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DDraceNetwork / mapping
Here you can talk about mapping, ask mapping related questions or request new ratings for released maps
Between 2024-01-27 00:00:00Z and 2024-01-28 00:00:00Z
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had an idea for a randomized ddmax map, quickly rushed a concept, should i develop it further ?
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That sounds interesting
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i have played the map
14:08
and i think it is a good concept
14:08
although there are many problems with this prototype map
14:12
i think it would be better to have some sort of progression
14:13
instead of playing the same parts over and over
14:13
or
14:13
use the same parts but with a twist
14:13
like a weapon
14:15
there is also a bug when two tees finish a part in the exact same time
14:15
which is very easy to do when playing with a dummy
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pilonpl
use the same parts but with a twist
i planned on that
14:42
but this is just a small concept
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another issue is that there isnt really any reason to randomize the order of parts
15:25
you could put all those parts in one order and the map would be basically the same
15:26
there needs to be something that makes the rng justified and fun to play
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how i make my images smaller in the editor
15:57
im scaling the png file down and it still appears as big as before
15:57
even when im embedding new file
15:57
and its edgy as fuck
15:59
okey nvm i set the layer to be tile instead of image im actually dumb
16:03
but still dont know how to make it smaller in editor
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DeKaeL
but still dont know how to make it smaller in editor
i guess by selecting a quad and moving those red points
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but it doesnt work the way u think
16:34
its deforming my image instead of making it smaller/bigger and if i hold shift and resize it down, the new version of the image slowly start to appearing (edited)
16:36
i dont have that much experience
16:37
using the editor
16:37
but you can deform the quad to be smaller
16:37
there is also this menu
16:38
in which you can resize to keep the aspect ratio the same
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none of this options do this
16:38
or maybe im doing smth wrong
16:39
ye nothing works
16:39
the only thing that works for me is to make a big canvas in image editor and make objects smaller/bigger on the same canvas to make em appear smaller/bigger in the game
16:40
but its tidious process and at the same time not practical i think
16:40
i have never been doing the quads thing and i dont know a shit, editor is not so intuitive
16:40
or maybe there is no option for that at all
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hold on
16:48
omg i didnt know it automatically aligns the corners, though its only kind of deformation thing
16:48
well ty i guess
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β™‚S1mpleβ™‚ 2024-01-27 16:53:34Z
you can use grid to resize quad too
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making tilesets is hard
16:56
but i think this look quite good
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pilonpl
another issue is that there isnt really any reason to randomize the order of parts
my original plan was to make it so that your run lasts 3 seconds or your entire lifetime, only a few people are gonna finish the same map twice (excluding multeasymap players)
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That probably wouldn't get released as an official map tho
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obviously but what about the fun category
19:59
I had an Idea where the whole map is rng only
19:59
And you have 1 in 1000000 chance of winning
19:59
Literally
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heh, yea I also had that idea
20:27
you could make it insanely improbable, and it would be a challenge for hax-authors to beat it by manipulating the rng
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it would be a challenge for hax-authors
sounds like a bad idea πŸ˜„
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Imagine if it would be actually impossible to beat the map
20:38
Because of the rng not being perfectly random
20:38
BTW
20:38
Does anyone know
20:39
Why that one trick on grandma
20:39
That used to work
20:39
Doesn't work anymore?
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you gotta be more specifc than that :p
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pilonpl
Why that one trick on grandma
The tee stack?
20:40
Here
20:40
Where you could align your dumny to the left wall
20:40
And then jump in
20:41
And bounce out of the freeze
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jump in with a single jump?
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well that could change the outcome
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It just worked
20:41
Every time
20:41
And now it doesn't lol
20:42
Maybe i am just dumb
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there shouldn't have been any change in regards to that, I'd like proof that it worked 100% before
20:43
^^
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pilonpl
Maybe i am just dumb
And there has always been a way to screw up in that part
20:43
That's what i assumed at first
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strong/weak could also affect the outcome
20:44
No, i don't think it has anything to do with hook
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strong/weak is not directly a hook thing, it also affects most other physics interactions
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I didn't know that actually
20:46
why is strong/weak still in the game
20:46
We should fix it imo
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bump mechanic is alot different with weak vs strong
20:47
for example
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So maybe i was just lucky
20:47
To always do it the same way
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pilonpl
We should fix it imo
that has been discussed multiple times already, here is the permanent github discussion: https://github.com/ddnet/ddnet/issues/4575
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the physics of a part can also change if you move the part to another location, because of differences in floating point calculations
20:50
But the map hasn't changed
20:51
The only thing that could have changed is the server
20:51
Could be compiled differently
20:52
But that doesn't make much sense i guess
20:52
In terms of physics
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the physics wasn't changed, so it also behaves the same and compiling has no element of randomness in such cases
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Compilers can reorder operations
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maybe new mouse / keyboard or some latency that changed on your end, or just change in muscle memory of doing the part
20:54
It's weird
20:54
I'll investigate this further tomorrow (edited)
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pilonpl
Compilers can reorder operations
yeah but only if the result is the same the optimizations they apply, like un-rolling a for-loop, or constructing some optimized mathematic formula won't change the outcome. unless of course there is undefined behaviour, see Undefined behavior can result in time travel
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I don't know exactly how compilers work
20:57
But i am pretty sure there is a flag
20:58
That allows the compiler to reorder operations on floating point numbers
20:58
Which can actually change the result slightly
20:58
But if it was the case
20:58
Predictions wouldn't work i guess
20:58
So
20:58
Yeah
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yeah it would break the consistency of those systems, so that is unlikely. but can't rule out anything for certain, there were definitely such bugs in the past, see Pentium FDIV bug. but nowadays, exponentionally more unlikely to happen
21:05
and probably not the case here, anyway it's an interesting topic regardless
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I thought about it because i watch a video about a similar issue in team fortress 2
21:07
Where the server would do different things based on the os it was running on
21:07
Because of different compilers
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yeah that is definitely a thing especially when you add stuff like asynchronous code or anything system dependant
21:10
but usually the development should focus on cross-platform compatibility and do a lot of testing
21:10
to avoid such issues
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Btw why are we using floats for stuff like player position
21:11
When it should have the same precision no matter how far we are from the origin
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at this point probably tradition
21:11
but I agree, fixed-point seems better-suited
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It literally doesn't make sense
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OpenGL has float with 32bits as their default go to type
21:12
so this could be a reason, to be compatible
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Maybe it's also faster
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no, fixed point would likely be faster
21:13
fixed point stuff is essentially integers
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Well i guess
21:13
Actually what would be a good use for floats
21:14
It's convenient for idle games
21:14
With really small and really big numbers
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floats are really good for scientific stuff
21:14
and neural networks, apparently?
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floats are fast because all CPUs have a FPU that is designed to carry out float / double operations and they are small, 32 bits but can go from -10^38 to +10^38 with about 6-7 accurate digits after the decimal point
21:17
so kind of a powerful compact thing and if you need more precision, you just go to a double with 64 bits and doubles are used alot everywhere
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Floats in python are doubles i think
21:18
By default
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yes
Python float values are represented as 64-bit double-precision values.
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not only by default, it's the only thing that exists. python doesn't really have a 32-bit floating point type (edited)
21:22
Integers in python are interesting
21:22
Because they don't have a limited range
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https://www.agner.org/optimize/instruction_tables.pdf is telling me that on 11th gen intel CPUs, a floating point add takes ~1 cycle and an integer add takes ~¼ cycles
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I also wanted to add that OpenGL likes float32 because it has usually enough precision to correctly position any object, you wouldn't spot a difference at all if you go through a 3d world and have 6-7 digits of precision vs 15. and more importantly, you save your 3D objects in a vertex array, which is an array of 3 rgb floats, 3 position floats and also potentially 2 vertex coord floats. so 3 + 3 + 2 = 8 floats, so 64 bytes per vertex. if you go double, you double the required memory, which could be a huge factor.
21:27
but that has consequences to the calculations, so yeah like heinrich said the best system would probably be one that uses fixed point floats. and then you convert those to the floats for the graphics api, (opengl / vulkan), if the performance loss is worth the accuracy
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In case of ddnet there wouldn't be much difference i suppose
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it would break the old maps though
21:35
Of course
21:36
Nadeo doesn't care about breaking old maps
21:36
In trackmania
21:36
Lol
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The best system is to include new physics only in new maps
21:39
Although it makes physics inconsistent
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ddnet2 with accounts and overhauled physics owo
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pilonpl
Where the server would do different things based on the os it was running on
shounic is gud :D
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nice technical videos
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Great type of content
21:42
But it's really hard to find
21:44
This is one of my favourite videos on YouTube lol
21:46
I like videos about random and niche things
21:46
Like this
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tick tock clock is my fav ddnet map
21:46
random ass roblox game where you pay to win is my fav ddnet map
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This is extremely niche
21:47
And yeah, this is about ddnet
21:47
Ddnet is niche
21:47
Too
21:47
I guess
21:49
There are so many random stories happening on the internet
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please give me a png photo with stars for the background for the map
23:39
try this method
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thx<333333
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