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DDraceNetwork
Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2023-04-24 00:00:00Z and 2023-04-25 00:00:00Z
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Oh wow, i just realized it yesterday so i thought that it might be a 16.9 bug
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If I remember, it was there since DDNet Wiki was a thing
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Alexander
I see the tee bob up and down like 1 pixel when moving, is that intended?
I think that's also in vanilla, so intended
12:15
I think it represents the tee walking
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it's part of the walking animation anim = Animation("walk") anim.body.frames.Add(AnimKeyframe(0.0, 0, 0, 0)) anim.body.frames.Add(AnimKeyframe(0.2, 0,-1, 0)) anim.body.frames.Add(AnimKeyframe(0.4, 0, 0, 0)) anim.body.frames.Add(AnimKeyframe(0.6, 0, 0, 0)) anim.body.frames.Add(AnimKeyframe(0.8, 0,-1, 0)) anim.body.frames.Add(AnimKeyframe(1.0, 0, 0, 0))
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for anyone wondering, the numbers are (timestamp, x_offset, y_offset, rotation) the rotation is in degrees
16:01
the offsets are 1/32 of a tile. negative y is upwards in map/world coordinates. so the body moves between the exact tee coordinates to 1/32 upwards and down again repeatedly
16:05
you can sample such animations by providing a time, in this case we don't actually use the amount of time spent walking or anything, but instead the x coordinate to determine where to sample the walking animation. the animation repeats every 3.125 blocks. so at the same x coordinate, you always have the same body position while walking
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@Patiga I would say it's all in world units, in which a tile is 32, and walking repeats every 100 units ^^
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Ravie
@Patiga I would say it's all in world units, in which a tile is 32, and walking repeats every 100 units ^^
also true, but for me world units aren't intuitive bluekitty
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@Patiga I was making a python module for map animations and used twmap for output, and well env_point.content = (p.x / 32, p.y / 32, p.r) justatest
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Ravie
@Patiga I was making a python module for map animations and used twmap for output, and well env_point.content = (p.x / 32, p.y / 32, p.r) justatest
yeah thats unfortunate pepeH I still think/hope that 1 = 1 tile makes it more intuitive/accessible
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in my case having 1.0 for a tile made the values for rotation much bigger than position on average and it messed with optimizing the output
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1. sounds fine, how did it mess with optimization?
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say if you had a quad move 4 tiles and spin 360, the 360 dwarfs the other values
19:43
it works better if they're not wildly different
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I don't understand how the length of the values impacts any performance related stuff
19:44
what kind of optimization are you doing?
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removing redundant points from the output, if all values are in the same unit then I don't need a different error threshold specially for rotation
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hm I understand
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this is just a weird me case tho
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Patiga
for anyone wondering, the numbers are (timestamp, x_offset, y_offset, rotation) the rotation is in degrees
i had to find all this out manually troll
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I did too :p
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I guessed all of it justatest
Exported 24 message(s)