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DDraceNetwork
Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2022-11-03 00:00:00Z and 2022-11-04 00:00:00Z
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Jupstar ✪
This is a problem if someone downloads them on case insensitive operating systems. Eg windows
@Ravie @louis ^ Still isnt fixed. Any plans to fix it?
09:21
should i add a check for name uniqueness
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@Jupstar ✪ that'd be nice, it's hard to keep track of manually
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done, it currently only affects the skin Mummy & mummy
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nice unlock tile
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dunno if its the case here but sometimes lower tiles are executed first 😄 i've seen it with teleport skips
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the box behind the text doesnt fit anymore because of the new "replace" entry
11:34
Also appending a map doesnt append any sounds
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Jupstar ✪
dunno if its the case here but sometimes lower tiles are executed first 😄 i've seen it with teleport skips
A lot of this kind of bizarre behaviour we just can't touch because changing physics is very hard, you need to make sure all old ranks are still possible
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But you can make a slight modification in the map, yes?
13:22
Like maybe add another row of unlock team tiles above the existing ones
13:23
Don't think it would change gameplay and it would fix the issue
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i'd stay safe and move kill tiles down
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But then the ranks people have wouldn't match the map
13:23
Idk if it even matters though
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yeah cannot judge either
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Actually maybe it won't on this map
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i actually wonder if u really cant finish the map with the dummy xD
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What do you mean by that
13:25
You mean finish before dummy dies?
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i assume u never have dj?
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There are dummy maps where you can finish with dummy
13:26
Like both you and dummy finish
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yeah
13:26
no i guess moving the unlock tiles would work too then
13:27
since there is no swithc logic or smth, like on other maps
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Yeah
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what map is it
13:27
who mapped it
13:28
maybe he can provide a fix
13:42
Newest map yayita by Kenzo
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mh guess that guy doesnt use discord
13:44
Maybe it's this guy
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moe
nice unlock tile
@Kicker can u ask Kenzo to provide a fix for his new map
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Also there was a guy in this server named Kenzoo and someone asked him about the map but he isn't in the server anymore
13:46
however i see him in 3 other teeworlds related servers
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on halloween version of kobra 3 hook isn't pushing
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Destoros
the box behind the text doesnt fit anymore because of the new "replace" entry
and i wish the readd button actually worked
sendhelp 1
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Voxel
and i wish the readd button actually worked
You mean for sounds or for images? I tested with images and it works for readding those. Edit: Also tested for sounds, works as intended. (edited)
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Robyt3
You mean for sounds or for images? I tested with images and it works for readding those. Edit: Also tested for sounds, works as intended. (edited)
Have you tested it with mapres/sounds in folders INSIDE the given folders?
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I see. That currently doesn't work because the images and sounds are only readded from the mapres folder but not from subfolders.
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Yeah. I wish there was a way for it to scan subdirectories as well. But that would also introduce a problem with, what if there are 2 files with the same name?
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It would use the first one found, which would be based on the order the operating system enumerates the files and folders
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Right. Doesn't sound too bad if it finds the wrong file. A small rename of the file would fix that.
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Or we'd have to show a popup to select the correct file, but that would be a lot of extra work
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I guess another option is to save the file path in the map file, and when it's ready for release we could $sanatize it to remove all the saved file paths
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probably better to ask here, what happened? can someone explain
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OneLimeyBoi
probably better to ask here, what happened? can someone explain
? u throw him in kill tiles or what do u mean
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There is undeep and unfreeze in the same tile, dazz hit undeep without getting unfrozen instantly somehow.
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oh funny
22:17
map name?
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mh i think its like this: u get unfrozen first, but only if you are not deep once u are undeep'd u'd get unfrozen, bubt since he only hit the tile for 1 tick -> not unfrozen
22:22
so if u hit these 2 tiles for exactly one game tick u'll only get undeeped
22:23
if undeep would be handled first this probs wouldnt have happened
22:23
but
22:23
physics change xDD
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Interesting, that probably is how it works, makes sense
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yup, each tile affect players for a single tick, but unfreeze is first treated before undeep
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Funny, thanks
22:32
DDnet spaghetti moments
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¯\_(ツ)_/¯
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Game sucks, not me
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Not triggered about it, actually was incredibly curios. Not like thats far into the map its literally 2nd part xD
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Ya, news to me too, good info
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how much ticks tw is running?
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50
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50 per second
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not changeable without physic changes too
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hence all time are always multiple of .02
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ait. probably the same reason why we can glitch through deathtiles and other stuff
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indeed
22:37
for ninja skips its still a bit different tho
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yeah, for some reason, the function to compute intersection is not the same for all the tiles
22:37
that's why some tiles are skippable and some are not
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If I was to consistently get stuck in the same spot in a door with the same speed, would that indicate passing through doors is entirely based on starting position, and not tick? Similar to walking over 1 tile holes?
22:38
I was doing some testing and it seems to be the case @Chairn @Jupstar ✪ thoughts?
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Skeith
If I was to consistently get stuck in the same spot in a door with the same speed, would that indicate passing through doors is entirely based on starting position, and not tick? Similar to walking over 1 tile holes?
yes
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server tickrate has been abused for ages at this point but i never actually thought about the priority like this. How exactly is the priority handled? Is it based on what gametile is first in the tileset top left to bottom right?
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Interesting
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Skeith
If I was to consistently get stuck in the same spot in a door with the same speed, would that indicate passing through doors is entirely based on starting position, and not tick? Similar to walking over 1 tile holes?
it even depends on your height, bcs of floating point inaccuracies
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Funny game
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yeah
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OneLimeyBoi
server tickrate has been abused for ages at this point but i never actually thought about the priority like this. How exactly is the priority handled? Is it based on what gametile is first in the tileset top left to bottom right?
no its literally in the source code
22:39
unfreeze happens first
22:40
its not like it iterates through game tiles
22:40
it's simply hardcoded like this
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i wonder, can it be game layer first then front layer or really unfreeze then undeep?
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Chairn
i wonder, can it be game layer first then front layer or really unfreeze then undeep?
no
22:41
they are handled at the same time
22:42
(no for the game, front layer thing)
22:42
c++ // freeze if(((m_TileIndex == TILE_FREEZE) || (m_TileFIndex == TILE_FREEZE)) && !m_Core.m_Super && !m_Core.m_DeepFrozen) { Freeze(); } else if(((m_TileIndex == TILE_UNFREEZE) || (m_TileFIndex == TILE_UNFREEZE)) && !m_Core.m_DeepFrozen) UnFreeze(); // deep freeze if(((m_TileIndex == TILE_DFREEZE) || (m_TileFIndex == TILE_DFREEZE)) && !m_Core.m_Super && !m_Core.m_DeepFrozen) m_Core.m_DeepFrozen = true; else if(((m_TileIndex == TILE_DUNFREEZE) || (m_TileFIndex == TILE_DUNFREEZE)) && !m_Core.m_Super && m_Core.m_DeepFrozen) m_Core.m_DeepFrozen = false;
22:43
Findex = front index, index = game layer index
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okay thats funny
22:44
but now i got another question that has been killing me for literally 3 years
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living is also killing me since i was born 🙂
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I guess we all know that this is possible. There is a setup to make this somewhat consistent, but why does it only work on some maps in some places and not in others?
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floating point rounding
22:45
depends on position in the map
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Same as doors, same as 1 tile holes
22:45
Game's troll
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it's all deterministic, it's simply too hard for us nobos to understand this 😉
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hmm, is it though? I mean we never set the appropriate rounding mode anywhere, so does the OS guarentees it?
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its not UB if u mean that, but it depends on OS, compiler and hardware
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So is there a way to know when the floating point rounds so we know this setup will work? probably when the y pos is higher than .5?
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OneLimeyBoi
So is there a way to know when the floating point rounds so we know this setup will work? probably when the y pos is higher than .5?
floating point loses precision every time you double fold position (edited)
22:48
so you gotta try at every x, y in 1,2,4,8,16,32,64,128,256,512,1024,etc.
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OneLimeyBoi
So is there a way to know when the floating point rounds so we know this setup will work? probably when the y pos is higher than .5?
u can be sure that the same position works across all maps
22:49
but yeah chairns info is really important
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well this exact spot in baby aim 3 is at around 307 x and 416.53y well I guess I gotta try to find some maps and check positions to know when I can flex
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xD
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I already have 3 setups for this bug and some setups only work in on spot where others don't, its hilarious
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i never seen a position that didnt work for this. but it certainly was harder sometimes
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oh i just answered it in other channel withouyt seeing this xd
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in ur video it looks really ez
22:52
and the bounce is also different to what i saw most of the time
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It's pretty easy, but needs strong
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it bounces stronger
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i've seen some tricks that work only in some map positions that didn't work when moved to another part 😄
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once you have the timing its honestly possible in 8/10 trys
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Chairn
i've seen some tricks that work only in some map positions that didn't work when moved to another part 😄
yea mappers abuse that, never undestood who puts so much time on moving a part till the idea works
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but I mean
22:54
A for effort
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louis
corneum
Pipou
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I could never think of a part like that
22:55
Too pepega for it
22:55
I like flowy things
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