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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 2022-05-29 00:00:00Z and 2022-05-30 00:00:00Z
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better suggest it directly in the issue, it will probably get lost here πŸ™‚
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it's like dotifles in my opinion, but demo hub would be nice like skins.tw for demos
02:34
nobody uploaded their run 😦
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can you upload demos there too?
02:35
as proof
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I think speedrun.com is usually only used for games without in-game speedrun leaderboards
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and then usually only for special categories, which don't exist in-game
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@Ryozuki happy birthdayfeelsamazingman
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hm...
07:29
skin redactor
07:29
hm (edited)
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k2d222
yay super cool !
what editor?
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do you know a bro called "Icy"
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Adoge_114514
do you know a bro called "Icy"
no
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fine
07:37
thanks
07:38
em,it is in the ddnet
07:41
who want to play minecraft
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Chairn
better suggest it directly in the issue, it will probably get lost here πŸ™‚
It has already been closed, he cannot add anything 😁
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Wohoo
It has already been closed, he cannot add anything 😁
what?
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Adoge_114514
what?
That was a message for Chairn actually. I don't play minecraft
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Wohoo
That was a message for Chairn actually. I don't play minecraft
oh,that's fine
07:48
ζ²‘ζœ‰δΊΊθ―΄δΈ­ζ–‡ε—
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[quakenet] ChillerDragon BOT 2022-05-29 07:50:29Z
Hi its me again. The nagging downstream maintainer!
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Adoge_114514
who want to play minecraft
Teeworlds and minecraft share the same block-by-block map approach. It would be a nice mod, MineTeeCraft. Just don't say it to @fokkonaut, or he will code it next weekend 🀣
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cauldron
can anyone answer me collision questions?
  • default hook length is 380.0 i read in the wiki. from where to where is that? middle of the hooking tee? or on the outline?
  • what is a unit? how does it translate to pixel?
  • what is the hook hitbox of tee diameter in units?
  • is the hook hitbox of tees a round circle? (ddfat skins are not round)?
(edited)
2. A tile is 32 physic units wide and high and has 64x64 pixels, so 1 unit translates to 2 pixels 1. default hook length is 380 and it's a server tuning. So you can hook 380/32 = 11.875 tiles far 3. A tee has a diameter of 28 units 4. yes, the hook hitbox is round (other then the collision hitbox) (edited)
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[quakenet] ChillerDragon BOT 2022-05-29 07:51:53Z
Any chance we could introduce deprecation into ddnet when there is bigger api changes? like removing sorted_array for example https://github.com/ddnet/ddnet/pull/5252 instead of throwing an compile error that it does not exits one could throw and warning that it will be removed in a future version
Replaces all usages of array with std::vector. I adjusted variable names of variables I changed to use the v prefix. Not so in the editor however, as there are already many changes due to clang-tid...
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AssassinTee
2. A tile is 32 physic units wide and high and has 64x64 pixels, so 1 unit translates to 2 pixels 1. default hook length is 380 and it's a server tuning. So you can hook 380/32 = 11.875 tiles far 3. A tee has a diameter of 28 units 4. yes, the hook hitbox is round (other then the collision hitbox) (edited)
😲
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ChillerDragon: Why? Just don't upgrade your mod to latest DDNet for a while if you think it's too much effort right now
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[quakenet] ChillerDragon BOT 2022-05-29 07:55:28Z
deen it would nice if one can still update without getting build errors. Also imo its much more chill to fix warnings than errors.
07:56
would it to bee too much overhead to delete the tl/array.h a bit later? and put some #message pre compiler warnings in there?
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yes, then we have to keep unused code around and maintain and fix it
07:57
and set dates for when to remove it
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[quakenet] ChillerDragon BOT 2022-05-29 07:58:09Z
no it should not be maintained
07:58
just keep it until it breaks or latest next ddnet release
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I think that effort is worth it for widely used libraries, but not for DDNet, which is used by maybe 3 mods that update regularly
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[quakenet] ChillerDragon BOT 2022-05-29 07:58:33Z
ikr
07:58
yea one can still ask
07:58
if i would pr it would it be merged?
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I don't think so.
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[quakenet] ChillerDragon BOT 2022-05-29 07:59:28Z
ok sad
07:59
time to create a new ddnet fork then :D
07:59
the stable api ddnet fork haha
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deen
I think that effort is worth it for widely used libraries, but not for DDNet, which is used by maybe 3 mods that update regularly
the sad part about this, is that only 3 update regularly
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[quakenet] ChillerDragon BOT 2022-05-29 08:01:18Z
yea i really have to think about something. I became a fulltime git conflict solver in my free time
08:02
it works as long as its fun and im activley doing it. But returning from a break of doing it would probably cause an frustrating amount of work just to merge in all the latest stuff
08:02
@AssassinTee i merge ddnet more often than i brush my teeth
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[quakenet] ChillerDragon
@AssassinTee i merge ddnet more often than i brush my teeth
Teeth are expensive! Keep that in mind
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[quakenet] ChillerDragon BOT 2022-05-29 08:08:40Z
doesnt insurance cover that?
08:09
@my_insurance im just trolling please do not raise the price. I brush my teeth every day!
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Jupstar βœͺ 2022-05-29 08:15:19Z
better cleanup ddnet now than never
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[quakenet] ChillerDragon BOT 2022-05-29 08:16:36Z
stability slows down progress ur right
08:17
stoopid vscode cmake syntax highlighter thinks the file path is syntax
08:17
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Jupstar βœͺ 2022-05-29 08:17:29Z
xd
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[quakenet] ChillerDragon BOT 2022-05-29 08:17:50Z
dont ask me how i found out
08:18
i will write an angry letter to bill gates now
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Jupstar βœͺ 2022-05-29 08:18:29Z
its not the cmake extension from microsoft
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[quakenet] ChillerDragon BOT 2022-05-29 08:18:33Z
it is
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Jupstar βœͺ 2022-05-29 08:18:40Z
the one from microsoft does no syntax checks or anything
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[quakenet] ChillerDragon BOT 2022-05-29 08:18:44Z
i got community and microsoft
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Jupstar βœͺ 2022-05-29 08:18:44Z
its your first extension
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[quakenet] ChillerDragon BOT 2022-05-29 08:18:46Z
a
08:18
ok
08:18
fuck alr sent letter
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that syntax highlighter is only lexical, not syntaxic (it only recognises words) syntaxic highlighters are much harder to produce and often not worth it
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Jupstar βœͺ 2022-05-29 08:20:01Z
just throw some electron devs against it and it worksℒ️
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[quakenet] ChillerDragon BOT 2022-05-29 08:20:47Z
more like dislexical
πŸ˜† 1
08:20
axaxaxaxaxax
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Jupstar βœͺ 2022-05-29 08:22:10Z
so why did components drink ddnet devs chillerdragon?
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[quakenet] ChillerDragon BOT 2022-05-29 08:22:36Z
its me working on a new feature branch called "conflicts"
08:22
its not going well so far
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Jupstar βœͺ 2022-05-29 08:23:04Z
just add back the removed files for your mod?
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[quakenet] ChillerDragon BOT 2022-05-29 08:23:05Z
08:23
i am thinking about writing my own merge driver
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Jupstar βœͺ 2022-05-29 08:24:34Z
yes pls reinvent git
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[quakenet] ChillerDragon BOT 2022-05-29 08:24:39Z
on it
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Jupstar βœͺ 2022-05-29 08:24:41Z
and call it svn
08:24
xd
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[quakenet] ChillerDragon BOT 2022-05-29 08:24:49Z
i was about to make that joke
08:25
nah git is rly cool
08:25
it lets you run shell scripts on conflict
08:25
and shell scripts obv being shell scripts can ez solve conflicts
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Jupstar βœͺ 2022-05-29 08:26:09Z
git is cool bcs its an insult
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[quakenet] ChillerDragon BOT 2022-05-29 08:26:18Z
wat where?
08:26
git gud
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Jupstar βœͺ 2022-05-29 08:26:23Z
so when i say chillerdragon git
08:26
u dont even notice
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[quakenet] ChillerDragon BOT 2022-05-29 08:26:33Z
?!
08:28
where is the insult
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[quakenet] ChillerDragon BOT 2022-05-29 08:28:21Z
wat
08:28
da
08:28
fok
08:28
EVEN MORE SEVERE THAN TWIT
08:29
arsehole xd i always thought thats an typo
08:30
@Jupstar βœͺ but do insults work if nobody gets them? i mean it does not even sound rude
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Jupstar βœͺ 2022-05-29 08:30:44Z
isnt that the good part they dont even notice xd
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[quakenet] ChillerDragon BOT 2022-05-29 08:30:50Z
wew
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Jupstar βœͺ
@heinrich5991 [2022-05-27 17:04:10][stun/6]: couldn't send stun request [2022-05-27 17:04:42][stun/6]: couldn't send stun request [2022-05-27 17:05:46][stun/6]: couldn't send stun request [2022-05-27 17:07:54][stun/6]: couldn't send stun request [2022-05-27 17:12:10][stun/6]: couldn't send stun request [2022-05-27 17:13:39][stun/4]: got address: myip:36742 [2022-05-27 17:20:42][stun/6]: couldn't send stun request [2022-05-27 17:23:39][stun/4]: got address: myip:36742 [2022-05-27 17:29:14][stun/6]: couldn't send stun request [2022-05-27 17:33:39][stun/4]: got address: myip:36742 [2022-05-27 17:37:46][stun/6]: couldn't send stun request why does this happen in demo player? does it also happen for http requests or what
shouldn't happen for demo player. can you create an issue?
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Jupstar βœͺ 2022-05-29 08:33:07Z
ok
08:36
but i assume its bcs of the skin downloader or smth
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Learath2
Even without replay we could probably hand parse th files, it’s easy to check stuff like position at a certain tick
I think Zwelf is working on a teehistorian replayer
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``` [2022-05-27 17:04:10][stun/6]: couldn't send stun request [2022-05-27 17:04:42][stun/6]: couldn't send stun request [2022-05-27 17:05:46][stun/6]: couldn't send stun request [2022-05-27 17:07:54][stun/6]: couldn't send stun request [2022-05-27 17:12:10][stun/6]: couldn't send stun request [2022-05-27 17:13:39][stun/4]: got address: myip:36742 [2022-05-27 17:20:42][stun/6]: couldn't send stun request [2022-05-27 17:23:39][stun/4]: got address: myip:36742 [2022-05-27 17:29:14][stun...
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deen
I chose the size for fat tees based on what looks funny, so if it's close to the hit box, that's coincidence
it's actually pretty much the tee-hook hitbox, it's funny that you chose that accidentally. I know some people using this
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83f5560 Add 200 € (!) donation by Sweeeeet GM :> - def-
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AssassinTee
2. A tile is 32 physic units wide and high and has 64x64 pixels, so 1 unit translates to 2 pixels 1. default hook length is 380 and it's a server tuning. So you can hook 380/32 = 11.875 tiles far 3. A tee has a diameter of 28 units 4. yes, the hook hitbox is round (other then the collision hitbox) (edited)
no, a tile is 32 physics units wide. it doesn't have a pixel size. the default tilesets are 64x64 pixels, but that isn't hardcoded into ddnet/teeworlds
08:41
ChillerDragon: you can just keep tl/array.h in your mod longer, no need to delete it from your mod as well
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Jupstar βœͺ
but i assume its bcs of the skin downloader or smth
it's supposed to happen on connection start, so probably the demo player signals something similar
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[quakenet] ChillerDragon BOT 2022-05-29 08:43:09Z
yea i guess thats true
08:43
i mean in this case i already fixed it all. Im just talking about in general. But yea in such a case I can just re add old function signatures. But that gets quite messy
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In DDNet we have doors, that are generated using laser entities of the laser weapon. We have a switch mechanic, with that we can open and close doors. But these doors have some problems, they always look the same (like a laser) and they are skipable using speed. We could implement doors, that are made out of solid blocks. So that they also can be opend and closed using our switches. So basically blocks that are switching between air and solid block. And maybe also get some animation.
09:05
d6c1c77 Handle failed socket creation (fixes #5267) - def- 1abe73c Merge #5272 - bors[bot]
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Wohoo
Teeworlds and minecraft share the same block-by-block map approach. It would be a nice mod, MineTeeCraft. Just don't say it to @fokkonaut, or he will code it next weekend 🀣
xD
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@c0d3d3v just wanted to mention that
12:41
"a other" is wrong, you should use another
12:42
saw it multiple times now from you so thats just why i lyk
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[quakenet] ChillerDragon BOT 2022-05-29 14:44:39Z
what about rebranding the antibot thing into a generic plugin api? It has so many hooks one can build other stuff than antibot with it. Then we could add support for multiple plugins at once and hot plugging... and voila we got the minecraft plugin system that we love.
14:45
Imagine how fun it would be if i as a use could browse the interwebs and download some sketchy ddnet-animal-crossing-nota-avirus.exe from mediafire and just drag'n drop that into my ddnet plugins/ folder type "reload" in f2 and hope for the best
14:45
user*
14:50
pls also add a mod-to-plugin-converter-avirus.exe so i dont have to rewrite f-ddrace as a plugin
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AssassinTee
2. A tile is 32 physic units wide and high and has 64x64 pixels, so 1 unit translates to 2 pixels 1. default hook length is 380 and it's a server tuning. So you can hook 380/32 = 11.875 tiles far 3. A tee has a diameter of 28 units 4. yes, the hook hitbox is round (other then the collision hitbox) (edited)
thanks. 3. tee hook hitbox or tee visibility? (edited)
15:35
tried to understand collision.cpp and find the numbers
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[quakenet] ChillerDragon BOT 2022-05-29 16:25:41Z
how to show ddr hud on non ddr servers?
16:25
or can we auto show it on BW pls?
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Is there a reason why custom colors for higher res skins are different than in skins that are in database size? same exact colors, but one is 2048 x 1024 i'm using nightly (edited)
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Jupstar βœͺ 2022-05-29 16:34:50Z
skin calculation is weird
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i might actually conduct experiments on how color calculation works in ddnet, if it isnt done already
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@Voxel there is an online skin renderer. But i forgot who made it
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does it use the same code?
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@Alexander (this guy made it
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Hi whats up
16:48
@Alexander read these few last messagesπŸ˜‰
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All credits to @ b0th for colors
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i mean for code that puts the colors on the skin
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i think my code works, @Voxel maybe you can test with teeworlds data bot
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yeah i just said it because you made the code that my website uses
16:57
and it should work fine
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Alexander
yeah i just said it because you made the code that my website uses
xd and i use ur code to render my skins on the discord bridge
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wait
16:58
how
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y weird
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i only saw the one you made and refigured it into an api
16:59
Simple, powerful, free tools to create and use millions of apps.
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lel
16:59
x)))
16:59
i see part of my code πŸ˜„
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@Swarfey you know i made a lib + a rest api you can use if you want
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yea i only copy pasted all from alexander into it cuz i wanted it to work pretty fast
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🎑 api for tw-utils lib. Contribute to theobori/tw-utils-api development by creating an account on GitHub.
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oo epic
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wish i knew that before i wasted like 3 hours yesterday on doing that xdd
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Alexander
Click to see attachment πŸ–ΌοΈ
whats the github link btw
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TeeAssembler 2.0 is a script used for coloring a TeeWorlds skin image the same way TeeWorlds does and rendering the image in your browser using only CSS and JavaScript. - GitHub - AlexIsTheGuy/TeeA...
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Alexander
Click to see attachment πŸ–ΌοΈ
oh
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if you mean that
17:01
on the website there is a fork me on github ribbon
17:01
Btw
17:03
my code colors the tee parts and puts it back into the skin file
17:03
b0ths renders it into an image that resembles the tee (edited)
17:03
so your api would benefit more from b0ths tw-utils
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yes i have done a feature to save it as a file but you still have access to the canva data
17:05
maybe i will rewrite it one day into using tw-utils
17:05
but for now i think im gonna keep it and never look at it again pepesweat
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x))
17:06
@Alexander can I beg for a star on the repository :'D?
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sure
17:06
btw deen starred my repo xd
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xd achievement done
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my life can end now
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eheh
17:10
its real
17:10
deen star my repo too pls, if you do it i can die in peace
feelsamazingman 1
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Voxel
Is there a reason why custom colors for higher res skins are different than in skins that are in database size? same exact colors, but one is 2048 x 1024 i'm using nightly (edited)
custom color first average on the skin, so the resolution might change base color
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@Voxel did you try it on the website?
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So I did a little experiment with how colors are dealt with in DDNet, and the results are a bit shocking: TL: The Base sprite I used, a 96x96 px square, and a 12x8 grid of all CMYK maximums and Shade/Tint with an interval of 20% TR: A control point for saturation. When the differences are compared with a grayscale version of the base sprite, it should all be black. BL: A screenshot of the base sprite ingame, with custom colors turned on. H: 0, S: 0, L:128 (50%) BR: The difference between the control and the screenshot. Very drastic changes, especially in the near black range.
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Alexander
@Voxel did you try it on the website?
Not yet, I just wanted to figure out the differences in saturation first.
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Alright
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I wish DDNet kept relative saturations when it came to recoloring. Because as it is right now, all of the colors that change meld into a muddy grey, and end up looking really poor, especially white. I don't know why white changes color.
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I agree
17:42
But I guess that's just how it is
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white changes color because they re map the colors based of the average greyscale from what i understood
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192?
17:43
is that it?
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Nagi01 {LAN}
white changes color because they re map the colors based of the average greyscale from what i understood
does this mean if i make a pure white tee it would not change color?
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the reorderBody() function
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Voxel
does this mean if i make a pure white tee it would not change color?
y
17:45
oh no my bad
17:46
if you apply a color it will be grey because skin cannot be 100% black or white
17:46
i mean, it will be grey if you have 255,255,255 (hsl)
17:47
255,255,255 wont be white
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yes
17:48
its light grey
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I just have one question
17:48
why doesnt the reorderBody() function do it for the feet
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Alexander
why doesnt the reorderBody() function do it for the feet
idk
17:49
tw decided it x)
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Nagi01 {LAN}
if you apply a color it will be grey because skin cannot be 100% black or white
it didnt even turn HALFTONE when i set it to half lightness. it just became 44% black (edited)
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tw skin colors are special πŸ˜„ (edited)
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bruh
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Alternative to #5179

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/#u...
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Lightness at 0 makes it 62% black Lightness at 255 makes it 25% black
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I think it ignores natural differences in brightness of different hues, and then finds some average of all pixels' lightness value
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white_greyfox skin isnt even white, it's #fefefe
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this is the skin i use
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Nagi01 {LAN}
if you apply a color it will be grey because skin cannot be 100% black or white
also what do you mean? it CAN be 100% black, just not 99% black
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it cant be black
17:54
there is a limit
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if the default color is black
17:55
then if you apply 0,0,0 it will be black
17:55
but if the default color isnt black, you skin cant be black
17:55
just dark grey because there is a limit
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but only in the color chooser in settings? not if you 'hardcode' it?
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even if you hardcode it via the in game condole it wont be black
17:58
console*
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the darkest a skin can be is: HSL: 0°, 0%, 50% (edited)
17:59
when you apply colors
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nvm, you're right, but i did a teamcolors branch and could make it all white or black
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oh y, of course if you edit the source code everything is possible x)
18:11
the white still doesn't look 100% white to me
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yes, it looks like light grey
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custom color doesn't allow every color
19:05
it depends on the base skin average color
19:05
this average color is then turned to grey, and this grey is then colorized according to custom color
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I used https://github.com/include-what-you-use/include-what-you-use to find unused includes and then manually adjusted their usages. Why? See https://github.com/include-what-you-use/include-what-you-use/blob/master/docs/WhyIWYU.md. This PR removes unused includes or moves the includes so they are used where necessary, to achieve the first two benefits listed there. Eventually IWYU could be used to also add all includes that are transitively needed (thereby doing what the tool name implies...
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f632758 Remove unused includes from tools - Robyt3 a3a594b Remove unused include from test - Robyt3 8f260ca Remove duplicated includes from generated protocol - Robyt3 0af146e Remove unused includes from base - Robyt3 31533d5 Organize engine-shared includes - Robyt3 c2f92c1 Organize game-shared includes - Robyt3 4b36584 Organize engine-client includes - Robyt3 0101e94 Organize engine-server includes - Robyt3 06cd4e9 Organize game-server includes - Robyt3 91d2ba1 Organize game-client includes - Robyt3 cfdb97a Merge #5276 - bors[bot]
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is it possible to fix the bot that shows records? currently, if someone is top1 and beats their own rank, the "previous time" shows the rank 2 instead of the previous r1
23:25
if that makes sense
Exported 244 message(s)