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DDraceNetwork
Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2023-01-11 00:00:00Z and 2023-01-12 00:00:00Z
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[BUG] Reaching max speed just by running, doesnt seem to be consistent for lineups? Maybe sm1 can explain to me whats the problem for the inconsitent falls in this clip: https://youtu.be/aytJg0T9dQY
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Gumba
[BUG] Reaching max speed just by running, doesnt seem to be consistent for lineups? Maybe sm1 can explain to me whats the problem for the inconsitent falls in this clip: https://youtu.be/aytJg0T9dQY
it's long known, that's the reason why people tend to use walls for fall line ups
00:19
you will always get the same result when you start from the same point
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Iza
it's long known, that's the reason why people tend to use walls for fall line ups
well, then wrong forest should be deleted/fixed 😦 and in the first try we did same coordinates but wrong stack location oof
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Gumba
well, then wrong forest should be deleted/fixed 😦 and in the first try we did same coordinates but wrong stack location oof
have you tried using this wall?
heartw 1
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Iza
have you tried using this wall?
thats a great idea, will try!
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np, but I'd also like to know the technical reason why you get different results when using the same speed but from different starting points (edited)
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Gumba
[BUG] Reaching max speed just by running, doesnt seem to be consistent for lineups? Maybe sm1 can explain to me whats the problem for the inconsitent falls in this clip: https://youtu.be/aytJg0T9dQY
the problem is that the physics are calculated only 50 times per second. this makes them less accurate only 50 times per second does the server check if you should start getting freezed, so how far you get depends on how far you can walk into the freeze until the server detects that you should be frozen
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Patiga
the problem is that the physics are calculated only 50 times per second. this makes them less accurate only 50 times per second does the server check if you should start getting freezed, so how far you get depends on how far you can walk into the freeze until the server detects that you should be frozen
ohh so getting into the freeze and walking as soon as you're unfreezed, puts you into the same server tick timeline everytime?
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Gumba
[BUG] Reaching max speed just by running, doesnt seem to be consistent for lineups? Maybe sm1 can explain to me whats the problem for the inconsitent falls in this clip: https://youtu.be/aytJg0T9dQY
what's the song? 🙂
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Iza
ohh so getting into the freeze and walking as soon as you're unfreezed, puts you into the same server tick timeline everytime?
no, the trick is the alignment I think
00:39
if you start from the same x, y position and give the same input, you should follow the same path
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Iza
ohh so getting into the freeze and walking as soon as you're unfreezed, puts you into the same server tick timeline everytime?
in regards to speed, yes. however the position-timeline still heavily depends on the starting position
00:43
but that is a bit too abstract maybe, my explanation above isn't 100% accurate, but I think the essence is correct
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so the unfreezing part doesn't matter then?
00:45
so what I understand now is that if 2 tees start from the same position, the server will always allign them into the same tick cycle
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yes (although I'm not sure if we talk about the same thing) if you start at the same position, and press d, you will start walking at the start of a tick. then each tick you accelerate, experience friction and gravity, might get frozen. this is deterministic, other tees starting at the same position will have the exact same values each tick as you had
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I think I understand now, altho I'm trying hard to visualise it in my head tbh xD
👍 1
00:55
ye I think I understood, and I think it doesn't even matter if you start at the exact same position, it only matter if you both start at the exact same fraction of a tile
00:55
what I mean is that you have to start at the same decimal coordinates, but the tile itself doesn't matter
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sadly it is not that easy, at max speed, you won't be on the same decimals each tile, you will skip some and for each tile you will probably be on different decimals
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is it because there's more than 2 decimal numbers? and the one we get displayed is just the rounded number?
01:04
lets say that your speed is 0.3 tiles per tick, constant you start at x = 0. on tick 34, you will be at x = 1.02 if another tee starts at x = 1, both you of will never ever be on the same x position
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Patiga
lets say that your speed is 0.3 tiles per tick, constant you start at x = 0. on tick 34, you will be at x = 1.02 if another tee starts at x = 1, both you of will never ever be on the same x position
oh I see, ye that does make sense now
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Hello guys, i've encountered a problem: today i started ddrace and it strangrly had no textures... if you need some log, etc, ping me
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Terra
Hello guys, i've encountered a problem: today i started ddrace and it strangrly had no textures... if you need some log, etc, ping me
There are numerous graphics (gfx) related bugs users encountered. Not all are fixable, but might have workarounds. This site is there to collect these to help those encountering the same issues.
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Terra
ok apparently i have old gpu... ty for help
There is now an option in Steam to run DDNet with old OpenGL graphics, that should help for you
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i already switched it to opengl :)
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Terra
ok apparently i have old gpu... ty for help
Settings < Graphic < Vulkan
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Terra
i already switched it to opengl :)
ok, great. Let's hope there are not too many people who run into these issues. I wish we could detect them automatically instead of players having to do manual steps
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JimmyJazzThe1st 2023-01-11 08:57:15Z
08:57
When i try join a server on the new client it says this...
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JimmyJazzThe1st
Click to see attachment 🖼️
Do what it says. Please don't use 4k skins at all
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JimmyJazzThe1st 2023-01-11 08:59:27Z
My entities are 4k. No 4k skins.
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New client new problems justatest
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deen
There is now an option in Steam to run DDNet with old OpenGL graphics, that should help for you
Shouldn't it have fell back automatically if vulkan failed? I thought I saw that in the code
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JimmyJazzThe1st
My entities are 4k. No 4k skins.
Why, do u use 4k monitor?
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Ah maybe not if it ran out of vram, hm
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JimmyJazzThe1st 2023-01-11 09:00:35Z
Kekw no. But i mix and match entities from different tilesets. Should i just resize them down to what the standard is?
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Probably better
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JimmyJazzThe1st 2023-01-11 09:00:59Z
Okay ill try.
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If u want 4k textures u should use a GPU that is built for it^^
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How much vram do you have btw?
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JimmyJazzThe1st 2023-01-11 09:01:32Z
Ye soon going to be upgrading. But i guess for now ill try size them down.
09:01
Thanks Jupstar
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Learath2
How much vram do you have btw?
JimmyJazzThe1st 2023-01-11 09:02:45Z
Not sure if youre asking me, but 1gb.
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Wtfxd
09:03
What GPU is that
09:03
I've never seen a VK GPU with so few vram
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JimmyJazzThe1st 2023-01-11 09:04:30Z
I have a GT 630 justatest
09:04
But problem solved. Thank you, am able to join now.
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But good to hear it generally works on such old hardware
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@Jupstar ✪ how was opengl managing to load his assets btw? Is there some compression or resizing on cpu there?
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I guess it swaps it
09:06
The driver
09:06
But even then I don't really like it. It can probs create lag with such big textures
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JimmyJazzThe1st 2023-01-11 09:06:41Z
Good to know, i did have some freezes and stuff occasionally. Not lag per say.
09:07
All my other specs are decent like I5 and 16 gb of ram and whatnot. Just a kek GPU.
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Xdd
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JimmyJazzThe1st 2023-01-11 09:09:02Z
xD
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So we might even be improving the situation for people with low vram by failing early instead of lagging during game, nice 😄
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But ofc crashes still suck . Would probably better to forbid 4k skins. But that's lot of work again and needs edge cases for actual 4k GPUs etc :/
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Jupstar ✪
If u want 4k textures u should use a GPU that is built for it^^
If he used them before on same gpu, why would he run out of vram now justatest
10:24
Vulkan have some issues with vram certainly troll
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Anime.pdf
If he used them before on same gpu, why would he run out of vram now justatest
Because they are now simply allocated on vram. Also not lazy allocated or similar. But he was out of vram before. It's simply that u can swap out the vram with system memory at the cost of the bandwidth speed
11:55
i cant join the servers
11:55
why is that for
11:56
im not using high resolution??
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lokum
im not using high resolution??
Custom assets?
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i delete them
12:00
but i cant open assets in game
12:00
and when i press pgup
12:00
game crash
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So it's your entities
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i deleted them all
12:01
how can i find original
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What is your graphics card?
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Mh. Sounds old. I cannot really help u finding the assets. U can use opengl for now in settings graphics
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for ddnet original assets. should i delete the game and reinstall?
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It's in config directory
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im checking now
12:04
they are original right?
12:04
not extra things
12:07
Except u replaced the ones in the screenshot
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Hm, depending on how common this gets, maybe we should finally steal that lazy loading patch from teewebs 😛
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For entities it is BCS we create one texture per layer BCS fokko needed it for his mod
12:49
So it's actually not only one 4k texture but like 8
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Oh yeah, he does the on the fly mod switching thing
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help
16:50
the texts do not appear
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Deleted User
help
There are numerous graphics (gfx) related bugs users encountered. Not all are fixable, but might have workarounds. This site is there to collect these to help those encountering the same issues.
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backgound bug 2nd layer
19:04
in 2nd monitor 1920x1080 appears . ( newest release )
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texnonik
backgound bug 2nd layer
u want to say bcs your viewport changed, the second text layer is not displayed?
19:05
or what is a 2nd layer in the background?
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Jupstar ✪
or what is a 2nd layer in the background?
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sry i am too stupid
19:07
mine looks the same except that the whole info box is a bit higher, which gives more contrast
19:08
if you mean that, then it's probably simply cause by the viewport change rendering the bg map slightly different
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I can't join certain servers (edited)
19:09
it crashes my whole DDNET client without any crash report
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arhi
it crashes my whole DDNET client without any crash report
sounds like you use a very old computer? best is you simply use gfx_gl_major 1; gfx_backend opengl in F1 and restart
19:10
but normally you can also remove custom assets to lower your memory footprint
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Jupstar ✪
sounds like you use a very old computer? best is you simply use gfx_gl_major 1; gfx_backend opengl in F1 and restart
My computer shouldn't be the problem as it ran fine for over a year
19:12
I could play just fine like an hour ago too
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arhi
My computer shouldn't be the problem as it ran fine for over a year
what is your computer
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yes
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intel i5 11th gen , 16 gigs ram and a gtx 1660 super
19:12
500 gigs ssd
19:13
with 1 tera HDD added
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can you show a screenshot of settings -> graphics?
19:14
but it's very weird how it ran fine just a few hours ago
19:15
and for some reason i can join a server every now and then
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i have a simple theory
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but i crash like atleast 70% of the time
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in F1, after u start the client it says it uses intel GPU
19:15
can you simply try to update the client?
19:16
because then it will use vulkan, OpenGL has many problems with intel on windows sadly
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Alright i'll try that
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cant join on 16.7 servers with with 16.1 client the remaining 16.6 servers are fine client just crashs (edited)
19:41
im now doomed to update to the ugly ui ?
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Sorah
im now doomed to update to the ugly ui ?
you can use cl_showhud_ddrace 0 then the ui part is gone
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Jupstar ✪
you can use cl_showhud_ddrace 0 then the ui part is gone
the true evil stays ( freeze bar )
20:06
could remove the asset for it but well than idk when someone unfreezes
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learn cpp and disable it for you, we need new programmers anyway
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Jupstar ✪
mine looks the same except that the whole info box is a bit higher, which gives more contrast
it's probably somethink to do with changing resolution now i have this glitch on 2560x1440
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Sorah
cant join on 16.7 servers with with 16.1 client the remaining 16.6 servers are fine client just crashs (edited)
that is weird, have a crashdump?
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fixed already
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after updating ddnet client to 16.7, spectating players lags and console gets spammed with this, normal playing seems lag free on the same server, just spectating players lags very hard
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on all servers?
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ddnet pol, i'll try some ger servers now
21:25
hmm no problem on get 2 and ger 10
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on which server in particular does it happen?
21:30
the error was probably introduced by #6214
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ddnet polish idk the ip anymore
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I tried all the POL servers that have players, but I don't get the error
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I failed to replicate it, but at the time it happened reconnecting or restarting didn't resolve it
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ok i cant get my game to crash without steam
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cyberFighter
ok i cant get my game to crash without steam
i bet noby has a way to crash you troll
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