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Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2024-02-25 00:00:00Z and 2024-02-26 00:00:00Z
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ᶰ°Konͧsti 2024-02-25 01:46:37Z
xd the map sadly was mapped for vanilla since the quad change it didnt became darker, now probably doesnt work at all without entities (back in time it was completely spammed with switches)
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ScReeNy
The Map Cavings I, which features an effect with a lamp in the middle and the rest ist just dark is somewhat bugged? For me and my friend the whole map was just pitch black. He deleted the map and rejoined and had the same issue. When i changed Render engines and restarted the map worked as intended(restart was probably enough). He was on openGL3 i on vulcan. (edited)
my guess is that the envelopes are not 'synchronized'. the envelopes turn the screen darker over time till it is just black. If they would be synchronized, they would use the server time, so on map change, the screen would be bright again. But since they are not synchronized, they use the client time. The client time is simply how long the client has been open for, so when you restarted your client to change the rendering engine, you reset your client time as a side effect.
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ScReeNy
The Map Cavings I, which features an effect with a lamp in the middle and the rest ist just dark is somewhat bugged? For me and my friend the whole map was just pitch black. He deleted the map and rejoined and had the same issue. When i changed Render engines and restarted the map worked as intended(restart was probably enough). He was on openGL3 i on vulcan. (edited)
The map doesn't render correctly because it uses color envelopes with values outside the 0.0-1.0 range
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@Jupstar ✪ Is it possible to make Vulkan behave the same as OpenGL? Or can we perform whatever clamping/scaling/etc. is happening here already separately in a way that mostly preserves appearance?
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Robyt3
@Jupstar ✪ Is it possible to make Vulkan behave the same as OpenGL? Or can we perform whatever clamping/scaling/etc. is happening here already separately in a way that mostly preserves appearance?
how does vulkan not behave like opengl?
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the clamping should only happen in older versions
10:06
opengl 3.3 & vk should do the same thing
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Robyt3
@Jupstar ✪ Is it possible to make Vulkan behave the same as OpenGL? Or can we perform whatever clamping/scaling/etc. is happening here already separately in a way that mostly preserves appearance?
we should remove the clamping in the other versions
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Clamping for all color components?
10:08
I don't directly see why this clamping only applies to OpenGL 3.3 but not other other versions
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ScReeNy
The Map Cavings I, which features an effect with a lamp in the middle and the rest ist just dark is somewhat bugged? For me and my friend the whole map was just pitch black. He deleted the map and rejoined and had the same issue. When i changed Render engines and restarted the map worked as intended(restart was probably enough). He was on openGL3 i on vulcan. (edited)
Which client version are you using? Nightly or 18.0.3?
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Robyt3
Clamping for all color components?
but clamping creates the undesirable effect that alpha blending is changed depending on the clamp. e.g. alpha of 2 would multiply all color values by 2. i don't think that's the task for the graphics to handle correctly. If you think envelops should not do this behavior, then clamp it in the envelope calculation i guess
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Robyt3
I don't directly see why this clamping only applies to OpenGL 3.3 but not other other versions
bcs someone added a random clamp in graphics_threaded.cpp
10:09
i guess in CGraphics_Threaded::SetColorVertex
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It's in NormalizeColorComponent at this point
10:10
If colors above 1.0 don't cause issues we could allow it again
10:10
Editor currently limits the range to 0.0-1.0
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tbh the problem is already that streamed colors are u8
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Jupstar ✪
tbh the problem is already that streamed colors are u8
What's the alternative?
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Robyt3
What's the alternative?
yeah that's the problem, generally this is good. I think the problem is simply that the newer backends take a float color for the envelope colors, but the older backends calculate that thing on the CPU already and clamp it so newer backends calculate the same on the GPU without the clamp clamping on GPU is undesirable => clamp should happen on the CPU, but if we clamp the value on the CPU u get a different result. old versions: tile layer color: (0.5, 0.0, 0.0, 1.0) env color: (3.0, 0.0, 0.0, 1.0) => it will be FULL red (bcs the 3.0 * 0.5 happens before the clamp) new versions: same setup => without clamp 1.5 on the GPU (will be FULL red) with clamp of the env value: 0.5 on the GPU NOT full red
10:16
for colors this is generally not a problem, but for alpha values.. bcs alpha values will affect color too, at the alpha blending stage
10:17
the best would be to simply fix the maps
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Jupstar ✪
the best would be to simply fix the maps
Are the same map effects still possible if values are limits to 0-1 range?
10:19
Would probably be possible for this map, but maybe the limit for envelopes should also be removed again
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Robyt3
Would probably be possible for this map, but maybe the limit for envelopes should also be removed again
yes that's the hardest question to answer
10:20
u could argue for a clamp aswell as against a clamp just that without a clamp the pixel will be boosted even more with a high alpha value
10:20
we could also think about only clamping the alpha value
10:21
e.g. if u have (0.1, 0.0, 0.0, 1.0) * (1.0, 0.0, 0.0, 200.0) on old backends => it will simply be (0.1, ...) on new backends (bcs alpha blending) => (200.0 * 0.1, ...)
10:22
note that theoretically the new backend does it correct, bcs that's the idea of an alpha value here
10:22
the old backend boosts colors, but clamps the alpha "too early"
10:22
so it's kinda "unfair" towards boosting colors + boosting by alpha blending
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Could we add alpha blending also to old backends so they behave the same?
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yes, we could change the streaming data to float instead of u8
10:23
but at a cost ofc
10:23
4bytes vs 1 byte
10:23
vs robyte
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yeah, that's probably a lot especially for PCs that need the old backends
10:24
better fix the maps if possible
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i think vanilla even uses floats
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or provide editor tools to make it easier
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so it's not extremly horrible.. but also not free xd
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Does it convert the colors to u8 at some point though? Or how does it output them?
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Robyt3
Does it convert the colors to u8 at some point though? Or how does it output them?
after the blending, colors are clamped to the format of the surface.. so for u8 yeah it must fit into u8
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Robyt3
better fix the maps if possible
but the problem is. the only real fix to have it behave the same is to only allow 0.0-1.0 range or add/remove the clamp for one or the other
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Might actually open new issues if the rounding method can't be controlled. What if you write a float and try to read the same pixel's float back? Do you get the same float or the clamped/rounded internal one?
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bcs for e.g. alpha 0.5 a boosted color might still be >= 1.0 which will still be the FULL color other than if u clamp early
10:29
which will then multiply 0.5 with (max 1.0)
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Robyt3
Might actually open new issues if the rounding method can't be controlled. What if you write a float and try to read the same pixel's float back? Do you get the same float or the clamped/rounded internal one?
also depends on surface texture
10:30
so internal
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Jupstar ✪
but the problem is. the only real fix to have it behave the same is to only allow 0.0-1.0 range or add/remove the clamp for one or the other
We could clamp all color envelope values when loading them, would every backend behave the same then? (edited)
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Robyt3
We could clamp all color envelope values when loading them, would every backend behave the same then? (edited)
i'd say yes if no side logic can create values >1.0 or <0.0
10:31
normalized values stay normalized
10:33
IMHO i also think this is the best solutions (clamping env points): 1. if we change the map format, we'd probably make env values be u8 for colors anyway (or any other normalized format) 2. this doesn't create the above complicated situations. we the devs might understand it, but normal users would abuse it without understanding the "real" reason for it 3. i cannot really imagine when color boosting is really cool.. i mean it sounds cool, but is there no better solution? xd (edited)
10:34
@Patiga what's ur opinion? would u abuse color boosting of envs as feature? XD
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Jupstar ✪
@Patiga what's ur opinion? would u abuse color boosting of envs as feature? XD
I think we had this vote once or twice already, I'm fine with just clamping it ^^
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Patiga
I think we had this vote once or twice already, I'm fine with just clamping it ^^
maybe ur opinion changed xd
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Robyt3
Which client version are you using? Nightly or 18.0.3?
18.0.1* (edited)
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guys i need help when i play the map blmapchill and finish it my game crashes and when i start it new it stands im still in it
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distanzer
guys i need help when i play the map blmapchill and finish it my game crashes and when i start it new it stands im still in it
on what system do you play, windows?
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distanzer
jes
%appdata%/ddnet/dumps is there anything with a date from today?
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Jupstar ✪
on what system do you play, windows?
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if he uses an outdated nightly.. maybe ^^
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oh wait no its a thinkpad sry
17:36
not windows
17:36
so, linux (edited)
17:37
? (edited)
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what system? arch? is your ddnet stable or nightly?
17:38
if u know how to compile yourself, simply debug the problem^^
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? sorry im not so good whit these things
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start client, press f1, send screenshot
17:48
'
17:48
?
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joa. normally u can press PRINT key for screenshot mhh hard to say. is that on steam?
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no i downloadet it in the linux appstore
17:49
shuld i get it on steam?
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no no, u dont need to. well i guess u could try a nightly build: https://ddnet.org/downloads/DDNet-nightly-linux_x86_64.tar.xz it's hard to say why it crashes
17:51
u could also try to go into your settings -> graphics and change the renderer to opengl
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which opengl
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u could start with 3.3
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whats the difrents?
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newer = faster
17:53
but needs more modern pc.. but ur pc has vulkan, which is the newest
17:53
so all should work
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um actuali its more a old version
17:53
but a good old version xd
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GLES 3 = OpenGL 3.3 btw
17:54
if it shows that too
17:56
ok wait i look if its still crashing
17:59
still crashes
18:00
shuld i get it on steam?
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Jupstar ✪
no no, u dont need to. well i guess u could try a nightly build: https://ddnet.org/downloads/DDNet-nightly-linux_x86_64.tar.xz it's hard to say why it crashes
try nightly
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i downloaded it what now?
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distanzer
i downloaded it what now?
unpack it
18:03
play
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finaly works the starter side just looks very difrent
18:13
thanks for you help 😄
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mini bug, if in internet tab I activate only Russian flag and then click only KoG, servers disappear and i cannot deactivate rus flag until i select ddnet
19:20
also why i can't teleport to cursor in practice more? that was super convenient
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Deeper
also why i can't teleport to cursor in practice more? that was super convenient
this behavior has been moved to /tc
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i need help
20:39
i have black screen
20:39
nvm
20:40
not nvm
20:41
my game is not reponding
20:41
when i start it
20:42
@Deeper helpa nujna
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