it gets, also the cursor gets buggy af xd but the -3mio is still "fine"
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floating point stuff i guess
14:04
xd
14:04
but i found the nouis thing funny xd
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fokkonaut
Click to see attachment 🖼️
wicked
14:11
@heinrich5991 @Learath2 does anyone have a pr laying around that fixes the corner case? I want to avoid it in special situations
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I don't remember anyone fixing it, but it shouldn't be too hard to fix
14:13
I guess you could just always slip in the direction of gravity
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fokkonaut
Click to see attachment 🖼️
this what i think !?
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Learath2
I guess you could just always slip in the direction of gravity
wym?
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If you hit the corner at 45degrees exactly, pretend it's 46 degrees
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smart
14:15
xD
14:16
but
14:16
isnt it also for non 45?
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I don't exactly remember the if statement to catch the corner case
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ive seen it
14:16
if(Hits == 0)
14:19
but
14:20
I've applied the fix for stoppers to go through them by heinrich and I now wonder how to handle corner cases, because with enough speed u can skip through a corner
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Oh, that's what you mean? That's not really the corner case
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ah, i think ur right xd
14:21
used wrong name sowwy
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What corners can you skip? I don't think you can skip proper collision tiles that way
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its 2 stopper being diagonally to each other
14:23
u can skip through that somehow
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4 way stoppers? You need to tell me the exact setup because stoppers are just weird
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TILE_STOPA
14:24
4 way yes
14:24
i've had the ddnet moverestrictions way before and now added this
14:26
14:26
i guess the "corner case" would belong here?
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Uff, I think only @heinrich5991 would know this one as I'm not completely sure how the skip is happening exactly
14:29
The move restrictions should be correct even if you are going straight through the center at 45deg
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there is an explanation above
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fokkonaut
Click to see attachment 🖼️
This isn't ddnet code though
14:30
We don't have a DirTwoway anywhere in the code
14:31
It got removed again because it broke maps
14:31
but it serves my purposes and idk why it could break maps, i think heinrich only knows more
14:32
14:32
thats a 255 speedup i think
14:32
you are able to get under this 18 subtiles border and pass through it, you are technically "on the other side"
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Is that even TILE_STOPA?
14:33
laser doors use TILE_STOPA, those are just laserwalls created by my ingame editor tool
14:34
but they behave 1:1 the same
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So I guess you are just clipping into them far enough that you end up on the other side at which point the moverestrictions are flipped around and you can drop to the other side
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exactly
14:41
those speedups are also built using the tool btw :P
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So I guess the issue here is that speeders are handled before moverestrictions are recalculated
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that was my guess too at first
14:42
because handleskippabletiles is before handletiles
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Could you try moving the recalculation of m_MoveRestrictions out of HandleTiles and do it before calling HandleSkippableTiles?
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fokkonaut
because handleskippabletiles is before handletiles
is there a reason for this order btw?
14:42
or can i just call skippables after handletiles
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I wouldn't try
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xD same
14:43
gimme a sec
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That code is an absolute mess trying to keep old behaviour from ddrace 0.5
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do you happen to know what the OverrideCenterTileIndex is used for in GetMoveRestrictions()? i see what it does but dont understand it's need, as i couldnt refind it in the sent pr^
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Learath2
Could you try moving the recalculation of m_MoveRestrictions out of HandleTiles and do it before calling HandleSkippableTiles?
Still clips
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Sorry, don't have any more time to look into it, heinrich will probably know what causes it given he fixed skipping/clipping into them once
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no problem
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fokkonaut
Click to see attachment 🖼️
o no don't fix this bug pls its good bug
16:20
i found an other bug for go through laser
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Nathan_
i found an other bug for go through laser
which?
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fokkonaut
which?
send me a screen of all blmapchill i will surround (edited)
17:10
@fokkonaut
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The Type unpacked from the snapshot delta is stored in m_SnapshotCurrent, which is validated to be in range 0 - 0xffff, but the arrays m_aSnapshotDataUpdates and m_aSnapshotDataRate being index with this are sized 1 to small with length 0xffff. Hence, snapshot deltas with Type == 0xffff cause OOB accesses. This is fixed by adding validation for Type to be in range 0 - CSnapshot::MAX_TYPE (0x7fff) and changing the lengths of the arrays to CSnapshot::MAX_TYPE + 1. Valid...
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4dbd8b4 Fix OOB access in CSnapshotDelta::UnpackDelta, cleanup - Robyt3 e1a1856 Merge #4594 - bors[bot]
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guys i have a question. i usually hhave 2400 fps
19:00
but when in f1 console there are 27~ pages of text my fps drops to 1600-1800
19:00
why is that?
19:01
is there some setting to lock console to save only last 15 pages?
19:01
clear_local_console helps but its manual thing im lazy to do
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Smetanolub
but when in f1 console there are 27~ pages of text my fps drops to 1600-1800
did u set fps limit in ur ddnet settings?
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that sounds like a bug Smetanolub
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From Discord:
[8:00 PM] Smetanolub: guys i have a question. i usually hhave 2400 fps [8:00 PM] Smetanolub: but when in f1 console there are 27~ pages of text my fps drops to 1600-1800 [8:00 PM] Smetanolub: why is that? [8:01 PM] Smetanolub: is there some setting to lock console to save only last 15 pages? [8:01 PM] Smetanolub: clear_local_console helps but its manual thing im lazy to do
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should we rly be concerned u get 1600 fps instead of 2400
19:52
the same happens when u tab in a 64p server
19:52
u just have to render more text
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yeah, rendering a lot of text is bound to lead to some fps drop
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yes it happens even with 4 pages of text
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maybe if the drop is caused by having a large backlog in the console, something could be optimized there
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it only loads 1 on screen at a time anyway
19:55
it still happens
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@Smetanolub does the fps drop happen even if the console isn't open?
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chillerdragon BOT 2022-01-14 19:57:21Z
I am losing my mind here i got a delay in tw since days it feels like 80 ping but it shows a 30-50 ping any idea how to debug this? I called my internet provider but they dont really do well with me lagging in tw :D the speedtest is fine
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Ctrl + backspace erases a whole word and works in normal chat in game, but not in console.
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ctrl backspace works for me in console
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OS: Windows 10 Pro 20H2 Client version: 15.8.1-win64 Radeon software version: 22.1.1 Every time I launch client in windowed mode:
  • gfx_screen_height resets to 1421, despite the value 1440 in settings_ddnet.cfg
  • Windows taskbar overlaps the game until I manually set 1440p resolution in settings.
Sometimes it also shows top border of the game window. Then I have to set resolution, relaunch the game and set resolution again. This isn't the case in official 0.7.5 client. I c...
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hey devs, it is possible to scale down the chat size ?
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@heinrich5991 do you have any idea about @fokkonaut's stopper clip issue?
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I think you need to use two stopper wide lines if you want a diagonal wall
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Hopefully fixes #4319 I can only imagine it happening bcs of resizing

Checklist

  • [x] Tested the change ingame (only tested with resizing)
  • [ ] 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 ...
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heinrich5991
I think you need to use two stopper wide lines if you want a diagonal wall
I meant as in where in the code the clipping happens
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the fix tried to maintain backward compaitibility by still allowing people to clip into stoppers, just until you'd get through
22:20
the logic used doesn't work for diagonal walls though, I think
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heinrich5991
@Smetanolub does the fps drop happen even if the console isn't open?
yes
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chillerdragon
I am losing my mind here i got a delay in tw since days it feels like 80 ping but it shows a 30-50 ping any idea how to debug this? I called my internet provider but they dont really do well with me lagging in tw :D the speedtest is fine
may be you are using not full screen mode? it cause delay (edited)
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Smetanolub
yes
@Ryozuki @Robyt3 seems to be unrelated to the rendering
22:29
956afed Fix console line bug when resizing - Jupeyy e316cfd Merge #4598 - bors[bot]
22:33
fury
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Since we have to iterate over all entries on each render This reverts commit f5eaf393dab04726bbd267400974f51a27f05551. (Not sure it's that bad since this reduces fps only when console is open I believe)

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 ...
Exported 157 message(s)