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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 2022-03-08 00:00:00Z and 2022-03-09 00:00:00Z
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Fixes #259 I do not know what mods use more than the vanilla teams. But for now I just assumed DDRace and if a NETMSGTYPE_SV_TEAMSSTATE message comes the info will be adjusted. We can use this info to distinguish if the game uses the vanilla teams or if more teams are allowed. In m_Team of a m_aClient the vanilla team is stored, which is -1 if the player is in pause or spec. m_Teams however still returns the correct team.

Checklist

  • [x] Tested the change ingame
  • [ ] Prov...
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Rockus
when implement second chat wheel brownbear
actually cool idea, a chat wheel like in dota
f3 1
07:11
messages are automatically translated to ruskies
07:11
so they understand u
07:11
"> Faily part ahead!"
07:11
etc
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What a save! What a save!
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Give strong!
07:15
Give strong!
07:20
Careful!
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You are a fucking nobo!
07:20
You are a fucking nobo!
07:20
monkalaugh
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ddnet really soon
07:22
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rrnet
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a quick chat? it gonna hell spamm in chat D: or you mean it will appears over tee head like emotes ?
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„I lagged“ „I lagged“ „I lagged“
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''DDOS'' ''DDOS'' ''DDOS''
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在DDNet中有各式各样的传送区域样式。传送区域通常用来将玩家传送至某些关卡例如拖拽部分的起点,或者缩小操作空间以引导玩家使用其他技巧通过关卡。
09:11
poggers
09:12
chinese text looks kinda cool
09:12
but sometimes it looks to cramped hard to know boundaries
09:16
21 active editors
09:16
i think the highest
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Ryozuki
actually cool idea, a chat wheel like in dota
Pls show screen. Very useful: follow me, wait here, go there, hf, spec me, luckyboy 😅, n00b, Etc...
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Ryozuki
actually cool idea, a chat wheel like in dota
Don't Block! R.I.P. My Turn!
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Ryozuki
i think the highest
thats great news
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Checklist

  • [x] Tested the change ingame
  • [x] 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
  • [x] 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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Nice One
14:09
Kys
troll 2
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27922fa Engine/Text: Improve debug message on OnWindowResize() assert - Kaffeine e140d4c CBinds: Change 'no modifiers' value from '1' to '0' - Kaffeine c4e1754 CServer: Refactor the handling of the current map versions - Kaffeine 0a30d8a Apply snd_gun and snd_long_pain options only to DDRace and FNG games - Kaffeine 754562c CGameClient::LoadMapSettings: Load the default tuning params by default - Kaffeine df5c48d CI: Relax 'package-file' mask - Kaffeine d4dbcee CPlayers::RenderPlayer: Stop overriding the Tee size - Kaffeine 65a775b Merge #4795 - bors[bot]
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7293038 Fix some spacing in settings with German - def- 849513f Merge #4787 - bors[bot]
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Hey, im doing a skin renderer and i have a problem with the body color, so, i do a grayscaling with the average of r, g and b, it works. but when i try to reorder the body to get an average color 192,192,192, its cursed af
20:52
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74f87ee Remove unnecessary trailing semicolons after method declarations - Robyt3 9bb9c65 Merge #4796 - bors[bot]
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1st -> with body reorder 2st -> without
20:55
on both images, i tried to apply the rgb color 0,0,0, i dont rly understand why it encroaches on the contour, i hope someone have an idea 🙂 (edited)
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How did you try to colorize it anyway?
20:58
https://github.com/ddnet/ddnet/blob/master/data/shader/quad.frag if I'm reading this right rgb 0,0,0 should result in a completely black tee
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/quad.frag at master · ddnet/ddnet
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0,0,0 should result in a black tee, but there are limits, i mean tees arent black in-game theyre grey
21:00
i apply this formula on each pixel -> pixel.r = (pixel.r * color.r) / 255 pixel.g = (pixel.g * color.g) / 255 pixel.b = (pixel.b * color.b) / 255
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Darkest LGT is defined to be 0.5 so you should be multiplying by 128,128,128
21:03
Is that what you end up with?
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what do you mean with "Darkest LGT" 🤔 ?
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The darkest color for a skin will always have the L value 0.5 that's how we clamp it
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yes
21:07
i do this, like the L is always >= 50% (edited)
21:11
oh wait i think ive missed a part of the code lmao, i try something, ill tell you if ive fixed CLOWNpepega
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for reference here is what it's supposed to look like after rescaling to 192,192,192
21:23
Oh and I quoted the wrong shader 😛 it's primex.frag, not quad.frag
21:23
but it is just multiplication either way
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Learath2
for reference here is what it's supposed to look like after rescaling to 192,192,192
thanks 🙂
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huh, my attempt in gimp turns out much lighter than what actually happens ingame
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DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/skins.cpp at master · ddnet/ddnet
21:29
when you iterate in the image, you are manipulating RGB right ? or its HSL ?
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okok
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chillerdragon BOT 2022-03-08 21:32:58Z
Nice skin choice you picked for testing colors.
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lel, its because its one of the problematics skin, cuz its too dark 😮
21:35
ok i think its working @Learath2
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Show result
21:36
i think its good
21:36
i check in game, it match 🙂
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