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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 2022-07-10 00:00:00Z and 2022-07-11 00:00:00Z
00:01
the end pieces just disappear instead of getting clipped
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don't they use tiny end pieces so that's not very obvious?
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it's quite obvious once you see it
00:02
they just disappear xD
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Ravie
it may just be clever maths to make the quad narrower while the texture stays in place
also from what I can tell this is the case
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We really need better documentation for the graphics functions
00:07
We really need better documentation for everything actually 😄
yes 2
f3 2
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if you draw a pattern on the bar it becomes way more obvious how it's rendered
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there could be a third sprite that gets drawn over top
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Learath2
We really need better documentation for everything actually 😄
please, prioritize the api
03:43
getting to this took me 5 hours
03:44
(this, for who's curious, is me logging the last 10 map finishes for me aka Sans3108 cuz i was trying to test a function that takes time.time and returns time.timeString) (edited)
03:46
probably should change the names of those but eh
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Learath2
if you draw a pattern on the bar it becomes way more obvious how it's rendered
wtf 500 moving parts
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Sans
getting to this took me 5 hours
javascript monkaS
03:53
you were saying?
03:54
my whole idea was to make a better ddnet bot, and to do that i need some sorta way to interact with the api, so i decided to make a wrapper for it and publish it on npm so i can use it in the bot KEKW (edited)
03:54
and it's hard
03:55
i woulda used any other lang if it wasnt for the fact i only know to do stuff in js and also discord.py is outdated/doesnt cover slash commands (edited)
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Pulls data from ddnet.tw, otherwise known as "DDRace Network".. Latest version: 0.1.1, last published: 2 minutes ago. Start using ddnet in your project by running npm i ddnet. There are no other projects in the npm registry using ddnet.
06:19
nowhere near done
06:20
player part of things is almost done, possibly with bugs (i tried to check everything)
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Hey, what are the oldest current solo r1 ranks? (edited)
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Patiga
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
ah yeah u said that before, i remember, makes sense now
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Patiga
I sadly don't have a geometry shader afaik, only vertex and fragment
doesn't matter anyway. Thinking about it for a bit I'd assume its 3 things that bottleneck in ddnet when zooming out far enough: 1. instacing is like a loop, so requires a powerful singlethread (as said grouping vertices together improves it slightly, so I assume drivers are already pretty optimized for instancing) 2. more load on the vertex shader. Even tho 2 quads next to each other instead of one big quad including both doesn't make a difference in fragment shader, it will create at least a small overhead in the vertex shader. So if you do it few thousands(or LOT more, more about that in 3.) it adds up to each other. 3. if you have a 1920x1080 screen, and watch BIT3 fully(without borders) one layer is already 1400x3900 tiles. For simplicity 3900x1400. I mean kinda obvious what i want to say for you. we often draw multiple quads for a single pixel. I assume 3. is indeed the main bottleneck in fact. The others might make the FPS fewer compared to taking your approach up to a certain zoom level, but its not like the vertex shader is totally slow, in the end you usually have less vertices than fragments. Except for 3. 😄 I looked in renderdoc and see the insanity of overlapping quads
07:42
26 070 911 JUST for the top left border
07:42
my screen can only hold maximum of 3 686 400 pixels
07:43
impressive my GPU still renders it at 30fps xdd
07:43
that probs shows how optimized the rasterizer is for discarding overlapping pixels anyway
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With .git/config containing: [blame] ignoreRevsFile = formatting-revs.txt

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 cha...
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going to move here since it's topical
08:40
i think at max we should accept a value like 110 or 120 for ui_scale. anything above that is unreasonable to get right for smaller resolutions
08:40
what is the smallest resolution we actively support for UI?
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its resolution independent
08:42
also if we want ui_scale, then to downscale
08:42
ddnet's ui is big af
08:42
even with different aspect ratios?
08:42
i dont see how that's possible
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height is always the same
08:43
so more width just gives more size left and right
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on 1080 ui_scale 110 connect button overflows. it should adjust to the main browser column width
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but doesnt make the text bigger or smth
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it is also disjointed with the y-position of the Refresh button
08:43
is this always the case?
08:44
oh yes it is, because of the text
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no its not the case, also ui_scale is gone isnt it?
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there's additional space above here to fit it so it is inline
08:44
08:44
this is agnostic of ui_scale
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can you show me a picture of your windows explorer?
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this has nothing to do with ui_scale btw xd
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Jupstar ✪
can you show me a picture of your windows explorer?
windows explorer?
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file explorer
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Jupstar ✪
no its not the case, also ui_scale is gone isnt it?
deen asked me to try to fix it if i still want it and that a PR could be accepted (edited)
08:46
i am currently on 16.1 to test
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yeah but honestly, our UI will break regardless
08:46
even 5:4 is often already a problem
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is this a pain point because of the lack of a flex system?
08:46
can we just create a separate issue for this?
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why do we need it bigger? i bet your file explorer is much smaller scale
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and return ui_scale when it can adopt itself to that
08:47
i am still not sure what you mean by file explorer
08:47
game browser?
08:47
I have some guess about how the UI works in this game
08:47
correct me if I'm wrong
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lynn
is this a pain point because of the lack of a flex system?
flex system will create many additional rows where you dont expect it or if you dont wrap rows, it will scale the ui elements and thus making the text smaller again
08:47
its a loose loose situation xD
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I used to do UI dev with tkinter
08:48
and there was a component system called place that used coordinates
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our ui is basically split this rect in half and put stuff
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are we doing math based on the resolution and aspect ratio to "place" the components where they should be, relative to some distance
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dont talk about fancy gui frameworks xd
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i am making a comparison to try to see what it is like (edited)
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lynn
are we doing math based on the resolution and aspect ratio to "place" the components where they should be, relative to some distance
no
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lynn
are we doing math based on the resolution and aspect ratio to "place" the components where they should be, relative to some distance
yeah sounds all good and nice, but u forget one thing... nobody would start with an UI as big as DDNet's
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im not advocating for this
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that's what i am trying to say. downscale ok but upscale its already mobile friendly af, bcs everything is so huge
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it can still be upscaled as ive explained
08:50
components need to react to these adjustments
08:50
for example, the one issue i cited
08:50
the skins list
08:50
it overflows into the button row below, with the search bar
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yes, but i talk more about navigations
08:50
that will break
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it can ofc be adjusted so the skins list is less high
08:51
what navigation? the browser?
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the menu
08:51
nav
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the main menu?
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open your client in 5:4 and u'll see there are lots of places where its already lacking space
08:52
the nav in the server browser
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i would like to consider areas in 5:4 with default ui_scale to be separate concerns than fixing ui_scale lol
08:53
u either wrap it by rows
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okay so browser ui_scale lol
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ur downscale, and loose either text or also downscale text
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Ryozuki
what magic?
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here is 1080 again but at 120
08:53
same issue, also friends is now clipping
08:54
the tabs are not an issue
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Jupstar ✪
what magic?
the auto size thing xD
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i will try a smaller resolution but ryo said it was not resolution dependant
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Ryozuki
the auto size thing xD
ok i dont get what the PR has to do with auto sizing, am i missing smth? xD
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with template it can pass the size of the dst array
08:55
so u dont need to put sizeof
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ah yeah
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not really new to me 😄
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but it is to tw xd
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lynn
i will try a smaller resolution but ryo said it was not resolution dependant
the size of the elements aren't as i said
08:56
its just the space u have left and right
08:56
basically from your whole quad u split
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i recommended that we cap an accepted value for ui_scale
08:56
up to 110 it's pretty reasonable
08:57
there are just some small fixes we would need to make
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upscaling will break stuff xD
08:57
our UI is build for 5:4 worst case
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we could go up to 120 with some more serious effort
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if u upscale it will break stuff, that simple
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i will test on 5:4 and tell you how we could fix it
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why do u need ui_scale over 100 tho?
08:57
u havent told me yet
08:58
what application on your computer scales as big as teeworlds does
08:58
my IDE is like 5 times smaller
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ui_scale in the first place (as im sure) was created for accessibility reasons
08:58
just because someone doesn't care now doesn't mean it's not useful
08:58
I am not great with a mouse, i like having large components if I can afford it
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but who has so bad eyes, what are glasses made for then xD
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my discord is set to 110 zoom
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Jupstar ✪
but who has so bad eyes, what are glasses made for then xD
there is a zoom option that ships with all major browsers....
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yeah but its still smaller than ddnet i bet
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im not arguing about how small or large ddnet already is
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lynn
there is a zoom option that ships with all major browsers....
yeah and using it sometimes breaks websites
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im just saying there was a feature and it existed and now it does not
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if u scale it as much that its as big as ddnet especially
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and it was removed because it was broken despite being fixable
08:59
having to restate this many times is exhausting
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Its too costly to maintain, full of bugs, and a legacy of old times
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i will again test on 5:4
09:00
also 5:4 is already very broken on 100 ui_scale
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lynn
and it was removed because it was broken despite being fixable
"fixable"... Well that depends on your defintion of fixable
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And probably holds back devs implementing ui changes
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why is this a concern about ui_scale then
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i already find the 5:4 limit a problem
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Ui is already hard enough to do
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wastes so much space on 16:9 often
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Too many things to consider
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seems like you guys just want me to shut up. deen was the only one who responded and he said if i could come up with a list of fixes and try to fix them, a PR could be considered
09:01
this discourages me
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Remove support for 5:4 too xZ
09:01
I told u ny reasons
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lynn
seems like you guys just want me to shut up. deen was the only one who responded and he said if i could come up with a list of fixes and try to fix them, a PR could be considered
how about you just make a second unrelated UI? mobile UI
09:01
thats what websites do too
09:01
simply bcs its not worth the effort
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you just gave a bunch of reasons after i said i would try to come up with fixes for
09:02
this is 5:4 on ui_scale 100
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you cannot fix code maintainability by adding back ui_scale since it spreads across all places
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why is connect not aligned?
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lynn
why is connect not aligned?
it is on latest client
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it does not have this issue in 16:9
09:03
am i to believe that removing ui_scale changes ui grid even on 100? (edited)
09:03
im not sure how that makes sense to me
09:04
Otherwise the changelog is unclear
09:04
"Remove ui_scale"
09:05
there's another item here
09:05
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i dunno what u talk about, but anyway, just dont give me an even worse experience on 16:9 xD
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Prevent UI lockups
09:05
is this somehow related to what you are saying xD
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our UI already looks shit and sucks code wise, dont make it even worse xD
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with the connect button
09:05
doesnt make sense still
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Jupstar ✪
it is on latest client
im responding to this
09:06
it's not aligned on 5:4
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it is
09:06
wait
09:06
i test
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in .1 it's not. on latest, it may be, but that doesnt make sense according to the changelog
09:06
there is no such "fix ui layout" item there
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i havent checked the diff
09:06
i am not great at this
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for me it is
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i will test on .2
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verbinden!
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yeah i was translating german, and now i use client in german
09:07
bcs im gangsta "Karte spielen" xddd
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Denglish is best
09:07
mixing english where german sounds stupid
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it's also aligned for me (edited)
09:08
what change caused this?
09:08
surely it was not something random
09:08
someone was already fixing ui
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yeah dunno dude xD sometimes ppl complain about 5:4 being broken and then smth fixes it deen often plays 1:1 he'd probs notice breakages anyway
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was existing UI changed in addition to the new UI?
09:08
is that what the first change is?
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new UI? XD
09:09
sorry
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LOL, how did we end up talking bout HUD now xD
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u were talking about a HUD_scale the whole time or what?
09:10
i am trying to track down this discrepancy
09:10
there is nothing in the changelog that suggests this misalignment was targetted
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ui_scale was removed --> all randomness gone
09:10
my question is
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dude i dunno why this single button is magically fixed
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ui_scale 100 =/= ui_scale removed
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but who cares
09:11
its completly unrelated to ui_scale then
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how does removing ui_scale entirely related to how things looked on ui_scale 100?
09:11
should i believe they are different?
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its one button xD
09:11
maybe someone simply fixed it
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that's what im asking
09:12
someone was working the UI area or else ui_scale 100 does something specific from whatever was done to remove it
09:12
my impression was that removing ui_scale would make it act the same as if it were set to 100
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yes
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if that cannot be easily clarified then i forfeit
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it does, have u restarted ur client?
09:12
after changing ui_scale?
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one moment
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the connect button for example is cached
09:13
most browser text too
09:13
if u want to have it automatically trigger a resize event bcs changing ui_scale is basically that
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well im just observing a version (.1) with 100 ui_scale with a version (.2) without any concept of ui_scale
09:14
and checking 5:4 on each
09:14
and they have different behavior
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i dunno dude xD u talk about connect and refresh button
09:14
rest is 100% same isnt it?
09:14
then the answer is, someone fixed these buttons
09:14
not more, not less
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i can take another look but im not sure, i dont even think that helps my case about proving the fix was not rly mentioned
09:16
if someone took the time to fix UI and it wasn't mentioned, could have easily made a handful of fixes for ui_scale and kept the damn thing
09:16
and since i cant figure that out im giving up
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why does it matter if the fix is not mentioned
09:16
the changelog is mostly for important stuff
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because the argument is that you would HAVE to fix it in order to keep it
09:16
someone WAS already fixing UI
09:16
omg
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wtf xDDD
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the argument is that ui_scale makes ui dev way harder
09:17
cuz its another thing to look out for
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UI is changed pretty much once per week
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cap ui_scale to 110 or 120, do current fixes for it
09:17
anything added should be flex anyway or we tackle issues on 5:4 and have a scrollable tab system idk
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currently you gotta look for: "will a longer text break this", "how will it look on all other resolutions" "will ui_scale break this even more" + ui code being a mess
09:18
just for adding a button
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i am not giving direct fixes here im just pointing out my philosophy
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is this also why freeze stars were removed? it breaks something existing?
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just give us HTML + CSS renderer
09:18
then we dont need to talk about this anymore
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lynn
is this also why freeze stars were removed? it breaks something existing?
i think they were changed (edited)
09:18
to make more sense to new players
09:19
they are now snowflakes and no sword
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is there honestly no such gdl ui framework for making it web-like
09:19
i find that hard to believe
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we may be able
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it might not be called gdl
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to usee IMGUI
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i am so tired im sorry
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i wonder if it can be made to look teeish
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there is, but it has the worst license i've ever seen
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Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies - GitHub - ocornut/imgui: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
09:19
this uses mit
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Next-generation HTML renderer for apps and games. Contribute to ultralight-ux/Ultralight development by creating an account on GitHub.
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i would rather use imgui than a html renderer xd
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lynn
Prevent UI lockups
It's unrelated. UI lockup is bug where you can't use any buttons or other UI elements anymore.
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Ryozuki
i would rather use imgui than a html renderer xd
lets face it html is ez, html is smth everyone used before html renderers are highly optimized
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@Jupstar ✪ probably if we limit ourselves to just html yeah
09:21
without js
09:21
XD
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yes
09:21
that's ultralight, but the license sucks hard
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Learath2
if you draw a pattern on the bar it becomes way more obvious how it's rendered
xD thanks, looks interesting
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thats 5head
09:21
5Head
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Jupstar ✪
the connect button for example is cached
the connect and refresh buttons are the only cached rects in the UI so it's likely that those were also broken in combination with ui_scale
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the only ui_scale specific issues ive found were those buttons and the skins list
09:23
with 16:9*
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Learath2
if you draw a pattern on the bar it becomes way more obvious how it's rendered
thats exactly how I coded it 😄 first it stretches , then it clips. But to allow more customisation we should maybe only clip, so the customised stuff is not stretched. (edited)
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and the "friends" button in the browser is cut off but only on 5:4
09:24
at either 110 or 120 scale cant remember
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lynn
the only ui_scale specific issues ive found were those buttons and the skins list
you could count the resolution list as another issue (in that they dont respond to ui_scale) but i think that is intentional so they are guaranteed to be accessible (edited)
09:25
someone can correct me though
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If you want to fix ui_scale then start from the other "direction". Instead of trying to fix the mess that was the existing ui_scale everywhere, find concrete issues with the current UI and make well thought out changes to address those issues.
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then this conversation is pointless as i suggested originally and im redirecting this topic to the idea that we need a better ui system as a whole
09:28
whew
09:28
what a ride
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well, I'm not against a Java swing frontend troll
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c0d3d3v
thats exactly how I coded it 😄 first it stretches , then it clips. But to allow more customisation we should maybe only clip, so the customised stuff is not stretched. (edited)
The only problem with this is that with the current approach we can have an arbitrarily long bar, with the other approach that's no longer the case
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Robyt3
well, I'm not against a Java swing frontend troll
I'm against it :raise
09:31
Mobile discord strikes again. Thank god for electron
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wow your mobile phone must have 200GB of RAM
09:31
good phone
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lynn
and return ui_scale when it can adopt itself to that
this was nearly an hour ago...
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For something like ui scale to be maintainable we'd need something like rem/em in css. A relative unit of size
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i imagine placements are attempted this way
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Currently we size a lot of things hust by pixels
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can we say the same about widths of components?
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Just*
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if components are organized based on aspect ratio + resolution im not sure why widths couldn't also be done this way
09:35
i must be insane or something but it doesn't seem odd to me to resize the buttons / offset for smaller screens
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lynn
can we say the same about widths of components?
As far as I remember, no. We split larger panels proportionally, but the elements inside them usually have set pixel sizes
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yeah so that seems like a fix regardless of the existence of a ui_scale but ui_scale took the hit for it anyway
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Well it is a fix, but it's a fix that requires a huge amount of work
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it can be created as an issue
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Learath2
The only problem with this is that with the current approach we can have an arbitrarily long bar, with the other approach that's no longer the case
I mean I would just repeat, the small middle peace
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i will put with big fireworks emojis 🎇 PLEASE BRING BACK UI_SCALE IF THIS IS COMPLETED THANK YOU 🎇 just to make sure i am not further undone by this "convenience" afforded by its original removal
09:37
sry i had
09:37
to
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If you want to properly suport a whole range of ui scales you'll also need something akin to css breakpoints, to hide/move around stuff after a certain scale/resolution is hit
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i am only thinking to cap ui_scale to 120 and fix all of the problems introduced with that (edited)
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yeah lets do ddnet mobile first design
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@Learath2 can you send me the hud.png for experiments...
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Jupstar ✪
Click to see attachment 🖼️
Like here if the refresh button became an icon after a certain scale, it'd look far better
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c0d3d3v
@Learath2 can you send me the hud.png for experiments...
The one I drew the pattern on? I already deleted it
👌 1
09:39
But it was just a 45degree zigzag. You can make your own
09:39
I also made all the transparency white so I can check sizes and stuff
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Whaddup nerds. You took my sacred ui_scale setting away so now I am forced to do the last ounce of whining I am even comfortable doing by addressing an existing issue with UI. Elements are not resized for smaller resolutions. Some components like the "Refresh" button can be replaced with an icon (credit @Learath2 for the idea) or simply adjusted with a bit of font nudging and margin/padding adjustments. This is the most problematic on 5:4 resolutions but I believe 1.16.2 to be the best ver...
09:46
done
09:46
bye
09:47
yes i know it's not written in the client as 1.16.2
09:47
i changed it on web
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Since https://github.com/ddnet/ddnet/pull/5032 automatic weapons can fire every tick instead of every 2. here some random tries on fireball map https://streamable.com/10a6qi (as comparison with 15.9.1) can also be seen on every fly map Do we want to add a limit to automatic weapons so they can only fire every second tick? to get the old behaviour back? (edited)
Makes input handling more reproducible during respawn. Still WIP, because I haven't tested this particular patch (only a different one with the same effect). Checklist Tested the change ingam...
09:48
@Zwelf
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Learath2
The one I drew the pattern on? I already deleted it
I guess in the end we do not really want very long bars. Ravie would also like that the texture matches the size ingame, so I think in the end it would be better to have the outline seperate from the fill. and just make them in the texture so wide as I render it
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We could also increase the reload timer on that map?
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c0d3d3v
I guess in the end we do not really want very long bars. Ravie would also like that the texture matches the size ingame, so I think in the end it would be better to have the outline seperate from the fill. and just make them in the texture so wide as I render it
Should be easy enough to do if you choose to do it like that
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yes. original I made it that way because we wanted to have a long ninja bar and used the same texture. ... but now there is no need to
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This input was already possible before the patch by spamming +fire, e.g. by binding it to the mouse wheel. So making automatic weapons only shoot every second tick wouldn't disable speedrunners to shoot every.
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c0d3d3v
Since https://github.com/ddnet/ddnet/pull/5032 automatic weapons can fire every tick instead of every 2. here some random tries on fireball map https://streamable.com/10a6qi (as comparison with 15.9.1) can also be seen on every fly map Do we want to add a limit to automatic weapons so they can only fire every second tick? to get the old behaviour back? (edited)
Which fly maps do you mean? Like Justrocketfly?
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Zwelf
This input was already possible before the patch by spamming +fire, e.g. by binding it to the mouse wheel. So making automatic weapons only shoot every second tick wouldn't disable speedrunners to shoot every.
Disclaimer, I did not debug if it really fires every tick. It just feels faster, I'm not totaly sure
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Zwelf
Which fly maps do you mean? Like Justrocketfly?
"just every fly" is the name (edited)
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Zwelf
This input was already possible before the patch by spamming +fire, e.g. by binding it to the mouse wheel. So making automatic weapons only shoot every second tick wouldn't disable speedrunners to shoot every.
That sounds good to me
10:03
@paradise ^
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teams should not be forced to do solos or only once
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Neben
teams should not be forced to do solos or only once
?
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nothing related to the above discussion, just wanted to debate coz I think it's boring to redo solo everytime you fail a map
10:04
especially when you speedrun it
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how would this be implemented? i dont see any practical way that doesn't affect ranks
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I meant noob-filters
10:05
sry
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much different than solos lol
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Ah I thought you meant mid map solos too
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would require map spec and noob-filter flag could likely be spoofed without proper auth
10:05
non-fix?
10:06
every map with a filter would need tagging in the map format
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It'd require a special tp target to just before the noobblocker
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and there may be edge cases where the filter moves cleanly into the map
10:06
either by speed or by force
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deen
That sounds good to me
I guess the map is also not a lot harder xD I can not do the first part easy also with the old inputs.... It is just a little different as before. And ranks that are made with such a bind are now possible without such a bind.
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where it is not possible to create a destination such that it does not affect ranks
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idk Fireball map feels so weird and it feels like inputdelay when shooting rn
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wasn't there a report about input delay in latest?
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+ why even change it anyways not needed imo
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paradise
+ why even change it anyways not needed imo
it should not feel like delay... should feel more faster. since inputs get handled one tick earlier
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idk this change also made all maps like this different u can do faster ranks
10:09
I tried it before it felt like input delay xd
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ah there was a report but it was related to CPU/GPU
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actually I think it is fine with the new input handling... Gives the advantage of fast inputs to everyone. And I think the map is also doable, at least there are a lot of finishes in last days on that map (and I finished the first part after x tries wuhuu xD) (edited)
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it's way more trashy to play imo
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I will debug the automatic weapons later this evening, if they really fire faster then before... mabye it is only subjective feeling. (edited)
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c0d3d3v
I will debug the automatic weapons later this evening, if they really fire faster then before... mabye it is only subjective feeling. (edited)
It does fire faster 100% sure we compared my Fireball demo vs other
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paradise
it's way more trashy to play imo
do you think fast input handeling is generally more trashy ?
10:18
or only on teleport flys
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Hm, from what I remember when I skimmed that PR. It shouldn't be any faster than back when you could bind the mousewheel
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c0d3d3v
do you think fast input handeling is generally more trashy ?
Hmm idk only tried on Fireball it feels shit
10:19
then we can just increase the fire delay on that map
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Learath2
Hm, from what I remember when I skimmed that PR. It shouldn't be any faster than back when you could bind the mousewheel
yes but yopu can just hold left click... as I did in my video
10:19
thats what most do
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paradise
Hmm idk only tried on Fireball it feels shit
did you use a mouse wheele bind back in you old demo?
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Learath2
Hm, from what I remember when I skimmed that PR. It shouldn't be any faster than back when you could bind the mousewheel
Its definitely a physics change, if you shoot faster now while holding. Never the less whether you could achieve the same behaviour before with tricks
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That makes sense. Not quite sure how we'd reintroduce the behaviour though
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Then probably go a step back for now?
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It's a teehistorian change not sure of the consequences of a revert
10:28
@heinrich5991 and @Zwelf would know I guess
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We saw you, Zwelf
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Ye, looking back at the PR rn
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``` Program terminated with signal SIGILL, Illegal instruction. #0 dbg_break () at /home/teeworlds/src/master/src/base/system.cpp:184 184 /home/teeworlds/src/master/src/base/system.cpp: No such file or directory. [Current thread is 1 (Thread 0x7f0976798700 (LWP 706))] (gdb) bt #0 dbg_break () at /home/teeworlds/src/master/src/base/system.cpp:184 #1 dbg_assert_imp (filename=, line=, msg=msg@entry=0x561741055540 "Tried connecting while the connection is in use", test=0) ...
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Reverting that commit would make teehistorian files not reproducible again. They currently are AFAIK. While writing the PR I thought it would only make a change when the tee respawns. We now know it also changes the automatic weapon when holding fire (every second shot probably).
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This issue should be just a container for all suggestions (also from discord) and room for discussions about them. So you dot have to search them in discord.
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Learath2
It'd require a special tp target to just before the noobblocker
a special tile?
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lynn
and there may be edge cases where the filter moves cleanly into the map
well that would therefore need to be taken in consideration during the mapping
11:00
and tbh I can't think of any maps like that?
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every single map would have to be tagged with where to teleport the tee if they have done the noob filter just for this change
11:02
and this place may not be sensible for every map
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lynn
every single map would have to be tagged with where to teleport the tee if they have done the noob filter just for this change
no just a new spawn tile that mappers will put after solo
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i suppose on a per-map basis this could be done
11:12
what maps in particular right now do you want it for?
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lynn
what maps in particular right now do you want it for?
firestone
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You could allow players to set a "checkpoint" at any point before they touch start which can be teleported to after restarting
11:19
Might not work for all noob filters but probably many
11:20
Although imo doing the noob filter consistently is also part of the challenge but I can see how its annoying for speedrunning
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nah it'd be too complicated
11:21
a new tile fits better
11:21
A new tile and tagging every map is certainly more complicated?
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i don't get why we'd need to tag every map tho
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Tater
You could allow players to set a "checkpoint" at any point before they touch start which can be teleported to after restarting
This might make it possible to get to unintended places if not done VERY carefully
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it's literally just a condition on kill
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Learath2
This might make it possible to get to unintended places if not done VERY carefully
Alternative, save tee state the tick before touch start and use that as the checkpoint
11:23
this would interesting
11:23
tho could be broken
11:23
There are some start setups better than others
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Tater
Alternative, save tee state the tick before touch start and use that as the checkpoint
That doubles the state that is kept for any player
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and it's sometimes way too hard to react
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well you are doubling the state for the first way too right?
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Which is actually quadrupled since we keep a rescue state :D
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Tater
well you are doubling the state for the first way too right?
Well I say the only good way to do this would be letting mappers add a tp target tile
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and every respawn u get to check if the player passed the noobfilter checkpoint
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Yeah but what if you collect weapon in noob filter
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which may need to be a tile too
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i see what u mean about firestone i guess
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Tater
Yeah but what if you collect weapon in noob filter
With a tile mappers would add a small tunnel where you grab everything you need before starting
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Idk seems like a burden
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Tater
Yeah but what if you collect weapon in noob filter
true, but I guess this is something that needs to be checked during the mapping for the new maps ; and for the already released one it could be done if some ppl remake the map with the feature
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With state saving magic there are many scary issues that can happen.
11:27
Atleast I wouldn't be very confident in it
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how come we don't have a general robust save state for all features that use it?
11:28
Could rescue /save and swap all share?
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Tater
how come we don't have a general robust save state for all features that use it?
That's what CSaveTee is supposed to be, but see how many bugs we get on even that
11:32
Idk I don't feel like the use case is strong enough to warrant adding a tile and modifying all maps
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well it wouldn't be only one tile tho I think
11:33
prob 2 tiles
11:33
1 for checkpoint
11:34
and 1 for the afterfilter-spawn
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Can't you use start as the checkpoint?
11:34
u'd just spawn mid air
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I mean the start tile triggers the new spawn once you touch it
11:35
yeah right it's better
11:36
also it should only be available to non-0 teams
11:36
1-63
11:37
Though I already see some problems with that (edited)
11:38
as going in team, kill, then /team 0
11:40
Well if anyone wanna develop this, I'd be grateful 🥲 (edited)
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Steinchen
Hey, what are the oldest current solo r1 ranks? (edited)
^^
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2aa3969 Add 2 changes to formatting-revs so git blame is usable - def- 0117514 Merge #5604 - bors[bot]
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (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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3548317 Use else-if instead of duplicating condition - Robyt3 fb1919b Fix spaces around documentation comments in tooltip.h - Robyt3 0d29e6f Rename variable HoverTime -> m_HoverTime - Robyt3 bf7dc6c Merge #5608 - bors[bot]
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cmake has a built-in FindRust package
15:10
color me surprised
15:11
ah nvm
15:11
I had a package that installed it
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[quakenet] ChillerDragon BOT 2022-07-10 15:19:39Z
wow i got used to the new freeze way too fast! i just joined kog and the ninja with sword looks super weird haha
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great, that was the hope
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i still find ninja skin unfitting, looks unfinished ^^
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Mostly removing duplicate code and making the rectangle drawing methods easier to use. Eventually I want to move the basic rectangle and circle drawing methods to IGraphics, as they are independent from the game code.

Checklist

  • [X] 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
  • [ ] Conside...
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That contains our business rules, like naming of variables: https://github.com/ddnet/ddnet/issues/2945 And useful information like how to use formatting-revs.txt https://github.com/ddnet/ddnet/pull/5604 or a general overview of our code architecture.
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This article aims to introduce you into DDNet development, since it's an open-source game, it relies on random people kind enough to contribute to it on their free time.
16:50
expand this
16:50
and mention everything
16:50
we already started it
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Der Allman Style 😆
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this space should be removed from the wiki
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a9787b1 Merge CRenderTools::DrawUIRect4NoRounding into DrawUIRect4 - Robyt3 ebf6ce4 More efficient CreateRoundRectQuadContainer with CORNER_NONE - Robyt3 a0ef368 Add CRenderTools::DrawRect/4 and make DrawUIRect/4 delegates - Robyt3 e042a22 Use DrawRect instead of DrawRoundRect/Ext in CSpectator - Robyt3 76c9d86 Use DrawRect instead of DrawRoundRect/Ext in CHud - Robyt3 b571fdf Use DrawRect instead of DrawRoundRect/Ext in CScoreboard - Robyt3 0c10b64 Use DrawRect instead of DrawRoundRect in CConsole - Robyt3 ab4a4ae Use DrawRect instead of DrawRoundRect in CMenus - Robyt3 992e5d0 Use DrawRect instead of DrawRoundRect in CMotd - Robyt3 cc0f64c Use DrawRect instead of DrawRoundRect in CStatboard - Robyt3 072b9eb Use DrawRoundRectExt instead of DrawRoundRect and remove the latter - Robyt3 fdefb86 Merge #5609 - bors[bot]
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Robyt3
this space should be removed from the wiki
u can do it
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I don't have an account yet, though
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do you guys use bool or int for 0|1 values? Because it's not consistent in the code. I also see stuff like int var = bool:func()
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why would anybody use int for 0|1 values
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c programmers
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lots of ppl
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justatest is godot that advanced xd (edited)
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Robyt3
I don't have an account yet, though
u can register
17:22
without an email
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yeah, I'll do
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So, nobody cares if bool or int?
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bool for new code
17:23
its just that c doesnt have bool
17:23
so old days
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sql enters the chat
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so is it possible to update all bool ints now?
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if u want
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everything is possible
17:25
but i cant think of a RegEx that can check if its used as a bool or normal int
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there's -Wint-in-bool-context but its already enabled by -Wall and doesn't report anything
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Ryozuki
its just that c doesnt have bool
what else doesn't have? match function?
17:41
actually, nvm
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Ryozuki
its just that c doesnt have bool
I think only like c89 doesnt have bools :P
17:46
Stdbool has been around for a long long time
17:49
no cap
18:00
@Ryozuki fake reveal
18:00
face*
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is it planned that deep is going to be fixed soon?
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who is that
18:03
ill just tell u something
18:03
im not bald
18:03
xd
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Jupstar ✪
is it planned that deep is going to be fixed soon?
whats broken?
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the livefreeze deep, i press /r and everything is weird
18:21
but maybe its related to #5539
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See https://youtu.be/jghPB-Y2BsQ Please review it carefully. Checklist Tested the change ingame Provided screenshots if it is a visual change Tested in combination with possibly related configu...
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also when u spec as live frozen deep, the eyes are normal
18:24
also livefreeze needs better visuals, really sucks
18:24
livefreeze deep
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Learath2
The only problem with this is that with the current approach we can have an arbitrarily long bar, with the other approach that's no longer the case
The texture is limited to the freezebar and people are gonna customize it. We dont need to make it longer or shorter since both approaches would mess up the texture. (edited)
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did you add a tick to.the freezebar? or am i just fantasising?
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What do you all mean with a tick in regards of the freezebar?
19:44
You mean that it doesnt run smooth but jumps from 1 second to another?
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i didnt catch the convo, is the rendering of the freezebar planning to be changed
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like a clock not smooth 😅
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louis
i didnt catch the convo, is the rendering of the freezebar planning to be changed
maybe
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cauldron
like a clock not smooth 😅
aight
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nah im just fantasizing, it looked like ir
19:46
it
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fluffysnaff
Terry Davis is just too wise https://www.youtube.com/watch?v=Raej8C2yIEc
True
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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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rip terry
feelsbadman 1
cammo 1
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Some more issues that I found with clang-tidy 14 but didn't fix in #5611 because I'm not entirely sure about them. Clang-Tidy LLVM 14.0.3 with MinGW64 (gcc 12.1.0) on Windows 10 at a971a16ed527984dbe147ee882a6f6974669ca2f. clang-analyzer-core.StackAddressEscape ``` ddnet/src/engine/server.h:132:4: warning: Address of stack memory associated with local variable 'aBuf' is still referred to by the stack variable 'tmp' upon returning to the caller. This will be a dangling referen...
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ad0ca60 Fix modernize-use-bool-literals - Robyt3 99d1fb7 Fix modernize-loop-convert in tests - Robyt3 bf68634 Fix performance-unnecessary-value-param - Robyt3 ec41752 Fix readability-container-data-pointer - Robyt3 a971a16 Fix readability-duplicate-include - Robyt3 60f4454 Merge #5611 - bors[bot]
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Checklist

  • [x] 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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Strangely I didn't get all of the errors.

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](htt...
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aa788e2 Search in $PATH for server executable (fixes #5594) - def- 9e1b6cd Merge #5613 - bors[bot]
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2e34cf4 Make NETADDR comparable and hashable - heinrich5991 6600024 Allow multiple addresses per server in the serverbrowser - heinrich5991 a9bf09f Move websocket address handling out of the client - heinrich5991 89a4a0c Only compare with old STUN server address if we have any - heinrich5991 8996d15 Allow multiple connect addresses - heinrich5991 a3001f3 Merge #5205 - bors[bot]
Exported 545 message(s)