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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 2023-10-01 00:00:00Z and 2023-10-02 00:00:00Z
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f55086f Use m_aInputData for dummy in cl_show_direction - furo321 2dd7f1d Merge pull request #7274 from furo321/dummy-directions - heinrich5991
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ff3ea02 A Eclipse_oldschool, M Airnade Ultra, M Exanimus, M Lost In Forest, M Memento mori, M Slak - ddnet-maps
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The following screenshots show my proposed overhaul of the demo browser UI. The demo details are moved to a side panel on the right, which is the same size as the server browser side panel. The side panel can be collapsed/expanded with the button above the scrollbar. The UI elements in the bottom are moved and most of them use icons. The "Markers" column is removed to get back some vertical space and because I don't consider it very useful see for all demos and sort by. Screens...
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average dev
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Deleted sv_score_folder and sv_rank_cheats from autoexec_server.cg. As both of them don't exist.

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  • [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
  • [ ] T...
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a7748ba revert quad selection correctly fixes #7248 - Marmare314 7743981 Merge pull request #7273 from Marmare314/quad-selection-iv - Robyt3
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5512049 Remove unused commands from autoexec cfg - furo321 3ce669d Merge pull request #7276 from furo321/autoexec-unused - Robyt3
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Currently it's only sent if the scoreboard is open. This will cause the ping shown in the "Server info" tab not to be updated. So, if you have never opened the scoreboard before. It would just show 0 !image

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  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
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  • [ ] Written a unit...
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today out of nowhere my fps went again up to 600 fps
15:45
:feelsgoodman:
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why isnt it possible ;((
🍵 2
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chillerdragon BOT 2023-10-01 16:29:36Z
Because tee collision physics are not deterministic as far as I tested it. Maybe it’s floating magic or some networking delay. But it seems that when tees collide random things happen.
Replying to @Teero why isnt it possible ;((
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I'd guess some networking randomness
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it's the order in which the characters get updated
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oh true, these are bounces afterall
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chillerdragon
Because tee collision physics are not deterministic as far as I tested it. Maybe it’s floating magic or some networking delay. But it seems that when tees collide random things happen.
tee collision are deterministic
17:13
only the network is not deterministic in ddnet
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Remove unnecessary check for duplicate menu images. Listing directories with the storage now prevents duplicates, so this additional check is not needed anymore. Ensure menu images are in RGBA format. Ensure menu image names are not truncated. Minor code format improvements.

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 (especial...
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chillerdragon BOT 2023-10-01 18:25:48Z
Oh yea that also crossed my mind. But would that mean that if a bounce is recreated with the same clientIDs it’s always gonna bounce the same?
Replying to @fokkonaut it's the order in which the characters get updated
18:29
Im honestly curious but too lazy to test. @Teero do you get the very same outcome if you redo the move with the same tees? Possibly without killing not sure what affects the physics order.
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chillerdragon
Because tee collision physics are not deterministic as far as I tested it. Maybe it’s floating magic or some networking delay. But it seems that when tees collide random things happen.
Tw physics are 96% deterministic
18:54
Only random thing is the tele
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not anymore
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Or networking thingies
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Ryozuki
not anymore
Did taters PR get merged?
18:55
but ddnet uses PRNG
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what's the seed?
18:55
server start time?
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idk xd
18:55
i just heard this from hein
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chillerdragon
Oh yea that also crossed my mind. But would that mean that if a bounce is recreated with the same clientIDs it’s always gonna bounce the same?
I am 100% sure it doesn't have anything to do with client ids. Else my whole TAS thing wouldn't work
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chillerdragon
Im honestly curious but too lazy to test. @Teero do you get the very same outcome if you redo the move with the same tees? Possibly without killing not sure what affects the physics order.
Btw there shouldn't be an order at all right?
19:12
That would be stupid
19:13
Every new tick for an entity should be based on the previous tick and without having to rely on order
19:13
Hmm
19:13
Maybe I should fix that
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Chairn
what's the seed?
Random bits from platform dependent entropy source
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Learath2
Random bits from platform dependent entropy source
So it's pretty much random
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The seed is then recorded in teehistorian files so that things can be reproduced
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Teero
That would be stupid
tw physics is very much order dependent, it's the cause of weak and strong
19:15
Entity order that is, not client id order
19:15
not cool
19:18
should be like 1. make a copy of the world 2. tick all entities in the copy independently based on the original world 3. copy the copy to the original
19:19
Maybe I'll implement that and check what diffrences will occur
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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/ddnet/ddnet/#using-addres...
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It's now moved to player.h so it's persistent after death and only reset when the map changes. Which makes it way nicer to use.

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 af...
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to make interactions between those two tees completely symmetrical in all cases I think you need both order independent physics (which is really hard to achieve for bounce) and fixed point math
21:51
and those things would surely affect the trout population
21:51
+ existing map physics
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yes, doing all that without breaking any maps and tricks is an even harder problem
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ddnet on a quantum computer
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Oh cool I get to make an icon
22:38
ill think of one in a bit
22:41
0661eaf Send the player's latency if a menu is open - furo321 6dd43fb Don't reset LastTelePos on death - furo321 879a889 Merge pull request #7277 from furo321/send-ping-menu - def- 624f4ae Merge pull request #7280 from furo321/move-lasttelepos - def-
22:42
b1d90aa Store number of filtered players when filtering - Robyt3 fa07f64 Improve performance of menus checker background, refactoring - Robyt3 887522e Merge pull request #7279 from Robyt3/Menus-Performance - def-
22:54
fe27752 Refactor menu image scan - Robyt3 fe77f63 Merge pull request #7278 from Robyt3/Menus-Images-Scan-Refactoring - def-
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trml
yes, doing all that without breaking any maps and tricks is an even harder problem
ill just make it for fun and see what happens
23:34
if it doesnt break anything i might do a pr
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you will need to test a shitload
23:38
i think mario maker has different physics schemes for when they made physics breaking updates, so the scheme of whatever version of the game the level was at when it was released is what's used for that level
23:39
so like p switch jumps are way easier on some 'schemes'
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