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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 2023-06-26 00:00:00Z and 2023-06-27 00:00:00Z
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54de7ae Update ukrainian.txt - StormAxs 9c10e93 Merge #6766 - bors[bot]
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Tater
specifically the server side one
if you mean character cores reckoningcore is just last state that was sent to players
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c25d200 Add storage parameter to sound loading functions - Robyt3 f8a4cee Add play/stop button and duration label for editor sounds - Robyt3 d840233 Merge #6765 - bors[bot]
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where are the default key bindings stored?
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in the client
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hey, putting "client_score_kind":"points" instead of ""client_score_kind":"time"" in server.cpp doesn't work for me, the scoreboard still shows the time format. have I made a mistake or do I need to change something else?
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k another question. in what range is IntraTick in CPlayers::RenderPlayer supposed to be?
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im assuming its just between 0.0 and 1.0 since its used for interpolation so the game looks smooth.
11:01
ok nvm it is between 0 and 1
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U sure?
11:11
There were such vars not in 0..1 bcs of snapshots not arriving every tick
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hi o/
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i have a problem
12:26
how to draw a circle on a pos in game
12:28
like i want to draw a circle like
12:28
so i want to draw a circle on the player's pos
12:28
so i just use drawcircle(localplayperpos,10,{1,1,1,1})
12:28
but this doesnt look great
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can you send a screenshot?
12:44
12:44
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I don't see a circle there at all
12:46
so this is the problem
12:55
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heinrich5991
I don't see a circle there at all
now u can see it
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seems like you have a problem translating coordinates
12:56
maybe check how the laser is rendered
12:56
it's also a line
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Vinson
Click to see attachment 🖼️
use character renderpos
13:22
and there is a function that can draw circles (drawquad but 64 segments)
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i hate intra ticks 😭
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scar17off
use character renderpos
13:35
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use DrawQuads
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Vinson
like i want to draw a circle like
and check your newPos before drawing
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Jupstar ✪
There were such vars not in 0..1 bcs of snapshots not arriving every tick
......
14:13
so wtf?
14:13
so what boundaries do the intraticks have?
14:14
1.5?
14:16
i am so very confused
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Teero
so what boundaries do the intraticks have?
I think there are no real boundaries. It's basically ticks as decimals since last snapshots
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sometimes when i move faster or teleport it goes upto 7??
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Jupstar ✪
I think there are no real boundaries. It's basically ticks as decimals since last snapshots
so how does this even work?
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I dunno the idea behind it is weird. But as said snapshots are not sent every tick
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i just want to have a tee drawn somewhere and and still have it being smooth like everything else without updating the core every frame (edited)
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Teero
......
heh my rendering thing has a very similar output, I also want values between 0 and 1 but have some outside that range due to float stuff
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Teero
i just want to have a tee drawn somewhere and and still have it being smooth like everything else without updating the core every frame (edited)
That won't work anyway
14:20
Without a prediction tick u can't really say if the tee is about to stop
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about to stop? i just need interpolation between the previous pos and the pos right now
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ws-client BOT 2023-06-26 14:24:41Z
<Jupstar> " without updating the core every frame"
14:24
<Jupstar> sounds like u want the case where a player might have stopped
14:25
<Jupstar> from the "core" POV
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Teero
i just want to have a tee drawn somewhere and and still have it being smooth like everything else without updating the core every frame (edited)
I can check when I get home but iirc we either linterp between pred and current for the intra ticks or we just predict for every intratick and render the predicted core
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But the main idea is that we do update the position and other state variables every intratick, either by interpolating or by repredicting. If you want smooth movement that is a must
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btw what does CFlow do?
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Jupstar ✪
That won't work anyway
ah btw i fixed it. i fixed it by just rewriting the RenderPlayer function for my usecase
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Teero
btw what does CFlow do?
Currently nothing because it's disabled in code. It's supposed to be a system for dynamic smoke effects. See https://discord.com/channels/252358080522747904/293493549758939136/1117482943829528636 (edited)
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Updeter ukranian using new ukr. language rules *Fixed - Uncorrected translations *Fixed - Grammar problems

Checklist

  • [ ] 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/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existi...
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Robyt3
Currently nothing because it's disabled in code. It's supposed to be a system for dynamic smoke effects. See https://discord.com/channels/252358080522747904/293493549758939136/1117482943829528636 (edited)
that looks amazing 🤩
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ur mom
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0f52058 Update ukrainian.txt - StormAxs aaef376 Merge #6768 - bors[bot]
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We've enabled moderators to join full servers using their authentication credentials via reserved slots. I can think of a few more ideas that might help moderators. 1. Bypass the name_ban system
  • This would allow us to name ban every staff member, preventing normal players from impersonating staff members
2. Silence the "..." entered and joined the game system message for the reserved slot, so bad actors don't leave in panic.
  • Addition: join into spec, instead of team 0
3...
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can you say me best performance settings for linux?
16:31
i updated client,i had 10000fps, now i have 4600
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Smetanolub
i updated client,i had 10000fps, now i have 4600
gfx_refresh_rate 0; cl_refresh_rate 0; gfx_asyncrender_old 1; gfx_vsync 0; gfx_backend Vulkan; cl_showhud_ddrace 0; cl_showhud_dummy_actions 0; cl_showhud_healthammo 0; cl_showhud_jumps_indicator 0; cl_showhud_player_angle 0; cl_showhud_player_position 0; cl_showhud_score 0; cl_showhud_player_speed 0; cl_showfps 1; cl_overlay_entities 100; gfx_fullscreen 1; cl_background_entities ""
16:36
the restart
ok 1
16:36
where did u got the client from btw?
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Checklist

  • [ ] 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/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-ad...
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87e46db Fix Ukrainian translation - def- 58156c1 Merge #6770 - bors[bot]
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ChillerDragon
Click to see attachment 🖼️
some segfault are not true segfault
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Regression from #6764.

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/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddn...
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  • Also skip to beginning and end when there are no demo markers. Previously the buttons to skip to the next/previous demo marker were skipping to the end/beginning respectively, if there is no next/previous marker, but only if there were any map markers. Now the button immediately skip to the beginning/end also when there are no demo markers at all.
  • Fix demo seeking not working at beginning and end.
  • Pause demo playback when skipping to end. It's otherwise inconvenient when the playback ...
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01b99f6 Fix images/sounds not being loaded with correct file extension - Robyt3 66195d6 Merge #6771 - bors[bot]
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The integration test seems to be flaky. It sometimes fails with Valgrind. Seen it in two PRs today. Relevant log: [-] Error: admin message not found in server log Full log: ``` Run cd headless [] launch server [] launch client 1 [] start demo recording [] launch client 2 [] test chat and chat commands [] test rcon commands [] stop demo recording [] test map change [] play demos [] shutting down server [] shutting down client1 [] shutting down clien...
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1810d97 Autosave copy of current editor map periodically to auto folder - Robyt3 525c33f Extract CEditor::RenderPressedKeys function - Robyt3 5c3e5bf Extract CEditor::RenderMousePointer function - Robyt3 2126d85 Use separate thread to finish saving maps, add saving indicator - Robyt3 5d89b97 Merge #6763 - bors[bot]
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5501a33 Also skip to beginning and end when there are no demo markers - Robyt3 8445798 Fix demo seeking not working at beginning and end - Robyt3 d9c7376 Pause demo playback when skipping to end - Robyt3 ff454f6 Allow right-clicking slice buttons to reset cut beginning/end - Robyt3 d519ad1 Remove dead code - Robyt3 67ddd93 Merge #6772 - bors[bot]
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I am still on this demo render feature... I actually think set_view is a really nice feature. I defined ~40 views with coordinates and zoom and put them in 00.cfg - 40.cfg, then I rendered my demo and changed view via f1: exec 00.cfg. And then exec 01.cfg and so on. That's my first result...
22:21
i think it's a funny way to render a demo
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in prediction/entities/charecter.cpp there is code that attempts to predict deepfly but it seems like the client isn't able to know the status of sv_deepfly even when the command is set in the maps server settings. The client console reports "chatresp: No such command: sv_deepfly." I think might be a broader issue with the CFGFLAG_GAME flag I'm not sure? sv_hit seems to be predicted correctly. ```cpp // don't fire hammer when player is deep and sv_deepfly is disabled if(!g_Config...
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Adds teleport prediction for tees, projectiles, lasers, and hook.

The client will incorrectly predict teleports with multiple exits unless sv_teleport_seeds is 1. The seeding is based on gametick and client id. Checkpoint tele before touching a checkpoint is not yet predicted because I didn't think it was worth the effort. CURRENT BUG: The client seems to be unable to know the state of sv_teleport_seeded even if I set it in the map commands, I'm not sure why. I reported the bug ...
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I just realized this will close the oldest open issue :o
Exported 101 message(s)