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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 2024-11-22 00:00 and 2024-11-23 00:00
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louis
i think its better to modify for example a Die() function with if (practice) rather than modify kill collision logic with if(practice)
it can be done there and there too xd
00:00
there's like no difference
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Ewan
just another thing to bind and remember and press in this edge case where i’m practicing a part with kill tiles
we have run on join commands
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zhn
there's like no difference
hmmmm
00:00
actually idk how u would differentiate from /kill and kill tile in Die()
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louis
we have run on join commands
most players dont touch that
00:00
or know how
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louis
actually idk how u would differentiate from /kill and kill tile in Die()
based on how server kills player
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and it’s cumbersome nonetheless, that’s not really the point in making
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if killer is player id then we are fine
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ah right
00:01
even then i think the freeze thing is just too odd to be the best solution
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still no arguments for it to be odd xP
00:02
any solution will be odd
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Ewan
most players dont touch that
that doesn't mean we should immediately change default activity
00:02
it's not really practice mode's fault that people don't use the run on join commands
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zhn
still no arguments for it to be odd xP
cuz ur changing kill to freeze
00:02
freeze should be the only thing that freezes u
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louis
cuz ur changing kill to freeze
wdym "change"
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louis
freeze should be the only thing that freezes u
what about hearts
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+ if a kill and freeze r very close, and you hit them, you don't know if you really died or if you really got froze
00:03
so it doesn't give as good feedback as getting teleported / other solution
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louis
+ if a kill and freeze r very close, and you hit them, you don't know if you really died or if you really got froze
deep freeze eheh
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okay then kill and deep freeze together justatest
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just a kill particle then
00:03
without being killed
00:03
whats problem?
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ye, that is probably better than just freezing
00:03
kill particle -> deep freeze state
00:03
then player can use /lasttp
00:03
thonk
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no just freeze then
00:04
i don't remember if rescue reacts identically on any freeze kind
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it should
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louis
it's not really practice mode's fault that people don't use the run on join commands
it’s practice mode’s fault that practice mode currently works unintuitively. i don’t think people in practice mode are relying on kill tiles to kill them. whenever they hit one they get annoyed and have to tp back to where they were, get their weapons, get their player state modifiers like endless/jp/etc
00:05
and if they do want to die their finger will do it for them instantly
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louis
it should
can you pull up this question to testers community? what behaviour they want?
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actually i think kill particles -> getting frozen somehow is a better solution instead of what I proposed
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Ewan
it’s practice mode’s fault that practice mode currently works unintuitively. i don’t think people in practice mode are relying on kill tiles to kill them. whenever they hit one they get annoyed and have to tp back to where they were, get their weapons, get their player state modifiers like endless/jp/etc
now the lasttp suggestion (if it covered every tee attribute) is a neat idea but it’s still a manual workaround for something that really just doesn’t make sense to work this way (imo
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Ewan
now the lasttp suggestion (if it covered every tee attribute) is a neat idea but it’s still a manual workaround for something that really just doesn’t make sense to work this way (imo
lasttp is necessary anyway though
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Should care more about usability than logic or anything like that imo, having kill tile work as auto /r would probably feel the best, cause then you get feedback for hitting it but also get put back to where you're currently trying to practice
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i am fairly sure i fixed the hitbox thing
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Ewan
i am fairly sure i fixed the hitbox thing
nah wait what about you are talking
00:07
lasttp vs rescue?
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yea wdym
00:08
i think lasttp would take you to where you were before dying?
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lasttp is last tp triggered afair
00:09
is this even a thing xd
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i think we are conflating the terms
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Skeith
Should care more about usability than logic or anything like that imo, having kill tile work as auto /r would probably feel the best, cause then you get feedback for hitting it but also get put back to where you're currently trying to practice
i disagree, i think it would actually feel not nice
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i don't get "manual workaround" part
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For the average user, I think they'd disagree
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imagine hitting kill while doing some inputs and then you get /r immediately, then your inputs are still being held and you just start flailing around for 0.25 seconds
f3 1
00:09
tilt machine
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like what do you do to bypass what
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louis
imagine hitting kill while doing some inputs and then you get /r immediately, then your inputs are still being held and you just start flailing around for 0.25 seconds
just fine
00:10
blue tp maps already do this
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blue tp maps are troll
00:10
kill trolls you other way
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maps with troll blue tps probably constitute a small portion of what's being played
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fwiw my implementation resets them with velocities reset iirc
00:11
so you’d be placed stopped, where you were standing in the prior tick
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ye, but if you're holding an input you'll still move
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same with any tp??
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louis
imagine hitting kill while doing some inputs and then you get /r immediately, then your inputs are still being held and you just start flailing around for 0.25 seconds
thats why spectate is the default option
00:12
according to heinrich
00:12
i disagree but whatever is accepted idm you can change it with ur own config
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Solly
thats why spectate is the default option
spectating on kill is the worst thing imho
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zhn
spectating on kill is the worst thing imho
well u can change it
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by default i mean
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its only in /practice
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take this part for example: you say [instant /r] will cause less keybinds / keystrokes, but here if you're doing this part and holding D and getting killed, you'll rescue to the edge of the left side and will still have to /r again because you're going to fall off every time
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Making it do /lasttp when you hit kill tiles or /r is basically the same thing anyways, I don't really care which one is implemented, they'd both be better than kill tiles killing you. So shrug
👍 1
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Skeith
Making it do /lasttp when you hit kill tiles or /r is basically the same thing anyways, I don't really care which one is implemented, they'd both be better than kill tiles killing you. So shrug
we can add an option for /lasttp
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Skeith
Making it do /lasttp when you hit kill tiles or /r is basically the same thing anyways, I don't really care which one is implemented, they'd both be better than kill tiles killing you. So shrug
no it's not, see above screen and explanation
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Skill issue shrug
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louis
take this part for example: you say [instant /r] will cause less keybinds / keystrokes, but here if you're doing this part and holding D and getting killed, you'll rescue to the edge of the left side and will still have to /r again because you're going to fall off every time
no
00:14
you dj and hold left
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or you just know how that works and treat it the same as tp
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that's still another input
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and stop moving when you hit it
00:14
like
00:14
the part is tight so you can't just stop when you hit it
00:14
if you let go of D you'll fail anyways
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Solly
we can add an option for /lasttp
Hein doesn't like options, you'd have to pick one
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Skeith
Hein doesn't like options, you'd have to pick one
well it doesnt work if u dont have options
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you are emplaced in your rescue position with your velocities set to 0
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gg, never going to be implemented
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you are not moving
00:15
and you are guaranteed to be on ground
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Skeith
gg, never going to be implemented
that what we have currently
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stop touching the key and you dont go off
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Yep, as it'll remain
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yeah but you're holding D unless you claim you can instantly react in 1 tick (20 ms) when you hit the kill tile to stop holding D
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imagine 2 declined prs on such a small thing already
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definitely well enough to adjust to it
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plus you'll still have to hold A for a split second because you have to build up velocity to do the actual part
00:16
the point is /r will put you at corners half of the time and that's annoying
00:16
so i just dont' think it's practically the best solution
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you definitely get more control over where you respawn with /lasttp
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it depends
00:16
both of u are right
00:16
someone needs full control, someone don't
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so you’d rather automatically determine a better starting spot, or go to the last tp (even though the section you’re doing probably doesn’t have one, because it’s kill tiles)
00:17
the former seems promising if kinda complicated
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lasttp teleports you to where you last /telecursored
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Ewan
so you’d rather automatically determine a better starting spot, or go to the last tp (even though the section you’re doing probably doesn’t have one, because it’s kill tiles)
lasttp goes to your last manual TP afaik, not teleport tile
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Ewan
so you’d rather automatically determine a better starting spot, or go to the last tp (even though the section you’re doing probably doesn’t have one, because it’s kill tiles)
u can place manual rescue point and go on btw
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that’s pretty good then
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Ya, as I said, basically same shit, nothing to argue about, I'll take either
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oh yeah sorry i guess i should've clarified that xd
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how do u set rescue point manual?
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you’ll get neither cuz none of us can press the button
00:17
only hein
00:18
and he doesn’t care
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Solly
how do u set rescue point manual?
/rescuemode manual
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and roby
00:18
then /rescue
00:18
?
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theoretically but that’d be stepping on toes
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and press /r on ground
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he’s not gonna do it
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Ewan
he’s not gonna do it
why tho
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He's also the only one working on accounts basically greenthing
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zhn
/rescuemode manual
they added this too? xd
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we're cooked, bros
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Skeith
He's also the only one working on accounts basically greenthing
that's a lie justatest
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zhn
that's a lie justatest
Currently, not a lie, we're all waiting on him!
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louis
they added this too? xd
i did, months ago
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i thought juppey was the one working on accounts (edited)
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louis
they added this too? xd
new info to me as well
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oh alr then both ways would be sufficient 💀
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Voxel
i thought juppey was the one working on accounts (edited)
he has his own thing
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https://github.com/ddnet/ddnet/issues/9273 if everyone thumbs up this maybeit will be added
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that was literally meant for testers bruh
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he has a working implementation in dd-pg iirc but he needs to reimplement it in real ddnet
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we did even discuss it there didn't we
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i still like the particle+freeze a little more though just because you have more control where your tee goes
00:19
@zhn i wasn't aware
00:19
but /telecursor is better i think since you can do it midair
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Voxel
i thought juppey was the one working on accounts (edited)
Not what I meant, sorry
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louis
@zhn i wasn't aware
afair you joined discussion as well xd
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Solly
https://github.com/ddnet/ddnet/issues/9273 if everyone thumbs up this maybeit will be added
kind of a mouthful command tbh
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Voxel
kind of a mouthful command tbh
thats hwy we have autocomplete (see some other comment heinreich left, long commands arent an issue) (edited)
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Ewan
he has a working implementation in dd-pg iirc but he needs to reimplement it in real ddnet
he will not port it back i think
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I mean the current thing being worked on is entirely in hein's hands, and progress is limited by him currently until further notice
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Solly
thats hwy we have autocomplete (see some other comment heinreich left, long commands arent an issue) (edited)
ah
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i hate per-session server commands (edited)
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still id at least shorten it to /pracspikeaction so its less clutter
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would rather properly establish a reliable user/server relationship with… wait…
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Voxel
still id at least shorten it to /pracspikeaction so its less clutter
just /killmode, thats it
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Voxel
still id at least shorten it to /pracspikeaction so its less clutter
i dont think prac is a good shortening
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zhn
just /killmode, thats it
i dont mind removing the practise prefix, i prefer it but others dont have it so doesnt matter but it should be spikeaction and freezeaction or spikemode and spikeaction
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Ewan
i hate per-session server commands (edited)
per session?
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Wonder how long from now it'll take for accounts pepedepressed
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yea like /somethingmode
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Skeith
Wonder how long from now it'll take for accounts pepedepressed
two or one month
Copege 2
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Ewan
yea like /somethingmode
i think it should be action
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Skeith
Wonder how long from now it'll take for accounts pepedepressed
its already been 2+ years
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Ewan
yea like /somethingmode
we still have no accounts xd
00:22
that’s the point of my sentence
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it would be good if ddnet servers could share context
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how it all circles back to not having accounts
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it was even discussed afair
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emphasizing the importance of accounts
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@Solly i dont think anyone wants to read all those options when they're playing, better just have one good implementation that people can use easily
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Ewan
how it all circles back to not having accounts
well its "new features arent implemented 😠", so accounts obviously show up
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louis
@Solly i dont think anyone wants to read all those options when they're playing, better just have one good implementation that people can use easily
well thats what the defaults are for, you can change it if you want, and atleast some of the otpions are required for /invinsible
00:23
also i want the options depending on what im doing
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society if ddnet had accounts, tune lock, and breaks backwards compatability:
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No options = best, it shouldn't kill you in practice period, pick a method
00:24
Agree to method, convince hein
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Skeith
No options = best, it shouldn't kill you in practice period, pick a method
but why no options ;--;
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that's the real process here
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Solly
but why no options ;--;
because it would be the same actually
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Solly
but why no options ;--;
Hein, he's allergic
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hein doesn’t respond
00:24
i actually have prodded him about it
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the sitting down incident
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he just doesn’t comment or engage (with me)
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Skeith
Hein, he's allergic
but other than convincing hein theresno reason?
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Voxel
the sitting down incident
eh, the animations tumbler moment
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zhn
eh, the animations tumbler moment
tumblr
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Doesn't like clutter or confusion, less options = less clutter / confusion
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Skeith
Doesn't like clutter or confusion, less options = less clutter / confusion
no one will run into this command and when they do, it will be evident what it does thats what /help is for (edited)
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Skeith
Doesn't like clutter or confusion, less options = less clutter / confusion
and yet we let someone support 0.7
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/cmdlist
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fewer is better for sure (edited)
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Argue it to hein!
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Skeith
Argue it to hein!
i will when he responds
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Ewan
fewer is better for sure (edited)
this is the sentiment of most devs here iirc
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Voxel
and yet we let someone support 0.7
meh, ddnet supports backcompat so there's no difference anyway
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Solly
i will when he responds
Grats, you just delayed accounts troll
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we can even support 0.5, just for lulz
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Skeith
Grats, you just delayed accounts troll
accounts are never going to be a thing, its been long enough that ive lost hope (edited)
Madge 1
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he might hear it from mods tbh
00:26
that’s all i can think
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Ewan
he might hear it from mods tbh
nah
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zhn
meh, ddnet supports backcompat so there's no difference anyway
it sucks because we always have to support some version of ddnet thats years old, which we literally can just... not, and improve our codebase significantly (edited)
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Solly
accounts are never going to be a thing, its been long enough that ive lost hope (edited)
an initial implementation doesnt have to be good it just has to be an account system with ddnet, then force it on the kog people
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we discussed it and ddnet should be as small as possible in terms of options
00:27
because we have plenty
00:27
thats the real reason heinrich pointed me to
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zhn
thats the real reason heinrich pointed me to
thats a dumb reason
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Solly
thats a dumb reason
argue one more time if you want to spend some free time xd
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unnecesary options are bad, options to do things everyone wants to do but in different ways is good no matter how many you have to add
00:28
"argue it to heinrich" i will
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Solly
thats a dumb reason
well it’s the consensus
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Also maintaining code for shit ig, I'm no dev so idk the whole process, I only yap here greenthing
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ddnet has a lot of code for what it is
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Voxel
it sucks because we always have to support some version of ddnet thats years old, which we literally can just... not, and improve our codebase significantly (edited)
end developer actually shouldn't see any difference but everything is just lays up there
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Skeith
Also maintaining code for shit ig, I'm no dev so idk the whole process, I only yap here greenthing
i always hear "maintaining" but all that is just fixing merge conflicts, this only steps on the feet of /invinsibile for which if it has any change is to remove it
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completely independent engine, mostly independent OS abstraction, completely independent networking protocol
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the thing about all my ideas is that they serve no purpose other than making the game look prettier all fluff no functionality
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ddnet maintenance is probably very tolling
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the ddnet codebase can be cleaned up, ddnet seperated from the game but its not b ecause making the game "moddable" isnt a goal
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robyt3 did a lot of clean up on client side but truth is that this codebase wasn't meant to be used as everything-in-one
00:31
thats why we have to deal with it rn
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so what you're saying is split the client and server into 2 different repos?
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and that's why heinrich doesn't let something into upstream
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Voxel
so what you're saying is split the client and server into 2 different repos?
huh? no
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it’s not so bad with the current structure, just a little confusing & very convoluted because quality alternatives to what was originally implemented in teeworlds have been made
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wait its 4 am already
00:32
gn guys
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rs
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@ChillerDragon your comment on teeros tas video made my lmao irl
06:51
ive spent hours on part 24
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Koll Potato 2024-11-22 07:02
chiller comments on every tw video
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kernel 6.12 dropped on gentoo
greenthing 1
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Limitations of sRGB, and how OKlch makes color transitions smoother and more natural, just like the human eye perceives them.
07:38
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Ryozuki
Click to see attachment 🖼️
hmm I don't know, that gradient from green to blue makes me think the RGB gradient isn't taking into account gamma but yeah perceptual colour spaces are good
07:48
I much prefer the example image on Wikipedia
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Ryozuki
Click to see attachment 🖼️
can we get any non rgb interpolation algoirhtm on our quads
08:13
the gray is ugly
08:14
(pass color system of choice thru instead of rgb, then make shader convert back to rgb)
08:14
(make it a setting idk)
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Yeah, I was about to say that RGB interpolation is sometimes desired
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risu
Yeah, I was about to say that RGB interpolation is sometimes desired
it is?
08:14
no i meant a global setting like hi-detail, it costs alot to convert between the 2 (edited)
08:15
whats an example of wanting rgb interpolation
08:15
seeing as its mostly visual
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ok now that I'm thinking, if it's only used for gradients, there isn't much reason to use RGB interpolation
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risu
ok now that I'm thinking, if it's only used for gradients, there isn't much reason to use RGB interpolation
thats what quads are really
08:16
you can even see it on clouds
08:16
and its really annoying
08:16
once you ntoice
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But even if we don't do that, we should at least check that we're correctly taking into account gamma when it comes to RGB gradients
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risu
But even if we don't do that, we should at least check that we're correctly taking into account gamma when it comes to RGB gradients
its not about gamma
08:38
its about gray
08:39
08:39
yummy
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Koll Potato 2024-11-22 08:45
i dont like gray gray
08:45
blue gray is better than gray gray
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what would be a modern way for a captcha? I think they are all broken now
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Assa
what would be a modern way for a captcha? I think they are all broken now
There are the js puzzle ones, idk if they are verybroken yet
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Koll Potato 2024-11-22 12:05
connect to the camera and check if the person is real
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Make them submit a blood sample by mail
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Learath2
Make them submit a blood sample by mail
this
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we had a teecaptcha didn't we
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I think a puzzle where you have to put nouis' eyes back into place would be pretty cool.
12:13
nouis
12:14
and the correct location and orientation is randomly generated
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risu
hmm I don't know, that gradient from green to blue makes me think the RGB gradient isn't taking into account gamma but yeah perceptual colour spaces are good
arch1t3cht 2024-11-22 12:18
gamma RGB gradient with these stops vs linear RGB gradient with these stops
12:19
that is, the left one is the one that directly interpolates sRGB values and the right one is the one that converts to linear RGB, interpolates, and converts back
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Solly
can we get any non rgb interpolation algoirhtm on our quads
arch1t3cht 2024-11-22 12:23
speaking of, can we get dithering for the quad interpolation
12:24
I've been meaning to ask this for a while, quads can have very noticable banding
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Furo: idk if you can read this but if you can then add a stomping mode to the bomb mode that makes the bomb explode immediately if someone stomps on it xd
❤️ 1
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rust tip: avoid inclusive ranges, use exclusive, they have better perf
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ws-client BOT 2024-11-22 12:53
<ChillerDragon> Is holding down hammer with antiping a known bug?
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Ryozuki
rust tip: avoid inclusive ranges, use exclusive, they have better perf
That's curious, why?
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Learath2
There are the js puzzle ones, idk if they are verybroken yet
solving a puzzle might still work
12:55
at least you don't find a bot right out of the box
12:55
doesn't solve the issue of captcha formings tho, but there is none
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I see this kind quite often
12:56
There is also one which hides symbols in an image and tells you to click them in a specific order
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I would do that much more complicated, like solving at least 9 puzzle pieces
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Learath2
That's curious, why?
I ran this simple code: #[test] fn play() { let now = Instant::now(); let mut result: usize = 0; for j in (1..100_0000 + 1).rev() { result += j } println!("{}", result); println!("{:?}", now.elapsed()); let now = Instant::now(); let mut result: usize = 0; for j in (1..=100_0000).rev() { resul...
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Assa
I would do that much more complicated, like solving at least 9 puzzle pieces
would also be great to filter out small children 🤔 😆
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I read the entire thread, I didn't see the reason why
13:03
Half open ranges excluding the upper limit are the most comfy to use, but I never heard of a performance thing
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Learath2
I read the entire thread, I didn't see the reason why
it adds a branch iirc
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Learath2
I see this kind quite often
13:31
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theyll hire indians to solve it so xd
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captcha solver is a job (edited)
13:43
pepeW
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yeah no jokes
13:43
theres literally some service to solve em like nuts
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zhn
theyll hire indians to solve it so xd
Yeah, this is the solution to every captcha and the price per captcha isn't too bad either
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Learath2
Yeah, this is the solution to every captcha and the price per captcha isn't too bad either
do you know any captcha farm HUH , asking for a friend
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Nope, I only talked about it with a friend who was paying for one to spam a website with fake comments
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omg
14:23
no catalan tee skin
14:23
angry noises
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no scotland either
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arch1t3cht
that is, the left one is the one that directly interpolates sRGB values and the right one is the one that converts to linear RGB, interpolates, and converts back
Huh, so doing it correctly makes it look worse because blue is just so dark? Neat
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no tatarstan either
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arch1t3cht 2024-11-22 14:53
the question is what "correctly" means here
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imagine adding all us state flags xd
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arch1t3cht 2024-11-22 14:53
interpolating in linear light is pretty much the opposite of being perceptually uniform, that's why gamma exists
14:54
but if you interpolate two equally primary colors in gamma light, you get a brightness shift
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Actually the one on the right has a much better transition between blue and green, only the blue dark stripe looks worse on first glance
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arch1t3cht 2024-11-22 14:54
yeah, it's a tradeoff
14:54
gamma light is great for perceptually uniform interpolation of brightness for a constant chromaticity
14:55
linear light is better when interpolating between different chromaticities of the same brightness
14:55
but if you want a perceptually uniform gradient you shouldn't use either and just use oklab/oklch
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I'm often lazy and don't look up the matrices, just pulling something good enough out my ass lol
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GitHub BOT 2024-11-22 16:33
Revived from https://github.com/ddnet/ddnet/pull/8542

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 mem...
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Koll Potato 2024-11-22 16:36
poggers2
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GitHub BOT 2024-11-22 16:44
The variable CServer::CClient::m_Authed and the function IServer::GetAuthedState may only be used when the client slot is not empty, as the authed state is uninitialized before a client slot has been used for the first time. When compiling the server with MSVC the variable is not zero-initialized like with other compilers currently. This was causing the server compiled with MSVC to crash on start when Teehistorian is enabled, as empty clients were incorrectly considered as authenticated f...
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don't know what's that for but ... (edited)
16:45
poggers2
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wdym you dont know what thats for >:c - imagine multeasymap and linear.. but with 128p
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no I mean last commit
16:47
I know that one
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oh the teehistorian one?
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Peakies
don't know what's that for but ... (edited)
It's for filthy Windows users, we don't care about them
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yeah me too
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with MSVC the variable is not zero-initialized like with other compilers currently. yet another microsoft L
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I'm windows user btw 😄
momiCry 1
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MSVC = Microsoft Visual C++ the stinkiest compiler LLVM is peak
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windows is shit i know it but I have to use it for games 😐
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what games :(
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wdym, DDNet runs just fine on Linux
kek 1
16:49
and Minecraft
16:49
and like, what else could you need?
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I'm not playing them anymore
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Fake DDRacist?!?!
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right now playing on throne and liberty
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GitHub
Click to see attachment 🖼️
poggers2
16:50
chat is this real
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no I'm more like veteran DDNet player
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Peakies
no I'm more like veteran DDNet player
Washed up?
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Peakies
right now playing on throne and liberty
:c throne and liberty runs perfectly fine on linux
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I spend 14-26 of my life on DDNet and I think that's enought
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Peakies
I spend 14-26 of my life on DDNet and I think that's enought
dude came, developed, and dipped
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and yeah all of that times just spend on developing on DDNet I even still noob at finishing ddrace maps 😄
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risu
Washed up?
yeah 😦
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can i somehow sent cmd to change map to dedicated server if i dont have running game?
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GitHub BOT 2024-11-22 17:24
f7fbf03 Fix Teehistorian server crash with MSVC due to uninitialized memory - Robyt3 0b9e0bf Merge pull request #9275 from Robyt3/Server-AuthedState-Uninitialized-Fix - def-
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triki
can i somehow sent cmd to change map to dedicated server if i dont have running game?
i mean can i change map from outside the game?
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@Teero
18:00
Contribute to Teero888/tune_calculator development by creating an account on GitHub.
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what (edited)
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Can you tell me what algorithm of actions happens with each tune?
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Ok i find solution. i will share it if some one need it. this README generated by AI (edited)
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Evelyn
Can you tell me what algorithm of actions happens with each tune?
i have no idea what you are talking about sry
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meloƞ
with MSVC the variable is not zero-initialized like with other compilers currently. yet another microsoft L
not an L though
18:46
standard doesn't specify this one point
18:46
but msvc sucks in any other way :P
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triki
i mean can i change map from outside the game?
yeah you can, use telnet to connect to econ port and do whatever you want
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zhn
yeah you can, use telnet to connect to econ port and do whatever you want
i dont see any other solutions.
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but afair its not encrypted so
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zhn
yeah you can, use telnet to connect to econ port and do whatever you want
maybe u tips more better way?
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better use it only on localhost and wrap with something that actually has encryption
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triki
maybe u tips more better way?
you can basically write anything on top of any econ wrapper (i.e tw-econ for rust) and send messages via discord for example
18:50
or telegram kekw
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Evelyn
Can you tell me what algorithm of actions happens with each tune?
expand your question pls
18:52
should have checked your script before answering, ig id you don't anything else than that, it's fine to use
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zhn
yeah you can, use telnet to connect to econ port and do whatever you want
u just said like i do smth bad. better i ask question. if u u will do smth similar what metod u will choose?
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triki
u just said like i do smth bad. better i ask question. if u u will do smth similar what metod u will choose?
nah everything is fine, i thought you want to do something remotely
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zhn
nah everything is fine, i thought you want to do something remotely
ah, so for remote this fine just need add encryption, i undestend u correcly?
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triki
ah, so for remote this fine just need add encryption, i undestend u correcly?
yeah, but only if you think that someone sniffs your traffic :p
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zhn
yeah, but only if you think that someone sniffs your traffic :p
nah nobody, but thanks i was just interesting ty for explanation.
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zhn
yeah, but only if you think that someone sniffs your traffic :p
I'd sniff u
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bro you have a wife justatest
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zhn
bro you have a wife justatest
Did I stutter?
monkaS 2
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probably the laziest way to protect that traffic is just use ssh, no need to set up a separate vpn or anything
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GitHub BOT 2024-11-22 20:31

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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zhn
better use it only on localhost and wrap with something that actually has encryption
that's the way to go
22:28
c4ab0c8 Fix jetpack strength always being set to 0 - fokkonaut f72a1af Merge pull request #2 from fokkonaut/fokkonaut-patch-1 - fokkonaut f7e6507 Merge pull request #9276 from fokkonaut/master - def-
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montikboom 2024-11-22 23:12
So, I discovered dbg_tuning command. Can I ask, if this using client to get tuning list or server sends tuning list to the client?
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montikboom
So, I discovered dbg_tuning command. Can I ask, if this using client to get tuning list or server sends tuning list to the client?
montikboom 2024-11-22 23:12
@Teero sorry for ping, but I think you know
23:12
Or anyone else can answer my question?
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The server sends the tunings to the client so the client can use them for antiping/prediction
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Teero
The server sends the tunings to the client so the client can use them for antiping/prediction
montikboom 2024-11-22 23:19
Can I make the server not send anything to the client?
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LOL
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Learath2
LOL
montikboom 2024-11-22 23:20
Funny 😂
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I hate that this is what has become of the community of this game
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montikboom
Can I make the server not send anything to the client?
You can't, the client needs it for prediction and antiping. If you send the wrong values the game will look wrong on the client
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Learath2
You can't, the client needs it for prediction and antiping. If you send the wrong values the game will look wrong on the client
montikboom 2024-11-22 23:21
Is there any way to send values to the client but not showing them in dbg_tuning?
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montikboom
Is there any way to send values to the client but not showing them in dbg_tuning?
nope
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Teero
nope
montikboom 2024-11-22 23:21
Or should I tell players not to use antiping
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It also breaks the normal prediction, so they'll also have to play with prediction off if you want to send fake values. Which is extremely annoying to play without
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Learath2
It also breaks the normal prediction, so they'll also have to play with prediction off if you want to send fake values. Which is extremely annoying to play without
montikboom 2024-11-22 23:23
:(
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Learath2
It also breaks the normal prediction, so they'll also have to play with prediction off if you want to send fake values. Which is extremely annoying to play without
montikboom 2024-11-22 23:24
Any way to keep tunes in secret but not break antiping?
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No
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montikboom 2024-11-22 23:24
tex_cry
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There is also a tool to calculate tunes for any time rate
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Learath2
There is also a tool to calculate tunes for any time rate
montikboom 2024-11-22 23:25
Ik that
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Learath2
No
montikboom 2024-11-22 23:26
Can I modify client to remove that command?
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You can, but people will keep playing with their own clients
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montikboom 2024-11-22 23:26
But I think online will be 🤏
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Learath2
You can, but people will keep playing with their own clients
montikboom 2024-11-22 23:26
Ok
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embrace the soul of open source, thousands of hours of developers work is available to you for completely free, live and let live 🙃
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Learath2
embrace the soul of open source, thousands of hours of developers work is available to you for completely free, live and let live 🙃
montikboom 2024-11-22 23:29
Thousands?
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i'd assume ddnet surpassed the 5 digit hour mark a while ago (edited)
🇼 3
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Easily, dozens of people worked over this game for more than a decade
🇼 3
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montikboom 2024-11-22 23:33
I think print prints
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Yo is there's any chance to read the whole rcon console? maybe there's func which is does exist like that?
23:56
i mean you can do it but there most likely is not a function
23:57
sorry yeah you should see what dump_remote_console does, the f1 command (edited)
gigachad 2
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