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DDraceNetwork
DDraceNetwork / wiki
https://wiki.ddnet.org | This channel is dedicated to anything related to the official Wiki, feel free contribute, improve and discuss it! Any contribution is always welcome. Matrix: #ddnet-wiki:matrix.org
Between 2022-07-06 00:00:00Z and 2022-07-07 00:00:00Z
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louis
maybe a gif can help (edited)
like this?
13:17
is it too small?
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Looks like a good video! I think it would be great to include in the wiki.
13:20
Yeah it should be a bit bigger + we use the format mp4 for smaller file size
13:21
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Zwelf
if you have good tools you can cut it as well, i'm using blender + i don't have much experience
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Thanks. Will take a look later today. I can cut it down with that 🙂
heartw 2
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Dragere
like this?
Bizarre how the left one unfreezes quicker because of the thing we were talking about yesterday
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jao's hairy kebab 2022-07-06 15:17:24Z
u video does not exit freeze before timer reset
15:18
so it is not one second difference
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jao's hairy kebab
so it is not one second difference
yeah in ur video its much more noticable
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it still shows that the freeze time doesn't only depend on when you exit the freeze, but showing the second difference in freeze time is great too.
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Learath2
Bizarre how the left one unfreezes quicker because of the thing we were talking about yesterday
There is some float fuckery going on as well. These drops/freeze are all the same height. Only in the second drop both reset
twintri 1
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Hm float fuckery is unlikely here, this is on a single axis and the timing stuff is all integer arithmetic
15:48
My hypothesis would be that falling from the same height through identical tunnels you should unfreeze at the same time
👍 1
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https://github.com/ddnet/ddnet/blob/b93b96d7c921a8df73ae60e94e5e75ad53feacd9/src/game/server/entities/character.cpp#L2146 This is the check leading to the behavior: m_Core.m_FreezeStart < Server()->Tick() - Server()->TickSpeed(). You can't get frozen again, if you are still frozen + the last freeze is less than 1s ago.
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Learath2
My hypothesis would be that falling from the same height through identical tunnels you should unfreeze at the same time
But the tunnels are the same (assuming i made no mistake). Still all except the second drop brownbear doesn't reset
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Dragere
But the tunnels are the same (assuming i made no mistake). Still all except the second drop brownbear doesn't reset
Right tunnel has a shorter freeze length by 1 tile
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Learath2
Right tunnel has a shorter freeze length by 1 tile
yes, but it doesn't change lenght between the drops
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ill try to make a video
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One of them leaves freeze later, thus gets unfrozen later, that's sensible, no?
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Learath2
One of them leaves freeze later, thus gets unfrozen later, that's sensible, no?
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Bizarre :D
16:15
Can you make the tunnels exactly the same and try that?
16:15
Like same amount of freeze
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I made both the same as left and on all except the second drop they don't reset, on second both do. When i shorten the second drop by one freeze both don't reset.
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Dragere
if you have good tools you can cut it as well, i'm using blender + i don't have much experience
There are no pages that use this file.
heartw 1
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Could it perhaps be the client id or the entity id? If you swap the places of the tees does the behaviour swap?
16:37
It's interesting since I don't quite remember anything to cause this
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Learath2
Could it perhaps be the client id or the entity id? If you swap the places of the tees does the behaviour swap?
Nope. Same behaviour as far as i can tell
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So it is position dependent, so odd especially since you are moving on a single axis
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I copied the setup a few times to the right and sometimes it works sometimes it doesnt, so the x-axis seems to be involved. Here is the map in case you want to test yourself
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ye it's about the ticks
16:55
from what i've seen it's like if the server checked at a certain time for each tee on the map if they are in freeze or not
16:56
if yes it adds 3 seconds to the freeze time
16:56
if no then nothing happens
16:56
with the stars we could see this better
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If it was ticks it'd be the same no matter the position
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it's not quite well ticks
16:56
it's like
16:57
something else XD
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It's float fuckery of some kind, but the y axis is equally dense as he falls, it's quite interesting tbf. Why would x position matter at all in this case
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x doesn't
16:57
i don't think it does
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Dragere
I copied the setup a few times to the right and sometimes it works sometimes it doesnt, so the x-axis seems to be involved. Here is the map in case you want to test yourself
But it does, as you move in the x direction the behaviour changes
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in the case where he falls i mean
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Learath2
But it does, as you move in the x direction the behaviour changes
is it consistent?
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Idk I didn't check it out yet
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T tee
is it consistent?
download the map and test urself, as far as i can tell it is
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I guess at a given x position it is consistent
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Dragere
download the map and test urself, as far as i can tell it is
then justatest
16:59
it reminds me of this
16:59
on the left side it works
16:59
but if you try to do it towards the right side
16:59
it doesn't
16:59
and you get frozen
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I had a feeling it's entity order but now that I think more, it's probably not given it still happens within one tick
17:00
Anyway, it piqued my interest. I'll dig in the code a bit tonight
17:00
send food pics too
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Mh not planning on making anything tonight, it's too late. I'll order sth :P
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