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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 2022-09-01 00:00:00Z and 2022-09-02 00:00:00Z
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Greetings! My idea is specifically for moderators. So lets start with an example. 1. mod1 is playing on server and bans a player1 for breaking a rule. 2. mod1 leaves the server. 3. player1 evades his ban and is playing on the server again. 4. mod2 joins the server and without the knowledge that player1 has evaded his ban. doesnt do anything and continues to play. As now, there is "bans" command, which doesn't reveal much information. So the idea is to create Banned players histor...
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@fokkonaut
04:36
Still editing pose, but this is so cute so far!
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indeed, did u try how it looks both feet mirrored?
04:51
mirroring things is super ez with how the animations are set up
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is it better or this?
04:55
ah u do it direction dependent
04:55
thats cool
04:55
but i think u see too less of the back foot
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at least on the top images
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fokkonaut
at least on the top images
Yeah, I fixed that already.
05:57
I do have another question: How do we detect if a player is holding down a the shoot key when AFK? I don't want the weapon to be concealed if they're firing it.
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Input.m_Fire&1
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Thanks! (edited)
06:17
but
06:18
You only have to check that for those weapons
06:18
Other weapons can not be held
06:19
well, it would be easier tho to work with the reloadtimer
06:19
that would make it also more mod compatible
06:21
Every character that's being sent to the client has an m_Attacktick
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Yeah, I could have it where if LastAttackTime is over something it will by default switch to the concealed state
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fokkonaut
Every character that's being sent to the client has an m_Attacktick
Or that
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m_AttackTick's value is the current Tick when a weapon got fired
06:22
it's used to display the shooting animation for example
06:23
it's definitely used in client/components/players.cpp
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Yeah, they're shortened down to AttackTime and LastAttackTime in players.cpp (edited)
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yea but i think taking attack tick is the best way to go tbh
06:25
better than checking for weapon
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I'll try AttackTick
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AttackTicksPassed in CPlayers::RenderPlayer
06:28
That's also being used for the recoil animation aswell as hammer/ninja hit animation
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Voxel
Yeah, they're shortened down to AttackTime and LastAttackTime in players.cpp (edited)
I know that, they're both using these floats in the code.
06:29
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I think we're secretly on the same page but think we're talking about something different LOL
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I think you will be able to fumble somethign together using that haha
06:32
You might wanna check the fire delay tunings aswell, so that you dont put the weapon on the back when the tee is holding while afk & the attacktick > currentTick - firedelay
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@Learath2 there is no lerp on calculation, only at rendering the hook, but what I noticed is, holy fuck it has over 200 lines of code for only the hook
06:43
justatest 💦
06:43
how bad can it be to code a proper character
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'拏 MAhdiyar 2022-09-01 06:45:09Z
@gerdoe To a lower version?
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so it has: handling variable to be on right states, when certain values have reached hook calculation and most silly of all: conditions for all fucking states individually
06:45
the last part is what takes over 100+ lines of code
06:48
and holy shit, I have to go through all 200 lines of code, just to know how the fuck hook works
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welcome to gamecore
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fokkonaut
You might wanna check the fire delay tunings aswell, so that you dont put the weapon on the back when the tee is holding while afk & the attacktick > currentTick - firedelay
you make this sound easy ;_; i know this is a stupid complaint but do i have to use a pointer to get these to work? Like CCharacter *pName? Or something else?
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Voxel
you make this sound easy ;_; i know this is a stupid complaint but do i have to use a pointer to get these to work? Like CCharacter *pName? Or something else?
depends what u're doing
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Voxel
you make this sound easy ;_; i know this is a stupid complaint but do i have to use a pointer to get these to work? Like CCharacter *pName? Or something else?
No, you work on the Client (dont touch prediction folder)
07:13
I can help you later today, I'm at work :D
07:15
@Voxel you can access tunings from CPlayers using m_pClient->m_aTuning
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Oh, okay
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m_pClient->m_aTuning[g_Config.m_ClDummy]
07:17
I am thinking about what the best way would be though
07:18
well
07:19
@Voxel the easiest would be to simply check for ActiveWeapon == GRENADE or RIFLE or SHOTGUN
07:19
and m_Fire&1
07:19
go with that for now
07:22
c++ if(Afk && (Input.m_Fire&1) != 0 && (ActiveWeapon == WEAPON_GRENADE || ActiveWeapon == WEAPON_SHOTGUN || ActiveWeapon == WEAPON_LASER) DontPutWeaponOnBack();
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I'm thinking of a way too
07:30
I just have it as this for now: bool IsActive = !m_pClient->m_aClients[ClientID].m_Afk || LastAttackTime < 1.0f;
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The client does not even know about the Input of others, so yea
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Voxel
I just have it as this for now: bool IsActive = !m_pClient->m_aClients[ClientID].m_Afk || LastAttackTime < 1.0f;
did you try whether that works? print some dbg_msgs
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Well visually, it works.
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show how the weapon on back looks like
07:32
:D
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Voxel
Well visually, it works.
it's cool that the tee is still sitting :D
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fokkonaut
show how the weapon on back looks like
Let me find a tee with a weapon and everything
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Should probably find afk tees on my srv
07:33
haha
07:33
maybe its a bit far out?
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maybe, yea
07:34
it might be funny to render the hands to show the tee is actually not holding the weapon xdxd
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louis suggested that, but i don't think the renderer will let the hands be in front
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depends :D
07:35
everything is possible
07:35
but anyways, more important that the back weapon is correct
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Much better.
07:36
i think u should try it on default skin
07:36
turn on vanilla skins only
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i cloned this when that still crashes the client LOL
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if only there was a way you could force yourself in an afk state
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join my server, go /1vs1, then do /1vs1 <anyname>
07:39
then ur in afk
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@Voxel use kill to stop creating arena
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none of my weapons get sent during it and i only get to see me for one frame
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mh, maybe cuz ur in spectator?
07:43
wym for one frame?
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fokkonaut
wym for one frame?
it immediately switches to the arena creation thing
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oh yeah, u dont have weapons in that area i forgot
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Voxel
it immediately switches to the arena creation thing
yea, but u do see urself
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no the arena creation is somewhere different i think
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u dont need to do it xD
07:44
its just to get the afk state
07:44
for testing xd (edited)
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crap i forgot to give the hammer a special pose too
07:47
one second
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Voxel
Click to see attachment 🖼️
why not centre it towards the hand of the tee? would it make sense? (edited)
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Cellegen
why not centre it towards the hand of the tee? would it make sense? (edited)
well to be honest i think it gives off a better indicator the tee is sleeping when the weapon is on its back.
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maybe just the way the tee looks is weird
07:50
I'll make some presentations on how would I approach it
07:51
i barely needed to do anything and this is perfect
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You could turn the weapon aiming down instead of up@Voxel
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i feel like the transition between beign afk and waking up would be weird then, because when its facing up, the gun kind of still retains its sense of direction
08:04
to be honest i think there's more of a chance for the AFK pose to be added in than the running state, so i might revoke the running and back it up on a notepad
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Okay i get what you mean about the transition. Good point
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I think I'll go to sleep and continue this tommorow.
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Voxel
to be honest i think there's more of a chance for the AFK pose to be added in than the running state, so i might revoke the running and back it up on a notepad
noo
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I didn't do it yet; but I will have half a day to think about it. I'll give out my final conclusion then.
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@Voxel
08:11
I don't think a Tee lying on the ground would look good
08:11
with no hand rigging to support it
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I like the particle idea, though if I were to add it in, I would need to study the code a lot before inputting it in. Also a slot in the extras image would be used.
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Lowering the weapon is also not bad i guess
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imo lying it would make it better
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I could try these different states when I get back.
08:15
Not sure about space efficiency however. (In terms of viewability) (edited)
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don't stress on that, it won't ruin performance and if the game's growing like that, you expect it to take more space.
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I meant something different, but after the Icons.otf edit I'm less worried about filespace
08:17
I meant more as, your viewspace in game. If there's a bunch of tees AFK next yo each other it would be hard to tell what weapon they're holding
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highlighting the tee with body-shadow
08:19
But that would look weird, depending on skin
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that would be even more messy imo
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Well, you gotta work through conditions like these too, even if it wouldn't look good on a t0 perspective, it just means that t0 has flaws
08:20
and not your design choises tbh
08:21
on Solo maps doesn't matter really, on dummy maps too, but on novice and above might
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Lumpy ◐ω◑ 2022-09-01 08:25:50Z
is it possible to have a 'render all' button in demos section? can someone competent implement that?
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Cellegen
Well, you gotta work through conditions like these too, even if it wouldn't look good on a t0 perspective, it just means that t0 has flaws
"the feature doesnt suck, the server does for making the feature look bad!"
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Lumpy ◐ω◑
is it possible to have a 'render all' button in demos section? can someone competent implement that?
imagine sitting through like 5 hours of rendering all ur demos LOL
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Voxel
"the feature doesnt suck, the server does for making the feature look bad!"
the feature doesn't suck, rather the choises for map design which lead for more open areas as a feature
08:28
kek
08:28
aka stronghold
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Voxel
imagine sitting through like 5 hours of rendering all ur demos LOL
Lumpy ◐ω◑ 2022-09-01 08:32:35Z
exactly justatest
08:43
Why would anyone want to render all demos
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Lumpy ◐ω◑
is it possible to have a 'render all' button in demos section? can someone competent implement that?
that is not really possible
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Create a python script that does that
08:44
By looking at the screen
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cf95095 Add 30 € donation by BlankCon - def-
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fokkonaut
that is not really possible
Lumpy ◐ω◑ 2022-09-01 09:01:34Z
really? what is the problem?
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pilonpl
Why would anyone want to render all demos
Lumpy ◐ω◑ 2022-09-01 09:01:59Z
well all the replays, to not render them one by one
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You cant really render it all at once
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fokkonaut
You cant really render it all at once
Lumpy ◐ω◑ 2022-09-01 09:18:00Z
i don't need to render them all at once, just one by one, everything thats in the current folder (edited)
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For demo in demos { demo.render() } Lol
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Lumpy ◐ω◑
i don't need to render them all at once, just one by one, everything thats in the current folder (edited)
That would be possible, yeah
09:19
but there should definitely be a cancel button or something, imagine doing that on auto demo folder
09:19
Ssd rip
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Lumpy ◐ω◑ 2022-09-01 09:19:31Z
ye, cancel would be nice, but you can also alt+f4
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Btw is there a way to change bitrate?
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'拏 MAhdiyar 2022-09-01 09:39:02Z
hi how compile source fng in mingw ?
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ok my windows died
10:16
pepedead
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Cellegen
ok my windows died
🤓 1
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Lumpy ◐ω◑
is it possible to have a 'render all' button in demos section? can someone competent implement that?
Maybe open an issue on github
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archimede67
Maybe open an issue on github
Lumpy ◐ω◑ 2022-09-01 10:35:25Z
can you teach me how?
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Sure, do you have an account?
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Lumpy ◐ω◑ 2022-09-01 10:35:59Z
ye, I think so
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Okay, then you can login and go to https://github.com/ddnet/ddnet/issues
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
10:37
You can then click on "New issue" to create an issue and fill in the title and a description for the feature that you would like to see being added
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Lumpy ◐ω◑ 2022-09-01 10:38:04Z
oh, looks pretty easy, will do, ty heartw
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Alright nice, np ^^
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Is it possible to implement a 'render all' button in demos section? Similar to current 'render' button, but it will render all the demos in the current folder one by one. !image Lumpy ◐ω◑
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Lumpy ◐ω◑ 2022-09-01 10:41:14Z
hope I did it properly
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Should be good yeah
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Cipy29
Click to see attachment 🖼️
yep, I only need to find an USB and we gucci
11:07
@Discord Mod ^
11:08
wtf (nice, sorted) (edited)
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Voxel
Click to see attachment 🖼️
Looks funny
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Voxel
Click to see attachment 🖼️
14:23
btw what about freezed afk players
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Coding in java just makes me appreciate rust non-existant nulls
14:55
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gerdoe
btw what about freezed afk players
sword pos doesnt change
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'拏 MAhdiyar 2022-09-01 17:28:13Z
@murpi hi please open dm (edited)
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'拏 MAhdiyar
@murpi hi please open dm (edited)
will this change physics tho
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Yo, can we have an option to have only the team leader lock the team?
18:46
like, within 3 days, cuz the event on #off-topic will be a goner, if many people troll with locking teams
kek 1
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disable kill & leave
18:47
if they join the team the have to finish
18:47
SAO
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even at the start?
18:49
where kill protection is not active
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once its a one time team
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@Jupstar ✪ this event won't go well if kill protection won't be active at the startline
18:51
people will just kill randomly and if they are clever, kill in a different time
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but they would not be able to kill xd
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would kill protection be on if the team reaches a certain limit?
18:52
I need 100% confirmation, cuz it's a once in a life event, sort of (edited)
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its not a once in a lifetime event lmao
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do you host the server?
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just votekick trolls
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louis
its not a once in a lifetime event lmao
the last event like this was at least 5+ years ago
18:53
it feels like eternity
18:53
(by fikmesan)
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if avg lifespan were 80 itd be a 16 in a lifetime event then
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louis
if avg lifespan were 80 itd be a 16 in a lifetime event then
Playing teeworlds for 80 years justatest
22:02
This is what old players seem like to newer players
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louis
if avg lifespan were 80 itd be a 16 in a lifetime event then
most people who have played havent lasted 5 years
Exported 213 message(s)