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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 2022-05-18 00:00:00Z and 2022-05-19 00:00:00Z
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i'm trying to add a new tile
00:33
is the collision for hookable+unhookable separated from the collision for other ddnet tiles?
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i have no idea for physic stuff
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jao's hairy kebab 2022-05-18 00:44:55Z
u cant add slime block without add gel first
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louis
is the collision for hookable+unhookable separated from the collision for other ddnet tiles?
look up mapitems.h/.cpp
07:12
5947755 Fix unread variable clang-tidy warning on macOS - def- 8d5693d Enable clang-tidy's modernize-use-override (fixes #5139) - def- 583d6e6 Mark virtual function as override using a script: - Chairn 3a659ad Added -Wsuggest-override flag - Chairn 402cccf Add override in code behind CONF_DISCORD, disable clang-tidy check - def- bae4324 Merge #5140 - bors[bot]
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6977bdc Make NETADDR forward-declarable - heinrich5991 407644d Change IClient::ServerAddress to give the actual server address - heinrich5991 ec45a73 Add bare-bones STUN protocol support - heinrich5991 4fb050c Use STUN to determine UDP connectivity and show diagnostics - heinrich5991
07:21
[ddnet/ddnet] New branch created: pr_ddnet_stun
07:31
bbb1b42 Fix -Walloc-size-larger-than= in maplayers.cpp - def- dc03f41 Disable IPO on mingw win32 - def- ee36c54 No IPO by default in DEV builds - def- 831f892 No gold preference (fixes #5136) - def- 3d6e683 Merge #5133 #5138 - bors[bot]
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louis
is the collision for hookable+unhookable separated from the collision for other ddnet tiles?
yes, for prediction reasons you would need to place un/hook with game and another tile with front on top. like hookthrough or teleport weapons block.
07:59
Then you need to check each entity that should bounce on it and make it bouncable.
08:00
I think there are tuning settings for bouncyness already, look how they made it maxbe
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6977bdc Make NETADDR forward-declarable - heinrich5991 407644d Change IClient::ServerAddress to give the actual server address - heinrich5991 ec45a73 Add bare-bones STUN protocol support - heinrich5991 4fb050c Use STUN to determine UDP connectivity and show diagnostics - heinrich5991 53d77e8 Merge #5119 - bors[bot]
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[quakenet] xq BOT 2022-05-18 08:15:42Z
Hello! does anyone have a script that gets the server_settings embedded in a map file?
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config_store
08:36
to store it, and config_retrieve to get it out
08:36
they should be next to DDNet.exe
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[quakenet] xq BOT 2022-05-18 08:42:40Z
Thanks, got it to work :D
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Ravie
@Ronan throughout the translation is used je/jouw except line 1121 which uses u, not a big deal I guess tho
I'd have to look into Sie usage in german.txt
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don't use Sie in german
09:40
it sounds too formal for the game context
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[2022-05-17 20:06:28][datafile]: loading done. datafile='downloadedmaps/RedCastle2_de71ee62.map' [2022-05-17 20:06:28][client]: loaded map 'downloadedmaps/RedCastle2_de71ee62.map' [2022-05-17 20:06:28][client/network]: loading done [2022-05-17 20:06:28][textrender]: Found non empty text container with index 992 [2022-05-17 20:06:28][assert]: /home/deen/isos/ddnet/ddnet-source/src/engine/client/text.cpp(1912): text container was not empty Doesn't happen with OpenGL 3.0, reported...
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Why are office programs so heavy? Is it something about the nature of the programs? They don't really do anything that fancy, do they?
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maybe actually nothing fancy. but they do have to conform to every expectation the user has, maybe that makes them a bit bloated?
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millions of features, more requirements over decades of development
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there's no incentive for them to be fast or light past a reasonable point
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has it always been the case that movers on the left and top seem to center the objects correctly, but on the right and bottom they change direction too early?
13:48
nice map you screenshotted right there
😜 1
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I might one day try to make a very light office suite, just to see how quickly it gets bogged down by bloat
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fokkonaut
yes
how much damage would it do it we fix it on a scale from 0 to 10 (edited)
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depends on the map that use this
13:56
we would need to check that
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same for every physics changes / changes that can affect maps/runs
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remove hearts from game
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it would probably be right to fix it, but heinrich would definitely need to check maps
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why are hearts just glorified freeze anyways?
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why not?
13:59
why do shields remove weapons (edited)
13:59
why is shotgun a laser in ddrace
13:59
its just that ddrace is a mod of tw so it uses things that are available for things that suite the gametype
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but hearts are useless
13:59
let's be real
14:00
moving freeze
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i wish people would use that more tho
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pickups have an hit-radius of 20 so if the pickup is not middle on the block, but left or at the top and a tee would be on the block right next to it, then the pickups would just hit the tee with a hit-radius of 28, but very perfect on the unit exactly xD I will test it out. If this is the case we do not need to check maps because it would not change anything right?
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a pickup can affect a tee through one block, yes
14:05
if exactly on the edge
14:06
@heinrich5991 whats your opinion? do we need to check maps? i think main reason would be because maybe spots of moving entities are now covered with the entity, leading to some skips or whatever being impossible. i doubt that any map uses this in any way, but we would still need to check i guess
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probably unfixable, because it was like this so long... maps even changed there tile layer to it like in cavefly:
14:14
Whoever implemented this and did not test it deserves a medal for unsatisfying programming 😛 (edited)
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sometimes ends up without time. I think we never used restart on official servers Reported by teini94
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c0d3d3v
probably unfixable, because it was like this so long... maps even changed there tile layer to it like in cavefly:
i did the same in a map of mine
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fokkonaut
i did the same in a map of mine
ah xD had only entities on^^ sorry
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not in blmapchill, thats not mapped by me xd
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binary tree does exist, nature is beautiful 😄 https://i.redd.it/xkbxy30pd6091.png
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/home/runner/work/ddnet/ddnet/src/engine/shared/http.cpp:307:77: error: both sides of operator are equivalent [misc-redundant-expression,-warnings-as-errors] static_assert(std::numeric_limits<std::underlying_type_t<CURLcode>>::min() >= std::numeric_limits<unsigned int>::min() && How is this redundant? Does clang-tidy have some arcane knowledge here?
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fuck.​.​.​I wanna fuck github.​.​lol.​.​.​fuck
16:16
xd
16:16
Unfiltered commit messages containing profanity from GitHub's API
16:16
best twitter acc
16:17
tokenizer done - gotta fix the fucking leaks
16:17
spotted a c dev
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hmm. do you want to say that CURLcode is unsigned?
16:20
@Learath2 presumably clang-tidy sees through CURLcode and sees that it's actually unsigned, so you have static_assert(a >= a) for some a
16:21
but clang-tidy doesn't take into account that it might not be unsigned in some build configuration
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No I want to make sure that the type we used in the function unsigned int (since we can't have the include in http.h) can represent all the values of CURLcode I'm not really interested in anything else
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yes
16:22
just disable the check for these lines I guess
16:22
it assumes that CURLcode is a typedef that will never change
16:22
but you want to test this assumption
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Makes sense, thanks
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…ainers No idea how to reproduce this, gerdoe also has this and send me his config, but no chance Tho since the text container index is so high, i kinda assume its not the only non cleared text container. Maybe estimating the character count based on the quads used can also help, since then i can see what text is potentially the cause

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related c...
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@Jupstar ✪ u can write shaders in rust https://github.com/EmbarkStudios/rust-gpu
🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧 - GitHub - EmbarkStudios/rust-gpu: 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
16:32
PepeA
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nice
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i guess spir-v is like webasm for gpus
16:33
thanks to it u can use any language
16:33
that compiles to it
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when templates in shaders xd
16:34
real double support would be cool
16:35
high precision teeworlds (totally not overkill™️)
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But why do all rust developers have emojis in their project descriptions?
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not all
16:37
its all marketing at the end, if more ppl use ur project it will grow and get better
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DDNet a multiplayer 🧑🤝🧑 racing 🏁 game 🕹️. Completely open source 😮 👐
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we should do that
16:38
add emojiss to github
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🏎️ DDNet Racing game 🏎
16:40
beantyping
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Completely ✨ Open Source 🐧
16:41
and then microtransactions xd
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we kinda have a opening sequence
16:41
its just a static image
16:41
well i mostly never see it cuz it loads fast for me
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Jupstar ✪
lets add a client opening sequence: https://www.youtube.com/watch?v=XSliaQ3a_5Y
ive been tempted to make one LOL
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1st april 2023 can come
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a7bc878 Put assert for text containers after printing all non empty text containers - Jupeyy 2c06c9c Merge #5145 - bors[bot]
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Discord and spotify managed to somehow absolutely break my computer, I'm so glad we are living in the electron future
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I'd like to take this moment to once again curse the person who came up with electron, may he rest in hell
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obviously, quarks would perform way better
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Learath2
I'd like to take this moment to once again curse the person who came up with electron, may he rest in hell
just strip javascript from it
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Next-generation HTML renderer for apps and games. Contribute to ultralight-ux/Ultralight development by creating an account on GitHub.
17:12
electron has higher numbers, so it must be better xd
17:14
what a shitty license they have
17:14
minimal webkit pls thanks xd
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Can we just not render glorified web pages for our apps instead? :/
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but css is so poweful
17:18
and easy
17:18
and i bet most bloat from electron comes from javascript
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I have a feeling it's how powerful it is that's making these browsers multi million LoC
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possible yes
17:20
tho its just UI
17:20
i'd like to just be able to use html + css in any app
17:21
bcs writing your own ui code always sucks
17:21
look at teeworlds xD
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Jupstar ✪
lets add a client opening sequence: https://www.youtube.com/watch?v=XSliaQ3a_5Y
It would be fire
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3c597af Switch to nanoseconds - Jupeyy a1fc561 No more system.h include in client.m - def- 6099877 Merge #5075 - bors[bot]
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Jupstar ✪
look at teeworlds xD
at least it looks unique and runs well
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it looks like someone stole it from 1998
😂 1
17:33
17:33
xdddd
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I'll take it any day over some generic ass looking website that uses way more cpu than it should be legally allowed to
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a static html site probs uses no CPU
17:34
bcs these renderers are high optimized
17:34
i am not talking about javascript
17:34
i talk about HTML + CSS
17:36
teeworlds uses immediate mode, that uses alot of cpu
17:36
every frame
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yet somehow it runs better
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u got a benchmark?
17:38
i doubt it runs much better than a webkit engine if you unthrottle it
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why would you unthrottle tw tho
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i mean the webkit engine
17:40
both max fps
17:40
both looking the same
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ah well some websites don't need that in order to use 100% when asked to render some rounded rectangles xd
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well i tried with firefox rn it sadly instantly stops using any GPU as soon as you dont trigger CSS animations but seems like it renders at around 1400 fps
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but as soon as it needs to update something it runs like crap xd
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well 1400 fps
17:45
sounds ok
17:45
good enough
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ba55762 Add donation by thekid36 - def-
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that doesn't really look like one of those sites that I'm talking about tho, not enough rounded corner spam xD
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xD
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they have a certain generic feel and always run like crap
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well imo ddnet has too many rounded corners, or bad usage
17:52
round in round
17:52
but still i doubt its HTML + CSS its probs the javascript in the background
17:52
e.g. facebook is a bloated javascript app
17:52
thats why it runs so shitty
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yeah that sounds right
17:53
it has to be some common framework thing or something
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heyo, does anyone have or does anyone here know of a tool to convert standard teeworlds 0.7 maps back to 0.6? (edited)
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AssassinTee
heyo, does anyone have or does anyone here know of a tool to convert standard teeworlds 0.7 maps back to 0.6? (edited)
0.7 has a new envelope type, that is not compatible else just include vanilla assets as embedded and it should just work™️
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while the map doesn't have any envelops, it doesn't work, it just loads the background (and nothing else) in 0.6 ddnet (edited)
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0.7 maps don't load properly on 0.6
18:05
only 0.6 maps on 0.7 work
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if u make the images embedded?
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it's missing tile layers or so
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mh ok
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AssassinTee
while the map doesn't have any envelops, it doesn't work, it just loads the background (and nothing else) in 0.6 ddnet (edited)
what map is it?
18:07
else ping @Patiga , highest chance u get a convert tool
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Jupstar ✪
if u make the images embedded?
didn't work
18:07
it's a ctf map I made for a mapping competition in 0.7 one or two years ago
18:08
From the same competition I would also like to convert other maps
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yeah patiga best chance
18:09
but interesting to know 0.7 allows 0.6 tile layers but not the other way around
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I once thought about making a tool to convert maps into json and be able to export them in any type
18:11
But I don't have the motivation rn
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maybe patiga even did that
18:12
This crate provides a library for safe parsing, editing and saving of Teeworlds and DDNet maps. Goals of this library are:
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@AssassinTee @Patiga's library can convert between 0.6 and 0.7 maps
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@heinrich5991 yeah thank you, I found the project and an install guide: https://gitlab.com/Patiga/twmap/-/tree/master/twmap-tools#installation
A Rust library for parsing, editing and saving Teeworlds and DDNet maps
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@heinrich5991 @Patiga I managed to convert the map by exporting it to "MapDir" (map in directory format), changing the version manually from "teeworlds07" to "ddnet06" and exporting it again as a map. However this should be easier 🙈
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write a shell script xd
18:53
chillerdragon will gladly help you
18:53
he invented bash
18:53
back when he was a baby, he had this one idea
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i will write a python script
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you can start bash-scripts from python, too 😅
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Hoi
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AssassinTee
@heinrich5991 @Patiga I managed to convert the map by exporting it to "MapDir" (map in directory format), changing the version manually from "teeworlds07" to "ddnet06" and exporting it again as a map. However this should be easier 🙈
this is not directly supported in purpose, mostly because the external mapres are different between 0.6 and 0.7. most of the mapres would need to be embedded, because the versions are not backwards compatible and I have not yet implemented that into the tool there are also some other things each version has that the other doesnt support
19:42
I blame my typos on writng on mobile
19:42
hez @Deleted User :)
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hez.. ;-;
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@AssassinTee what do you need it for btw? if its a general use case I don't mind implementing it :)
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@Patiga converting all (g)ctf maps from the competition for fastcap
19:47
You are right, I embedded all files before converting and replaced them after converting to 0.6 if possible
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I'm glad that you were able to make sense of MapDir btw ;)
20:04
nothing particularly interesting in there for us, I think
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can someone tell me how to complicate the server with cmake on windows 11?
😂 1
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isn't it complicated enough already?
😂 1
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in the sense of how something adds to the source I can not complicate it with cmake (edited)
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compile*
21:02
what are you trying to do and what doesn't work?
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WhiteKitty
can someone tell me how to complicate the server with cmake on windows 11?
heartw 1
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