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DDraceNetwork
Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2024-10-28 00:00 and 2024-10-29 00:00
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Broso56
specifically linear has a weird bug where it seems to merge 2 different teams/players into the same rank kek (edited)
tested on sqlite local server with same db and works fine (edited)
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idk how to test ddnet mysql on windows (edited)
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i have "abuse 174" in fng
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Tater
but I also don't think it should be applied to the regular move box functionality without elasticity because it might break those "automatic" map sections that rely on the specific floating point precision at those parts of the map. (edited)
AssassinTee 2024-10-28 07:29
That's why I suggested maybe counting up a mapversion (or similar) with a change like this. I don't think a map saves a ddnet version (or does it?) so you can apply fixed physics to newer maps and return to the old ones with the existing ones
07:31
But this is up to discussion, there is a good reason your "automatic" map sections will still work even with that change in place, do you have a list of this in order to test this? If only 1 map out of all ddnet maps is affected, I don't see a reason to make this backwards compatible
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idk it just seems like such a fundemental change that I don't even know where you would begin testing it.
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AssassinTee 2024-10-28 07:35
does ddnet have a demo validation/run validation? If you change physics and then re-validate some demos/run could be invalid
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no it doesnt
07:38
but it changes a lot more than just auto parts actually
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Jupstar ✪ 2024-10-28 07:41
How does the counting in a list even help with the problem I mentioned? Where exactly would this list be filled? Maybe I skipped that
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Parts that look like this will get harder after you start checking freeze interaction with move box more accurately (edited)
07:43
obviously the amount you move in a tick is exaggerated in that illustration but the effect still applies to smaller movements
07:46
actually your hitbox center doesn't go that high so it looks more like this
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Jupstar ✪
How does the counting in a list even help with the problem I mentioned? Where exactly would this list be filled? Maybe I skipped that
the list would be filled by CCharacter::DDRacePostCoreTick() // handle Anti-Skip tiles std::vector<int> vIndices = Collision()->GetMapIndices(m_PrevPos, m_Pos); if(!vIndices.empty()) for(int Index : vIndices) HandleTiles(Index); else { HandleTiles(CurrentIndex); } (edited)
07:48
instead of checking between m_PrevPos and m_Pos. you check between each 2 positions in the list (edited)
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Tater
the list would be filled by CCharacter::DDRacePostCoreTick() // handle Anti-Skip tiles std::vector<int> vIndices = Collision()->GetMapIndices(m_PrevPos, m_Pos); if(!vIndices.empty()) for(int Index : vIndices) HandleTiles(Index); else { HandleTiles(CurrentIndex); } (edited)
Jupstar ✪ 2024-10-28 07:52
Oh that confuses me. Is the bounce thing a tile?
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no it happens in MoveBox()
07:53
so you create the list inside MoveBox and pass it to CCharacter::DDRacePostCoreTick() somehow
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Jupstar ✪ 2024-10-28 07:56
Ah yeah but the important part is where it's filled. Because move box happens before player collision. So this bounce thing could trigger even is you land on a dummy with enough speed or not. But tbh maybe that isn't even really possible, since without bounce that would mean you skip into the dummy. I dunno if I ever seen it
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hmm yeah
07:58
I guess there's other things that happen after move box
07:58
basically everything
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Jupstar ✪ 2024-10-28 07:58
Well maybe it still could. But that is why we some kind of test tool xd
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Tater
actually your hitbox center doesn't go that high so it looks more like this
I'm pretty sure the instances like this would break a lot of demo replays
07:59
oh also edging becomes harder too
07:59
I forgot about that
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Tater
I'm pretty sure the instances like this would break a lot of demo replays
Jupstar ✪ 2024-10-28 08:01
I mean you could only count when you really are about to bounce and else return an empty list. But would make physics less intuitive
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Jupstar ✪
I mean you could only count when you really are about to bounce and else return an empty list. But would make physics less intuitive
well if you only apply it to bouncing there's not any issues because it won't break old physics
08:02
the question is if you can apply it to regular MoveBox interactions
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Jupstar ✪ 2024-10-28 08:02
I am curious not what happens on magic edge
08:02
Now
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I don't think that changes
08:02
it only affects interaction with special tiles
08:03
like freeze and all the effect tiles
08:03
pushers ect
08:03
teleport
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Jupstar ✪ 2024-10-28 08:03
But you bounce from solid tiles?
08:03
Will you bounce on magic edges
08:04
yes
08:04
// neither of the tests got a collision. // this is a real _corner case_! if(Hits == 0) { if(pGrounded && ElasticityY > 0 && Vel.y > 0) *pGrounded = true; NewPos.y = Pos.y; Vel.y *= -ElasticityY; NewPos.x = Pos.x; Vel.x *= -ElasticityX; }
08:04
it already does
👍 1
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Robyt3
Thanks, should be useful since it looks completely different from the other crash
if u still need it, i send it. btw last 6-8 dumps was crashed when i try to hot reload One_and_the_same map. it's 100% crash. Not a single successful hot_reload (edited)
24.76 KB
09:15
ok when i was alone (not like 3-6 players) some times hot reload works fine, but still crashing
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Tater
it already does
AssassinTee 2024-10-28 09:47
As a "speedwalk" player, I knew exactly why I needed to check for elasticityY > 0 here Also autojumps on bouncytiles can "break" since you don't jump on the ground there
09:48
imo speedeges are a bug too, at least an unintended side-effect/exploit
09:49
because you touch the ground with upwards Y-Velocity
09:50
also speededges are tick dependend, you can't speedege on a subtick and therefore this is partially luck dependend
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Tater
actually your hitbox center doesn't go that high so it looks more like this
AssassinTee 2024-10-28 09:54
Btw the image is (slightly) wrong, the top second blue line should be perfectly flat/horizontal, since ElasticityY is 0 by default and therefore the velocityY get's corrected to 0 (gravity also doesn't apply in subticks) (edited)
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Robyt3
What do you mean with "holding down the power button"? That's going to forcefully shut down your PC so data loss would be expected if it happens during the renaming of the temporary file. I don't know if Windows even makes any guarantee that programs are closed cleanly even if you use the normal shutdown.
OS EREA OFICIAL 2024-10-28 11:29
I really wanted to say that, I used to do this before and nothing happened, until today they changed this system and it happened to me for the first time.
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Jupstar ✪ 2024-10-28 19:31
hey i didnt finish watching :c
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The video loaded for you?
19:31
It was stuck at 00:00 for me
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Jupstar ✪ 2024-10-28 19:31
that is discord being bad xd
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Ah oop
19:31
unsolo not unsolo'ing
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Draggory
unsolo not unsolo'ing
Jupstar ✪ 2024-10-28 19:32
is that just visually?
19:33
u sadly didn't try to touch him
19:33
your main
19:33
ah u hooked him
19:33
mhh
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ye
19:33
Hook went through
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Jupstar ✪ 2024-10-28 19:33
is that official map?
19:33
wait
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Jupstar ✪ 2024-10-28 19:33
say nothing
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xD
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Jupstar ✪ 2024-10-28 19:33
Schwung
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What
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Jupstar ✪ 2024-10-28 19:34
not?
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Idk what schwung means
19:34
Lol I wanted to know the map
19:34
xd
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Ah
19:34
no xD
19:34
Cyber space
19:34
The new mod
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Jupstar ✪ 2024-10-28 19:34
Ah lol
19:35
Is that reproducable btw?
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0 clue
19:35
I didn't even know it could happen in the first place
19:35
Maybe something to do with me switching dummy the moment i went into unsolo?
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Jupstar ✪ 2024-10-28 19:35
Sounds like a scary bug if it also happens the other way around
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It said in the chat that i was unsolo too
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Jupstar ✪ 2024-10-28 19:35
(You don't get solo'd)
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Draggory
It said in the chat that i was unsolo too
Jupstar ✪ 2024-10-28 19:35
Yeah
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The demo if you wanna inspect it further
19:41
I tried to recreate it for a total of 5 min to no avail
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Draggory
The demo if you wanna inspect it further
Jupstar ✪ 2024-10-28 19:42
@Patiga @Zwelf if someone is interested in some impossible to happen bug
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ouch
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Draggory
unsolo not unsolo'ing
its probably because your default tee walked <
20:23
and since he had checkpoint he walked into the solo, into a tele to the left, then back on the right side
20:24
you had dummy copy enabled and did some fast switches so you probably had input on the default skin tee while your main was doing the solo
20:25
it's hard to tell cuz u don't have showall in ur demos
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Jupstar ✪ 2024-10-28 20:27
from what i see when he jumped and where he was when the other tee arrived is the same position
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That's probably the most reasonable explanation, yeah
20:40
Don't see any other way it could happen, just funny timings ig xD
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