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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 2022-05-21 00:00:00Z and 2022-05-22 00:00:00Z
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a very stupid question, im just starting in coding and everything if my git bash is in c/users/user and i want to git clone ddnet, would the clone of ddnet be installed in that directory or do i have to specify a specific folder for it to go somewhere else? (edited)
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chillerdragon BOT 2022-05-21 05:40:41Z
Try it out?But yes git clone creates a folder in your current directory unless you specify a custom path using the second positional argument
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Patiga
@Jupstar ✪ I'm truly embarrassed of my older self for not really having tested the colorspace thingy for webgl properly when I did it
i wouldn't blame you tho It's not very intuitive to only have sRGB framebuffers
06:25
according to GPUInfo every GPU that supports a sRGB format, also has a UNORM format and vice versa
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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 memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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@c0d3d3v why did u split the ddnetcharacter into this new display thing?
09:04
like, why do we have two extended characters now xD
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I tried to put it in ddnetcharacter but I could not get it, so old clients still can parse ddnetcharacter and new clients can parse the old ddnetcharacter ... maybe I did something wrong :/ (edited)
09:15
maybe we should not care at all?
09:15
and just expend and do not care about old versions?
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fokkonaut
@c0d3d3v why did u split the ddnetcharacter into this new display thing?
have you experience with expanding net obejcts?
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You can just add new fields
09:42
but u need to mark them i think
09:44
validate_size = false
09:44
then u can extend them
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I also looked in the history a bit, and never saw a change of net object after a release...
09:44
GameInfoEx
09:44
just add that parameter and extend it
09:44
only to the end tho
09:45
not inbetween
09:45
iirc
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but ddnetcharacter does not have the validate_size set to false... so old clients will fail to read it or not?
09:53
In theory it is also not very important that old clients can read it :/ it does not contain game relevant data
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Right now everything is always logged, including tracing.
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or wait validate_size only checks if the size of the received obj is to small o.O so normally it should just work on old clients. I will test it out. (edited)
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you should always be able to add new elements at the end
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i think
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I do not know what I did wrong, maybe I did add some stuff in the middle
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but in principle it is also not to costly to add a new net object... just 32bit more (obj id and snap id) as if you would add it to the end of an old obj. But I will try to move it to DDNETCHARACTER (edited)
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its just not nice
10:05
thats why we always try to think of all usecases before adding a snapobject :D
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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 memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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c0d3d3v
but in principle it is also not to costly to add a new net object... just 32bit more (obj id and snap id) as if you would add it to the end of an old obj. But I will try to move it to DDNETCHARACTER (edited)
+16bit for the size flield "_size is a field that is only present if the size of items of type type_id is not pre-agreed for the protocol. A list of pre-agreed item sizes can be found in the appendix of this document." xD
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fokkonaut
thats why we always try to think of all usecases before adding a snapobject :D
-.- ya I will move it
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u dont need freezetick btw
10:15
we decided to use freezeend
10:16
so that it doesnt get updated every snap
10:16
also, isinfreeze is useless
10:16
because u can take it from the map itself, but actually in terms of modding, yes keep it in
10:19
also, why u need rampvalue and target? those are available in the client already
10:20
By this, other clients can even find out the cursor position of others. not entirely wanted
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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 memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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i just pulled git master but i think there is something wrong with prediction when i hook, hold a or d and open chat
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fokkonaut
also, why u need rampvalue and target? those are available in the client already
I'm guessing due to some floating point mess target ends up getting predicted wrong, probably should bw fixed in the client rather than sent back
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nori
i just pulled git master but i think there is something wrong with prediction when i hook, hold a or d and open chat
@c0d3d3v might be related to your HUD changes?
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fixes #4653 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 s...
11:17
maybe this
11:22
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@nori if you have the time for it you could try to bisect the commit, but it’s probably indeed pr5153
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boop
13:09
boop2
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boop3
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You ruined it
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it already started wrong
13:13
it should be boop0
13:13
we programmers here (edited)
13:13
yeee
13:13
PepegaChatter
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Murpi noob tho (edited)
13:14
Oh shit, sorry i shouldn't edit herepepeH
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I was hoping to fix this: [2022-05-21 15:10:20][ERROR][bot]: Event 'on_message' caused an exception Traceback (most recent call last): File "/home/teeworlds/pybot/ddnet-discordbot/.venv/lib/python3.9/site-packages/discord/client.py", line 343, in _run_event await coro(*args, **kwargs) File "/home/teeworlds/pybot/ddnet-discordbot/cogs/moderator.py", line 198, in on_message or is_staff(author) or author.bot or f'<@&{ROLE_MODERATOR}>' not in message.content: File "/home/teeworlds/pybot/ddnet-discordbot/cogs/moderator.py", line 29, in is_staff return any(r.id in (ROLE_ADMIN, ROLE_MODERATOR) for r in member.roles) AttributeError: 'User' object has no attribute 'roles' by adding author.bot to moderator.py, since webhook messages are just bot responses
13:14
eternal sadness
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Ryozuki
we programmers here (edited)
I see i am not the only one who edits🙃
13:15
irc is ded anyway
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murpi
I was hoping to fix this: [2022-05-21 15:10:20][ERROR][bot]: Event 'on_message' caused an exception Traceback (most recent call last): File "/home/teeworlds/pybot/ddnet-discordbot/.venv/lib/python3.9/site-packages/discord/client.py", line 343, in _run_event await coro(*args, **kwargs) File "/home/teeworlds/pybot/ddnet-discordbot/cogs/moderator.py", line 198, in on_message or is_staff(author) or author.bot or f'<@&{ROLE_MODERATOR}>' not in message.content: File "/home/teeworlds/pybot/ddnet-discordbot/cogs/moderator.py", line 29, in is_staff return any(r.id in (ROLE_ADMIN, ROLE_MODERATOR) for r in member.roles) AttributeError: 'User' object has no attribute 'roles' by adding author.bot to moderator.py, since webhook messages are just bot responses
weakly typed language problems smh
13:16
with rust u wouldnt get that
13:16
BASED
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Ryozuki
BASED
well then rewrite the entirety of ddnet in rust troll
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(╯°□°)╯︵ ┻━┻
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┬─┬ ノ( ゜-゜ノ)
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I was rewriting a lot of this bot in rust actually, just hit a bit of a speed bump after I got annoyed at how meh async callbacks are in rust
14:23
After writing Box::Pin for the 500th time I got a brain aneurysm and stopped working on it, maybe with a fresh mind I can give it another go now
14:25
I've achieved peak rust: for<'f> fn(&'f ctx, &'f msg, &'f args) -> Pin<Box<dyn Future<Output=CommandResult> + Send + 'f>>
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do u have the source somewhere
14:42
what u are doing sounds like async traits
14:45
async will improve when GATs finally get stabilized
14:45
hope its soon
14:45
its the most awaited feature
14:45
pun intended
14:46
This is a tracking issue for generic associated types (rust-lang/rfcs#1598) Repository Detailed tracking information is available at the GAT initiative repository Unresolved questions: #87479 -- de...
14:46
14:46
we so close tho
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Ryozuki
do u have the source somewhere
Unlikely, I never managed to get it to properly work in a nice generic extensible manner, so I deleted each of my attempts that didn’t end up working
14:47
I made a very rigid version so I could have a working bot for now
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@Learath2 honestly trying to generalize a lot is often not worth
14:47
specially if u only end up using it
14:47
but thats in general
14:47
not just rust
14:47
i think
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Here it’d be worth it imo, it’d make adding new features so much more pleasent
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well if u upload it someday i would like to take aa look
14:48
its true that async is not the best in rust sadly
14:48
and the rust contributors try rly hard to get it right xd
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Why is F1 logging everything now, even when console_output_level is on 0
14:49
thats not how its supposed to work xd
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It is better than the async in c++ which noone seems to use at all
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i never used async in c++ either
14:49
xd
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fokkonaut
thats not how its supposed to work xd
It’s probably the console unification patch. I don’t remember how heinrich did it but the dbg_msg’s now getting routed to the console might not have a proper level
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fokkonaut
thats not how its supposed to work xd
and why do we need date stamps in F1 :D takes lots of space
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Learath2
It’s probably the console unification patch. I don’t remember how heinrich did it but the dbg_msg’s now getting routed to the console might not have a proper level
yea
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The next part of that PR implementing log levels will probably fix this issue
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dbg_msg through console sounds not correct at all, at least when using them before console got created
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I think dbg_msgs ALSO get routed to the console, not ONLY through the console
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Might want some module filtering and level filtering and default those to emulate the old console
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Anyway, I’m happy that we don’t have to instruct people to open the black console on windows, and launch the game thru console in linux
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@Learath2 we didnt need that before too
14:54
console_output_level 2
14:54
only dbg_msgs werent there
14:54
i think
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We did, some information necessary while helping someone fix an issue is only printed on stdout
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nori
i just pulled git master but i think there is something wrong with prediction when i hook, hold a or d and open chat
on what server?
15:16
mh I see
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fokkonaut
also, why u need rampvalue and target? those are available in the client already
ramp value is not availible in client for other players
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why?
15:20
U have their vel and tunings
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fokkonaut
we decided to use freezeend
freeze end does not contain the information when freeze started
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Why do you need that?
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fokkonaut
U have their vel and tunings
how would you get there tunings?
15:20
for freeze bar
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depending on their tunezone?
15:21
tunes are saved in the map and therefore available in the Client
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only if you predict
15:21
prediction is off if you spectate
15:21
or cl_predict is off
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Well, you can still code it that way to get the tunings? xD
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why would i
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because its useless to send it
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fokkonaut
Why do you need that?
Freeze start and end are needed for a bar because you need to know the total size of the bar to fill in the correct amount
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we are in 2022 fiber age
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Learath2
Freeze start and end are needed for a bar because you need to know the total size of the bar to fill in the correct amount
yep
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its only 16 bit * 64 max ... (edited)
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I definitely don’t agree with shoving derivative things in there just because you don’t feel like computing it on the client
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It’s fiber age, we can run the client on our servers and stream the graphics aswell
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why did all of the last changes get merged so fast... I couldnt even take a look
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it was online for 4 weeks
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But definitely not the commit with ddnetcharacterdisplayinfo as an extension to the ddnetcharacter xd
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it was
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but does not matter
15:25
you can change it if you want (edited)
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no, you should do it and that should happen before the next release
15:25
in order to minimize versions with this as people tend to not update
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the client should not do the job of the server. the server sends the client data to display not the other way around
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the server shouldnt send data twice😉
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The display info should probably get merged into the ddnetcharacter. We should ask trml about the velramp. We should send the freezestart so we can use delta compression, not freezetick
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freezetick is freezestart
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bad name then
15:27
:p
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was not my idea
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c0d3d3v
the client should not do the job of the server. the server sends the client data to display not the other way around
On the contrary, the client HAS to re do some of the job of the server for things to be correctly predicted
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The way teeworlds has been structured relies on the client being able to accurately do the work of the server, which is why we share the gamecore
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The display info should probably get merged into the ddnetcharacter
already started.... fokkonaut requested it
(edited)
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fakk off
15:28
yeee
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Anyway, other than those small things, the new hud looks nice
15:29
true
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fokkonaut
fakk off
???
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he wrote fakkonaut xd
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Learath2
The way teeworlds has been structured relies on the client being able to accurately do the work of the server, which is why we share the gamecore
but it currently does not predict the world good enough, and I do not want to fix it, at least not now
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But by sending it from the server you are permanently taking up space in the networking code. We’ll have to send these values to clients for a decade
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we could just force cl_predict and do not allow turn of cl_predict.... so remove it, that would improve prediction a lot. Also do not turn of prediction in spectator
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I think prediction really needs some work, some things should always be predicted no matter what
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if we remove cl_predict entirely, I would be ok to not send the data
15:34
would not be prefect...
15:34
but better then nothing
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@trml do you remember why we don’t have prediction in spectator mode?
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I think he is in vacation...
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why do u need pred in spec
15:37
oh wait
15:38
i always confuse pred with antiping
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fokkonaut
also, why u need rampvalue and target? those are available in the client already
target is just the true target, angle is wrong, it is to rounded to be precise , I do not even know why teeworlds used the angle instead of target... -.- (edited)
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c0d3d3v
on what server?
ddnet
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c0d3d3v
target is just the true target, angle is wrong, it is to rounded to be precise , I do not even know why teeworlds used the angle instead of target... -.- (edited)
what do you use the target for?
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to display the angle of tees and hookline of cause
15:39
hookline was wrong of other tees, now it is correct
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I dont know if I like the target being sent
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but we can keep it wrong.... most of this game is wrong anyway
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would also be nice to display the cursor of other tees in spectator (edited)
15:41
xD
15:41
maybe
15:41
or in demos
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Maybe there is some usecase for cheaters if they see other cursors?
15:41
idk
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in ddnet?
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other gametypes
15:42
well yea i think its okay
15:44
It is more precise then angle, but I think for bots the normal angle would be enough... so would only make them more accurate too xD (edited)
15:46
and i have not seen a mod that uses the cursor position for anything other than determining the angle. But of course it would be possible to do more with it.
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my mod lets you place things on cursor and create portal on cursor
15:47
i use the cursor for quite some stuff
15:47
ok
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anyways
15:47
is there some
15:47
method to enable/disable DDrace hud
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client side
15:47
cl_ddrace_hud
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serverside i mean
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do not send ddnetcharacter xD
15:48
could add a flag
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when does the client use the info?
15:48
yes, please add a GameInfoEx flag
15:48
my mod relies on the ddnetcharacter but also needs the hearts and shields from time to time
15:48
depending on which gamemode you are in, because you can also enter a damage based area basically
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mh can you change gameinfoex after joining?
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its snap object
15:49
i think a flag for both, hearts/shields and ddracehud is good.
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thought it is only send once
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nope
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fokkonaut
i think a flag for both, hearts/shields and ddracehud is good.
if one of them is set, put everything top left corner, if both are send, do ddrace under hereats/shields
15:50
if none is sent, do none
15:50
shouldnt be much code change, just adding another gameinfoflag to m_Flags2 of GameinfoEx
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so 3 flags, heards shields amo? ddrace hud
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how is the ammo displayed in ddrace hud? not at all?
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bruh :/
15:51
then definitely 3 flags, yes,
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1. hearts, shields 2. ammo 3. ddrace hud
15:51
k
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i think hearts and shields shouldnt be separated
15:52
but thats actually good, having ammo without shields/hearts, but above the ddrace hud
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its good to keep this kinda stuff, for modders
15:52
ty :)
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2818c6e Fix HUD rebase (thanks to bencie for report) - def- c4bcf3d Render full text when it still fits - def- c1919f2 Merge #5177 - bors[bot]
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I really should not fix bugs so late xD thanks I wrote in PR correctly what I wanted to do, but have it programmed the wrong way around lol. And I forgot to test it the way you did it, I just ran straight, so I did not notice.
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also can i disable the unfreeze timer bar under the tee? if not it would be great to have an option (edited)
16:18
or maybe make an option stars or bar (edited)
16:18
even better
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cl_show_freeze_bars 0 (edited)
❤️ 1
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cl_show_freeze_bars or somthing like this... there is a option in settings (edited)
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stars are unnecessary if there is bar
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bencie
cl_show_freeze_bars 0 (edited)
yes it is thanks
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:thonk:
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is it matrix bridge?
16:24
or irc
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reported by nori https://cdn.discordapp.com/attachments/293493549758939136/977531792389177364/recording.mp4 I have somehow made the condition wrong xD although I had written correctly in the PR what it should do. also i noticed that teeworlds does not allow you to hold the hook while chatting, but we have allowed this since 2014....

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related ...
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@nori could you test https://github.com/ddnet/ddnet/pull/5182 you can download the build from here https://github.com/ddnet/ddnet/actions/runs/2363673296 as soon as has finished
reported by nori https://cdn.discordapp.com/attachments/293493549758939136/977531792389177364/recording.mp4 I have somehow made the condition wrong xD although I had written correctly in the PR wha...
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ok testing
17:00
not a server bug, i cant see the name
17:00
in scoreboard the name is there, means the name should be available and valid
17:00
17:00
spec char also shows his name
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name of what? are you in spec?
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that tee has no name, but he should have one
17:01
sec
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@c0d3d3v it's fixed
17:02
Was there some client changes?
17:02
im on 16.1
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maybe part of deens name elipsses change
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okay funny
17:04
when a player is in a minigame, his name is not shown
17:04
17:04
no idea why, was not like this before. has to be a client bug, as client has all infos
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what do you send diffrent in mini game
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not much tbh, wait
17:05
ohhh
17:05
i send a spec-char
17:05
thats it probably
17:05
yep
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spec-chars being there dont let the the main tee show his name anymore?!
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probably
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why that?!?!?!
17:06
i used it to indicate where another player would spawn again when he leaves a minigame...
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have to look in the code
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can you please fix it
17:07
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/nameplates.cpp at master · ddnet/ddnet
17:07
this is it
17:07
not else if !!!
17:08
@c0d3d3v why did you do that change?
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why not, who would have known that you use spec chars xD
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Learath2
@trml do you remember why we don’t have prediction in spectator mode?
I think main reason is that the snapshot already contained all the things the client used to show before, so it's an optimization (and also because unpredicted positions are shown)
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c0d3d3v
why not, who would have known that you use spec chars xD
well, its not an issue in general, and if a server sends a character aswell as a spec char, both should work independently and shouldnt be separated like this :D Especially not if not all cases get separated instead only the nameplate rendering xD
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it is also clipped ...
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if a tee is there, surely his nameplate should be rendered
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if you have specchar the clip position is overwritten
17:09
we need to handle it speratly yes
17:10
well
17:10
i dont see a single reason for this commit
17:11
this function takes care of the specchar renderpos already
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in ddnet you can not have both
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c0d3d3v
in ddnet you can not have both
that does not matter
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fokkonaut
well, its not an issue in general, and if a server sends a character aswell as a spec char, both should work independently and shouldnt be separated like this :D Especially not if not all cases get separated instead only the nameplate rendering xD
.
17:12
@c0d3d3v could you please take a look again, and let both render side by side?
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c0d3d3v
if you have specchar the clip position is overwritten
I already told you yes
17:23
imo freeze stars always were kind of redundant (@nori)
stars are unnecessary if there is bar
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it should be optional
17:24
not enabled by default
17:24
i still use stars but still should be optional
17:24
bcs no need
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fokkonaut uses spec chars in addition to normal players in his mod, so the names should also be displayed in addition to the player name

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
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no physics that affect e...
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looks good
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c0d3d3v
we could just force cl_predict and do not allow turn of cl_predict.... so remove it, that would improve prediction a lot. Also do not turn of prediction in spectator
that is possible, but from what I understand the problem is not lack of prediction but that prediction fills in useful values? that could be done by using the gameworld for everything, but not using it to predict ahead
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murpi
imo freeze stars always were kind of redundant (@nori)
true xD because of the shields
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if this is wanted I could perhaps use make a small pr
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c0d3d3v
true xD because of the shields
with stars you can see others tho
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originally I tried to keep the prediction stuff separated from rendering stuff, to make stuff not too dependent on each other (so the gameworld would write into some intermediate structs that the rendering would use), but not sure if that really was cleaner (as it required an additional layer of things)
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Murpi transformed into a bot?
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trml
if this is wanted I could perhaps use make a small pr
It would have to predict all players of all teams, at every time (so show_all would also be forced), to make the display perfect. So I vote for NO!
17:37
also prediction in demos would be needed
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i am noby
17:48
huh
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c0d3d3v
It would have to predict all players of all teams, at every time (so show_all would also be forced), to make the display perfect. So I vote for NO!
yes, main reason not to would be optimization (also the reason prediction for other teams was removed)
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its just not needed
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Logs: `[2022-05-21 19:25:10][ERROR][bot]: Event 'on_message' caused an exception Traceback (most recent call last): File "/home/teeworlds/pybot/ddnet-discordbot/.venv/lib/python3.9/site-packages/discord/client.py", line 343, in _run_event await coro(*args, **kwargs) File "/home/teeworlds/pybot/ddnet-discordbot/cogs/moderator.py", line 198, in on_message or is_staff(author) or f'' not in message.content or message.author.bot: File "/home/teeworlds/pybot/ddnet-discordbot/co...
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some values like freeze_start could perhaps be inferred (without using prediction) if you look at the first tick it was received/updated and take the time difference, but that would perhaps require making some assumptions (like freezetime being a multiple of a second) and not be too pretty
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if you cant interact with someone else u dont need to predict them
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yes, this was only regarding the question of whether to use inferred/derived/predicted values or send everything over the network when rendering
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trml
some values like freeze_start could perhaps be inferred (without using prediction) if you look at the first tick it was received/updated and take the time difference, but that would perhaps require making some assumptions (like freezetime being a multiple of a second) and not be too pretty
mh, do we do freeze bars for other tees? if so this wouldn't really work with tees that are clipped out when freeze start
17:54
s/$/s/
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i think on 0.7 the ninja bar is made only using timeleft
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fokkonaut
i think on 0.7 the ninja bar is made only using timeleft
Duration of ninja is set, by tuning iirc, no?
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but then its updated every tick
17:55
eh
17:55
No
17:55
sec
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if it's constant, even easier to do 😄
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yes, true, then it wouldnt
17:58
pCharacter->m_AmmoCount = m_FreezeTick + Config()->m_SvFreezeDelay * Server()->TickSpeed();
17:58
this is how i do 0.7 bar for freeze
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so 0.7 sends ninja activation tick? and ddnet desnt send it yet?:P
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freezetick gets set whenever the tee gets frozen in Freeze()
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trml
so 0.7 sends ninja activation tick? and ddnet desnt send it yet?:P
yes, since they have a ninja bar
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trml
so 0.7 sends ninja activation tick? and ddnet desnt send it yet?:P
actually they send the end tick
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2cb4758 fix condition of BugDDRaceInput, do only reset innputs on non ddnet mods - C0D3D3V 71669e3 release hook in mods that do not allow inputs while chatting - C0D3D3V 38c8b5b Merge #5182 - bors[bot]
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Ryozuki
Click to see attachment 🖼️
as a scratch user i 100% agree and disagree
21:36
  • chillerdragon
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Ryozuki
Click to see attachment 🖼️
where is GML in this list
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Ryozuki
Click to see attachment 🖼️
rust isn't even listed?
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Chairn
rust isn't even listed?
its the black on black logo in the bottom-left
22:41
Supersedes #5181

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 memcheck](https://github.com/ddnet/ddnet/#using-ad...
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Trying to initally build a custom client on Windows with Visual Studio DDNet client by right-clicking the DDNet project (not the solution) and select "Select as StartUp project". does it mean Set as Startup project not select as? or am i doing something wrong
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I'll still build the official builds with IPO=ON. CC @Kaffeine

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 mem...
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