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Between 2022-01-28 00:00:00Z and 2022-01-29 00:00:00Z
Replacing the words "the economy" with "rich people's yacht money"
-How can we respond to COVID without sacrificing rich people's yacht money?
-Saving the environment sounds nice but what about rich people's yacht money?
-Medicare for all would destroy rich people's yacht money
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09:09
xd
09:11
if ur ever bored, follow this https://twitter.com/gitlost its a twitter bot that posts about developers swearing in their git commits
which makes sense since rust has wasm as a first class citizen
09:20
Another benefit of using Rust is having access to an ecosystem of high-quality libraries. For instance, we built an application that overlays debugger information on an application scene render using egui, a Rust GUI library. Integrating egui with our Wasm renderer took a couple of hours of work and offers us an easy way to gain insights into the engineβs internals.
microsd cards are 15mm x 11mm x 1mm; 3.5" hdd slots are 101mm x 26mm, if I assume a length of 150mm (can only find height and width), then I can put about 2300 microsd cards into a hdd slot, which translates into 2300 TB at 1 TB per microsd card
microsd cards are 15mm x 11mm x 1mm; 3.5" hdd slots are 101mm x 26mm, if I assume a length of 150mm (can only find height and width), then I can put about 2300 microsd cards into a hdd slot, which translates into 2300 TB at 1 TB per microsd card
This breaks the game, all particles will be stuck in place when start_video is used while being on a server. Can only be fixed by leaving the server. Quite a cool bug. :D
Found by tela on discord.
Hi, I was wondering if it has ever been considered to add a configuration option for the antiping feature that would allow for disabling prediction for non-frozen tees, basically eliminating the whole jittering issue. This seems kind of obvious from a gores players perspective, so sorry if this has already been discussed.
Interesting, thank you.
One more thing, I vaguely remember hearing about ddnet not wanting to add any new console commands / variables... Would that be related if say I wanted to implement a feature like this?
a nice thing about only doing it for frozen tees is that you would at least have a visual cue of when prediction is disabled/enabled, which you wouldn't necessarily have with the other one
Interesting, thank you.
One more thing, I vaguely remember hearing about ddnet not wanting to add any new console commands / variables... Would that be related if say I wanted to implement a feature like this?
(@trml)
@trml That is a valid point. Generally I think the idea proposed in 1712 comes with cleaner implementation opportunities, but in terms of practicability I think there are more things related to your argument to be considered. Most notably (again, mind you from the perspective of a gores-only player) the moment the interaction takes place the predicted positions become less relevant anyways, because the situations where we would want a predicted position are typically ones right before we interact with a player (e.G. attempting to catch a tee, hitting a hammer for throwing, ...).
Regarding the possibly confusing sudden change in position I am not yet sure if its less confusing to have it happen on player interaction or on player freeze state change. It probably strongly depends on the map type or even situation and should rather be a consideration between having the feature at all instead of choosing the variant. I think I will implement it quick and dirty to see how bad it really is ingame.(edited)
yes, with the other one I think one would have to define some duration that the "interaction" should last for it to be useful, and it still wouldn't handle the case of catching tees. so predicting frozen and/or inactive tees in general makes more sense (to me). the change in position would perhaps look acceptable if it doesn't happen too often, since you usually get some glitchy movements with antiping anyway
One more thing that just came to my mind... How much worse could the transition between unpredicted and predicted really be then the accuracy focused antiping implementation right now? I mean the simplest worst case for the current iteration of antiping that I can think of is a player changes his input direction from 1 to -1. This means, we jump from a prediction that will move the character in one direction to one that will do the exact opposite. Maybe I am missing something, but shouldnt be changing from predicted to unpredicted cause a less noticable jump in positions? That is besides the fact that both proposed variants would occur less frequent than a player input change.
It just sounds far more confusing to have to learn to play with 2 different predictions, and swap between them on the fly. I guess in gores it's probably more appealing, but since the client is specifically for ddrace, I don't see the appeal.
Skeith
It just sounds far more confusing to have to learn to play with 2 different predictions, and swap between them on the fly. I guess in gores it's probably more appealing, but since the client is specifically for ddrace, I don't see the appeal.
yes. btw, there is cl_antiping_smooth that was an attempt to soften antiping for players that move unpredictably (without making transitions jumpy), but it makes less of a difference than the setting you propose would