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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-11-23 00:00:00Z and 2022-11-24 00:00:00Z
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You think it changes something? V = 13.2 (the default GroundJumpImpulse) A = 0.5 (the default Gravity) T = V / A = 26.4 ticks S = V * T + A * T * T /2 = 13.2 * 26.4 + (-0.5 * 26.4 * 26.4) = 174.24 units (edited)
00:05
Oh. Hm. You mean that this is the right result. πŸ€”
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note that your calculation assumes continuous time
00:05
but ddnet uses discrete ticks
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It is slightly different from what is registered in game but hmm.
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so you'll be slightly off
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Thanks, it seems to be the case.
00:06
β™₯️
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Voxel
another concept i JUST thought of: why not modernize the killfeed to include more information? Rather it be icons for how someone is killed, or even misc. things, like stealing someone else's kill, or winning a race? this could also crunch down a few elements, like if you restart multiple times or if you score a wrong goal in FNG, so the feed isnt too cluttered?
sounds really cool πŸ™‚
00:40
you should do that πŸ˜„
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heinrich5991
you should do that πŸ˜„
im trying to LOL (currently all the builds im programming) (edited)
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have you heard about branches? πŸ˜›
00:42
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heinrich5991
have you heard about branches? πŸ˜›
each folder has its updates linked to each branch in my fork (minus mat_slime) (edited)
00:43
at least i think thats how you do it
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it's probably fine πŸ™‚
00:45
I only have one ddnet repository on my computer
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Wait, so how do you manage multiple PRs at once?
00:47
Multiple branches?
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ui-sounds is mostly just an experimental one
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you can switch between branches in your local repository
00:50
git switch <branch>
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Ohhh... Wouldn't you need to push your updates before switching?
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if you want to push them, yes
00:54
git push origin branch
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visual studio has it all in gui form which is nice imo
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iirc you have to push your changes and then you can checkout to another branch
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you don't have to push your changes
00:55
only if you want them pushed ^^
00:56
you can also push them after switching branches
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it tells me that i will lose my changes if i dont push and checkout
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I'm so glad I have people in contact who actually know how to use Git LOL (edited)
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Alexander
it tells me that i will lose my changes if i dont push and checkout
hmm? are you talking about git commits?
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Voxel
Ohhh... Wouldn't you need to push your updates before switching?
You can use stashes
01:03
Changes will be stored locally and could be restored later
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heinrich5991
hmm? are you talking about git commits?
yeah i think
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Also i find github desktop quite good git client, it gives all basic functional with gui
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git is also very confusing to work with
01:06
for example if i want to work on two projects
01:06
one on github and one gitlab
01:06
i have to change my user settings
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I think you can store creds for each repo
01:07
Or use git clients who does it πŸ₯Έ
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Alexander
i have to change my user settings
I don't think you have to do that. can you give an example?
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i really cant because half the time i dont know what im doing
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thanks
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Quick question: How do you test other's pull requests?
03:14
Do I Click this checkout button
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Maybe, in theory you just clone their branch
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Ye checkout
06:29
And u dont need multiple folders
06:29
Branches are ur friend
06:29
It will also dramatically reduce ur disk space
06:30
I suggest u learn proper git xd
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but thats hard :(
06:47
and im a maintainer nekospin
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Voxel
but thats hard :(
not rly
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Ryozuki
and im a maintainer nekospin
Yay, thanks!
08:43
Also, about using Rust for website. I also had the plan to switch the website from python to a compiled language a long time ago, but mostly to save RAM back then. My quick poc showed that ram usage was about the same, so I stopped
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Voxel
but thats hard :(
you have to git add remote the remote, git fetch it and then check out their branch.
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you can also add a special remote to get access to all PRs directly
08:54
however, i don't remember the remote from GitHub
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It's pull/<id>/head
08:57
So you add sth like fetch = +refs/pull/*/head:refs/remotes/upstream/pr/*
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Oh thats pog
08:58
I just use the gh cli tool
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[quakenet] Ryozuki BOT 2022-11-23 08:58:25Z
h pr checkout 123
08:58
gh pr checkout 123
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Ah there is one nowadays isn't there
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[quakenet] Ryozuki BOT 2022-11-23 08:58:50Z
yeah
08:58
you can also comment on and see issues irc
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[quakenet] ChillerDragon BOT 2022-11-23 09:13:15Z
yea you can i used that to spam ddnet repo with my bot axaxax
09:13
oh wait no i was creating issues but commenty prolly too
09:14
09:14
seems pretty complete to me!
09:16
is there some docs on ddnet snapshot extensions?
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[quakenet] ChillerDragon
yea you can i used that to spam ddnet repo with my bot axaxax
yeah, you spammed my git with a fucking huge PR that was a missclick from you πŸ˜„
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[quakenet] ChillerDragon BOT 2022-11-23 09:26:47Z
hehe
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Voxel
Quick question: How do you test other's pull requests?
git fetch upstream pull/6060/head:demo-skipping then git switch demo-skipping. You only need to add the remote upstream then. You can choose whatever (unused) name you want for the local branch.
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[quakenet] ChillerDragon BOT 2022-11-23 09:36:49Z
do the ddnet ext snap items send their size or is it pre-agreed?
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[quakenet] Ryozuki BOT 2022-11-23 09:38:53Z
real 0m19.561s
09:38
user 4m5.067s
09:38
sys 0m14.590s
09:39
i can compile ddnet in under 20s
09:39
with rust included
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It uses gcc,clang should be even faster
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(release)
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[quakenet] ChillerDragon BOT 2022-11-23 09:58:39Z
ok the way i understood ddnet snap items is: it sends type 0 with a high id and a 4 byte payload (maybe its uuid?) then the client is supposed to register those ids as types. Then the server sends those types followed by the id and then the length and then the payload.
09:58
does this make sense?
09:58
4 int payload* so 16 byte
09:59
@wiki_maintainer add this quote ^ to dev wiki and give me nobel price thanks
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[quakenet] Ryozuki
i can compile ddnet in under 20s
spec?
10:01
even on a 20 cores machine, took me around a minute i think
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1 minute sounds like lto or the initial cargo update
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[quakenet] ChillerDragon BOT 2022-11-23 10:05:54Z
omg poggers i managed to parse ddnet snap without any errors?!
10:06
time to put protocol reverse engineering on my CV xd
10:14
sdl3 underway now
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Chairn
spec?
5800x 4.85ghz 8 (16) cores and 32gb 3200mhz ram
10:19
Lol sdl 3 exists
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Jupstar βœͺ 2022-11-23 10:20:03Z
Flex
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Ryozuki
Lol sdl 3 exists
with wayland and pipewire default greenthing
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And a m2 pcie nvme
10:20
Also my mobo uses pcie4
10:21
But for the gpu slot iirc
10:21
Idk about the m2
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'ο₯› MAhdiyar 2022-11-23 13:11:33Z
ChillerDragon : How To use bam in ubuntu
13:11
for old source
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[quakenet] Ryozuki BOT 2022-11-23 14:13:17Z
if you needed some kind of content delivery network, e.g your users upload files and allow them to be downloaded by others, do you know a good service thats not too costly?
14:14
tldr a storage hosting or smth
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Discord, it’s against TOS, but all the cool scammers do it
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[quakenet] Ryozuki BOT 2022-11-23 14:15:00Z
oh true
14:15
and something more legal?
14:15
imagine i want to make some profit, i cant use discord
14:15
xD
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Do you want to host it yourself? -> ownCloud
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[quakenet] Ryozuki BOT 2022-11-23 14:15:37Z
not rly
14:15
i want a file storage service that e.g a web app can use to deliver files to users
14:16
hetzner storage is quite costly
14:16
xd
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I used bunny cdn for a small thing once, they have pay as you go
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[quakenet] Ryozuki BOT 2022-11-23 14:17:38Z
google has smth called cloud storage
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[quakenet] Ryozuki BOT 2022-11-23 14:23:29Z
23€/month for 1TB on google cloud on frankfurt
14:23
according to calculator
14:24
doesnt sound too bad
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Is traffic free? Also technically a cdn will multihome your data so it can be accessed at similar speeds everywhere. Why bother hosting the data separately otherwise?
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[quakenet] Ryozuki BOT 2022-11-23 14:27:34Z
yeah
14:27
idk im rly ootl hee
14:27
here
14:27
thats why im asking
14:27
bunny cdn or bunny storage?
14:28
note that the things i want to store range on the 20mb to 100mb side maybe
14:31
the bunny web looks nice
14:32
Experience high-throughput and always reliable downloads worldwide. Accelerate your software distribution powered by a CDN with 80Tbit of network capacity.
14:32
this looks the closest to my needs
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Finally found what is causing my desktop to freeze up while building stuff. It's disk encryption. I for some reason seem to have used aes-cbc instead of aes-xts for my /home
16:24
My cpu can do 2 gig/s of aes-xts but only 700 mb/s of cbc
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heinrich5991
you should do that πŸ˜„
Hm, I've also did something like that for Infclass mod. It would be amazing to have something for improved killfeed in DDNet (I thought you're not interested in violence game types). The new mod-specific icons barely could interest you, but maybe you'll consider killer assistant? That one is easy to do, and it would greatly improve the players UX. Killer assistant is the player who somehow helped to kill the target. E.g. on FNG the killer can be the one who lasered the target, and the assistant is the one who throwed it to the spikes. Or vice versa. The "assistant" support code is trivial (though we obviously need a new net msg for that). (edited)
16:35
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This is some good stuff
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Here is the code for that (killer assistant): https://github.com/infclass/infclass-client/commit/a844c27b13c34625b88720b0f9a30166557f6b9f It is added after the mod-specific damage icons so it won't apply clearly to the current DDNet but I would be glad to add the assistant support to DDNet and then rebase my code. I think I can add some NetMessageEx("kill@netmsg.ddnet.tw") in this weekend but it won't make much sense without a discussion on what is wanted by mods and what is acceptable for DDNet.
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chillerdragon BOT 2022-11-23 18:02:37Z
What error message do you get? (@'ο₯› MAhdiyar)
ChillerDragon : How To use bam in ubuntu
18:02
Which source
18:03
bam4 or bam5?
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'ο₯› MAhdiyar 2022-11-23 18:14:04Z
blocker-mod-src-master
18:14
There is a source that does not have CMake
18:16
I haven't started working with it yet chiller
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hi, im modding vanilla teeworlds 0.6 and am wondering the best way to modify / access the team score from character.cpp
18:45
m_aTeamscore is defined in gamecontroller
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Jupstar βœͺ 2022-11-23 18:59:13Z
what problem do you need to solve that the character needs to know the score
19:00
well the chars have access to GameServer(), so u probably can ask the gamecontroller too
19:00
add a virtual getter in IGameController and override it where u need it
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Jupstar βœͺ
what problem do you need to solve that the character needs to know the score
yea i think the way i was doing it was kinda messy
19:09
i think i need to loop over all the players and call a function from their character to do what i want
19:29
ffb4afa StylerTime stepped down - murpii 089dd87 Merge pull request #226 from murpii/patch-1 - def-
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GameController is the place for the mod-specific stuff. You still need to do what was said but I'd suggest to look at it from a different point of view: add an event handler to the game controller and then in the character code inform the controller about the event. E.g. if you want to increase the team score on a character hit another character with a hammer while in the air, I'd suggest to add IGameController::onCharacterHitCharacter(CCharacter *pCharacter, CCharacter *pTarget, WEAPON Weapon) and call it from CCharacter::TakeDamage(). Then in the game controller you can do something like if((Weapon == WEAPON_HAMMER) && !pCharacter->IsGrounded()) { m_aTeamscore[pCharacter->GetPlayer()->GetTeam()] += 5; } This way your gameplay logic 'll be encapsulated into the Mod Controller and you won't have to break into the Controller (which should define the mod rules) from a character (which should just follow the world physics). (edited)
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louis
hi, im modding vanilla teeworlds 0.6 and am wondering the best way to modify / access the team score from character.cpp
Also, you'd better base on DDNet than on anything else. I'd say that even a DM server should just base on DDNet nowadays (although you'll have to re-add some code for that).
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ah alright, thank you πŸ‘
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Sadly ddnet ripped quite a lot of vanilla out over the years, I'm not sure if it's an easy exercise to add things back in
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louis
hi, im modding vanilla teeworlds 0.6 and am wondering the best way to modify / access the team score from character.cpp
use ddnet skeleton (edited)
19:58
Contribute to teeframe/ddnet-skeleton-readme development by creating an account on GitHub.
19:58
This repository aims to be the skeleton for creating modifications on top of the latest DDNet version. It currently modify the DDNet code so it can support teams, damage, ammo and pickup respawn features.
πŸ‘ 2
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chillerdragon BOT 2022-11-23 20:49:47Z
Then download bam and run it and see what happens (@'ο₯› MAhdiyar)
I haven&#x27;t started working with it yet chiller
20:50
apt install bam cd mod bam
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yo guys
20:54
imagine, ddnet exists from 2013, AND
20:54
we have 999 languages in client
20:55
but we recieve server messages(yellow) only in english
20:55
isnt that funny?
20:55
just random kid downloads game, goes ddrace, and doesnt understand shit lmao
20:55
may be we should make autotranslate server msg?
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Oh, that is awesome. This is what I would do if I had the time. In a better world we could have DDNet being a mod based on such skeleton. Of course I see how this idea is a "waste of time" for ddnet devs, so I won't even try to reason you. Thanks for the link, maybe we'll have such a 'base for all mods' in 2035 or 2045.
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ddnet made me learn better english
21:04
which helped a lot ngl
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Hm, closer to the topic: various mods have server-side translations. Would DDNet accept a NetMessageEx with various client preferences for the sake of better UX? It won't immediately benefit to DDNet though. As a mod dev I'd love to get the client preferred language and the enabled skin options (whether 'vanilla only skins' checked, etc). Probably this would be useful for other mods too, and the preferred language 'll be needed for DDNet servers as well, eventually.
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maybe we'll have such a 'base for all mods' in 2035 or 2045.
monkalaugh
21:07
bro predicts the future
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chillerdragon
apt install bam cd mod bam
wtf
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In 2035 or 2045 will be smth like DDProRaceMaxUltimateAdvancedReloadedFinal 5
21:22
Still no accounts and all maps moved to legacy, old legacy, very old legacy categories greenthing
monkalaugh 2
21:23
All new maps will be genrated with RyoAI written in rust
21:24
And someone would still play ddmax
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Kaffeine
Hm, closer to the topic: various mods have server-side translations. Would DDNet accept a NetMessageEx with various client preferences for the sake of better UX? It won't immediately benefit to DDNet though. As a mod dev I'd love to get the client preferred language and the enabled skin options (whether 'vanilla only skins' checked, etc). Probably this would be useful for other mods too, and the preferred language 'll be needed for DDNet servers as well, eventually.
I don't like sending preferred language to the server, I think we should have better localization options instead. vanilla skins only. hmm, what would you like to do with that?
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Kaffeine
Hm, I've also did something like that for Infclass mod. It would be amazing to have something for improved killfeed in DDNet (I thought you're not interested in violence game types). The new mod-specific icons barely could interest you, but maybe you'll consider killer assistant? That one is easy to do, and it would greatly improve the players UX. Killer assistant is the player who somehow helped to kill the target. E.g. on FNG the killer can be the one who lasered the target, and the assistant is the one who throwed it to the spikes. Or vice versa. The "assistant" support code is trivial (though we obviously need a new net msg for that). (edited)
I like that. I think we should add kill assists, and maybe we can also add some infclass weapons πŸ™‚
β™₯️ 1
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E.g. on FNG the killer can be the one who lasered the target, and the assistant is the one who throwed it to the spikes. Or vice versa.
i wonder which way would make more sense
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nobybot
πŸ‘ 2
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noby
E.g. on FNG the killer can be the one who lasered the target, and the assistant is the one who throwed it to the spikes. Or vice versa.
i wonder which way would make more sense
second guy the killer
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ReiTW
nobybot
u
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like csgo
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yeah thats what i thought
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first giy killer
22:24
cuz he shot him
22:24
ajd shooting is harder
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no it isnt
22:25
killing takes longer and requires u to be closer
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like
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Port the smooth zoom code from the ingame camera to the editor with some minor adjustments. The smooth zoom animation time can be adjusted with the existing cl_smooth_zoom_time config variable. Closes #2525.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [X] Tested in combination with possibly related configuration options: cl_smooth_zoom_time, cl_limit_max_zoom_level and ed_zoom_target
  • [ ] Written a unit test (especi...
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shooter + killer (gun) target
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noby
killing takes longer and requires u to be closer
yea but killing is rly easy
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i thought it was more like
22:28
which behavior do u less want to reward
22:28
ppl who steal kills on purpose, or ppl who shoot and dont kill on purpose
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the guy who shot should get the assist
22:28
sicne they already got an entry in the kill board for the shot
22:29
also wonder how this would affect the client side statboard since afaik it calculates its stats from the killfeed
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louis
yea but killing is rly easy
shooting is point n click
22:29
killing is more risky
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i found a funny image on a wiki link
22:29
Electrostatics is a branch of physics that studies electric charges at rest (static electricity). Since classical times, it has been known that some materials, such as amber, attract lightweight particles after rubbing. The Greek word for amber, ἀλΡκτρον (αΈ—lektron), was thus the source of the word 'electricity'. Electrostatic phenomena arise fro...
kek 1
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5e06eef Implement smooth zoom for editor - Robyt3 d94a8ef Merge #6067 - bors[bot]
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heinrich5991
I don't like sending preferred language to the server, I think we should have better localization options instead. vanilla skins only. hmm, what would you like to do with that?
What kind of localization options? Infclass mod has "2 248 words to translate" with full and partial translations for many languages. Right now the lang selection works like this: the server uses GeoIP to guess the country and the lang. Then it starts a fake "vote" for the probable language. F3 to use it, F4 to keep the default lang (En). There is also /lang <> chat command as the only way to change the lang after the initial vote. The "lang vote" obviously conflicts with normal votes, and in some cases it is hard to suggest the language based on country. It is also a bit annoying to have the vote on connect. It would be nice to set the preferred language once in the client settings. It is not "the most wanted feature" but it is an easy way to improve the UX. (edited)
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heinrich5991
I like that. I think we should add kill assists, and maybe we can also add some infclass weapons πŸ™‚
Nice to hear that. I'll open an issue to discuss this (later on).
Exported 223 message(s)