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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 2022-04-04 00:00:00Z and 2022-04-05 00:00:00Z
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Otherwise quickly pressing enter you end up not joining tutorial

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...
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This feature is binded to CTRL+P. There is a documentation part in the top of CGameClient::SmartPauseCheck function. It needs just a function to check tee position every new tick. Feature discussed on discord, I will add video permanent link from discord.

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 ...
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@Ryozuki i added delay in smartpause feature. You can reuse this approach in the help tooltip overlay. Just a counter to check if mouse stay on same object
11:48
Omg check style is my fear
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the delay already exists
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Wohoo
Omg check style is my fear
xD just run scripts/fix_style.py, commit then git rebase -i HEAD~2 and squash the style fix in the last commit (edited)
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@Wohoo I dislike this feature to be in the client.
12:52
This definitely belongs to the server. The /showall hack is not very nice and the serverside implementation is a lot less code changes either (see my comment)
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I proposed a solution to a problem. It's ok to discard it if a better solution is proposed. I just added a function call actually, not so complicated approach as you describe it 😀 (edited)
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I mean, just from looking at the tw codebase this command belongs to the serverside, and the way you did it is a big hack imo, and not a sample solution
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Server side feature is a lot simpler, of course
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point is, your client doesnt even know for example whether a server supports /showall or not
12:58
So that would be required anyways, then we can as DDNet also directly implement it in the server imo
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Actually your solution doesn't work for tee paused while hooked, they would be instantly unpaused
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Its nice to have people working on ddnet, i dont wanna demotivate you, but i think features should be discussed before
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Wohoo
Actually your solution doesn't work for tee paused while hooked, they would be instantly unpaused
thought about that too, but there could be a little space, like tee moved > 32 from origin pause pos
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fokkonaut
Its nice to have people working on ddnet, i dont wanna demotivate you, but i think features should be discussed before
It's ok 🤣 not a personal thing
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fokkonaut
thought about that too, but there could be a little space, like tee moved > 32 from origin pause pos
that a one-liner
12:59
or 2 :p
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Thing is: choose best solution. At the moment we play ddnet client on ddnet server, so not big difference on user side. Just a missing feature imho
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ye same
13:07
i will open a new pr lager
13:07
whats your approach for hooking?
13:08
i think 32 subtiles from origin pos is ok
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c0d3d3v
xD just run scripts/fix_style.py, commit then git rebase -i HEAD~2 and squash the style fix in the last commit (edited)
I'm missing something to run this script, maybe clang executables
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fokkonaut
whats your approach for hooking?
Smart pause waits to be enabled and start counter. If tee velocity stay zero for a period of time you can enable smart pause and poll position
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you need clang-format
13:25
whats the error?
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c0d3d3v
you need clang-format
"Found no clang-format 10" Very indecipherable error message kek
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means you have not clang-format or clang-format-10 on your system
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I'm installing LLVM
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any reason why +toggle wouldnt work with hook line color configs
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what cmd r u trying
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Souly
any reason why +toggle wouldnt work with hook line color configs
Stop bot
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why doesn't /tp insta unfreeze the tee even if it was frozen before? also, whoever executes /kill after kill protection is enabled will get weak instead of strong
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Rockus
why doesn't /tp insta unfreeze the tee even if it was frozen before? also, whoever executes /kill after kill protection is enabled will get weak instead of strong
whoever kills get weak, that's normal, weak/strong is determined by spawn order
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Wohoo
Omg check style is my fear
don't worry much about clang-format and clang-tidy, I can fix them later if it's complicated on your system
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Chairn
whoever kills get weak, that's normal, weak/strong is determined by spawn order
whoever kills gets strong
15:31
when race is started
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6caa29d Only try joining tutorial once we have server list - def- 5fa8bcd Merge #4950 - bors[bot]
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Any plans to switch to a newer version of clang-format? Version 13 "works" with a lot of new warnings.
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Usually what's holding us back are the Ubuntu versions we use on github CI builds
15:45
let me check if we can increase
15:46
ubuntu impish (21.10) has clang 13, let's try it
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deen
don't worry much about clang-format and clang-tidy, I can fix them later if it's complicated on your system
Thank you!
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Hm, no clang-format 13 on homebrew?
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how about version 14?
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let me see if I can provide easy instructions for 13
15:48
we also didn'T have 10
15:53
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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Bullets being weird on Springlobe 3
16:01
steam rc build
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Wohoo
Thank you!
I can't resolve the ternary problems, even with clang-format 14. So no upgrade for now
feelsbadman 1
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murpi
Bullets being weird on Springlobe 3
does not happen in Miper 4, maybe tune shenanigans?
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it looks like that because those shotgun bullets are in a tunezone with different properties than where your tee is
16:04
go into that zone and it will most likely look correct
16:05
i dont know why we dont have proper prediction for tunezones anyways, since the client knows about everything. the tunings are stored in the map file which the client could just read to get the tunings for each tune zone to predict everything perfectly xd
16:05
@trml
16:08
only when tunes get changed it gets sent i think
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murpi
Bullets being weird on Springlobe 3
since rc it is like that? so a new bug?
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I only tested the current rc build on steam
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DDraceNetwork, a free and open source online co-op platformer now has Vulkan API integrated as of the latest update.
hey 1
16:25
I especially like the
Seems it's remaining somewhat popular too, especially with the Steam release, which sees over 2,000 players online at a time every day. Might not sound like a lot but it's more than the likes of some much more well-known indie and AAA titles, so it is pretty impressive.
heartw 1
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fokkonaut
only when tunes get changed it gets sent i think
They should be read from the map as at load as well, so on normal ddnet maps shotgun bullets should work. Sounds like a bug
16:48
BASED
16:49
Seems it's remaining somewhat popular too, especially with the Steam release, which sees over 2,000 players online at a time every day. Might not sound like a lot but it's more than the likes of some much more well-known indie and AAA titles, so it is pretty impressive.
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btw OSU! is bigger
16:49
since we latetly talked about it
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but i dont think osu was always open source
16:50
its only the new client iirc
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ah ok
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the server is not open source too
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i always see the main dev complaining about SDL2 bugs xDD
16:52
so basically like us
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Do large games also use SDL2 or some custom abstraction layers?
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yes, but mostly for linux ports apparently
16:52
valve e.g. uses it
16:53
explains why they sponsor it
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@deen this is another good link for when we try again with wikipedia right?
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deen
Do large games also use SDL2 or some custom abstraction layers?
all source games use sdl2 under the hood
16:56
so dota 2 and csgo use it
16:57
teamfortress 2
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as far as i know only on linux tho
16:57
what do they use on windows
16:57
sdl is what makes cross platform easier
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they have a native implementation
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Ryozuki
@deen this is another good link for when we try again with wikipedia right?
yes, but we'd need a different source, gamingonlinux already reported on us, get 5 different magazines to report and we have a chance
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i dunno where i read it, have to find it
16:58
phoronix mentions us here and there
16:58
does that count? xd
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kind of, still need more
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do user comments on local news count? xdd
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I tried asking some indie game magazines, but only one replied (and they said "not interested")
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i can buy one for 8€ xD
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no, has to go through editorial process
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@Jupstar ✪
16:59
the sdl web mentions it
17:00
17:00
this game is dope too
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ah yeah
17:00
divinity 2 best game after teeworlds xd
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but they also only use it for "normal" mouse movement
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but they didnt release on linux
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nothing special
17:00
no clipped mouse or shit like that
17:01
that always breaks for us
17:01
also since its tripple A, you wouldnt notice performance drops probably
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Ryozuki
what do they use on windows
it seems they indeed don't use sdl or statically link to it on windows
17:19
civ6 uses sdl2
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csgo & minecraft would be interesting since they also use relative mouse input
17:20
but SDL2 really improved lately, they just always have some weird thing that makes us revert, performance drop or stuff like that
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minecraft uses java hting
17:21
lwgl
17:21
or smth
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Jupstar ✪
but SDL2 really improved lately, they just always have some weird thing that makes us revert, performance drop or stuff like that
maybe because to fix or add new things, they also add expensive checks or bad quality code 😄
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xdd they merged my code for flashing the window
17:22
and later changed it again xD
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I checked csgo and it doesn't use sdl
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my mouse mode change to sdl2 got delayed to 2.0.24 xDD they'll never merge it
17:26
17:26
xd
17:29
@nouaa fix should now be live btw 16.0.3
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bug in editor since update, changes back to normal tileset colour if i try to change it just a little
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@deen ^ 8134f9fa5511b0729f44c620e64779fce3badf44 is the first bad commit commit 8134f9fa5511b0729f44c620e64779fce3badf44 Author: def <dennis@felsin9.de> Date: Sun Mar 20 12:57:50 2022 +0100
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got git blamed kek
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bisect is just fastest xd
18:45
took me 2mins
18:50
found it hehe
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Caused by commit 8134f9fa5511b0729f44c620e64779fce3badf44 Reported by Silex on discord: https://user-images.githubusercontent.com/6654924/161612015-a04d6479-ac37-465e-929f-2cf5b7264103.mp4

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...
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Jupstar ✪
@nouaa fix should now be live btw 16.0.3
aight ❤️
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when i saw the PR, i though it was my bad 🙂
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the way these time checkpoint numbers fade away looks kinda buggy, the black part doesn't change opacity and then disappears abruptly
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cd1a34c Fix missing renamed shadowed variable - Jupeyy 34993f0 Merge #4952 - bors[bot]
Exported 142 message(s)