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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 2022-07-09 00:00:00Z and 2022-07-10 00:00:00Z
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Learath2
I don't see any tiles, firefox windows
don't see them in chrome either
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did you wait? try scrolling maybe
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Patiga
ah, there was also someone else for who the tilemaps didn't render
i wanted to say that but i didnt know if it was supposed to be like that for now. It doesnt show the tiles for me either (chrome)
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Doesn't load for me at all now with ?ddnet @Patiga Uncaught LinkError: import object field '__wbg_screen_04bce210c29df7c4' is not a Function
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heinrich5991
did you wait? try scrolling maybe
I did wait quite a while
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works for me in firefox for linux
00:04
works for me in chrome for linux
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map_inspect_web.js:1497 Uncaught (in promise) Error: Using exceptions for control flow, don't mind me. This isn't actually an error! at imports.wbg.wbindgen_throw (map_inspect_web.js:1497:15) at map_inspect_web_bg.wasm:0x1fe31a at map_inspect_web_bg.wasm:0x1eb387 at map_inspect_web_bg.wasm:0xbc8f4 at map_inspect_web_bg.wasm:0x1d44bf at map_inspect_web_bg.wasm:0x1a220d at map_inspect_web_bg.wasm:0x1fcaa2 at wbg_adapter_50 (map_inspect_web.js:222:10) at real (map_inspect_web.js:199:20) Well, i do mind. feelsbadman
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works for me in firefox for linux
00:05
eh 😄 wanted to say windows, but it's actually linux like I wrote
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maybe it's a gpu thing
00:06
I'm on nvidia, gtx 1080
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I offer GTX 760
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Windows - Chrome - GTX 1050ti
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Compiling DDNet and DDNet-Server from source (through mostly default cmake commands) to /usr/local. Clicking DDNet Server in the GUI errors that it can't find the executable The executable is in the default path: ``` file /usr/local/bin/DDNet-Server /usr/local/bin/DDNet-Server: ELF 64-bit LSB shared object, ARM aarch64, version 1 (SYSV), dynamically linked, interpreter /lib/ld-linux-aarch64.so.1, for GNU/Linux 3.7.0, BuildID[sha1]=f46454191f32e7a06fdbd0732c372c75dfb4f89b, not stripped ...
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Can someone explain why there are curly brackets after the method call? (void)
😅 1
00:17
menus_ingame.cpp
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I don't see curly brackets there
00:33
perhaps you could link the code on github instead of screenshotting btw
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heinrich5991
I don't see curly brackets there
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/menus_ingame.cpp at master · ddnet/ddnet
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heinrich5991
perhaps you could link the code on github instead of screenshotting btw
How?
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you can click on the line number
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ok thanks!
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it's just a block
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so you can just use curly brackets mid code without a context?
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yes
00:37
it's just so that the variables inside don't live longer
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like the "using" statement in c#? (edited)
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in c# you can also do blocks without context
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didnt know that lol
00:42
Anyway, why is only that particular part in a special block? What if you remove the brackets (edited)
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it makes the CUIRect Button local to that block
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oh so its just a way for reusing the name Button
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is it possible to have a branch which represents the current deployed build of ddnet? Idk how to keep track of which commits dean cherry picks into the actual build
00:55
I imagine it would also be useful for debugging
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hmm I found a solution to my issue but I still think this would be nice
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I think(tm) we always run master on the servers unless something is broken in master
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but client is different?
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Yes, client can be behind
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I guess it's not so simple then
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Actually we probably don't update the servers unless there is a new commit we want in there, but if we ever do update it's always to master
01:06
we don't run a special branch with cherry picked stuff from master
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Tater
hmm I found a solution to my issue but I still think this would be nice
Whats the solution? Can you clone a Tag like a branch?
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I guess we can try to create a branch, but it'd be a manual thing we have to update, might forget, hmm
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git fetch --tags upstream updates tags from upstream to my fork then I can rebase on 16.2.1 tag
✅ 1
01:07
but it would be nice if 16.2.1 was not a tag
01:07
just some branch that gets updated with client
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you can check the deployed version by using /info on the server btw
01:08
it'll tell you the git commit we built
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I don't really care about server build so much since it's always the most recent. but if for example I want to develop on the most recent stable release the only way to do that right now is to manually figure out which tag is the most recent and then rebase on it
01:11
I mean it could probably be automated somehow but still not ideal I think
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3b946b6 M Hulk, M Kobra, M MagiK, M Planet Venus, M Skillz 5 - ddnet-maps
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deen
Doesn‘t work on Safari mobile for me, Firefox desktop works fine
yeah apple doesn't support webgl2 as the only player in the market as always xD DDNet to wasm also doesn't work on safari's webkit, while it works on every other device i tested^^
tear 1
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Patiga
I'll have to learn what kind of devices have which problems, I think @Jupstar ✪ has experience in that direction ^^
except apple devices (that use safari's webkit... so all mobile and safari desktop) it should indeed work pretty much everywhere. The web "drivers" have some workaround for knows bugs afaik
05:35
@Patiga how can i toggle FPS 😄
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I assume it does not have mipmap support yet? 😄
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can't comile tho :/ error[E0432]: unresolved import `web_sys::HtmlCanvasElement` --> map-inspect-web/src/lib.rs:12:15 | 12 | use web_sys::{HtmlCanvasElement, Response}; | ^^^^^^^^^^^^^^^^^ no `HtmlCanvasElement` in the root I am on rust nightly (edited)
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[2022-07-09T06:32:09Z ERROR wgpu_hal::vulkan::instance] VALIDATION [VUID-vkCmdCopyImage-srcImageLayout-00128 (0xef9e2bd6)] Validation Error: [ VUID-vkCmdCopyImage-srcImageLayout-00128 ] Object 0: handle = 0x562d4c486300, name = Array Texture Creator, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xef9e2bd6 | vkCmdCopyImage: Cannot use VkImage 0x1510000000151[Array Image generic_deathtiles] (layer=0 mip=0) with specific layout VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL that doesn't match the previous known layout VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL. The Vulkan spec states: srcImageLayout must specify the layout of the image subresources of srcImage specified in pRegions at the time this command is executed on a VkDevice (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdCopyImage-srcImageLayout-00128) [2022-07-09T06:32:09Z ERROR wgpu_hal::vulkan::instance] objects: (type: COMMAND_BUFFER, hndl: 0x562d4c486300, name: Array Texture Creator) [2022-07-09T06:32:09Z ERROR wgpu_hal::vulkan::instance] VALIDATION [VUID-vkCmdCopyImage-srcImageLayout-00129 (0x85e93015)] Validation Error: [ VUID-vkCmdCopyImage-srcImageLayout-00129 ] Object 0: handle = 0x562d4c486300, name = Array Texture Creator, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0x85e93015 | vkCmdCopyImage: Layout for VkImage 0x1510000000151[Array Image generic_deathtiles] is VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL but can only be VK_IMAGE_LAYOUT_GENERAL or VK_IMAGE_LAYOUT_GENERAL. The Vulkan spec states: srcImageLayout must be VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL or VK_IMAGE_LAYOUT_GENERAL (https://www.khronos.org/registry/vulkan/specs/1.3/html/vkspec.html#VUID-vkCmdCopyImage-srcImageLayout-00129) [2022-07-09T06:32:09Z ERROR wgpu_hal::vulkan::instance] objects: (type: COMMAND_BUFFER, hndl: 0x562d4c486300, name: Array Texture Creator) vulkan not happy yet
06:38
your fps calculation seems slightly off xD
😳 1
06:38
or is that CPU only?
06:39
zoom performance is really awesome, how did you do that? build the map borders as buffers on fly?
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deen
Doesn't load for me at all now with ?ddnet @Patiga Uncaught LinkError: import object field '__wbg_screen_04bce210c29df7c4' is not a Function
thats caching I think
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Jupstar ✪
can't comile tho :/ error[E0432]: unresolved import `web_sys::HtmlCanvasElement` --> map-inspect-web/src/lib.rs:12:15 | 12 | use web_sys::{HtmlCanvasElement, Response}; | ^^^^^^^^^^^^^^^^^ no `HtmlCanvasElement` in the root I am on rust nightly (edited)
weird, must've missed to add a feature to a dependency there. odd that it worked for me
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Jupstar ✪
I assume it does not have mipmap support yet? 😄
yea ^^
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Jupstar ✪
[2022-07-09T06:32:09Z ERROR wgpu_hal::vulkan::instance] VALIDATION [VUID-vkCmdCopyImage-srcImageLayout-00128 (0xef9e2bd6)] Validation Error: [ VUID-vkCmdCopyImage-srcImageLayout-00128 ] Object 0: handle = 0x562d4c486300, name = Array Texture Creator, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xef9e2bd6 | vkCmdCopyImage: Cannot use VkImage 0x1510000000151[Array Image generic_deathtiles] (layer=0 mip=0) with specific layout VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL that doesn't match the previous known layout VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL. The Vulkan spec states: srcImageLayout must specify the layout of the image subresources of srcImage specified in pRegions at the time this command is executed on a VkDevice (https://www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-vkCmdCopyImage-srcImageLayout-00128) [2022-07-09T06:32:09Z ERROR wgpu_hal::vulkan::instance] objects: (type: COMMAND_BUFFER, hndl: 0x562d4c486300, name: Array Texture Creator) [2022-07-09T06:32:09Z ERROR wgpu_hal::vulkan::instance] VALIDATION [VUID-vkCmdCopyImage-srcImageLayout-00129 (0x85e93015)] Validation Error: [ VUID-vkCmdCopyImage-srcImageLayout-00129 ] Object 0: handle = 0x562d4c486300, name = Array Texture Creator, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0x85e93015 | vkCmdCopyImage: Layout for VkImage 0x1510000000151[Array Image generic_deathtiles] is VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL but can only be VK_IMAGE_LAYOUT_GENERAL or VK_IMAGE_LAYOUT_GENERAL. The Vulkan spec states: srcImageLayout must be VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL or VK_IMAGE_LAYOUT_GENERAL (https://www.khronos.org/registry/vulkan/specs/1.3/html/vkspec.html#VUID-vkCmdCopyImage-srcImageLayout-00129) [2022-07-09T06:32:09Z ERROR wgpu_hal::vulkan::instance] objects: (type: COMMAND_BUFFER, hndl: 0x562d4c486300, name: Array Texture Creator) vulkan not happy yet
true, I blame wgpu 😛 (although I could probably fix it, but it works riiiight?
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Jupstar ✪
your fps calculation seems slightly off xD
hm yes, for 5 seconds I bump a counter for each render process I start, I suppose that is not the right way o.o
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Jupstar ✪
zoom performance is really awesome, how did you do that? build the map borders as buffers on fly?
thats my version of tilemaps. those also make it less performant on smaller zoom steps (I think)
06:56
the tilemaps are each just a single quad that cover the screen, and in the fragment shader I figure out which tile it is + orientation to figureout the pixels color
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@Patiga I don't see any tiles, only the quads and background? same on firefox/chrome
06:58
3070/AMD 5600x if it helps
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thanks! don't yet know what causes that
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I only see one error in console
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chillerdragon BOT 2022-07-09 07:03:31Z
https://mapview.patiga.eu/?ddnet=Tutorial empty white page for me on iOS safari
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yea those are normal for now 😅
07:04
chillerdragon: safari apparently doesnt support webgl as well as the other browsers
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chillerdragon BOT 2022-07-09 07:06:34Z
webmetal when
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Patiga
the tilemaps are each just a single quad that cover the screen, and in the fragment shader I figure out which tile it is + orientation to figureout the pixels color
but one "tilemap" is a collection of multiple tiles?
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Patiga
thats my version of tilemaps. those also make it less performant on smaller zoom steps (I think)
07:16
3.5k fps is max for me on your renderer, vs 10-11k on ddnet
07:19
but urs also does the surface conversion, that probs costs quite a lot of frames, probably atleast 100%
07:19
so i assume yours can do at least 6-7k
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would it be possible to do the tile rendering in ddnet by just putting all the tiles into some sort of texture atlas then running a compute/fragment shader to lookup the texture per pixel?
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Tater
I spend too much time on that site xD https://www.shadertoy.com/user/Tater
Wait, that's YOU?! Wait, this is totally off topic, my bad. (edited)
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Tater
would it be possible to do the tile rendering in ddnet by just putting all the tiles into some sort of texture atlas then running a compute/fragment shader to lookup the texture per pixel?
possible yes, if its a good solution is another question tho
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it would get good zoom performance I guess
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yes
07:22
but would defs kill non zoom performance
07:23
big zoom is not used that often anyway ingame
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i'd defs like to improve it sooner or later tho
07:23
i see other problems with texture usage tho, e.g. it must look relativly good
07:24
but on which zoom level do you create the textures?
07:24
rerender at every zoom step change?
07:24
mipmaps will suck hard if you dont do that
07:24
but rerendering will create a lag everytime you change the zoom step
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@Patiga 's solution might work
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which textures? I only have an additional texture for the srgb redirection
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I'm not very familiar with how the current system works tbh, I looked at it a bit then gave up. (edited)
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the tilemaps render directly to the target
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tilemap = textures?
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yea I rerender every frame
07:26
ah yes
07:26
those ones
07:26
they are just static, its basically the same tilemap as on the cpu
07:26
with some value changes
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but how did you solve the border?
07:27
why is it so efficient
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when I index into the tilemap, I clamp the index to the min and max index
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do you use a geometry shader?
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i dont understand why instanced rendering is so slow vs your approach
07:28
u basically do everything on the GPU right?
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so it creates the borders itself
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yes, it renders the same way as the normal tiles
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this feels like it should be a solved problem, aren't there lots of games that use tile rendering?
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i am just suprised that it works out so well compared to instanced rendering
07:30
to me it sounds relativly similar
07:30
if it creates the vertices on the GPU, or if it uses one vertex and moves it around
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Patiga
which textures? I only have an additional texture for the srgb redirection
but you enter the fragment shader twice?
07:33
at least sounded like that last time we talked about it
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once for each tilemap
07:34
the vertex buffer (that contains the quad that covers the screen) is actually shared between all tilemaps, the parallax and so on all happens in the vertex shader
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ok understandable
07:36
but still i am mostly interested in the borders
07:36
are they part of the vertex buffer?
07:36
fully extended?
07:37
wait you create a texture for the whole map?
07:38
pls explain before i learn rust syntax xddd
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yes, the entire cpu tilemap is also on the gpu (with some adjusted values)
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yes
07:58
as texture right?
07:58
one pixel per thing
07:58
per tile
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the vertex buffer is simply a quad that always covers the entire screen, no further than that
07:58
yup
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ok
07:58
i understand that part
07:58
just not the borders
07:58
😄
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so for any given pixel on the screen I need to figure out which tile it is on
07:59
for that I floor the position and have that as the index for the tile
08:00
I use that to access the tilemap
08:00
to support the border, I clamp the index between 0 and the tilemap bounds
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ok i understand
08:01
maybe wrote a bit hectic, gotta pack my rucksack rn ^^
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what is meant by "tilemap" ?
08:03
it's a texture?
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yes
08:04
1 pixel per tile
08:04
so in back in time 3 you'll probably get a 1500x4000 texture
👍 1
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it's like a lookup table for the texture?
08:05
each pixel in the tilemap contains an index to a texture? or something else
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u basically see the world as pixels too
08:06
and then overlay the tilemap texture and clamp on the edges
08:06
or see the world as tiles which refer to 1 pixel on the tilemap
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ok I get that but you go from screen pixel -> tile coords -> tilemap -> ??
08:08
where do the actual tile textures come in
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u go from screen -> tile that would map the screen -> some offset etc calculation to know where the tile is on the pixelmap (clamp if outside)
👍 1
08:09
atleast that's how i imagine it
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screen pixel -> tile coords -> tilemap -> tile id -> tilemap array texture
❤️ 1
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ok I understand
08:12
so you only render a single fullscreen quad per layer?
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exactly :)
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I think we could do that in ddnet client
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but the computations in the fragment shader are expensive
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yeah it leaves everything to the GPU but at a certain zoom level it might still be worth it to use a similar approach for the borders only
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the computations are expensive or the texture lookup is expensive?
08:13
I thought you just do simple math
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it's clearly faster than instanced rendering
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@Jupstar ✪ you have a quad for each tile, couldn't you also add just 8 quads for each border segment? those could just all be activated when any border is seen, that shouldn't be expensive, no?
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i tried that yes
08:15
it gives bit more fps than the native driver, but still sucks too hard
08:15
i assume the vertex shader overhead is just too huge
08:15
it has to rasterize a few thousand quads
08:15
more like then thousands
08:16
that's generally the pro side of your approach
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ah, okay
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it's cheap on vertex stage
08:16
but expensive on fragment
08:16
so a toggle at a certain zoom level would make sense
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Tater
the computations are expensive or the texture lookup is expensive?
yes its pretty simple math with a few io thingies. you want the fragment shader as short as possible though, it has to be computed for each pixel it is triggered for, so each line in the fragment shader adds up (as far as I understand it)
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in my experience doing a single texture lookup is way more expensive than doing a moderately large amount of math
08:18
actually lemme just look
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is that so?
08:19
i mean reading from VRAM at some level yes
08:19
but the gpu cores are also rather slow
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it depends on many things
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yeah probably 😄
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if this is all the math you're doing then it's basically free
08:20
idk if I'm missing something
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that could be a big slowdown, not just having to sample the mapres but also indexing into the tilemap
08:21
yes
08:21
thats all the math
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i wouldnt call it free tho 😄
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not all that video is relevant
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it still probs around half as fast as ddnet, which uses even less math 😄
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it goes into a GPU bottleneck
08:25
i only get a CPU bottleneck with ddnet
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I think it probably bottle necks on memory tho
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radeontop says the pipeline is at 100%
08:26
i can certainly imagine its already on the GPU cores
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well idk it doesn't even run on my pc xd
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xD
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@Tater if you want you could try to compile it if you haven't already
08:29
seems like jupstar already figured it out ^^
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I guess the performance also scales linearly with number of layers regardless of layer content? does ddnet renderer do that?
08:29
ok I'll try
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Tater
I guess the performance also scales linearly with number of layers regardless of layer content? does ddnet renderer do that?
yes, thats another big factor I think
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left you see the usage of the GPU
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that's a cool tool
08:32
I guess amd only?
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yes radeontop
08:32
so the GPU cores and the VRAM fetching both go up
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@Jupstar ✪ have you compiled in release mode btw?
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yes
08:32
cargo b --release
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I think it's building :o
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well anyway really amazing work, its cool to see it working with vulkan and webgl without major problems. I cannot judge how well it compares to native vulkan only, but it seems like the shaders are on a level at least that of higher OpenGL version like, GLES 3 maybe?
08:40
ddnet's vulkan outperforms its opengl backends just bcs of the CPU bottleneck
08:40
in fact RADV is slower than radeonsi on GPU bounds for me
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just ignore the web inspector
08:41
it also doesnt build for me
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as long as the other tool runs 😄
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which is the other tool?
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twgpu-map-inspect
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what is MAPRES_DIRECTORY
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the editor mapres
08:46
in /data in ur ddnet dir
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omg it works (edited)
08:52
how do I move the camera
08:53
oh nvm the mouse moves forever
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yeah the mouse bit buggy xD
08:53
bcs its not clamped inside the window 😄
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perf seems good but I don't have the fancy tool
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u on intel?
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which?
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ok so also high end
08:54
would like to know on a "bad" GPU 😄
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you can double-click for fullscreen
08:57
maybe that helps with the mouse issue
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I'm using desktop version
08:57
web was broke for me
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ohh a rust renderer
08:59
there are some funny artifacts on the end of the map xD
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btw, I managed to bring down the rust code size when building statically
09:04
so now it's okay at a couple of hundred kilobytes
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the trick was enabling LTO for the final artifact…
09:04
i.e. in CMakeLists.txt
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oh yeah
09:04
also mentioned on min-sized-rust doc
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not really
09:05
I enabled it in Cargo.toml, but it's no good there because we're producing a static library
09:05
(min-sized-rust only talks about Cargo.toml wrt. LTO)
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ah yeah
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I needed it in the final artifact
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i guess lto makes more sense in the final binary
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ye
09:06
so, do you have an idea where I could implement something small in rust?
09:07
a chat command?
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I suppose, sounds good
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@heinrich5991 if u want to use the gameserver in the chat command
09:09
do u have to define the whole gameserver interface in rust?
09:09
xD
09:09
sounds like some work
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ah, maybe a chat command isn't the best start 😄
09:09
hmm
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u can just pass the chat text
09:10
and pass smth back
09:11
the http downloader maybe
09:11
if thats not too big already 😄
09:13
word filter for client
09:13
ez
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@Patiga I think you could return 0 on air tile to skip texture, might get some performance
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GPUs heavily rely on predication
09:24
they don't use jmp opcodes like CPUs do so heavily
09:25
makes sense bcs there is only 1 instruction register for multiple shader cores
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Jupstar ✪
makes sense bcs there is only 1 instruction register for multiple shader cores
oh interesting, TIL
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predication?
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prediction
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or prediction
09:25
ah
09:25
Definition of predication 1 archaic. a : an act of proclaiming or preaching. b : sermon. 2 : an act or instance of predicating: such as. a : the expression of action, state, or quality by a grammatical predicate.
09:25
xD
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i think its called predication
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In computer science, predication is an architectural feature that provides an alternative to conditional transfer of control, as implemented by conditional branch machine instructions. Predication works by having conditional (predicated) non-branch instructions associated with a predicate, a Boolean value used by the instruction to control wheth...
09:26
interesting
09:26
from predicate
09:26
then I even misunderstood you because I "autocorrected" predication to prediction. thanks for the question @Ryozuki
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a predicated move instruction (a conditional move) will only modify the destination if the predicate is true. Thus, instead of using a conditional branch to select an instruction or a sequence of instructions to execute based on the predicate that controls whether the branch occurs, the instructions to be executed are associated with that predicate, so that they will be executed, or not executed, based on whether that predicate is true or false.
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I don't think our unit tests should depend on internet connection, it just hangs, using 100% CPU: [ RUN ] Jobs.LookupHost [2022-07-09 11:25:20][host_lookup]: host='example.com' port=0 11 ^C
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wikipedia really explains that in the most confusing way possible
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you could try to enhance it once you understand
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xd to sum it up: early discards(returns) are basically a jump so all other instructions might(depending on the processor) result in predications So in the end you might not gain as much performance as you hope you gain. But test it out, then you know for sure, tho on mobile it might be completly different
09:34
i'd generally minimize if conditions or put them at the very end of a function as much as possible
09:35
also as wikipedia says, the instructions are bigger, bcs they require extra encoding
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yeah I was aware of that when I made the suggestion, but if all threads in a group discard early then you save a lot of performance
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if the gpu can detect that 😄
09:36
detecting it also costs resources
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you have to test
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afaiui, you can't "discard" early?
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well, Jupstar says something different
09:36
but my understanding based on what Jupstar said above was: you always run the program from start to end
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yes
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it's more complex than that I think
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so your "early return" just means that a lot of instructions get skipped due to the conditions
09:37
but they still have to get skipped individually
09:37
and unless all the tiles with shared instruction pointer are empty, you even have to wait for the instructions to execute
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threads are groups by nearby pixels, so it's not random that all threads in a group share a code path
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but still detecting if all groupped pixels are discarding also costs
09:38
maybe even more then just run it
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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 (especially base/) or added coverage to integration test
  • [ ] 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-addres...
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you skip a texture lookup tho
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but all pixels are slower generally
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they have a predicate, if true or not
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it's data dependent
09:39
if your map has no air it will be slower
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anyway, just test it out, it's more meant as a reminder
09:39
but i'd defs test it on embedded devices
09:39
they usually have fewer instructions
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hmm this may actually be illegal in webgpu, you can only call texturelookup in "uniform" control flow
09:55
ah I think it just requires textureSampleLevel instead of textureSample to remove implicit mip
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maybe you could already discard the vertices itself, e.g. in a geometry shader
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but it's a fullscreen quad?
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yeah u'd need to split it
09:56
but probs adds to much pressure on the vertex stage again
09:57
well i assume this is simply the downside of the approach along with the texture sizes the tilemaps can have but maybe we can still integrate a similar yet not as powerful approach to our border rendering
09:57
bcs that's still the most unefficient call in ddnet
09:58
even for GLES 3 still 1k reports chill on only 4096 for texture sizes
09:59
@Patiga ^ maybe also interesting for you
09:59
but i assume you could split the texture if needed 😄 i think u have like 16 texture units garantueed in one shader stage with GLES 3
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@Jupstar ✪ you wanna test it with your fancy tool? I can't get any fps counter to work
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sure 😄
10:00
do i need to rebuild?
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I think so
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or is the shader build on fly
10:00
ok
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also idk if there is any difference between discard; and return vec4<f32>(0.,0.,0.,0.); (edited)
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is it exactly the same?
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i dunno, i can just run the old i guess
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It's possible it does nothing, I just assume air tile is 0
10:03
xd
10:06
ok the other was few pixels bigger
10:06
but its relativly similar
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it looks the same fps?
10:06
I probably messed up and it does nothing at all
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but i also dunno how the shader file is embedded into the rust code
10:07
does it know when it needs to rebuild?
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idk it knew I had errors when I built it with a bad shader
10:07
xd
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i changed the shader files but it didnt go into the linking stage again
10:09
maybe it just caches both files? well anyway patiga will know ^^
10:10
more important is, how much does to_srgb cost, @Patiga is it only run for the web edition?
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c6589f3 (A bit) safer interface for text containers - Jupeyy e2f7f53 Merge #5591 - bors[bot]
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[quakenet] ddnetuser BOT 2022-07-09 10:14:52Z
hey
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hai
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[quakenet] ddnetuser BOT 2022-07-09 10:15:09Z
How do I change the server_ip in ddnet?
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in the UI?
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[quakenet] ddnetuser BOT 2022-07-09 10:15:46Z
In self-hosting
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the binding IP?
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[quakenet] ddnetuser BOT 2022-07-09 10:15:59Z
Yes
10:16
couldn't find it in docs
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https://ddnet.tw/settingscommands/ i dunno if it exists, but here are all commands
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bindaddr <ADDR>
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[quakenet] ddnetuser BOT 2022-07-09 10:16:43Z
okay thanks
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but you'll only be able to assign IP addresses that you can bind on, obviously 😉
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[quakenet] ddnetuser BOT 2022-07-09 10:17:04Z
Gotcha
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src/base/hash_openssl.cpp:23:2: warning: 'MD5_Init' is deprecated [-Wdeprecated-declarations] src/base/hash_openssl.cpp:17:2: warning: 'SHA256_Final' is deprecated [-Wdeprecated-declarations] src/base/hash_openssl.cpp:11:2: warning: 'SHA256_Update' is deprecated [-Wdeprecated-declarations] src/base/hash_openssl.cpp:6:2: warning: 'SHA256_Init' is deprecated [-Wdeprecated-declarations]
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[quakenet] ddnetuser BOT 2022-07-09 10:44:50Z
[net]: failed to bind socket with domain 10 and type 2 (99 'Cannot assign requested address')
10:44
I'm getting this,
10:45
even tho I do have access ti the address:
10:45
inet 10.8.0.2/24 scope global tun0
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[quakenet] ChillerDragon BOT 2022-07-09 10:46:22Z
I ran fine so far ignorning that warning :) it mostly still works
10:46
check ss -lt if it is bound
10:47
uhm ss -lu i mean
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[quakenet] ddnetuser BOT 2022-07-09 10:48:20Z
UNCONN 0 0 10.8.0.2:8303 0.0.0.0:*
10:48
It is
10:48
thank you
10:48
let me try connecting
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[quakenet] ChillerDragon BOT 2022-07-09 11:14:48Z
oof 25 minutes waiting on da macOS pipeline on github https://zillyhuhn.com/cs/.1657365263.png
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[quakenet] ChillerDragon BOT 2022-07-09 12:11:24Z
my plan to improve my pipeline situation on gitlab is also not going too well so far https://zillyhuhn.com/cs/.1657368639.png
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do they have a limit for public repos?
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[quakenet] ChillerDragon BOT 2022-07-09 12:26:22Z
Not sure but my use case is a private repo anyways. So i probably should host some own runners.
12:26
.. or open source my bots axaxaxax
12:56
poggers
12:56
Learn to improve async ergonomics in Rust by using the IntoFuture trait. We explore the history of the feature and explore using it with example code.
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Ryozuki
Click to see attachment 🖼️
Was this made in php I wonder, who even uses php for this kind of application though? think
13:24
He used single quotes outside to be allowed the double inside, but single quotes disable string interpolation
😄 2
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@deen xD I know now why I did overwrite the prediction with the snap data. But I will do a new solution for this, that do not modify the prediction system. I used the data for the jump display to calculate if someone did use his ground jump. (But we do not want to display the ground jump now anyway (only if you have one jump), but that will be done in an different PR). And also I used that data for the active weapon display. (Both cases only if you spectate others, because then it is not predicted) .... I will do a fix PR, sorry for not telling clear in first place that I want to do more tests.
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Learath2
He used single quotes outside to be allowed the double inside, but single quotes disable string interpolation
I have seen PHP in a lot of ticket systems, for like cinemas, But I guess that is only a test by a dev, because the price is also fiction....
13:27
xDD even funnier the website at the bottom xD that provides secure home solution has no TLS
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Learath2
He used single quotes outside to be allowed the double inside, but single quotes disable string interpolation
lmao
13:30
so php is just like bash
13:30
i knew it
13:34
13:42
fd07d8d Arrow as official tester - murpii d42b02e Merge pull request #204 from murpii/patch-10 - def-
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@Aoe hi I have a question
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wrong channel probs
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[quakenet] ChillerDragon BOT 2022-07-09 13:48:18Z
#aoe is the channel u want
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Use for weapon and jump display now render information instead of the predicted data, so that these display are also correct if you spectate other players. This is necessary since with https://github.com/ddnet/ddnet/pull/5592 this information is no longer present in the predicted character (if the character is not predicted)

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration ...
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GitHub
Click to see attachment 🖼️
wtf, u destroyed discord
14:07
ez
14:07
interesting that if u include a URL in the title it gets parsed as URL by discord
🤣 2
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github/.com
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what is a "inline namespace"
15:27
in cpp
15:29
DDNet-Server goes from 1.9 MiB to 6.6 MiB, and DDNet goes from 3.9 MiB to 8.6 MiB.
15:29
honestly in these days this is still a rly small binary
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discord dll is 3.3mb, for doing basically nothingxd
15:31
eldenring.exe is 80mb
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@Ryozuki inline namespace is not visible to the program using the header, but it'll end up in the mangled name. this way, c++ libraries can break API without breaking ABI (edited)
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Ryozuki
eldenring.exe is 80mb
and eldenring itself is probs like 200gb? xdd
15:33
if we include UHD data files at some point it will increase anyway
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I wonder if including an svg renderer would be smaller
15:34
then it could build the PNGs of the right size on launch in the background
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yeah would probs still cache the results: ../scripts/build.sh 3840 2160 .. 49,92s user 2,97s system 1446% cpu 3,658 total that is with using inkscape. Dunno if its better than other SVG renderers tho
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An SVG rendering library. Contribute to RazrFalcon/resvg development by creating an account on GitHub.
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../scripts/build.sh 4096 2160 .. 38,04s user 2,64s system 189% cpu 21,423 total single threaded
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if that renders correctly...
15:42
even firefox has bugs in SVG rendering
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@Jupstar ✪ it renders better probs
15:42
15:42
pases more tests
15:42
than firefox
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ok
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they state correctness as design goal at the very least
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i just wonder why inkscape should be below firefox
15:43
i experienced multiple bugs with firefox but not with inkscape xD
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"Designed for edge-cases"
15:44
xD
15:44
While resvg is not the only SVG library written in Rust, it's the only one that is written completely in Rust. There is no non-Rust code in the final binary.
15:44
poggers
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one thing if we use rust, we should be careful with our libraries, i saw many rust libs under AGPL like
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there's some tool to check them
15:45
or rather a couple of them ^^
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Jupstar ✪
one thing if we use rust, we should be careful with our libraries, i saw many rust libs under AGPL like
not rly
15:45
most use MIT + Apache 2.0
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maybe the bigger ones yeah
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but its the one most ppl use
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anyway if we can check it, fine
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cuz rust itself uses that
15:46
so they follow
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yeah good 😄
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all current dependencies that I added are under both MIT and Apache 2.0, at one's choice
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but would there be a problem with using AGPL libraries?
15:47
we are full open source anyway
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yes, but then all downstream users have to comply with AGPL, too
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stallman would like that hehe
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i.e. if there's a reason we're not under the AGPL, then we shouldn't use AGPL libraries either
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Ryozuki
stallman would like that hehe
CC0 best, bcs sounds coolest, like some special secret orginanization
15:51
idk about using cc0 on code
15:51
law is so complicated
15:52
patents stuff etc
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yeah best is idc just dont annoy me xd
15:52
the jupstar license, no license
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I added a deny.toml, now you can issue cargo deny check licenses to check if we include some weird licenses
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epic
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oh cargo itself does that?
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no, cargo-deny does
15:54
cargo deny isn't cargo
15:55
sudo pacman -S cargo-deny
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ah true
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what about the freeze stars now? im not up to date 😄
16:04
will they come back or will i use older versions forever 😛
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best about rust is really cargo, finally i can add regex lib xdd
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Cøke
will they come back or will i use older versions forever 😛
i think other ppl around here wanted to wait at least one full week
16:07
until then u should use the new client and try if u get used to it, or if you have other ideas to improve it e.g. could add a small star at the freeze bar for every second xddd, then u have ur stars back
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Jupstar ✪
best about rust is really cargo, finally i can add regex lib xdd
tooling*
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Jupstar ✪
until then u should use the new client and try if u get used to it, or if you have other ideas to improve it e.g. could add a small star at the freeze bar for every second xddd, then u have ur stars back
hm ok but i prefer older version then 😄
16:20
freeze bar is pure shit
😅 1
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The commits are self-descriptional. The only note I need to say is that I didn't port whole codebase. It takes significant time to check str_copy() call arguments and doing all 500 cases in row would cost me eyes. The remaining parts are game/editor, game/server and tools. I hope for a fast acceptance because the massive change can not be wrong: I'm removing the dest size argument from calls and if the dest size can not be figured out automatically then the code just won't compile. ...
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Cøke
freeze bar is pure shit
do you have a reason why that is the case?
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its my opinion
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so unfortunately no reason
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no reason to remove it xd
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there is a reason; code maintainability
16:52
obviously, you can ask whether code maintainability is worth more than this particular feature, but that's where the tradeoffs start
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i just want an option to change it back xd
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I understood that. you claimed that there's "no reason to remove it", I just gave you one reason to show that "no reason" is definitely wrong
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ill just wait or use old versions 😄
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Cøke
freeze bar is pure shit
Excellent feedback
kek 1
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heinrich5991
there is a reason; code maintainability
I mean, in the end its just an animation. Code maintainability should still be there even if you change the "animation" right?
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dd94d66 client/settings: Use CUI::CORNER enum keys where appropriate - Kaffeine 9faea2f client/menus_ingame: Fix a warning about struct padding - Kaffeine 9db49d9 variables.h: Add stub macros definitions to enable code highlight - Kaffeine 0d72b62 Replace 3.14159265f with 'pi' from math.h - Kaffeine c4f188a system: Add str_copy() template for fixed array destinations - Kaffeine 6d9284a Port some code to str_copy() template - Kaffeine 61231cc Merge #5600 - bors[bot]
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bluesky
I mean, in the end its just an animation. Code maintainability should still be there even if you change the "animation" right?
he means the options to disable it
17:21
i think
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How can I customize like the video I sent ? 👇 https://cdn.discordapp.com/attachments/992055164087324702/995327285966155806/dd.mp4 If you can help me, thank you 🙏
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[quakenet] ChillerDragon BOT 2022-07-09 18:06:44Z
imo the freeze bar is too intense. Its visually bloating.
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make smaller, less alpha i dunno, just try some stuff out
18:08
nothing is perfect from start
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how is it more intense than several bright yellow stars popping out of nowhere and spinning? xd
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It even gets less intense with each second. The intensity of the freezebar stays the same between 100-0% x) (edited)
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I just played with the freezebar for the first time
18:23
it's really amazing
18:23
I have no idea why you'd want to go back to the stars
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one issue with stars is too much movement, the bar just appears and stays mostly static so it's way less distracting
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heinrich5991
I have no idea why you'd want to go back to the stars
I think the freezebar is nice too. But people just have their preferences tho, some can play better with the stars, some like the freezebar more. We should let them be able choose (edited)
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it's not sustainable to add configs for everything. why is this special and which config can we delete in order to make space?
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i personally prefer thiner bars, like in most games
18:26
very thin bar
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heinrich5991
it's not sustainable to add configs for everything. why is this special and which config can we delete in order to make space?
IMO we could delete the whole freezebar in freeze config because when you are in freeze you can see it because your sword isnt there anymore
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we should rather delete some setting that has extra code paths
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But why do we need to make space already? The average config-file still has reasonable size i think (edited)
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the freezebar setting is at least just a single parameter
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heinrich5991
the freezebar setting is at least just a single parameter
cl_useoldfreezeanim 0|1
18:31
or cl_usestars would also be one parameter* (edited)
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merge all "old style" configs into cl_i_hate_change 1
greenthing 4
nouis 1
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Ravie
merge all "old style" configs into cl_i_hate_change 1
but also chat
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yea, that might actually be doable
18:34
develop the new UI and keep the old UI frozen
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Jupstar ✪
but also chat
nah please dont merge
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why not merge?
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Jupstar ✪
but also chat
I can live with it xd
18:34
or make a fork with old chat
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Then the whole point of customization is gone. Some people like the new chat but also the old freezeanim for example (edited)
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it's generally the same few people who hate anything new tho
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but the my point is that customization is hard to maintain
18:35
hence I'm against adding more options
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Jupstar ✪
Click to see attachment 🖼️
just for comparision
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Ravie
it's generally the same few people who hate anything new tho
like 90% on blocking servers hating on the new hud and freeze
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looks cleaner IMHO
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btw is there any way to change freeze to the old star one?
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Swarfey
btw is there any way to change freeze to the old star one?
no, there currently isn't
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heinrich5991
but the my point is that customization is hard to maintain
ok i see what you mean.
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Swarfey
like 90% on blocking servers hating on the new hud and freeze
the hud is not for block thonk
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Ravie
the hud is not for block thonk
yea but it still is enabled for the block servers since most people use ddnet client
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the HUD is also for block
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doesn't block have their own weird tiles and not really use solo etc?
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depends on what block we're talking about
18:39
ddnet also hosts block servers
18:40
those probably have the new UI
18:40
the other block servers probably don't
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blmapchill does
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Swarfey
like 90% on blocking servers hating on the new hud and freeze
yeah new hud things just useless
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Can someone please explain in a short and easy way how the server controlls the HUD on the clientside?
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@Cøke please stop non-constructively saying bad things about other people's work (edited)
18:44
fine: I don't like the new HUD things not fine: the new HUD things are just useless
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the new hud is honestly pretty good. like i get why people wouldnt want it but for me it's really helpful
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i doubt most ppl talk about the HUD tho
18:46
the old HUD was actually useless for ddrace
18:46
while the new provides useful information, and if u dont need it disable it
18:46
most are angry bcs of the stars
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bluesky
Can someone please explain in a short and easy way how the server controlls the HUD on the clientside?
it sends the tee's state, and the client displays it
18:47
maybe I don't quite get the question
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Jupstar ✪
the old HUD was actually useless for ddrace
and if you dont like the new HUD , for whatever reason, you can disable it. I also think most mean the freezeanim
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yeah 😄
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Jupstar ✪
very thin bar
you could skin it as such, no? we have asset files
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heinrich5991
it sends the tee's state, and the client displays it
Yes, and whats the server providing? I saw something about flags?
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Learath2
you could skin it as such, no? we have asset files
Ah you already did 😛
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it's providing all that. e.g. how long the unfreeze will take, if you are in solo, how many jumps you have, if you have portal guns, …
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Jupstar ✪
the old HUD was actually useless for ddrace
noo wym? how are they supposed to know their health now?
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bluesky
Yes, and whats the server providing? I saw something about flags?
The flags allow the server to enable parts of the HUD as needed
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ah yeah
18:50
their 7 kitties lifes
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heinrich5991
it's providing all that. e.g. how long the unfreeze will take, if you are in solo, how many jumps you have, if you have portal guns, …
thats what i mean, but the code side of it
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I'm waiting for the "shields > bar" argument
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Learath2
The flags allow the server to enable parts of the HUD as needed
what would be the flag for the jump indicator?
18:52
just for example? .-.
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HUD_HEALTH_ARMOR for health and shields, HUD_AMMO for ammo count, HUD_DDRACE for weapons and jump
18:54
Why they didn't split up HUD_DDRACE into HUD_JUMPS and HUD_WEAPONBAR idk, maybe to conserve flag space?
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Ravie
I'm waiting for the "shields > bar" argument
Ez, if you don't have shields you can't move, because it'd be dangerous to move without protection. So when you have no shields it intuitively and obviously means you can't move
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thanks
19:03
I still dont really get how server and client go together but i think i will figure it out by the time
19:04
HUD, freeze, hook and so on. I never made a multiplayer game, so i guess i should XD (edited)
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they should bring back the animation; like hammering while going into freeze.. the little moment of ninja
19:05
its so nostalgic and kinda usefull
19:06
if we should get rid of anything it would be the bug making hooks/grenades/shotguns weaker or stronger depending on the id placement
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BloodDrippn
if we should get rid of anything it would be the bug making hooks/grenades/shotguns weaker or stronger depending on the id placement
We should what?thonk
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kill strong/weak hook
19:13
or make it a toggle or something
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Its an essential part of DDRace wdym "kill"
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its essential because people built maps around it
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BloodDrippn
or make it a toggle or something
If you want weak hook just type /kill, If you want strong hook, your partner just types /kill
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what about in middle of race?
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Would be kinda annoying if people switched between strong and weak (edited)
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not really
19:15
how so exactly?
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BloodDrippn
how so exactly?
Rather ask, why do you wanna be able to toggle it mid race?
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well some prefer psydo fly with weak hook as to speedfly with strong hook
19:16
and not everyone knows how to do both
19:17
and also blocking maps; creates an unfair advantage having strong hook but you can argue it makes it the fun of being the one that hasnt killed the longest
19:17
but not only is it hooks that are effected its grenades and shotguns as well
19:18
or add /spec to all maps (make it a client feature, instead of map feature)
19:19
i think either of these changes would greatly make ddrace better
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BloodDrippn
they should bring back the animation; like hammering while going into freeze.. the little moment of ninja
this one I guess we could bring back as a gimmick, it didn't really have much value, it was just an animation bug
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yeah its so nice having that little ninja "boost" i've been doing it for as long as i can remember 😩
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BloodDrippn
well some prefer psydo fly with weak hook as to speedfly with strong hook
Well i think for blocking maps it makes sense to have a general strength.
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as for ddrace i understand where you're coming from but its only essential because strong/weak has been in the game since caveman ages
19:25
so mappers took advantage and made it necessary
19:25
it might be too late to get rid of it completely. which you can do server sided so block is still saveable. but as for ddrace there should be a toggle or /spec atleast
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BloodDrippn
as for ddrace i understand where you're coming from but its only essential because strong/weak has been in the game since caveman ages
I mean you would kinda change an important part of the game and many people wouldnt like it. The other thing is that the implementation of the toggle can be kinda tricky based on how it works atm
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i understand. i've had this argument plenty of times lol but its only my opinion on the matter
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You can open an Issue on Github and it can be marked as a discussion ^^
19:27
DDraceNetwork, a cooperative racing mod of Teeworlds - Issues · ddnet/ddnet
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meh we've already discussed this for years and the general population wants to keep it
19:27
i wont bother but just wanted to state my opinion cuz im bored
19:28
folks dont like change im afraid
19:30
besides the issues count is too perfect lol ( sorry for spam everyone ) (edited)
yes 1
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the bar being thinner is a rly good idea
19:48
actually a 1 pixel line would be the best
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cauldron
with hammer it works
this one
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cauldron
this one
i love doing that in fng. it's like you're a comet (edited)
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yes, but i only figured this out yesterday or today. i think it's only when you use antiping
20:00
and others don't see it 😦
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Tsin said on Discord:
If I would develop that then my first move would be to assign that feature to middle mouse button aka mouse button 3. From what I see it allowes now to move the layers so it does the same as ctrl+drag screen with mouse button 1 (so we have 2 combinations of keys for one feature).
With this scenario we would still have moving layers like it always was (ctrl+mb1) and a handy feature (picking layer) at hand so at mb3 and we would get rid of that annoying picking layer...
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Jupstar ✪
@Patiga ^ maybe also interesting for you
I sadly don't have a geometry shader afaik, only vertex and fragment
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remove weak hook
f3 1
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Jupstar ✪
maybe it just caches both files? well anyway patiga will know ^^
on build it embeds the shader as a string, it will only update on rebuild
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Jupstar ✪
more important is, how much does to_srgb cost, @Patiga is it only run for the web edition?
my struct RgbaSurface abstracts the srgb out of the chosen textureformat. if the format is non-srgb, it renders directly. if it is a srgb format, it renders to a texture and then to the surface
21:11
(and on web it currently only supports srgb formats)
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BloodDrippn
they should bring back the animation; like hammering while going into freeze.. the little moment of ninja
We could also add an other usless dashing animation... But since you do not really dash... it is pretty useless
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cauldron
who actually added ninja animation to fng? is it server? it was not so before i think, when you were frozen in fng and pressed shoot, that the ninja animation played (without you moving). can others see it? (fng)
I guess that is old, at least I think I have seen this years ago
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c0d3d3v
I guess that is old, at least I think I have seen this years ago
i think i never noticed it, cause i never had antiping enabled
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I have one question, will it be possible to switch the design of the Assets in the top left to the ones before again or do we have to use the new one? Cant you add the option to decide which of the 2 Designs we want
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heinrich5991
@Cøke please stop non-constructively saying bad things about other people's work (edited)
i said its useless for me, the icons are cool and i like voxels work
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cauldron
i think i never noticed it, cause i never had antiping enabled
indeed interesting that it only works with antiping... probably prediction error, because of ninja. I guess it should not predict ninja but somehow it does it anyway
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i have no clue what you are talking about xd
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Max
I have one question, will it be possible to switch the design of the Assets in the top left to the ones before again or do we have to use the new one? Cant you add the option to decide which of the 2 Designs we want
I mean its helpfull for some players i understand that but i would appreciate if we could switch between both of those but if not im fine it with it too
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Max
I have one question, will it be possible to switch the design of the Assets in the top left to the ones before again or do we have to use the new one? Cant you add the option to decide which of the 2 Designs we want
why would you want to have hearts and shields back? Is there one good reason?
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cauldron
i have no clue what you are talking about xd
I wonder if you can also ninja dash in ddnet freeze without antiping
21:43
or if it works there too also only with antiping (edited)
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without it never works i think
21:44
just tried it, you just scream
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cauldron
just tried it, you just scream
yes scream gets generated. But dash effect is probably wrong predicted, somehow the actiontick gets copied into the render information (edited)
21:45
interesting
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Cøke
i said its useless for me, the icons are cool and i like voxels work
then say it's useless for you, not it's useless
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action tick? xd
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You didn't need antiping enabled to see the ninja's dash particles before, if I'm understanding this conversation correctly
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c0d3d3v
why would you want to have hearts and shields back? Is there one good reason?
well many players got used to those shields and liked them more what i heared from friends we understand that the new interface is helpful for some players but some players prefere the old interface too so i just wanted to ask if you could add both but if not its fine too (edited)
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cauldron
just tried it, you just scream
btw you have to use old client for testing xD new client has no ninja animation
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I made the bar intentionally a little bit clunky to match the rest of tw ui, might try making a more minimalistic hud skin one day
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Skeith
You didn't need antiping enabled to see the ninja's dash particles before, if I'm understanding this conversation correctly
this is my case: i only see dash on fng server with antiping enabled with hammer weapon selected when i press fire button
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c0d3d3v
btw you have to use old client for testing xD new client has no ninja animation
hmm, i pull latest changes
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cauldron
action tick? xd
action tick (correctly attacktick) is the tick in that you started your attack, so you started your dash attack. But in freeze you should not be allowed to attack.
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cauldron
hmm, i pull latest changes
you could use 16.1 or older for testing...
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Ravie
I made the bar intentionally a little bit clunky to match the rest of tw ui, might try making a more minimalistic hud skin one day
i still have my minimalistic hud skin
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c0d3d3v
btw you have to use old client for testing xD new client has no ninja animation
what do you mean "for testing"? i am just playing.
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c0d3d3v
I wonder if you can also ninja dash in ddnet freeze without antiping
If this question is can you do it before these changes without antiping, then yes.
👌 1
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Voxel
i still have my minimalistic hud skin
I mean normal minimalistic, not scifi looking
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i wouldn't consider my hud skin sci fi but i get that
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ahh, i get what you mean, so on old clients, it could be that dash also works on non fng servers? because i think latest ddnet client still does ninja dash animation in fng
21:53
but it's removed in the new hud change?
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Voxel
i wouldn't consider my hud skin sci fi but i get that
looks a bit scifi to me but it's cool
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c0d3d3v
you could use 16.1 or older for testing...
im on latest master and dash works in fng
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but also I'd like to try thin bars and other stuff that I don't think would fit as default
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Max
well many players got used to those shields and liked them more what i heared from friends we understand that the new interface is helpful for some players but some players prefere the old interface too so i just wanted to ask if you could add both but if not its fine too (edited)
I guess most people are not angry about the missing shields and hearts Display. But about the new freeze animation. They say they want the old HUD back but they mean they want the old freeze animation back. and the "counter using shields" ... We will first concentrate in improving these things before adding an option for old stuff (e.g. allow to show stars instead of freezebar). i don't even want to think about building an option for it for now. There should simply be a good solution that you can be happy with. (edited)
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it would be cool if these people would say exactly what they don't like and not just ask how to get the old one
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We did that a lot of times.
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c0d3d3v
I guess most people are not angry about the missing shields and hearts Display. But about the new freeze animation. They say they want the old HUD back but they mean they want the old freeze animation back. and the "counter using shields" ... We will first concentrate in improving these things before adding an option for old stuff (e.g. allow to show stars instead of freezebar). i don't even want to think about building an option for it for now. There should simply be a good solution that you can be happy with. (edited)
Okay i understand that but is it possible to lower the Ice Particles atm cause it feels like there a little to much ice particles falling from the Tees
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I don't like how bright the freezebar is, and how it sticks to the tee. I can tolerate it sticking to the tee if it was smaller and transparent. Transparency slider is a must outside of freeze as well
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Max
Okay i understand that but is it possible to lower the Ice Particles atm cause it feels like there a little to much ice particles falling from the Tees
I guess you mean they cover the face to much?
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sometimes you cant see, if a player is spectating or not, due to too many particles, yes
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Skeith
I don't like how bright the freezebar is, and how it sticks to the tee. I can tolerate it sticking to the tee if it was smaller and transparent. Transparency slider is a must outside of freeze as well
you can edit hud.png to get that
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Skeith
I don't like how bright the freezebar is, and how it sticks to the tee. I can tolerate it sticking to the tee if it was smaller and transparent. Transparency slider is a must outside of freeze as well
is already in work, nearly merged
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in fast gameplay
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Ravie
you can edit hud.png to get that
already did
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then why complain about it
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what skeith says is still useful feedback
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Because new players can be affected by it too, people that won't change such things
21:58
or wont think to do so
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so we can improve the general case
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Well not that its just that there are like constantly 4-5 ice particles on the Tee falling from it down i mean like make the cooldown for ice particles to fall down or do 2-3 ice particles on the Tee instead of 5
21:59
if u understand what i mean
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fokkonaut
sometimes you cant see, if a player is spectating or not, due to too many particles, yes
yes, we should defnitly work on that, I think too that the face should be more clearly viewable if you sit in freeze
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Max
Well not that its just that there are like constantly 4-5 ice particles on the Tee falling from it down i mean like make the cooldown for ice particles to fall down or do 2-3 ice particles on the Tee instead of 5
before there where 100 ninja sword particles falling down on the side of you 😄 but they disappeared much faster
22:01
I guess we have to experiment a little more with the effects to come up with a better one
22:01
I also agree that the freezebar could be thinner... because it is not really that impotent, to be so thick
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c0d3d3v
before there where 100 ninja sword particles falling down on the side of you 😄 but they disappeared much faster
well that might be true
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c0d3d3v
I guess we have to experiment a little more with the effects to come up with a better one
sry if i sounded agressiv or anything 😅 Ty for the help ill just let you experiment for now youll figure something out
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Max
sry if i sounded agressiv or anything 😅 Ty for the help ill just let you experiment for now youll figure something out
was good feedback, thank you 🙂
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ok Ty for cooperation
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@Skeith do you use really dark entities or something btw?
22:09
ya basically
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ah I see how you could say the bar is bright
22:11
does the vanilla hud not look too bright? I think the white outline is the bright part but that's just the tw hud style (edited)
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which elements? like the time etc? Not following
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hearts and shields
22:12
same style
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I had them disabled
22:12
also edited
22:15
I guess my only real gripe is the lack of option to make it more transparent, which is already being resolved. The size of it should probably be reduced as well tho
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it's already smaller than the stars were btw
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Ya, but the stars didn't follow you
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and default game.png stars are incredibly bright too xd
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And I ofc had those edited 😅
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they don't follow you but they move around a lot and spin
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So ya, realistically my only gripe is the lack of setting to make it transparent, having to manually edit the transparency myself Again, already being added so feelsamazingman (edited)
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well it's easy enough to edit and share
22:19
you don't get a setting for transparency on any other hud element so I don't see why this should have one
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Btw... we had a talk lately about energy savings xD we could introduce a dark mode someday... with dark entities and dark game.png/hud.png ... (not really for energy saving, but I guess dark mode gets more and more popular in the internet...) (edited)
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Cause it's more important I guess, it's directly in your face
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it's less in your face than the stars which also didn't have one
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c0d3d3v
Btw... we had a talk lately about energy savings xD we could introduce a dark mode someday... with dark entities and dark game.png/hud.png ... (not really for energy saving, but I guess dark mode gets more and more popular in the internet...) (edited)
oled is barely used for computer monitors
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We're in talks of improving the overall feel of the game, these settings would've been nice for both sides
22:22
I just never really thought about it until now, should be expected that changes make people think about it more
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@deen does it not save a negligible amount of power to have pixels emitting less light?
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on LCD no
22:23
and backlit LED with LCD same
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I think because it is a HUD directly on the Tee it is ok to make it transperent, like in other games you also have HUDs on player that have not full opacity, so you do not fall out of the world (edited)
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only saves with OLED, MicroLED, or local dimming
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c0d3d3v
I think because it is a HUD directly on the Tee it is ok to make it transperent, like in other games you also have HUDs on player that have not full opacity, so you do not fall out of the world (edited)
nameplates
22:26
they are big and white and follow
22:27
but in other games I already saw them transparent
22:27
like we do for other teams
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It's probably a good thing this all happened, it's like a fresh new look at how things affect your gameplay, ironing it out and making it feel as comfortable as possible for everyone, even if the feedback is a bit biased because sudden change is weird. The freezebar does have more information, so that's cool.
f3 1
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you'll never please everyone
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But I guess text in general is easier to read with full opacity
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Sure, but pleasing a majority is ideal. Can get to that point by listening to some biased points
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I think all things considered there's nothing to complain about on the bar that isn't already a "problem" on some other hud element
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Lol I searched for some example game screenshots and found this https://i.imgur.com/ETpnGTz.png?1 as one result xDD I did not even know 0.7 has a speed meter too
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That looks like a modification called Teecomp
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deen
That looks like a modification called Teecomp
I see xD, interesting (edited)
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i think transparency options for things you can alr edit transparency will get a bit confusing
f3 1
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also more for people who try making a skin for it to worry about
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I don't see how allowing the user to adjust transparency would be worse for the artist?
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Skeith
I don't see how allowing the user to adjust transparency would be worse for the artist?
because they are perfectionists too 😄 and want that it looks good in any settings xD
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then you have to design a bar that will also look good with transparency, or don't care that it will be ugly as heck for people with certain configs
22:38
it's like with skin coloring
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I guess
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5799569 Use for weapon and jump display now render information instead of the - C0D3D3V e9f95db Merge #5598 - bors[bot]
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I don't know enough about art to argue this point, and it's extremely subjective. 😅
22:43
I think it's just an important setting for the user, and caring about the user is more important
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well i just think two ways to edit transparency is redundant, transparency for hud etc is fine but for gameskins it doesbt make sense
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the freezebar feels like a HUD element
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but stars don't?
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Read everything I said above
22:45
wait theres too much text nvm
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Skeith
We're in talks of improving the overall feel of the game, these settings would've been nice for both sides
this basically
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zhould remove weak too 👀
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Oxygen Not Included is also a 2D platformed that uses "bars" under specific game elements, basically everything that can get damage I think they do not use transparency on the bars, but on pickup notifications xD That could actually also be a way how we could handle our powerups. by text that fades upwards and gets transparent, or symbols (issue for that: https://github.com/ddnet/ddnet/issues/5510)
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a transparent text snd bit of particles on powerups would be very good
22:48
only downside is the text spam when u go thru a badly mapped part wity many powerup spam but dont tbink it should matter
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generally bars show important information and are never transparent, health, progress and such
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Skeith
this basically
i agree, but by the time someone is in situations where transparency of a freezebar might matter, they should already know a bit about the game and how to edit textures
22:49
or in other words it doesnt have a big of an effect on noobs
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It's just a massive QoL for the user
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and only some decent ish players who are trying to "optimize" every setup of their game
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so it's worth
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yes but not good for devs nor artists, imo there are more important things to work on
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if the look of the default bar bothers you then you have an incentive to edit it or find another skin
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i dont think the benefit to work is worth
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You're already having backlash against the change, I think it's very much worth the effort
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I don't think alpha would help much with backlash
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Well, the point is trying to find a middle ground to where people prefer it / can live with it
22:53
The goal is to not completely revert back to the previous method
❤️ 1
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I haven't really seen any other complains about the appearance of the bar itself, just the fact that it exists
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Making your loyal fanbase happy is important 😅
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maybe we can make the freeze bar flash brighter at the period when stars would normally shoot to imitate previous behavior
22:55
just an idea
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Skeith
Making your loyal fanbase happy is important 😅
if you want it happy then you need to just not change anything
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Well, that's also not a good thing
22:56
It's valuable to make changes to improve / keep things fresh
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Freezebars can improve, it just needs some polishing
22:57
The improvement is that it gives you more accurate information
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I honestly don't see what could be improved on the bar itself, only the freeze animation
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make small tick marks each sec
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when do you ever need to know how many seconds are left xD
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255 second freezes be like
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you only care about when you unfreeze
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Voxel
255 second freezes be like
lol black bar
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Ravie
when do you ever need to know how many seconds are left xD
for skips
23:01
or speedrun optimizing
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how would you use it?
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ah yes this tee needs to be 2 seconds until unfreeze for us to pass through this part optimally
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freeze resets every second basically so u can get someone outside of freeze right before it resets to get a 2 second freeze time (after exiting freeze)
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is that true?
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Tater
is that true?
yea it is
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you can just see how much of the bar is left
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u cant calc 2/3 tho
23:04
i mean its functionally same as stars in that aspect rn since it jumps to full every second iirc
23:05
but tick marks would make it better over stars
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louis
u cant calc 2/3 tho
u can just see there's 2/3 of the bar left
23:05
in the moment
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how do u see exactly 2/3 lol
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easy enough to tell things like 1/2 or 2/3
23:05
by eye
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its not a genetic benefit that humans can find exactly 2/3 of a bar
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well it adds a new layer of skill to the game justatest
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im not saying it would be a huge improvement over eyeing it, just saying itd be an improvenent over the stars for speedrubnera probably
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you don't even need to know exactly 2/3 or so
23:07
you'll just see if there is more or less left than you want
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/home/deen/isos/ddnet/ddnet-source/src/engine/client/video.cpp:829:9: error: ‘c’ was not declared in this s cope 829 | c->thread_count = 1; | ^

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 (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bo...
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Ravie
you'll just see if there is more or less left than you want
not
23:10
well u dont even speedrun neither do i really so should ask someone who does
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can't you just edit freezebar texture to add ticks?
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actually I think stars don't show you the freeze cycle at all
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Tater
can't you just edit freezebar texture to add ticks?
the middle part is 1 long quad so no
23:11
yeah I guess it's animated
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Ravie
actually I think stars don't show you the freeze cycle at all
i think they emanate every freeze reset
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yeah but when you leave freeze it's always 2 I think?
23:13
u have ti leave freeze between 3 stars and 2 stars to not reset
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after you leave freeze u never get 3 ticks
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if u leave at "2.5" stars youll have 2.5 sec of freeze but if u leave at 2.98 or 2.02 youll essentially get 3 or 2 second
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yeah but in both cases you get 2 more ticks
23:15
it's just about where exactly you are between 2 and 3
23:16
i mean u still have to guesstimate the 1 second for stars
23:16
but atm its the same with the bar
23:16
i was saying the tickmarks would be a technical improvement
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you can essentially imagine the tickmarks after a while tho
23:17
and to less technical players this would be useless so just bloat
23:18
so it's still more precise than stars how it is now
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jao's hairy kebab 2022-07-09 23:19:24Z
bar look cooler but skin when
23:19
easy to skin stars
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forgor how big it was but 1 or 2 pixel from top and bottom of bar shoukdnt be too bad
23:19
wait yea how is the bar graphic generated
23:20
would be a lot nicer if it was just 2 overlays, one for border and one for the fluid rendered under
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there are 2 end caps and the middle part is stretched
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right now it seems hack for no reason
23:20
hacky*
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0.7 does it like that as well but the end caps just disappear fully xD
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Skeith
I don't like how bright the freezebar is, and how it sticks to the tee. I can tolerate it sticking to the tee if it was smaller and transparent. Transparency slider is a must outside of freeze as well
#5558 already got the transparency thing done, it should get in soon
feelsamazingman 1
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A couple players mentioned a lower opacity freeze bar is better for them. This allows that without introducing an extra option but rather repurposing the old ones. It adds a magic coefficient of .7...
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Ravie
0.7 does it like that as well but the end caps just disappear fully xD
why copy 0.7 tho :<
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and great now add opacity for every weapon and hud element lmao
23:23
now that ur at it
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louis
i was saying the tickmarks would be a technical improvement
I'm also looking for a nice way to add that for the people that want even more details
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jao's hairy kebab 2022-07-09 23:24:25Z
add opacity for louis
23:24
so i can remove louis
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I demand opacity setting for nameplates and strong/weak and direction arrows
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Learath2
I'm also looking for a nice way to add that for the people that want even more details
i think uhh
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louis
would be a lot nicer if it was just 2 overlays, one for border and one for the fluid rendered under
this
23:25
would make everything w lot easier
23:25
for everyone
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fluid
23:25
?
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blue stuff
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Ravie
I demand opacity setting for nameplates and strong/weak and direction arrows
jao's hairy kebab 2022-07-09 23:25:26Z
just edit image
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should be easier in code, easier for artists to make custom ones
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jao's hairy kebab
just edit image
poggers
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Ravie
I demand opacity setting for nameplates and strong/weak and direction arrows
everything except nameplates can be edited in the assets
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so can the freeze bar
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jao's hairy kebab 2022-07-09 23:26:17Z
i canr beleieve this guy is the skin leafer anf he dont know edit imagr
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Ravie
I demand opacity setting for nameplates and strong/weak and direction arrows
sorry, you don't have an angry mob of people behind your demand
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The freeze bar should have different treatment I think, it's more important, and there are already customization options for the elements you mentioned.
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would be a lot nicer if it was just 2 overlays, one for border and one for the fluid rendered under
23:28
if we are changing features is this possible
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Learath2
sorry, you don't have an angry mob of people behind your demand
😠
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i mean i need someone to back me up on that
23:28
i think for sure it will be much better for asset creators
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Transparent nametags would be cool tho.
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and in code all u habe to do is like renderTop() renderBottom() [ render less every tick or smth idk ]
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hm, how is it easier?
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for the current one dont you have to grab a small quad and stretch it out
23:30
then render 2 caps
23:30
with an overlay and the fluid bottom, its a lot simpler
23:30
and a lot easier for gfx designers
23:31
with the current way it doesnt seem possivle to customize the middle of the freezebar
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Oh, yep that is indeed not possible
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additionally, with the overlap method, you can make tickmarks in your asset manually for anyone who wants it
23:31
just add ticks to the top image with an image editor
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You can't make tickmarks like that, freeze time is not constant
23:32
hm
23:32
i guess 99% its 3 seconds but for some maps i guess not
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Aight, I have a plan... We remake ddrace...
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also if you have auto rendered ticks you might have a completely white bar on that awayza map lmao
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yes ticks bad idea
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we must appease the old guard, old guard wants ticks
23:33
if we get the pro players to defect to our faction we can get even more changes in
23:34
Taking a page out of Neville Chamberlain's book
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ticks won't work with ridiculous freeze times and also they'll be a nightmare for customizing the bar
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i think oldheads would only need 3sec ticks so you should adopt the louis method 🥺 🥺
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(I imagine the ddnet way would be to hard-code the ticks as quads and not an asset that you can edit)
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I'll let @c0d3d3v think about that one, I don't think he'd want to mess with the rendering
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Ravie
(I imagine the ddnet way would be to hard-code the ticks as quads and not an asset that you can edit)
I was imagining subtle red/white couple px thick lines
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if this is actually gonna be a thing then please use something from the image where the height of it can be matched to the bar
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eb14755 Fix compilation in video.cpp - def- 444603f Merge #5603 - bors[bot]
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Oh yeah the height of the bar isn't constant
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ye also please no red xD
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Okay, new plan, no ticks, so very annoying
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yeah i wouldnt auto render ticks
23:38
just make it easy to add in custom gameskins
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You should talk to @c0d3d3v when he is here, I'm not messing around with the way they ended up rendering the bar
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The risk of lyme disease isn't worth it anyways troll
justatest 1
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I think eventually some pro player will come out with a skin for it that everyone will use because it makes edgehooks easier and everyone stops crying at the default one
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I'll see myself out
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excuse the poor drawing cus im on a phone but like
23:41
23:41
customizing it to stuff like that would be dope
23:41
wtf
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Yeah I guess that's not possible the way it's done right now
23:42
The advantage of this current way is that it takes very little space in the hud.png
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I guess the bars could be something like this if there is enough demand for editing it
23:43
then it can be asymmetric and stuff
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One issue is these things aren't stretchable
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wait i forgor what's the current one look like
23:43
ingame
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for now we went with the way that was easier to code
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the current seems harder to code xd
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The current bars can be stretched forever, but if it's asymmetric in the x direction it just can't be stretched at all
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Voxel
Click to see attachment 🖼️
wait how is it 2 colors?
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louis
the current seems harder to code xd
separate middle sections is more complex
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ninja timer
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the current way, the middle quad can just get squashed over time
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Ravie
separate middle sections is more complex
doesnt require cutting and stretching tho
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i thought it had to do with masking
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not sure if it uses clipping or anything like that
23:46
it may just be clever maths to make the quad narrower while the texture stays in place
23:48
I think clipping would be specific to each renderer
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how are the ends treated then?
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https://github.com/ddnet/ddnet/blob/master/src/game/client/components/freezebars.cpp It's not a horribly long piece of code if you want to take a look
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/freezebars.cpp at master · ddnet/ddnet
👍 1
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I'm not a huge fan of how it looks like, but it is readable 😛
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A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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