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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 2022-06-08 00:00:00Z and 2022-06-09 00:00:00Z
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Konsti can you explain why https://github.com/ddnet/ddnet/issues/2166 is useful? (edited)
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Even if you made a better finish without time cps before. Can happen now that we add Time CPs to existing maps: https://docs.google.com/spreadsheets/d/1yMMBLSbS2cOSYsbIMkDZpMLaV6k930mXj5yVZF0Uuaw/edit#gid=0 As suggested by snail

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  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [x] Written a unit test if it works standalone, system.c especially
  • [ ] Consi...
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c0d3d3v
Konsti can you explain why https://github.com/ddnet/ddnet/issues/2166 is useful? (edited)
i think he's banned
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[quakenet] ChillerDragon BOT 2022-06-08 16:37:58Z
classic konsti
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if we are revamping all the timecps for all the map, could we redo the tile itself?
16:55
the current method is limited to 25 timecps and is a bit complicated with out of order / skipping whatnot
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ah yes also time cp is skippable
17:03
isnt it
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i think a single timecp tile could work a bit better using smth like this
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i mean if we were to revamp tile cp's wouldnt that also mean completely remaking the tilesheet
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yeah its probably too much work to fix whats not really broken much
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louis
the current method is limited to 25 timecps and is a bit complicated with out of order / skipping whatnot
No, I think the current 25 are good enough
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Maybe it's a lil bit low for biggest map like "back in time 3"
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i guess for 99% of maps its fine and the 1% that its too sparse, speedrunning will have less emphasis on small optimizations anyways
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true, but moving them to switch layers would allow 255 time cps
17:22
but would also require to change all maps
17:22
(again)
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Toasty Loaf reports:
I want to downgrade because the dummy hammerfly laser technique was broken in the new update. When you double tapped hammerfly in the old version, your dummy would stay on laser, so you could continue to self laser. Now, every time you double tap hammerfly, the dummy will laser you but after will switch weapons randomly.
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Chairn
true, but moving them to switch layers would allow 255 time cps
another thing to do with twmap ;d
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ah yeah, could be easily automated task 🙂
17:51
that's what i mostly did in my work, i automated task 😄 (edited)
17:51
damn it, it's rather calm this week on github
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Not nice to lose compatibility with old maps, having to convert them
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Chairn
true, but moving them to switch layers would allow 255 time cps
moving them to another layer is a nono, what if someone mapped them on top of a switch?
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@Jupstar ✪ yo, i still got some troubles with the fsaa stuff (i thought it was fixed), so if fsaa is enabled at 64 with opengl 3.0.0, it crashes (after a short time when the client reload)
18:47
maybe it's the same as last time, i just thought it was fixed ^^
18:47
gpu : 1060 6go drivers : up to date
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nouaa
@Jupstar ✪ yo, i still got some troubles with the fsaa stuff (i thought it was fixed), so if fsaa is enabled at 64 with opengl 3.0.0, it crashes (after a short time when the client reload)
we lowered it again #5190 normally the window manager should handle this, and Desktop OpenGL has no way to know FSAA(except if you maybe call OS specific API) Kinda sucks, on linux it works as expected xd
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Apparently NVIDIA drivers don't fail on context creation if a unsupported FSAA count is used. (For me it does and automatically sets the FSAA sample to the first working FSAA number) Desktop Op...
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nouaa
@Jupstar ✪ yo, i still got some troubles with the fsaa stuff (i thought it was fixed), so if fsaa is enabled at 64 with opengl 3.0.0, it crashes (after a short time when the client reload)
also it was you who reported it
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you got the credit xd
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thx for remind
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ez
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ok yeah, what did u write last time? with my name
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no aa
18:53
xd
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yeahhh xDDD
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Jupstar ✪
noaa = no anti aliasing
xddd
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Where to put the joystick settings in the menus?
1️⃣ 2
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are the settings hidden when "enable joystick" is disabled?
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hmm. it seems the movement box doesn't only contain movement stuff
19:11
maybe move the non-movement stuff into "view" or something, and put it into the movement tab? or directly below it
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vanilla puts mouse into a different box
19:14
so the order is mouse, joystick, movement
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sounds good to me as well
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Hello pros! i've a question for u. I can't see any animations in game for a while already and it prevents me from playing maps with moving tiles on kog (quads are visible but static) anyone knows how i can fix it ?
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press pagedown on your keyboard
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wut? pagedown makes the bg disappear
20:23
i see all the design, just not moving along with the envelopes
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wait lemme see
20:23
are you on a map rn?
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i'm not ig atm :/
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On nightly?
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Beautemps
i see all the design, just not moving along with the envelopes
then just press pageup whenever you're connected again, the reason is prob because you disabled quads which are used for the background, but also for the visual of the moving tiles
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i think so, not sure 😦
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T tee
then just press pageup whenever you're connected again, the reason is prob because you disabled quads which are used for the background, but also for the visual of the moving tiles
i'll do so asap thx
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If they are static it sounds like a different bug. Maybe try disable nightly or vice versa
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nvm guys, steam fixed that on its own o/
20:49
thx for your answer!
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Port all the joystick support from vanilla:
  • Joystick controls
  • support for up to 12 axis (we are using the low level SDL interface so we don't differentiate between X/Y axis, sliders etc.)
  • two axis can be used for X and Y cursor movement
  • cursor input ingame can be relative or absolute
  • support for binding up to 12 joystick buttons
  • support for binding up to 2 hats (each has 8 directions)
  • support for binding axis movement to controls (so you can move with one co...
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20 elements per page, we have too many bot bans

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:...
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yea 😄 shortly after ours
22:18
I wonder if @unique_2 and @Alisa started playing another game ^^
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wtf, is that a terminal game?
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