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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 2024-06-15 00:00:00Z and 2024-06-16 00:00:00Z
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When you /foe a certain name the user with the name is still able to request points of other players and it will show up in your chat #8364 part from this issue
00:05
I'm not really sure if that is a good idea yet but maybe it would be a nice feature if you could enable a chat delay for new people joining only for your client. Would also be nice if people ping you when you have chat delay on that you only see the following: !330537851-886409e7-dfac-488a-bdd0-530eb661aa97 You could press T to open chat and click on the icon to show/hide the message #8364 part from t...
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Cellegen
Are IDs unique?
bypassing by re-entering server or connecting dummy
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unless its a whitelist instead of a blacklist
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ws-client BOT 2024-06-15 01:20:33Z
<ChillerDragon> @louis my client does not do physics its only network stuff for now no prediction or gui. But yea I was thinking of doing some AI stuff with it. I don't think the client needs physics for that anyways
01:20
<ChillerDragon> The client sends inputs and gets back state from the server. Seems like enough to train an AI on it.
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264df1f Improve envelope editor double-click handling - Robyt3 4852dc4 Move double-click handling from engine input to UI - Robyt3 3d4a9af Merge pull request #8489 from Robyt3/UI-DoubleClick-Handling - def-
01:21
b5fd2f1 update: Also sync config_diretory.sh - def-
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ws-client
<ChillerDragon> The client sends inputs and gets back state from the server. Seems like enough to train an AI on it.
ah yeah for sure
01:47
I think that sorta constitutes a python "wrapper"
01:48
just need to compute state at max speed so training doesn't take an 😅eon
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outdated.

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 bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#usi...
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b05620d update practice help text - BlaiZephyr 003a58c Merge pull request #8492 from BlaiZephyr/readme_help - def-
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zhn
doing it server side sounds more likely to be good xd
Sure, but ideally I want it to be as close to an actual player as possible. I think it would be interesting to be able to adjust for ping in the future
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Infinity
Sure, but ideally I want it to be as close to an actual player as possible. I think it would be interesting to be able to adjust for ping in the future
you are as close as possible with server side too since you manipulate with user input and can track it both as a server and as a client i don't think it can help with ping adjustment also like what should it adjust :p
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Fair enough, so far I haven't looked at the server side code a lot. I guess the question remains the same then: Are there any python wrappers for the server? Or is there any advice you can give before I go down the rabbit hole myself? 😂
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ws-client BOT 2024-06-15 10:52:36Z
<ChillerDragon> I am still wondering what the word "wrapper" means for you
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i dont think anyone is sane enough to wrap the entire server-side in python :D
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ws-client BOT 2024-06-15 10:55:12Z
<ChillerDragon> i can call a launch of DDNet-Server in a python script in 1 line xd
10:55
<ChillerDragon> But yea @Infinity you are probably looking for this https://github.com/timakro/tmlp
Teeworlds Machine Learning Project - A2C Python Implementation - timakro/tmlp
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Yup, I already saw timakro's project and put it on my "to read" list. Guess I'll dig into it a little deeper Thanks guys
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ws-client
<ChillerDragon> I am still wondering what the word "wrapper" means for you
run the client (or server), connect a player and input controls via python while receiving some kind of observation
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ws-client BOT 2024-06-15 11:02:37Z
<ChillerDragon> I am not sure if I would call that a wrapper. But yea as I said if you need a client fully written in python im currently in the progress of building that.
11:02
<ChillerDragon> But so far it is still missing some things
11:03
<ChillerDragon> Connecting already works but no snap support yet
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ws-client
<ChillerDragon> I am not sure if I would call that a wrapper. But yea as I said if you need a client fully written in python im currently in the progress of building that.
Just some kind of interface I guess
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ws-client
<ChillerDragon> I am not sure if I would call that a wrapper. But yea as I said if you need a client fully written in python im currently in the progress of building that.
Sounds very interesting though!
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Infinity
run the client (or server), connect a player and input controls via python while receiving some kind of observation
there's no wrappers in that way ig, maybe lua based ones but they're mostly private
11:35
the best solution for is modifying server to send needed information in econ so you can send and receive it from python
11:35
why just not use cpp xd
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Cpp hard!
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zhn
why just not use cpp xd
I wanted do as little as possible with cpp, because I want to focus on the RL side of things and not spend ages fighting build systems. It's just a side project meant to be fun and doing everything in cpp sounds more like work than fun 😂
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Infinity
I wanted do as little as possible with cpp, because I want to focus on the RL side of things and not spend ages fighting build systems. It's just a side project meant to be fun and doing everything in cpp sounds more like work than fun 😂
justatest
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cpp is fun
pepeW 1
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ye c++26 is neat
12:31
waiting for std::reflect
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Closes #8487

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 bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#...
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chillerdragon: wire ?
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zhn
waiting for std::reflect
Will Take another 10 Years for anyone to actually Work with c++26, i mean Just See how many FOSS Projects still use c++17
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hi I maintain a c++11 application 🙂
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hi
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meloƞ
Will Take another 10 Years for anyone to actually Work with c++26, i mean Just See how many FOSS Projects still use c++17
im ready to throw it all just for language benefits
17:46
cpp is kinda fun to use after all
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C++20 has been quite enjoyable
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i want to utilize concepts in blockworlds so badly :( c++ concept IsInvitable = requires(T t) { { t.Accept() } -> std::same_as<void>; { t.Decline() } -> std::same_as<void>; };
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hi i maintain a rust 2024 app gigachad
pepe_holy 1
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Ryozuki
hi i maintain a rust 2024 app gigachad
Ryo! glad to have you here - how many more translations until i get wiki contributor? need it to flex
17:55
i also added translation markers once!
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One day I'll make my own C-like language. Just need to sit down and plan it out
troll 1
gigachad 1
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@louis F-DDrace uses confetti too now, and has a small cosmetic command for it :)
poggers2 2
🎉 1
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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 or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-ad...
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fokkonaut
hah, i was missing the CNetMsg_Sv_ReadyToEnter on design change, which triggered the function resetting that variable :D
@Faulty
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fokkonaut
@Faulty
ty
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I didn't send Sv_ReadyToEnter when changing design, that was the error
19:14
np
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i found a bug. as you can see here i can reach the upper wall with hook when im at the ground. but when im falling (so im upper) i cant reach it.
20:48
look at those noobs blocking each other btw
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Bors Matyas
i found a bug. as you can see here i can reach the upper wall with hook when im at the ground. but when im falling (so im upper) i cant reach it.
Not a bug, hook has travel time, if you're falling it'll lower your hook range
20:54
You can extend your hook this way as well, your max range will shift slightly depending on your body, making some hooks possible
20:59
Here's an example
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how are you still on that map
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It's a demo!
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makes sense
Exported 69 message(s)