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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 2024-11-24 00:00 and 2024-11-25 00:00
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lol
00:00
its just a game mode
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Denzyve
Click to see attachment 🖼️
montikboom 2024-11-24 00:17
Give me tunes
00:17
Plis
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montikboom
Give me tunes
i bought it:(
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Denzyve
i bought it:(
montikboom 2024-11-24 00:18
......
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yea, i was so lazy to do myself
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Denzyve
i bought it:(
montikboom 2024-11-24 00:18
Pizdec
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^ i hope that means idiot in russian
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Denzyve
but not so good
montikboom 2024-11-24 00:19
I using this tunes
00:19
I mean
00:19
I will use
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its maths theres not multiple ways to do it
00:19
and also you can just pull tunes from any server
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for example an air jump impulse so low
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whats your server ip?
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Denzyve
for example an air jump impulse so low
yes, that's because it's the correct value
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you need to adjust the values by hand a little bit
👍🏻 1
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if you've got a higher ground or air jump impulse with the same gravity then you're making the jump too high (edited)
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but on server it dont very good looks
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i guess that is fair
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hook speed also is usually much higher
👍 1
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Tater
hook speed also is usually much higher
montikboom 2024-11-24 00:20
Where?
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I made a few maps with slow tune years ago lol
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Hook speed higher than 80 is brokey for some reason
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Tater
I made a few maps with slow tune years ago lol
montikboom 2024-11-24 00:21
I have it
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Tater
I made a few maps with slow tune years ago lol
montikboom 2024-11-24 00:21
W map
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i started a six servers slownets btw
00:22
idk why
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Denzyve
i started a six servers slownets btw
montikboom 2024-11-24 00:22
I started the SlowNET hype btw
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montikboom
I started the SlowNET hype btw
its so good
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montikboom 2024-11-24 00:22
kek
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Console()->Register("tunes", "", CFGFLAG_SERVER, ConTunes, this, "List all tuning variables and their values"); -> Console()->Register("tunes", "", CFGFLAG_CLIENT | CFGFLAG_SERVER, ConTunes, this, "List all tuning variables and their values"); :) (edited)
00:22
its part of the base game x-x
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Solly
its part of the base game x-x
montikboom 2024-11-24 00:23
Server or client?
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oh wait u can only do it on server
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Denzyve
its so good
montikboom 2024-11-24 00:23
We are now cooperating with [GS] servers btw
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montikboom
We are now cooperating with [GS] servers btw
good
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Solly
oh wait u can only do it on server
montikboom 2024-11-24 00:24
there command in F1 to see all tunes on server
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im evil
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montikboom
there command in F1 to see all tunes on server
montikboom 2024-11-24 00:24
This is how I got the tunes that were sold for $2
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what a hustle
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montikboom
This is how I got the tunes that were sold for $2
montikboom 2024-11-24 00:24
And still selling
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These IDIOTS oh god
00:24
like literally it's just maths
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some math is worth money
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and like, middle school physics
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probably not the tunes
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Tater
probably not the tunes
montikboom 2024-11-24 00:25
This is 900 lines of code to get slow
00:25
U just don't understand
00:25
what
00:26
you don't need 900 lines
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Tater
?
montikboom 2024-11-24 00:26
you need to write 900+ lines of code
00:26
To get slow
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the entire website is less than 500 lines including the html and css
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Tater
the entire website is less than 500 lines including the html and css
montikboom 2024-11-24 00:26
no u need to re-create whole ddnet server to get slow
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If we're just doing tunes then you only need a few more lines than the number of tunes... I'd get if you're actually doing hacks on the server side to lower tick rate while pretending to the client that you're running a normal 50 tick server
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montikboom
no u need to re-create whole ddnet server to get slow
montikboom 2024-11-24 00:27
u just don't understand
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You do NOT need to recreate the server, you just write a fancy little mod
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risu
You do NOT need to recreate the server, you just write a fancy little mod
montikboom 2024-11-24 00:28
No, u need to recreate whole ddnet server, dll's and the client (edited)
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You mean recompile?
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risu
You mean recompile?
montikboom 2024-11-24 00:29
No, I know to get slow u need to create own os, own pc, own router, own server, own client
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ok ok yeah now I get it
00:29
make sure to collect your own silicon sand and refine it by hand
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bro wtf is slownet
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it's possible you could do empirical tests by randomly adjusting the tune values and comparing it to a real modified tickrate to get tunes that are actually more accurate, due to quantization differences
🦈 1
00:30
but I doubt they do that
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I don't think the tune precision allows you to even take into account differences that small
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ground_control_speed 5.00 ground_control_accel 0.50 ground_friction 0.71 ground_jump_impulse 6.60 air_jump_impulse 6.00 air_control_speed 2.50 air_control_accel 0.38 air_friction 0.97 hook_length 380.00 hook_fire_speed 80.00 hook_drag_accel 0.75 hook_drag_speed 7.50 gravity 0.13 velramp_start 275.00 velramp_range 1000.00 velramp_curvature 1.40 gun_curvature 0.00 gun_speed 1400.00 gun_lifetime 2.00 shotgun_curvature 1.25 shotgun_speed 2750.00 shotgun_speeddiff 0.80 shotgun_lifetime 0.20 grenade_curvature 7.00 grenade_speed 1000.00 grenade_lifetime 2.00 laser_reach 800.00 laser_bounce_delay 150.00 laser_bounce_num 1000.00 laser_bounce_cost 0.00 laser_damage 5.00 player_collision 1.00 player_hooking 1.00 jetpack_strength 0.00 shotgun_strength 10.00 explosion_strength 6.00 hammer_strength 0.30 hook_duration 1.25 hammer_fire_delay 125.00 gun_fire_delay 125.00 shotgun_fire_delay 500.00 grenade_fire_delay 500.00 laser_fire_delay 800.00 ninja_fire_delay 800.00 hammer_hit_fire_delay 320.00 ground_elasticity_x 0.00 ground_elasticity_y 0.00
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risu
I don't think the tune precision allows you to even take into account differences that small
it kinda does
00:31
the quantization differences are very large
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Solly
ground_control_speed 5.00 ground_control_accel 0.50 ground_friction 0.71 ground_jump_impulse 6.60 air_jump_impulse 6.00 air_control_speed 2.50 air_control_accel 0.38 air_friction 0.97 hook_length 380.00 hook_fire_speed 80.00 hook_drag_accel 0.75 hook_drag_speed 7.50 gravity 0.13 velramp_start 275.00 velramp_range 1000.00 velramp_curvature 1.40 gun_curvature 0.00 gun_speed 1400.00 gun_lifetime 2.00 shotgun_curvature 1.25 shotgun_speed 2750.00 shotgun_speeddiff 0.80 shotgun_lifetime 0.20 grenade_curvature 7.00 grenade_speed 1000.00 grenade_lifetime 2.00 laser_reach 800.00 laser_bounce_delay 150.00 laser_bounce_num 1000.00 laser_bounce_cost 0.00 laser_damage 5.00 player_collision 1.00 player_hooking 1.00 jetpack_strength 0.00 shotgun_strength 10.00 explosion_strength 6.00 hammer_strength 0.30 hook_duration 1.25 hammer_fire_delay 125.00 gun_fire_delay 125.00 shotgun_fire_delay 500.00 grenade_fire_delay 500.00 laser_fire_delay 800.00 ninja_fire_delay 800.00 hammer_hit_fire_delay 320.00 ground_elasticity_x 0.00 ground_elasticity_y 0.00
montikboom 2024-11-24 00:31
We knew that
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montikboom
We knew that
u didnt have to pay 2 quid for it x-x
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Souly
bro wtf is slownet
montikboom 2024-11-24 00:31
Hyped server which I started
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Solly
u didnt have to pay 2 quid for it x-x
montikboom 2024-11-24 00:32
I DID NOT PAID FOR THAT
00:32
I got that from F1 command
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funny
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theres not a client side get tunes command
00:33
is there?
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Denzyve
funny
montikboom 2024-11-24 00:33
Govirit chel kotoriy zaplatil za tuni
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Solly
is there?
montikboom 2024-11-24 00:33
Yes
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kinda weird to play cuz it doesnt feel like actual slow
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what is it
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Solly
what is it
montikboom 2024-11-24 00:33
Why do u need that
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you can do dbg_tuning 1
👍 2
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montikboom
Govirit chel kotoriy zaplatil za tuni
allo mne len bilo delat ix, mne voobshe deneg ne zalko
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and then enable debug mode
00:34
nvm no need to enable debug mode
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Denzyve
allo mne len bilo delat ix, mne voobshe deneg ne zalko
montikboom 2024-11-24 00:34
Za besplatnie tuni
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y menya dostatochno deneg
00:34
i che?
00:34
mne voobse pox, ya poluchil to chto xotel
00:35
i rad
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Souly
you can do dbg_tuning 1
montikboom 2024-11-24 00:35
U can also disable that on server, but players can't use antiping and prediction if there any tune changes
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why would you want not to send tuning info lol
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Souly
why would you want not to send tuning info lol
montikboom 2024-11-24 00:36
To donat leak it lal
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montikboom
To donat leak it lal
montikboom 2024-11-24 00:37
Some geniuses leaking this tunes like "I'm hacker, I got tunes from websit 😎🤙🤙"
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i dont understand whats so fascinating about all of this
00:38
neither do i understand whats so hard in making tunes like this
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montikboom
Some geniuses leaking this tunes like "I'm hacker, I got tunes from websit 😎🤙🤙"
genius
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oh lol its all based on ddnet++
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Souly
oh lol its all based on ddnet++
montikboom 2024-11-24 00:39
Ddnet++ have bugs
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Souly
neither do i understand whats so hard in making tunes like this
The kind of people who can't bother to do basic math are also the kind of people who would play an easier version of the game rather than spend time practicing 😏
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Souly
bro wtf is slownet
nation of retardation
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GitHub BOT 2024-11-24 01:27
add an option to spec team members only in freeview (clientside)

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 physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or v...
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zhn
nation of retardation
nice rhyme 🤙
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i have no other words for such a phenomenon
01:33
even block servers had some kind of real reasons to war with each other
01:34
there it's just... spreading tunes that are available to everyone? eh
01:35
and still no real attempt to make an actual "slow" tickrate (maybe there's, ping if i have missed something)
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zhn
and still no real attempt to make an actual "slow" tickrate (maybe there's, ping if i have missed something)
Well I could make a server like that but why the effort
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I could do that too but my only motivation is simply doing it out of spite towards these noobs thinking tunes are magic (edited)
01:39
I wouldn't really have much use for it I guess having accurate slowmo collisions would be valuable for trying certain things out in slow motion
01:39
turns out it's not totally useless as a practice tool
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zhn
and still no real attempt to make an actual "slow" tickrate (maybe there's, ping if i have missed something)
u need client support for that
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risu
I wouldn't really have much use for it I guess having accurate slowmo collisions would be valuable for trying certain things out in slow motion
Accurate slowmo collisions? What are you talking about. Just only use tunes so the client prediction isn't broken. The serverside should use real slowmo
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Teero
Accurate slowmo collisions? What are you talking about. Just only use tunes so the client prediction isn't broken. The serverside should use real slowmo
Yes that's what I was thinking of doing
01:45
I was saying that the biggest value of making real slowmo would be fixing the collision issue, because that's the most noticeable problem
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risu
I was saying that the biggest value of making real slowmo would be fixing the collision issue, because that's the most noticeable problem
quantization is a bigger problem imo but yes
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I don't care about correct discretization of time because I'm not trying to like make TASes
01:46
it just needs to feel about right
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what to do if it says the server has not responded yet?
01:54
?
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is it a ger10 server
01:55
Redcastle
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probably the server, nothing u can do ¯\_(ツ)_/¯
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how do others play?
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¯\_(ツ)_/¯
01:56
do other servers work
01:57
I can't come here
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Fantik
I can't come here
montikboom 2024-11-24 02:00
justatest
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Solly
u need client support for that
not really, simulating slow tickrates possible with current one
02:04
especially 25 ticks 10 ticks 5 ticks...
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Fantik
how do others play?
where are you from?
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Ukraine
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zhn
not really, simulating slow tickrates possible with current one
how
02:06
my client bugs out when u just decrease tickrate (edited)
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Fantik
Ukraine
server is located in russia, ur isp blocks outgoing connection and so does isp of server but with incoming ukr connections
02:07
so your only solution to use vpn
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Solly
my client bugs out when u just decrease tickrate (edited)
You need to interpolate and create fake ticks server side
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risu
You need to interpolate and create fake ticks server side
prediction will still fail
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Solly
my client bugs out when u just decrease tickrate (edited)
ive talked about slowing down physics, not tickrate of both parts
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Solly
prediction will still fail
also send the client tunes that match the slowdown
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you can simulate 2x slowdown with default 50 tps
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risu
also send the client tunes that match the slowdown
that doesnt fix it?
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risu
also send the client tunes that match the slowdown
just ask client to not use prediction kekw
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Solly
that doesnt fix it?
Doesn't? Why not?
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risu
Doesn't? Why not?
a tiny tickrate difference screws up prediction
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theres little hack to do it but i don't know if im allowed to share it :p
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Solly
that doesnt fix it?
If you have a low ping it fixes it. Since you receive enough snaps
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and the error of setting tunes probably makes it no twork
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zhn
server is located in russia, ur isp blocks outgoing connection and so does isp of server but with incoming ukr connections
how my friend plays?
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Solly
a tiny tickrate difference screws up prediction
That's why you send 50 ticks to the client even if only 25 of those ticks actually happened server side
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Solly
and the error of setting tunes probably makes it no twork
I would guess it is still better than normally
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Fantik
how my friend plays?
his isp lets outgoing connection to this russian isp
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risu
That's why you send 50 ticks to the client even if only 25 of those ticks actually happened server side
No, the server only sends 25tps in any case
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risu
That's why you send 50 ticks to the client even if only 25 of those ticks actually happened server side
im saying the difference between 50 ticks with tunes and 25 ticks is enough to screw up prediction
02:10
or atleast thats what i think
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just disable pred troll
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zhn
just disable pred troll
boo
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you can do so server side too btw
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server does prediction?
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Solly
im saying the difference between 50 ticks with tunes and 25 ticks is enough to screw up prediction
it might be a bit jittery but over here we play with good ping 😤
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Solly
server does prediction?
no, i meansl server can control clients prediction behavior
02:13
in very rusty way but whatever
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risu
it might be a bit jittery but over here we play with good ping 😤
with the 1 wide gores that are on slownet servers, a bit of jitter = annoyinh death all the time
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zhn
no, i meansl server can control clients prediction behavior
oh... but removing prediction makes it unplayable for alot of people
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no it actually doesnt
02:14
specially if you are playing at 0.5x speed xd
02:14
e*
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zhn
specially if you are playing at 0.5x speed xd
oh yeah i guess idk about that
02:14
for normal servers doing precise anything with 50+ ping or higher is different
02:15
it feels icky
02:15
but with prediction up to 100 if fine x-x
02:15
i mean was playing 250 with some person and it was fine except they had to be static for me to hook them
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i don't really play with default pred since im a proud antiping user so
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The game is very playable at 150-ish ping as long as you train your friends to move predictably when you're trying to hook them
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cant you just use cheat engine or something to slow the game locally?
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antiping did let me to play on chn server back then with 300 ping
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Souly
cant you just use cheat engine or something to slow the game locally?
u can slow down the game and server, but u can also just change the tickrate on both
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but they are skilled enough now to kill lagging bag of balls
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Solly
u can slow down the game and server, but u can also just change the tickrate on both
or you can slowdown it server side kekeke
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zhn
i don't really play with default pred since im a proud antiping user so
I play on US with 130 ping like half of the time so I'm also a big antiping enjoyer
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zhn
or you can slowdown it server side kekeke
and client will go AAAAAAA
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Solly
and client will go AAAAAAA
no, since i don't change net tickrate
02:19
only physics are being slowed down
02:20
cheat engine slow down or any speed hack works by replacing the library functions which return time
02:20
which makes the server run as if it is at 25 ticks/second if u were to slow it down to 50%
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i didn't get the reference honestly
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zhn
no, since i don't change net tickrate
what exactly you wanted to say in contrary of this xd
02:21
your dots are angry justatest
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my dots are disapointed
02:21
assuming you didnt know that speed hacks worked by changing how the program sees time
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My speed hacks work by replacing the quartz crystal used by my CPU clock
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risu
My speed hacks work by replacing the quartz crystal used by my CPU clock
.... (these are angry dots)
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my solution (and probably teeros too since i don't there's more than 1 good approach to this exact thing) doesn't have to use any time hacks
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"ah yes let me reduce my clock speed by 2x, that will decrease the tickrate" (ass argument)
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i don't think*
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zhn
my solution (and probably teeros too since i don't there's more than 1 good approach to this exact thing) doesn't have to use any time hacks
Hey it's my solution too :)
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our solution 🇨🇳
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We all have the same obvious solution and Solly seems to disagree about whether it'd work before even trying
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risu
We all have the same obvious solution and Solly seems to disagree about whether it'd work before even trying
because the reduce tickrate by half and tell the client is easy x-x
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nah they just thought of changing exactly tickrate
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risu
We all have the same obvious solution and Solly seems to disagree about whether it'd work before even trying
youre welcome to try but its alot of effort to do it your way
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they don't understand what we want to do xd
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(and i aint doing it)
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Solly
youre welcome to try but its alot of effort to do it your way
Well completing the actual variable tickrate PR is also a lot of work
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zhn
they don't understand what we want to do xd
make tunes halve speed, but on server actually run at 25tps and interpolate
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risu
Well completing the actual variable tickrate PR is also a lot of work
ive already done it x-x
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ok so then get it merged >:)
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Solly
make tunes halve speed, but on server actually run at 25tps and interpolate
make tunes tickrate dependent*
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zhn
make tunes tickrate dependent*
and if youre going for half speed, stick 0.5 in teeros epic tune calculator
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risu
ok so then get it merged >:)
its sortof a tas tool so it cant
02:28
it works perfeclty if the tickrate doesnt change mid session, if you do then prediction messes up for some time
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Is it a significant length of time?
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depends on the difference between the start and end tickrate
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I'd expect it to only take like a fraction of a second...
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but if you set it at start then there is no prediction to mess up
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risu
I'd expect it to only take like a fraction of a second...
its my crummy implementation rather than an actual restriction
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Is prediction based on a long period of previous ticks, not just the couple latest ones received?
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Solly
its sortof a tas tool so it cant
its not precise enough i think
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zhn
its not precise enough i think
if you just half the tickrate then yes it is, you can play the map at half tick rate, save demo, replay on full speed
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risu
Is prediction based on a long period of previous ticks, not just the couple latest ones received?
i dont actually know why it messes up, it just does
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your latency is the biggest factor in messing up prediction, tick rate only matters because it affects your average latency.
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Tater
your latency is the biggest factor in messing up prediction, tick rate only matters because it affects your average latency.
oh oke
02:33
I guess if the server is using inaccurate physics then the tick rate would matter a little bit more (edited)
02:34
but you would be desyncing on every single tick so it would be pretty bad either way (edited)
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Tater
your latency is the biggest factor in messing up prediction, tick rate only matters because it affects your average latency.
Ohhh, that makes perfect sense I remember spending a fair bit of time working on latency estimates that one time I wrote proper netcode for a little game thing
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ws-client BOT 2024-11-24 02:35
<ChillerDragon> @montikboom what bugs did you find in ddnet++?
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ws-client
<ChillerDragon> @montikboom what bugs did you find in ddnet++?
montikboom 2024-11-24 02:44
When you are in another Team, you can vote for any server setting, and if you are alone in the Team then it will be applied instantly
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montikboom
When you are in another Team, you can vote for any server setting, and if you are alone in the Team then it will be applied instantly
montikboom 2024-11-24 02:44
This is one of the bugs, there may be others, but I didn't try to look for them.
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montikboom
When you are in another Team, you can vote for any server setting, and if you are alone in the Team then it will be applied instantly
are these votes supposed to be team-wide?
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zhn
are these votes supposed to be team-wide?
montikboom 2024-11-24 02:50
I didn't understand
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Solly
if you just half the tickrate then yes it is, you can play the map at half tick rate, save demo, replay on full speed
what do u mean when u say tick rate
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GitHub BOT 2024-11-24 04:27
https://github.com/ddnet/ddnet/blob/2fa3d667572e8b8a92dc54b8da63d93e058a633a/src/game/server/entities/character.h#L135-L144 The server has 6 different variables for player input and only 3 of them have a vague comment explaining their purpose. There should be a documentation comment above all 6 explaining their use case and differences. The most recent undocumented one that was introduced by ddnet is m_SavedInput. Apparently to "[make 1-tick unfreeze reliable](https://github.com/ddne...
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louis
what do u mean when u say tick rate
ticks/second
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i wonder if tunes can perfectly replicate halved speed for everything except collisions
04:32
probably not because a lot of calculations are interpolated between ticks
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louis
i wonder if tunes can perfectly replicate halved speed for everything except collisions
non
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normal clients wouldn't go crazy though, i think your position would only get desynced on a few niche events
04:35
+ the slower the multiplier is the less you'd be able to tell
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quantization is rough
04:37
you only get 32 positions per tile
04:38
so if you have really low gravity you basically just float in a horizontal line
👍 1
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i bet you could probably run at 1/5 speed and just teleport the player to each new tick 10 times a second instead of actually sending the physics
04:39
then if you have cl_predict 0 on client your movements would register on the next tick under 100 ping? i'm not sure if that works
04:40
you'd be playing in 10 frames per second though 🤣
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louis
you'd be playing in 10 frames per second though 🤣
low framerate is a whole lot less noticeable when the movement is very slow
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youd be heavily relying on intra tick aiming (not a problem) (edited)
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When I skimmed some of the code I think I saw places where values are truncated instead of rounded? Which is obviously extra bad for very small velocities and accelerations
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src/engine/client/input.cpp:302:21: error: ‘class IEngineGraphics’ has no member named ‘GetWindowPos’; did you mean ‘SetWindowParams’? 302 | Graphics()->GetWindowPos(Pos.x, Pos.y); | ^~~~~~~~~~~~ | SetWindowParams class IEngineGraphics : public IGraphics class IGraphics : public IInterface { ... public: ... void WindowGetPos(int &x, int &y); ... }
05:32
i call bullshit
05:33
i also have dyxlexia
05:33
nice
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@Anime.pdf ):
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MilkeeyCat 2024-11-24 09:00
First time using a lot of lifetimes in rust and it just works lol
09:44
72892e8 Use uint64_t for snapshot rates to avoid overflows - ChillerDragon 13c1e31 Merge pull request #9234 from ChillerDragon/pr_wrap_undiff - def-
09:50
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Denzyve
Click to see attachment 🖼️
The maximum length for vote descriptions is 63 bytes in UTF-8
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Robyt3
The maximum length for vote descriptions is 63 bytes in UTF-8
thanks
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I wonder if it's possible to ddos the master server by frequently rejoining a lot of servers.
11:07
looking at the current spambot situation
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What the fuck is that speedtile bug? Is this a known issue? https://discord.com/channels/252358080522747904/1310020925722198067/1310202689191284847 (edited)
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Tee goes brrr?
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Tee goes flying out of bounds
🚀 1
11:21
or hits wall
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Assa
What the fuck is that speedtile bug? Is this a known issue? https://discord.com/channels/252358080522747904/1310020925722198067/1310202689191284847 (edited)
no access, what test channel is this ?
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map submission channel for kingsleap
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oh this bug, quite old one
11:31
it's used to reach secret room in Cosyris
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This is the worst one I have seen in a long time
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probably some /0 somewhere
11:32
looks very similar to the sg bug
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Chairn
probably some /0 somewhere
y
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and how do I fix that?
11:43
just removing all speedtiles from the sides and ajacent corners?
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sides and corners
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can you trigger this with every speed?
11:45
proabably 😦
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chillerdragon BOT 2024-11-24 11:47
Going out of bounds with any speed? What bug even
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see video linked above
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chillerdragon BOT 2024-11-24 11:48
It’s discord only
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Am I allowed to post videos here?
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sure
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chillerdragon
It’s discord only
@ChillerDragon new bridge?
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ws-client BOT 2024-11-24 12:09
<SollyBunny> test
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chillerdragon BOT 2024-11-24 12:11
sometimes i am on matrix for example on my phone or when i want to see some images
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chillerdragon BOT 2024-11-24 12:12
thanks for the effort assa but that did not work either
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ws-client BOT 2024-11-24 12:13
<ChillerDragon> i actually prefer irc's image support over matrix image support https://zillyhuhn.com/cs/.1732450393.png
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irc one just posts the discord cdn link right?
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ws-client BOT 2024-11-24 12:15
<ChillerDragon> yea that used to work just fine until discord started blocking users without accounts from accessing images
12:15
<ChillerDragon> but in general the idea of irc not supporting images gives the responsibility of posting valid image urls to the user and it usually just works
12:16
<ChillerDragon> while in matrix you get a bunch of "an error occured" messages and then you have to find the right matrix client that can actually send AND receive images correctly
12:16
poor chiller
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cyberfighter 2 2024-11-24 12:17
why would discord do that
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ws-client BOT 2024-11-24 12:17
<ChillerDragon> iirc that was part of some effort in fighting the abuse of discord as free cloud storage
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it was really abusable before tho
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ws-client BOT 2024-11-24 12:18
<ChillerDragon> it really was
12:18
<ChillerDragon> and github still is btw
12:19
<ChillerDragon> aws probably appreciates this
12:20
<ChillerDragon> works without being logged into a github account
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рпраопримрпопрпваопгквпалвппл
🤣 2
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I have monetized ddnet☠
cammostripes 1
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wow so cool
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Evelyn
I have monetized ddnet☠
gratz, send money to deen to keep at least 2 rus servers running
13:32
justatest
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Evelyn
I have monetized ddnet☠
if that's true, you're a horrible person pepeW (edited)
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help, i cant compile ddnet
13:49
[cmake] CMake Error at CMakeLists.txt:646 (message): [cmake] You must install Rust and Cargo to compile DDNet
13:49
but i have rust
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pls send me money for my support
14:09
👀
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GitHub BOT 2024-11-24 14:15
!screenshot_2024-11-24_14-47-08 !screenshot_2024-11-24_14-47-15

Checklist

  • [X] Tested the change ingame
  • [X] 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
  • [...
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lio
but i have rust
Install via rustup: https://rustup.rs/ (edited)
The Rust toolchain installer
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still error
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ws-client BOT 2024-11-24 14:37
<ChillerDragon> @lio still the same error? what operating system are you on? which code base are you trying to compile?
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crystal linux
14:39
archbased
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What output do you get when you execute rustup show?
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when i run apt install vulkan-utils on linux i get "Unable to locate package vulkan-utils" any idea how i can fix this ?
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Try vulkan-tools
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GitHub BOT 2024-11-24 14:54
ee61be2 Show size of images in editor images list and file browser - Robyt3 f27be05 Merge pull request #9282 from Robyt3/Editor-Image-Size-Label - def-
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i love you aliucord
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meloƞ
if that's true, you're a horrible person pepeW (edited)
Idk, I think there are responsible ways to monetize free software
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they took a game being developed over 15 years that's FOSS, and put stuff behind a paywall, whatever that may be monkaStop (edited)
16:11
and afaict, they took ddnet++, which is a fork from chiller, mixed it up, didnt code anything themselfs, and then stated they monetized it :/ (edited)
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if we monetize ddnet i think itd be a good idea to make it its own project and not a mod of teeworlds like, start from scratch. make it similar but different enough where its more than "ddnet 2"
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Voxel
if we monetize ddnet i think itd be a good idea to make it its own project and not a mod of teeworlds like, start from scratch. make it similar but different enough where its more than "ddnet 2"
jupsti's dd-pg will be that, but he doesn't intend to be able to join and work on our current servers
16:12
it's a full rewrite in rust
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yeah sorry ._.
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nono its fine
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Voxel
if we monetize ddnet i think itd be a good idea to make it its own project and not a mod of teeworlds like, start from scratch. make it similar but different enough where its more than "ddnet 2"
cyberfighter 2 2024-11-24 16:13
ddnet remake in scratch
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but yeah realistically speaking i think using that language would be nice for a rewrite
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cyberfighter 2
ddnet remake in scratch
laggiest shit ever
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i dont really think the game needs or deserves a full rewrite. One thing i find sad is that we have so many talented devs doing their own stuff on DDNet's source (e.g custom client forks) instead of contributing to DDNet while that's one of the great things about FOSS ofc and i respect everyone doing that, it also means that we have 10 clients with different useful functionality that, when properly done could be within the official DDNet Client :( (edited)
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meloƞ
i dont really think the game needs or deserves a full rewrite. One thing i find sad is that we have so many talented devs doing their own stuff on DDNet's source (e.g custom client forks) instead of contributing to DDNet while that's one of the great things about FOSS ofc and i respect everyone doing that, it also means that we have 10 clients with different useful functionality that, when properly done could be within the official DDNet Client :( (edited)
i guess its like this because all of our ideas are too unique and would make management harder
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hmm, yeah that makes sense. something like a community workshop would be great, it would be something that the maintainers have to accept once, and everything happening outside is "do and use at your own risk" with the only requirement being that it's open source and properly packaged to be available (to prevent scripting and whatnot) you could modularize a lot of features, like tater's bindwheel, or stormax's console Visual effects
16:19
but that would require either a modular scripting language support like javascript, or a way to properly attach/detach these things during runtime - (basically a lot of work) (edited)
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or better yet texture packs
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meloƞ
but that would require either a modular scripting language support like javascript, or a way to properly attach/detach these things during runtime - (basically a lot of work) (edited)
Lua. Lua is the traditional and most based embedded scripting language
16:27
Python is also an option
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how the fck did i mention javascript, yes i meant lua kekw
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Just please god not JS
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my brain isn't braining today (edited)
16:29
an old client had LUA scripting which was really cool, but just allowing it would result in people writing scripts giving them an advantage
16:29
so that's a no go ig
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I would probably take ts over python tbh with you
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meloƞ
i dont really think the game needs or deserves a full rewrite. One thing i find sad is that we have so many talented devs doing their own stuff on DDNet's source (e.g custom client forks) instead of contributing to DDNet while that's one of the great things about FOSS ofc and i respect everyone doing that, it also means that we have 10 clients with different useful functionality that, when properly done could be within the official DDNet Client :( (edited)
Bcs only roby/deen review and merge
16:40
Which takes a lot of time with any change other than bugfix
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Would signed plugins be a dumb idea? Sure it wouldn't stop anyone who seriously wants to cheat but it'll at least make for a very clear line between not cheating and potentially cheating
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ath is still a thing btw
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zhn
ath is still a thing btw
but they removed lua support a few years ago, didnt they?
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meloƞ
but they removed lua support a few years ago, didnt they?
why so
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meloƞ
i dont really think the game needs or deserves a full rewrite. One thing i find sad is that we have so many talented devs doing their own stuff on DDNet's source (e.g custom client forks) instead of contributing to DDNet while that's one of the great things about FOSS ofc and i respect everyone doing that, it also means that we have 10 clients with different useful functionality that, when properly done could be within the official DDNet Client :( (edited)
my understanding of why ddpg is being worked on is cuz jupstars philosophy to the game is a lot different than the current maintainers
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zhn
why so
because they wanted to be a legit client
16:53
lua support was abused
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meloƞ
because they wanted to be a legit client
they just adjusted their api so old scripts don't work now
16:56
lua api is still there afair
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meloƞ
i dont really think the game needs or deserves a full rewrite. One thing i find sad is that we have so many talented devs doing their own stuff on DDNet's source (e.g custom client forks) instead of contributing to DDNet while that's one of the great things about FOSS ofc and i respect everyone doing that, it also means that we have 10 clients with different useful functionality that, when properly done could be within the official DDNet Client :( (edited)
also i think its easier for people to make their own clients than make a good feature that ddnet clients needs
16:59
a lot of the custom clients have niche features that benefit a smaller subset of the community
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meloƞ
i dont really think the game needs or deserves a full rewrite. One thing i find sad is that we have so many talented devs doing their own stuff on DDNet's source (e.g custom client forks) instead of contributing to DDNet while that's one of the great things about FOSS ofc and i respect everyone doing that, it also means that we have 10 clients with different useful functionality that, when properly done could be within the official DDNet Client :( (edited)
I think the big problem with a rewrite is the effort required to avoid unintentional physics changes, and even small changes to the feel due to animation or input system changes
17:49
Look at osu!lazer for an example, they've been working on perfecting the parity for years yet there are still plenty of people unwilling to switch
17:50
some are just mad about the menus having changed...
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meloƞ
if that's true, you're a horrible person pepeW (edited)
Why? For a symbolic $ 0.5, I help to fully configure the server and launch it. I help with the choice of hosting and so on, I answer all the questions that I can answer.
18:20
And I'm doing this for a Russian-speaking audience
18:21
I think not all Russians will be interested in sitting in the developer channel or translating github pages 😄
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Evelyn
I think not all Russians will be interested in sitting in the developer channel or translating github pages 😄
Translate skill issue
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Evelyn
I have monetized ddnet☠
A lot of peoples already did this 💀
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See @meloƞ, responsible! Though $.5 is goofy, like, why even bother
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meloƞ
but they removed lua support a few years ago, didnt they?
They only removed input functionality from lua
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meloƞ
i dont really think the game needs or deserves a full rewrite. One thing i find sad is that we have so many talented devs doing their own stuff on DDNet's source (e.g custom client forks) instead of contributing to DDNet while that's one of the great things about FOSS ofc and i respect everyone doing that, it also means that we have 10 clients with different useful functionality that, when properly done could be within the official DDNet Client :( (edited)
Issue with this is that we don't really agree with some of these features, so when we don't want to merge them other developers get mad and write a manifesto about how we are spawns of the devil
18:55
So it's good that there are forks where people can just do whatever they like for themselves and the people that want that kind of extra functionality
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Evelyn
Why? For a symbolic $ 0.5, I help to fully configure the server and launch it. I help with the choice of hosting and so on, I answer all the questions that I can answer.
This one is fine. I guess he thought you were selling a mod
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selling a moderator
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Lefterion⛧ 2024-11-24 19:13
what a site what show all declined maps
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Lefterion⛧
what a site what show all declined maps
🎉 1
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Evelyn
Why? For a symbolic $ 0.5, I help to fully configure the server and launch it. I help with the choice of hosting and so on, I answer all the questions that I can answer.
you can do it for free, it's not that hard
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aww yeah an unranked section actually exists
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MilkeeyCat 2024-11-24 20:14
chillerdragon: you commited to my repo more then I myself xd
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meloƞ
i dont really think the game needs or deserves a full rewrite. One thing i find sad is that we have so many talented devs doing their own stuff on DDNet's source (e.g custom client forks) instead of contributing to DDNet while that's one of the great things about FOSS ofc and i respect everyone doing that, it also means that we have 10 clients with different useful functionality that, when properly done could be within the official DDNet Client :( (edited)
Isn't it possible for someone to just copy features from fork into the main client?
20:20
If an implementation is good enough for the official client it should be simple to just copy it
20:20
And if it's not then there is a good reason for a fork
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This stabilizes the 2024 edition for Rust 1.85, scheduled to be released on February 20, 2025. 🎉 cc tracking issue: #117258 There is a fair amount of follow-up work after this that I am working on ...
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Koll Potato 2024-11-24 20:44
omg 2024 edition
20:44
i have been waiting for it for half a year but I don't know what it even does poggers2
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zhn
you can do it for free, it's not that hard
50 cents is a very very fair price for setting up a server for someone
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Some testers said to me, that there was a discussion adding new map categories and admins denied it. @murpi @Robyt3 are there any technical reasons for it?
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Need new map category, [Toddler]
❓ 2
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No technical reasons from what I remember
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no @risu you are thinking in terms of difficulty, but we have other categories too, like "solo" and "fun"
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Assa
no @risu you are thinking in terms of difficulty, but we have other categories too, like "solo" and "fun"
no I'm telling you it's definitely needed think of all the linear players
21:50
troll
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risu
Need new map category, [Toddler]
novice tutorial too hard, cant pass double jump section
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oxyzo
novice tutorial too hard, cant pass double jump section
REAL
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Why are solo maps not categorized by difficulty btw? Maybe I should post that in the questions channel
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arch1t3cht 2024-11-24 23:00
client mod to replace rust in all messages
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so funny and quirky
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louis
so funny and quirky
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risu
Lua. Lua is the traditional and most based embedded scripting language
boo
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Solly
boo
no you
23:45
dont scare me like that
Exported 428 message(s)
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