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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 2023-05-06 00:00:00Z and 2023-05-07 00:00:00Z
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greetings my friends, can anyone point me to where the hookline is rendered in the source code? Or what the responsible function is?
00:40
nevamind found it
00:40
players.cpp:CPlayers::RenderHookCollLine() (edited)
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can we bring back chat emojis?
frozen 2
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BillionRay
players.cpp:CPlayers::RenderHookCollLine() (edited)
thats not it tho
07:02
thats the line to show colision
07:02
iirc
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Thats what i meant: the red line that detects collision. I already did what I wanted with that, you can see a little video i did in the #bugs channel
07:09
Just made a circle to show reach, it turned out more distracting than useful :/
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Hi, I never looked into TW source code and map formats. I have a question though. How hard is it to parse teeworlds' map file format (in any programming language)? I don't need any texturing or cosmetic data, the thing I am most interested in is having map as boolean 2D field of solid/nonsolid. (edited)
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its not really hard, but u have to be able to work with binary data
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Okay, so a bit harder than xml/yaml of whatever but not too bad. Is there any documentation on how to read it properly?
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there is a tool that can convert maps to json https://gitlab.com/Patiga/twmap
A Rust library for parsing, editing and saving Teeworlds and DDNet maps
07:55
written in rust
BASEDHALT 1
ddnet 1
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ohh man, that's lovely. I intented to work in rust with this problem
07:56
you just made my day 😛
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A map generator made in Rust using twmap. Contribute to edg-l/ddnet-map-gen development by creating an account on GitHub.
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❤️ 2
07:56
i use it here
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You really made my day with this. Thank you!
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@Kondensator there's also https://github.com/heinrich5991/libtw2 with datafile and map crate, though I'd recommend Patiga's library instead
Some Teeworlds stuff in Rust. Contribute to heinrich5991/libtw2 development by creating an account on GitHub.
09:22
@Kondensator the last two links are documentation about the format. if you find something that's not documented well enough and you find it out in a different way, please send a PR
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❤️ 1
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Kondensator
Hi, I never looked into TW source code and map formats. I have a question though. How hard is it to parse teeworlds' map file format (in any programming language)? I don't need any texturing or cosmetic data, the thing I am most interested in is having map as boolean 2D field of solid/nonsolid. (edited)
May I ask what you're trying to do?
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Yup! I've been working on procedural generation for multiple projects for years but never did anything for tw. Recently I ported and extended this in Rust. I have some cool ideas to procedurally generate gores/ctf/block maps. Maps for TW are perfect for me also as research case to get more intuition about procedural gen with markov algorithms. (edited)
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Ah i had the same idea. (edited)
09:33
I made a little thing that takes a png image and makes a map of it
09:35
Hm this markov thing is interesting
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Yeah, it's basically programming language made for procedural generation. I fell in love with this 😛
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BillionRay
I made a little thing that takes a png image and makes a map of it
every tee enjoyer did something similar xd
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gerdoe
every tee enjoyer did something similar xd
The cool thing with the image is that you can edit images in real time with others -> real time collaborative map editing
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Kondensator
Yeah, it's basically programming language made for procedural generation. I fell in love with this 😛
Could be cool to run a server where you could play these randomly generated maps
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I thought about sending them to KoG but hosting a server with, eg new map every day. Would be super cool
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BillionRay
Could be cool to run a server where you could play these randomly generated maps
you can visit @iMilchshake's servers rn btw xd
09:44
ah wait, these are pregenerated
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gerdoe
ah wait, these are pregenerated
🥱
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Jupstar ✪
written in rust
see? you're already getting medals. does ddnet count as a wholesome medal?
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Voxel
see? you're already getting medals. does ddnet count as a wholesome medal?
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Ryozuki
class C(object): def __init__(self): self._x = None @property def x(self): """I'm the 'x' property.""" print("getter of x called") return self._x @x.setter def x(self, value): print("setter of x called") self._x = value @x.deleter def x(self): print("deleter of x called") del self._x c = C() c.x = 'foo' # setter called foo = c.x # getter called del c.x # deleter called
So, much, boilerplate hypervomit
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gerdoe
Click to see attachment 🖼️
i love this gif
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4b2ec2c Remove dead code - Robyt3 6d2e278 Use DefaultTextColor and DefaultTextOutlineColor - Robyt3 7afa11e Extract CBroadcast::OnBroadcastMessage function - Robyt3 c2d0835 Extract CBroadcast::RenderServerBroadcast function - Robyt3 8617411 Render broadcast only when online or in demo playback - Robyt3 00ed9d0 Fix horizontal centering of broadcast - Robyt3 74c1f38 Use str_next_token to reduce duplicate code - Robyt3 5c78093 Fade out broadcast in last second, use text container - Robyt3 bd20423 Wrap long broadcast text instead of stopping - Robyt3 ce4228e Simplify by calculating broadcast render offset in OnRender - Robyt3 56c652e Merge #6564 - bors[bot]
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c9f6890 Extract InitNetworkClient method - Robyt3 00b7bc5 Add IClient::ShowMessageBox - Robyt3 ccfca14 Show error message popup on assertion error in client - Robyt3 3981f7f Show error message popup when client fails to launch - Robyt3 cfd003d Merge #6559 - bors[bot]
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When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data. This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded. Closes #6387. Closes #3179.

Checklist

  • [X] Tested the change ...
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Check if character is in range of health pickup and don't set rescue position if that's the case, so rescue can be used to get out of the health pickup's freeze effect. The existing m_Core.m_IsInFreeze is not set so this should not have any side-effects. Closes #3330.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/...
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Yo, what is the best way to get the ID of the player that is currently being controlled given CGameClient?
22:15
so that I can see which ID belongs to the dummy and which to the player
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Try m_Snap.m_LocalClientID
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oke, naming seems odd but I will give it a shot
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Oh wait, there is m_aLocalIDs[NUM_DUMMIES];
22:21
Pass g_Config.m_ClDummy
22:21
Or smth like that
22:21
And you should get id
22:22
Of current controlled unit
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Anime.pdf
Pass g_Config.m_ClDummy
yep that works, thank you
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Anime.pdf
Click to see attachment 🖼️
+1
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Anime.pdf
Click to see attachment 🖼️
"ughh if you dont program in rust you dont even deserve a programming job"
23:40
actually fuck off this is exactly the reason why i dont want to learn
23:41
because if i do and become someone like this im actually going to hurt myself
23:43
i do not like thinking about how this type if advertising actually gets people hooked because in my opinion its very destructive (edited)
23:50
-snipe
Exported 67 message(s)