Guild icon
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 2024-10-28 00:00 and 2024-10-29 00:00
Avatar
Which programming language should I use to write a level system/ as well as registration and login.
Avatar
Avatar
kebs
static auto start = std::chrono::steady_clock::now(); auto now = std::chrono::steady_clock::now(); if (std::chrono::duration_cast<std::chrono::milliseconds>(now - start).count() > 6000) { start = now; // do stuff } @ывпаовпраропавропрао (edited)
ывпаовпраропавропрао 2024-10-28 06:18
ty
Avatar
Avatar
Evelyn
Which programming language should I use to write a level system/ as well as registration and login.
C++ would be the best pick to start with, I recommend looking at chillers ddnetPP to get started, it's pretty simple
Avatar
C++ is pretty much the only pick if you want to mod ddnet/teeworlds
Avatar
Avatar
Learath2
C++ is pretty much the only pick if you want to mod ddnet/teeworlds
游戏中按TAB键查看所有玩家分数的小程序. Contribute to MageDelfador/DDNet-show-points-in-game development by creating an account on GitHub.
wtf 1
Avatar
chillerdragon BOT 2024-10-28 09:26
That is rude. TeeSharp is pretty pog.
Replying to @Learath2 C++ is pretty much the only pick if you want to mod ddnet/teeworlds
Avatar
Avatar
Pioooooo
LOL, I forgot this existed. Yes you can inject raw machine code into ddnet using any language (edited)
Avatar
Me when account system with rust API gigachad
Avatar
MilkeeyCat 2024-10-28 10:55
Since when there's actions stats on github 0_o
Avatar
Avatar
Pioooooo
Wow
Avatar
Jupstar ✪ 2024-10-28 11:46
Ok vanilla elitests (chillerdragon, zhn), my three question of the day:
  • Why is there no friendly fire as option?
  • Why can you hit & dmg yourself with a rocket, but not laser?
  • Should a rocket really have no friendly fire by default?
Avatar
Avatar
Jupstar ✪
Ok vanilla elitests (chillerdragon, zhn), my three question of the day:
  • Why is there no friendly fire as option?
  • Why can you hit & dmg yourself with a rocket, but not laser?
  • Should a rocket really have no friendly fire by default?
  • Because vanilla doesn't have friendly fire as an option and vanilla is always right
  • Because vanilla doesn't let reflected lasers damage you and vanilla is always right
  • A rocket really shouldn't have friendly fire by default as that's how vanilla does it and vanilla is always right
12:05
Especially vanilla 0.7, that one is the most right
Avatar
Avatar
Learath2
  • Because vanilla doesn't have friendly fire as an option and vanilla is always right
  • Because vanilla doesn't let reflected lasers damage you and vanilla is always right
  • A rocket really shouldn't have friendly fire by default as that's how vanilla does it and vanilla is always right
Jupstar ✪ 2024-10-28 12:06
And in tournament mode? I kinda think a grenade would be less OG if it has friendly fire. Same as nades in CSGO
12:06
Or generally friendly fire
12:06
Or how the cool kids say: CS2
Avatar
If we are talking about game design, it might be interesting to experiment with all sorts of self damage and friendly fire, it however does allow some toxic patterns, without countermeasures you might just create the most toxic version of teeworlds
Avatar
Jupstar ✪ 2024-10-28 12:10
XD true
12:10
ig in cs you get banned after too many team kills in a row
Avatar
It's extremely strict, you don't get "many" team kills at all before getting kicked from the current game
12:11
iirc you can kill 2 people max 😄
Avatar
hackertv192 2024-10-28 12:34
Hello I need support, my game crashes
12:35
Pls
12:35
Help
Avatar
Avatar
hackertv192
Hello I need support, my game crashes
Jupstar ✪ 2024-10-28 12:36
Any error?
12:36
Nobody can help you if you don't provide better info
Avatar
hackertv192 2024-10-28 12:36
When I enter the game and want to go into the texture pack settings, the game crashes
12:39
you will help me
12:39
@Jupstar ✪
12:40
I can drop a video of how it works
Avatar
Avatar
hackertv192
When I enter the game and want to go into the texture pack settings, the game crashes
Jupstar ✪ 2024-10-28 12:45
any error msg?
12:45
or just close
12:45
but sounds like u have too many assets
12:45
delete some
notDraggory 1
Avatar
hackertv192 2024-10-28 12:48
Video
Avatar
Jupstar ✪ 2024-10-28 12:49
dont need video
Avatar
hackertv192 2024-10-28 12:49
Avatar
Jupstar ✪ 2024-10-28 12:49
i tell you
Avatar
MilkeeyCat 2024-10-28 12:49
too late lol
Avatar
Jupstar ✪ 2024-10-28 12:49
you installed 4k assets
12:49
and have shit gpu
12:49
always the same
12:49
you dont need 4k assets
12:49
but u want
Avatar
Avatar
hackertv192
Click to see attachment 🖼️
Jupstar ✪ 2024-10-28 12:50
yeah bro wtf. did u install 3000 assets or what xD
Avatar
hackertv192 2024-10-28 12:50
I got the texture packs, I installed them and everything started
12:50
Can you delete it somehow please
Avatar
Avatar
MilkeeyCat
@Learath2 yo, do you remember when I was asking you about symbol tables? After trying to find the answer in other people's code but I'll just ask you xd. Is it ok to store a symbol table in a struct which is created in a parser? It's just initialized to a default value during parsing and filled later. An example of da struct: struct Block { stmts: Vec<Stmt>, // used by parser table: SymbolTable // initialized using SymbolTable::default() } (edited)
MilkeeyCat 2024-10-28 12:53
After a week of trying to check how other people implement it, in the end I got an idea in a dream xd
Avatar
hackertv192 2024-10-28 12:55
So
12:55
So what should I do?
Avatar
delete the assets u put in \AppData\Roaming\DDNet\assets
Avatar
hackertv192 2024-10-28 12:59
And how I can't
Avatar
Avatar
hackertv192
And how I can't
Jupstar ✪ 2024-10-28 13:00
mark, press delete
13:00
have u never deleted a file before? xd
Avatar
not so much of hacker
Avatar
Avatar
Jupstar ✪
have u never deleted a file before? xd
MilkeeyCat 2024-10-28 13:01
can computers delete files? 😮
Avatar
Avatar
hackertv192
I got the texture packs, I installed them and everything started
Jupstar ✪ 2024-10-28 13:01
however you installed them alone, you can also delete them alone ig xd
Avatar
hackertv192 2024-10-28 13:01
In ddnet no
Avatar
Jupstar ✪ 2024-10-28 13:01
it's the same just press delete this time
Avatar
hackertv192 2024-10-28 13:02
And maybe there is a video
Avatar
Jupstar ✪ 2024-10-28 13:02
  • open file explorer
  • change path to %appdata%/DDNet/assets
  • delete all files
13:03
here u can change path
13:03
if that is the hardest thing for you
13:04
@hackertv192 where did you download your texture pack?
Avatar
hackertv192 2024-10-28 13:04
Everything is out
13:04
Видалити
Avatar
Avatar
hackertv192
Everything is out
Jupstar ✪ 2024-10-28 13:04
nice
Avatar
hackertv192 2024-10-28 13:05
I'm checking
Avatar
Jupstar ✪ 2024-10-28 13:05
now start client
Avatar
hackertv192 2024-10-28 13:05
Thank you all
Avatar
Avatar
Jupstar ✪
@hackertv192 where did you download your texture pack?
Jupstar ✪ 2024-10-28 13:05
^
Avatar
Jupstar ✪ 2024-10-28 13:32
apt: symbol lookup error: /lib/x86_64-linux-gnu/liblz4.so.1: undefined symbol: LZ4_XXH32 I think I'd be doomed as linux nobo
13:32
How can they have such a critical bug lmao
Avatar
High bandwidth and low latency are paramount for AI-powered edge and endpoints.
14:28
@Jupstar ✪ gddr7
14:28
GDDR7 can, therefore, accommodate much higher data rates than the previous generation. The first GDDR7 memory devices are expected to run at around 32 GT/s, but the JEDEC specification leaves room for future expansion of data rates up to 48 GT/s.
Avatar
Avatar
Ryozuki
GDDR7 can, therefore, accommodate much higher data rates than the previous generation. The first GDDR7 memory devices are expected to run at around 32 GT/s, but the JEDEC specification leaves room for future expansion of data rates up to 48 GT/s.
Jupstar ✪ 2024-10-28 14:32
Wow that is a lot 😄
Avatar
Avatar
Jupstar ✪
Ok vanilla elitests (chillerdragon, zhn), my three question of the day:
  • Why is there no friendly fire as option?
  • Why can you hit & dmg yourself with a rocket, but not laser?
  • Should a rocket really have no friendly fire by default?
heinrich5991 2024-10-28 17:59
I think there is a friendly fire option ^^
18:01
sv_teamdamage 1
Avatar
Avatar
Jupstar ✪
Ok vanilla elitests (chillerdragon, zhn), my three question of the day:
  • Why is there no friendly fire as option?
  • Why can you hit & dmg yourself with a rocket, but not laser?
  • Should a rocket really have no friendly fire by default?
heinrich5991 2024-10-28 18:01
I think you can't hit yourself with either, it's just that the explosion of the grenade also hits you. if you shoot a grenade up and jump into it, it doesn't explode, I think
Avatar
Avatar
Jupstar ✪
Ok vanilla elitests (chillerdragon, zhn), my three question of the day:
  • Why is there no friendly fire as option?
  • Why can you hit & dmg yourself with a rocket, but not laser?
  • Should a rocket really have no friendly fire by default?
heinrich5991 2024-10-28 18:04
wrt. the last point: I heard from vanilla pros that the grenade isn't really that strong because you can avoid it. they consider laser a bit overpowered instead since you can reliably chase a flag carrier down with it
Avatar
GitHub BOT 2024-10-28 18:49
Reported by ForgottenCat:
It seems that some specific tiles' pictures turn invisible, you see all hookable is here but according to him all freeze&unhook is missing He mentioned all stuff(include skins) has chance to become invisible. Will reset when quitting client
!Image_1730137088450 Happens with both OpenGL and Vulkan on a Huawei Enjoy 20 Pro (DVC-AN20) with HarmonyOS 3.0.0.
Avatar
Avatar
Jupstar ✪
you dont need 4k assets
what type of curse have I brang into this world kek
19:24
not proud of it myself but the impact I've made is insane
Avatar
Avatar
heinrich5991
I think you can't hit yourself with either, it's just that the explosion of the grenade also hits you. if you shoot a grenade up and jump into it, it doesn't explode, I think
Jupstar ✪ 2024-10-28 19:24
yeah, why does an explosion not dmg everyone xdd
Avatar
Avatar
Cellegen
what type of curse have I brang into this world kek
Jupstar ✪ 2024-10-28 19:25
what do you mean? have you invented 4k skins or what
19:25
also ddnet could just disallow them
19:25
or improve it's lazy loading
Avatar
Avatar
heinrich5991
I think you can't hit yourself with either, it's just that the explosion of the grenade also hits you. if you shoot a grenade up and jump into it, it doesn't explode, I think
correct, the grenade only explodes on two conditions:
  • if the grenade has hit a surface like hookable or unhookable which can explode on
  • or if the timer for it's explosion is expired
Avatar
Avatar
Jupstar ✪
what do you mean? have you invented 4k skins or what
I trended it on Teeworlds Data, you serious? xd
Avatar
Avatar
Cellegen
correct, the grenade only explodes on two conditions:
  • if the grenade has hit a surface like hookable or unhookable which can explode on
  • or if the timer for it's explosion is expired
Jupstar ✪ 2024-10-28 19:26
it also explodes if u shoot others
Avatar
we have a whole ass argument about it back then 😄
Avatar
Avatar
Jupstar ✪
it also explodes if u shoot others
Tee hitbox is also a surface, so ye 👍
Avatar
Avatar
Cellegen
we have a whole ass argument about it back then 😄
Jupstar ✪ 2024-10-28 19:26
So why do ppl still use them now?
19:26
It's simply bcs ppl hear 4k
19:27
and think of high quality
Avatar
cuz people don't know better justatest
Avatar
Jupstar ✪ 2024-10-28 19:27
they simply don't understand what 4k means
Avatar
just like I was, I was only wondering why nobody makes hq skins and stuff.
Avatar
Jupstar ✪ 2024-10-28 19:27
just like you when you started with it 😬
19:27
xD
Avatar
See?
Avatar
Avatar
Jupstar ✪
they simply don't understand what 4k means
You simply don't understand how people play the game. Zoom level 100 go
Avatar
Jupstar ✪ 2024-10-28 19:28
But in any way, I don't know if ddnet should disallow them. I'm 50:50 on that
19:28
I don't want to read about ppl having laggs and then use they shitty 4k skins
19:28
of loading that shit into memory sucks
Avatar
MilkeeyCat 2024-10-28 19:28
I usually play like this and those blurry pixels are disgusting
Avatar
well, considering that the client load all fucking assets into memory, instead of conditionally place the needed ones into memory is insane to me still
Avatar
Avatar
Cellegen
well, considering that the client load all fucking assets into memory, instead of conditionally place the needed ones into memory is insane to me still
Jupstar ✪ 2024-10-28 19:29
that is only about total consumption tho
19:29
even on my relatively high-end GPU the loading of a 4k skin takes more than a few milliseconds
19:29
for 60 fps you have 16ms
Avatar
But it loads for ya, doesn't matter for the avarage braindead player no?
Avatar
Jupstar ✪ 2024-10-28 19:29
if i waste 10ms for uploading a single skin
19:30
then you have some nice fps drops
Avatar
Yeah, normally you need about 8-10ms free processing to make everything smooth
Avatar
yay asset streaming, easy and fun I swear
Avatar
including physics and UI
Avatar
"and UI"????
Avatar
Well UIs can have it's own complications
19:31
like an ingame mouse for example
Avatar
I guess font rendering can be slow but like otherwise it should not take any time at all
19:31
do NOT put a browser in your game
Avatar
If you have one, you have to count for it's current thread being separate from physics threads to not make it lag behind
19:32
That alone requires you to set up a set amount of resources to that thread
Avatar
which thread??
Avatar
not CPU thread mind you
19:33
you don't or cant just separate processes into threads which is both efficient and... yk works
Avatar
I still have no idea what you're talking about. What are we splitting off onto its own thread?
19:33
And why is it taking any CPU time at all?
Avatar
Have you programmed before?
Avatar
I know shitty take
19:34
but still
Avatar
Are you talking about a thread specifically for processing the UI??
19:34
or for processing input??
19:34
You've been very unclear
Avatar
Besides the point
Avatar
What even is your point??
Avatar
There is an issue with lazy loading skins, it's lag when someone joins. It won't matter for normal resolution skins but 4k ones will cause you to drop some frames
Avatar
Assets can have a clever system to accumulate any changes that can conditionally place or free memory for needed assets
Avatar
Avatar
Learath2
There is an issue with lazy loading skins, it's lag when someone joins. It won't matter for normal resolution skins but 4k ones will cause you to drop some frames
yes asset streaming hard I know
Avatar
Avatar
Learath2
There is an issue with lazy loading skins, it's lag when someone joins. It won't matter for normal resolution skins but 4k ones will cause you to drop some frames
Can the same be told for other picture formats with the same resolution?
Avatar
So 4k skins just shouldn't really exist 😄
Avatar
Like jpegs
Avatar
Just support SVG skins :D
Avatar
4k PNG skins shouldn't exist imo (edited)
19:37
yeah either using SVG or JPEG saves many processes, but I don't know how it would.
Avatar
Avatar
Cellegen
Can the same be told for other picture formats with the same resolution?
Some gpus support compressed textures which can help
Avatar
but even SVG skins would get rendered to a texture and that texture used for rendering the actual players
Avatar
That depends on GPU as well ye?
Avatar
Avatar
risu
but even SVG skins would get rendered to a texture and that texture used for rendering the actual players
Which would again take the same time to copy to the gpu
Avatar
Avatar
Cellegen
That depends on GPU as well ye?
like how much cache can you push into the GPU
Avatar
Avatar
Learath2
Which would again take the same time to copy to the gpu
Wouldn't it get rendered on the GPU?
Avatar
Avatar
risu
Wouldn't it get rendered on the GPU?
Jupstar ✪ 2024-10-28 19:39
U want 10 fps xD
Avatar
Yes, but it needs data, the larger the data, the slower it's processing gets, cuz other data might override the current large one (feel free to correct me, idk exactly) (edited)
Avatar
Avatar
risu
Wouldn't it get rendered on the GPU?
Eh, there are ways to do it directly on the gpu so you only push the vectors/svgs into there but they are not very good
Avatar
Avatar
Jupstar ✪
U want 10 fps xD
Rendering an SVG to a texture once causes the game to run at 10fps??
Avatar
Rendering complex vector graphics doesn't lend well to gpu acceleration
Avatar
Avatar
risu
Rendering an SVG to a texture once causes the game to run at 10fps??
Jupstar ✪ 2024-10-28 19:40
Then you have the same issue as before
19:40
If it takes 5ms of your frame time
19:40
it will drop fps
Avatar
@Jupstar ✪ is there a way to chunk the copy over several frames?
Avatar
Jupstar ✪ 2024-10-28 19:40
The best solution is: everyone gets a 4090 for free
Avatar
There's a reason why almost no games use vector graphic assets
Avatar
Avatar
Jupstar ✪
If it takes 5ms of your frame time
Even if it's compressed? how so? can the data not be smaller cuz of it?
Avatar
Avatar
Learath2
@Jupstar ✪ is there a way to chunk the copy over several frames?
Jupstar ✪ 2024-10-28 19:41
Yes, probably possible. Just the question how many frames, and what to do if you load lots of skins. And how complex the backend gets for something that is kinda a workaround
Avatar
Avatar
Jupstar ✪
The best solution is: everyone gets a 4090 for free
no moni for it pepeW
Avatar
Avatar
Cellegen
Even if it's compressed? how so? can the data not be smaller cuz of it?
Jupstar ✪ 2024-10-28 19:41
Compressed?
19:41
Compressed textures are not lossless
Avatar
Avatar
Jupstar ✪
Compressed?
Like using SVG or JPEG
Avatar
Jupstar ✪ 2024-10-28 19:42
Mh
19:42
I don't understand
Avatar
Avatar
Jupstar ✪
Yes, probably possible. Just the question how many frames, and what to do if you load lots of skins. And how complex the backend gets for something that is kinda a workaround
I guess one would have to start actually profiling and figuring out how much time we can allocate to copying stuff feasibly. Then spread it over chunks of that size
Avatar
If the problem for the client is too much virtual memory being taken, decreasing the size of the Assets would solve the problem no?
19:43
The problem about Assets making the game lag is Hardware issue then
Avatar
Avatar
Jupstar ✪
Yes, probably possible. Just the question how many frames, and what to do if you load lots of skins. And how complex the backend gets for something that is kinda a workaround
having a setting for texture streaming budget isn't that hard so the first question isn't hard to answer
Avatar
Avatar
risu
having a setting for texture streaming budget isn't that hard so the first question isn't hard to answer
Jupstar ✪ 2024-10-28 19:43
How is that not hard?
Avatar
Just have a limit on the bytes transferred per frame?
Avatar
Jupstar ✪ 2024-10-28 19:44
Just allocating 67MB of VRAM might already create a lag
19:44
And that is inevitable
Avatar
Avatar
Jupstar ✪
Just allocating 67MB of VRAM might already create a lag
How
Avatar
Avatar
Cellegen
How
Jupstar ✪ 2024-10-28 19:44
Mh I don't understand
Avatar
Is the pipeline for it really sucks?
Avatar
Avatar
Jupstar ✪
Just allocating 67MB of VRAM might already create a lag
Could you allocate large chunks of VRAM once when loading and divide those up later?
Avatar
Avatar
Cellegen
How
It is what it is. Gpus/drivers behave the way they do, you have to work around it
Avatar
Avatar
Robyt3
Could you allocate large chunks of VRAM once when loading and divide those up later?
Jupstar ✪ 2024-10-28 19:45
The vulkan backend already does that anyway
Avatar
I'm using around 110MBs of VRAM when testing out a 3D environment and having no issues at all on an OpenGL backend
Avatar
Jupstar ✪ 2024-10-28 19:45
When do you load these 110MB?
19:46
Do you allocate and fill it in one step?
Avatar
Loading 110MBs worth of pure Asset data, in Godot ofc gigachad
Avatar
Jupstar ✪ 2024-10-28 19:46
Do you even talk about GPU? XD
Avatar
I'm using both CPU and GPU processing
Avatar
Jupstar ✪ 2024-10-28 19:46
I wish I could understand what you trying to tell me
19:47
But I really can't xD
Avatar
May be slow, but it's consistent enough that all data goes through smootly in between 10ms of processing
Avatar
Avatar
Jupstar ✪
I wish I could understand what you trying to tell me
well no shit sherlock I don't explain the methods I use xd
Avatar
Jupstar ✪ 2024-10-28 19:47
Sry to tell you but my 240hz Monitor needs 4ms per frame
19:47
max
Avatar
Avatar
Cellegen
May be slow, but it's consistent enough that all data goes through smootly in between 10ms of processing
ain't no DDNet player running at 100fps
Avatar
Avatar
Cellegen
well no shit sherlock I don't explain the methods I use xd
ok now you're just sounding like a big dumbass
Avatar
Avatar
Jupstar ✪
Sry to tell you but my 240hz Monitor needs 4ms per frame
normal games use 4k 60hz max pepeW (edited)
19:48
resolution -^ (edited)
Avatar
Avatar
Cellegen
well no shit sherlock I don't explain the methods I use xd
Jupstar ✪ 2024-10-28 19:48
Are they secret or what? 😄
Avatar
I'm using some of them in Tee Galaxy, so ye 👍
Avatar
Jupstar ✪ 2024-10-28 19:48
Ah understandable
Avatar
Avatar
Jupstar ✪
Are they secret or what? 😄
Yes, Godot secrets
Avatar
Godot devs are based af
Avatar
Frfr
Avatar
Jupstar ✪ 2024-10-28 19:49
Well I can ensure you loading a map like arctic frost at once will take you longer than 10ms
19:49
I want to see how you can do it faster
Avatar
If I have my map editor ready, then I can optimize it further
Avatar
Jupstar ✪ 2024-10-28 19:50
Even if I disable tile buffering loading the pngs takes already loading with 16 CPU cores
Avatar
It's not a mather of how, it's a matter of when cuz I don't make money from it pepeW
Avatar
Jupstar ✪ 2024-10-28 19:50
to load
Avatar
Avatar
Jupstar ✪
Even if I disable tile buffering loading the pngs takes already loading with 16 CPU cores
dare I say skill issue?
Avatar
Jupstar ✪ 2024-10-28 19:51
opening the full map file took 0.00s / 0ms decompressing all sounds took 0.01s / 5ms decompressing all map images took 0.06s / 56ms initialzing the map layers took 0.28s / 281ms preparing the map buffering took 0.51s / 507ms loading the full map (excluding opening it) took 0.51s / 507ms
19:51
decompressing all map images took 0.06s / 56ms
19:52
If you want to say the rust png lib has a skill issue
Avatar
Have you considered decompressing faster?
Avatar
Jupstar ✪ 2024-10-28 19:52
go ahead and create an issue on their side
Avatar
Avatar
Jupstar ✪
opening the full map file took 0.00s / 0ms decompressing all sounds took 0.01s / 5ms decompressing all map images took 0.06s / 56ms initialzing the map layers took 0.28s / 281ms preparing the map buffering took 0.51s / 507ms loading the full map (excluding opening it) took 0.51s / 507ms
Are you parallelizing btw? "decompressing" pngs should parallelize very well
Avatar
Avatar
Jupstar ✪
go ahead and create an issue on their side
was it a command dear? 😄
19:53
If I may
Avatar
Avatar
Learath2
Are you parallelizing btw? "decompressing" pngs should parallelize very well
it is literally decompressing, no scare quotes needed
Avatar
Avatar
Cellegen
was it a command dear? 😄
Jupstar ✪ 2024-10-28 19:54
A what? xd Sry I don't understand what that is
Avatar
I see
Avatar
Avatar
Learath2
Are you parallelizing btw? "decompressing" pngs should parallelize very well
Jupstar ✪ 2024-10-28 19:54
At least 16 threads have been used
19:54
it has to load these textures
19:55
56ms is probably already pretty fast
19:55
Considering the avg user has a much worse CPU than me
Avatar
Avatar
risu
it is literally decompressing, no scare quotes needed
No idea why I put quotes around it. Perhaps one drink too many
Avatar
GitHub BOT 2024-10-28 19:57

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...
🤔 1
Avatar
he did it again!
Avatar
Avatar
Jupstar ✪
56ms is probably already pretty fast
56ms is nothing in mapload tbf.
Avatar
Avatar
meloƞ
he did it again!
a
MGuraA 2
Avatar
Avatar
GitHub
Click to see attachment 🖼️
greenthing
Avatar
Avatar
Learath2
56ms is nothing in mapload tbf.
Jupstar ✪ 2024-10-28 20:01
46ms slower than cellegen doing much more work tho 😉
Avatar
Avatar
Jupstar ✪
46ms slower than cellegen doing much more work tho 😉
Cellegen just wills the data into the vram
Avatar
Jupstar ✪ 2024-10-28 20:02
He just uses VRAM as harddrive
20:02
problem solved
Avatar
the other way around
Avatar
Jupstar ✪ 2024-10-28 20:02
Clever
20:03
why do you feel like you're bullying me?
Avatar
Avatar
Cellegen
why do you feel like you're bullying me?
Jupstar ✪ 2024-10-28 20:04
I am not
20:04
You just gotta proof your statement and I respect you the most (edited)
Avatar
If only I have my time being worth that much
Avatar
Jupstar ✪ 2024-10-28 20:07
You mean having my respect is not worth your precious time? Now I feel insulted :c
20:08
But you already have my respect
20:08
You have a dream, Tee Galaxy. And try to make it happen
20:08
All respect for that
Avatar
Avatar
Jupstar ✪
You mean having my respect is not worth your precious time? Now I feel insulted :c
My time is not precious enough to prove your respect to me, I'm the one who insults itself
Avatar
like, I don't deserve it at all
Avatar
Avatar
Cellegen
like, I don't deserve it at all
Jupstar ✪ 2024-10-28 20:10
Why do think so bad of yourself lol
Avatar
I have my reasons
Avatar
nouis
Avatar
nouis
20:42
helo fokko
Avatar
Did someone summ up laser types and subtypes with maybe some kind of preview and result in antiping behaviour? enum { LASERTYPE_RIFLE, LASERTYPE_SHOTGUN, LASERTYPE_DOOR, LASERTYPE_FREEZE, LASERTYPE_DRAGGER, LASERTYPE_GUN, LASERTYPE_PLASMA, NUM_LASERTYPES };
20:43
Searching in client code sounds boring Zzz_7062057890308424505
Avatar
it's sad that ddnet doesnt have proper utf8 support yet, ik this would increase master info etc. But kinda sad, can't use unicode playing cards in nameplates nicely :( in 0.7 it's fixed
Avatar
Avatar
Anime.pdf
Did someone summ up laser types and subtypes with maybe some kind of preview and result in antiping behaviour? enum { LASERTYPE_RIFLE, LASERTYPE_SHOTGUN, LASERTYPE_DOOR, LASERTYPE_FREEZE, LASERTYPE_DRAGGER, LASERTYPE_GUN, LASERTYPE_PLASMA, NUM_LASERTYPES };
Are you sending from server?
Avatar
Avatar
fokkonaut
Are you sending from server?
Yeah
20:43
CGameContext::SnapLaserObject
Avatar
Then, it's mostly for prediction. If antiping is turned off, it will perform as the colored laser
20:44
you can check out f-ddrace, i use it all over the place
20:44
My taser (freeze rifle) uses freeze laser for example
Avatar
Okay, thanks!
Avatar
GitHub is where people build software. More than 100 million people use GitHub to discover, fork, and contribute to over 420 million projects.
20:45
you're welcome, if you need more help let me know
👍 1
20:46
Actually, I believe if you just send the colored laser (different type) it will not affect prediction just color
20:46
I think ddnet laser object got extended tho at some point. Didn't keep up with all the stuff recently
20:47
(ignore types: dragger, gun, plasma)
20:47
they use door color, iirc
Avatar
Avatar
fokkonaut
it's sad that ddnet doesnt have proper utf8 support yet, ik this would increase master info etc. But kinda sad, can't use unicode playing cards in nameplates nicely :( in 0.7 it's fixed
Can you elaborate? This looks like it works, although the font doesn't contain jokers
Avatar
Actually it does involve jokers as you can see :D
21:02
But what I'm talking about is that in 0.7 you can have 15 utf8 chars as your name
21:02
so you have 4*16 bytes
21:03
in my server, i actually reverted that patch
21:03
in order to match ddnet
21:03
:D
Avatar
I guess that makes it harder to have the whole hand of cards as a name justatest
Avatar
yep :(
21:03
Wanted to make my blackjack very fancy
21:03
i'm already thinking about abusing fake player's nameplates
21:04
or spec char name, or whatever
21:04
or an animation which drags the card towards you, but your name gets replaced by "K, J, ..."
21:04
But it's all kinda too messy
21:05
another abandoned idea
Avatar
Avatar
fokkonaut
i'm already thinking about abusing fake player's nameplates
Avatar
#2875 would be useful I guess. Should also be used for DDNet though, e.g. for better formatting of /help or /credits
Avatar
Problem: complex mods like infClass have a steep learning curve and a new player have a hard time to get game mechanics and even the basics. Currently most of players leave because they don't g...
Avatar
Might help, yea, but that would also mean I still have to code my initial idea; for 0.7 clients 😄
Avatar
Adding support for longer player/clan/skin names in a backwards compatible way everywhere seems pretty annoying though
Avatar
impossible
Avatar
Hello people it is me, the new green person.
21:31
*red
Avatar
boteero
Avatar
Avatar
Teero
Hello people it is me, the new green person.
Jupstar ✪ 2024-10-28 21:34
You know being ddnet admin means stopping to play this game
21:34
I hope you are true to these words
Avatar
Avatar
Jupstar ✪
You know being ddnet admin means stopping to play this game
it will happen as you say
Avatar
Avatar
fokkonaut
it's sad that ddnet doesnt have proper utf8 support yet, ik this would increase master info etc. But kinda sad, can't use unicode playing cards in nameplates nicely :( in 0.7 it's fixed
heinrich5991 2024-10-28 21:37
ddnet has proper utf8 support. you mean fonts
Avatar
No, I mean the actual string size
Avatar
heinrich5991 2024-10-28 21:38
ah. it's common to use storage size for limiting
Avatar
yes
Avatar
heinrich5991 2024-10-28 21:38
in fact, I think the unicode consortium recommends against the 0.7 approach (edited)
Avatar
probably, i mean for that purpose it's fully okay, but ddnet master json could increase drastically
Avatar
Avatar
heinrich5991
in fact, I think the unicode consortium recommends against the 0.7 approach (edited)
Jupstar ✪ 2024-10-28 21:39
bcs of decoding performance or why
21:39
I think 0.7 is right here to use char limit and not byte limit
Avatar
heinrich5991 2024-10-28 21:39
it's not a char limit, it's a codepoint limit that 0.7 imposes
Avatar
Avatar
heinrich5991
in fact, I think the unicode consortium recommends against the 0.7 approach (edited)
What is the 0.7 approach? A grapheme limit?
Avatar
heinrich5991 2024-10-28 21:40
which is important because one codepoint doesn't really correspond to a user-perceived character
Avatar
Ah codepoint limit
Avatar
heinrich5991 2024-10-28 21:40
or utf-32 limit, whatever you want to call it (edited)
Avatar
Avatar
heinrich5991
which is important because one codepoint doesn't really correspond to a user-perceived character
Jupstar ✪ 2024-10-28 21:40
In ddnet it does tho
Avatar
heinrich5991 2024-10-28 21:41
because ddnet can't render accents and emojis so far?
Avatar
Jupstar ✪ 2024-10-28 21:41
at least if robyte didnt add that recently xD
Avatar
Avatar
heinrich5991
because ddnet can't render accents and emojis so far?
Jupstar ✪ 2024-10-28 21:42
but cutting emojis sound less bad than only allowing like 3 character names
21:42
i am happy to not be chinese 😬
Avatar
heinrich5991 2024-10-28 21:43
chinese isn't the real problem IMO
21:43
it makes sense that you can use fewer chinese characters than latin ones, because each represents a lot more meaning
21:43
the actual trouble is languages like greek or russian, which only get half the length
kek 1
21:44
and have an alphabetic language like latin
Avatar
Jupstar ✪ 2024-10-28 21:44
But afai understod forgottencat, even chinese ppl like to westernize some of their names but use chinese letters
Avatar
Can you have Hindu in ddnet?
Avatar
Jupstar ✪ 2024-10-28 21:44
besides that i hate grapheme. most complicated shit ever
21:45
how can we live in a world where we make it impossible to use text in a sane matter
21:45
xd
Avatar
that escalated quickly
Avatar
Avatar
Learath2
Can you have Hindu in ddnet?
Jupstar ✪ 2024-10-28 21:45
i dunno, what could be the problem?
Avatar
heinrich5991 2024-10-28 21:45
we could probably have a storage limit and a grapheme limit
Avatar
Jupstar ✪ 2024-10-28 21:45
i think i have seen characters that look hindu xd
Avatar
Avatar
Learath2
Can you have Hindu in ddnet?
We don't have a font for it
Avatar
heinrich5991 2024-10-28 21:46
so increase the storage but limit the number of graphemes to like 15 or so
21:46
but it would be advantageous to chinese
21:47
because you can have three sentences in your name, suddenyl
Avatar
Jupstar ✪ 2024-10-28 21:47
but we don't even need grapheme rn, but hopefully never do
Avatar
Avatar
Jupstar ✪
But afai understod forgottencat, even chinese ppl like to westernize some of their names but use chinese letters
heinrich5991 2024-10-28 21:47
@ForgottenCat can you elaborate on this one? haven't heard about that
Avatar
Avatar
Jupstar ✪
i dunno, what could be the problem?
Hm, I vaguely remember Hindu requiring accents
Avatar
Avatar
heinrich5991
@ForgottenCat can you elaborate on this one? haven't heard about that
sounds simple; 3 chinese characters = 3 character left
Avatar
Avatar
Jupstar ✪
but we don't even need grapheme rn, but hopefully never do
heinrich5991 2024-10-28 21:48
I'd like to have it implemented properly and not actively against unicode's recommendations, if we want to increase the limit for non-latin languages
Avatar
Avatar
heinrich5991
we could probably have a storage limit and a grapheme limit
Counting graphemes is expensive, you need a massive lookup table iirc
Avatar
Avatar
heinrich5991
I'd like to have it implemented properly and not actively against unicode's recommendations, if we want to increase the limit for non-latin languages
Jupstar ✪ 2024-10-28 21:48
and what do we do rn
21:48
just cut the char
Avatar
heinrich5991 2024-10-28 21:48
we have a storage limit
Avatar
Avatar
fokkonaut
sounds simple; 3 chinese characters = 3 character left
or smth like "heinrichXX" would not work already
Avatar
heinrich5991 2024-10-28 21:48
which is a very sane thing for a network protocol
Avatar
Avatar
Jupstar ✪
just cut the char
Cut it properly though 😅
Avatar
heinrich5991 2024-10-28 21:49
we limit the number of utf-8 bytes
Avatar
Avatar
Learath2
Cut it properly though 😅
Jupstar ✪ 2024-10-28 21:49
Not grapheme safe?
Avatar
heinrich5991 2024-10-28 21:49
true, we cut at codepoints
Avatar
Yeah, just cut it to the last valid codepoint
Avatar
heinrich5991 2024-10-28 21:49
so yes, that's also wrong
21:49
using "char" in the context of unicode is very confusing
Avatar
Jupstar ✪ 2024-10-28 21:49
So we could just use codepoint limits and have smth better
Avatar
heinrich5991 2024-10-28 21:49
you probably mean byte, codepoint or grapheme
Avatar
Avatar
Jupstar ✪
So we could just use codepoint limits and have smth better
Well it wouldn't technically change anything really. It only changes the amount of 2byte codepoints you can have
Avatar
Jupstar ✪ 2024-10-28 21:51
it's just such a modern programmer thing, add some complex shit above smth existing
21:52
if 32-bit codepoints are not enough to represent everything, we simply need 64-bit or 128-bit standard
21:52
instead we have 20 definitions for characters
Avatar
Just don't use the word character honestly
Avatar
Jupstar ✪ 2024-10-28 21:53
I just go with the currently safest language, which also decodes into 32-bit code points
21:53
Everything above is out of my league
Avatar
heinrich5991 2024-10-28 21:53
swift has proper grapheme handling IIRC
21:54
but yea, rust is a step up from stuff like JS
Avatar
Jupstar ✪ 2024-10-28 21:55
I kinda feel the monthly heinrich utf16 moment
21:55
lol
Avatar
Jupstar ✪ 2024-10-28 22:38
I have to say tune zones for vanilla-type game modes could be really fun. They were so easy to implement and having projectiles changing direction when they enter a zone is also kinda cool. I wish I could see a proper map that designs a tune modified gctf map or smth xd
Avatar
I don't know if you saw my question about how seperating the texture atlas will affect preformance, but if you did, I closed the tab before I saw any answer I'm sorry!
22:41
Not used to Quakenet
Avatar
omg Voxel, nice to see you! :D
Avatar
Hi! I just wanted to check in, only for development questions. Something about modding DDNet will never die in my heart.
Avatar
Jupstar ✪ 2024-10-28 22:42
It certainly has an impact. But since loading can be async it doesn't have an impact where it matter, e.g. during upload to GPU or similar
Avatar
its about separating the atlas in the files, right?
Avatar
Jupstar ✪ 2024-10-28 22:43
In dd-pg i already added support for loading single assets that are in a container. But since the loading happens async I don't really notice it (edited)
Avatar
Avatar
heinrich5991
@ForgottenCat can you elaborate on this one? haven't heard about that
i guess they mean some phonetic transliterations like taylor swift=泰勒·斯威夫特 (edited)
Avatar
@Patiga Yeah, I just wanted to know the preformance impact before I try anything, I don't want to add it in just for it to be extremely sluggish.
22:44
My first step is just splitting apart the entire texture atlas, then I'll add in the ZIP format.
Avatar
Jupstar ✪ 2024-10-28 22:44
I heared Win11 can load .tar files finally
22:44
no need for zip
22:44
😏
Avatar
I still have Windows 10.
Avatar
@Jupstar ✪ hm what impact are you thinking of? to me it sounds like it would be very much negligible
Avatar
Jupstar ✪ 2024-10-28 22:45
Voxel the question is really more about whether it is more annoying to design IMO
Avatar
thats fair
Avatar
Avatar
Patiga
@Jupstar ✪ hm what impact are you thinking of? to me it sounds like it would be very much negligible
Jupstar ✪ 2024-10-28 22:46
You load a container full of pngs, that you have to decompress. But as said, I don't notice it in my async loading
Avatar
@Jupstar ✪ The one question is how it would be able to like, know which is which. I don't think it's very optimal to have each texture pack as a ZIP file if we're going to be using different textures for each type of item in-game.
Avatar
true I suppose there would be a performance impact, but not a significant one
Avatar
Jupstar ✪ 2024-10-28 22:47
In dd-pg assets like skins also have audio and not textures alone, so I decided to support also loading the current 0.6 skin files, and auto split them, like before. I just fear that the putting stuff into a container makes it too annoying to use (edited)
Avatar
Since wouldn't you have to have more than 1 ZIP file loaded for each category? Not sure how it works.
Avatar
ux is probably the most important point here
Avatar
I do want to add in an image-splitter and an image-merger inside the DDNet codebase for ease of texture handling.
Avatar
Avatar
Voxel
@Jupstar ✪ The one question is how it would be able to like, know which is which. I don't think it's very optimal to have each texture pack as a ZIP file if we're going to be using different textures for each type of item in-game.
Jupstar ✪ 2024-10-28 22:48
I don't directly understand that. Is your idea to have a "global" container that loads many assets unrelated to each other (skins, weapons etc.)
Avatar
As for how the actual texture packs are handled, I'm not too sure on how it would work. Like, what the heirarchy would look like.
22:49
Yeah, I don't know. It's why I want to talk this out before I take action onto anything.
Avatar
Jupstar ✪ 2024-10-28 22:51
I can only say that I for now only put single assets into containers, mostly to have support for changing supports on a per assets base, while still supporting the "legacy" formats (texture atlas, for ease to use). That also has the advantage that you still keep the key-value pair as is. One name is one assets container. Which still makes it easy to download etc. If you want to load assets packs, that defs makes it harder
22:51
And there the performance impact is much harder to guess, because you might load assets into memory that you don't even want to load in first place
22:52
e.g. if you select a single skin from that container, but don't use anything else from that container
22:52
And as Patiga also said, UX is harder probably
22:52
How do you want to display which assets are in this pack
Avatar
I think it'd be kind of cool to have an icon image, for the display of the pack.
Avatar
Jupstar ✪ 2024-10-28 22:53
Generally speaking I think a long term goal could be adding databases for all assets with discord integration instead (similar to skin db) (edited)
Avatar
Yeah, that'd be awesome.
22:54
If anything, my goal for this is to have it be easier to add in more things without the hassle of squeezing things into an already established image
22:54
For right now, at least.
Avatar
Avatar
Voxel
If anything, my goal for this is to have it be easier to add in more things without the hassle of squeezing things into an already established image
Jupstar ✪ 2024-10-28 22:54
Yeah i certainly understand the motivation, extending existing images sucks too and breaks existing assets
Avatar
Looking at you, extras.png!!!
Avatar
Jupstar ✪ 2024-10-28 22:55
The hud.png for example is kinda unused and lately got a new icon added, which breaks everything xd
22:55
ah or extras.png
22:55
true
22:55
but hud too i think
22:55
team0 mode
Avatar
Oh yeah, HUD was very annoying to deal with.
22:57
I think I want the categories to be: Weapons, Particles, HUD and Map_Items. And maybe a GUI category to shove all the GUI images in, if anyone cares.
Avatar
Jupstar ✪ 2024-10-28 22:57
I have to admit that is IMO the hardest part xD
22:58
E.g. should the explosion for nades be really under particles or under the nade weapon
22:58
Here is my current structure, which I am only partially happy with: https://github.com/Jupeyy/dd-pg/tree/29bc281e6301402ad9289d252dc7283ddbb75aad/data
don't use or read this code. Contribute to Jupeyy/dd-pg development by creating an account on GitHub.
Avatar
Two explosion images, one for grenades and one for non-grenade projectiles /j
22:59
Ohh, including sounds in the packs sound kind of fun!
Avatar
Jupstar ✪ 2024-10-28 22:59
Yeah
Avatar
Though adds a bit of complexity.
Avatar
Jupstar ✪ 2024-10-28 23:00
True
23:00
But I kinda imagine that a robot makes different sounds than a cat skin 😛
23:00
That was kinda my motivation
Avatar
Oh. Oh I can see the vision already.
23:00
I think I like your direction more, since it's a lot more modular.
23:01
I was just in the track of cleanliness for what we have now. Where you are going makes this a lot more fun to think about!
Avatar
Jupstar ✪ 2024-10-28 23:01
But some stuff is also kinda meh. I added the hit sounds to the skin, because the weapons cannot decide what material a skin is of. A robot hit by a laser* sounds different than something out of flesh. I think the ultimate goal would be to add proper material "physics" (edited)
23:01
xD
Avatar
Yeah, you're right. Though doesn't the hit sound come from YOU and not what you're hitting?
23:03
Sounds like an easy fix, but still.
Avatar
Jupstar ✪ 2024-10-28 23:04
I dunno, I thought about it more in a physics sense I guess. If you are hit by a bullet it collides with you creating some kind of sound
23:04
That's also why I think the ultimate goal would be to go even further and add interaction sounds. Iron vs iron simply sounds different than iron vs flesh
23:04
smth like that
Avatar
If we were to go all out, and incorperate proper textures, there would need to be sounds for like, Natural blocks, Metallic blocks, Ice blocks, Wood blocks
❤️ 1
23:06
Am I thinking too much?
23:10
Then again, it would be funny to be able to add in custom sounds for interacting with blocks, within the map itself
23:11
Like, have a natural override for if a certain block is being touched.
Avatar
Avatar
Voxel
Am I thinking too much?
Jupstar ✪ 2024-10-28 23:23
The hard part is more about implementing all these ideas ^^
23:23
But sounds epyc
Avatar
The struggle of an artist
23:24
Who doesn't know how to code for shit
23:25
Like, I'm trying to add in "extras" for tee skins, and what I have right now is this weird thing, where it knows the extras image exists, but doesn't know how to actually overlay it onto the tee instead of just replacing the image
Avatar
Jupstar ✪ 2024-10-28 23:27
Even if I completely worked out a concept I often find myself spending months to implement it. So the reality generally is struggle even for a coder xd
Avatar
See, that's the problem I'm having. I'm way too incompitent to add in all my ideas I want.
23:32
The best I can do is mockup images, and maybe some after effects magic.
23:32
But then again, that's also really important for any game team, right?
Exported 455 message(s)
Timezone: UTC+0