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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-05-20 00:00:00Z and 2022-05-21 00:00:00Z
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deen
since the HUD is also not part of 16.1
so it is part, but it is ok if it falls back to deactivated jump display/ninja bar/freeze/bar? So I can still change DDNetCharacterDisplayInfo without keeping compatible to 16.1?
06:42
i'm confused? So this is sort of the beta test that you had addressed ^^
06:47
ah lol it is not part of the official build, I only tested the CI build ^^ my bad πŸ˜„ (so nightly builds are the beta test, I see) (edited)
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789d7d8 keep input if chat is closed - C0D3D3V f5ff227 fix inputs on vanilla server if chat is open - C0D3D3V 0fbfcad Merge #5153 - bors[bot]
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This should be a collection about the recommendations and a little discussion about what is good and could be built in. by @l-ouis: 1. Gun seems a little small compared to the other weapons 2. Dummy actions icons could be larger for better visibility. 3. Could we change angle to 0>360 instead of 0>180>-180>0? seems a lot more intuitive 4. Is there any way to disable stars now that we have the freeze bars? 5. or also make freeze bars visible while inside freeze as well
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Update said it failed, after restarting I was at the newer version, just saying
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There is the same with dogs greenthing https://http.dog/
An free HTTP status code API with lots and lots of awesome dogs! Use it to show funny error messages in your website for HTTP response status codes.
07:05
2ebaa76 Remove cl_show_console and -c / --console cmdline options - Robyt3 d1acb36 Try attaching to existing console - Robyt3 8b31dbb Merge #5155 - bors[bot]
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I'd think that it'd be useful, from now on, to use std::unique_ptr instead of a raw pointer when returning an owned object. What do you think?
07:21

Discussed in https://github.com/ddnet/ddnet/discussions/4072

Originally posted by 12pm December 15, 2018 Should check if a command can be used as a map setting and whether it's spelled correctly. Could also check whether tune_zone/switch_open commands are used. Wrongly used commands could be highlighted similar to how unused/wrongly embedded tilesets are marked. Mapping for something that isn't DDNet and that added their own commands (e.g. KoG) would be problematic, but...
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c0d3d3v
ah lol it is not part of the official build, I only tested the CI build ^^ my bad πŸ˜„ (so nightly builds are the beta test, I see) (edited)
I wanted HUD for 16.2/17.0 to give it more time to test
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08:32
pog
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is github down
08:50
well its incredibly slow rn
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dead for me
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hey i have a question: ddnet mapres contains files like generic_unhookables_0.7.png, but if i want to add them in the editor, they are not external but embedded and I can't make them external?
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AssassinTee
hey i have a question: ddnet mapres contains files like generic_unhookables_0.7.png, but if i want to add them in the editor, they are not external but embedded and I can't make them external?
You can't make them external, because they are apperently not Vanilla images, see https://github.com/ddnet/ddnet/blob/61cca6ca16611fd2a3c4e94fbd68dc8ab4931e05/src/game/editor/editor.cpp#L40 So this begs the question for me: Why does ddnet have that files in the first place
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Currently when you add for example generic_unhookable_0.7 it is always embedded and can't be turned external: !screenshot_2022-05-20_11-09-39 Shouldn't they be added to the list of vanilla tilsets and be external? https://github.com/ddnet/ddnet/blob/61cca6ca16611fd2a3c4e94fbd68dc8ab4931e05/src/game/editor/editor.cpp#L40 This would allow for smaller maps, because the tileset doesn'...
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@deen you give me last time an api with https://ddnet.tw/maps/?json=Fiji but is it possible to get all maps with this information with just one request? (edited)
09:31
Sure I could request each map individually or download it from https://ddnet.tw/stats/ddnet-stats.zip and get my information there (it's just about 240mb that I would have to download unnecessarily) but I wanted to ask nicely first πŸ™‚ (edited)
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(generally english only)
brownbear 2
09:34
"yes, I could request each map individually or get all of them at https://ddnet.tw/stats/ddnet-stats.zip (but it's 240 MB that I'd need to download unnecessarily), so I wanted to ask nicely first"
brownbear 2
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Have the last message no longer noticed that I write in German PepeHands
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The server should still be able to serve the images, but only to clients that don't already have them. Images are identified by SHA256 hash.
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heinrich5991
"yes, I could request each map individually or get all of them at https://ddnet.tw/stats/ddnet-stats.zip (but it's 240 MB that I'd need to download unnecessarily), so I wanted to ask nicely first"
New job? human translator πŸ‘
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AssassinTee
You can't make them external, because they are apperently not Vanilla images, see https://github.com/ddnet/ddnet/blob/61cca6ca16611fd2a3c4e94fbd68dc8ab4931e05/src/game/editor/editor.cpp#L40 So this begs the question for me: Why does ddnet have that files in the first place
Because we think they look nice, but we wanted to keep maps compatible with Teeworlds 0.6
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Daniel
@deen you give me last time an api with https://ddnet.tw/maps/?json=Fiji but is it possible to get all maps with this information with just one request? (edited)
no, why do you want all maps?
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deen
no, why do you want all maps?
I want to write a small stats ui
10:32
btw not all maps works with the api like https://ddnet.tw/maps/?json=Circle
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@Ryozuki any comments on the naming of the headers? https://github.com/ddnet/ddnet/pull/5064
Registering The idea is that game servers push their server info to the masterservers every 15 seconds or when the server info changes, but not more than once per second. The game servers do not su...
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@heinrich5991 usually custom headers are prefixed by X-
10:35
X-Secret
10:35
this is just a convention tho
10:36
Initially, it was recommended to begin naming custom headers with X- so that users would be aware that these headers were custom and not standardized. However, according to RFC 6648, this recommendation has since been deprecated.
10:36
well i guess its no longer the case
10:36
most ppl still do it tho
10:36
Deprecating the "X-" Prefix and Similar Constructs in Application Protocols (RFC 6648)
10:37
10:37
these are the current recomendations
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Daniel
btw not all maps works with the api like https://ddnet.tw/maps/?json=Circle
thanks, fixed. How about fetching each map's info when user request comes in?
10:39
It is actually expensive to create these /maps pages on the fly, so returning all at once is not possible without caching (and the entire purpose of /maps compared to /ranks is that they don't have caching)
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OK i will create it like it will fetch first all maps... its like 2k maps but after it i will use it as a cache and only update if new maps get released.
10:44
but thanks πŸ™‚
10:47
its like i just need the basic static information like: { "mapname:": mapname, "types": types, "points": points, "difficulty": difficulty, "mapper": mapper, "release": release, "tiles": tiles }
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deen
It is actually expensive to create these /maps pages on the fly, so returning all at once is not possible without caching (and the entire purpose of /maps compared to /ranks is that they don't have caching)
i think its because of the ranks like teamrank and ranks?
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Then what good is the information? Or do you not compare about ranks and teamranks?
10:48
yes, those are taking most of the time
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yea the "finished maps" with the ranks i already get if you request a user information. its like if you want to sort anything by maps like stars, points, etc i need that information. like if you want to sort or sort out all maps where you not in top 100 i can use the information about the user request
10:51
its like if a user of the stat thing wants to see all 3 star maps of novice you can sort for it or like all maps where you not top100 in insanes or something like that or if you want to compare some players with each other. i just need to fetch the player infos and the maps the rest i can handle or get with some logic internally
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yeah, sounds cool
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heinrich5991
@Ryozuki any comments on the naming of the headers? https://github.com/ddnet/ddnet/pull/5064
Lgtm
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if you want to get all static information of all maps you can fetch https://ddnet.tw/maps/allmaps/ or something like this and its possible to get map information if you fetch it by map like now: https://ddnet.tw/maps/?json=Circle to get more information
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is that a request to add something like allmaps?
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this allmaps dont exist right now but would be cool πŸ™‚
10:57
i mean i can get the information with other methods but i thinks its the best for all who want to do something like this and i will save some compute time on all side.. its like a win/win πŸ˜„
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deen
is that a request to add something like allmaps?
Might be a solution to tell https://developer.mozilla.org/en-US/docs/Web/HTTP/Status/304 if nothing changed
The HTTP 304 Not Modified client redirection response code indicates that there is no need to retransmit the requested resources. It is an implicit redirection to a cached resource. This happens when the request method is a safe method, such as GET or HEAD, or when the request is conditional and uses an If-None-Match or an If-Modified-...
10:58
But in that case you would have to keep track of changes too
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Daniel
i mean i can get the information with other methods but i thinks its the best for all who want to do something like this and i will save some compute time on all side.. its like a win/win πŸ˜„
Using non-cached API's is never a win-win
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I will use cache πŸ™‚
11:00
The question was more if you want to init or force it again you need to do over 2k request instead of 1
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Depends on the size of the response. Lots of small responses add of course overhead to it because of HTTP, but if you respond with >10mb data chunk its also not very suitable
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I'll create a json for all map infos, give me a few minutes
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Avolicious
Depends on the size of the response. Lots of small responses add of course overhead to it because of HTTP, but if you respond with >10mb data chunk its also not very suitable
you are right
11:16
will be updated on each map release, is it ok to have most recent map at top or reverse?
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Thank you very much. The order should not matter ❀️
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And while at it, the info is now also in the mapinfo table in https://ddnet.tw/stats/ddnet.sqlite.zip. We had it there for a while in our internal db, now exported too
11:18
but that's only updated nightly
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nice! i really like to see how much time and love is still in you after so many years
πŸ˜ƒ 2
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oh nice
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is it possible to fix the wrong key layouts? nothing special but when doing unbind a it'll unbind q on my azerty kb
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I believe this is meant to make the config keyboard-independent
12:27
i.e. intentional
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I wonder how other games and software handles this
12:31
I always found it a little weird that we overlay a qwerty layout on top of whatever you have so users trying to bind stuff have to figure out what their key would be in qwerty
f3 1
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you could save it as qwerty but interface with the user in their layout
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Mh, the config and console being parallel is desired behaviour though, it'd be weird if bind q did one thing in config another in console
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you could add a second command for the bind-as-qwerty behavior
12:37
(but as a matter of fact, I know that e.g. HotS also doesn't work with multiple keyboard layouts, I always have to change my y and z bind there)
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ReiTW
is it possible to fix the wrong key layouts? nothing special but when doing unbind a it'll unbind q on my azerty kb
Yes, this is by design so that our default key binds work on any keyboard layout (azerty, dvorak, etc). Can be turned off with inp_translated_keys 1 (edited)
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``` d6833b6fd60d3a714316036618cb5cb27d17735b is the first bad commit commit d6833b6fd60d3a714316036618cb5cb27d17735b Author: c0d3d3v Date: Mon May 16 23:17:19 2022 +0200 fix jump display datasrc/network.py | 2 +- src/game/client/components/hud.cpp | 36 +++++++++++++++-------- src/game/client/prediction/entities/character.cpp | 25 ++++++++++++---- src/game/gamecore.cpp | 35 ++++++++++++++--------...
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on steam, win10, nightly version there's a bug that constantly crashes the client, basically if you put any png file in %appdata%\teeworlds\assets\hud that is not called default.png, then itll crash upon refreshing assets. when you name it default.png, it'll keep using the default hud png (in steam dir, ddnet\data ) without crashing, and the only way to change the hud image is by replacing the file in ddnet\data
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There is a sort of "bug" right now where sometimes when you save your input with spectate in this case, the input releases when you go out of spectate
15:18
it happened to me multiple times now
15:18
15:18
this is the most recent case
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@Iza I think its when you chat
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Patiga
@Iza I think its when you chat
you're right, i just tested it
15:21
can this be fixed?
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still unintended behavior yes
15:22
@Iza https://github.com/ddnet/ddnet/issues/4653 I think this is the fix, should be in next release :)
15:23
ah I linked the issue, this is the pull request for the fix https://github.com/ddnet/ddnet/pull/5153
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ah thats nice
15:24
i failed too many times because of that and never knew what the problem is xd
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yeah its unfortunate, I'm glad as well that its gonna be fixed
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fixes #5168 should maybe next time test if everything still works before I let merge something big xD !grafik

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
  • [x] Considered possible nu...
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Iza
it happened to me multiple times now
it is a clientside bug, so if you use nightly it is already fixed
15:40
but in nightly are other bugs xD so... probably stay stable
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i am already in nightly long time ago
15:41
@c0d3d3v
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Iza
i am already in nightly long time ago
no Idea when nightly gets updeated, but I made the fix today so maybe tomorrow you get the version with the fix xD
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Jupstar βœͺ 2022-05-20 15:50:07Z
nightly gets updated in the night
πŸ˜‚ 1
15:50
xd
15:51
what time?
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Jupstar βœͺ 2022-05-20 15:52:48Z
around 0
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Jupstar βœͺ 2022-05-20 15:53:13Z
i think german time
15:53
since in germany its summer time, utc + 2
15:54
but dont quote me on that xd
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bd9a04b fix HUD assets Tab - C0D3D3V b95754a Merge #5169 - bors[bot]
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@c0d3d3v are those stars staying? the freeze timer was meant as a replacement for them, both is redundant
😒 1
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Ravie
@c0d3d3v are those stars staying? the freeze timer was meant as a replacement for them, both is redundant
I'm fine with removing the stars πŸ˜„ If the other maintainers agree on this too. Then we can also remove the option to not show the freeze bar? Or we could add the stars client side, if freeze bars are disabled... (I do not know how simple this is) (edited)
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I think stars could be part of some cl_hud_old or so
17:14
or just remove them if there's not gonna be such setting
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there is cl_ddrace_hud similar to cl_ddrace_scoreboard. But it is a client side option, the server does not know about it, but the stars are generated and send by the server. The client has no control over them (edited)
17:20
since there is also the question if we want to remove the server messages like "You are now solo!" .... But the client can decide to not use the new hud :/ saddo πŸ™ˆ
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177cdfd Fix memleak of multiply chained console commands - heinrich5991 96f1fbc Make dbg_curl 1 use the normal logging - heinrich5991 6b65ccb Add HTTP masterserver registering and HTTP masterserver - heinrich5991 ee8896d Make mastersrv compile with Rust 1.48.0 - heinrich5991 e7140ca Merge #5064 - bors[bot]
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@Ravie maybe add a comment here https://github.com/ddnet/ddnet/issues/5159 so it does not get lost...
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Extract CConsole::TraverseChain (https://github.com/teeworlds/teeworlds/pull/2933). Fix toggle/+toggle commands with commands which are chained multiple times.

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
  • [ ] ...
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deen
Yes, this is by design so that our default key binds work on any keyboard layout (azerty, dvorak, etc). Can be turned off with inp_translated_keys 1 (edited)
ok ty
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fixes #5167
  • Add some more documentation to the code
  • reverted early ground jump to keep old physics (I have not noticed it will allow the jump one tick earlier as I made the change)

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
  • [x] Considered possible null pointers and out of bounds ar...
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c0d3d3v
I'm fine with removing the stars πŸ˜„ If the other maintainers agree on this too. Then we can also remove the option to not show the freeze bar? Or we could add the stars client side, if freeze bars are disabled... (I do not know how simple this is) (edited)
agreed, no stars when ddnet client is new enough to show HUD
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@heinrich5991 registration process keeps the process a lot longer open (not a problem for me, but just wanted it noted) after kill with Ctrl+C (edited)
20:25
9c97995 Fix Spezial Jumps for players with 0, 1 and -1 Jumps - C0D3D3V ade1a28 Merge #5172 - bors[bot]
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fade4d2 Extract CConsole::TraverseChain, fix toggle with multiple chains - Robyt3 79f377b Merge #5171 - bors[bot]
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make tee pyramid contest next
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ive made some changed after getting some feedback from other dutch players. :^)
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Sorry I did make a mistake in #5172 I tricked myself the code block I moved back down below the jumping physic (where it original was): https://github.com/ddnet/ddnet/blob/79f377b1338728de8cde936e0b10d0a1946a00b4/src/game/gamecore.cpp#L216-L221 did not prevent instant ground jump, i somehow thought wrong and maybe combined it wrong with my new condition. i tested everything again with 15.9.1 (and 16.0.3) and looked at the old code and noticed that it was allowed to make a ground jump di...
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I keep getting this output even with sv_register 0. I guess could disable it: [2022-05-20 23:17:56][register]: info: {"max_clients":64,"max_players":64,"passworded":false,"game_type":"TestDDraceNetwork","name":"My DDNet server","map":{"name":"Embrace","sha256":"d8098a29b6e3621928fa57570dcce5b22c932b47a81c52a40b3546240b65b824","size":345491},"version":"0.6.4, 16.1","clients":[]} @heinrich5991 agreed?
21:20
236cb50 Update settings & commands - def-
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Ronan
ive made some changed after getting some feedback from other dutch players. :^)
Thanks, will add
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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, 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 memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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a feature i REALLY want is call vote options in chat
21:59
so like /maps ddmax
21:59
and /randomunfinished
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82ef97f revert to ground jump at the same tick - C0D3D3V a040793 Merge #5173 - bors[bot]
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cheers, @deen
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@Jupstar βœͺ I'm truly embarrassed of my older self for not really having tested the colorspace thingy for webgl properly when I did it
23:26
but tbh the solution I got seemed correct
23:26
well I noticed some colors still being off in web
23:26
and after some proper testing
23:27
(reminder: in web I can only choose to render to a srgb texture)
23:28
I now found out that all I need to do is convert the final color of the fragment shader from rgb to srgb (every component to the power of 2.2)
23:28
thats all there is to it
23:29
last time I think I told you I only needed to convert the sampled color from the texture from srgb to rgb
23:30
however neither did I convert from srgb to rgb (but the other way round(-ish)) nor converted the correct color
23:30
πŸ™ƒ
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