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DDraceNetwork
Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2024-10-26 00:00 and 2024-10-27 00:00
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Tater
you could actually end up hitting a freeze tile you didn't hit if you are moving fast enough (edited)
This needs to be featured in a map
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@Skystrife you can do a map with it!
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my "x" and "d" dont work somehow
06:22
my keyboard works fine, so its not the keyboard problem
06:24
with the keyboard thing
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spooky oxyzo 2024-10-26 08:40
idk try binds in f1
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! 🅰🆃🆂🆄🅺🅾 ! 2024-10-26 16:47
where are we lol
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Devinci
bwoah that's so cool tho. Maybe it's just me but I think that those "features" might create some interesting ideas. (if it's not fixed I'm probably stealing this x)).
just fyi if it wont get fixed there will be a map where players explore that bug soon (not planned but on accident)
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Ah gg. Well, i would only use this for a trick or two at most anyways. I do enjoy these kind of bugs :p
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Patiga
@AssassinTee do you think this is a thing that could be fixed? :)
AssassinTee 2024-10-26 18:21
what?
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AssassinTee 2024-10-26 18:23
I can list related issues I already pinged. This is not the only case this can happen
18:23
It's because freeze is calculated in ticks instead of subticks
18:24
and because ddnet decided to take effects between two ticks in a straight line which is wrong. This is reproducable even without bouncyness
18:24
@Patiga
18:26
Hi, I was checking some DDNet code and stumbled across this function: https://github.com/ddnet/ddnet/blob/master/src/game/collision.cpp#L920 This is used to determine for example when start and fin...
18:26
notice how it's from 2021. (edited)
18:28
The pictures from @Tater are great, this can also be done by simple hitting another tile with speed
18:31
18:31
black is wall
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AssassinTee
Click to see attachment 🖼️
the bounce tile interaction appears to be much more apparent, as it interferes with the normal function of the tile ^^
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AssassinTee 2024-10-26 18:39
if you want this fixed, add a "freezed" flag to the move box function and check on the bounce if you hit a freeze, this is quick and dirty and doesn't fix the underlying issue, it's just an ugly workaround. I highly advocate for fixing this for all ddnet interactions (edited)
18:40
this is also the explanation why the jump flag is added
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AssassinTee
if you want this fixed, add a "freezed" flag to the move box function and check on the bounce if you hit a freeze, this is quick and dirty and doesn't fix the underlying issue, it's just an ugly workaround. I highly advocate for fixing this for all ddnet interactions (edited)
changing deep physics like that is typically not an option
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AssassinTee 2024-10-26 18:42
also this doesn't fix the issue of hitting a freeze you never actually hit
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server settings can be moved and layers selected with the same keybind, if you open the server settings menu, select a setting, then click on a layer
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Patiga
changing deep physics like that is typically not an option
AssassinTee 2024-10-26 18:48
The implications are a lot of other undesirable side effects that are not so apparent, only other known effect are wrong finish/start times, because the subtick counter is in the mud (edited)
18:49
next Issue i can think of: Freeze now fixed, but can skip start/finish/switches/weapon grap(?)/whatever entitiy you'd like
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heinrich5991 2024-10-26 18:50
the movebox function would need to handle the ddnet tiles
18:51
if implemented "properly"
👍 1
18:51
because the information cannot be obtained outside of it
18:51
but as Patiga said, changing that sounds difficult
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could the function just be called twice on a bounce?
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AssassinTee 2024-10-26 19:02
you mean like adding a third position like m_bouncePos and then calling that straight line function twice? (edited)
19:02
that actually sounds neat
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yea, like towards the reflection point or smth
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AssassinTee 2024-10-26 19:03
this could also work for the other case, with the wall 😮
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heinrich5991 2024-10-26 19:03
you could have an arbitrary number of bounces, so you'd have to return a list, but that would still work
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AssassinTee 2024-10-26 19:03
true
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I think the only good solution is having move box handle the unskippable tiles but that also seems like a massive breaking change so I don't see how this gets fixed
22:48
returning a list is really slow
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we can trade one bug for a different one if we set m_LastPos to the most recent bounce position, this wouldn't affect other physics.
Exported 43 message(s)
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