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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.org/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 2023-08-22 00:00:00Z and 2023-08-23 00:00:00Z
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IMPORTANT QUESTION: Would these cursors go inside of weapons or hud?
02:19
I think it'd make more sense if this went into weapons, but at the same time, this is a hud element, or more accurately a gui element.
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I forgot how pointers worked. How do I get the value of the name of the assigned pointer for each sprite element? For example: container.sprites.Add(Sprite("part_slice", set_particles, 0,0,1,1)) I'm trying to print particles, since that's the name of the set it's being pointed to, but I keep getting an error. (edited)
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nvm i found out how ^^ i just forgot to put .target before .set ^^
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why python
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Should I keep waiting on this? https://github.com/ddnet/ddnet/pull/6775
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 a...
03:32
@heinrich5991
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Ewan
why python
why not
03:33
we are cooking tonight
03:34
@heinrich5991 good progress on the sorting phase! i think tommorow im going to set up the actual slicing tool!
03:35
What I did was reuse content.py (crediting matricks of course), and edit it a bit so that it includes what location it should be sorted into
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Ewan
wonder if it should be python or if it should be a static exe in the game dir like dilate is, similar use case makes me think the latter though it would be easier with python bcs magick
A
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well here's my plan: i'm using Pillow for Python, and I'm going to be setting it up in a way where you can put all the assets into its own custom folder, and you can run the program and have those assets packaged into its own set
03:40
because if i were to do it with an executable, it's just going to package all the default ones and skip the juicy custom assets (because lets be real i dont think most of the asset modders actually replace the main images. if they do id be surprised)
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why is that what an executable would mean
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because how would it know how to sort the custom assets
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personally i would just do like dilate and have the first arg be a source img and have a second optional arg for output destination for CI or w/e
03:49
like, you drag & drop an image called foo.png and it would slice the images and put them in ./assets/foo/*.png or whatever
03:50
or invoke it from the command like & provide foo.png & an output path
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i mean the thing is, will it just package the single image?
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because i was planning to also resort the entire thing because
03:51
look at how unorganized game.png is
03:51
and why exactly isn't extras a part of particles.png
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./assets/foo/game/.png, ./assets/foo/extras/\.png (edited)
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yes but that also begs the question: what happens when you go two game.pngs one after the other?
03:53
will the files overwrite?
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./assets/bar//\.png
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whats bar?
03:53
oh wait
03:54
ok so that means if i have a custom game.png called Awesome.png, and i put that into the slicer, will it be put into assets/awesome/game/*.png?
03:54
well
03:55
./assets/Awesome/game/*.png
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So you're telling me I have to rename ALL of these to Awesome so that it's completely organized and I can send out the zip file for it to embed properly? (edited)
03:56
because idk how the zip reading thing will work but i can only imagine its going to be like a game pack
03:56
unless each and every sub category is going to be its own zip
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are you reading the zip at runtime
03:57
im literally only writing the slicing script
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i lack context
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now that i think about it how WILL the zip files be treated?
03:57
i will now stop coding until i get further context onto how ddnet will use these zip files
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if i were doing it, i would add an option to the slicer to package the input asset as an uncompressed tarball
04:00
and the game could transparently read this tarball or each file individually in a neighboring folder
04:00
so ./assets/whatever.tar would be equivalent to the ./assets/whatever//\.png (edited)
04:01
and that’s how it could be packaged
04:01
perhaps the tarball could be the default behavior and the tool would place the tar either in the pwd or neighboring the source file
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i put my question in #6753
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DDNet should switch from texture atlasses to individual textures for each sprite. This will allow us to fall back to default textures if a game asset doesn't contain a new sprite. old text #672...
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anyway yeah if i was to implement it i would add it as a tool
04:33
call it asset_slice perhaps
04:33
seems to match the grammar in place for the map manip tools
04:33
i would provide a generic way to bind a source image to multiple outputs with defined regions, names, and categories
04:34
so you could have multiple layouts (like for old gameskin layouts? is that a thing?)
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Voxel
i will now stop coding until i get further context onto how ddnet will use these zip files
Don't use zip files. It makes content creation more annoying
04:54
Deploy is the only pro thing about it
04:54
But zipping your files every time u change something sucks
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Same as having to use a new game.png imo
05:20
Distributing a game skin comprised of multiple files in a non-archive form would really suck
💯 1
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Ewan
Same as having to use a new game.png imo
A game png would directly be an image
05:21
No need to zip it
05:22
Also zipping PNGs is basically useless
05:22
Or does Windows automatically disable compression
05:22
Default behavior
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Ewan
Distributing a game skin comprised of multiple files in a non-archive form would really suck
Well i find it ok. The downsides of zips are bigger
05:23
No file preview sucks extremely
05:25
If we ever have a skin system like 0.7 . One always has to download the whole zip. Read the whole zip, just to load a part of it
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Maybe import button for deploy xd
05:41
Anyway,i feel like the zip feature is not a clear improvement. Even over what we have now. The pros and cons don't justify it. Maybe we should discuss it more before voxel wates all his time
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What could happen is you can have whole ‘resource packs’ and you can choose their priority within the client
06:29
Like Minecraft
06:29
Some sort of manifest in the top level of the archive describing which assets are provided in the archive
06:29
Cuz ppl already have matching gameskins + entities + whatever else
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So you want to zip a whole data directly basically?
06:30
Directory
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Maybe. I was only thinking images at first but no reason not to have sounds like that too, IDK if ppl have custom sounds yet?
06:31
Also not skins
06:31
Skins should be separate
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Some have custom sounds
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But unless the need is presented then I don’t think it’s worth it
06:32
Going from vaguely categorized images to this elaborate system would be a big jump
06:32
I just think of ppl like broso who have custom entities, gameskin, maybe a map file for entities bg & an autoexec’d cfg file to set that up
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Anyway.. from deployment POV it's cool.. i just wonder if it sucks from creator perspective to have 20 instances of inkscape open for all individual files. Then have to zip everything every time u test ur mod
06:33
And ultimately maybe have higher load times xd
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In my theoretical implementation it would be straight from existing game.png form to archive
06:33
Archive would be an option on by default
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So we support multiple variations
06:34
In other words, bloat xd
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Higher load times only if decompression is needed, which uncompressed tarballs don’t present
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Jupstar ✪
So we support multiple variations
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Ewan
Archive would be an option on by default
Well this sounds like archive and legacy work both
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Ewan
Higher load times only if decompression is needed, which uncompressed tarballs don’t present
What tar balls xd
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U didn’t read what I said earlier?
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Tar balls require 7z on Windows
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Not if the tool does it for them
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But yes i apparently haven't read it
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Tar is incredibly simple
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It is. But it makes previewing impossible on windows
06:40
For normal userd
06:40
S
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Idk why you would want to but fair
06:42
Preview by loading it in the game
06:42
Way more effective than trying to guess how itll look ingame
06:45
Uncompressed zips would also be a good option but unfortunately they are hard to make for most people
06:46
It requires specific cmd line invocation & I don’t remember the option existing in archivers like file roller on Linux, and I don’t think you can do it at all on Windows without the command line version
06:47
It would be less bug prone if we expect users to use the ddnet tool to create these archives. Potentially decompress them too, if that’s what theyre into
06:48
asset_pack/asset_extract? or one tool which auto detects task by file extension or lack thereof of first arg (edited)
06:49
Unrelated but ATX case recommendations? Ideally space for 3-4 2.5” drives and potentially radiator(s)
06:49
And no lights. If lights, no rgb
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Ewan
Unrelated but ATX case recommendations? Ideally space for 3-4 2.5” drives and potentially radiator(s)
Die H9-Serie wurde entwickelt, um mit ihren großen thermischen Fähigkeiten leistungsstarke GUPs zu kühlen. Sie bietet Platz für zehn Lüfter sowie zahlreiche Montageoptionen für 360-mm-Kühler. Die perforierte Oberseite sorgt für eine noch bessere Kühlung, und das einzigartige umlaufende Glasdesign...
06:55
maybe that's overkill for you
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Dell precision t7400 case xd
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Possibly overkill, I tried looking at NZXT cases specifically but some cases just don’t have pics of the back of the interior (right side from the front)
06:56
Which is where those drives are in my current case. Thermaltake something
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Teero
Dell precision t7400 case xd
Lol
06:58
I suppose most cases have enough space in the front for a rad + fans if they’re open on the front, right? My current one is not water cooling focused at all but I bet it would fit. I would only do an AIO anyway, no need to shell out all those extra bucks for the water cooling accommodations
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Midi Tower ohne NT von Inter-Tech | Inter-Tech CXC2 mit Sichtfenster Midi Tower ohne Netzteil schwarz :: Bestellt :: über 3.230 verkauft :: 26 Jahre Kompetenz | Hier bestellen
06:58
i have this for my home server
06:58
but i turned off the fans, they were bit annoying xD
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Looks pretty good. I kinda like how the drives mount. A bit dated looking though
06:59
I wish I could show you the one I have. It’s a fantastic case. Just small
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i bought it in 2019 apparently 😂
07:01
This looks decent
07:02
Ah this is what I have
07:02
S100 Tempered Glass Micro Chassis /* h200 */ .fullBgBox2 { overflow:hidden; } .fullBgBox2.bigPic { background-image:url(pub/media/wysiwyg/key3/db/products/case/s100_tg/bg_1.jpg); background-repeat:no-repeat;
07:04
No photos on the site showing how the drives mount. There are 2 detachable plates on the back which you can screw the drive into . The plate itself has 4 screw holes for the drive, a leveled lowered part so you can insert it into the case and use only 1 fastener (which is a thumbscrew on the other side)
07:06
Also one full size hdd mount thing on the bottom that I could never figure out how to use. It seemed to hold my excess cables just fine. Now that I have a modular power supply it’s got no use
07:08
Looks like its big brother is the S300. Nowhere to get it from, though
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Might grt the NZXT H5 Flow
07:16
I’ll have to sleep on it
07:22
What’s the smallest AIO i can comfortably get away with using for my 7900X, do you think?
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Any
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Would it perform better if I got an air cooler at the same price range as a small AIO (edited)
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Probably. If the sink is big
07:28
I can get nhd15 for about as much as the avg 240mm aio. maybe a bit less
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It might also be more durable
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fractal design does good cases
08:29
Computer Cases and hardware from Fractal Design
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87640d7 NETMSG_AUTH_CHALLENGE is not used in 0.6 or 0.7 - ChillerDragon 5578981 Merge pull request #7026 from ChillerDragon/pr_auth_unused - def-
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everytime i use the ingame updater and the game restarted the resolution is wrong, the edges are a little cut off and the mouse sense feels like with vsync on, aka delayed and not as precise
11:49
since a few updates, cant recall which exactly
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ChillerDragon BOT 2023-08-22 12:36:56Z
why mfing cargo breaks half of the ci runs
12:37
average rust stability
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it detects if you work on bot content
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Jupstar ✪
And ultimately maybe have higher load times xd
also lower load times for uncompressed zips, probably. isn't that great? performance!
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Jupstar ✪
Anyway.. from deployment POV it's cool.. i just wonder if it sucks from creator perspective to have 20 instances of inkscape open for all individual files. Then have to zip everything every time u test ur mod
I'm willing to provide a tool that lets creators use the old "everything in one image" way of doing things
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Jupstar ✪
Anyway,i feel like the zip feature is not a clear improvement. Even over what we have now. The pros and cons don't justify it. Maybe we should discuss it more before voxel wates all his time
the discussion issue is over here: https://github.com/ddnet/ddnet/issues/6753
DDNet should switch from texture atlasses to individual textures for each sprite. This will allow us to fall back to default textures if a game asset doesn't contain a new sprite. old text #672...
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heinrich5991
the discussion issue is over here: https://github.com/ddnet/ddnet/issues/6753
useless, when u want smth u do it anyway. i will not invest too much time into the legacy stuff anymore and just go full ego with my own stuff then rq xd
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since when was this legacy?
12:48
once this goes in this will give people more freedom to add in content
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for me the cpp codebase is legacy 😂
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rusthead
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Voxel
once this goes in this will give people more freedom to add in content
well i want to see your workflow for new content
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is the speed of a speedup just a unsigned char in the src or is it just limited by the editor?
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Jupstar ✪
well i want to see your workflow for new content
first step is replacing most texture atlases with single images
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Teero
is the speed of a speedup just a unsigned char in the src or is it just limited by the editor?
it is in the source indeed
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answered my own
12:49
ye
12:49
;((
12:49
wanted to make mega boost....
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Voxel
first step is replacing most texture atlases with single images
yep.. even if i generally like it. I have huge concerns about usuability.. do you open 20 inkscape instances then when modding?
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btw why are the mapsizes ints instead of unsigned ints?
12:50
the thing with lua would be cool for mapping scripts
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or do you draw in a atlas and convert it
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Teero
the thing with lua would be cool for mapping scripts
lmao, why does everyone like lua
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Jupstar ✪
lmao, why does everyone like lua
no one does
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Jupstar ✪
yep.. even if i generally like it. I have huge concerns about usuability.. do you open 20 inkscape instances then when modding?
no, you just open the game.png and then split it afterwards
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but its way simpler to implement than other scripting languages. at least thats what ive heard
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Voxel
no, you just open the game.png and then split it afterwards
and for the new stuff?
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you edit those seperately
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Voxel
first step is replacing most texture atlases with single images
would that not have a huge performance impact while loading all the images?
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so there are your 20 instances? XD
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or I'm going to provide a script to re-assemble it into some new form of game.png for you
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Teero
would that not have a huge performance impact while loading all the images?
someone's making a generic multithread image loader (edited)
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just for editing
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Teero
would that not have a huge performance impact while loading all the images?
no, because they're in a zip file, it's all one file for the file system
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Voxel
someone's making a generic multithread image loader (edited)
i saw the pr. yea (edited)
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heinrich5991
no, because they're in a zip file, it's all one file for the file system
ah okay
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heinrich5991
no, because they're in a zip file, it's all one file for the file system
well first proove that this is even faster
12:53
without zip, you can more easily opne them with many cores
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you didn't prove that it's slower, either
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heinrich5991
you didn't prove that it's slower, either
just above your message i give a legit reason tho
12:54
other than zips, which uncompress compressed images
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this is exciting. imagine in the future being able to brodcast what theme of weapons you're using through the server. since most of the useless images in a pack arent being loaded itll much more efficient than it used to be before
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Voxel
this is exciting. imagine in the future being able to brodcast what theme of weapons you're using through the server. since most of the useless images in a pack arent being loaded itll much more efficient than it used to be before
how do you think it will help not loading useless parts?
12:55
you always at least have the overhead of the zip header, independent of the content
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Jupstar ✪
other than zips, which uncompress compressed images
they do not, since we'll be using uncompressed zips
12:56
I find it disingenious that you ignore this, not even address why you think it might be false
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bcs your claim is ppl open the zip and swap stuff out
12:56
i'd like to know if windows leaves the zip uncompressed in this case
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probably not
12:57
but I'd guess most people will not do that, and for those, I claim, it'll be faster
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ok, on what machine?
12:57
can i assume 6 cores? pretty standard
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sure
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and ofc a SSD
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yes
12:58
and probably windows ^^
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so we have to assume windows defender too?
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ah 😦
12:59
why is that even a thing
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lol i just discovered a bug. i made a map 10,000,000 big. i can only fall upto y 524288
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windows defender probably makes opening/closing many files even slower
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im thinking a tiny bit. should hit1 and explo1 stay inside particles or should it be grouped with the weapons, since the gun muzzle flashes are also grouped there
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but it might analyze the whole zip.. that's not better
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not like itd do anything, it all just images
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Voxel
im thinking a tiny bit. should hit1 and explo1 stay inside particles or should it be grouped with the weapons, since the gun muzzle flashes are also grouped there
mhh good question, i also thought about that recently. One could say an explosion is only the cause of a projectile, which is unrelated to the weapon. But i wouldn't know a good category for that.. It's kinda physic effects
13:03
are they currently in particles?
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muzzle flashes are in game/weapons. explo and hit are in particles
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and projectile trails?
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pistol bullet trails are in game i think. smoke particles are in particles (edited)
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mh ok.. well gun trails are similary sized to the gun projectile. so maybe that could be the logical argumentation.. But consequently it should be a particle i guess
13:05
i dunno rn how the ddnet source code handles it
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i think when we start moving forward with this we should name the assets things that make more sense
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seems like it's a particle in the source code
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like why is the rifle still named laser? and the pistol simply named Gun?
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hello, I was banned from Multimeyasmap, it was supposed to be opened at this time, but it didn't open, my little brother threw people or something, sorry
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Voxel
like why is the rifle still named laser? and the pistol simply named Gun?
rifle is weird yes pistol is ok? gun sounds like the word group for a pistol e.g. a shotgun is also a gun
13:08
or is that your complain? XD
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UMUDO
hello, I was banned from Multimeyasmap, it was supposed to be opened at this time, but it didn't open, my little brother threw people or something, sorry
the time is in UTC , convert it using the internet
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how do i use the internet
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you already do, so that's not an excuse
13:10
"What is 17 o'clock UTC in Paris"
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Jupstar ✪
rifle is weird yes pistol is ok? gun sounds like the word group for a pistol e.g. a shotgun is also a gun
wdym why is rifle weird
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Jupstar ✪
"What is 17 o'clock UTC in Paris"
I don't know Turkish
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it's english
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better than saying "lemme get laser" "i am holding a laser"
13:11
shotgun is also laser in ddnet
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Voxel
better than saying "lemme get laser" "i am holding a laser"
so you want to name the laser rifle?
13:12
to me shotgun in ddrace is actually a new weapon: puller or smth
13:12
it simply used shotgun, bcs that's unused
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Voxel
wdym why is rifle weird
I never call it rifle ingame, I'm always using "laser"
✅ 1
13:14
also "ninja", not "katana"
✅ 1
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unfreeze_gun pull_gun useless_gun xdd
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i guess in terms of modes it makes a bit more sense
13:16
grenade_gun alert_gun
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hammering_gun
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ok fine no renames
13:17
except pistol
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gun_gun
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Voxel what's your current structure tree?
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Voxel
this is exciting. imagine in the future being able to brodcast what theme of weapons you're using through the server. since most of the useless images in a pack arent being loaded itll much more efficient than it used to be before
that would go so hard tho
13:19
imagine mods with actual different weapon visually
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Jupstar ✪
Voxel what's your current structure tree?
for how assets are organized?
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Voxel
for how assets are organized?
yep
13:19
well how they are structured xd
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@Jupstar ✪ check at the end. are those just floating point errors?
13:20
things are buggy in the distant land of teeworlds
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Teero
@Jupstar ✪ check at the end. are those just floating point errors?
can you just render what u mean xD if it's at the end
13:20
need the gui
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i have folders for:
  • weapons
  • particles
  • map_items
  • hud
  • gui
  • emoticons
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Jupstar ✪
can you just render what u mean xD if it's at the end
i get stuck at 524288 y
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Voxel
i have folders for:
  • weapons
  • particles
  • map_items
  • hud
  • gui
  • emoticons
ok, how for example does weapons look like
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im mobile
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does it simply have dirs:
  • gun
-shogtun etc
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windows defender probs check zip files.more aggressive so its slower on those
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Jupstar ✪
does it simply have dirs:
  • gun
-shogtun etc
each folder just has all the respecting weapon assets in it. i dont want it to go too deep into folders for the user's sake
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a png is a simple header check i think, zip needs uncompression(?)
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ryo we established it wont be compressed
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for the AV check
13:22
still windows defender has to check it
13:22
hashes or whathever it does
13:23
it has to "unzip" it
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Voxel
each folder just has all the respecting weapon assets in it. i dont want it to go too deep into folders for the user's sake
ok.. we could at least think about smth like this weapons/default/... weapons/my_mod/... weapons/another_mod/... In case we want to plan to allow multiple assets in future... How exactly do you imagine overwriting assets else?
13:23
i mean game.png should™️ be in assets like the game.png mods
13:23
another problem is what if you want to change weapon skins but not hud skins
13:24
like ddnet now
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yep
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game.zip, particles.zip
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Do you know how to make a rainbow skin my brother is crying because of it
13:26
why is your brother crying over ddnet
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Voxel
lol???
no
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hold on lemme find the thing
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@VoxelTHANK YOU
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ChillerDragon: @Jupstar ✪ i am the first tee in the teeworld to discover the farlands
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UMUDO
@VoxelTHANK YOU
Most frequent questions, especially related to binds can be found on the DDNet Wiki: https://wiki.ddnet.org/ wiki Wiki page for binds: https://wiki.ddnet.org/wiki/Binds
13:29
rainbow tee is in the wiki
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@Voxel haha i still remember once i wrote a script to make 255 cfg files to achieve rainbow xdd
13:30
with binds ofc
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Teero
ChillerDragon: @Jupstar ✪ i am the first tee in the teeworld to discover the farlands
What's your x coordinate?
13:30
Or y
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Teero
@Voxel haha i still remember once i wrote a script to make 255 cfg files to achieve rainbow xdd
fascinating
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524288 y
13:30
1.5 x
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I c
13:31
Then yes
13:31
Floating point
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floating point already at 500k??
13:31
weird
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Probably during quantinize
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but why cant i go further??
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Teero
floating point already at 500k??
Why already
13:32
Its already inaccurate after a few thousand
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Teero
but why cant i go further??
Well the velocity probably quantiszes to 0
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the velocity keeps going until max but i cant get my position further
13:32
ill try with teles
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We conv the float to 1/256 or smth.. and the accuracy is already too bad
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then why are we using floats? xdd
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i remember a map being so long that you basicallu fell down and if you went fast enough you stop midair at the finish line
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I dunno. Legacy reasons
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Voxel
i remember a map being so long that you basicallu fell down and if you went fast enough you stop midair at the finish line
@louis remember we raced
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Voxel
i remember a map being so long that you basicallu fell down and if you went fast enough you stop midair at the finish line
wtf? default client is limited to map to 10k in each direction xdd
13:34
how tf (edited)
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you can easily reproduce with falling in blue tps too
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my map is 10 mil
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ScReeNy
you can easily reproduce with falling in blue tps too
not the position (edited)
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i meant this to stopping midair
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hmm okay...
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Voxel
@louis remember we raced
down60k or smth
13:36
so im not the first one ;(
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Teero
ChillerDragon: @Jupstar ✪ i am the first tee in the teeworld to discover the farlands
no you arent
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i just said that
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If you reach rly high speed your speed starts getting multiplayed by a ramp value, i visulized it once here https://discord.com/channels/252358080522747904/342454474117218334/1064935260678262845
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what are u saying
13:38
its not cuz of speed
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maybe im talking about sth else
13:39
oh yes didnt see the video
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hmm okay if im a little under 524288 y then the y coordinate just completely freezes
13:41
and i can do super long hooks ig
13:41
i could only get my camera to far lands
13:41
using glitches
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the width of the aimline is bugged too
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i remember the tiles being stretched out
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and tiles were placed where they shouldnt
13:42
some also werent visible
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Yeah, we need physic changes xd Will be biggest drama ever xddd
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what is happening with my aimline @Jupstar ✪ ?
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Maybe with a season 2 it would be acceptable.. 99.99% of the game would probably feel the same anyway
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how tf does my position influence the width of my aimline?
13:44
i dont even have custom width enabled
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Its bcs the hookpos
13:44
The hookline basically simulates a hook
13:44
So the hook is probably also longer
13:44
Or broken
13:45
All calculations that use the pos are basically broken with this
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Jupstar ✪
The hookline basically simulates a hook
i dont think it does. or was it in a new update?
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Teero
ChillerDragon: @Jupstar ✪ i am the first tee in the teeworld to discover the farlands
although ive never seen it severe as this
13:45
so here 🏆
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Teero
i dont think it does. or was it in a new update?
Its always been that way
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Teero
i dont think it does. or was it in a new update?
it does
13:45
in a map with hook tunes your hookline can become longer or shorter
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then why can i mishook when going fast and the line is green?
13:45
yea
13:46
that just a multiplier
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Teero
then why can i mishook when going fast and the line is green?
That's someone different
13:46
It calculated the hook as if you were not moving
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As soon as u move it's basically invalid what u saw
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ima test some weapons down there
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had to install an old client just to do this
13:48
textures bugged like that when i take camera far off the map border
13:48
at some point they just dissapear
13:48
and at some other point some tiles just stretch a bit
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werent u trying to show me that a while ago souli
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even the editor is bugged at 10,000,000 y
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Well everything is bugged with these floats xD
13:52
Minecraft also gets Buggy when doubles getting inaccurate
13:53
U can watch it on YouTube
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damn thats a thicc tele right there (edited)
🥵 2
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Minecraft farlands
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Teero
damn thats a thicc tele right there (edited)
if you spawn there do you become ddfat
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Teero
damn thats a thicc tele right there (edited)
JANKY HITBOX
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AHAHAHAH
13:58
ill post a vid later
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ChillerDragon BOT 2023-08-22 14:15:31Z
@Teero woah far lands! yikers. I remember years ago i tried creating a 10k x 10k map but my client crashed when i tried to open it xd
14:16
mine is 10mil x 6
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ChillerDragon BOT 2023-08-22 14:16:58Z
gaming pc moment
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with 6 i mean 6 not 6mil btw xdd
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ChillerDragon BOT 2023-08-22 14:17:15Z
a
14:17
xd
14:17
scam
14:17
you flat earther?
14:17
earth is horizontal
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ChillerDragon BOT 2023-08-22 14:17:46Z
xd
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i mistyped
14:17
i mean 6 x 10mil ofc
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I can make plans to work on it next
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but will you?
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It's high on my TODO list now
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How long is your TODO list 😬
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@Teero I also experimented with large maps once. it is quite interesting that you can actually feel the difference between each segment of the map where the float inaccuracy get slightly worse
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Teero
the thing with lua would be cool for mapping scripts
you can use the twmap python module to use a scripting language to produce maps :)
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Jupstar ✪
How long is your TODO list 😬
Undefined, my TODOs are mostly stored as a bunch of bookmarks in Firefox and as git branches with an mostly empty "TODO: xyz" commit
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put performance todos on highest 😏
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Jupstar ✪
put performance todos on highest 😏
Significantly faster input/output for C++20. Contribute to cppfastio/fast_io development by creating an account on GitHub.
15:00
RUST IS SLOW. Also Rust does not deal with locale. Think how bad it is.
santatrollet
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xD
15:01
well i tell ya, variadic templates beat everything
15:01
sadly most ppl seam to unaware just how awesome they are xd
15:02
(+ concepts ofc)
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Robyt3
RUST IS SLOW. Also Rust does not deal with locale. Think how bad it is.
santatrollet
but i guess with procedual macros you can basically achieve the same what i would want so i dunno why it's slow in their mind.. but maybe standard rust is slow indeed xd i mean it looses against Lua
15:04
in hello world xd
15:04
shame
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The benchmark where Rust loses was "Print out ten million integers from 0 to 10M to file. Then reopen that file to scan back."
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i see
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Robyt3
The benchmark where Rust loses was "Print out ten million integers from 0 to 10M to file. Then reopen that file to scan back."
sounds like they might have missed buffering
15:06
unfortunately I can't find the source code they used
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xd issue opened: RUST AIN'T SLOW BRA
15:08
i kinda would like to see a benchmark game, but only with idiomatic code (per language)
15:09
then c wins everywhere lmao there is no idiomatic code in c xd
15:10
kind of really low effort
15:10
but here you go
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@Teero r u a coder btw?
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yea why?
15:11
i just do it for fun
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well back when i was young and didnt know about such stuff like inaccuracies etc. i always found such "bugs" mythical so i wondered if you feel the same xd
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the only magical thing i have is memory corruption...
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i remember i played a game where you were glitched high up in the air and fell for a long time it kinda gave me chills same for stuff like walking out of maps (in 3d games) was always scarry
15:13
nowadays i only see it logically 😭
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ahha whats up with the line spaces xDDD
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Jupstar ✪
nowadays i only see it logically 😭
lol, I think have that in Geoguessr with what players call "rifts" in the sky
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Teero
ahha whats up with the line spaces xDDD
back in elementary school, my sitting neighbour always put an extra line after every line and it always looked fancy i guess that's why i still do it up until today 😂
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I wonder what happens if you remove the quantization
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Jupstar ✪
i remember i played a game where you were glitched high up in the air and fell for a long time it kinda gave me chills same for stuff like walking out of maps (in 3d games) was always scarry
i once tried to beat zelda ocarina of time on my first pc. i had like 4 months of progress then i fell out of the map and my save file wasnt working after....
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Robyt3
lol, I think have that in Geoguessr with what players call "rifts" in the sky
lol, nice. never saw these things
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Jupstar ✪
lol, nice. never saw these things
You can see examples here: https://geohints.com/Rifts
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Teero
i once tried to beat zelda ocarina of time on my first pc. i had like 4 months of progress then i fell out of the map and my save file wasnt working after....
that sounds rather depressing xd
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Robyt3
You can see examples here: https://geohints.com/Rifts
those look cool
15:17
knowing less is sometimes better
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well pretty often tbh xdd
15:18
there is a saying: stupid ppl are more happy
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Jupstar ✪
nowadays i only see it logically 😭
same, but with tw
15:21
i just wonder and think about the code that does X
15:23
and yes rust doesnt buffer by default
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@Jupstar ✪ ich actually do remember 1 magical thing
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Ryozuki
and yes rust doesnt buffer by default
Finally Saint Ryo will save us xd
15:25
Ryo when open issue
15:25
blaming them for no skillz
15:26
totally no bias
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I'd start by asking for the rust source code
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tbh in case the benchmark is well done. it's good that it exists, it will make rust better but there are so many fcking libs(language independent), that just do synthetic benchmarks to look good
15:26
and that's just annoying
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if they dont provide the source code
15:27
then all the readme is bs
15:27
for starters
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it's clickbait xd
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there were always some videos about pokemon ruby/sapphire on how to get X pokemon that is litteraly not avaiable ingame. it was basically just someone with a modded game doing specific steps to get the pokemon. i ofc didnt know it was modded and tried to repeat the steps in the videos for hours xdd
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Robyte baited me clicking it because of that quote xDDD
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Teero
there were always some videos about pokemon ruby/sapphire on how to get X pokemon that is litteraly not avaiable ingame. it was basically just someone with a modded game doing specific steps to get the pokemon. i ofc didnt know it was modded and tried to repeat the steps in the videos for hours xdd
well pokemon was such a huge deal back in the days.. as kids we didnt really know how to google. and back then there werent 2000 pokemon wikis so stuff like Mew gltich etc. were actually done over mouth propaganda And it worked so well.. Even tho 50% of these glitches didnt even work xDD
15:29
that was the real fakenews time xDD
15:29
but it was fun
15:29
best time of my life tbh
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@Jupstar ✪ i would even dare say he ran rust in debug xd
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Ryozuki
@Jupstar ✪ i would even dare say he ran rust in debug xd
quite possible don't trust the benchmark you didn't fake xdd
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there is a chinese issue
15:31
that mentions all the issues of this repo
15:31
fast_io may have incomplete or unfair parts in its comparison with traditional streaming I/O. In terms of speed: Intel C++ is not included in the comparison (C++ 11 over C++ 20 may not be right, but performance comes first). Failure to include the rest of the compilers that are part of the Windows GCC implementation in the list of comparisons, while picking the most mediocre performer, MinGW-w64. Failure to provide (as much as possible) uniform compilation parameters. When mentioning the speed of the Rust programming language, not mentioning whether to compile in Debug or Release. Translated with www.DeepL.com/Translator (free version)
15:31
问题 fast_io 在和传统流式 I/O 的比较上可能存在不完整或不公正的部分。 在速度上: 未将 Intel C++ 加入比较(C++ 11 比 C++ 20 可能不妥,但是性能第一位)。 未将其余同属 Windows GCC 实现的编译器加入对比列表,而却挑中表现最一般的 MinGW-w64。 未能提供(尽量)统一的编译参数。 在提及 Rust 编程语言的速度时,未提及使用 Debug...
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the collerberator seems chinese too xd
15:33
@Robyt3 man how did u find that lib.. did you use google on chinese or what xD
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GitHub recommendations
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@Jupstar ✪ this is the mother of compiler optimizations https://en.wikipedia.org/wiki/Static_single-assignment_form
In compiler design, static single assignment form (often abbreviated as SSA form or simply SSA) is a property of an intermediate representation (IR) that requires each variable to be assigned exactly once and defined before it is used. Existing variables in the original IR are split into versions, new variables typically indicated by the origina...
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does that say smth about my character?
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Jupstar ✪
does that say smth about my character?
yes
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it's also my only recommendation xd
15:36
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xD
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tic-tac-toe in a single call to printf. Contribute to carlini/printf-tac-toe development by creating an account on GitHub.
justatest 3
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that's what i want to see
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@Jupstar ✪
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Ryozuki
@Jupstar ✪
epic xd
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didnt u need a encoder
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i specifically need an audio encoder
15:39
in pure rust
15:39
best is if it would be vorbis
15:39
currently the only thing not rust is ring :/
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what does a audio encoder
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i hope i can remove it some day
15:40
it encodes audio
15:40
xd
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Jupstar ✪
currently the only thing not rust is ring :/
that's probably not removable. hmmm. maybe you could do it with inline assembly
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yeah
15:41
sounds good enough
15:41
if rust compiler supports some asm
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heinrich5991
that's probably not removable. hmmm. maybe you could do it with inline assembly
could rust itself standarize some instructions needed?
15:42
or what exactly is blocking it
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Jupstar ✪
if rust compiler supports some asm
rust supports inline assembly
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Jupstar ✪
if rust compiler supports some asm
it does
15:43
asm macro
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Jupstar ✪
could rust itself standarize some instructions needed?
the problem is compilers. you can't write constant-time code in any non-assembly languages I know of
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Rust by Example (RBE) is a collection of runnable examples that illustrate various Rust concepts and standard libraries.
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heinrich5991
the problem is compilers. you can't write constant-time code in any non-assembly languages I know of
so between inline asm and ring, which ultimately also uses asm then.. is there any burdon?
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burdon?
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burden
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ah, you mean perf implications?
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i mean anything at all
15:46
is it all about perf or what?
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there are no non-perf differences between rust inlien asm and actual asm AFAIK
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i'd be ok to loose a few ms.. tbh
15:48
are the constant time algorithms used for certificates creation? (edited)
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I would guess it is about highly security related code, where you are happy that one implementation seemingly gets it right ^^
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or are side channel attacks also a problem for the encryption and decryption itself
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Patiga
I would guess it is about highly security related code, where you are happy that one implementation seemingly gets it right ^^
well crates.io has no binary crates.. so i need a c compiler
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afaik, yes
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that's kinda annoying
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Jupstar ✪
or are side channel attacks also a problem for the encryption and decryption itself
also encryption/decryption. maybe even particularly that
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ChillerDragon BOT 2023-08-22 15:53:29Z
heinrich sos
15:53
watafak is up w CNetObj_PlayerInput
15:53
is that a snap item thats not in the snap? :D
15:53
but instead sent by the client
15:54
which drunk trol decided thats making sense
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CNetObj_PlayerInput is weird 😄
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ChillerDragon BOT 2023-08-22 15:54:18Z
isnt snap supposed to be items the server sends to the client
15:54
watafak
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you described it perfectly
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It's probably a hack we use for demos
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ChillerDragon BOT 2023-08-22 15:54:35Z
thanks senpaii
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not involved in demos AFAIK
15:54
it's just a "let's use this to generate a struct" AFAICT
15:54
😄
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ChillerDragon BOT 2023-08-22 15:55:01Z
im so gonna document the shit out of this
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heinrich5991
also encryption/decryption. maybe even particularly that
ok but is inline asm different to normal asm? i still don't get what exactly is the difference between doing it in rust or c
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c/rust makes no difference here
15:57
c is also too high-level for constant-time code
15:57
everything you can do in C is also possible in rust
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ok i mean like if u rewrite the c part
15:57
what's blocking?
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nothing, I'd guess
15:57
but I think ring also includes assembly?
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well i guess that's not a problem is it?
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you still need an assembler, which is sort of like a C compiler ^^
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so the rust inline asm, is architecture dependent (like let's say x86 asm)? while the assembler there is using a compiler?
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the rust inline assembly is arch dependent
15:59
the actual assembler on the platform is another binary dependency you'd have to install
15:59
which is annoying, in a similar way as it's annoying to have to install a C compiler
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so in conclusion the problem is: they have to rewrite the asm they already have? (edited)
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yes
16:02
hmm
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they should create an proc macro that reassmbles the asm to arch dependent asm
16:02
xd
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this means they might not have to do it?
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there is drama rn about sandboxing proc macros with wasm
16:02
and precompiling proc macros
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i have seen that there was a crate that can do that
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Ryozuki
there is drama rn about sandboxing proc macros with wasm
I don't understand the drama tbh. also, sandboxing proc macros does very little as long as there are build scripts
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idk either
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also: are compilers even secure enough?
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im not rly into programming during my vacations xd
16:04
wanted a break
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Ryozuki
im not rly into programming during my vacations xd
rust knows no break
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but drama was started by dtolnay experiment
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xD
16:06
tbh if you dont trust proc macros.. you also can't trust any crate
16:06
as if you are checking the source of the crate you use
16:06
xd
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some people are doin it
16:08
I'm not, unfortunately
16:08
cargo-vet, I think
16:09
oh, cargo-crev as well
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i have a cargo crev trust repo
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sure but i just don't get where the source is different from the proc macro here
16:11
well the thing is source doesnt execute code when compiling
16:11
proc macros execute code when compiling
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ok but as soon as your start the exec.. it's over xd
16:13
really depends to which extend sandboxing will help anyway. they can't sandbox file access..
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Ryozuki
well the thing is source doesnt execute code when compiling
that's not true. build scripts exist
16:13
idk
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build scripts can also depend on arbitrary crates
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i have no opinion on this regard on what they do, either way will be same for me i think
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i just hope they don't destroy proc macros xDD
16:14
i find them cool and abuse them hard
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its backward incompat
16:14
to destroy proc macros
16:14
so they cant xd
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for security they might do
16:15
new rust edition
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this isnt just a thing they thought now btw
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backward compability sucks anyway
16:15
who invented that xd
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Ryozuki
but drama was started by dtolnay experiment
He is bringing forbidden knowledge into this world
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Ryozuki
lmao
gigachad
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@Jupstar ✪ wasmtime or wasmer btw?
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heinrich5991
@Jupstar ✪ wasmtime or wasmer btw?
wasmer
16:22
it claims to be the fastest runtime xdd
16:22
that's a convincing argument for me
16:22
but i use cranelift.. and they both use it afaik
16:22
so they can't be too far off
16:23
except the one does some stuff overcomplicated
16:23
the biggest bottleneck i saw were simply the huge function calls.. like the amount of functions that are called until guest function is reached
16:24
seems to agree, wasmer is a little bit faster than wasmtime
16:24
even wasmer cranelift
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Jupstar ✪
the biggest bottleneck i saw were simply the huge function calls.. like the amount of functions that are called until guest function is reached
I don't understand this one
16:25
you mean rust functions?
16:25
is wasmer interpreter or JIT?
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heinrich5991
I don't understand this one
lets say u have a function mod_run calling that function (in the wasmer API) seems to create a rather big call stack
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jit probably, since it's using cranelfit
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Jupstar ✪
lets say u have a function mod_run calling that function (in the wasmer API) seems to create a rather big call stack
ah, I see
16:31
TIL % works on #ifdefs in vim
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vim is so good
16:35
rip
16:35
there is also a vim gdb integration right
16:35
out of the box
16:35
ah
16:36
its a plug
16:36
:packadd termdebug
16:36
modern vim has a package manager btw
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Ryozuki
vim is so good
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they do so much nuclear stuff xD
16:37
i love it
16:38
its always about massive changes
16:38
nuclear stuff
16:38
biology virus
16:38
space
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let's play geo guesser
16:38
16:38
which countries are meant here xD
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it said
16:38
16:38
us vs ducks
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xDD
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Ryozuki
vim is so good
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Voxel
Click to see attachment 🖼️
use neovim instead
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@mind
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Render a pause/play icon in the center of the screen when pausing/unpausing while the menu is not active. The icon fades in and out over 0.5 seconds and slightly increases in size over that time. When starting demo rendering with initial pause, the pause indicator is rendered continuous until playback is first started, to ensure that the initial pause state is communicated clearly to the user. The initial pause indicator is not included in the rendered demo, but pausing and unpausing la...
🔥 1
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"it's not a bug, it's a feature." I present you a bug that I found around 2016, which allows you to make a static camera in teeworlds 0.6.* and any DDNet client versions 😎
18:45
test it - 37.230.162.198:8303 [currently offline] (edited)
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37.230.162.198:8303 is not a DDNet or KoG server. (edited)
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MilkeeyCat
use neovim instead
Matrix?
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pilonpl
Matrix?
hm 🤨
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Matodor
"it's not a bug, it's a feature." I present you a bug that I found around 2016, which allows you to make a static camera in teeworlds 0.6.* and any DDNet client versions 😎
How does it work ?
19:00
796d79a Replace 0.7 serverinfo magic number with enum - ChillerDragon df62615 Merge pull request #7057 from ChillerDragon/pr_serverinfo_07 - Robyt3
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Matodor
"it's not a bug, it's a feature." I present you a bug that I found around 2016, which allows you to make a static camera in teeworlds 0.6.* and any DDNet client versions 😎
i cant test it because theres a long tutorial lol
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louis
i cant test it because theres a long tutorial lol
kek 😄
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louis
i cant test it because theres a long tutorial lol
relog now)
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Matodor
"it's not a bug, it's a feature." I present you a bug that I found around 2016, which allows you to make a static camera in teeworlds 0.6.* and any DDNet client versions 😎
this will go so hard with volleyball
brownbear 1
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ChillerDragon BOT 2023-08-22 19:17:51Z
8min dl bra
19:18
fakin flight simulator map matodor
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MilkeeyCat
use neovim instead
ill try
gigachad 1
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Matodor
"it's not a bug, it's a feature." I present you a bug that I found around 2016, which allows you to make a static camera in teeworlds 0.6.* and any DDNet client versions 😎
In 2.2 there are camera triggers
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Ich hab mal ne frage wenn man ne map finnished wird die ms zeit ab oder auf gerundet oder ist das ein kaufmänisches runden
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imagine ddnet camera triggers
19:21
"bro this gores map is so good I CANT SEE GRAHH"
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Huu
Ich hab mal ne frage wenn man ne map finnished wird die ms zeit ab oder auf gerundet oder ist das ein kaufmänisches runden
Zeit wird noch nicht direkt gemessen sondern in gameticks. Ein gameticks ist 1/50 einer sekunde lang (0,02s). also abgerundet. (edited)
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neither rounded down nor rounded up I think
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Not directly but by how the game works
19:27
If you finish at say 1.57 seconds your finish time will be 1.56 seconds
19:27
Since you have not yet reached the next gametick
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I am wondering releated to nyan cat, there are 35.44 .46 .48 .50 .52 times https://ddnet.org/maps/Nyan-32-Cat
19:29
I can reproduce 48 50 and 52 with an bug at start
19:30
I saw also runs with 46 but no difference to the 48 run that why i am asking
19:31
So 46 and 44 are for me still a weird that they exist
19:31
Or can a potential 48 run can be counted as a 46 run just by tick luck?
19:32
Since there is no deterministic
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ddnet is completely deterministic except of teleport positions
19:32
given all information ofc
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Hmm then i dont get why my potential 48 run sometimes count as 46
19:33
Thats kinda weird
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Teero
ddnet is completely deterministic except of teleport positions
Given ALL the information even those are deterministic now. We use a PRNG now
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The client just doesnt have the seed and the counter of the PRNG that's why it can't predict yet
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Not sure about that i can like show u an example where u get random results actualy on nyan cat
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Learath2
Given ALL the information even those are deterministic now. We use a PRNG now
given all informatio....
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where u get a 0,00 - 0,04 time disadvantage
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is determinism bound to the os of the server?
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Huu
Not sure about that i can like show u an example where u get random results actualy on nyan cat
the client checkpoint time diffrences that get shown aren't actually represented as ticks (edited)
19:35
They use actual time calculation
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r u testing with a sv in windows?
19:36
curious maybe the time api has quirks xd
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Huu
where u get a 0,00 - 0,04 time disadvantage
So those might be false
19:36
Never trust checkpoints
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oh checkpoints
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@Ryozuki btw quick ddnet hack is to lag the server with many friends and then play in slowmo for better accuracy troll
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Ryozuki
is determinism bound to the os of the server?
I'd say it depends on the server triplet in general
19:39
os-arch-abi
19:39
Though ideally OS shouldn't(tm) be a factor
19:39
Actually maybe compiler-arch pair is enough though I can't say for sure we didn't test it
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u sure the api syscalls if they are syscalls dont change a bit
19:40
scheduler or idk
19:40
xd
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@Zwelf has been reproducing teehistorian files, maybe he knows
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interrupts
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I have a quick question, lets say i start Nyan Cat pressing D + Jump i will get a run with 48 but as i soon i hold D + Jump and then press kill i will start with a 0,02 ms delay what is the reason for that
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even memory allocation if is slower
19:40
may slow stuff?
19:40
u never know
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Shouldn't matter(tm) since we don't ever skip ticks
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Huu
I have a quick question, lets say i start Nyan Cat pressing D + Jump i will get a run with 48 but as i soon i hold D + Jump and then press kill i will start with a 0,02 ms delay what is the reason for that
when you kill you start in the air
19:41
If that's matters (edited)
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Gonna record something 1 sec
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Voxel
imagine ddnet camera triggers
thats just gd
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Learath2
Given ALL the information even those are deterministic now. We use a PRNG now
tele aint random anymore?
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it's basically random
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Pseudo random
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no way for the client to predict without #6775
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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 a...
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Huu
I have a quick question, lets say i start Nyan Cat pressing D + Jump i will get a run with 48 but as i soon i hold D + Jump and then press kill i will start with a 0,02 ms delay what is the reason for that
nya nya nya nya nya nya
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cyberFighter
tele aint random anymore?
It only appears random now. For the server it's deterministic
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sad botter noises (edited)
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Total download size: 2906.11 MiB Total size of installed packages: 14624.70 MiB Update size difference: 1810.77 MiB uff
19:57
starting arch after 2 months xd
19:57
and ofc they give me like 1MB/s xd
19:57
Why Update anyway if you don't want to install smth new?
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cyberFighter
thats just gd
yea ik but itd be funny to troll blockers or gores players
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Inputs are D + Jump on first run its aligned with ghost and i would get 48 run then i press kill while still holding D + Jump and i will get a 50 run
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or hh players
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Huu
Inputs are D + Jump on first run its aligned with ghost and i would get 48 run then i press kill while still holding D + Jump and i will get a 50 run
why do you assume u clicked the exact same time as ghost
19:59
(jump)
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Huu
Inputs are D + Jump on first run its aligned with ghost and i would get 48 run then i press kill while still holding D + Jump and i will get a 50 run
You will spawn in the air 1 pixel above ground
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jumping changes your speed
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Intresting so thats why i lose also my dj intresting
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wow whoever in mozillas team made this first time setup screen is an ass xD animations with delays
20:01
pure hate
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I also don't like it
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just had to setup a new windows machine. still hate every step of it.
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yes, i hate setting up windows xD
20:02
2 million privacy questions
20:03
u click no to all it still steals anything xd
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waiting 3hrs for basic drivers to install for the hardware to even work correctly (edited)
❓ 1
20:04
at least there are some debloating scripts on gh
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Jupstar ✪
u click no to all it still steals anything xd
It's to protect children obviously
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Yek | 신지민 2023-08-22 20:07:30Z
With nlite u get unattended installation and better performance by removing everything you will never use
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I was today years old when I discovered that there is a windows software to flash the windows iso to a USB stick. The twist is that the USB stick has to have a single ntfs partition for whatever reason
20:07
Else the software doesn't detect it
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Teero
at least there are some debloating scripts on gh
bad idea
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Neither does it give any warnings/errory
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Teero
I was today years old when I discovered that there is a windows software to flash the windows iso to a USB stick. The twist is that the USB stick has to have a single ntfs partition for whatever reason
Yek | 신지민 2023-08-22 20:08:22Z
Rufus?
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Teero
I was today years old when I discovered that there is a windows software to flash the windows iso to a USB stick. The twist is that the USB stick has to have a single ntfs partition for whatever reason
windows to go. i used it at school
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Ewan
bad idea
Removing cortana etc
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Yek | 신지민
Rufus?
yea I usually use rufus or dd
20:09
but I had no raw iso and the torrents were slow.
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Teero
but I had no raw iso and the torrents were slow.
Yek | 신지민 2023-08-22 20:10:34Z
Universal MCT wrapper script for all Windows 10/11 versions from 1507 to 21H2! - GitHub - AveYo/MediaCreationTool.bat: Universal MCT wrapper script for all Windows 10/11 versions from 1507 to 21H2!
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Teero
Removing cortana etc
Those debloater scripts tend to remove important components
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what is the command under pacman to switch packages?
20:11
[jupeyy@archlinux ~]$ sudo pacman -S mesa
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i did this
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It should prompt with a number
👍 1
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idk im gentoo based rn
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xdd
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Jupstar ✪
wow whoever in mozillas team made this first time setup screen is an ass xD animations with delays
wdym? do you have to finish watching the animation in order to continue?
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Voxel
wdym? do you have to finish watching the animation in order to continue?
yes
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we should add that to ddnet
justatest 2
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there is like 2 seconds delay per step
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cyberFighter
we should add that to ddnet
ok
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wanna break from the ads? if you tap now to watch a short video, you will recieve 30 minutes of ad-free multeasymap, yes, really
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add a ddnet tik tok tab to the client
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cyberFighter
we should add that to ddnet
Yek | 신지민 2023-08-22 20:12:17Z
-1000 fps
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making a ddnet intro anim that plays while loading (edited)
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Ewan
It should prompt with a number
i have mesa-git installed
20:12
but want to downgrade to mesa
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Voxel
making a ddnet intro anim that plays while loading (edited)
like discord
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If you’re having dependency issues U can do -Rdd mesa-git and -S mesa
20:12
iirc
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i probably need a force command
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cyberFighter
like discord
trure
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and we gotta add dumbass loading messages too
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Did you know?: The bind for deepfly is-
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pacman -R --nodeps --nodeps mesa-git
20:15
worked xd
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Ewan
If you’re having dependency issues U can do -Rdd mesa-git and -S mesa
guess it's the same as this? 😹
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isn’t that -Rdd
20:16
Yeah
20:16
Lol
20:16
GG
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Jupstar ✪
but want to downgrade to mesa
use downgrade command (edited)
20:21
I think it's in the aur
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someone should make a video comparing major versions of ddnet
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I reproduced a flat nyan cat with straight ground with just the start keep the same, if i jump on that platform i will get a time difference while without jumping i will get a faster time. Can someone explain me why
20:25
Also when i dont press Jump my X Speed is constant at 18.59 as soon i jump my X speed jumps between 18.59 to 17.9 (i think) and as soon i land again back to 18.59
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Huu
Also when i dont press Jump my X Speed is constant at 18.59 as soon i jump my X speed jumps between 18.59 to 17.9 (i think) and as soon i land again back to 18.59
because ramping counts y speed too
20:28
(im pretty sure idk correct me if im wrong lol)
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So would mean to improve time on nyan cat to maybe get a 46 or 44 ms i would jump less stay mostly constant in Y i will test that out thanks alot everyone
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Gyro
How does it work ?
i found that bug a few months ago too, if i remember right it is possible just by setting the "local" variable in the playerinfo snap to 0 :) (edited)
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Swarfey
i found that bug a few months ago too, if i remember right it is possible just by setting the "local" variable in the playerinfo snap to 0 :) (edited)
this one is server side thingie i suppose
20:48
server can do anything with player camera anyway
f4 1
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yes, the snapshot that the server sends to the client
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gerdoe
server can do anything with player camera anyway
oh really?
20:48
was it always like that?
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@Matodor разве?
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gerdoe
@Matodor разве?
can't)
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i just joined the server from matodor, he does some magic i think
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i did some tests back in 2019, was a thing
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but i dont think it actually sets you in spectator mode
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maybe i fucked up something xd
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gerdoe
i did some tests back in 2019, was a thing
damn, thats interesting
20:50
would be a cool thing for new mods
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matodor says thats impossible tho
20:50
maybe i was high or smth :P
20:51
anyway i was about to make session competetive mod with classes like bf tee mod
20:51
but drones xd
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Swarfey
would be a cool thing for new mods
Yes it is possible, I'm using it in infclass mod: https://github.com/infclass/teeworlds-infclassR/blob/production/src/game/server/infclass/infcplayer.cpp#L149-L191 1. Snap CNetObj_DDNetPlayer with pDDNetPlayer->m_Flags |= EXPLAYERFLAG_SPEC; 2. Snap CNetObj_SpectatorInfo Done. (edited)
21:03
thanks for sharing that, will play around with it sometime (edited)
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atm Im split between the NZXT H5 Flow and the Corsair 4000D Airflow
23:56
they are pretty much the same but the nzxt one is $20 less
23:56
but I slightly prefer the look of the corsair one
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