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DDraceNetwork
Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2022-06-03 00:00:00Z and 2022-06-04 00:00:00Z
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1280x720 weird deathtiles with zoom out
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The whisper commands (/w and /whisper) isn't case insensitive like the other commands are. I thought it was fixed by https://github.com/ddnet/ddnet/pull/4872 but still seems to be broken.
As reported by perrodecerro on Discord Checklist Tested the change ingame Provided screenshots if it is a visual change Tested in combination with possibly related configuration options Writ...
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I'll fix it
13:09
As reported by kiwq 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 i...
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texnonik
1280x720 weird deathtiles with zoom out
thats only on opengl 1.x isnt it?
13:26
or opengl 2
13:26
try to use vulkan or opengl 3.3
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deen
I'll fix it
Thanks, this has been annoying me for quite some time now :)
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Jupstar ✪
thats only on opengl 1.x isnt it?
Ohhhhhhhhhhhhh thanks jaouis
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Philoupolilanow 2022-06-03 14:29:05Z
i got banned from KOG that normal ? i just leaved the serv for join another map and i got banned
14:29
14:29
hmm
14:29
only in Kog
14:29
i can join DDrace
14:29
but not kog
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then go to kog discord
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Philoupolilanow 2022-06-03 14:29:53Z
ah
14:29
sry
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texnonik
1280x720 weird deathtiles with zoom out
you just discovered Shannon's theory 🙂
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Jupstar ✪
try to use vulkan or opengl 3.3
even on Vulkan, this doesn't prevent this. There's nothing you can do because it's the screen resolution that makes this effect
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doubt that
15:59
its missing mipmaps
16:00
and opengl 1.x and 2.0 are missing those
16:01
16:01
looks correct to me
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you still see some pattern in the kill tiles that is not originally present
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subpixels can create some weird artifacts here, but it still looks decent enough
16:03
in 2k resolution i can still rekognize them as tees with bones
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see
16:06
that litterally mentions downsampling
16:06
this is mipmapping
16:08
do u think nobody from all the geniuses at nvidia, amd, directx, khronos havent come up with an idea to fix this in the past 30 years or what xd
16:10
i assume u could put an dynamic offset to the texture sampling mipmapping level if u want to redruce this effect
16:11
ravie prefered it sharp, quite possible its too bad when we at a range of 4x4 pixels. But what texonic experiences is deffs missing mipmaps
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Ehm... Pull #5032 or more specifically https://github.com/ddnet/ddnet/commit/b99d8dc2595d0914b9a844dad7b98b0aaedca8a8 changed the outcome of certain physics such as this part on Firedelay (found by bencie)
Makes teehistorian during spawn more reproduceable. Currently during respawn the first applied input doesn't get recorded. Always appliying the last sent input fixes this.
20:54
Expected behaviour
20:54
Behaviour caused by the change
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that change made reload time less random, but it also made the average reload time faster when pressing fire normally (before it would sometimes be one tick more, except if you rapidly pressed fire). I think you could come close to the same fire speed before by using scrollwheel though
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