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For newcomers to ask questions and get help. Also check https://wiki.ddnet.org/wiki/FAQ
Between 11/17/2023 12:00AM and 11/18/2023 12:00AM
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is there a way to noclip in my lan game
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catseyenebulous 11/17/2023 2:11AM
Noclip? Wouldn't you just fall through the map?
2:11AM
You can use tp or type "right, up" etc. in the rcon console to move one tile to that direction. (edited)
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Is there a way that i can render skin in high resolution Any apps or sites?
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Jupstar ✪ 11/17/2023 5:10PM
Inkscape
5:10PM
Infinite Resolution xd
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How come even when changing the GAME_RELEASE_VERSION define, it doesn't actually change?
5:32PM
Compiled and everything, still says 17.3 ingame
5:33PM
not to mention intellisense still thinks it expands to 17.3 (edited)
5:34PM
I even tried restarting Visual Studio, but still the same problem.
5:35PM
Ahhh, it was in the project preprocessor settings
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Well.. I definitely broke something
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same as ur pfp, transparent
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:p
5:53PM
I have no idea what I did. Afaik I didn't make ANY changes to assets or the code except version numbers, and the tiles disappeared... (edited)
5:53PM
I just compiled and ran, and it worked before lol
5:53PM
I even tried changing the version numbers back, no luck though.
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git reset --hard HEAD monkalaugh
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Nty :p
5:55PM
Where are tilesets stored?
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MatiasMunk
I have no idea what I did. Afaik I didn't make ANY changes to assets or the code except version numbers, and the tiles disappeared... (edited)
I had this issue as well, it's loading the wrong shader files. Try running DDNet from your build directory.
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Which files are the shader files, so I can copy the shader files over to my client folder instead
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MatiasMunk
Which files are the shader files, so I can copy the shader files over to my client folder instead
data/shader
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Well that didn't work.
5:59PM
Still invisible.
6:00PM
Weird
6:00PM
Switching from Vulkan to OpenGL backend fixes it
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did u copy data/shader from build dir?
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There were no data/shader in the build dir 2023-11-17 19:02:40 I console: executing 'settings_cnr.cfg' 2023-11-17 19:02:40 I client: starting... 2023-11-17 19:02:40 I sdl: SDL version 2.26.5 (compiled = 2.26.5) 2023-11-17 19:02:40 I gfx: Created Vulkan 1.1 context. 2023-11-17 19:02:41 I gfx: GPU vendor: NVIDIA 2023-11-17 19:02:41 I gfx: GPU renderer: NVIDIA GeForce GTX 1650 2023-11-17 19:02:41 I gfx: GPU version: Vulkan 1.3.236 (driver: 531.68.0.0)
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oh there
6:04PM
right
6:05PM
That fixed it
6:05PM
Thanks a lot
6:05PM
How come the shaders fucked? They were the original shaders.
6:05PM
Shaders change after compile or something?
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MatiasMunk
How come the shaders fucked? They were the original shaders.
vulkan uses .spv files as shaders
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and those are compiled or something
6:06PM
and they changed (edited)
6:06PM
and thus invisible tiles
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MatiasMunk
and those are compiled or something
yea. u take .vert, .frag files and compile or do some magic shit with them and get .spv files
6:07PM
(maybe)
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yep
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MatiasMunk
How come even when changing the GAME_RELEASE_VERSION define, it doesn't actually change?
Probably have to make a clean build (I had to at least), also don't change DDNET_VERSION_NUMBER. It's sent to the server to identify which DDNet features your client supports.
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something like that I guess :p
6:07PM
I'm making my own gamemode
6:07PM
would look a bit weird if I started at version 17.3 wouldn't it :p (edited)
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Where can I find the code where the client sends initial packets to the server on join, and vice-versa - the code for the server where it checks the packet sent by the client on join.
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found it
6:33PM
What's the difference between SendInfo (start=true) { ... } and SendInfo (start=false) { ... } ?
6:34PM
Let me rephrase. I understand that start=true it's the initial SendInfo when a player connects. What is CNetMsg_Cl_ChangeInfo used for?
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maybe ask in #developer, this channel is for normies' questions
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Oh there's a developer channel, fuck me
6:35PM
sorry
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is there an official teeworlds discord?
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Jupstar ✪ 11/17/2023 7:34PM
Invite to join a server
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announcements
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Jupstar ✪
thank you
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Simon
thank you
no
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