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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 2024-05-19 00:00:00Z and 2024-05-20 00:00:00Z
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ws-client BOT 2024-05-19 00:32:08Z
<ChillerDragon> > though imo it would be nice to have
00:32
<ChillerDragon> @Patiga we had that. but heinrich asked me to remove it :c
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Do we have some great ways to custom weapons image in mod?
03:48
thonk
03:49
I had tried to use skin, but as we know, Tee can't rotate
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devs: should we disable voting in playground so players can't do fun votes and ban people for no reason devs: nah leave it like this
03:56
also devs: do you want a spaghetti ?
03:56
lmao :V
03:58
people: in 2024 - 2025 should we increase player count from 64 to 128 for popular game servers so all players can join and enjoy together ? devs: nah leave them on the waitlist and server full retries ... the stack is full
04:01
people: what do we do with lagging issues ? normal support: 1- restart your router 2- check your cable and settings 3- we send someone to fix it devs: add anti-ping option which literally make it more laggy by glitching the player positions every 000.3 seconds
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Why do we still need to limit the max clients num on the network now? (edited)
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are you talking to me ?
04:03
But that a question for community
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who said about limiting ? i'm talking about increasing / expanding the max players number
04:03
at peak hours popular game servers are full 64 players is from 2019
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That's still limit
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i mean just expand it to 90 or 128 if it will be a double up
04:04
the limit thing is just because the servers can't handle a lot of players at the same time
04:04
if that's your question
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Jack Neklson
the limit thing is just because the servers can't handle a lot of players at the same time
The limit on server is right
04:06
But
04:06
the client limits the player num too (edited)
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The collision code between entities is O(n^2)
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We can see the mod developer use ID Map , like DDNet do for Vanilla 16 players clients
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tbh i really hate ddnet devs i hope ai one day will solve this issues and we can request some features and it make it for us with no bugs or issues
04:08
but we have to wait like for late 2025
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I think if we want to add some features that DDNet doesn't need, it's better to try to join them to Teeworlds.
04:12
Though Teeworlds is dead now
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Bamcane
Though Teeworlds is dead now
yep
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ws-client BOT 2024-05-19 04:56:10Z
<ChillerDragon> i agree jack! turning off votes and increasing slots would be poggies.
04:56
<ChillerDragon> yo can someone send some brain. Could there possibly be anything wrong with this code? https://paste.zillyhuhn.com/sw
04:57
<ChillerDragon> i get some compile errors only in the macos pipeline when trying to inherit a constructor. I assume its the namespaces who mess it up. I have my classes in two translation units not sure if that is the issue.
05:01
<ChillerDragon> I never used anti ping but from what i was told it is really good @Jack Neklson One does not simply fix lags. Btw also one of the concerns when increasing slots is potential increase in lags.
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ws-client BOT 2024-05-19 05:13:55Z
<ChillerDragon> error: using declaration cannot refer to a constructor
05:14
<ChillerDragon> using CA::CA;
05:14
Contribute to ChillerDragon/CompileTests development by creating an account on GitHub.
05:14
<ChillerDragon> watafak
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Jack Neklson
tbh i really hate ddnet devs i hope ai one day will solve this issues and we can request some features and it make it for us with no bugs or issues
how about you become a dev yourself? Ah wait then you have no reason to complain anymore, and that's the whole sense in your life, understandable
kek 1
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Bamcane
Do we have some great ways to custom weapons image in mod?
only if you modify client too
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But you know, not everyone will use your client to play mode.
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Bamcane
But you know, not everyone will use your client to play mode.
there is an issue for that: https://github.com/ddnet/ddnet/issues/7296
The purpose of the issue to discuss and track ideas toward server-provided assets. It would be cool to have support for: server-side skins server-side weapons, etc (@VoxelDoesCode) server-side mapr...
05:59
dd-pg will have server side asset support
05:59
and it will release this year 😬
justatest 2
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Bamcane
But you know, not everyone will use your client to play mode.
yeah, but you can't change weapon assets other way
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Jupstar ✪
there is an issue for that: https://github.com/ddnet/ddnet/issues/7296
Why don't we download two files, a resource file from server, a map file from server, then merge 2 file
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what does the one have to do with the other?
06:32
ah heinrich said something about adding them to the map
06:32
well i didn't do that
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ws-client
<ChillerDragon> error: using declaration cannot refer to a constructor
what c++ revision>
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morning
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good morning
07:19
i said 1 dota before bedtime
07:19
and had to wait for them to finish their game
07:19
now at 57 minutes
07:20
ChillerDragon:
07:20
which c++ standard
07:21
u dont specify in your cmakelists
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AssassinTee
All questionmarks are solids where tiles are missing ^^ minimal automapper test map
this actually gave me flashbacks when I was working at my previous company
07:39
> company wants a ddnet rip-off mobile game > company also want user-generated-content > being a tile-based game natually we need a lot of tiles > managers and artists don't understand why we need more than 9 different tiles
07:39
explaining everything took me a better part of a month
07:39
justatest
07:57
kill them all
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Dummy questions from the most simplest to the most little-known
*1. why can’t you control keypresses via copy (will the dummy release?) (not about cl_dummy_resetonswitch) 2. why does the cl_dummy_hammer command target the player, but not the cl_dummy_hook command? 3. how often does the dummy hit? (in ms) 4. why and what for does the cl_dummy_hammer command block dummy? (prevents you from moving, hooking, hitting) 5. why does cl_dummy_copy_moves work strangely? sometimes it happens that we are out of sync 6. why in the “control” tab there is only the “flight with dummy” panel? a strange question, there is already a topic about possible flights with dummy, for example shield fly, hook fly, but why weren’t they added if there are already commands for this, then it would be better not to add it, sorry, but it looks quite strange 7. How does a dummy find out the player’s angle using the cl_dummy_copy_moves command? this way you can make new commands (see advice 2) 8. Do the dummy and the player still have information about the viewing angle?*
For example: Dummy and I look at the angle 0.00 I turn 180.00 I turn on the copy -> the two of us look at 180.00 and then turn it off I switch to dummy -> it looks at 0.00 (watch video 1) adviсe:
*1. add functions cl_dummy_move_left | cl_dummy_move_right and cl_dummy_move 1 0 2. add functions cl_player_angle | cl_dummy_angle (0.00 - 359.99) 3. can I add a second or third dummy?*
(edited)
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GitHub
Click to see attachment 🖼️
Thats what i call a fix commit kek
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"little fix - ignore"
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12345
Dummy questions from the most simplest to the most little-known
*1. why can’t you control keypresses via copy (will the dummy release?) (not about cl_dummy_resetonswitch) 2. why does the cl_dummy_hammer command target the player, but not the cl_dummy_hook command? 3. how often does the dummy hit? (in ms) 4. why and what for does the cl_dummy_hammer command block dummy? (prevents you from moving, hooking, hitting) 5. why does cl_dummy_copy_moves work strangely? sometimes it happens that we are out of sync 6. why in the “control” tab there is only the “flight with dummy” panel? a strange question, there is already a topic about possible flights with dummy, for example shield fly, hook fly, but why weren’t they added if there are already commands for this, then it would be better not to add it, sorry, but it looks quite strange 7. How does a dummy find out the player’s angle using the cl_dummy_copy_moves command? this way you can make new commands (see advice 2) 8. Do the dummy and the player still have information about the viewing angle?*
For example: Dummy and I look at the angle 0.00 I turn 180.00 I turn on the copy -> the two of us look at 180.00 and then turn it off I switch to dummy -> it looks at 0.00 (watch video 1) adviсe:
*1. add functions cl_dummy_move_left | cl_dummy_move_right and cl_dummy_move 1 0 2. add functions cl_player_angle | cl_dummy_angle (0.00 - 359.99) 3. can I add a second or third dummy?*
(edited)
@Jupstar ✪
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@12345
10:09
🙂
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@Jupstar ✪
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i am not the best dummy player
10:09
since u rarely need that in gores
10:09
ask in #questions
10:09
@Jupstar ✪ crates.io has dark mode
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nice finally
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Jupstar ✪
i am not the best dummy player
these questions relate to programming, I think you relate to it
10:10
finally pure rust impl
10:10
but its pog
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epyc
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12345
these questions relate to programming, I think you relate to it
i never coded anything dummy related, sry 😄
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Jupstar ✪
i never coded anything dummy related, sry 😄
and who wrote? I'm interested 🙂
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i have 0 idea
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Hello, could somoene tell me how is the kill feed (thing on top right corner) called in code? I'm trying to find the code that renders it / calls it / whatever but I don't know what to look for.
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Jupstar ✪
i have 0 idea
just because of the 4th point, 30-40% of flys with dummy are blocked
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Devinci
Hello, could somoene tell me how is the kill feed (thing on top right corner) called in code? I'm trying to find the code that renders it / calls it / whatever but I don't know what to look for.
killmessages.cpp
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12345
just because of the 4th point, 30-40% of flys with dummy are blocked
ask those questions on #questions . Most of your points and advices are not needed as you can combine things like dummy copy with deepfly bind
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Jupstar ✪
killmessages.cpp
Thanks!
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was renamed to infomessages.cpp at some point, because it also renders finishes
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Devinci
ask those questions on #questions . Most of your points and advices are not needed as you can combine things like dummy copy with deepfly bind
can you move and hit through the cl_dummy_hammer? if you think about it, there are many uses for such things
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Robyt3
was renamed to infomessages.cpp at some point, because it also renders finishes
thanks x)
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it should be renamed to action feed
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yeah, that would make sense
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i call it like that, but i asked gpt-4 for suggestions xdd
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12345
can you move and hit through the cl_dummy_hammer? if you think about it, there are many uses for such things
No one uses that
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Devinci
No one uses that
because it's not possible
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And no, there are no uses for it once you get used to using deepfly bind
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Devinci
No one uses that
rest assured, I know exactly how to use it
10:19
deepfly bind
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Devinci
No one uses that
on RU most of what I said in a big message is very necessary, especially for experienced players I don't know how you looked, but I know most people who would benefit from this
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dummies itself as a concept is very strange for coop play and its powerful as it is rn
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Look, you should try talking to some really good dummy player (I am not), as I'm pretty sure most of those issues can already be solved. And imo dummy is already too op as it stands right now. this was supposed to be a coop game.
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anything more than that is too op to add
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Discussions about new Dummy controls are Kind of unneccessary, Heinrich stated already He wont give Dummy even more Power since its already way to strong as is
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dummy is not that strong compared to the players' skill, it is even weaker, given the fact that it cannot be moved in different ways, this is the most important advantage of the players
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12345
dummy is not that strong compared to the players' skill, it is even weaker, given the fact that it cannot be moved in different ways, this is the most important advantage of the players
Motivation: This pull request introduces new features that enable regular players to perform the same actions on a dummy as they would with their primary character. The motivation behind this enhan...
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Dummy is already stronger than 2 players in some scenarios. And thanks god it's hard to master, I wouldn't want the 63 players server become 31+their dummys.
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dummy is already an aimbot
10:26
isnt that unfair enough xd
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Jupstar ✪
dummy is already an aimbot
big advantage over what? there's no point in it if he can't move himself, plus dummy doesn't have an aimbot for a hook, so it's all good
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12345
big advantage over what? there's no point in it if he can't move himself, plus dummy doesn't have an aimbot for a hook, so it's all good
yeah but we speak about a script here a dummy is basically a script
10:30
if we make it more powerful we increase the cheat script
10:30
the game is about human skill, we should not make the dummy too OP
10:30
then it's not about raw skill anymore at some point
10:30
360° cursor is basically the hardest to master
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Jupstar ✪
the game is about human skill, we should not make the dummy too OP
But isn’t dummy improvement about human skill? you have to move for two at the same time, it won’t do any harm, but on the contrary, if there are creative people, they will start doing... triple quinta fly with dummy and with a player in the deep if you don't overdo it, you can achieve the perfect balance so that the dummy isn't too strong here the boundaries are soapy, but here it is better to consider an experienced dummy player and 2 experienced players, currently two players have an advantage, the capabilities of the dummy player are too weak to do complex tricks. in a narrow area, dummy is just a replacement of a player by someone with a high ping, this is good, because people will play the game even with a high ping but in my opinion, there is a dead end between the average and high skill levels of the dummy player, because as I said above, the capabilities of the dummy player are too small
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12345
But isn’t dummy improvement about human skill? you have to move for two at the same time, it won’t do any harm, but on the contrary, if there are creative people, they will start doing... triple quinta fly with dummy and with a player in the deep if you don't overdo it, you can achieve the perfect balance so that the dummy isn't too strong here the boundaries are soapy, but here it is better to consider an experienced dummy player and 2 experienced players, currently two players have an advantage, the capabilities of the dummy player are too weak to do complex tricks. in a narrow area, dummy is just a replacement of a player by someone with a high ping, this is good, because people will play the game even with a high ping but in my opinion, there is a dead end between the average and high skill levels of the dummy player, because as I said above, the capabilities of the dummy player are too small
writing a TAS is also human skill but it's not the raw playstyle anymore
10:39
if u think it's raw skill u probably only need dummy switch command
10:39
rest is your awesome human skill
10:39
😉
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Jupstar ✪
writing a TAS is also human skill but it's not the raw playstyle anymore
it does not affect the game in any way, because “time” cannot be slowed down in an online game
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12345
it does not affect the game in any way, because “time” cannot be slowed down in an online game
but timing can be done by the dummy script
10:40
syncing input is completely overpowered
10:40
which 2 humans can do that?
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I believe dummy is a bad feature to begin with and we should not add anymore adjustment to it before we nuke it somehow
🚀 1
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Jupstar ✪
but timing can be done by the dummy script
you can do the same thing through the program so that 2 players go through the map
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@12345 i can also say it differntly: if you'd create a new game and add all your dummy ideas, that game could be really cool and enjoyable. but it's a completely different game then
10:42
since it has other requirements
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you can do anything with code
10:43
when's the last time anything was added to dummy? (edited)
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no idea
10:44
but there was some bigger change 1-2 years ago
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Jupstar ✪
@12345 i can also say it differntly: if you'd create a new game and add all your dummy ideas, that game could be really cool and enjoyable. but it's a completely different game then
why do you constantly rely on the fact that dummy is already too strong? Isn’t it possible to make a balance between players and dummies, I don’t require that dummys can go through some map for me, I want dummy players to be able to play equally with players
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12345
why do you constantly rely on the fact that dummy is already too strong? Isn’t it possible to make a balance between players and dummies, I don’t require that dummys can go through some map for me, I want dummy players to be able to play equally with players
how can u find a balance in that? can u predict the future
10:46
ppl will find ways to use new inputs in a overpowered way
10:46
also as said, i am not the best dummy player. discuss that with other ppl pls, or create an issue on github
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honestly even if we think touching dummies' code is a good idea. you can't 100% sure we won't break anything that already exists
10:47
vibe but personally i would fight against any dummy changes
10:48
cuz i still think it shouldn't exist to begin with
🐴 1
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Jupstar ✪
how can u find a balance in that? can u predict the future
Before adding an update to the game, you can create a beta test between testers
🐴 1
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i often see overpowered dummy flys.. so i feel like dummies are already overpowered xD
10:49
@cyberFighter how to know that u reacted without knowing it
10:49
😬
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i was confused about what that reaction means
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Jupstar ✪
i often see overpowered dummy flys.. so i feel like dummies are already overpowered xD
yeah, that's so powerful!! it's time to remove dummy from the game
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i dont agree with it
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12345
yeah, that's so powerful!! it's time to remove dummy from the game
😬
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oh cool
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12345
yeah, that's so powerful!! it's time to remove dummy from the game
i'd rather f3 that than give dummy more power
1000 2
10:50
LOL
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meloƞ
i'd rather f3 that than give dummy more power
so why haven't you done this before?
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why should i - i dont mind dummy beeing here, but i do care about it beeing so strong a co-op game looses its co-op aspect
10:51
you cant join a stronghold server without beeing bombarded with people ego'ing with dummy showing off how cool it is to pseudo triplefly safe someone with ease
10:51
now do that with a normal player
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dummy shood exist and shoodnt be changed
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meloƞ
why should i - i dont mind dummy beeing here, but i do care about it beeing so strong a co-op game looses its co-op aspect
the game will remain cooperative if it has balance
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adding more features to dummy will put dummy even higher, thus destroying the balance even more
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meloƞ
now do that with a normal player
pseudo triple flying is ALREADY easy enough
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i believe anything done to the game needs discussion and in the end the conversation will lead to nowhere and no change was made. this is basically how most thing goes here
gigachad 1
10:54
but i do think discussion is helpful and needed. the thing is there isn't enough of us to reach any meaningful conclusion most of the time
f3 1
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12345
pseudo triple flying is ALREADY easy enough
yeah no - you have people tripleflying with dummy with ease because of .cfg's, pseudo tripfleflying with an actual human requires perfect execution of both. the person down has to hammer perfectly while constantly aiming 180°, its even harder aiming in an angle (edited)
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TsFreddie
i believe anything done to the game needs discussion and in the end the conversation will lead to nowhere and no change was made. this is basically how most thing goes here
if you sit in one place and do nothing, then of course the game will die, you need to at least give chances, make discussions between ORDINARY PLAYERS, not between moderators, not between noobs who don’t even know what dummy is
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also admins already expressed that they do not want more dummy-related functionalities. so i can't see where this conversation would go any differently than it was destined.
f3 2
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TsFreddie
but i do think discussion is helpful and needed. the thing is there isn't enough of us to reach any meaningful conclusion most of the time
that’s just enough, we need less empty talk like “the dummies are already strong”, we need to discuss this this conversation no longer becomes serious when 6 gigacids are attached to 1 message
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ye but the discussion is already ended with #8275
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Motivation: This pull request introduces new features that enable regular players to perform the same actions on a dummy as they would with their primary character. The motivation behind this enhan...
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there is no reason to discuss this since it was already declined by our maintainer's - we're just showing you why
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meloƞ
yeah no - you have people tripleflying with dummy with ease because of .cfg's, pseudo tripfleflying with an actual human requires perfect execution of both. the person down has to hammer perfectly while constantly aiming 180°, its even harder aiming in an angle (edited)
no, everything is much simpler, I hope you at least tried to do this
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Many issues on github is suddenly end because no one found a useful way to solve the problem
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12345
no, everything is much simpler, I hope you at least tried to do this
i indeed am capable of doing both - but pseudo tripleflying with other people took me hours, pseudo tripfleflying with dummy took me like 30 minutes
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no. many issues on github ends because they are bad issues
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TsFreddie
no. many issues on github ends because they are bad issues
For example?
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TsFreddie
also admins already expressed that they do not want more dummy-related functionalities. so i can't see where this conversation would go any differently than it was destined.
it depends on each player differently
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there is no point talking to me really
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TsFreddie
also admins already expressed that they do not want more dummy-related functionalities. so i can't see where this conversation would go any differently than it was destined.
ok, can I talk to the admin, find out why, what and how, otherwise empty messages like “dummy is already too strong” do not give anything
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admins said no that that's it
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almost 2 years ago - thats why what and how
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dummies should be restircted to dummy maps only owo
pikasip 1
f3 2
HUH 1
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As we can see, there's still some great futures in some issues, but they're always have problems with demos
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Bamcane
As we can see, there's still some great futures in some issues, but they're always have problems with demos
heinrich asking how would one thing interact with demos does not mean it couldn't be done. everyone just see that and leave.
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Bamcane
As we can see, there's still some great futures in some issues, but they're always have problems with demos
And they're end because of the problem
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what people want is a proposed idea and steps to do it
11:03
if you can not at least manage that, there is no point moving forward with a fantasy idea with no plans and considerations
f3 1
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imo ddnet should change their github issue thingie like other FOSS projects - if an issue doesnt follow the general rules they get declined (edited)
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then people would start complaining about gatekeeping
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12345
ok, can I talk to the admin, find out why, what and how, otherwise empty messages like “dummy is already too strong” do not give anything
@meloƞ
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Always force landscape orientation to be used for the game on Android. Hide the title bar so it is not shown when starting the game. There is also a bug with SDL currently that leads to the title bar and status bar being shown permanently after minimizing and reopening the app, which is alleviated by hiding the title bar.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration op...
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Bamcane
This issue is end because of it's difficult to solve problems
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is it?
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We need both backward compatibility and some new features
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all I see is a standard request to finish the proposal and the issue author failed to do so. you don't just go on github and demand things and expect other people to do it for you.
11:09
cuz the conversation really is just "do we have a solution for this, can we make this happen without major issues"
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12345
@meloƞ
doing that with dummy is 10 times easier
11:10
okay end of discussion LOL
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I think it's achievable, it's just a matter of backwards compatibility.
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cool then finish the proposal
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meloƞ
doing that with dummy is 10 times easier
can you complete Holidays 2 with dummy?
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Bamcane
I think it's achievable, it's just a matter of backwards compatibility.
But that's the mod need to do
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honestly it is not your issue i don't see why you would be so focus on that one conversation if the end goal isn't for you to take advantage of said feature where you are just getting from other people's work.
11:11
and i don't think you take part in that conversation whatsoever
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12345
can you complete Holidays 2 with dummy?
there is literally a youtube video of someone doing that :D
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I did not take part in that, but take part in similar one (edited)
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meloƞ
there is literally a youtube video of someone doing that :D
link?
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then why are you posting other people's issue
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That's just a example
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an example of what I've said. bad issue cuz there isn't really a proposed solution and plan
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A more achievable example
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12345
link?
somewhere in showroom, think its in chinese so i dont find it
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Yep that's right
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meloƞ
somewhere in showroom, think its in chinese so i dont find it
1 part?
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nah second
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I'm trying to make a draft of it now, hope it won't be closed
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TsFreddie
no. many issues on github ends because they are bad issues
now?
11:16
what have you been doing this whole time
11:16
it's not the first time I've been telling you if you need something done you need to push it yourself
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chillerdragon BOT 2024-05-19 11:16:45Z
Uhm idk
Replying to @Ewan which c++ standard
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TsFreddie
what have you been doing this whole time
Did you say me? I'm working on LunarTee and a map
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that's not what I actually asked but good for you
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meloƞ
somewhere in showroom, think its in chinese so i dont find it
may be a bad example, but maps like this are difficult to complete, requiring different movements from two players at once
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30bb9b5 Lost another 12 € because of Erenzy's refund - def-
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12345
may be a bad example, but maps like this are difficult to complete, requiring different movements from two players at once
They are difficult, not impossible. You can lok at Peg for example: https://www.youtube.com/watch?v=fOyzdI-Hhj0
11:23
And making these things easier would be extremely detrimental for the game.
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@cyberFighter care to explain why horse?
11:25
cuz in chinese a horse as a reaction is really funny
11:26
i gotta sleep
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TsFreddie
@cyberFighter care to explain why horse?
idk
11:38
horse
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TsFreddie
> company wants a ddnet rip-off mobile game > company also want user-generated-content > being a tile-based game natually we need a lot of tiles > managers and artists don't understand why we need more than 9 different tiles
xD the worst case is 2^9 = 512 tiles, more then a tileset can hold
11:39
not that I've ever seen a tileset needing all combinations
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AssassinTee
xD the worst case is 2^9 = 512 tiles, more then a tileset can hold
we settled for some system that wouldn't require too many tiles but I forgot what it is
11:41
found it
11:42
we used two layers and just make corners cover the tiles when needed lol.
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I already can think of cases that you are missing 🙈
11:42
# --> ## # (edited)
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that seems to be covered?
11:43
don't let me boot up my project at previous company just to find out
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don't, I will find more
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ah you cut a tile into 4 for this
11:45
i see what you mean
11:45
it is not two layers then
11:45
it is as much layers as needed
11:45
justatest
11:45
5 at most then
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here other cases: # ### ### # # # ###
11:46
yes. i digged out our old editor to check
11:46
thanks
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now I am sure, that you have all
11:48
ye i did check. also our editor is automapper only
11:48
so it has to cover all of them i think
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the map above has all cases if you really want to make sure
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i think i had my own map to check before we went for multi-layers
11:49
i don't know if I can find my old documents of that
11:49
i'll try to, and we can see if we have the same number of tiles for single layer tiles
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now make a teeworlds tileset that can do this (hard, not recommened, but possible)
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i remember there are like a lot
11:50
if it is just one texture there are less. once you want grass on top there are so many iirc
11:51
i should install everything
11:51
i don't remember where the design document is, but i know it is an aseprite project
11:56
really couldn't find it
11:57
i might have deleted it
11:58
bro we've tested 3d ones before?
11:58
i don't even remember
11:59
bruh the test document is wild
11:59
how did I think covering these were a good idea
12:00
I think I liked the multi-layer approach so much that I just give up on the old idea and deleted most of them
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This is a working draft. This draft uses the design of the map-embedded assets in #7296

Why not to use a extra file?

As we can see, the DDNet maps is bigger and bigger since we can use HTTPS download maps. Also, I said, this is a working draft, so if this problem is too serious, we can change to other ways. But now, map-embedded assets is the best way. Now this draft support to play the server-provided sounds that embedded in the map anytime, as long as server needs ## C...
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GitHub
Click to see attachment 🖼️
there is bag i think (NaN on https://ddnet.org/funding/)
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thanks, fixing
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wait, am I really the 4th person to donate
13:27
it says in chronological order right? (edited)
13:27
justatest
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yes
13:28
gz
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that is wild
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That's how I knew you were part of DDNet since the very beginning 😄
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i guess that make sense HUH
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TsFreddie BOT 2024-05-19 13:33:29Z
HUH
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TsFreddie
i guess that make sense HUH
owo
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justatest irc gets free nitro i guess
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does irc getting editing messages
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it double send edited messages
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with my crappy bridge u can edit msgs from irc 😏
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MilkeeyCat
with my crappy bridge u can edit msgs from irc 😏
Ohohohoho
13:37
Milkirc
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nuh uh
13:38
deez bridge justatest
13:40
05c8259 Force landscape orientation and hide title bar on Android - Robyt3 8a20f0d Merge pull request #8379 from Robyt3/Android-Landscape-Fullscreen - def-
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TsFreddie
justatest irc gets free nitro i guess
ye
13:47
u can post anything
13:47
i think
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TsFreddie
bro we've tested 3d ones before?
would be amazing if u could play with parallax
13:49
instead of static tiles
13:50
ig harder
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Learath2
ackshully C does not define an ABI 🤓
but there is a C ABI defined by the platform. @Ryozuki did not claim that the C standard defined the C ABI
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Ryozuki
did we have trouble with ai prs and commits?
There is an issue in the DDNetRaceNetwork where the scoreboard does not accurately display the order of users based on their finish times down to the milliseconds. For example, if User 1 finishes a...
Thanks to @BlaiZephyr for the non-LLM summary: core idea: a new gamemode where Player's would be placed inside of a queue or lobby to compete on a short solo map (should take 20-25 seconds) for...
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heh, true
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meloƞ
i like this one: This is a disturbing trend. The AI kids believe they can automate software engineering with AI chatbots yet they not even know what the software development process of software is. And they are very confident of what they don't have experience about A call it the new cargo cult programming
I don't like this comment. it's trying to create a "us vs them"
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Ryozuki
learn the sys v abi by memory
"Diana’s silk dress cost $89" ­— linux x86 calling convention register order
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Description of cl_message_client_color behaviour:
  • using cl_message_client_color change the color of client message
  • executing two printing .cfg files with different color value in quick succession will print the two message with different color (exept if the two messages are the same, it will show "[2] text" with text in the color of the last color value)
  • when opening chat, every client message will be set to the last color value
  • when using different color value in the same .cf...
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meloƞ
i like this one: This is a disturbing trend. The AI kids believe they can automate software engineering with AI chatbots yet they not even know what the software development process of software is. And they are very confident of what they don't have experience about A call it the new cargo cult programming
also I believe it's not really an AI thing. my personal experiences is that less experienced people naturally have a lot of confidence. myself had really high confidence of making a super epic video game when I was like 15, and my job experiences in my 20s proved me wrong. But maybe less experienced people + less experienced AI = double the confidence, who knows.
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MilkeeyCat
ladies, gentlemen and arch users, what lib has this file? justatest
pacman -Qo /usr/lib64/libcrypto if you have the file or pacman -Fo /usr/lib/libcrypto if you don't (note the missing 64 in the latter)
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meloƞ
imo ddnet should change their github issue thingie like other FOSS projects - if an issue doesnt follow the general rules they get declined (edited)
I don't like declining issues because they don't follow a certain pattern. what do ddnet issues miss that you'd like to have?
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for example nix has these options if you start opening an issue: and these as their steps to create an issue: ### Describe the bug A clear and concise description of what the bug is. ### Steps To Reproduce Steps to reproduce the behavior: 1. ... 2. ... 3. ... ### Expected behavior A clear and concise description of what you expected to happen. ### Screenshots If applicable, add screenshots to help explain your problem. ### Additional context Add any other context about the problem here. ### Notify maintainers <!-- Please @ people who are in the `meta.maintainers` list of the offending package or module. If in doubt, check `git blame` for whoever last touched something. --> ### Metadata Please run `nix-shell -p nix-info --run "nix-info -m"` and paste the result.console [user@system:~]$ nix-shell -p nix-info --run "nix-info -m" output here
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what part of that issue template is interesting to you?
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a simple one that helps with readability i'd say
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I'm not sure I understand what you mean
15:23
let's take the newest issue:
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heinrich5991
pacman -Qo /usr/lib64/libcrypto if you have the file or pacman -Fo /usr/lib/libcrypto if you don't (note the missing 64 in the latter)
I just had to remove files from build
15:24
Xd
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sorry if i am not clear enough ^^ while the latest one is indeed greatly structured having choices that pre-define the issue structure would be great qol imo a bug report should always have these things: a description steps to reproduce expected behaviour (if not obvious) screenshots if necessary and additional context having an issue that just says "cl_overlay_entities is bugged" forces someone to kindly ask for more context (edited)
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can't find "cl_overlay_entities is bugged"
15:27
was it made up?
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that was an example and not related to an existing issue
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hm
15:28
what I want to say is: I'd like to only introduce more bureaucracy if we have a problem that needs solving
15:28
do we have a problem that needs solving?
15:29
if we add an issue template (and especially if we tell people we'll close issues that don't follow it), we're causing other people more work
15:29
(so we should have a good reason to put more work onto people who already want to take the time to report a bug to us)
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i dont have any additional "good reasons" - i just proposed it with my own opinion in mind - if you dont want that that's totally fine ^^
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yea, then I'd prefer not to do that, due to the above reasons
f3 1
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heinrich5991
if we add an issue template (and especially if we tell people we'll close issues that don't follow it), we're causing other people more work
Well depends, if the issue is not well self explained, that's also more work for people, waiting the OP to detail more
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yes, true
16:13
but we're the ones interested in bug reports, I'd say, we'd like to find out that our software has a bug
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See https://github.com/ddnet/ddnet/pull/8371#discussion_r1606048742

Checklist

  • [ ] 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 o...
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This reverts commit caa062c88c4a103513c1728648acba344e1db93d. As this decreased FPS and caused the background quad to be rendered twice when using a map background in entities mode.

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 ...
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I have a question are those dragging laser deterministic, will they always works the same, give the same position?
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how can i get the background as image?
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@Patiga is this intended? (twgpu-map-photograpy)
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MilkeeyCat
@Patiga is this intended? (twgpu-map-photograpy)
could you send me the map?
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I don't really get the question, are the tiles layers missing, is the black thingy wrong?
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the black void on the left
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and try out the branch new-approach
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thanks for the report, I'll check it out :)
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Patiga
and try out the branch new-approach
please try out this branch though
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im doing this rn 😄
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MilkeeyCat
@Patiga is this intended? (twgpu-map-photograpy)
looks super weird, I have no idea so far what could cause this
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maybe my skill issues
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@MilkeeyCat how did you obtain the map?
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from ddnet github :p
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link?
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i pulled just this evening
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Patiga
please try out this branch though
how to use? xd
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darn I dislike that rust prints debug instead of display on panics
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ah yeah some map uses ddnet mapres as external
20:01
i also noticed that when i wrote my converter
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MilkeeyCat
how to use? xd
in the previous version you specified the mapres path, now it tries to find the path on its own. either install ddnet with a packet manager or via steam, or create a data directory in your current working directory or next to the binary
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Jupstar ✪
ah yeah some map uses ddnet mapres as external
hm sure? twmap errors in such cases, all official ddnet maps should be clean
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Patiga
hm sure? twmap errors in such cases, all official ddnet maps should be clean
it's a theme map
20:02
not a playable map
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ah, that error is from not finding the mapres directory though
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MilkeeyCat
@Patiga is this intended? (twgpu-map-photograpy)
i meant this
20:03
could be related
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ah good point
20:04
there are only normal external mapres though, sun and our beloved clouds
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mnh maybe it was autumn day then
20:04
then nvm
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fd4f61e Fix performance regression in copy_fix.py - Robyt3 b94dfc5 Merge pull request #8382 from Robyt3/Scripts-CopyFix-Performance-Regression - heinrich5991
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Patiga
there are only normal external mapres though, sun and our beloved clouds
new approach works :DD
heartw 1
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solved I guess 😅
heartw 1
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c0a6f5a Revert "Always clear window with black color instead of background color" - Robyt3 08a8680 Merge pull request #8383 from Robyt3/Graphics-Clear-Revert - Jupeyy
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So, someone told me that this channel is a better place for my progress on translation (correct me if I'm wrong). Today (19.05.2024) I translated, like, 4 strings, two of them being from the load screen, one being the chat and one... can't remember, actually. At least now I have (probably?) fully translated load screen. And yeah, I made it so it says something like "[We are] doing something" instead of "doing something", feels a bit more personal imo. Should get some 🇺🇦 speakers to look at it, if it is not cringe... but I'm too shy to do that :^( UPD: forgot to mention: translated "Tutorial" as "Посібник" ("manual", sort of) and "Learn" as "Wiki". Sometimes you have to improvise to fit into the character limits! (edited)
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how do i “group” maps in my server by difficulty
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nvm i just redownloaded it
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