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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 2022-01-29 00:00:00Z and 2022-01-30 00:00:00Z
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wtf is going on at 17 seconds
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I don't actually know which method would be superior in ddrace, not having tees teleport around sounds cleaner in theory... I guess
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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.
Sorry but after briefly discussing this with a friend I have to disagree on the the "its a ddrace client" part. Gores is after all just a map type that is played on (basically) the same mod we all know and love. To top it off, there is a "KoG" tab in the serverbrowser of said client which will filter for servers hosted by a well known network that almost exclusively hosts gores maps.
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But I don't think anyone would want it changed at this point, which means it'd have to be an option, and as stated earlier, I don't think they like adding more options lol
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Skeith
But I don't think anyone would want it changed at this point, which means it'd have to be an option, and as stated earlier, I don't think they like adding more options lol
Yea, if im being honest I was hoping it was for the sheer amount of options, but conflicting options are a good point and sadly also neglect the idea to just allow values 0 to 2 for the g_Config.m_ClAntiPingPlayers option.
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DDrace will always be their prime focus, anything that has a potential negative impact on it to make other gamemodes better won't happen. Gores plays far differently than DDrace, ideally you're not interacting with tees at all. I believe the KoG tab was only added to the client because there were issues with the master server due to constant ddos attacks.
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no, was also added because ddnet shouldn‘t be the only big project around
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"also" But yea, I agree with that. Ah, I said "only" in the above post, fair enough. greenthing (edited)
00:18
What are your thoughts on having 2 different antiping options then, deen? The suggestion of making antiping only work on immobile tees does sound nice for gores. Ignore all inputs outside of freeze
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Skeith
DDrace will always be their prime focus, anything that has a potential negative impact on it to make other gamemodes better won't happen. Gores plays far differently than DDrace, ideally you're not interacting with tees at all. I believe the KoG tab was only added to the client because there were issues with the master server due to constant ddos attacks.
Again, fair enough. I can't argue with that, especially that gores plays differently. Although it is not relevant to the discussion, I would like to respectfully disagree to your opinion on the ideal interaction with other tees. I think it is just as crucial to the gameplay as it is on other ddrace maps, speedrunning short easy maps is also just as common in ddrace. Maps labeled "Hard Gores" or above are rarely ever played in a team of less then 5-10 assuming average player skill,
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i wouldn‘t like the inconsistency, some tees you see delayed, some not
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deen
i wouldn‘t like the inconsistency, some tees you see delayed, some not
Can you elaborate on the why part please? I cant wrap my head around why that would be a problem, except technical aesthetics.
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Well, I don't think it's bad for gores gameplay, though. You wouldn't be interacting with tees outside of freeze, and not being able to accurately tell where they are is far more problematic. (They teleport sporadically) ... You'd be far better off if antiping wasn't trying to predict them.
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because you have to think about where to aim for each tee, it depends on frozen or unfrozen
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one note: if you pull someone, it'll be inconsistent once they become unfrozen
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Well, in gores, they'll be stationary and then you hammer them quickly. You don't interact with them afterwards. So I think it'd be fine, no?
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unfreezing can also be done by hooking repeatedly
00:27
(and also is. not as often I guess)
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It only becomes a problem once they start moving, but when they start moving, it's not your problem, generally. So you wouldn't really care to see them accurately. They would be teleporting with current antiping anyways.
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@deen you are right, I should get some sleep 🙄 I was only thinking about gores, where its considered a no-no to hook unfrozen tees. @Skeith I would go a step further and call it unplayable, because in gores you in many cases cant even tell if a tee is behind or in front of you, making it difficult to judge if you are at risk of running into the hook of someone else. I have spend the last few days with US gores players and none use antiping on foreign servers, which is a huge loss for them in my opinion. (edited)
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Skeith
It only becomes a problem once they start moving, but when they start moving, it's not your problem, generally. So you wouldn't really care to see them accurately. They would be teleporting with current antiping anyways.
not really, with the transition it'd become a problem even if they don't start moving
00:29
I think
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The idea is to only have antiping working when they're immobile, so they're not teleporting around, teleporting around is very chaotic in gores, and unneeded.
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https://www.youtube.com/watch?v=PTtbAhQL6kQ&ab_channel=Meskalin @Skeith is this what antiping looks like for you
00:30
at 17 seconds
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It used to, yes
00:30
I don't really lag anymore
00:31
I also don't use antiping at all, I can't stand the teleporting.
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wow
00:31
the teleporting is not that big of a deal for me
00:31
but also mines doesnt look like that video
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I'm really used to playing with delay anyways.
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would it perhaps help if the antiping'ed tee was just a ghost @GutZuFusss?
00:31
why do you have three s, @GutZuFusss
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yeah makes sense
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plsplsplslol
https://www.youtube.com/watch?v=PTtbAhQL6kQ&ab_channel=Meskalin @Skeith is this what antiping looks like for you
While we are at it, can someone explain why it seems far less jerky in the beginning on the player "Neo" and his dummy and a lot worse later on "geis" in the race?
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plsplsplslol
https://www.youtube.com/watch?v=PTtbAhQL6kQ&ab_channel=Meskalin @Skeith is this what antiping looks like for you
idk i always play with antiping on and if i have lag then my own tee starts lagging like crazy aswell, in that vid its just the other players that are teleporting but he saw himself smoothly
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yeah both are weird
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is that just cuz he limited his network?
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I think that idea would be super cluttered and confusing @heinrich5991
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kk ^^
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heinrich5991
why do you have three s, @GutZuFusss
because I want to stress that i know that the german word "Fuß" is not spelled with "ss" but many online services dont allow special characters as usernames. also it is kind of rad. (edited)
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that option already exists except the not predicted tee is the ghost
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only for yourself @plsplsplslol, I think?
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oh its only for yourself
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GutZuFusss
While we are at it, can someone explain why it seems far less jerky in the beginning on the player "Neo" and his dummy and a lot worse later on "geis" in the race?
were they in another team (or solo)? then they wouldn't be predicted
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The more I think about it, the more it sounds like a better version of antiping.. Coming from someone that is extremely used to playing with higher ping anyways.
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trml
were they in another team (or solo)? then they wouldn't be predicted
No, its all t0 without solo part.
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If it could feel like normal non-antiping outside of freeze, and then feel like normal antiping while doing parts
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if tee is not frozen > hookthrough tees on if tee is frozen > hookthrough tee off greenthing
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I think both options are miserable with high ping, so I'm not really talking about that. 20-80 ping would probably feel great with this option
00:40
And would probably be the better default setting, rather than scaring new players off of it with all the teleporting lol
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my best guess is a ping spike (cl_showpred 1)
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i dont think the teleporting is a big deal
00:41
when i was new having to predict tees when doing drag parts was a much bigger deal
00:41
when i had teeworlds client
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You've also grown used to it from playing with it for years
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i think no antiping is really only viable with 20-30 ping
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Well, that wouldn't change, it's still antiping
00:42
The idea is to remove teleporting outside of drag parts
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you still might want to hook an unfrozen tee though
00:42
that is just falling
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Skeith
I think both options are miserable with high ping, so I'm not really talking about that. 20-80 ping would probably feel great with this option
Sorry, by "both options" you mean interaction-based and freeze-state-based here?
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Right, but again, this would be more for KoG
00:43
Your idea and the current antiping, ya
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plsplsplslol
i dont think the teleporting is a big deal
Well it is big enough of a deal for all the gores players I have talked to to use it on local servers, but not on foreign ones.
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Or maybe it's my idea at this point? I may have understood you wrong. kek or I read something someone else suggested
00:46
I think not trying to predict tees at all when they're making inputs would be a far better option for KoG
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Skeith
I think not trying to predict tees at all when they're making inputs would be a far better option for KoG
That is a perfect summary of my rather streaky stream of messages 😄
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a nice way to handle it would have been to keep predicting the players, but don't predict the input (when they change too often), but that unfortunately makes players move a bit jittery every time a snapshot correction comes. perhaps there would some way to work around that with some kind of smoothing between snapshots though
00:58
(or, maybe not, since zero input would predict gores players as falling down instead of keeping themselves in the air with the hook)
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trml
(or, maybe not, since zero input would predict gores players as falling down instead of keeping themselves in the air with the hook)
Honestly I don't think there is a reasonable way of predicting gores players. At least none that I can think of. (edited)
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trml
a nice way to handle it would have been to keep predicting the players, but don't predict the input (when they change too often), but that unfortunately makes players move a bit jittery every time a snapshot correction comes. perhaps there would some way to work around that with some kind of smoothing between snapshots though
I have noted the idea to test it out, as I mentioned earlier I find it hard to imagine the impact on all the different kinds of maps and situations. Regardless of the outcome of this discussion my international gores friends will try out at least some of the ideas proposed and I hope that I can motivate some players of other gamemodes and maps aswell.
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@GutZuFusss perhaps you could try implementing it?
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Did you think I was expecting you to do it for me? 😄 "[Testing] it out" includes implementing it 😉
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fair
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https://www.youtube.com/watch?v=QensW096pa0 I have implemented the most basic version of the idea where simply all frozen tees get predicted and all the others don't. I have also played for an hour total to get a first impression. For gores I can say, that mid air unfreezing with hammer feels quite natural, you can see in the video that the aprupt change is very noticable, but looks far less like unwanted behaviour than the current state. I was a little worried about the up and down save, but it turns out to work well because the velocity and change in position doing it is very low. For ddrace however I think it is pretty much unusable. Dragging unfrozen tees is just a pain and as suspected there are massive problems getting used to playing with mixed prediction settings in one session. It is virtually impossible to catch a falling tee if unfreezing happens mid air, the other way around is also not pleasant but seemed to work better in my test cases where the velocity was lower and I always saw when the tee jumped in. I think the biggest general downside is that when I played on servers with ~30 ping hooking non frozen tees was just enough off to make me struggle because I am used to having antiping on, and it didn't feel like I was getting used to it because most of the time I was dragging frozen tees. (edited)
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yeah even with 150 ping the transition is not that bad
04:16
maybe try only predicting tees who are not pressing anything, that way dragging unfrozen tees would still be fine
04:17
the only problem with that is that the transitions between predict and no predict would be more frequent and unpredictable
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I think the next obvious tweak is to treat tees that did not alter their input (except maybe shifting aim) for a certain amout of time as frozen tees. I think that could make a huge difference with the only cost being introducing another layer of uncertainty.
04:18
That could even make it viable in ddrace to some degree and I think the threshold can be relatively low.
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trml
this issue seems kind of related, but a different idea (and also trickier to do) https://github.com/ddnet/ddnet/issues/1712
forgot about that haha
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ᶰ°Konͧsti 2022-01-29 15:08:53Z
@ChillerDragon when code thing
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Ryozuki
Click to see attachment 🖼️
Now in real: https://fixmyvars.uol.de/#/ (with Java code snippets)
Web site created using create-react-app
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Ryozuki
Click to see attachment 🖼️
omg i love this :D
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chillerdragon BOT 2022-01-29 16:42:14Z
Saw a few missing semicolons but wouldt really call those bugs
16:43
Oof (@ᶰ°Konͧsti)
@ChillerDragon when code thing
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chillerdragon
Oof (@ᶰ°Konͧsti)
ᶰ°Konͧsti 2022-01-29 16:59:27Z
now?
Exported 92 message(s)