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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 2022-09-08 00:00:00Z and 2022-09-09 00:00:00Z
00:22
perfect
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ye that's a lot better
00:26
maybe adjust the feet just a little big so the outlines don't merge into one huge one
00:26
bit*
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Voxel
because currently it clips into the ground
oh, other weapons than hammer dont go to the back anymore?
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fokkonaut
oh, other weapons than hammer dont go to the back anymore?
Nah. Transitioning from AFK to normal is a bit jank like that
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I think thats totally fine, it doesnt happen every second.
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The encoding used by the peer-to-peer file sharing system BitTorrent
06:38
half rushed blog post using nom i had lying around (edited)
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@Voxel could you show how weapons look like now
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oh right one second
08:10
im kind of not liking how they look right now, since they're pointing into the ground, but ravie said he liked it.
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I would probably leave them how they are, or put them on the back
08:10
I only suggested this thing for the hammer xd
08:11
not all weapons, cuz tbh its not very fitting i think
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Voxel
because currently it clips into the ground
at least if its gonna be this, then we can better leave weapons how they are
08:11
What if you look up?
08:12
it's bidirectional too
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yeah but no, this doesnt look right at all.
👍 1
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¯\_(ツ)_/¯
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(and the transition would also not be smooth, your argument)
08:12
Better leave it on the back.
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maybe you can make the legs' position be vertically flat, if you're not near wall
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i'll keep hammer like this
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Voxel
i'll keep hammer like this
yeah, hammer is something different.
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but, i would also have to find a good placement for every weapon
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Why? Only for gun, maybe
08:15
the other 3 looked fine
08:33
justatest what a coincidence (edited)
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TIL about env -S
09:16
it's a new-ish feature that lets you pass arguments in shebang lines
09:16
#!/usr/bin/env -S python -O
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wasn't it always the case? I know i have some scripts with #!/bin/bash -ex
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@heinrich5991 I remember you working on some proxy code, how complete was that?
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Current version: Nightly 20220908 For some reason when I create a tile set and try to change the image it's reluctant and stays on None. And if it's already an image it switches to none despite which image to try to activate. It works just fine on sounds, but not for images.
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Learath2
@heinrich5991 I remember you working on some proxy code, how complete was that?
The proxy server is supposed to prepend the client IP address and port in the first 18 bytes of a packet. IPv4 addresses are represented using IPv4-mapped IPv6 addresses with the prefix ::ffff:, e....
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Chairn
wasn't it always the case? I know i have some scripts with #!/bin/bash -ex
you can only pass one parameter like that, and if you want to use /usr/bin/env (and you should), you could pass 0
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I think this might be our only hope at making this game playable again
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the proxy works IIRC, but it's a dumb proxy right now
09:51
it forwards the DoS to the origin
09:51
I got stuck because I needed to implement protocol-specific stuff
09:51
which I didn't like ^^
09:52
Sounds un-fun indeed
09:52
>written in rust >7 failed builds
09:53
idk why im laughing at this, this whole wip proxy thing could save ddnet
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DoS attacks particularly bad right now?
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heinrich5991
DoS attacks particularly bad right now?
Yeah seems some of them picked up their welfare payments or their parents increased their allowance
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urgh
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Special events are basically impossible and long team 0 maps are pretty much not finishable
09:56
@Learath2 do you know what the quoting rules for CFLAGS/CXXFLAGS are?
09:57
probably ad-hoc and whatever fell out of the "I forgot to quote arguments"?
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No idea. I'm horrible with quoting rules of shells
09:58
Without knowing how many times something will be evaluated it's genuinely hard to know how many pairs of double quotes to put
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chillerdragon BOT 2022-09-08 10:31:09Z
Did someone say shell quotes?
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@Voxel https://www.dailymotion.com/video/x8djxld pw: 1234 You changed it so that the walking animation also the feet flip If we would do that also in all other states the feet should flip. Else it looks real strange if you start walking aiming to the left. I see alternatives to this:
  • Flipping only in afk state.
  • Flipping not in walking but only in running and afk, but that would still be a strange transition from walking to running
  • Handle Flipping in the player logic and not in render.cpp and use vel.x as indicator for the feet direction. (vel.x keeps the last direction you moved with 1 and -1) and flip it in all states
10:33
If we would flip the feet also on walking I would prefer 3. alternative. I think the feet should not be connected to the aim but to the walk direction.
10:35
Also I think the new weapon position is strange :/ you should defnitly handle hammer diffrent from the other weapons
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c0d3d3v
Also I think the new weapon position is strange :/ you should defnitly handle hammer diffrent from the other weapons
So it's official that I should have weapons on back, but hammer as it currently is?
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No we better wait for @Ravie feedback
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Voxel
Like, if you're rather on normal ground, against a left wall or against a right wall?
if you walked against a wall vel.x is 0
10:46
if you want to detect collisions you can do it. But do you really need it? I did the same to make the jump indicator display (only for the floor) (edited)
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c0d3d3v
if you want to detect collisions you can do it. But do you really need it? I did the same to make the jump indicator display (only for the floor) (edited)
But my collision detection will maybe get deleted again with my next update (not completely sure) xD
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c0d3d3v
if you want to detect collisions you can do it. But do you really need it? I did the same to make the jump indicator display (only for the floor) (edited)
i decided against it, dont worry (edited)
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@Ryozuki what do u think about deno?
11:25
Deno is a simple, modern runtime for JavaScript and TypeScript that uses V8 and is built in Rust.
11:29
But i prefer if it was v8 itself in rust
11:29
Btw deno is made by the nodejs author
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chillerdragon: you can also help me if you know the answer of where to find it
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Ryozuki
Btw deno is made by the nodejs author
Yeah saw that
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@c0d3d3v @Voxel I like the gun position, guns on the back look totally wrong
11:53
also flipping feet only while sitting is probably the best solution
11:54
I wouldn't mess with the walk animation at all
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I liked the running animation, it gives you a good indication that you'll slide slowing down
11:57
I also like the gun on back; this is e.g. where your gun is in cs:go when it's not in use
11:58
(but I'm not fixated on the gun being on the back, somewhere else is also fine. I just wanted to show that not everyone thinks the gun on the back looks bad)
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Ravie
@c0d3d3v @Voxel I like the gun position, guns on the back look totally wrong
not as wrong as weapon being in the floor, especially if you look up lol
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weapons in the floor are nothing new in tw
12:01
even the default spec position has the gun in the floor
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but it doesnt look good if you look somewhere else
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Ravie
even the default spec position has the gun in the floor
thats just a bug, and is only shown that way for yourself
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in afk state eye pos should be fixed so only either left or right
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still it isnt the direction the weapon is going
12:02
then tbh, we can also just leave the weapon untouched
12:02
and only do the sitting
12:02
i think that wouldnt even look bad
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it looks good to me, he let his weapon hang behind the platform
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that was also the first approach i think, i just threw in we can put the weapon on the back, which first turned out to be nice
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Ravie
it looks good to me, he let his weapon hang behind the platform
there we are, arguing about personal opinions again
12:03
useless
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on the back looks like just some random made up position that makes no sense to me
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this is basically the same
12:04
@Voxel can you make a version where the weapon renders as before, and only the tee is sitting? i think that will look the best. and this way it will also be consistent, because players who keep shooting have that behaviour anyways
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Voxel
Click to see attachment 🖼️
This looks wrong.
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Ravie
on the back looks like just some random made up position that makes no sense to me
it's also where guns are when they're not being used in some video games
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but tees don't really have a back, it just looks weird when the gun is at a random angle somewhere
👍 1
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heinrich5991
probably ad-hoc and whatever fell out of the "I forgot to quote arguments"?
what if you quote only the part after = ?
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Ravie
but tees don't really have a back, it just looks weird when the gun is at a random angle somewhere
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Voxel
Let's do a vote: Vote which one you want the state to base off of! Would you rather have it on the tee's back or resting on the ground?
oh, someone already posted a vote. seems like most people (in that random vote) liked the back position better
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@Chairn ah now I know how they are holding the guns on their backs
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Chairn
what if you quote only the part after = ?
that might actually work by accident ^^
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Ravie
@Chairn ah now I know how they are holding the guns on their backs
12:31
it might change how it is parsed after first "escape"
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if you pass --option="abc", the program sees --option=abc
12:31
same if you pass "--option=abc"
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yeah, but you said there were multiple rounds (edited)
12:32
otherwise, just random number of ̀\ can work ?
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but if the quotes are moved behind the =, due to unequal number of unquotings, the program will see --option=abc in one case and --option="abc" in the other case
12:32
--option="abc" is wrong, but at least not an invalid option, so it'd work
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Ravie
@Chairn ah now I know how they are holding the guns on their backs
more detailed view
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heinrich5991
--option="abc" is wrong, but at least not an invalid option, so it'd work
it's not wrong imo if there's a shell call in between 🙂
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I'm saying the programm will get --option="abc"
12:33
when it should get --option=abc
12:33
so it gets passed the wrong data
12:34
(after all shell expansion)
12:35
(yes, if there's a shell expansion in between, the program will get --option=abc in both cases, which would be correct)
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not necessarily if the call is shelled once more than expected: sh -c "sh -c \"program --option=\"abc\"\"" --> sh -c "program --option=abc" --> program --option=abc
12:36
given you call cmake, i'd expect more shell expansion than just one
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in this case, I know how often it's shell expanded
12:36
in cmake once
12:36
in the other program not at all
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maybe there's a smart way by alternating double quote and single quote?
12:37
adds some backslashes and you're good for a head ache 😄
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so cmake shell expands, this means that special characters (and spaces, but we don't have those) need to be quoted
12:38
the other program only splits by ascii whitespace, not interpreting any characters
12:38
so given that the wanted parameter contains something like {a,b,c}, which is interpreted by shell expansion
12:38
I don't see a way to make it work with both programs simultaneously, without passing different data to each
12:39
we can't quote stuff; it'd get interpreted literally by the other program
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how about environment variables ?
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we can't backslash-escape stuff; it'd get interpreted literally by the other program
12:39
we can't not quote or backslash-escape stuff, it'd get interpreted by cmake
12:39
these are environment variables, not sure what you mean by that ^^
12:39
CXXFLAGS and LDFLAGS
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like you protect first $ and the resulting $somevar is expanded to what you want next round
12:40
but there's only one round?
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there's only one round in cmake
12:40
and no round in the other program
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only solution i see is to pass it through a file 😄
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(I reported a bug to the other program)
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maybe some shell redirection? program <(echo abcd) ?
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the second program interprets it literally
12:41
you'd pass <(echo abcd) like this
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can you change the call to second program through cmake?
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both programs take data from this environment variable. my current solution is to unset it (or set it to the format the program expects) before calling the second program
12:43
calling the program through cmake wouldn't change anything; both cmake and the program evaluate the environment variable; but neither changes it
12:43
so even if I call one through the other, the interpretations would still be the same
12:44
(anyway, I don't think there's a solution anymore. I reported a bug and I think I found a workaround (don't pass CXXFLAGS to the separate program), so this should be fine)
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Closes #5816.

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/...
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speedy robot
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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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19a0544 Fix editor layer image selection not working - Robyt3 572385e Merge #5817 - bors[bot]
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bd6644f Remove Aoe4leg skin on request of Aoe - def- 6f62750 Merge #5818 - bors[bot]
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@Discord Mod ^
15:34
so much people trying cool stuff
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so disappointed, i expected a complete engine rewrite in rust
15:34
but it's just a wrapper 😢
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Chairn
so disappointed, i expected a complete engine rewrite in rust
ig there's already existing engines
15:35
but I find it cool
15:35
UE5 is powerful af, why do you need another engine hollande
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nah, just same engine but completely written in rust
15:36
btw @ReiTW can you please create my email address? I've been waiting for one week already 😄
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for wut lmao
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my job at university 🙂
15:37
not in charge of that tho
15:37
u'll spy me now
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french public service in a nutshell 😄
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depends which service u work at
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Output written on build/thesis.pdf (160 pages, 5585040 bytes).
>
real 23m18,126s user 65m35,872s sys 2m0,842s
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fokkonaut
@Voxel can you make a version where the weapon renders as before, and only the tee is sitting? i think that will look the best. and this way it will also be consistent, because players who keep shooting have that behaviour anyways
Yea, I'll try to edit gun position too so pistol isn't hidden
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Chairn
Output written on build/thesis.pdf (160 pages, 5585040 bytes).
>
real 23m18,126s user 65m35,872s sys 2m0,842s
old computer or bad latex?
16:49
overleaf.com did also struggle with my bachelor thesis with 90+pages ... I had to get one of the premium options xD but I got it for free for one month and stopped the subscription then. If I now open my theses there it can not be compiled because it takes to long 😄
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Rewrite latex in rust
16:57
BASED
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Rewrite rust in latex
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Possible
16:57
Latex is turing complete iirc
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take a piece of rusty metal and cover it with latex fabric..
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Btw the queen is dead
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oh
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rip
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the queen isnt dying, shes just being immortal in a different plane of reality
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the last breath of uk monarchy
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Ryozuki
Btw the queen is dead
have you the news article to this? German media still only states she is very ill...
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Bbc guy is with black tie
17:07
Eyc
17:08
Etc
17:08
They waiting on family to arrive
17:08
Everyone is sure she dead
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c0d3d3v
have you the news article to this? German media still only states she is very ill...
only believe in wikipedia
17:08
she is still alive there xD
17:09
Videos
17:09
She was in the ICU
17:09
She is a deep frozen tee rn
17:09
Im sure
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In german news they say the Death message is not true... she is still alive
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Fake news
17:10
kek
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Ryozuki
She is a deep frozen tee rn
just take a hammer and swing it at her ribcage, that'll unfreeze her troll (edited)
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I hope that after her death the royal house will dissolve and there will be no more representative monarchy. But as stupid as the English are, this will not happen.
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i could still imagine the public will loose more interest in it tho
17:19
the queen was the last special connection to the royal family, as she is pretty popular
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c0d3d3v
old computer or bad latex?
file itself compiles within 30 seconds after first run It's just that i externalized all figures so each takes 10 seconds to compile and i have a lot
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chairn computer compiles ddnet in 4 minutes
17:28
xD
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Ryozuki
Latex is turing complete iirc
you can just call external program from latex, problem solved troll
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One more alpha build on the way to Godot 4.0 beta! As we're getting closer we're also iterating faster to make sure that we spot and fix the most problematic bugs ahead of the beta phase, to enable broader testing.
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Ryozuki
Btw the queen is dead
not yet?
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@Voxel I notices on other teams you see through the tee so you can see the weapon behind him in AFK state... you could use that to find a good spot 😉
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@Chairn now yes
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true
17:36
german news paper confirmed
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fastpeek wikipedia with "is" -> "was"
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xD
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wikipedia already updated xD
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waiting for ddnet rebranding so we can afford two wiki pages for ddnet and teerace
17:37
or smth like that
17:39
im professional teeracist btw
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how many ppl do u think fight over who gets to change is to was (edited)
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2 deadass admins
17:39
that will change it themselves
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deleted
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@ReiTW Can you comment on #4170 if you know a way or specific servers to reproduce the issue?
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[8:14 PM] fokkonaut: @heinrich5991 could you also reset on connect, that the server sended the message for rcon username login? because when i connect to ddnet, then to my server it asks for a pass...
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Jupstar ✪
closer to what?
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closer to alpha v2561650
18:37
and then comes beta
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ah haha :D
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Jupstar ✪
nice
19:53
best engine incoming
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Who was involved again in bugs with a lot of particle or laser doors and stuff?
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Reproduce: 1. Go to an empty server 2. /map Level 3. /showall -> Some doors will be missing at the spawn and there is no gun sounds anymore Tested on 16.2.2 but bug occurs on 16.3.2 too Map has a lot of doors, may be a similar issue we had with a lot of doors last times, but didnt find the last issue
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the last problem was that the client lagged when you zoomed out on some maps. maybe fixing the other problems made this problem more noticeable
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fokkonaut
@Voxel can you make a version where the weapon renders as before, and only the tee is sitting? i think that will look the best. and this way it will also be consistent, because players who keep shooting have that behaviour anyways
Is this better?
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c0d3d3v
@Voxel https://www.dailymotion.com/video/x8djxld pw: 1234 You changed it so that the walking animation also the feet flip If we would do that also in all other states the feet should flip. Else it looks real strange if you start walking aiming to the left. I see alternatives to this:
  • Flipping only in afk state.
  • Flipping not in walking but only in running and afk, but that would still be a strange transition from walking to running
  • Handle Flipping in the player logic and not in render.cpp and use vel.x as indicator for the feet direction. (vel.x keeps the last direction you moved with 1 and -1) and flip it in all states
And about this, it's decided that feet should only flip in AFK state for now? (edited)
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@Voxel now it just looks like this
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its the people's say justatest
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but the weapon is leaning on his head, that can't be comfortable
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How about weapon on the side, in his front?
Exported 262 message(s)