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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 โ€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-08-01 00:00:00Z and 2022-08-02 00:00:00Z
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Before: !image After: !image

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [x] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integrat...
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I'm currently trying to play DDNet on an Intel XPS 13, but it randomly gives mini freezes that end up with gameplay. I believe it is a problem with the DDNet in particular with the intel integrated card as the hardware is good and new. I play Bloons TD 6, League of Legends, Osu! and CS without those freezes.
  • CPU: 11th Gen Intel® Coreโ„ข i7-1185G7
  • Graphics Card: Mesa Intel® Xe Graphics (TGL GT2)
  • Version: 16.2.2 (Flatpak version)
  • System: Fedora 36
**I'm getting those freezes u...
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57671b2 M Cuboid, M Geneque, M Houll, A Pyramid-freeze-race - ddnet-maps
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This adds more type safety into the code. Generated code should be similar with no performance impacts. Fixes https://github.com/ddnet/ddnet/issues/5228. I kept mem_zero and mem_copy on default language type.

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 possib...
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i love reading code that i know nothing about! (not even joking, im starting to dive deeper into these prs and stuff)
brownbear 2
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too bad i don't do anything "useful" from the user point of view
07:33
i'd like to implement lazy loading when i have enough free time
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i mean i get that, but thats the charm of it, you get to study what actually goes on under the hood and what precautions are needed
07:45
even if im unaware of any of it it's really interesting now
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[quakenet] ChillerDragon BOT 2022-08-01 09:06:45Z
yikes i burned another SSD :( does anyone of you ever made linux chill the writes to the ssd? So it lifes longer?
10:22
typical chillerdragon dosing his ssd (edited)
10:22
xd
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Huh, all my SSDs are still alive. I have the problem of having some 128 GB SSDs in each system now and they are taking more physical space than the disk space is worth ๐Ÿ˜„
11:10
ChillerDragon: What is writing to them? I once did it on OpenBSD, because on CF card writing is really bad, no wear-levelling. So I mounted the file system read-only and put writable stuff into ramdisk
11:10
worked well, just remounted with write for software upgrades
11:14
Maybe monitor what is writing to disk so much using iotop
11:16
My Samsung SSD SM951-NVMe still runs fine, has 75 TBW expected life, 92 TBW actual, no problems yet
11:17
(after 6 years)
11:20
The one where I build DDNet nightly (Crucial BX100) runs fine after 7 years too, 23/72 TBW currently
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OpenBSD is damn fucking awesome
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[quakenet] ChillerDragon BOT 2022-08-01 12:05:10Z
@deen its just the ppl in the hardware store tell me every year i show up with a new dead SSD that linux is to blame since it writes too much to the disk and then they die at some point cuz ssd short lifespan
12:05
i couldnt find much online saying run this command to not break your ssd :D
12:05
only this trimming thing
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Iโ€™m not aware of linux doing more writes than windows or macOS. Iโ€™d say the hardware store people just donโ€™t know what they are talking about
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Jupstar โœช 2022-08-01 12:50:57Z
How about u just don't tell them what u using xd
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What ssd u get
12:52
Maybe get a higher qual
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i can imagine swap, /tmp and logs being a lot, but monitoring that for a few days and also how many tbw you get in that time should help
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chillerdragon BOT 2022-08-01 13:37:41Z
Yea I really should check my writes from time to time. The disk that died now is a SanDisk. Not sure how dead it is. Dead enough to freeze my os and now I canโ€™t even mount it anymore
13:38
BbbbutI USE ARCH BTW (@Jupstar โœช)
How about u just don't tell them what u using xd
13:39
That guy knew dd, testdisk and ext4 I kinda trust him :D but yea maybe he just talked crap
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Rafael Fontenelle 2022-08-01 13:47:22Z
https://www.cvedetails.com/cve-details.php?cve_id=CVE-2021-43518 The above vulnerability applies to Teeworlds. Does this apply to DDNet somehow?
CVE-2021-43518 : Teeworlds up to and including 0.7.5 is vulnerable to Buffer Overflow. A map parser does not validate m_Channels value coming from a map file, leading to a buffer overflow. A malicious server may offer a specially crafted map that will overwrite client's stack causing denial of service or code execution.
13:47
I see this patch for FreeBSD Teeworlds package (https://lists.freebsd.org/archives/dev-commits-ports-main/2022-March/016758.html) but I haven't found similar variables like m_Channels
13:49
The client crashes when an invalid map (14.map.zip) is loaded. Such a map can be delivered to the client by a malicious server. Tested on Ubuntu 20.04 x86_64, Teeworlds version: f35da54b6f2c5f9fd4b...
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hi, anyone knows matrices and trigonometry here? I need some help around the render.cpp, I have a few questions about DrawCircle.
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[quakenet] ChillerDragon BOT 2022-08-01 14:43:30Z
wew when reinstalling my os somehow i ended up with some cheap vscode ripoff :D
14:43
the colors are so low in contrast omagawd its the same theme as my laptop but its barley readable
14:44
any good vscode theme recommendations? :)
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[quakenet] ChillerDragon
any good vscode theme recommendations? :)
was thinking of using vscode is it any good for c++?
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Has any of you ever used Coq to formally verify code you wrote?
14:47
Introduction The other day I was reading this blog post covering existential types in Rust (also known as impl Trait or opaque types). In that blog post, the author makes the following claim. Weโ€™re going to have to take a slight diversion into type theory here because it motivates a result that is perhaps intuitive. The following proposition hol...
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Rafael Fontenelle
I see this patch for FreeBSD Teeworlds package (https://lists.freebsd.org/archives/dev-commits-ports-main/2022-March/016758.html) but I haven't found similar variables like m_Channels
No, looks like our env points are a bit different
๐Ÿ‘ 1
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Ryozuki
Has any of you ever used Coq to formally verify code you wrote?
a while ago
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[quakenet] ChillerDragon BOT 2022-08-01 14:48:26Z
@bubliman ye its good for c++
14:48
imo easier to properly configure for c++ than vim
14:49
install c++ extension and you done
14:49
i might just need a new screen
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ok will give it a shot
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[quakenet] ChillerDragon BOT 2022-08-01 14:49:53Z
what are you using right now?
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qtCreator and Kdevelop
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[quakenet] ChillerDragon BOT 2022-08-01 14:50:21Z
never tried kdevelop
14:50
looks like a full blown IDE
14:50
i prefer editors that spin up without any waiting time
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I started with c++ yesterday, it was pretty hard to get a project started and compiled ngl (edited)
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[quakenet] ChillerDragon BOT 2022-08-01 14:53:22Z
ye
14:53
thats c++ tho
14:53
gcc file.cpp
14:53
Ez
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[quakenet] ChillerDragon BOT 2022-08-01 14:54:02Z
duh
14:54
thats c :p
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./a.out
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[quakenet] ChillerDragon BOT 2022-08-01 14:54:13Z
and not a project
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concerning my previous question, should i go ask somewhere else?
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[quakenet] ChillerDragon BOT 2022-08-01 14:54:39Z
wait till maffs man heinrich is here
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Use vscode
14:54
Ngl
14:54
Better
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[quakenet] ChillerDragon BOT 2022-08-01 14:54:49Z
or jupstar the render engine
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Im rusty but just ask
14:55
Dont ask to ask
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[quakenet] ChillerDragon BOT 2022-08-01 14:55:16Z
i use vscode to start a terminal in it and then use emacs within that terminal to spawn a vim instance
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Ryozuki
Dont ask to ask
lmao ok
14:55
kek
14:55
this website is so true
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well might be me one sec i need to put my thoughts together
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[quakenet] ChillerDragon BOT 2022-08-01 15:01:28Z
wot
15:01
first i thought my old screen just loses colors
15:01
but screenshots should not be affected by matt screens right?
15:01
15:02
15:02
there is clearly a difference but its the same theme. How can that be :c
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Different scaling on the screens based on different dpis
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[quakenet] ChillerDragon BOT 2022-08-01 15:04:15Z
yea scaling
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And you can also have different subpixel orientations on screens
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[quakenet] ChillerDragon BOT 2022-08-01 15:04:27Z
but one is visibly brihter
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rgb vs bgr for example
15:04
brighter because the text is thicker probably
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[quakenet] ChillerDragon BOT 2022-08-01 15:04:54Z
its thinner
15:04
look at the screens
15:05
im getting bamboozeld here
15:05
maybe its the oss code vs the m$ code :D
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those are totally different fonts even
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[quakenet] ChillerDragon BOT 2022-08-01 15:05:32Z
maybe its a font issue
15:05
but i feel like it could be solved only with colors
15:05
it looks a bit greyed out
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Your background is grey, so antialiasing will mix gray with the foreground color
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So concerning this DrawCircle, my guess at what its doing is that it draws a number (Segments/2) of triangles and rotates them around the centre to draw a circle, the for loop is i += 2, because because each triangle puts two points into the circumference the rotation of the triangle is achieved by cos and sin using a rotation matrix is this correct? i dont really understand what the a1, a2, a3 resemble, what formula is used to calculate them and why would FSegments be doubled? thanks for help here is the code for DrawCircle: void CRenderTools::DrawCircle(float x, float y, float r, int Segments) { IGraphics::CFreeformItem Array[32]; int NumItems = 0; float FSegments = (float)Segments; for(int i = 0; i < Segments; i += 2) { float a1 = i / FSegments * 2 * pi; float a2 = (i + 1) / FSegments * 2 * pi; float a3 = (i + 2) / FSegments * 2 * pi; float Ca1 = cosf(a1); float Ca2 = cosf(a2); float Ca3 = cosf(a3); float Sa1 = sinf(a1); float Sa2 = sinf(a2); float Sa3 = sinf(a3); Array[NumItems++] = IGraphics::CFreeformItem( x, y, x + Ca1 * r, y + Sa1 * r, x + Ca3 * r, y + Sa3 * r, x + Ca2 * r, y + Sa2 * r); if(NumItems == 32) { Graphics()->QuadsDrawFreeform(Array, 32); NumItems = 0; } } if(NumItems) Graphics()->QuadsDrawFreeform(Array, NumItems); }
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ChillerDragon: You can tweak some font settings including aliasing and dpi scaling in gnome-tweaks-tools, although I don't think that applies to electron apps
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@bubliman To me it looks like the circle is being split into 32 segments. a1, a2, a3 are the points on the edge of the circle, while (x, y) is always the center. 2 * pi is commonly used in circle calculations, like area = 2 * pi * r
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a1, a2, a3 are the angles of the circle segments in radians, hence they are in the range [0;2*pi[
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it seems like it actually draws Segments/2 primitives
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Robyt3
a1, a2, a3 are the angles of the circle segments in radians, hence they are in the range [0;2*pi[
so a segment is a triangle?
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no, they seem to be quads
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with one point in the center and the other three on the circles radius
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(with triangle instead of quads)
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Well I watched the video before and didn't notice any similarities. I'll have a look at the source. So this circle isn't using any form of a matrix? I thought the array is a matrix... Is it just a one dimensional array ?
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the array is just each quad
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the array is just for storing the quads because it more efficient than calling the graphics API for each individual quad
๐Ÿ‘ 1
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Jupstar โœช 2022-08-01 15:31:01Z
they are also more like freeform quads, not what u excpect, they just share 1 point in the mid, so basically 2 triangles teeworlds(vanilla) had no triangles support, so i guess someone just did it like this ๐Ÿ˜„ normally u'd probs use a triangle fan or smth like that
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the function and the round rect drawing should be moved to IGraphics since it's just generic
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Jupstar โœช 2022-08-01 15:32:23Z
i have a version for the fng scoreboard that also can map texture coordinates in the circle
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is it possible to do antialiasing just for circles and round rects?
15:32
MSAA I mean
15:33
on vanilla anything more than 8 MSAA samples make the text blurry
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Jupstar โœช 2022-08-01 15:34:20Z
depends
15:35
well i think i explained it somewhere before cant find rn
15:35
but we could do smth different
15:35
blur edges.. if there is a transition to transparent is almost like anti aliasing
15:36
ok not blur, more like a transition xd
15:36
that's defs cheaper than having multiple renderpasses
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like a shader for corners?
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Jupstar โœช 2022-08-01 15:37:14Z
yeah i guess u could say that
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Jupstar โœช
they are also more like freeform quads, not what u excpect, they just share 1 point in the mid, so basically 2 triangles teeworlds(vanilla) had no triangles support, so i guess someone just did it like this ๐Ÿ˜„ normally u'd probs use a triangle fan or smth like that
well that explains a lot ๐Ÿ˜„
15:40
anyways, thank you guys @Jupstar โœช @deen @Robyt3 ! I was clearly lost... ๐Ÿ˜ตโ€๐Ÿ’ซ I need some time to process all of this info
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[quakenet] ChillerDragon BOT 2022-08-01 15:58:29Z
LMAO
15:58
these automated mails xd
15:58
15:59
im sure this guy is really curious about code reuse in that teeworlds .demo file :D
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What is the difference between void CGraphics_Threaded::LinesEnd() , void CGraphics_Threaded::LinesBegin() (edited)
16:01
and void CGraphics_Threaded::LinesDraw(const CLineItem *pArray, int Num)? (edited)
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Jupstar โœช 2022-08-01 16:02:50Z
its basically batching
16:03
begin = start collecting lines end = stop and draw
16:03
and linesdraw adds them to the batch
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is it for better performace to batch multiple lines together?
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Jupstar โœช 2022-08-01 16:04:23Z
theoretically xd
16:04
i mean we never really draw lots of lines
16:04
i think only debug hud, maybe hook coll line, if it doesnt use quads nowadays
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well im about to ๐Ÿ˜„
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Jupstar โœช 2022-08-01 16:05:33Z
with vulkan it probs makes almost no difference
16:06
GPUs are really good in accepting multiple draw calls if no state is changing, e.g. pipelines etc. and vulkan puts all streamed data into one single block of memory
16:06
little less CPU overhead tho with batching
16:06
but best is you dont use the legacy API
16:07
try to build all lines once, never change them if possible
16:07
if u need rotation, add it to a shader instead
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Jupstar โœช
if u need rotation, add it to a shader instead
is that what hook col does?
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Jupstar โœช 2022-08-01 16:07:55Z
nope it uses legacy API, i dont think he have smth else for lines
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if(NumItems == 32) { Graphics()->QuadsDrawFreeform(Array, 32); NumItems = 0; } } if(NumItems) Graphics()->QuadsDrawFreeform(Array, NumItems); how is there an if statement with no condition?
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Jupstar โœช 2022-08-01 16:14:42Z
implicit bool conversion
16:15
but u can always write the statement out, its generally easier to read imo
16:16
but if u lazy af i accept that xd
16:18
also theoretically, even if not happening here, NumItems could be negative, which might not be intended, but at this point u probs have some unwanted state anyway ^^
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if(NumItems != NULL) is that the readable version then?
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Jupstar โœช 2022-08-01 16:21:43Z
null is usually used for ptrs
16:21
also NULL is a c macro and considered legacy
16:21
nullptr is c++11 version
16:22
just != 0
16:22
or > 0 makes more sense (edited)
16:22
readable and correct ^^
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ok now i get it thx
16:22
and there are no { } why is that?
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Jupstar โœช 2022-08-01 16:38:35Z
if u dont do it u dont open a new scope, but that only works until the next ; which ends the current statement
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ok makes sence
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bencie
is it shift-select?
+1 shift select in editor crashes game
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Jupstar โœช 2022-08-01 16:56:39Z
try nightly
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lol since [] is an operator didn't know that was possible #include <iostream> int main() { int a[] = {10, 20, 30}; std::cout << 2[a] << std::endl; }
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this is cursed af
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ReiTW
lol since [] is an operator didn't know that was possible #include <iostream> int main() { int a[] = {10, 20, 30}; std::cout << 2[a] << std::endl; }
This is because a[b] is just syntax sugar for *(a + b)
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yes as it is an operator
17:36
but even 3 + a is kinda sus
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how can i disable strong/weak hook on a server like KoG
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RoyalMello
how can i disable strong/weak hook on a server like KoG
Jupstar โœช 2022-08-01 18:06:58Z
soon there will be a feature for it, probably next release
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Jupstar โœช
soon there will be a feature for it, probably next release
great
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Some refactoring to reduce duplicate code and to remove includes.

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 ...
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@ChillerDragon somewhat crisp circles ingame ๐Ÿ™‚
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Voxel
i imagine if this was in the actual client it'd look something like these
So what is the verdict on this, could something like this be in the official ddnet client?
18:51
Should i ping ppl over this?
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Not sure how we could do that. We could try to open a map, apply some action (resize, select & rotate) and save it and check the output checksum.
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https://github.com/ddnet/ddnet/pull/5692#discussion_r934930241
Please document that not only 0 to 63 are valid parameters to this function; it'd be best to also explain the special case of SERVER_DEMO_CLIENT.
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bubliman
So what is the verdict on this, could something like this be in the official ddnet client?
Is it useful? Seems like we could add it to aim line
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@bubliman when can you hit someone? when they touch the circle?
21:36
I guess it can't be made skin-independent?
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deen
Is it useful? Seems like we could add it to aim line
yes improves my aled chance by some amount
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heinrich5991
@bubliman when can you hit someone? when they touch the circle?
yes thats how it is the hammer range under this method is 42.0f
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when the center of their tee touches?
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but there are smaller and bigger skins
21:40
how could it work skin-independent?
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i personally dont support these types of things (including hook collision)
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skin size doesn't change hammer range
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makes it feel less like a game and more like a planetary orbit determination program
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but when the skin size changes whether the other tee touches your circle or not @Chairn
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heinrich5991
how could it work skin-independent?
yeah not sure about that
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hence my question ^^
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could have a smaller circle rendered on every tee
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hmm, doesn't the circle change color just like hookline?
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when the circles colide then u are in hammer range
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Chairn
hmm, doesn't the circle change color just like hookline?
easily could be done
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heinrich5991
@bubliman when can you hit someone? when they touch the circle?
@Chairn that was in response to this question
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bubliman
yes thats how it is the hammer range under this method is 42.0f
plus this answer
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that's obviously cheating kek
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one sec lemme get screenshot
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9a01231 Move and extend GetClientVersion to remove many version.h includes - Robyt3 24b3043 Handle CServer::GetClientInfo return to fix use of undefined value - Robyt3 ee339eb Minor refactoring of GetClientInfo and SetClientDDNetVersion - Robyt3 b4914d5 Merge #5692 - bors[bot]
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Skeith
that's obviously cheating kek
i mean not exactly
21:44
just pointless imo
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Nah, it'll save your life on occasion, it's definitely an advantage. The curve shit he posted earlier
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oh yeah thats sus
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its rendered using a object i made DrawCircleOutline,
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not the hammer thing tho
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You can jump to abort whatever you're doing
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Skeith
You can jump to abort whatever you're doing
we arent talking about that...
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Yep, just giving my input, don't post that anymore feelsamazingman
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well it looks cool
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it looks cool but do we want to move to a fully "automated" (not the right term) client?
21:47
Enough cheats baked into the client as is
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looks like extra HUD just like in the military ๐Ÿ˜„
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i definitely dont want it, it just looks neat lol
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Chairn
it looks cool but do we want to move to a fully "automated" (not the right term) client?
how is this fully automated? i dont get it
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An advantage is an advantage, I don't care how small
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bubliman
how is this fully automated? i dont get it
they were talking about the arc prediction thing
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please can u just stop with that, i think its cheating too...
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bubliman
how is this fully automated? i dont get it
not the right term, but it just does the computation for you rather you think about it
21:52
hookline was primarily made, in my memory, to save tee with hook through corner from far away as it was a real pain in the ass to do without it
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sure, isn't aled a pain in the ass too?
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I like the idea of showing the hammer range because as a new player is very hard to figure out how far it goes, the hammer is so big but the range is kinda small. But also I think it makes the game easier so idk
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if you give people an advantage when starting the game, they'll want to keep it
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should i make it playable for u guys, I don't think its a big advantage, if done right it could make the game more accesible imo
21:57
@heinrich5991 not sure how to deal with skin sizes, maybe change color when player enters it?
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change color so that it's like hookline
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red=nohit, yellow=teeinrange?
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I suppose you could actually get hammer range indicator without client modification if you change gun texture to display hammer range then use shoot hammer swap bind
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bubliman
red=nohit, yellow=teeinrange?
nah, red is too intense color imo
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xd but thats how the hookline is
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but hookline is not on permanently
21:59
and red hooklines pisses me off ๐Ÿ˜„
22:00
especially when other people uses it
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idk i would imagine this having a toggle bind
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i think i have it disabled, not sure
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The design of it is ugly, if a person felt forced to use it, I don't think it'd be a good experience
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I liked Voxels design
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Skeith
The design of it is ugly, if a person felt forced to use it, I don't think it'd be a good experience
Prototype, could even be animated, just wanted to know if this has potential
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Voxel
i imagine if this was in the actual client it'd look something like these
This
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Tater
I suppose you could actually get hammer range indicator without client modification if you change gun texture to display hammer range then use shoot hammer swap bind
could just use an entities background as well
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Tater
I liked Voxels design
yeah i liked his desing aswell, except it doesnt actually represent the true hammer hitbox
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Feels like something from a cheat client, no matter which way you make it, don't really think it belongs
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well, I think it only feels like that because it's not part of the ddnet client already
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louis
could just use an entities background as well
Yeah but it renders behind everything idk
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sometimes new cool features feel like that
22:05
e.g. remember autohammer after freeze? ^^
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Ya, but idk. Visual guides are usually what you see in cheat clients lol
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Skeith
Ya, but idk. Visual guides are usually what you see in cheat clients lol
Autoedge is what i would think of in a cheat client
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@deen are you around and have some minutes to try to diagnose the rust PR?
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if it also were to show the direction of aiming, this is what that shape would look like, sharpest point furhest away, then it becomes larger closer to a tee
22:11
such a triangle could be made pretty interesting graphically imo
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I think if you wanted to invest time into making the game easier for new players, you should probably make some new novice maps.
22:11
Far more valuable
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Skeith
I think if you wanted to invest time into making the game easier for new players, you should probably make some new novice maps.
sadly my maps are deemed unoriginal, not much i can do about that
22:12
and more novice maps doesnt make the game more accesible...
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Novice maps should have different rules @ tester
22:13
It makes it more playable
22:13
We only have like 4? super basic novice maps
22:13
We should have 100
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heinrich5991
@deen are you around and have some minutes to try to diagnose the rust PR?
sure
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deen
sure
okay, for the linux x86-64 build, can you add a VERBOSE=1 to the make command line?
22:16
like make VERBOSE=1
22:16
so we can see what command it tries to execute
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hm, the nightly is still building for half an hour ๐Ÿ˜„
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alright, nightly is indeed nightly ^^
22:17
do you still have the CMakeCache.txt for the failed build?
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if i were to fully develop this feature into something looking nice and working well, could we do a community vote on whether to add it?
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We should at least decide if we'd consider it a cheat before you implement it
22:19
for me it seems fine, maybe others disagree
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deen
We should at least decide if we'd consider it a cheat before you implement it
vote on that then?
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It's a very minor cheat
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it looks similar to hook line to me
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And hook line is a cheat, if you're not using ddnet client, you're disadvantaged
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Skeith
And hook line is a cheat, if you're not using ddnet client, you're disadvantaged
idk its open source anyone can run it
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Skeith
And hook line is a cheat, if you're not using ddnet client, you're disadvantaged
you're not using the commonly accepted definition of cheat
22:21
if you use that, then freeze prediction is cheat
22:21
^^
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Anything that ddnet uses is fine, we're talking about if it's a cheat, it is
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bubliman
idk its open source anyone can run it
that's not a good argument, if someone made an open source cheat client we still wouldn't accept it
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Skeith
Anything that ddnet uses is fine, we're talking about if it's a cheat, it is
okay, so what do you consider a cheat?
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Anything that gives even a slight advantage
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over what?
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deen
that's not a good argument, if someone made an open source cheat client we still wouldn't accept it
true but his argument sounded like its p2w or something
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Skeith
Anything that gives even a slight advantage
entities ๐Ÿ˜„
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Vanilla client I guess? But basically no one uses that, you're backing me into a wall for no reason, the question is, is it a cheat?
22:23
Yes.
22:23
If you don't use it, you're not getting information that someone else has
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Skeith
Vanilla client I guess? But basically no one uses that, you're backing me into a wall for no reason, the question is, is it a cheat?
I feel like this definition of cheat isn't useful
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my argument is that playing ddnet should feel teeish and without too many unnecessary lines or distractions, i dont think this is a cheat but i think its unnecessary
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yeah, I'm also wondering if it actually helps you while playing
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new players should see the game for itself, not a bunch of lines over the place
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it's basically saying "every gameplay feature that the vanilla client doesn't have is what I call cheat"
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I never wondered if I can hit someone at this distance
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i.e. you're saying "bubliman's feature isn't present in the vanilla client"
22:24
this is true, but doesn't give a lot of information
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It doesn't really help people that are experienced, and I think anything around the tee would probably do more harm than good for newer players anyways
22:25
If it was somehow added to the crosshair, maybe it'd be usable
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a player using various methods to create an advantage beyond normal gameplay, depends what u think is normal gameplay i guess
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louis
new players should see the game for itself, not a bunch of lines over the place
yes thats why it should be optional just like hookline
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even hookline is kind of overused I think
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I think saying it's a lot like hook collision is basically agreeing that it's a cheat, I think everyone would agree with that
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I wanted it just for those annoying spots where you have to hook through corner to get someone out
22:27
because continuously shooting is annoying
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Even if it's an almost useless advantage
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Skeith
I think saying it's a lot like hook collision is basically agreeing that it's a cheat, I think everyone would agree with that
yes, I think it's like hook collision; it's not present in the vanilla client either, and it helps your gameplay
22:28
maybe we can get away from the word 'cheat' if we disagree on its definition
22:28
we can simply substitute your definition instead
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"unfair advantage" ?
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Skeith
I think saying it's a lot like hook collision is basically agreeing that it's a cheat, I think everyone would agree with that
well if you want a hardcore category to exist, that could happen i guess raw teeworlds without any help
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Chairn
"unfair advantage" ?
"unfair" is not really a neutral word; then we'd have to figure out what is unfair
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Chairn
"unfair advantage" ?
a player using various methods to create an advantage beyond normal gameplay
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"disagreed advantage" ?
22:31
i like bubliman's definition
22:31
now we have to agreed on "normal gameplay" ๐Ÿ˜„
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well, apparently that's the teeworlds client for Skeith
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Chairn
"disagreed advantage" ?
yes we are a community i guess so we agree on whats fair
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It's a fair base
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so yes, hook collision is like the hammer hit box, it's an advantage over vanilla gameplay
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normal gameplay at this time is probably the newest release of DDnet (edited)
22:35
normal gameplay is what the comminity decides it to be?
22:35
idk how u guys decide stuff here, if its only the devs or not, im new to #developer
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It doesn't automate anything, it just gives you a visual cue, the word advantage is what should be asked. I think deen more or less meant that when asking if it was a cheat
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ah, it's an advantage over not having it
22:36
yea, I guess
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I think most people would agree that yes, it does give some minor advantage.
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to be honest, hammer range is not the biggest advantage you could get
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Skeith
It doesn't automate anything, it just gives you a visual cue, the word advantage is what should be asked. I think deen more or less meant that when asking if it was a cheat
@deen did u mean that?
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probably helps for aled though
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no, I don't think deen meant that
22:37
I think deen meant whether we consider this as something that should be allowed or not
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however, shotgun/laser line with reflection and grenade curve is, in my opinion, too much of an advantage
22:38
the question is: if we allow hammer range, where do we stop?
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Grey area, honestly
22:38
Should it be added to ddnet? I really don't think so
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Imo freeze bar is a bigger advantage for aled because the difference in opacity let's you know when a tee is in freeze
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@bubliman I guess you could try opening an issue at this point
22:39
then the discussion would be a bit more structured
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Maybe it could be added while in ctrl shift d as an information type deal, but I don't think it should be an option to help with gameplay
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Freeze bar changes opacity when tee is in/out of freeze. Imo it makes aled much easier
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Skeith
Maybe it could be added while in ctrl shift d as an information type deal, but I don't think it should be an option to help with gameplay
so as a debugging tool? if its that big of an advatage, ppl could play just with the debugger, ultimately helping with gameplay
22:41
@heinrich5991 will do! I just need to figure out how, shouldn't be too hard ๐Ÿ™‚
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click new issue
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you'll need a github account though
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this link displays a login form for non-logged in users, I usually link /issues instead
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yeah im logged in so its fine
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i dunno, im always logged in ^^
22:43
(that's all you see on /new)
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Should I write my opinion in the first comment?
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bubliman
so as a debugging tool? if its that big of an advatage, ppl could play just with the debugger, ultimately helping with gameplay
Idk, it seems annoying to feel obligated to use it, I guess it's a personal thing for me. But I think most people wouldn't use it for an advantage if it was only displayed in debugger
22:44
so the advantage is less harmful
22:44
it's just information
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bubliman
Should I write my opinion in the first comment?
do it like you want to
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Kinda silly argument I know
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I can see how you don't want to be 'forced' to use it because it's allowed and because you find it ugly
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debugger is already useful to display your actual position anyways btw
22:45
So it'd be a similar bit of information alongside it
22:46
I'd argue it makes the most sense to be there
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Skeith
debugger is already useful to display your actual position anyways btw
you can now have this information in the HUD without debug mode
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I meant your shadow tee
22:47
In real time
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I fear even that is possible to show without debug HUD ๐Ÿ˜…
22:47
but I'd have to look it up
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yea that one
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Ya, I don't know the command, if there is one
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Personally I think the worst thing allowed is the aimhack bind which allows people to autoaim to cardinal directions
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funman
Personally I think the worst thing allowed is the aimhack bind which allows people to autoaim to cardinal directions
thats based, though removing it is probably not possible, unless you kept all ranks achieved with it as still valid (edited)
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its literally cheating idc if people got ranks by cheating
22:56
but more so for me people have started to use it in ictf
22:56
which is sooooooo dumb
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i also think this is cheating, but it's not an intended cheat, more like a feature abuse
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how does that even help in ictf
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Skeith
I meant your shadow tee
You can get that without debug
23:23
I forgot the command but there is one
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ah? neat
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Hammer Range Indication and Cheating

1. Should we allow a on screen HUD that displays the hammer range of a player? 2. What constitutes as cheating?

1. HUD hammer range

Pros
  • Increased accessibility to players
  • Clear visual indication of what is going to happen
  • Could make the game less dominated by pro players
  • Easier to learn how to hammer (throwing, aled, etc.)
Cons
  • bloat
  • Unfair advantage, towards players who choose not to use it and Vanilla Clie...
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GitHub
Click to see attachment ๐Ÿ–ผ๏ธ
Let's move our discussion here. I'm going to sleep, Good Night! (edited)
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good night ๐Ÿ™‚
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louis
how does that even help in ictf
it is instant autoaim to horizantal
23:26
so imagine you are hooking ceiling
23:26
so crosshair placement is off
23:26
instant flick with no possibility of overshoot
Exported 399 message(s)