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For newcomers to ask questions and get help. Also check https://wiki.ddnet.org/wiki/FAQ
Between 2024-04-30 00:00:00Z and 2024-05-01 00:00:00Z
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1. I also wanted to ask for those in the know: why can the silencer either get caught for a couple of milliseconds or slide off the corner? like their hitbox is like this (image 1) does inertia really exist in this game? 2. why does the player's angle change when the screen scale changes? 3. what is the hitbox of the hummer's range? 4. why movement legs is only possible at 0.03, and with a hook at 0.01 5. Why is the hitbox of the map borders smaller than the hitbox of a regular kill? for example, I can go into the border up to half the hitbox, but I can’t go up to a regular kill even 2/3 of the kill, it kills immediately( 6. How is speed measured in the game and why does it change when you jump?
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12345
1. I also wanted to ask for those in the know: why can the silencer either get caught for a couple of milliseconds or slide off the corner? like their hitbox is like this (image 1) does inertia really exist in this game? 2. why does the player's angle change when the screen scale changes? 3. what is the hitbox of the hummer's range? 4. why movement legs is only possible at 0.03, and with a hook at 0.01 5. Why is the hitbox of the map borders smaller than the hitbox of a regular kill? for example, I can go into the border up to half the hitbox, but I can’t go up to a regular kill even 2/3 of the kill, it kills immediately( 6. How is speed measured in the game and why does it change when you jump?
7. Why does FPS decrease when you scale down the texture of the tee?
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what tee
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Interesting but idk
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12345
1. I also wanted to ask for those in the know: why can the silencer either get caught for a couple of milliseconds or slide off the corner? like their hitbox is like this (image 1) does inertia really exist in this game? 2. why does the player's angle change when the screen scale changes? 3. what is the hitbox of the hummer's range? 4. why movement legs is only possible at 0.03, and with a hook at 0.01 5. Why is the hitbox of the map borders smaller than the hitbox of a regular kill? for example, I can go into the border up to half the hitbox, but I can’t go up to a regular kill even 2/3 of the kill, it kills immediately( 6. How is speed measured in the game and why does it change when you jump?
2: math 3: a lot of math - hard to summarize and i cant find the actual math for it right now 4: also math - thats the way physics and the hook "strength" work colliding with another tee 5: map border while having the kill entity and behaving like them (killing you) their hitbox indeed is similar to a teleport, no clue about the actual reason for that - maybe someone more involved in that can help, such as roby or heinrich who know their stuff around those things 6: math, also what kind of speed do you mean? - horizontal speed is not affected by a jump 7: what "texture of the tee" do you mean? while i could search out the corresponding code snippets, if you're really interested check the sourcecode: https://github.com/ddnet/ddnet and look for: character.cpp gamecontext.cpp entity.h/entity.cpp gamecore.cpp (edited)
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
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how to get to left side ? map name is short and precise 2 https://prnt.sc/Tr7-QORkGQmQ
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relykSe
how to get to left side ? map name is short and precise 2 https://prnt.sc/Tr7-QORkGQmQ
whats your ign, i'll help
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it's all dots
16:45
...............
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meloƞ
whats your ign, i'll help
hey sorry for bothering u, i used to have a bind the made me look up perfectly or to the right or left, u know like 90 degrees, u know it ?
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How do I bind x ?
wiki.ddnet.org
Content: Thorough explanation how binds work, Deepfly, 45° Aim bind, Rainbow Tee URL: wiki.ddnet.org
DDNet Forums
Content: Client-, Chat-, Dummy-, Mouse-, Player- and RCON settings URL: forum.ddnet.org
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its in there
17:02
45° Aim bind to be exact
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thx alot ❤️
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so this might be a little of a complicated question but I have switched to a laptop with windows 11 and before on windows 10 whenever I pressed f1 it would open that text box thingy whenever the game was running, but in windows 11 it doesn't do that anymore. I've already tried disabling the shortcut on f1 where it would send me to the windows support page, but that didn't help so I want to know if there's another way I can open the text box
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maybe your keyboard needs an extra fn-key to be pressed at the same time
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no I've already tried that as well
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How to add music because when i make opus file it doesn't open
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And another question how to have full network contol to host ddtrash map and play with friends on your map
19:13
Thats all
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suffocation
And another question how to have full network contol to host ddtrash map and play with friends on your map
LAN servers are servers run locally by a player on their home network, which the hosting player has full control over. There are a lot of reasons to host and use a LAN server. They allow you to: Play privately with friends Host maps not found on public servers Test maps with admin commands and tools And much more! However, there are downsides t...
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19:21
"Setting Up Your LAN Server for Online Play" explains how to set it up for online play
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Ty
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double grenade
20:19
shoot one up, and second one down when the first one lands
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worked! thx (edited)
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12345
1. I also wanted to ask for those in the know: why can the silencer either get caught for a couple of milliseconds or slide off the corner? like their hitbox is like this (image 1) does inertia really exist in this game? 2. why does the player's angle change when the screen scale changes? 3. what is the hitbox of the hummer's range? 4. why movement legs is only possible at 0.03, and with a hook at 0.01 5. Why is the hitbox of the map borders smaller than the hitbox of a regular kill? for example, I can go into the border up to half the hitbox, but I can’t go up to a regular kill even 2/3 of the kill, it kills immediately( 6. How is speed measured in the game and why does it change when you jump?
1. they are different collision checks. you actually don't need to touch the ground to get your doublejump back. but they are different checks, so either one can succeed while the other doesn't in edge cases. (see https://wiki.ddnet.org/wiki/Movement#Corner_Skimming) 2. Its a bug and will be fixed afaik 3. not exactly sure, but would be easy to try out, its only briefly longer than 1 tile (and like you say later, tees can only move steps of 0.03) 4. The tee positions are rounded after each tick. to be more correct it isn't 0.03, but 1/32 of a tile. I don't think the hook's precision is limited to 0.01, iirc it is not rounded. 5. They are not regular kill tiles. they are different and have the hitbox of teleporters 6. The first part of the question is too broad to answer. The speed changes when you jump because of a concept called valramp. its actually not in the wiki yet, but the idea is: the faster your tee is, the slower it will get horizontally, until the tee stops completely. 7. Sounds to me like a failed test setup. I can't think of a reason for this to work this way.
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