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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 2024-09-29 00:00 and 2024-09-30 00:00
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Robyt3
yea it's neither initialized nor set anywhere
i wonder if its my fault xd
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I have a question concerning .cfg-files for toggling key-bindings / commands. Guess it's a bit too trivial to be postet in the the developer-Chatroom, but maybe someone can take a look at it anyway 😄 So I am currently trying to fix a problem with some .cfg-scripts that toggle some binds. THE GOAL OF THESE BINDS / SCRIPTS WAS:
  • To have zoom+ and zoom- bound to mousewheel up and down when the pause-button is pressed;
  • and bound back to default prevweapon / nextweapon bindings when leaving pause-mode by hitting the pause button a second time.
MY APPROACH LOOKED LIKE THIS (simple bind-toggles set in .cfg-files, ) I changed the binding of my pause-key 'q', which previously had simply been: bind q "say /pause" to execute a .cfg-file in addition to the /pause command: bind q "say /pause; exec mousewheelZoomON.cfg mousewheelZoomON.cfg: bind mousewheelup "zoom+" bind mousewheeldown "zoom-" bind mouse3 "zoom" bind q "say /pause; exec mousewheelZoomOFF.cfg" mousewheelZoomOFF.cfg: bind mousewheelup "+prevweapon" bind mousewheeldown "+nextweapon" bind mouse3 "zoom" bind q "say /pause; exec mousewheelZoomON.cfg"
(edited)
02:08
NOW TO THE THE PROBLEM: sometimes the game makes the player join spectator mode, so the spectator-state is switched while the .cfg-files weren't executed and the binds weren't toggled. The fact that one is able to join spectator mode with /spec command but can leave spectator mode with /pause again doesn't make it more simple, but this should be easily fixable by binding another .cfg-file to the /spec-button, so my bind-scripts are getting toggled by /spec as well. I guess if I could find a command, or a combination of multiple commands, that, no matter if I am in /pause- or /spec-mode or not, sets the pause to always the same value, so you don't have to rely on the previous spectator mode hasn't unexpectedly toggled. If my understanding is correct, the problem wouldn't even exist if there were seperate commands for 'JOINING /pause-mode' and 'LEAVING /pause mode'? So the Problem really is the /pause command also is used for the "/unpause" function? Looking forward to hear from you! (edited)
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I remember you could do /spec 0 and /spec 1 I might be wrong I can't test it right now. The same for pause.
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Tried to enter these in chat, doesn' seem to behave different than just /spec
02:31
quixel megascans is free right now. you can just bot the site and get everything
02:35
vibe indie games with all megascans assets are gonna blowup next year lmao
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Juicy
Tried to enter these in chat, doesn' seem to behave different than just /spec
so /spec 0 will still put you in spec ?
yes 1
02:37
I mean we could certainly add these values, but is it really useful at all? - (this could be fixed by bind groups btw) KEKW
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TsFreddie
vibe indie games with all megascans assets are gonna blowup next year lmao
whoever thought it was a good idea to make it free is either a gigachad tired of corporative methods, or a dumbass messing up with an idiot marketing strategy
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@archimede67 I hope you're doing fine and well btw - didn't see you for a while
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in my eyes, gigachad gigachad
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Cellegen
whoever thought it was a good idea to make it free is either a gigachad tired of corporative methods, or a dumbass messing up with an idiot marketing strategy
it's just trying to move everyone to the new market place. typical epic game manuver
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if it's free, we all gucci
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they are just gonna shutdown the site and transfer everything to fab. then you have to login to fab to download all your free stuff. they get the chance of shoving more paid stuff in your face.
02:39
it was free for unreal engine before anyway
02:40
non-unreal people probably doesn't use megascans that much
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most of megascans stuff are paid, so yeah no way this'll pop up
02:40
but the free stuff surely made people's eye attracted to them
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InsaneCat userbase conversion maneuver
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once the free stuff is gone, back to everyday suffer
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epic make terrible market place that is true tho
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mind you, we don't have any good ones either
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i'm mostly talking about steam and egs greenthing
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oh, epic games in general is shit, it's obv
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oh wait what if steam decided to sell assets think_bot
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Till Gabe dies, it won't happen (edited)
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gabe will probably live in a machine somewhere forever
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I would say the Steam market cannot be worse, unless the revenue drops up because of CEO change.
02:45
other than that only, Steam is a well done game store service.
02:46
Epic ain't, their shit practices on giving away free games are not better, than giving away discounts like Steam does. Their terms of service practices makes use realize they only care about money, while Steam throws it away with plenty of discounts and somehow earns more
02:46
Epic does everything to shoot themselves in the foot, while Steam does nothing and wins
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GitHub BOT 2024-09-29 02:47
With sv_rcon_auto_auth enabled, the server will automatically rcon auth all connections from the local network. This is useful for hot_reload map testing. This setting can be added to autoexec for it to work every time, but should it be enabled by default without the need for autoexec? https://github.com/user-attachments/assets/0b8618e5-73bd-43eb-af50-b78880916391

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in...
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meloƞ
so /spec 0 will still put you in spec ?
to conclude: you can get in spec-mode with both, /spec 0 and /spec 1 (and just /spec obviously), but for getting out of spec-mode neither /spec 0 nor /spec 1 do anyting.
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TsFreddie
quixel megascans is free right now. you can just bot the site and get everything
It was Always yes (edited)
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GitHub BOT 2024-09-29 07:41
24e030f Add 500 € (!!!) donation by xx - def-
poggers 4
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GitHub BOT 2024-09-29 08:17
56f09e9 Add actually setting m_LastRescue variable - iMilchshake 9829f1e Merge pull request #9058 from iMilchshake/master - def-
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Realizing the feature I want needs data that is modeled as a directed acyclical graph which turns out to be super annoying to model, maintain, and query in a relational DB. Really fun.
justatest 1
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Leave
👀 1
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Leave? It's my project? xD
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DVD
Leave
who is this guy? Is this a discord account?
08:35
I thought it was one of the bridges
08:35
they seem to have left
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DVD
Leave
iMilchshake 2024-09-29 08:35
maybe they tried to leave xd
08:35
not tell u to leave
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iMilchshake 2024-09-29 08:35
haha
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he said what he had to say and left
🤣 1
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protocol experts: 0.7 protocol has no svglobalsound, did it move somewhere?
08:57
3e3074e Fix typo - ChillerDragon b77b79c Merge pull request #2 from ChillerDragon/pr_typo - Jupeyy
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thank you chiller
08:58
also do you know what Sv_VoteOptionListAdd does?
08:58
its empty structure
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ChillerDragon BOT 2024-09-29 08:58
it adds votes
08:58
no its dynamic
08:58
dont trust network.py
justatest 1
08:58
only trust the chillerdragon docs xd
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GitHub BOT 2024-09-29 08:59
e71c088 Remove dbg fmt from error type, - Jupeyy
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yeah checked it rn
09:00
do you remember any other dynamic structures in protocol?
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ChillerDragon BOT 2024-09-29 09:01
game messages
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besides game messages xd
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ChillerDragon BOT 2024-09-29 09:02
i dont remember any others
09:13
chiller plz fix
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ChillerDragon BOT 2024-09-29 09:13
go pr
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ChillerDragon
go pr
it is generated or it really is just pure html
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ChillerDragon BOT 2024-09-29 09:14
pure html
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eww
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ChillerDragon BOT 2024-09-29 09:15
simple by design
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ChillerDragon
go pr
done
09:16
github online editor moment
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ChillerDragon BOT 2024-09-29 09:24
where?
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kinda nowhere rn
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ChillerDragon BOT 2024-09-29 09:25
where
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here
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ChillerDragon BOT 2024-09-29 09:25
@zhn ?
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theres nothing currently
09:27
i just came back to my old project based on libtw2
09:28
also i wonder why gamemsg id itself is not present in network.py
09:28
it doesnt have to by dynamic xd
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ChillerDragon BOT 2024-09-29 09:29
yea but it would be unused. maybe its helpful to understand that its not a fixed struct
09:29
i currently have a pending pr that would add such network.py breaking black magic to ddnet
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wdym unused
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ChillerDragon BOT 2024-09-29 09:32
if it is always red and written with GetInt and AddInt then the network.py fields are unused
09:33
it could be used for validating the allowed range
09:33
thats actually what i did in mine for ddnet
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I still wonder why serbian translation has more finished strings than serbian_cyrilic
Replying to egyt You can also do translations, they are important, too
09:36
Also, serbian has both Latin and Cyrilic strings, for some reason
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GitHub BOT 2024-09-29 09:37

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-addresssan...
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Nice
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GitHub BOT 2024-09-29 09:37
edf40a3 Update translations for upcoming 18.6 - def- b6ad0b3 Update Geramn translations - def- 652eda8 Version 18.6 - def-
09:39
DDNet 18.6 is scheduled to release in 7 days, assuming no bad bugs are found. Please test the Release Candidate to prevent problems being only discovered after release. Report bugs in the #bugs channel on DDNet Discord or directly on Github:
09:42
b32e7be Version 18.7 (new scheme: nightly should have higher version than released) - def-
09:45
[ddnet/ddnet-web] New branch created: pr-18.6
09:49
8e17bc9 Update translation stats for 18.6 - def-
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"Decoration"???
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egyt
"Decoration"???
One of the 0.7 skin parts
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Would like a screenshot...
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See the "after" screenshots in #8940, they should mostly be accurate
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Show Player/Dummy tabs at the top instead of using checkbox for dummy settings like in regular skin settings. Show Basic/Custom tabs instead of using button to toggle custom skin settings. Move Ski...
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Okay, thanks
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Waiting for the merge...
Replying to @GitHub GitHub: > def- […]
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enhancing my calm 😬
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Пашка Дуров)) 2024-09-29 10:16
hi
10:17
edf40a3 Update translations for upcoming 18.6 - def- b6ad0b3 Update Geramn translations - def- ab4376b Merge pull request #9061 from def-/pr-18.6-languages - Robyt3
10:22

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-addresssan...
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Phew
Replying to egyt enhancing my calm 😬
10:23
It still uses my old avatar!
Replying to @GitHub GitHub: > EGYT5453 […]
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GitHub BOT 2024-09-29 11:11
715a096 Update Ukrainian l10n (18.6) - EGYT5453 522b9e4 whoops - EGYT5453 b518026 Merge pull request #9063 from EGYT5453/ua-18.6 - def-
11:12
0b89203 Update DDNet Turkey - def-
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GitHub BOT 2024-09-29 11:42

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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@ChillerDragon @ChillerDragon.* Ctrl+p doesn't have go to tele or go to x y cordinates
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GitHub BOT 2024-09-29 12:57

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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[Client] Smooth spectating [KebsCS] now add smooth spectating for "multi-view" button :DD
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please make it so that the HUD panels can be moved as you want, or at least limitedly
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GitHub BOT 2024-09-29 13:16
5a893c8 Update credits - def- d685b6d Merge pull request #9064 from def-/pr-credits2 - Robyt3
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exosphere
please make it so that the HUD panels can be moved as you want, or at least limitedly
Fairly big change. I wouldn't expect it unless there is a dev around that also wants it
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Learath2
Fairly big change. I wouldn't expect it unless there is a dev around that also wants it
I think it would be useful, this change is not very different from those described here ---, but it is quite useful and I think it will not be particularly difficult
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MilkeeyCat 2024-09-29 13:32
if you think it won't be difficult, go pr!
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yay im in the credits :D
🎉 2
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GitHub BOT 2024-09-29 14:07
00b0936 Update Swedish translations for 18.6 - furo321 4a3e1fa Merge pull request #9065 from furo321/swedish-18.6 - def-
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JSaurusRex 2024-09-29 14:08
@Robyt3 hey i have a question about https://github.com/ddnet/ddnet/pull/7555 Its atm a 364 line change, pretty maintainable imo but if the server side code is too much to maintain can the client side + networking message at least be merged? then servers can implement their own physics without ddnet having to support them
I want to make it clear that my intent is not for offical DDRace servers to change with this pr. Without recompiling with a different tickrate nothing in the gameplay will change. DDNet is the clie...
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kebs
yay im in the credits :D
Thanks for all the cool features!
😄 1
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GitHub BOT 2024-09-29 14:27

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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JSaurusRex
@Robyt3 hey i have a question about https://github.com/ddnet/ddnet/pull/7555 Its atm a 364 line change, pretty maintainable imo but if the server side code is too much to maintain can the client side + networking message at least be merged? then servers can implement their own physics without ddnet having to support them
I'm still not convinced that this adds value for DDNet. Looks hard to maintain when changes would also need to be tested on other tick rates. As of now, I don't really see any maintainer actively supporting this except heinrich5991 maybe, but I'm not sure from the comments whether you convinced him that this should be added to DDNet.
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JSaurusRex 2024-09-29 14:49
Don't think I convinced him, he was just cleaning up the code iirc
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Robyt3
I'm still not convinced that this adds value for DDNet. Looks hard to maintain when changes would also need to be tested on other tick rates. As of now, I don't really see any maintainer actively supporting this except heinrich5991 maybe, but I'm not sure from the comments whether you convinced him that this should be added to DDNet.
JSaurusRex 2024-09-29 14:50
does this still hold true for purely client side support as well? that should massively cut down on scope
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JSaurusRex
does this still hold true for purely client side support as well? that should massively cut down on scope
IMO not having a standard server implementation available to test also makes it harder to maintain
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JSaurusRex 2024-09-29 14:55
ah damnit thats true xd
14:56
if there were automated tests this wouldn't be nearly as much of an issue i tried to make those but got stuck pretty early on sadly
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Robyt3
IMO not having a standard server implementation available to test also makes it harder to maintain
JSaurusRex 2024-09-29 15:02
assuming the amount of servers that will use it is very small (because ddrace, race and gores are the biggest modes and just don't work well with such a physics change) is it possible to add this as an non officially supported feature, as in. Its in the ddnet client but won't be actively maintained so breakage can happen?
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I'd rather not have a completely unmaintained feature. This would be a better fit for a custom client based on DDNet if only few servers are going to use it.
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JSaurusRex 2024-09-29 15:08
dang D: yeah very true, the sad reality is tho that any feature that requires a custom client is unlikely to be used if there were to be automated tests would this pr be considered?
15:09
since they don't really change behavior (in theory xd)
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JSaurusRex 2024-09-29 15:10
i think the bigger problem is that individual features need to be properly supported (edited)
15:10
like laser beams i had to manually add
15:10
and some stuff was made with scalability in mind had it written backwards
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GitHub BOT 2024-09-29 15:11
8853243 Update Chinese translations for 18.6 - Pioooooo 170f112 Merge pull request #9066 from Pioooooo/chinese-18.6 - def-
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Jupstar ✪ 2024-09-29 15:11
a convert position like here: https://github.com/ddnet/ddnet/pull/7555/files#diff-619bc2285dfceebaa74c335ad9df122d2cc19e665de4536801ccf63c4ab80714R204 could be refactored out, if the rendering component wouldn't use the network positions but some normalized format. So that this line exist is also fault of bad ddnet impl
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JSaurusRex 2024-09-29 15:11
i don't think these functions even need to be tested because they're indeed likely to not change
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cyberfighter 2 2024-09-29 15:11
kebs is doing lotta work
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Jupstar ✪ 2024-09-29 15:11
i am defs very intersted in the physics code changes of this high tick support. i think they are rather small totally
15:12
perfect for dd-pg 😄
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JSaurusRex 2024-09-29 15:12
i can add them if you want
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Jupstar ✪
a convert position like here: https://github.com/ddnet/ddnet/pull/7555/files#diff-619bc2285dfceebaa74c335ad9df122d2cc19e665de4536801ccf63c4ab80714R204 could be refactored out, if the rendering component wouldn't use the network positions but some normalized format. So that this line exist is also fault of bad ddnet impl
JSaurusRex 2024-09-29 15:13
in a previous rendition of this pr i converted all cnetobj_character(core) to ccharacters to use simplify it
15:13
if thats what you mean
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Jupstar ✪ 2024-09-29 15:13
i mean that the positions should be 1 float unit = 1 ingame tile
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JSaurusRex 2024-09-29 15:13
ended up changing it because it added a lot of new lines and also wasn't very clear when read why
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Jupstar ✪ 2024-09-29 15:13
and not randomly scaled by some network factor
15:14
then the convertpos would be in whatever converts network pos to render pos
15:14
and not in some client render component (edited)
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Jupstar ✪
then the convertpos would be in whatever converts network pos to render pos
JSaurusRex 2024-09-29 15:14
it converts network pos to rendering and in game pos
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Jupstar ✪ 2024-09-29 15:14
yep, sadly the ddnet code base mixes lots of stuff like this
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JSaurusRex 2024-09-29 15:14
1 float unit stays the same, its purely for the networking which doesn't use floats that i had to scale it
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Jupstar ✪
perfect for dd-pg 😄
JSaurusRex 2024-09-29 15:15
btw will this get its own client?
15:15
or is it purely server sided?
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cyberfighter 2
kebs is doing lotta work
😎
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JSaurusRex
btw will this get its own client?
Jupstar ✪ 2024-09-29 15:15
yes
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JSaurusRex 2024-09-29 15:15
dang, backwards compatible?
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Jupstar ✪ 2024-09-29 15:15
a client & server where physics can be controlled with WASM modules
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JSaurusRex
dang, backwards compatible?
Jupstar ✪ 2024-09-29 15:15
no
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JSaurusRex 2024-09-29 15:15
O:
15:16
i think you can add backwards compatibility with WASM modules
15:16
if you detected the server type like ddnet does, depends how much you changed the original code tho
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Jupstar ✪ 2024-09-29 15:16
the biggest challenge is backcompat in the network code, and that is what i am not interested in
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JSaurusRex 2024-09-29 15:16
clients not compatible with ddnet servers are ... unlikely to take off
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Jupstar ✪ 2024-09-29 15:16
since i think ddnet network is pretty hard to understand and at least currently not cleanly abstracted away
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JSaurusRex 2024-09-29 15:17
dang, you're just interested in creating the best version of teeworlds possible?
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JSaurusRex
clients not compatible with ddnet servers are ... unlikely to take off
Jupstar ✪ 2024-09-29 15:17
well the new servers need database access to official ddnet ofc at some point
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JSaurusRex 2024-09-29 15:17
teeworlds 0.8 O:
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JSaurusRex
dang, you're just interested in creating the best version of teeworlds possible?
Jupstar ✪ 2024-09-29 15:17
haha, with infinite time, defs
15:17
ofc it won't be finished or perfect when i go public with it
15:17
but until then i try my best
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JSaurusRex 2024-09-29 15:18
whilst i think its cool and wanna add to it i know from personal projects, getting players is hard as shit
15:18
you might as well be making a new game
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Jupstar ✪ 2024-09-29 15:18
depends mostly on how much ddnet maintainers like it (edited)
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JSaurusRex 2024-09-29 15:18
you're gonna add support for the client to ddnet?
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Jupstar ✪ 2024-09-29 15:18
if we "advertise" it in some form it can also take off
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JSaurusRex 2024-09-29 15:18
the other way around than i suggested
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JSaurusRex
teeworlds 0.8 O:
cyberfighter 2 2024-09-29 15:19
fake
🤨 1
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JSaurusRex
you're gonna add support for the client to ddnet?
Jupstar ✪ 2024-09-29 15:19
well it's not a me decision
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JSaurusRex 2024-09-29 15:19
i mean is that the intend?
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Jupstar ✪ 2024-09-29 15:19
i won't be able to carry such a huge project for ever. if other devs here like it, then maybe it can be an alternative to the current client
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JSaurusRex
i mean is that the intend?
Jupstar ✪ 2024-09-29 15:20
the intend is mostly to enhance mod support without thinking about consequences of compbat all the time
15:20
thus it's kinda an alternative client
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JSaurusRex 2024-09-29 15:21
im definitely willing to help, i can see many technical short comings to the current client, stuff all my prs and servers try to fix. Ping, limited tickrate, inperfect inputs
15:21
i actually was thinking about making a pr to add roughly what you had in mind to ddnet itself
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Jupstar ✪ 2024-09-29 15:21
sure, start to learn rust today 😏
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JSaurusRex 2024-09-29 15:21
D: rust
15:22
thats gonna be something to get used to
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Jupstar ✪ 2024-09-29 15:22
indeed
15:22
i cannot tell for sure, but i think there are quite some rust devs in this chat
15:22
seems like younger ppl rather learn that than cpp
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JSaurusRex 2024-09-29 15:23
its the hot new item i think i usually just code in c tho ._.
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whats always annoyed me as someone who uses a low max distance is that the accuracy of my gun is limited due to the client rounding the mouse coords to ints instead of using floats (same amount of space) or using a single float direction (less space) i fixed this by removing all the rounding and where it needs to be converted to ints i just multiply it by 1024
15:41
would this be accepted as pr?
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this would also affect the default distance wouldn't it? also how would it work when zoomed in/out etc?
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doesnt effect anything since normalize(vec2(x, y)) == normalize(vec2(x * 1024, y * 1024))
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Does it affect the use of angle bind?
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(whats angle bind)
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You lower your max distance to 2, so that you can shoot directly up
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well thats an exploitation of the bug
15:48
so yes
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Very commonly used bind
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but given you set the multiplier to a low enough number you can keep the best of both worlds
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Community would have a lot of backlash against that, so I doubt you'd pass it
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it could be a toggle?
15:49
(or a slider)
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You'd also have to convince the people that use lower max distances with the way it currently works, they like the limited angles
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they do?
15:49
In PVP
15:49
Usually
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it means i have to use a bind to do anything precise
15:50
also yeah u can just lower the number to 128 and the max distance 2 still works
15:52
but if poeople like reduced angles u can make it a slider or toggle there shouldnt be anything wrong with that
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Would almost definitely have to be a toggle, no one here knows if that'll be accepted or not, you could make a PR and have people discuss it on github
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you could use it in your own client - but the angle bind is a mechanic often used - espacially in hard maps actually
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angle bind works fine when u use 128
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still unsure about a feature that can break existing binds
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well have it off by default
15:53
and people who play low distance (with high accuracy) but still want angle keybind can just toggle the thing in the keybind
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You gotta convince admins, not us greenthing
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i think it's best to open an issue on github about it
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hehe oke
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Skeith
You gotta convince admins, not us greenthing
(maintainers) - not all maintainers are admins
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Ya, but admins decide regardless
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it also fixes a random thing on infclass where i cant select classes without dyncamming xd
15:56
since the server now thinks that my mouse is off in narnia
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Skeith
You'd also have to convince the people that use lower max distances with the way it currently works, they like the limited angles
tf
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same
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you play w/ low max distance and like it?
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i can see it being nice for getting those really annoying hooks thru corners for saving ppl
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I don't
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louis
i can see it being nice for getting those really annoying hooks thru corners for saving ppl
thats the main thing
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But I know people do
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GitHub BOT 2024-09-29 16:05
I have always played with my max distance at about 30 and have always been annoyed by how my precision is limited due to int rounding. This can be fixed on the client by multiplying by some constant before rounding Benefits:
  • High accuracy at low max distances
    • More hooks through corners are possible at low max distance
  • Server things mouse actually traverses whole screen instead of being locked in a tiny circle
    • In infclass can select a class without changing max distance...
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^ oh look thats me
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Skeith
You'd also have to convince the people that use lower max distances with the way it currently works, they like the limited angles
cyberfighter 2 2024-09-29 16:11
Liar
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I wish
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cyberfighter 2
Liar
you use low max distance and dont like the low precision?
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cyberfighter 2 2024-09-29 16:12
i use 380 and it isnt noticable
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its only noticable < 100
16:12
i use 30 x-x
justatest 1
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Solly
i use 30 x-x
how
16:12
on gods earth
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you move your mouse in the direction you want the gun/hook to point
16:13
rather than the object you want to murder
16:13
its like playing bopple battle with a controller instead of a mouse
16:13
or minecraft...
16:13
or literally any fps
16:13
well fps is a bit
16:13
its just a different way of controlling
16:18
wait in some places the position is multiplied by zoom?
16:18
why
16:18
oh
16:18
shoiuldnt it be divided?
16:18
or wait
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theres too many coordinate sysrtems going on
16:19
i thought the mouse posiiton was client viewport space in pixels from middle (edited)
16:19
unless its.. not
16:20
and i assume mods would assume that the client cannot zoom so you want to preserve the mouse position regardless of zoom level
16:20
agh
16:22
and why does the hook collision render code have so many angle calculations
16:22
you need 1
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GitHub BOT 2024-09-29 16:23

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...
16:23

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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Azerbaijanese sounds like someone not from Azerbaijan tried to name the language (edited)
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Solly
Azerbaijanese sounds like someone not from Azerbaijan tried to name the language (edited)
yes im from turkey
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apparently its meant to be Azerbaijani [language] or Azeri (https://en.wikipedia.org/wiki/Azerbaijani_language) (edited)
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GitHub
Click to see attachment 🖼️
There's an issue for this already ket me find it
16:29
Precision has been changed due to this. We should revert this change where the mouse position gets sent in a zoomed state. A fix would be to keep the normal mouse pos for everything physics related...
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A proper fix would be to send the zoom float along with NETMSGTYPE_CL_SHOWDISTANCE then the server can get the exact same values that it gets now with a simple multiply. The size of the ints was only a concern in the context of resending multiple inputs per tick, you don't need to worry about that. EDIT: or most likely make a new net message that is sent at the same time as NETMSGTYPE_CL_SHOWDISTANCE to keep server compatibility. would also fix zoom hax xD
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TargetX and TargetY are now scaled by the zoom level. The tele cursor behaviour is now also moved /tc and /telecursor. Checklist Tested the change ingame Provided screenshots if it is a visual c...
16:30
Unfortunately it can't be cleanly reverted
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yeah it can
16:31
wherevre the mouse position is multiplied by zoom
16:31
dont...
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It breaks backwards compatibility
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this breaks backward compatibility?
16:31
oh wait /tc requires this?
16:33
well i guess thats fine
16:33
just multiply by a constant and zoom level
16:33
when u want to /tc u turn multiplier to 1
16:34
cl_mouse_multiplier 1; say /tc; cl_mouse_multiplier 1024
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Solly
apparently its meant to be Azerbaijani [language] or Azeri (https://en.wikipedia.org/wiki/Azerbaijani_language) (edited)
Yes, we realized we made a mistake there but it was too late to fix so we didnt think about it much. I got help from my two azerbaijani friends for translation
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os its called azerbajanese in ddnet
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Solly
cl_mouse_multiplier 1; say /tc; cl_mouse_multiplier 1024
This is far too janky
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u can change that w/ another pr no?
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as mentioned - make a proper issue
16:35
otherwise this discussion gets lost
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i have but im discussing it here as people are...
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Tater
This is far too janky
yeah but... the only other way is to send zoom level which was not chosen
16:37
and i dont think this bug should be kept
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Solly
yeah but... the only other way is to send zoom level which was not chosen
You can choose it right now, the old choices were mistakes
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but that would mean all clients whcih want to use /tc will be broken untill they start sending zoom level
16:38
also i dont know how to do that... x-x
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no the server can check if the client has sent a zoom level or not and use the appropriate choice
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true but thats.. kinda jank
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We have dozens maybe hundreds of such backwards compatibility checks on the server already
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oh okay
16:39
well its still jank but okay
16:41
this fixes #8452 but not the low max distance which would still require a multiplier which haas to be disabled for /tc
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Precision has been changed due to this. We should revert this change where the mouse position gets sent in a zoomed state. A fix would be to keep the normal mouse pos for everything physics related...
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Solly
this fixes #8452 but not the low max distance which would still require a multiplier which haas to be disabled for /tc
I'm not sure what you mean
16:42
How does it only fix one
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i want a multiplier to fix precision for low maximum distance
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That's probably not want you want
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but it also coincidentally fixed preciison for zoomed in (?) states
16:43
it is what i want
16:43
i hate having low precision
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A multiplier isn't really going to help anything, you just need to send the screens pace mouse coordinates without scaling them
16:43
Like before
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wait... your right
16:43
so why does my fix work
16:44
i removed the zoom multipling (i didnt know why it was there)
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Idk maybe it gets rounded to int after you multiplied
16:44
So the precision is kept
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its just the multiplier
16:44
wait but i havent tested it with x1 (edited)
16:44
because zoom isnt by default at 1? is it
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the default zoom is 10?
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Idk what you did tbh
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i just multiplied by a constant
16:45
and removed hte multiply by zoom
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Where
16:45
Oh
16:45
Well yeau
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everywhere where its (int)mouse posiiton
16:45
and it was fixed i was like "horray"
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If you remove the multiply by zoom it fixes everything
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but then i realised mouse coords arent... floats
16:45
so you dont loose any precision
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the issue is just keeping it working with tc
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i see why my solution is so jank now
16:46
is the zoom "amount" not 1 then by default
16:46
and the zoom constant is <some default constant> * <something to do with screen size> * cl_zoom / 10 (edited)
16:47
which is < 1 (edited)
16:47
and causes imprecision when rounding
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I think you're overcomplicating this (edited)
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m_pClient->m_Camera.m_Zoom if this value is 1 which for some reason is what i thought it was (when you have default zoom)
16:48
then its not a problem
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The problem is multiplying the mouse coordinates ever for any reason
16:48
It shouldn't do that
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i agree
16:49
but i only noticed all of this because of imprecision presummably caused by multiplying by zoom
16:49
where i didnt noitce the "multiplying by zoom" part because i thought the zoom was 1 by default
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Yes so we should remove the multiply by zoom and send the zoom value separately so the server can figure out the world space position itself (edited)
👍 1
16:50
it is
16:50
and what coordinate space is that?
16:50
oh it is pixels
16:50
but it is a float
16:50
???
16:51
if its a float then my solution is still one to a problem which exists
16:52
that of loosing precision when rounding to ints (edited)
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It's not a float
16:52
floats have a very large amount of precision
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sorry i said floats twice
16:52
i meant float -> int
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The position is sent to the server as an int, that's why there's issues
16:53
But we can't change that
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well u can
16:53
but its jank
16:53
u just cast int -> float if the client doesnt send a "i use floats flag"
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That would be breaking 0.6 protocol
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oh does ddnet always have to
16:54
be 0.6 compatible, makes sense (edited)
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also 0.7 now :/
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well then the client can also check but thats double jank
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Tater
also 0.7 now :/
huh???
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Anyway it's not important
16:54
The best solution is very simple
16:55
Just send the zoom value
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i cant see 0.7 servers on ddnet
16:55
I'm not the one to ask about that
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... i can
16:56
???
16:56
is cool skins gonna be back ported
17:02
@Tater is the client allowed to check the servre version for features what happens if the server is outdated and the client sends zoom value are they just ignored?
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Yes it can check
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that will add alot... to the jank
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Idk consult with a more experienced contributer than me maybe (edited)
17:05
like robyte
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But if the client deems the server unable to accept unzoomed mouse coords.. then the problem isnt fixed
17:10
also would a pr for spinny hammer (make the hammer spin like veery other weapon as a togglable easter egg) be accepted x-x
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GitHub BOT 2024-09-29 17:20
A toggleable easter egg where hammers are rotated like other weapons I already have the code for this, just wanting to know if I should make a PR
17:21
Fixed a bug where players in a team could not disable team0mode if someone touched the start and died (no one in the team had a race started)

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [x] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed ...
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stramxxxx4 2024-09-29 17:42
всем ку
17:43
я новый участник
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stramxxxx4
всем ку
Jupstar ✪ 2024-09-29 17:43
Sorry I only understand english
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MilkeeyCat 2024-09-29 17:46
tja
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Jupstar ✪
Sorry I only understand english
hi to all i am a new member (edited)
17:48
probably just picked the first channel they could talk in
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GitHub BOT 2024-09-29 18:06
Reported by Pioooooo on Discord: !6a549c3a1b978c4a Refreshing the server browser fixes it. Maybe the server briefly registers with incomplete info.
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Why do we have a milisecond timer on finnishes but not ingame. Like hours:minutes:seconds:milli? is there any argument against it?
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It's annoying to add because the server uses the score value as your time and the client converts it from seconds into the time format. So you would need a new way of sending the times to the client
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Tater
It's annoying to add because the server uses the score value as your time and the client converts it from seconds into the time format. So you would need a new way of sending the times to the client
ah okay just wondered
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I think he is arguing for the race timer, which is client side. It actually used to show milliseconds in older clients. Not sure why it was changed.
Replying to @Tater It's annoying to add because the server uses the score value as your tim…
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Well that would be easy to change if that's what he wants
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Yes i meant the racetimer^^
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iirc the milliseconds werent even accurate
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cyberfighter 2 2024-09-29 18:51
its a bit pointless no?
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I could see it being useful if you're speedrunning maps <5 seconds
18:56
it shouldn't be milliseconds but centiseconds, just based on your tick
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It useful for beautiful times like 10:00.00
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GitHub BOT 2024-09-29 19:18
7c65264 Update Turkish translation for 18.6.txt - GokturkTalha 3ae532d Update Azerbaijanese translation for 18.6.txt - GokturkTalha b36ecd8 Merge pull request #9068 from GokturkTalha/patch-12 - def- 3b924ce Merge pull request #9069 from GokturkTalha/patch-13 - def-
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GitHub BOT 2024-09-29 20:23
AwB, short for "Always Winning Brotherhood," is both a clan and server provider. We currently offer Gores servers (with DDoS protection) and Challenge servers where players can race team-vs-team on Gores maps with a points system. Would it be possible to be added to the filters or listed among the communities? You can reach us on Discord: https://discord.awb-clan.com https://discord.com/invite/wXXyKwHaZ7 Discord contact: kdaniel logo: ![AwB_Logo128x64](https://github.com/user-attachme...
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furo: your embedded video in #9071 doesnt load :c
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Fixed a bug where players in a team could not disable team0mode if someone touched the start and died (no one in the team had a race started) Checklist Tested the change ingame Provided screens...
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Works on my machine! :)
Replying to @meloƞ furo: your embedded video in #9071 doesnt load :c
cammo 2
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god darn it
21:02
furo: i respect you using that test map for absolutely everything
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GitHub BOT 2024-09-29 21:57

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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GitHub BOT 2024-09-29 23:25
3ed834b update czech translations for 18.6 - dobrykafe 7720664 update slovak translations for 18.6 - dobrykafe 8da5957 Merge pull request #9074 from dobrykafe/pr-cz-sk-18.6 - def-
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