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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 2025-01-05 00:00 and 2025-01-06 00:00
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MilkeeyCat 2025-01-05 06:42
chillerdragon: there's no way
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good morning
06:49
question: If Godot would have a fully developed C++ support (using modern C++ 20 standards) and can also use Rust alongside it through Godot's API, would you guys try running Teeworlds through that Engine?
06:50
idk how much code can it be transfered to Godot, but I think the majority may be able to run the client side as you would expect it
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ws-client BOT 2025-01-05 07:33
<ChillerDragon> @MilkeeyCat well you get the shape (air or not) of one layer into another sounds like a feature to me
07:34
<ChillerDragon> jupstar does ddnet-rs feel to you as smooth as ddnet? Can you play it normally? I am getting a bit nervous something feels off
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Cellegen
question: If Godot would have a fully developed C++ support (using modern C++ 20 standards) and can also use Rust alongside it through Godot's API, would you guys try running Teeworlds through that Engine?
Why would we switch to something less efficient, less stable, less straightforward, just generally less suitable? Style points I guess?
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MilkeeyCat 2025-01-05 07:39
chillerdragon: But what if it's not air
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risu
Why would we switch to something less efficient, less stable, less straightforward, just generally less suitable? Style points I guess?
Or is this just for the sake of argument because you're using Godot?
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GitHub BOT 2025-01-05 08:04
106fd60 Davide funded GER1 for the rest of the year - def-
poggers2 7
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Thanks @Davide !
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ws-client
<ChillerDragon> jupstar does ddnet-rs feel to you as smooth as ddnet? Can you play it normally? I am getting a bit nervous something feels off
Jupstar ✪ 2025-01-05 09:00
Mh? I'd say it's super smooth. The mouse movement isn't as fps dependent either. I can even play on 50 fps
09:01
The cursor is properly 360°
09:01
But do a video of both versions and show me what you mean
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Jupstar ✪ 2025-01-05 09:38
Chiller antiping is off by default. i also noticed the hookline is bit buggy with antiping on, lemme fix that
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GitHub BOT 2025-01-05 10:04
abdb21b Remove DDNet Turkey - def-
10:10
6648fca Move hookline adjustment where cursor is set. - Jupeyy 3de6821 Merge pull request #14 from Jupeyy/pr_fix_hookline - Jupeyy
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Jupstar ✪ 2025-01-05 10:30
chillerdragon do you use x11 or xwayland?
10:31
i tested with ms 1 now. sdl reports both correct for xwayland and wayland but winit does smth weird with x11 xD
10:31
so maybe you are right
10:31
try native wayland for testing
10:57
lets see what they say
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ws-client BOT 2025-01-05 11:48
<ChillerDragon> i think i was already on xorg when i tested ddnet-rs i just switched from wayland because the ddnet client cant capture the mouse on wayland -.-
11:49
<ChillerDragon> @MilkeeyCat yes updating the brush texture would be nice
11:50
<ChillerDragon> jupstar i do not think its anything a video can catch it just feels a bit different i can retest when im back home
11:51
<ChillerDragon> can we talk about that there is a variable CCharacter::m_Pos and a function CCharacter::SetPosition which does not set it?
11:52
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
11:52
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
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Looks like the character m_Pos is updated every tick based on the core position
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GitHub BOT 2025-01-05 12:11
I will outline my frustrations: 1. The handles are too small, especially on large screens. It feels like they're a set pixel length when they should scale with screen resolution 2. You can't tell what quad each red corner corresponds to or what corners each green handle corresponds to. The red corners should look like right angles instead of squares by default - each red corner should essentially point to its two neighbor corners so if someone un-rectangles a quad you can still tell where...
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anyone knows whether the traffic in ddnet.org/status is displayed in bits or bytes (edited)
confused 1
12:46
12:46
this part
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Afaik, it's straight from /proc/net/dev
12:48
(which is in bytes)
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got it, thanks lerato
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@eidderFsT any luck with the http register? did you get to test it?
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not really
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ws-client BOT 2025-01-05 13:16
<squeeZY> yeah
13:16
<squeeZY> learath bir babadır bizim için
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Jupstar ✪ 2025-01-05 13:31
chillerdragon: when u home try to half the mouse sens as test pls
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i approve, watched 25 minutes in bed and just fell asleep
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Learath2
PepeCross
evil ddnet soon
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Jupstar ✪ 2025-01-05 14:30
chillerdragon: https://github.com/rust-windowing/winit/issues/3773 i have to ping you soz hehe So nice, wayland is buggy bcs of the other bug and x11 is buggy bcs of this
14:31
and windows cant have exclusive fullscreen: https://github.com/rust-windowing/winit/issues/3124
14:31
Tbf winit 100% has better error handling than SDL2
14:31
but man, why is window management so fcking annoying in 2024 xDD
15:10
8f61ad3 Update winit - Jupeyy 7c85a2f Merge pull request #15 from Jupeyy/pr_update_winit - Jupeyy
15:32
filthy casuals
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Jupstar ✪ 2025-01-05 15:50
average gerdoe commit
kek 1
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chillerdragon BOT 2025-01-05 16:05
I think set position still should set both to avoid unexpected values in the first tick
Replying to @Robyt3 Looks like the character `m_Pos` is updated every tick based on the core…
16:07
Yea that should really be solved problem by now
Replying to @Jupstar ✪ but man, why is window management so fcking annoying in 2024 xDD
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risu
Why would we switch to something less efficient, less stable, less straightforward, just generally less suitable? Style points I guess?
I don't think these claims are true tho, Godot is efficient enough for a 2D game like Teeworlds to run perfectly on older computers as well, since it can use OpenGL as an Engine Backend and the pipeline has also been improved by a lot since previous versions. It is actually more straight forward, than doing all of the work on Visual Studio, since the IDE has a visual interface to work on and you can test those changes in a more creative manner! I think Godot is a perfect way to let users interact with the source code better. It may be not suitable, since it's not built for Godot, but that doesn't mean it cannot be remade to be suitable. The whole reason I mentioned this, is because you guys lack ways to improve the dev experience for common folks, like me. You may say, that they could just make their own game if they don't like the engine, which I do it myself. We'll see how many people off of this playerbase want this kind of change.
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Cellegen
I don't think these claims are true tho, Godot is efficient enough for a 2D game like Teeworlds to run perfectly on older computers as well, since it can use OpenGL as an Engine Backend and the pipeline has also been improved by a lot since previous versions. It is actually more straight forward, than doing all of the work on Visual Studio, since the IDE has a visual interface to work on and you can test those changes in a more creative manner! I think Godot is a perfect way to let users interact with the source code better. It may be not suitable, since it's not built for Godot, but that doesn't mean it cannot be remade to be suitable. The whole reason I mentioned this, is because you guys lack ways to improve the dev experience for common folks, like me. You may say, that they could just make their own game if they don't like the engine, which I do it myself. We'll see how many people off of this playerbase want this kind of change.
I mean straightforward on a technical level, not ease of use. The engine is doing a number of extra steps not needed for Teeworlds because it needs to be general.
16:28
I'm sure people wouldn't be getting 15k fps anymore
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So you think Godot would shit itself?
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Nah it would run fine, but it wouldn't be exceptionally good like Teeworlds is currently
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risu
I'm sure people wouldn't be getting 15k fps anymore
Why would you need 15k FPS in the first place? You need a decent amount of FPS for rendering, the rest is handled differently
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using a different ide is a pain for alot of people because all the tools you like are gone or different, especially if you are a emacs/vim bro godot is a general purpose game engine, ddnet/teeworlds has made its own. i cant say anything truthfully about speed but but it would probably be worse. the size would be much worse as well. (edited)
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risu
Nah it would run fine, but it wouldn't be exceptionally good like Teeworlds is currently
If the sacrifice is performance, for the sake of better programming on it, I would take it every day
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Cellegen
Why would you need 15k FPS in the first place? You need a decent amount of FPS for rendering, the rest is handled differently
Well for some people going down from 300 to 60 or something along those lines would be a significant downgrade
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What is the benefit of moving from an engine purpose built for this game to one that isn't? The only thing I can imagine is attracting godot developers to bolster our dev numbers, but I don't think any would show up just because we are on godot
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Solly
using a different ide is a pain for alot of people because all the tools you like are gone or different, especially if you are a emacs/vim bro godot is a general purpose game engine, ddnet/teeworlds has made its own. i cant say anything truthfully about speed but but it would probably be worse. the size would be much worse as well. (edited)
it would also be a lot of work to completley port tw to godot since ya know its a big game. starting from scratch would take less time. making teeworlds run inside a godot environment might be possible (idk about the rust bits but those can be made into cpp) would not provide much of the benefit
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Also, gdscript is the best supported language in godot, but none of us write gdscript
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risu
Well for some people going down from 300 to 60 or something along those lines would be a significant downgrade
even if (with vsync or otherwise) you limit yourself to 60fps its the difference between your computr blowing up, and being able to have discord open with vc and chrome open streaming music
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Well I write a little bit but I wouldn't say I'm great
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risu
I'm sure people wouldn't be getting 15k fps anymore
Jupstar ✪ 2025-01-05 16:31
lol
16:31
11/10 best argument
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MilkeeyCat 2025-01-05 16:33
ddnet-godot when?
16:34
also ddnet-ue5, ddnet-unity
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risu
Well for some people going down from 300 to 60 or something along those lines would be a significant downgrade
that just means it needs optimizing, nothing new... for old developers
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Solly
it would also be a lot of work to completley port tw to godot since ya know its a big game. starting from scratch would take less time. making teeworlds run inside a godot environment might be possible (idk about the rust bits but those can be made into cpp) would not provide much of the benefit
How good is Rust's C++ interop? It's all native modules after all
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risu
How good is Rust's C++ interop? It's all native modules after all
to me it looks like an ugly mess and i label it as "it works".tldr dont ask me :)
16:37
you should be able to easily convert rust -> cpp pretty easily (minus crates)
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Cellegen
that just means it needs optimizing, nothing new... for old developers
But if we have to start modifying Godot ourselves and maintaining our own fork or at least low level add-ons then I doubt the effort is worth it
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Solly
you should be able to easily convert rust -> cpp pretty easily (minus crates)
True! Simply rewrite in not Rust!
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an effort to make a bigger game, than what we have? From not getting limits on an old ass engine?
16:39
You guys just cannot take a risk don't you?
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Jupstar ✪ 2025-01-05 16:40
@Cellegen just do your teegalaxy. if it's done i bet many ppl will like it
16:40
because of the more advanced features godot can do
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the limits that there are is more from lazy programming and can be refactored to remove them for less work the risk is 100s of hours of work, and no one wants to do that even if it is worth it
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if godot rewrite bad why is a rust rewrite a thing? (edited)
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Cellegen
an effort to make a bigger game, than what we have? From not getting limits on an old ass engine?
How much are you thinking of adding? If we keep it a platformer with funny circular player models then I feel the current engine is plenty good
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Jupstar ✪
@Cellegen just do your teegalaxy. if it's done i bet many ppl will like it
I only hope I can finish the basics, so people have some good ideas on how to improve / build on it
16:41
main reason why it takes so long, as is, alongside real life issues
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hey, could any devs please look at and consider adding #deleted-channel and #deleted-channel would be really helpful to mappers and I don't see why they would break anything
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Unless you're seeking modern graphics effects instead of flat 2D
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Jupstar ✪ 2025-01-05 16:41
even for 2d godot is defs better than the ddnet engine
16:41
if your goal is to have more complex effects at least
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risu
How much are you thinking of adding? If we keep it a platformer with funny circular player models then I feel the current engine is plenty good
How much? I cannot list all in my head, but I think https://discord.com/channels/252358080522747904/1291415577142755399 has your answer (TeeGalaxy post)
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risu
Unless you're seeking modern graphics effects instead of flat 2D
I'm seeking a better playerbase
16:43
plain and simple
16:43
not in a way of "better", but "more"
16:43
more people = good
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Cellegen
I'm seeking a better playerbase
Better as in more mature? More dedicated (doubt you'll find that)? More creative?
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Cellegen
more people = good
Ok I agree with this but I think it's a marketing thing because the game itself is peak
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Better as in more active, less troublesome and more fun to play with them
16:45
Ask people how they enjoy the game, and they'll say less positive things, than negative things
16:46
I want to flip it around, so we'll have more positive things and near non-existent negative things
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risu
Ok I agree with this but I think it's a marketing thing because the game itself is peak
if you say a few thousand (from russian and eastern regions) is peak, then I hope you don't find my work to be too much of a hassle when I say, that I target at least 10k
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Free game that runs on potato will attract kids, can't avoid that, so the troublesome and socially inactive portion is just a natural consequence
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risu
Free game that runs on potato will attract kids, can't avoid that, so the troublesome and socially inactive portion is just a natural consequence
kids?
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Cellegen
if you say a few thousand (from russian and eastern regions) is peak, then I hope you don't find my work to be too much of a hassle when I say, that I target at least 10k
No I mean that the gameplay is already great
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Are you guys attracting kids with the game?
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Cellegen
kids?
Well russian kids are a big part of the problem
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Cellegen
Are you guys attracting kids with the game?
Koll Potato 2025-01-05 16:49
arent games made for kids?
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Russians. You know I never got a surprise bigger, than having russians and eastern people suddenly know the game
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Koll Potato
arent games made for kids?
supposedly, until adults are playing them too
16:49
the majority of the veteran part of the community is already in adulthood
16:50
including me, who was around 9-10 years old when I started playing this game
16:50
I'm 23 currently
16:50
If this doesn't tell you, that the game is stuck in an endless loop of nostalgia, then idk
16:53
Nowadays, people can buy the cheapest, most acceptable computer, for around 200-250€. Not a PC, maybe a laptop or a notebook, but that can also run Godot the same way. Problem with Godot is mostly draw calls, physics engine and cycles in code.
16:54
It can reach a maximum of 1000-3000 fps for 2D, which is more than enough. You can build around it, and whenever it drops significantly, that's where you need to optimize
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Cellegen
You guys just cannot take a risk don't you?
Risks are only worth taking if the upsides justify it This would be investing significant dev effort for almost no gain
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Well this is what a risk is really. You never know if it turns out to be a net positive or net negative. It's a gamble, willing to take it
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Jupstar ✪ 2025-01-05 17:04
I dunno what the problem is. If your base game has a good concept and ppl like it they will try it out
17:04
I don't see it as risk
17:05
The risk would be if all developers at once would stop the current version and only do the new version
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Jupstar ✪
I don't see it as risk
Not what you made, I'm talking about him wanting a godot rewrite
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Learath2
Not what you made, I'm talking about him wanting a godot rewrite
Jupstar ✪ 2025-01-05 17:06
Yeah, I mean, he isn't really contributing to ddnet. If he makes a really good godot base, that has potential. Why not 😄
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Cellegen
If this doesn't tell you, that the game is stuck in an endless loop of nostalgia, then idk
It's not nostalgia, it just caters to an audience of players with patience who like tons of practice. People's tastes have shifted, but there are still plenty of younger people who this sort of game appeals to.
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Jupstar ✪ 2025-01-05 17:06
He made it sound like there even is a risk
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I'm a bit older than you and I just recently started playing, definitely not nostalgia for me
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Jupstar ✪
He made it sound like there even is a risk
Well if he is just doing it on his own then it really is none of our concern, the only risk is he wastes his time. I'm just saying it's not an investment that's worth it for us
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Jupstar ✪
He made it sound like there even is a risk
Only risk is the opportunity cost for the developers
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risu
It's not nostalgia, it just caters to an audience of players with patience who like tons of practice. People's tastes have shifted, but there are still plenty of younger people who this sort of game appeals to.
naturally, I don't doubt that it is the case
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Learath2
Well if he is just doing it on his own then it really is none of our concern, the only risk is he wastes his time. I'm just saying it's not an investment that's worth it for us
I asked it to see what you guys think of it, not that I order you all to do that xd
17:09
a conversation is not all about getting you to a different mindset
17:10
but rather let me understand how you guys think generally
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risu
I'm a bit older than you and I just recently started playing, definitely not nostalgia for me
Koll Potato 2025-01-05 17:10
u can be my grandpa poggers2
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ddnet code is so bad that there are currently 3 known rewrites going on right now
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Koll Potato 2025-01-05 17:10
XD
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An anecdote: after seeing the game's website and playing for a bit, a younger friend of mine was genuinely surprised that this game still gets updates frequently
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Hecta
ddnet code is so bad that there are currently 3 known rewrites going on right now
MilkeeyCat 2025-01-05 17:11
no matter how good or bad a codebase is, it will at least have a rust rewrite
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Hecta
ddnet code is so bad that there are currently 3 known rewrites going on right now
Koll Potato 2025-01-05 17:11
wait are there really that many
17:11
ddnet-rs is not the only one?
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Cellegen
I asked it to see what you guys think of it, not that I order you all to do that xd
And I told you what I personally think, that's all
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I mean, a CPP to Rust is probably a lot easier for them, than to GDScript or native langauge compatibility on Godot
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Learath2
And I told you what I personally think, that's all
Good, nice to see we can talk about this stuff ^^
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DDNet is an old game and it feels like an old game. I think that pushes away some people
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it also looks like an old game as well, design haven't changed that much from the vanilla, except from the main menu
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That's why I'm saying it's a marketing thing
17:15
Some visual redesign, better support for UI customization on the side, less reliance on the website, and redesign that too
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Koll Potato 2025-01-05 17:16
does not look that hard
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Accounts, accounts would be huge
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Some parts of the website are really outdated, like https://ddnet.org/client/ doesn't describe any recent features
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like, im literally right here spitting out new ideas but no one cares because it breaks backwards compatability
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Koll Potato 2025-01-05 17:24
i care
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like. no one uses any old version anymore and we are literally on our knees to maintain a version only 10 people or so use
f3 1
17:27
its not 2007 anymore, updating the client takes 3 seconds, i dont get it why old versions are supported
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because people are stubborn and hate it when something changes
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but literally nothing changes, just because it needs to be backwards compatible kek
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the ui changes and thats enough for them
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Koll Potato 2025-01-05 17:30
remove uuids from the protocol
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or, OMG THE TEES ARE SITTING or, OMG THEY REMOVED ONE BUTTON (that was useless to begin with)
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Koll Potato 2025-01-05 17:30
save bandwidth
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Hecta
or, OMG THE TEES ARE SITTING or, OMG THEY REMOVED ONE BUTTON (that was useless to begin with)
if thats real then its probably like 2 people
17:31
making the life harder for 10k ppl playing atm (edited)
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exactly!
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in many cases breaking compatability with 0.6 also means breaking compatibility with every other ddnet version which alot of people use eg if you were to increase the switch limit by making it a big number, oh no now you have to be on the latest version for this to work or you get corrupted maps
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why do they use old versions
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kebs
why do they use old versions
dont ask me
17:38
well do ask me, before i compiled it myself i didnt use steam so i only updated once every so often
17:38
and i bet there are people who havent updated in ages
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Solly
dont ask me
who do i ask then
17:38
these are imaginary people
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@everyone what version do you use
17:39
doesnt ddnet say what version people are on when they join
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fng does
17:39
everyone was on latest whenever i played
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Koll Potato 2025-01-05 17:39
19.0?
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The noob experience is also quite ass imo
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Koll Potato 2025-01-05 17:40
technically new features that do not change physics can be brought to the game without compatibility issues
17:41
and physics do not change that often xd
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the old clients would have to atleast not freak out when new physics happen
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It's Tutorial (great btw), Linear, Multeasy, and the list of novice maps does not help noobs pick suitable maps
f3 1
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Koll Potato 2025-01-05 17:41
ddnet still supports vanilla clients
17:41
imagine
17:41
freeze is treated like ninja
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Like, recommended novices are so old and crusty
👍 1
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ninja has the sword, freeze doesnt
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The tutorial also only covers single player mechanics
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Koll Potato
ddnet still supports vanilla clients
supports, but its laggy and kinda unplayable
17:42
fall into freeze and hook starts glitching etc
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kebs
supports, but its laggy and kinda unplayable
Koll Potato 2025-01-05 17:43
yes, but why should it still exist today
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risu
It's Tutorial (great btw), Linear, Multeasy, and the list of novice maps does not help noobs pick suitable maps
The Tutorial map is great but it's already too long IMO, we should have multiple smaller Tutorial maps teaching individual concepts
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Robyt3
The Tutorial map is great but it's already too long IMO, we should have multiple smaller Tutorial maps teaching individual concepts
Yep yep yep
17:43
A tutorial taking over ten minutes your first go is unusual
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Koll Potato 2025-01-05 17:44
idk it was kinda fun
17:44
took me like 12 or 15 minutes
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Koll Potato
idk it was kinda fun
It is, but the number of people I see getting stuck on the grenade part justatest
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Koll Potato 2025-01-05 17:45
grenade is unintuitive for new players
17:45
and why the tutorial only has grenade
17:45
no laser no shotgun
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Yeah I only knew how to do it because I've played Quake
17:49
Rocket jump even working is a quirk of how games tend to add velocities in a physically inaccurate way
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if we had ✨ accounts ✨ we could dish out achievements for doing slightly shorter than tutorial but more comprehensive tutorials for each mechanic and that would motivate atleast me (i like achievements)
17:50
achievements could also be purely client side / steam but ✨ accounts ✨are cool
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or just smaller tutorial maps with a popup to continue to next map when you finish
17:51
and when you finish all of them it should teach you how to use server browser 👍 (edited)
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when i was novice (still am kek) and i found someone decent to play with it was a real gamble to whether or not they could follow me xd
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Koll Potato 2025-01-05 17:52
there should be a feature to follow someone
f3 2
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Also a way for people to return to the tutorials if they stop playing them halfway through
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(or autosaves for all solo maps)
f3 1
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In-client notifications for when a friend joins a server
17:54
osu!lazer has a whole notifications sidebar
17:55
Better difficulty ratings would be nice, the discrepancy between new and old maps is huge
f3 1
17:56
Some systematic way of updating them...
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imagine ddnet!lazer
17:56
osu!lazer was a rewrite but osu was previously made by only 1 person so it worked
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Solly
imagine ddnet!lazer
I keep thinking about osu! in general because you can draw so many parallels between it and DDNet
👍 1
18:00
Both are community based games completely funded by donations where you grind skill for hours on end
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osu is more mainstream and easier to get into tho
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Yeah and that's kinda what I would want to happen to DDNet
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we need better ddnet advertizing
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I could see it happening
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Hecta
we need better ddnet advertizing
I've said this like thrice now :P
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oh then i agree
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Hecta
we need better ddnet advertizing
I think we should address some more of the issues before we attract many more users
18:11
We scale well, but it's all extremely manual and when we do scale we end up on servers with no ddos protection. If this game gets too popular too quick we'll have a lot more ddos issues and ddnet is simply unplayable with ddos
18:12
Ideally steam datagram relay support and a some other relay solution for standalone clients should come before any massive increase in playercount.
18:12
We only get one chance to make a good impression
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Yeah and advertising is secondary to making the game itself feel fresh and fluid
18:12
We have modern UX standards to live up to
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Koll Potato 2025-01-05 18:14
ddnet logo redesign when
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osu! gets away easy-ish, they just do everything over http and partially IRC
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Koll Potato 2025-01-05 18:14
its too big imo
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I did do a couple UI reworks on my free time a couple months back, but I always felt like by modernizing I lost that unique teeish feel
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Though they certainly pay Cloudflare more than DDNet's entire budget
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Learath2
I did do a couple UI reworks on my free time a couple months back, but I always felt like by modernizing I lost that unique teeish feel
Koll Potato 2025-01-05 18:15
are prs on improving the website design welcome?
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I think some work can be done there to help new players ease into the game. Show them how to use the serverbrowser and vote for maps and stuff
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Koll Potato
are prs on improving the website design welcome?
Sure, but a nasty surprise awaits you in the website source. It's quite unlike anything a modern web dev is used to
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Learath2
I did do a couple UI reworks on my free time a couple months back, but I always felt like by modernizing I lost that unique teeish feel
Now this is a statement dripping with a concerning amount of nostalgia
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Learath2
Sure, but a nasty surprise awaits you in the website source. It's quite unlike anything a modern web dev is used to
Koll Potato 2025-01-05 18:17
well its not like it is html 4 with jquery right
justatest 1
18:17
nothing against jquery
18:17
jquery is fine
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Almost everything on that website is statically generated
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I would prefer a comprehensive customization system with the old design as a preset, since I too am scared of angering the old timers
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Learath2
Almost everything on that website is statically generated
Koll Potato 2025-01-05 18:19
does loading the player page take so long because of querying finished maps? (edited)
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But I know UI is pain and complex UI is prone to becoming a nightmare
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Koll Potato
does loading the player page take so long because of querying finished maps? (edited)
Player pages aren't that bad but some map pages just kill everything
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We should not write another UI framework, but that's also kinda what we'd want for a nice user customizable system
18:22
osu! players love their waifu skins but I'd like to go further than just retexturing the same layout
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Honestly I'm not the biggest fan of customization for this. It's a lot of work to make things like this customizable and I don't see much reward in the entire ui being customizable
18:23
I see HUD customization being very valuable
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Some people love it
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Backgrounds are also nice and very cheap devtime and maintainance wise
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DDNet already suits the kind of obsessive person who spends their entire life in the client
18:24
I'm telling you people would love their waifu skins :p
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We should also look into making a UI tutorial of some sort and make the tutorial map integrate with the client somehow
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On the topic of scalability, I was terrified when I learned that the game loads hundreds of skins into VRAM on load
18:26
And submission through Discord feels anything but elegant
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risu
On the topic of scalability, I was terrified when I learned that the game loads hundreds of skins into VRAM on load
You need to be careful with this. Not loading them at start is a good idea but you need to load them on a different thread at runtime so as not to cause lag
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Learath2
We should also look into making a UI tutorial of some sort and make the tutorial map integrate with the client somehow
yeah, we should have a UI that guides the user through multiple different Tutorial maps and shows the completion state; or just a UI for all DDNet maps in general
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Robyt3
yeah, we should have a UI that guides the user through multiple different Tutorial maps and shows the completion state; or just a UI for all DDNet maps in general
I really really want to implement a map vote thing with proper filtering and map thumbnails
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Learath2
You need to be careful with this. Not loading them at start is a good idea but you need to load them on a different thread at runtime so as not to cause lag
Yeah you absolutely want to pre-allocate the vram for min(number of installed skins, max players on server) skins
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I've however been debating whether I want to make server-pushed-ui first and build it on top of that
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Learath2
I really really want to implement a map vote thing with proper filtering and map thumbnails
Thumbnails poggers2
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risu
On the topic of scalability, I was terrified when I learned that the game loads hundreds of skins into VRAM on load
It's on my list to dynamically unload downloaded skins again so the memory usage doesn't keep increasing without bound
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I at least appreciate that the discord is being archived
18:33
I think discord as documentation/forums is an awful idea
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It is but the forum is a dead concept to youngsters. They don't like to register for different things
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I hate that I have to use discord in general. Feels almost like Facebook back in the day when you couldn't do things without an account because everything was there
18:36
Luckily I am young enough to never have needed an account with them
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Learath2
It is but the forum is a dead concept to youngsters. They don't like to register for different things
Well if we happened to have DDNet accounts... greenthing
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Learath2
It is but the forum is a dead concept to youngsters. They don't like to register for different things
lets have ddnet forums but put subway surfers on the side
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Learath2
Almost everything on that website is statically generated
Koll Potato 2025-01-05 18:37
holy damn
18:38
over 50 folders
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I had a wacky idea a while back... Different hit sounds for how you hit your hammer
18:40
Like make it sound different if the other tee was not colliding with you
18:40
Unfair advantage go brrr
18:41
Mainly for teaching your brain how to play, not for execution
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Koll Potato 2025-01-05 18:41
@Learath2 where can i find the source of the player page?
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risu
Like make it sound different if the other tee was not colliding with you
you mean like a distance thing? its different for if a tee is closer to you or not?
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Yeah, and a distinct difference between in your hitbox and outside, so you can easily notice even grazing hits
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Koll Potato 2025-01-05 18:43
f3 menu like in minecraft
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Koll Potato
f3 menu like in minecraft
f3
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Koll Potato
f3 menu like in minecraft
Ctrl+D or do you also have to press Shift?
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risu
Ctrl+D or do you also have to press Shift?
Koll Potato 2025-01-05 18:44
its bad
18:44
does not show anything useful
18:44
position and velocity hud can be part of it
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For coordinates and velocity and fps and angle you already have dedicated displays
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Koll Potato 2025-01-05 18:45
well yeah
18:45
it can be a single bind
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You can bind them to a key if you find them distracting
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Koll Potato 2025-01-05 18:45
which toggles all of that
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Writing binds is piss easy but intimidating to people who don't use text based interfaces in general
18:47
And managing complex ones requires file management skills and terrifyingly enough those are no longer common
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Koll Potato 2025-01-05 18:47
a scripting api would have fixed that but
18:47
hax
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Koll Potato
@Learath2 where can i find the source of the player page?
Hm, it's probably in ddnet-scripts rather than ddnet-web
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Learath2
Hm, it's probably in ddnet-scripts rather than ddnet-web
Koll Potato 2025-01-05 18:48
such a mess xD
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Sadly a menu good enough to produce most common advanced binds would be so complex that nobody would learn that either
18:50
Maybe a feature for displaying custom icons could be cute for replacing echo Deepfly ON and the like
18:50
but ugh bloat
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Koll Potato 2025-01-05 18:51
i had the same idea
18:51
but its not bloat
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Koll Potato
such a mess xD
Any changes I make to it takes many minutes of investigation
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Koll Potato 2025-01-05 18:52
u can take down whole ddnet if u dont put a semicolon lmao
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Koll Potato
but its not bloat
Yeah the lack of this sort of thing is what makes the game feel old
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Koll Potato 2025-01-05 18:53
solution: rewrite it in rust
18:53
no wonder player page takes so long to load
18:53
its written in python
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It's endearing and pleasant for the technical crowd but weird for everyone else
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Koll Potato 2025-01-05 18:53
python 2
justatest 1
18:53
xD
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Koll Potato
no wonder player page takes so long to load
It has nothing to do with that. It's that queries have become very slow
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It's fiiiine
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Learath2
It has nothing to do with that. It's that queries have become very slow
Koll Potato 2025-01-05 18:54
alright alright
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Yeah the DB scares me a bit
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There are millions of ranks and the db structure is absolutely godawful for the queries we are doing
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Koll Potato 2025-01-05 18:55
why not use a template engine?
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I've never had to scale up you know :)
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I wish we had a db wizard around that can help us a little
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Learath2
I wish we had a db wizard around that can help us a little
Koll Potato 2025-01-05 18:55
we all want a db wizard
18:55
dbs are hard
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Koll Potato
why not use a template engine?
Probably just how deen felt like doing it. I would probably do it in go with go templates if it was me doing it now
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Time to download the entire db and use it as learning material hehe
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Learath2
Probably just how deen felt like doing it. I would probably do it in go with go templates if it was me doing it now
Koll Potato 2025-01-05 18:56
so it is going to stay like that forever? (edited)
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An optimization we pinpointed was to start keeping another table with only top ranks that is kept up to date with triggers. That should improve query times immensely. I just didn't have time to do it yet
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Koll Potato
so it is going to stay like that forever? (edited)
Not really. But you'd need to put significant effort to re do all of it
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risu
Time to download the entire db and use it as learning material hehe
ddnet ai :(
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Learath2
Not really. But you'd need to put significant effort to re do all of it
Koll Potato 2025-01-05 18:57
yeah i know
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Hecta
ddnet ai :(
Nah I'm a natural intelligence
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Learath2
An optimization we pinpointed was to start keeping another table with only top ranks that is kept up to date with triggers. That should improve query times immensely. I just didn't have time to do it yet
Koll Potato 2025-01-05 18:57
and perhaps use redis for that db
18:57
nvm
18:58
now u will have to manage 2 dbs
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No need for any other db imo
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Koll Potato
python 2
based
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ok unironically if someone were to train an ai off of ddnet skins id be fine with it. not like im getting anything from my skins anyways
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I also wanted to move to postgres sometime. I'm more familiar with postgres
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I meant to get a big blob of representative data that I can use for testing to see if I break things with changes
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We have terabytes of teehistorian runs that might lead to veeery interesting ai projects in the future
18:59
It's raw input from real humans
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Ooh, anti-cheat material
19:00
Don't release it to the bad guys
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Koll Potato 2025-01-05 19:00
the only problem is money
19:00
where will u train the ai
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Koll Potato
where will u train the ai
This is not NLP or even image generation, it's probably way easier to get useful output with a reasonable amount of training
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Money is something we can figure out np. I have a good friend with like a dozen 4090s I can probably even use for free
🤞 1
19:03
I've just never been much of an AI guy, so never really had any projects
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The data is probably most comparable to audio? considering all the mouse aim with a very human frequency range
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Learath2
I've just never been much of an AI guy, so never really had any projects
I think it's really fun as long as you don't start going for massive scale before elegant solutions
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Koll Potato
the only problem is money
monetize ddnet
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risu
The data is probably most comparable to audio? considering all the mouse aim with a very human frequency range
My next ddnet project is fourier analysis of teehistorian data to see if I can get some antibot features out of that
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Learath2
My next ddnet project is fourier analysis of teehistorian data to see if I can get some antibot features out of that
Now this is the right kind of thinking brownbear
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I have a feeling the input data from a bot looks pretty different to humans in frequency domain
19:09
I might first write a client that displays live windowed fft of different values, to see if my hypothesis is right before writing code to parse the teehistorian files
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GitHub BOT 2025-01-05 19:21
Previously, the redirect message NETMSG_REDIRECT would always cause the main connection to be redirected and the dummy to be disconnected no matter on which connection it is received. Now, if the redirect message is received on the dummy connection with the destination port being idential to the current port then the dummy only will be reconnected. Redirecting the dummy connection to a different port is not allowed, as the dummy should not be connected to a different server than the main, a...
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Learath2
It is but the forum is a dead concept to youngsters. They don't like to register for different things
forum crawling is a thing ive done but rarely. its not any more fun than searching thru discord. often theres an attempt to organize information is an almost wikilike fassion (sprawling faqs) but i dont think its a thing which should be brought back
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GitHub BOT 2025-01-05 20:00

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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Is there toggle on/off for new "zoom copy" when you are spectating someone? its quite annoying to change zoom all the time i start to spec someone and i cant find the cmd. DDNet 18.9 (edited)
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@eidderFsT
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Learath2
We have terabytes of teehistorian runs that might lead to veeery interesting ai projects in the future
is that compliant with RGPD ?
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Chairn
is that compliant with RGPD ?
I don't think it contains any PII
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but you did not get consent from users
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Chairn
but you did not get consent from users
Do you even need consent to collect non-PII?
20:50
PII is any information about an individual maintained by an agency, including (1) any information that can be used to distinguish or trace an individual‘s identity, such as name, social security number, date and place of birth, mother‘s maiden name, or biometric records; and (2) any other information that is linked or linkable to an individual, such as medical, educational, financial, and employment information.
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hmm, definitely not an rgpd expert, i thought consent was always mandatory
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Chairn
hmm, definitely not an rgpd expert, i thought consent was always mandatory
Whenever personal data is involved, yes
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weirdly enough, im pretty sure you can recognize people through their keystroke, so that could still be considered personal data
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Honestly it is all very complicated. We probably would need a lawyer to parse through it and he would probably advise to take the conservative approach and just request consent even if not needed
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Chairn
weirdly enough, im pretty sure you can recognize people through their keystroke, so that could still be considered personal data
But you can't really connect that to their real person without a database that does contain PII. Hm
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don't you store the pseudonym and maybe the ip as well ?
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Chairn
don't you store the pseudonym and maybe the ip as well ?
Pseudonyms yes we store it in records. Ip we store for 48h and delete. Those probably do constitute personal data
20:57
We probably should have a discussion sometime about going through all the data we have and determining if we need to add a consent prompt somewhere
20:58
But we don't even have accounts to store that consent anywhere 😄
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On disk is good enough
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Is it really? What if they sue us after wiping their disk saying they never consented?
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Cookie banners store your consent in a cookie
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I guess you can show that you can't get past the prompt without consenting?
21:00
Idk, all very complicated
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This is very anti small-business/community-project
21:01
With what money are we supposed to hire a lawyer to help us navigate this? 😄
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we're not supposed being sued 😄
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If keystroke data can be considered PII it would be very hard to fulfill data deletion requests
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Learath2
I guess you can show that you can't get past the prompt without consenting?
A forced consent message before loading the list should do the trick, if you reject the ToS the client will close itself, after your first consent the preference will be saved on disk, the fact that the consent is mandatory (code side) is already legally enough to certify that a player accepted the ToS to play (edited)
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We also need some sort of privacy policy anyway if ever want to release on the Google Play Store
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It can be done at the same way I guess
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i cant wait for half the current fanbase to just quit LOL
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Oh no my keystrokes
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Learath2
I have a feeling the input data from a bot looks pretty different to humans in frequency domain
iMilchshake 2025-01-05 22:36
oh that is an interesting idea :D
22:36
Can you ping me when you have initial results? would love to see that
22:37
2cba565 Support reconnecting dummy by redirecting to same port - Robyt3 5ba3b1d Merge pull request #9482 from Robyt3/Client-Dummy-Redirect-Reconnect - heinrich5991
22:40
Merges the logic from the http server and the download components.
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.''.
22:42
.''.            ''   :/:    .
22:42
:/:  .  .:./   : /\ :  .'.:.'.
22:42
.''.: /\ : (/  ':'* /\ *  : '..'.  -=:o⁠:=-
22:42
В :/:'.:::.В /)*''* .|.*В '.'/.'(/'.':'.'
22:42
: /\ : :::::  '/ | |  -= o =- /)\    '  *
22:42
'..'  ':::'   * /\ * |'|  .'/.'. '._
22:42
  •      __.. | |    :      |. |' .---"|
22:42
*   .-'   '-. |  |   .--'|  ||   | |   |
22:42
.-'|  .|  |    ||  '-_  |  | | ||     |
22:42
|' | |.    |           | |  |  |        |
22:42
| '-'    '  ""      '-'   '-.'    '`   |_
22:42
ɪʀᴄ.ꜱᴜᴘᴇʀɴᴇᴛꜱ.ᴏʀɢ #ꜱᴜᴘᴇʀʙᴏᴡʟ
22:42
"i⁠s⁠n't it be⁠auti⁠f​ul?"
22:42
faatv fstd scrumplex_ deen ws-client bridge ChillerDragon jtbx b3z ochristi minus Learath2 Q heinrich5991 Tobii eeeee
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Jupstar ✪ 2025-01-05 22:59
i am still waiting for my merge queue :c
23:05
cffef27 Properly encode path like urls. - Jupeyy e1a71f9 Merge pull request #16 from Jupeyy/pr_path_to_url - Jupeyy
23:05
04448b3 Fix map vote index in lists - Jupeyy 78d77d4 Merge pull request #17 from Jupeyy/pr_fix_map_vote_index - Jupeyy
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wait sry what is ddnet-rs justatest
23:06
a different ddnet rust project
23:06
or renamed & moved
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Jupstar ✪ 2025-01-05 23:08
it's ddpg
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GitHub BOT 2025-01-05 23:11
032cf5c Update Chinese translations for 18.9 - Pioooooo f0182eb properly clear autospeczooming state - TsFreddie cf04137 Revert "Scale angles using MousePos with zoom" - TsFreddie fec6cf7 Update brazilian_portuguese.txt - rffontenelle d21b834 remove spec zoom value and use user zoom always - TsFreddie 5fc9221 Update Polish translations for 18.9 - Shkyyl efce1c1 fix demo cursor - TsFreddie 356e243 update community info - TsFreddie fae2544 Update Ukrainian l10n (18.9) - EGYT5453 289e502 Update Swedish translations for 18.9 - furo321 20f590f Update spanish.txt for 18.9 - n0Ketchp 22dbf66 Support reconnecting dummy by redirecting to same port - Robyt3
cat_woah 1
23:12
3d60474 Update translation stats - def-
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GitHub BOT 2025-01-05 23:20
This is useful for implementing the semantics that @LW-Davide needs, without needing to hack it on top of the REDIRECT net message. CC #9480 CC #9382

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
  • [ ] Ch...
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GitHub BOT 2025-01-05 23:28
c5805e7 Update spanish.txt for 18.9 - n0Ketchp e55cf29 Merge pull request #9483 from n0Ketchp/patch-24 - def-
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chillerdragon BOT 2025-01-05 23:36
That sounds like you are shooting at deen the full time database engineer
Replying to @Learath2 I wish we had a db wizard around that can help us a little
23:40
There are code bases that people complain about. And there are code bases nobody uses.
Replying to @Hecta ddnet code is so bad that there are currently 3 known rewrites going on …
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GitHub BOT 2025-01-05 23:43
Not needed & desired anymore, because it requires a custom cursor anyway
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i wish i wasnt so stupid so i could actually make the updates i want
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cyberfighter 2 2025-01-05 23:56
you can only make updates you dont want?
kek 1
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