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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 2024-11-13 00:00 and 2024-11-14 00:00
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meloƞ
did you follow the readme ? If using mingw did you add it to path and properly installed everything ? What IDE are you using ?
hi, i don`t follow readme visual studio code visualstudio 2022 help me pls (edited)
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try following the readme
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Solly
try following the readme
hi can you pls me help in demostration in voice
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im on linux, and although ive setup cpp on windows b4 i cant help very much with errors
00:38
if you havent done anything to set it up, the readme is a very good place to start
00:38
https://github.com/ddnet/ddnet scroll down to "Building on Windows with the Visual Studio IDE"
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@blackkent come to #off-topic and type to me in russian
00:41
it will be fast bcs i have a translator thing
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GitHub BOT 2024-11-13 00:48
Adds the feature proposal of #9008 This PR adds the feature of collapsing the communities tab (by clicking on the "communities" header) & the server tab (by clicking on the "i", while already on the tab) This PR also adds ui_collapse_communities & ui_collapse_server_details. The screenshot shows the uncollapsed version & the one with both collapsed.

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with p...
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Solly
infclass does that
it exploits envelopes and game tick sent to client to display these
01:21
also these quads are being added in runtime brownbear
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zhn
also these quads are being added in runtime brownbear
ew !! :D
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ws-client BOT 2024-11-13 02:14
<ChillerDragon> @Evelyn done
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What are the commands in the config , and thank you
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where’s the confessional
05:16
i have sinned
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chillerdragon BOT 2024-11-13 06:01
@Evelyn: no config it is active by default
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MilkeeyCat 2024-11-13 06:08
chillerdragon: you didn't choose the lang santatrollet
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chillerdragon BOT 2024-11-13 06:17
Yea I didn’t get your comment
06:18
I mean the python code is already there. Do you want to use teeworlds styled network.py or libtw2 json?
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MilkeeyCat 2024-11-13 06:19
There's python version but I won't yoink it
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chillerdragon BOT 2024-11-13 06:19
Lately I have become manual over generation enjoyer. What even do you want to generate? Message structs? Could also just copy paste generated code from ddnet code base xd
06:19
Why no yoink?
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MilkeeyCat 2024-11-13 06:20
It's not hard to write myself
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chillerdragon BOT 2024-11-13 06:20
Ok pro
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MilkeeyCat 2024-11-13 06:20
justatest
poggers2 1
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chillerdragon BOT 2024-11-13 06:21
I have no preferences when it comes to js, pyson and ruby they are all the same imo
06:21
Biggest L of ruby is its typo annotation ecosystem is a bit trashed
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Koll Potato 2024-11-13 06:21
js without typescript? feelsbadman
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MilkeeyCat 2024-11-13 06:22
Then Ill add them as options on a wheel and spin it
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Koll Potato
js without typescript? feelsbadman
MilkeeyCat 2024-11-13 06:22
There's jsdoc
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Koll Potato 2024-11-13 06:22
yes pretty much the same
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chillerdragon BOT 2024-11-13 06:23
Don‘t you have a preference?
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MilkeeyCat 2024-11-13 06:23
I have never written pyson xd
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chillerdragon BOT 2024-11-13 06:23
lmao I doubt that
06:23
And js?
06:23
Why not go with what you know
06:24
Nobody knows ruby
06:24
Or do it in C for the memes
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MilkeeyCat 2024-11-13 06:24
I know it the most
06:25
Js^
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chillerdragon BOT 2024-11-13 06:25
Ok then I recommend js and C in that order
06:25
If you don’t like js go with C not any other script lang
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MilkeeyCat 2024-11-13 06:26
If it was rust we could just cook some cool declarative or proc macro for this
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chillerdragon BOT 2024-11-13 06:26
If it was rust we could use libtw2 and call it done
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MilkeeyCat 2024-11-13 06:27
Fair :/
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Is it possible to implement speed with tune commands
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GitHub BOT 2024-11-13 07:16

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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in rust we trust
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Koll Potato 2024-11-13 07:25
we rust in trust
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rust users when they see any memory bug ever
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in iron we rust
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Koll Potato 2024-11-13 07:39
fe+o2
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ws-client BOT 2024-11-13 07:58
<ChillerDragon> @MilkeeyCat that works without malloc? o.O
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MilkeeyCat 2024-11-13 08:00
Works what?
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ws-client BOT 2024-11-13 08:01
<ChillerDragon> the new thing
08:01
<ChillerDragon> yea i guess its returning by value crazy
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MilkeeyCat 2024-11-13 08:01
ye
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ws-client BOT 2024-11-13 08:01
<ChillerDragon> i would have never dared to return a local struct
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MilkeeyCat 2024-11-13 08:01
returning structs by value works
08:02
it passes a pointer to a memory from where you call it
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ws-client BOT 2024-11-13 08:03
<ChillerDragon> ok mr language developer
08:03
<ChillerDragon> hard feelings on unpacker_read_int vs unpacker_get_int xd?
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MilkeeyCat 2024-11-13 08:03
nah
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ws-client BOT 2024-11-13 08:04
<ChillerDragon> and can i keep this around uint8_t *unpack_int(uint8_t *buf, const uint8_t *buf_end, int32_t *value, Error *err); and call it from the other one?
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MilkeeyCat 2024-11-13 08:05
why do you need it?
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ws-client BOT 2024-11-13 08:06
<ChillerDragon> i like have a stateless one around to pop one int
08:07
<ChillerDragon> but sure i scratch it then you always create a stateful one
08:07
<ChillerDragon> this was my plan
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ывпаовпраропавропрао 2024-11-13 08:31
can you tell me how to make a delay for example for 7 seconds in your client.cpp console command
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ws-client BOT 2024-11-13 08:37
<ChillerDragon> @ывпаовпраропавропрао your request is sus
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ывпаовпраропавропрао
can you tell me how to make a delay for example for 7 seconds in your client.cpp console command
What's the use case
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Koll Potato 2024-11-13 08:45
hax
08:45
nouis
08:49
ChillerDragon: what packet does the server respond with after NETMSG_INFO in 0.6.4?
08:49
does it respond at all
08:49
i was trying to setup a small client with libtw2 but got no response
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launch libtw2 server and enable trace, or log incoming and outcoming packets
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Koll Potato 2024-11-13 09:02
ty
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ws-client BOT 2024-11-13 09:17
<ChillerDragon> @Koll Potato in 0.7 you are supposed to get a map change im pretty sure its the same in 0.6 too https://chillerdragon.github.io/teeworlds-protocol/07/system_messages.html#NETMSG_INFO
09:18
<ChillerDragon> yup same in 0.6
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imanrezai
Click to see attachment 🖼️
What query can I use to retrieve this information?
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ChillerDragon
11:09
How do I change the tick speed server?
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GitHub BOT 2024-11-13 11:10
b250a86 bencie joined the moderator team again - murpii
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and if I reduce the server tick speed, will a game mode be created where everything is slow
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No, you can't change tick speed.
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furo
No, you can't change tick speed.
It just won't be compatible with default clients :c
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But I want to make a game mode like everything happens in slow motion, but the hook, weapons, etc. shoot and do their actions as usual with their own speed
11:14
Is it possible?
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I can't figure out which one
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Evelyn
I can't figure out which one
Almost all of them
11:25
Actually would be trivial to make a tool that generates the list of tunes to slow down or speed up the game by a given factor
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tune_zone x ground_control_speed 5 tune_zone x air_control_speed 2.5 tune_zone x ground_control_accel 1 tune_zone x air_control_accel 0.75 tune_zone x gravity 0.25 tune_zone x air_friction 0.975 tune_zone x air_jump_impulse 8.5 tune_zone x ground_jump_impulse 9.5 tune_zone x hook_drag_accel 1.5 tune_zone x hook_drag_speed 7.5
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risu
Actually would be trivial to make a tool that generates the list of tunes to slow down or speed up the game by a given factor
just half the default values like a sane person
11:25
kek
11:26
i think being able to control tune_zones using % would be nice tho
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What does x mean?
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meloƞ
just half the default values like a sane person
Some values need to double and some divided by the square root of 2
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e.g air_friction 300%
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Evelyn
What does x mean?
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And if I want to be completely on the server?
11:28
Should I use a regular tune?
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risu
Some values need to double and some divided by the square root of 2
some values like the air_control_speed has a default value of 250.0f / SERVER_TICK_SPEED.. interesting
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meloƞ
tune_zone x ground_control_speed 5 tune_zone x air_control_speed 2.5 tune_zone x ground_control_accel 1 tune_zone x air_control_accel 0.75 tune_zone x gravity 0.25 tune_zone x air_friction 0.975 tune_zone x air_jump_impulse 8.5 tune_zone x ground_jump_impulse 9.5 tune_zone x hook_drag_accel 1.5 tune_zone x hook_drag_speed 7.5
If I write all this down, what will be the deceleration factor? For example , the default is 1 , that is, the game does not slow down , but how much will it be after I enter
11:29
e.g the default value of ground_control_speed is 10 for example (edited)
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Is it like 2 times slower?
11:30
And I understood
🍻 1
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The jump impulses are the values that need to be scaled by the square root of the factor
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For example, ground_control_speed is 10 by default , and if I want to slow down by 4 times, will it be 2.5?
f3 1
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Ok I went to insert these commands
11:34
@meloƞ And now how to add a vote to the slowdown, I'm not sure that I can add so many commands to 1 vote
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Use an exec command in the vote, and put all the tune commands in a separate file
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And the voting is looking for, for example, a txt file in which directory?
11:44
For example, my server is located at root/DDNetPP/build
11:44
This is a virtual machine
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ws-client
<ChillerDragon> @ывпаовпраропавропрао your request is sus
ывпаовпраропавропрао 2024-11-13 11:53
ty
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meloƞ
What's the use case
ывпаовпраропавропрао 2024-11-13 11:54
I want my skin to change color every 7 seconds, I know how to make it change but I don't know how to make a delay
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ывпаовпраропавропрао
I want my skin to change color every 7 seconds, I know how to make it change but I don't know how to make a delay
delay commands are big illegal because you can cheat with them
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risu
delay commands are big illegal because you can cheat with them
ывпаовпраропавропрао 2024-11-13 11:56
cheat by changing skin color?
11:56
I'll keep that in mind, thank you
11:56
😎
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no, I mean, if you used such a command in some other way, maybe with time delays closer to a small fraction of a second...
11:58
though then again if you're already modifying your client the only thing stopping you from cheating is your conscience
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risu
no, I mean, if you used such a command in some other way, maybe with time delays closer to a small fraction of a second...
ывпаовпраропавропрао 2024-11-13 11:58
Sorry, I don't know what this will give, but as I understand it's something serious, then can you tell me how else I can make the color change every 7 seconds?
11:59
I just want to complement the tartar client (edited)
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I mean, just adding the command won't get you in trouble as long as you don't abuse it
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@risu And how to add a vote that does not make any command (edited)
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Why would you want a vote that does nothing?
12:00
If you want a command to reset the speed to normal you still need a command for that
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risu
I mean, just adding the command won't get you in trouble as long as you don't abuse it
ывпаовпраропавропрао 2024-11-13 12:01
I've already done quite a few things, including a command to connect to a random friend, and now I just wanted to make a command to change the color every 7 seconds
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Well, it's kind of necessary, like a brand
12:01
You just need to have a vote, like, but it doesn't do anything.
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risu
I mean, just adding the command won't get you in trouble as long as you don't abuse it
ывпаовпраропавропрао 2024-11-13 12:02
I think if I wanted to harm the project I wouldn't have played almost 1000 hours on it and wouldn't have applied for a moderator
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Yeah I don't doubt you
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Evelyn
You just need to have a vote, like, but it doesn't do anything.
Like how to skip between types of voting
12:03
Like first there is a map change , and then skipping and slowing down
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ывпаовпраропавропрао 2024-11-13 12:05
can you tell me how to make a delay for example for 7 seconds in your client.cpp console command
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@Evelyn Use "info" as the command for the vote to make it unvoteable
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@meloƞ
12:34
I want, for example, when slowing down 4 times, the player could jump to the point that was at normal gravity 0.5. For example, now the deceleration is 4 times, but a person from a normal jump can jump to a point that is at 0.5 gravity
12:35
But when I specify tune gravity 0.5 in all slowdowns it doesn't look like slowdown anymore
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@ывпаовпраропавропрао The general idea is that you have one variable to track which tick the "delay" was last executed, and then check if that tick was more than 7 seconds ago. You can get the current tick from the client using the CGameWorld::GameTick() function. You can convert ticks to seconds by dividing the value by SERVER_TICK_SPEED (50).
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GitHub BOT 2024-11-13 12:44
Most of time u doing small things when hot reload so why u need redownload all map again. this 1-2 mb is huge for some one. it can take about 10 - 20 sec its frustrating. what if u will use old image and no need to download it again, it will save so much time
12:47
014e987 Link update script (#41) - ChillerDragon
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Evelyn
I want, for example, when slowing down 4 times, the player could jump to the point that was at normal gravity 0.5. For example, now the deceleration is 4 times, but a person from a normal jump can jump to a point that is at 0.5 gravity
This is what slowing down by 4 times should look like, that is, I jump to the default height when jumping. But only here I slowed down the video, and on my server it should be according to the conditions that all weapons, hooks, etc. do their actions as usual, but the player’s movement, jumping, etc. should be slowed down so that I can jump to the default height with a normal jump but supposedly with a slowdown
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Yeah maybe I'll make that little thing for you so you can get a bunch of different speed tunes, I kinda want it myself too...
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But I am using DDNetPP on my server
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How does velocity ramp work? I assume I'll need to tweak the velramp tunes for a proper slomo...
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the velocity ramp controls your horizontal velocity. if your velocity exceeds 75 and you try to go even faster you will slow down instead. those 3 tunes determine the function to calculate your horizontal velocity.
13:49
13:49
This
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I know, what I'm asking is what's the function
13:50
I need to know the function so I know how to modify those tunes
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GitHub BOT 2024-11-13 13:51
From discord/bugs: Crash on hotreload by @trikiman

steps to reproduce:

currently unknown, I guess modifications on the map while a reload is happening ``` ------------------- Error occurred on Tuesday, November 12, 2024 at 10:00:44. DDNet-Server.exe caused an Access Violation at location 00007FF6619DD599 in module DDNet-Server.exe Writing to location 0000019D5B6BF000. AddrPC Params 00007FF6619DD599 0000000000000025 00007FF661D648F0 0000000000000000 DDNet-Serve...
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risu
I need to know the function so I know how to modify those tunes
These parameters describe the shape of the velramp curve. Your velocity gets multiplied by the velramp value to get the final velocity
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then again reaching 75 speed is very rare in normal gameplay and I'm sure no speeder tile section is going to work out with a slomo tune anyways
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It slows you down more and more as you go faster and faster, to the point where you just stop. That's why you get those very weird effects like the shotgun bug
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oh wait no 75 is only the point at which it reverses with the normal velramp
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Learath2
These parameters describe the shape of the velramp curve. Your velocity gets multiplied by the velramp value to get the final velocity
Yeah I'd like to know how that curve is calculated If I can't get an explanation then at least a pointer as to where in the code I'd have to look for that would be nice
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risu
Yeah I'd like to know how that curve is calculated If I can't get an explanation then at least a pointer as to where in the code I'd have to look for that would be nice
It should be in gamecore.cpp
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thamks <3
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Patiga
it produces this graph
Here is a graph of the velramp function
13:57
Actually it's a graph of the final velocity. Not the ramp function
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@risu
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if(Value < Start) return 1.0f; return 1.0f / std::pow(Curvature, (Value - Start) / Range); yay (edited)
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I will be able to fix it so that there is a normal jump. There you need to build jump_impulse at the root
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yeah I figured out how jump_impulse works
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tune ground_control_speed 5 tune air_control_speed 2.5 tune ground_control_accel 1 tune air_control_accel 0.75 tune gravity 0.25 tune air_friction 0.975 tune air_jump_impulse 8.5 tune ground_jump_impulse 9.5 tune hook_drag_accel 1.5 tune hook_drag_speed 7.5 These are 2x decelerations, and now I need to divide all values not related to jump impulse by 2 for further deceleration in 4x and put jump impulses at the root?
14:55
Currently only maps are checked in a map submission. It would be really nice to have a /check_map command and be able to check a map before opening a map submission. This can ofc. be rate-limited or slower, but you can't expect everyone to download twmap-check and setup the right parameters
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i wonder who thought to ramp velocity instead of acceleration 😹
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I just spent a proper minute trying to understand why the ramp function wasn't giving me what I expected
15:12
and now I feel like an idiot because what I care about is v * ramp(v * 50)
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Koll Potato 2024-11-13 15:19
ChillerDragon: I have found out my mistake, I was supposed to wrap the packet in the System enum before sending it, that is why I got no response: // after let info_packet = System::Info(Info { version: VERSION.as_bytes(), password: Some(b"") }); // before let info_packet = Info { version: VERSION.as_bytes(), password: Some(b"") }; I am getting the map change packet as expected, thank you!
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ok I just realized we've all been stupid
15:53
somehow we assumed gravity / 2 was correct for half speed, but the real way to do it is gravity / 4
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risu
ok I just realized we've all been stupid
Hate to break it to you but real slowmo is not possible due to quantization. (edited)
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Teero
Hate to break it to you but real slowmo is not possible due to quantization. (edited)
yeah that much was obvious from the start but I'm doing my best
16:08
I'm also seeing a rather noticeable problem with player on player collision, there are forces applied there and you can not tune the magnitude of those
16:08
Maybe add tunes for that? Could be funny
16:12
m_Vel += Dir * a * (Velocity * 0.75f); m_Vel *= 0.85f; these two lines are meanies 😠 they're ruining my day 😡
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If you don't care abt others you can recompile both client and server with SERVER_TICK_SPEED set to smth like 25tps to get a proper 2x slowdown
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anyways here you go this is my best attempt right now
16:25
not sure if I missed anything
16:27
Usage: python speedtune.py <speed factor> [prefix] Example: python speedtune.py 0.5 tune This'll generate global tune commands to make things go at 0.5x speed
16:28
the prefix is there so that you can generate tune_zone commands
16:28
actually let me make it default to regular tune
16:29
there you go, a very simple 4 character edit :P
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now, did you use AI or did you use multi cursors, or did you ctrl+c & ctrl+v the shit out of the print statements kekw (edited)
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I used vim macros :)
16:30
I did the edit for a single line, recorded that into a macro, then repeated that macro a bunch of times
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Wow montikboom himself, the creator of slownet, writes
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Teero
If you don't care abt others you can recompile both client and server with SERVER_TICK_SPEED set to smth like 25tps to get a proper 2x slowdown
montikboom 2024-11-13 16:31
Do server and client have tick speed? Can server changes make tickspeed desync? Please respond🙏🙏🙏
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risu
I used vim macros :)
i dislike vim macros - i use multicursor and iwr kekw
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montikboom
Do server and client have tick speed? Can server changes make tickspeed desync? Please respond🙏🙏🙏
montikboom 2024-11-13 16:33
??
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meloƞ
i dislike vim macros - i use multicursor and iwr kekw
montikboom 2024-11-13 16:34
Can you respond please
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montikboom
Do server and client have tick speed? Can server changes make tickspeed desync? Please respond🙏🙏🙏
montikboom 2024-11-13 16:35
To this
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mate i'm not teero, i dont know this stuff
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meloƞ
i dislike vim macros - i use multicursor and iwr kekw
iwr?
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teero is the gigachad here
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Teero
If you don't care abt others you can recompile both client and server with SERVER_TICK_SPEED set to smth like 25tps to get a proper 2x slowdown
montikboom 2024-11-13 16:36
teero please
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risu
iwr?
oh i think i changed that keybind.. in word replace iirc the default is change inner word ciw
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montikboom
teero please
There is no such packet. Thats why I said recompile BOTH client AND server
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Teero
There is no such packet. Thats why I said recompile BOTH client AND server
montikboom 2024-11-13 16:37
which packet? I'm not understanding much
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meloƞ
oh i think i changed that keybind.. in word replace iirc the default is change inner word ciw
oh yeah
16:42
Main problems with tuning the game speed I can see are caused by player collision, which makes flying feel different at different speeds
16:42
when accelerated the player collision will feel weak, when slowed down the player collision will feel strong
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risu
when accelerated the player collision will feel weak, when slowed down the player collision will feel strong
montikboom 2024-11-13 16:45
Why y'all need slowmo
16:45
I just saw it as something interesting to try
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montikboom
Why y'all need slowmo
I personally need to set up MY server
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ChillerDragon: As 07 cultist you should know, where can I find full 07 protocol documentation
16:55
Exploring source code again sounds fun and stuff, but I fell like someone already described it
16:57
oh, there is actually one done by you, it was first result in google, my bad, nvm
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I didn't try it before sending the code but apparently very slow speeds just totally break, like, the game just rounds things to zero sad :(
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Evelyn
I personally need to set up MY server
montikboom 2024-11-13 17:04
BROOOO, NAAAAH, THAT'S MINE IDEA, SEARCH UP FOR SlowNET in NONE TAB IN DDNET
17:04
Tunes not mine, but server is
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Anime.pdf
ChillerDragon: As 07 cultist you should know, where can I find full 07 protocol documentation
Koll Potato 2024-11-13 17:06
what are you working on?
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montikboom
Do server and client have tick speed? Can server changes make tickspeed desync? Please respond🙏🙏🙏
yes and yes, but i don’t know what you will do with any of this info. i think it’s a compile time constant so you’d need to change your server and client to get it to work
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Koll Potato 2024-11-13 17:07
im also learning the protocol little by little
17:07
not sure why
17:07
its fun
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montikboom
BROOOO, NAAAAH, THAT'S MINE IDEA, SEARCH UP FOR SlowNET in NONE TAB IN DDNET
I'm just using tune on my server. GS)
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Koll Potato
what are you working on?
the thing
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Koll Potato 2024-11-13 17:55
exciting
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Apparently hook_fire_speed higher than the default 80 is also weird and broken?
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Anime.pdf
ChillerDragon: As 07 cultist you should know, where can I find full 07 protocol documentation
at his protocol documentation
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Koll Potato 2024-11-13 19:05
he later said that he found it
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Evelyn
I'm just using tune on my server. GS)
montikboom 2024-11-13 19:14
пашол ты
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another blockwar comes?
19:15
troll
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zhn
another blockwar comes?
montikboom 2024-11-13 19:16
wut
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Ewan
yes and yes, but i don’t know what you will do with any of this info. i think it’s a compile time constant so you’d need to change your server and client to get it to work
montikboom 2024-11-13 19:17
my host blamed my developer because the host doesen't know that 💀
19:18
i asked that to prove him he is not right
19:18
ty
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wait maybe i misunderstood
19:34
changes to the server tick rate will make the clients desync if they don’t have the same tick rate
19:34
but a normal change to the server like adding a feature wouldn’t do that
19:35
im not sure exactly what would happen if you did connect to a server with a different tick rate but i expect it would just appear very buggy & drop many of your inputs
19:35
or crash. who knows
19:35
there’s a reason it’s constant
19:37
now i wonder if you could achieve the same physics with 2x tick rate and a tune which halves every time-based parameter
19:37
just play on lan with your bros
19:37
super ddnet…
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Afair you can change the tick rate of your local server without client changes
19:38
There's at least a high bandwidth settings thingie
19:38
Or maybe I'm mixing things
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that may be to communicate at 50tps but i’m not sure
19:38
the actual tick rate/game logic would remain
19:39
based on how i understand it
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I never looked into it, Teero worked with it so he knows it
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ive never touched protocol/server code in that sense
19:41
but based on how i understand it, the game and server both run isolated at 50tps, and each packet sent between has 2 ticks worth of info
19:41
and the high bandwidth stuff will make it communicate at twice the rate (e.g full speed)?
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GitHub BOT 2024-11-13 19:45
ae04851 Echo colors persist + Better pFrom for chat - SollyBunny 47c3c80 Merge pull request #9236 from SollyBunny/echo_colors_persist - Robyt3
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GitHub BOT 2024-11-13 20:21
Previously if you were to set an envelope point time or bezier in-tangent, the popup would go insano style and set it 1000x Fixes #8615

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physic...
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Ewan
im not sure exactly what would happen if you did connect to a server with a different tick rate but i expect it would just appear very buggy & drop many of your inputs
montikboom 2024-11-13 20:43
if server will have tick rate speed bigger, and client lower, then server can't follow client speed and it starts to teleport client
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montikboom
if server will have tick rate speed bigger, and client lower, then server can't follow client speed and it starts to teleport client
montikboom 2024-11-13 20:43
Which will made decync
20:43
And you can play that because it will feel like ping or ddos
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Koll Potato 2024-11-13 20:51
My client suddenly stopped showing any movement and became unresponsive after I increased the tick speed just by 1
20:52
That was quite funny honestly
20:52
nouis
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Koll Potato
My client suddenly stopped showing any movement and became unresponsive after I increased the tick speed just by 1
nouis
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umm hi hope you guys doin well i have a question about ban mecanism c++ bool CNetBan::IsBanned(const NETADDR *pOrigAddr, char *pBuf, unsigned BufferSize) const it seems it bans on IPV4 and IP ranges when you use netban commands But how does serverban indicate that you are previously banned from server? comparing Hash? (edited)
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how will dummy work with new acc system? if ur finish is mapped to your account, then u sometimes get teamrabks with urself?
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idk if that would change
21:35
i think names will just have accounts behind them as a prerequisite to being able to finish a map anyway
21:35
so that system won’t necessarily have to change
21:36
i would imagine that the account identifier will be a fairly transparent thing and just used for keeping track of unique players independently from their name
21:37
and then maybe names can just be assigned to accounts, with an optional exclusivity parameter to say that other players can or cannot use this name
21:38
sounds manual and complicated that way though
21:38
idk
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aria
umm hi hope you guys doin well i have a question about ban mecanism c++ bool CNetBan::IsBanned(const NETADDR *pOrigAddr, char *pBuf, unsigned BufferSize) const it seems it bans on IPV4 and IP ranges when you use netban commands But how does serverban indicate that you are previously banned from server? comparing Hash? (edited)
No hashing, just an O(n) lookup through the list of bans
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GitHub BOT 2024-11-13 21:59
47176e8 Fix envelope point popup - MilkeeyCat 4f53dd8 Merge pull request #9241 from MilkeeyCat/pr_fix_envelope_point_popup - Robyt3
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Learath2
No hashing, just an O(n) lookup through the list of bans
ohhh well can you please tell me in which file this ban is implemented so i can check it out? huge thanks❤️
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Hi @Teero
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Since when is ddnet client able to properly display projectiles in other tune zones?
23:40
or while switching tune zones, so to say
23:45
------
23:45
I somehow broke a map I think? cant tele and switch and speedup tiles re-appearing after map reload (edited)
23:47
ah, removing the tiles not by shift-selection worked
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