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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 2022-06-09 00:00:00Z and 2022-06-10 00:00:00Z
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people still make & play these ?
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it was a terminal game, but people added graphics
00:11
there's also Nethack, which I also occasionally play:
00:11
NetHack is an open source single-player roguelike video game, first released in 1987 and maintained by the NetHack DevTeam. The game is a software fork of the 1982 game Hack, itself inspired by the 1980 game Rogue. The player takes the role as one of several pre-defined character classes to descend through multiple dungeon floors, fighting monst...
00:14
ssh nethack@alt.org or just nethack if you install it (should be available in all distributions) (edited)
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so cool that it's based on ssh
02:16
er started via ssh
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a2d4c48 M Grandpa, M Stronghold 2, M Supernova, M Hell Fly, M Impulse_01, M JustCopyFly, M Sandanjuu, M Cup of Tee, M Firedelay, M Hookthrough, M MonkeyDream, M Beyond Dreams, M Camouflage, M CandyLand, M Empire Desp, M Seasons, M Water Lily, M newbee - ddnet-maps
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[quakenet] ChillerDragon BOT 2022-06-09 06:39:20Z
@heinrich5991 how much did the ddnet master code change on the server side? Where would I hide players? still in server.cpp?
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ChillerDragon: looks good to me
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a2cd441 Get best Time Checkpoints back if map has one - def- 7686dcc Add /timecp command to get another players time checkpoints - def- 1e94d1f Remove sv_checkpoint_save - def- d9a6175 Merge #5372 - bors[bot]
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2fceb1a Paginate bans (partially fixes #3691) - def- 16b8806 Merge #5375 - bors[bot]
09:24
I thought I had committed this for #5375, but forgot

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](h...
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d6e6599 Minor improvement for pagination - def- 52c78e9 Merge #5376 - bors[bot]
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when laser bounces does anything change about its properties (not about length or anything but how it's calculated in the engine)
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louis
when laser bounces does anything change about its properties (not about length or anything but how it's calculated in the engine)
what?
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c0d3d3v
what?
when u bounce laser before it hits someone in freeze they can do a nade jump no matter what
😯 1
16:34
if its an instant hit, it depends on client id
😯 1
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are there multiple tees near the target? (edited)
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no, just one
16:38
wait ill make a video real quick
16:40
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interesting
16:43
so much undefined features xD
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yeah and im not sure how the nade jump works in the first place
16:49
cause usually you have to nade the tick after the jump for it to work (if you do it while unfrozen on same tick, it just acts as a jump)
16:49
maybe the order they are executed in is different if you are frozen?
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Was that always like that? @louis or did you figure that out only recently
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its always been like that
👌 1
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@Jupstar ✪ xD Microsoft also uses discussions to put issues on a graveyard https://github.com/microsoft/pylance-release/issues/2757#event-6780113000 (edited)
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This is another example of the weak hook issue. Even though the weak hook strength is fixed in 0.7, the player collision of tees still relies on the character order. Maybe @Jupstar ✪'s fix for the collision also works on this
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i always wondered if one day the copy-dummy will be improved, as it is rn, only a few people with a very good network can plays solo parts with it (so it's kind of "unfair") for the others, it makes a little latency related to the network and it breaks the real position where the tee should be
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nouaa
i always wondered if one day the copy-dummy will be improved, as it is rn, only a few people with a very good network can plays solo parts with it (so it's kind of "unfair") for the others, it makes a little latency related to the network and it breaks the real position where the tee should be
We have a PR open to improve it, just needs some more testers maybe
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oh, well that's nice
18:44
i thought it shouldn't be possible to improve it ^^
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https://github.com/ddnet/ddnet/pull/5106 you could try it out @nouaa download it from here; https://github.com/ddnet/ddnet/actions/runs/2323153648 setup a local server and set prediction margin in client high like > 200 (edited)
DDraceNetwork, a cooperative racing mod of Teeworlds - Fix dummy intended tick sent to server · ddnet/ddnet@3380fd8
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Anyway to import a ghost into the same map if the map got changed by 1 tile?
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Brokecdx-
Anyway to import a ghost into the same map if the map got changed by 1 tile?
xD thats actually a good point. I also tought about that already, but now it is even more relevant since we are on the way to change all maps, with irrelevant blocks
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Brokecdx-
Anyway to import a ghost into the same map if the map got changed by 1 tile?
In principle you could just rename your ghost file, using the hash of the new map
20:03
we could maybe add an option to allow also ghost with mismatching hashes
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How do i find the hash of the new map though?
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are you on windows?
20:08
look into the downloadedmaps folder in your %appdata%/teeworlds directory (or ddnet directory) there are all maps with there hash
20:08
the go in the ghosts folder... find your ghost and change the hash after last the _ (edited)
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kk ty
20:29
doesnt work
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c0d3d3v
https://github.com/ddnet/ddnet/pull/5106 you could try it out @nouaa download it from here; https://github.com/ddnet/ddnet/actions/runs/2323153648 setup a local server and set prediction margin in client high like > 200 (edited)
could a single input be used and the input be "multiplexed" for the dummy? i am curious how the dummy copy is implemented.
20:34
like client sends one input. the input gets doubled server side. for perfect sync, no matter the ping
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I just set up arch linux with my new pc and can't build ddnet, even though I cloned with ddnet-libs. I didn't have vulkan installed. This is the error: ``` [lukas@medion build]$ cmake ../ -- The C compiler identification is GNU 12.1.0 -- The CXX compiler identification is GNU 12.1.0 -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working C compiler: /usr/bin/cc - skipped -- Detecting C compile features -- Detecting C compile features - done --...
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example freez-bar in freeze active @Jupstar ✪ . I also thought about making it a bit transparent if you sit in freeze, but I think that is maybe also strange
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cauldron
could a single input be used and the input be "multiplexed" for the dummy? i am curious how the dummy copy is implemented.
the inputs are just copied 1:1 and send to the server in the dummy connection
21:35
but the tick that was send to the server differs in this PR
21:35
the dummy maintained a different tick then the player
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c0d3d3v
example freez-bar in freeze active @Jupstar ✪ . I also thought about making it a bit transparent if you sit in freeze, but I think that is maybe also strange
I will just add the allways on freeze to the next PR, and see what the nightly tester say
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ddnet-cache
21:56
ddnet-infoddnet-info
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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...
22:10
3380fd8 Fix dummy intended tick sent to server - sjrc6 37780cb Merge #5106 - bors[bot]
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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...
Exported 72 message(s)