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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 2022-09-28 00:00:00Z and 2022-09-29 00:00:00Z
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kog is using new ddnet version maybe with sv_no_weak_hook_and_bounce which might be why it's broken
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"listen, we made a new update to kog, but at the cost of you now having to be covered in glue... happy gores gameplay!"
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wait, kog removed weak/strong?
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kog has always removed weak/strong but they might be using a different method now
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Tater
kog is using new ddnet version maybe with sv_no_weak_hook_and_bounce which might be why it's broken
Does it cause collision bugs? Would be bit surprising since it only changes velocity
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idk did you see the videos?
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Yes
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Jupstar ✪
Does it cause collision bugs? Would be bit surprising since it only changes velocity
No, the initial sv_weak_hook_and_bounce did not break the collision as of now. But we applied https://github.com/ddnet/ddnet/pull/5771 as updated replacement compared to https://github.com/ddnet/ddnet/commit/2b084645276baa37b7a31aafa3fab0e3a323201b
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Avolicious
No, the initial sv_weak_hook_and_bounce did not break the collision as of now. But we applied https://github.com/ddnet/ddnet/pull/5771 as updated replacement compared to https://github.com/ddnet/ddnet/commit/2b084645276baa37b7a31aafa3fab0e3a323201b
I already posted that bug in the PR, why did you take it anyways?
12:27
@Learath2
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someone enlighten me
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can I just read Rust as C code that looks weird
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My game still not working
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When holding the hook on the ceiling, locking it with f1 and then opening chat the hook goes invisible and you get prediction errors (shaky screen). I tested this on newer DDNet servers as well where everything works properly and this might be an issue with the Unique servers specifically. I can't pinpoint the versions, since it's not my server and you can't get the server version with /credits. ![screenshot_2022-09-28_14-38-30](https://user-images.githubusercontent.com/821401/192780630-...
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now that I'm almost unemployed and kinda free, I can probably start learning rust as my language of choice for godot.
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👀 so. can I just read it as weird c code
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TsFreddie
👀 so. can I just read it as weird c code
Doubt
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rust's documentation feels hard to just read code snippets without reading the actual text in between kek
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Tbh depends which doc and how much time u spent on this language
12:50
Sometimes it's ez, sometimes it feels like you're looking at some egyptian shit that u have to decrypt (edited)
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"The Rust Programming Language" (i guess it's more of a "book"
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Dont come at rust with c mentality
13:03
Treat it as a different lang
13:03
It is a book
13:04
Check the url
13:07
Btw if you didnt know, https://lib.rs is a opinionated crates.io alternative
13:07
@ReiTW
13:07
Imho it has better discoverability
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Opinionated is a scary word
13:57
kinda want to give up already
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Ryozuki
Btw if you didnt know, https://lib.rs is a opinionated crates.io alternative
what's wrong with crates tho
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Learath2
Opinionated is a scary word
Mostly anti cryptobros from what i see
14:01
But it uses no js
14:02
Unlike crates
14:02
It categorizes stuff better
14:02
And uses its own ranking system
14:02
Its cool
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edgy might be a better word
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Also its only to discover crates, you always dowbload from crates
14:03
Not rly, it is genuinely better
14:03
And shows more info
14:03
Lot of ppl prefer it
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will check it out if i didn't give up
14:03
anyone doing ludum dare this weekend?
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I don't like game jams tbh I like developing things at my own pace and in my own theme.
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it's more of an activity when people are tired of making stuffs i think
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Game jams are nice it's that they're not my style (if I was missunderstood) :D
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I dont like making art
14:11
Well i like making art in the form of code
14:11
BASED
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fokkonaut
I already posted that bug in the PR, why did you take it anyways?
Because it works 🙂
15:05
Its not a game breaking bug
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Well, yes it is for hammerfly. And hammerfly is the only place where this patch is actually useful for xD
15:06
For normal bounces the merged PR is enough
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We dont have hammerfly's like in ddnet
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Of course, some people do that in some gores parts. If I was you I wouldnt take the responsibility for people failing like that
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Its fine for now
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Anyways, if you dont have hammerflys like in ddnet, why do you need the bounce being fixed then? Because as I said, bounces like that are fixed from the other, merged PR
15:07
Just bounces that ALSO include hooks at the same time might still differ
15:07
(aka hammerfly)
15:07
You really dont need that buggy, testing approach from that PR
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other patches dont work as expected, and re-porting the old way of kog isnt working either, because even in the old version only hooks on ground were patched
15:08
Apply these together
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Done that before, hasnt worked as expected
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What didnt work @Avolicious ?
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@Avolicious but as my video showed, normal bumps are also sometimes broken, shouldn't that be fixed?
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@Avolicious Anyways, then I would suggest simply using this patch from 0.7, which I use on my server aswell. It's only for the hook strength, not for bouncing, but works reliably: https://github.com/teeworlds/teeworlds/pull/2478
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fokkonaut
@Avolicious Anyways, then I would suggest simply using this patch from 0.7, which I use on my server aswell. It's only for the hook strength, not for bouncing, but works reliably: https://github.com/teeworlds/teeworlds/pull/2478
Gonna have a look, but seems reasonable
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(But would maybe be cool for DDNet/Jupeyy if you could report what isnt working as intended)
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Avolicious
Gonna have a look, but seems reasonable
You would need to revert the PR I sent tho, makes most sense, then apply the Teeworlds fix on top
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But then they have strong/weak again, right?
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fokkonaut
@Avolicious Anyways, then I would suggest simply using this patch from 0.7, which I use on my server aswell. It's only for the hook strength, not for bouncing, but works reliably: https://github.com/teeworlds/teeworlds/pull/2478
.
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deen
But then they have strong/weak again, right?
It seems like the way that DDNet has it right now isnt working correctly
👍 1
15:12
As mentioned by Avo
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Fixes #5641 server side only Checklist Tested the change ingame Provided screenshots if it is a visual change Tested in combination with possibly related configuration options Written a unit t...
15:16
If you want, I re-up a server with this PR
15:17
And also one with the teeworlds PR fokko suggested
15:18
Currently in office, so ETA is roughly around 10 or 11 PM CET
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Avolicious
If you want, I re-up a server with this PR
Is it that, what we saw on the server yesterday? With the super hook strength? xD
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fokkonaut
Is it that, what we saw on the server yesterday? With the super hook strength? xD
Yeah I guess so
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Maybe you havent applied it correctly, I dont know which version your Gores mod is based on, and how you implemented things. But in generel I had tested this, and it seemed to work at least from what I could see. I didnt find any behaviour as on Gores server
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There are two different conditions: a) a super hook b) no movement possible at all (edited)
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To me it looked like only hooking tees caused that
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fokkonaut
Maybe you havent applied it correctly, I dont know which version your Gores mod is based on, and how you implemented things. But in generel I had tested this, and it seemed to work at least from what I could see. I didnt find any behaviour as on Gores server
Well, I could give it another try 🙂 Gonna name the servers related to their PR on github
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Uses new MACRO_CONFIG_FLOAT As suggested by Ar1gin !Screenshot 2022-09-28 at 19 05 09

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 integration test
  • [ ] Considered possible null pointers an...
heartw 1
17:13
c3762e8 Support MACRO_CONFIG_FLOAT - def-
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How do I check whether two lines are crossing?
17:40
For example a door and a laser shot
17:40
Where I have the door start/end pos and the laser start/end
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I don't think we have that in server right now, just some IntersectLine
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Yea thats what I thought, mh
17:47
I wouldnt need to know where they meet, just if. I think I can do some simple maths here
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You need to figure out where they meet to know that they meet, you get that one for free I think
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2 lines or 2 line segments 😄
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With lines there is a way, but doors and lasers are line segments
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deen
I don't think we have that in server right now, just some IntersectLine
When will the moderators be recruited?
17:53
i wait 2 month
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How is that a reply to that lol 😄
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line segments are easier in think, bcs u can abuse dot product
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plower
When will the moderators be recruited?
They will be recruited when we need more of them
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Jupstar ✪
line segments are easier in think, bcs u can abuse dot product
Lines are trivial, if the slopes aren't the same they will always intersect 😄
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Learath2
Lines are trivial, if the slopes aren't the same they will always intersect 😄
true xd
17:55
2d math is too ez solve it in 4d
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Hm, it generalizes pretty well above 3d
17:58
Just need to check if they are on the same (hyper-)plane and are not parallel
18:00
Or maybe even more general equivalently just put it all in a matrix 😛
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Learath2
Lines are trivial, if the slopes aren't the same they will always intersect 😄
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micro rant: i hate the new output in lcon and the fact that votes ping me when i am logged in
21:11
what the hell is this 2022-09-28 23:54:27 I chat:
21:11
where is me brackets
21:12
and the highlighted votes, what the actual fuck, there isn't even an option to turn it off
21:12
i just get spammed with random votes
21:13
i get it, you want your mods to react to votes, because generally they are useless, lets put them into work huh
21:14
but it is a clientside change, its not serverside, you made it so every admin/mod/whatever on any server who is using latest ddnets suffer these pings
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He is saying that the f1 console logging looks less readable And if u logged into rcon u can pinged by a sound for every vote.. At first u actually thought it was a client bug too bcs it's kinda weird (edited)
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fokkonaut
I wouldnt need to know where they meet, just if. I think I can do some simple maths here
its possible without finding the intersection, yes. see for example https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection#Given_two_points_on_each_line_segment in the section where they calculate "t" and "u". the line segments intersect if both of those are between 0 and 1 (unless they are parallel, but in that case the divisor in both fractions will be 0, so only need to check for that and handle it separately)
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And he is saying it like that because most people on the internet have no capability of giving feedback without cursing
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trml
its possible without finding the intersection, yes. see for example https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection#Given_two_points_on_each_line_segment in the section where they calculate "t" and "u". the line segments intersect if both of those are between 0 and 1 (unless they are parallel, but in that case the divisor in both fractions will be 0, so only need to check for that and handle it separately)
I took this now, for 2 dimensional vectors
22:40
The only "problem" with this is, that it doesnt find an intersection when the point is exactly on the other line, but that doesnt matter for my case
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I think that one has a bit of an issue with collinear lines
22:42
I'm amazed by how fast you saw that, lol
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Nah, I'd seen this solution way back when I was also looking for a way to intersect line segments 😄
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Ohh 😄
22:43
cheater
22:44
Why can I not send this character to a client, it appears as a question mark, while DDNet uses that for whispering for old clients
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Weird, we should support same characters in chat
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It works in DDNet
22:49
At least from what I remember many years ago
22:49
But I am trying this in my mod right now
22:49
File encoding should be correct too
22:49
22:51
Is it maybe 0.7 that packs it differently, I dont know
22:51
(my server is 0.7 based, but DDNet clients can join)
22:52
Ah well, I can manually send that character in chat
22:55
DDNet server works locally, what else can it be?
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To me it looks like the character gets swapped by a question mark before it gets sent to a client, means probably while compiling?
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Yeah, then probably 0.7 filters out some unicode
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No, as I said it works when I manually send it.
23:08
Lol, it worked when I saved the file as "Unicode (UTF8 WITHOUT Signature) - ...
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fokkonaut
Click to see attachment 🖼️
While here, I did it with signature.
23:12
Since I have updated my mod to C++ (no C anymore in system) I get these errors, does anyone have a solution?
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does it have #include <system.h>?
23:13
ah
23:13
client.m needs to be client.mm
23:13
so it's objective-C++ and not objective-C
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So I just change that?
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I think so
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Seems to be better :D What is this?
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need TWMain in src/engine/client/client.cpp, probably?
23:18
good night
23:20
It is there tho
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