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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 2025-02-11 00:00 and 2025-02-12 00:00
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menu concept alpha theres a LOT that needs to be done but this but i do believe that a proper automapper GUI would have a menu sort of like this a list of tiles, and when you click one of them, you can edit its properties you can add new tiles, rearrange them by dragging them, add new runs, showed by a large break, and possibly a name (which is a comment in the automapper code)
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Is there any documentation on the DDNet master registration process?
05:01
I want to create a fast porting implementation that works with some old mods
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Koll Potato 2025-02-11 05:05
there is some info here https://codedoc.ddnet.org/
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Thanks
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Hecta
menu concept alpha theres a LOT that needs to be done but this but i do believe that a proper automapper GUI would have a menu sort of like this a list of tiles, and when you click one of them, you can edit its properties you can add new tiles, rearrange them by dragging them, add new runs, showed by a large break, and possibly a name (which is a comment in the automapper code)
looking at all the specific index rules for ddnet_grass.png, it's easier to see how this works!
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Got comments working
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MilkeeyCat 2025-02-11 06:48
morning neovim enjoyers and others
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MilkeeyCat
morning neovim enjoyers and others
mornin milky
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Mornin
🌊 1
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Hecta
Got comments working
Here something to keep in mind:
  • some tiles are connected and have other rules, like the big skeleton in grass main
  • randomness: often you have a basetile and then some detail doodads in them, like bones in the walls or gold in desert main
  • There are some tiles where your 3x3 rules don't apply and you'll find places where you need 5x5 relationships
  • tilesets are often not complete, how to handle cases where tiles are missing
Good luck with your project!
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GitHub BOT 2025-02-11 08:45
There seems to be a bug in the persistent client data. Where data stored about one player can be loaded by another. Reported by @M0REKZ in ddnet-insta.
Found a consistent way to reproduce the bug: * Open 2 DDNet clients * Join first client * Join second * Join first client dummy * Join second client dummy * Make FIRST client dummy spectator * Change map * Join S...
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Bamcane
Thanks
Hm...
08:50
EDIT: that document does have a partial explanation, but it's not detailed enough (edited)
08:50
Is there any more documentation? (edited)
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do we have a sign function in the engine, just returning -1 or 1?
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Assa
do we have a sign function in the engine, just returning -1 or 1?
There's one in teeworlds (edited)
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can't find it in math.h, searched for sign and signum
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I didn't find it in DDNet code, either.
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also searched for sgn and sng, I guess this is deliberately not in in order to handle the 0 case properly
09:42
or I am searching for the wrong thing
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Don't think we have one. I can't imagine where we might have used one
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Assa
also searched for sgn and sng, I guess this is deliberately not in in order to handle the 0 case properly
Teeworlds had one, but it's gone on DDNet. What do you need it for?
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I am currently working on different versions of new speedtiles, my latest idea uses the dot product and the sign of the dot product determines the direction of the projection of a vector. A projection from one vector to another can either point in the same or the opposite direction. In this case the length of the vector is equal to it's speed, so I need the sign of the dot product in order to know if the speed is added or subtracted (edited)
10:24
If we don't have one, then simply int Sign = DotProduct < 0 ? -1 : 0;, I am just trying to program against ddnet standards and using it's stl, I just thought I may have missed it (edited)
10:27
Why? The max speed in the old implementation just limits the speed in the speedtile direction (and not orthogonal to it)
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Jupstar ✪ 2025-02-11 10:34
is there no std version
10:35
I am just trying to program against ddnet standards and using it's stl
I think ddnet relaxed this, bcs why would you not use the std version xd
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occording to this, no (edited)
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this is deliberately not in in order to handle the 0 case properly
hmm
10:38
For this this doesn't matter tho, because the lenght of the projection is 0, if the dot product is 0
10:40
guess I'll use signbit, thank you!
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GitHub BOT 2025-02-11 10:58
The same could probably be done for econ configs and bindaddr. But I am not 100% confident about them. But changing sv_port and it never having an effect is confusing and it also should never have an effect. Having a reload read that in would be horrible ux for connected players.

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 (espe...
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full ip redirect when feelsbadman
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zhn
full ip redirect when feelsbadman
Never feelsbadman
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zhn
full ip redirect when feelsbadman
Avolicious 2025-02-11 11:43
Having this feature on 512p servers & then taking over a server by just sending them there to vote F3 😄
11:43
this is what we need
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Avolicious
Having this feature on 512p servers & then taking over a server by just sending them there to vote F3 😄
masterban troll
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I think this is possible if you modify a proxy and force a reconnect. Maybe with an econ client detecting that this vote passed which in turn modified the proxy, while this would work this would be a totally bodged solution
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ws-client BOT 2025-02-11 12:07
<ChillerDragon> daily reminder #9643 is ready to be merged
12:07
<ChillerDragon> gg bot ded?
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bad bot
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Assa
bad bot
Sowwy :c
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gentoo users and @Learath2 look at this https://github.com/VKCOM/nocc
A distributed C++ compiler: like distcc, but faster - VKCOM/nocc
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ws-client BOT 2025-02-11 12:17
<ChillerDragon> @Avolicious I know you are trolling but as someone who would really like to see ip redirects I have to state your comment is not a real risk. Controlling redirects does not control votes.
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ws-client
<ChillerDragon> @Avolicious I know you are trolling but as someone who would really like to see ip redirects I have to state your comment is not a real risk. Controlling redirects does not control votes.
Avolicious 2025-02-11 12:39
Thats true, but you can easily coordinate an attack with this type of "redirection"
12:40
just 63p players join a server and get redirect the same time, because this would be legit
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GitHub BOT 2025-02-11 12:45
4b32a47 Make sv_port and bindaddr read only - ChillerDragon b47a0c7 Merge pull request #9667 from ChillerDragon/pr_readonly_sv_port - heinrich5991
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Assa
I think this is possible if you modify a proxy and force a reconnect. Maybe with an econ client detecting that this vote passed which in turn modified the proxy, while this would work this would be a totally bodged solution
yeah, thats a problem. i cant force client to send packets directly to host i want redirect to, so, proxy servers are pretty useless in world of teeworlds
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Avolicious
Thats true, but you can easily coordinate an attack with this type of "redirection"
server should confirm accepting of these clients then
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Ryozuki
gentoo users and @Learath2 look at this https://github.com/VKCOM/nocc
there's nice tedtalk about nocc, but its fully in russian
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zhn
server should confirm accepting of these clients then
Avolicious 2025-02-11 13:04
too complex
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Avolicious
too complex
if server-server communication is complex, id suggest server X sending to master a list (whitelist or blacklist) of servers that can or can not redirect to server X so client would distinguish if its good redirect or not
13:08
imagine server redirecting to localhost:8303 xdd
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zhn
if server-server communication is complex, id suggest server X sending to master a list (whitelist or blacklist) of servers that can or can not redirect to server X so client would distinguish if its good redirect or not
Avolicious 2025-02-11 13:08
even more complex
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Avolicious
even more complex
i don't see any complexity
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Avolicious 2025-02-11 13:08
maintaining an allowlist/blocklist?
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Avolicious
maintaining an allowlist/blocklist?
server owner would maintain it
13:08
like list all your servers and thats it
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Avolicious 2025-02-11 13:09
how can the receiving server make sure that the player is really connected to the origin server?
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zhn
server owner would maintain it
Avolicious 2025-02-11 13:09
doesnt scale well
13:09
atleast for server networks that are scaling up/down as needed
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Avolicious
how can the receiving server make sure that the player is really connected to the origin server?
is therr any reason to make sure it is? if not it would be just a regular connection, no?
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Avolicious
atleast for server networks that are scaling up/down as needed
but you maintain community list somehow?
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zhn
is therr any reason to make sure it is? if not it would be just a regular connection, no?
Avolicious 2025-02-11 13:10
it should always be just a regular connection to not avoid password checks and so on
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Avolicious
it should always be just a regular connection to not avoid password checks and so on
ofc, that's why i don't see any problem
13:10
like why would you make sure it redirects from correct server if its regular connection
13:11
client should check it itself
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Avolicious 2025-02-11 13:11
thats true, but the server can send you to any ip
13:11
if there is a bug anywhere, a client can get redirect to a malicious server
13:11
then using his login code
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yeah, client checks if a) server in master list b) server ip is legit for this one
13:12
like how would you make it bugged
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Avolicious 2025-02-11 13:12
the teeworlds protocol is unencrypted
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and it solely depends on player imho, i saw many players joining vanilla servers and pressing their login bind instantly
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Avolicious 2025-02-11 13:12
i can intercept and send the client a redirect packet (edited)
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Avolicious
i can intercept and send the client a redirect packet (edited)
you could just intercept and get login without anh redirect wtf
13:13
any*
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Avolicious 2025-02-11 13:13
i potentially could, this is already a risk
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you don't need redirect to do malicious stuff if you are midman in mitm
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Avolicious 2025-02-11 13:14
all fair points
13:14
but why add another potential malicious way to send players somewhere?
13:14
i would focus on accounts first
13:14
or encryption
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go to ddnet rs then, ddnet will not drop back compact rn
13:15
at least until heinrich epic comeback on quic pr
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Avolicious 2025-02-11 13:15
you dont have to drop backwards comp
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to have encryption and stuff?
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Avolicious 2025-02-11 13:15
yes
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fair, but i don't see any gates for redirect packet
13:16
it as exploitable as everything else in tw protocol
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Avolicious 2025-02-11 13:16
it is, but if its not added one thing less to exploit 😄
13:17
if there is an intuitive way for the user, thats fair enough
13:17
but redirection to a different ip should be clearly communicated to the client
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Avolicious
it is, but if its not added one thing less to exploit 😄
then we have a carriage and small cart of exploits right there xd
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Avolicious
but redirection to a different ip should be clearly communicated to the client
ye, no one said it should not justatest
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zhn
then we have a carriage and small cart of exploits right there xd
everything but the kitchen sink* 🤓
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zhn
yeah, thats a problem. i cant force client to send packets directly to host i want redirect to, so, proxy servers are pretty useless in world of teeworlds
what you can do is a modified teeworlds server which acts as a proxy. But this would be slow, unfortunately
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Assa
what you can do is a modified teeworlds server which acts as a proxy. But this would be slow, unfortunately
Avolicious 2025-02-11 13:22
i dont need a tw server for that
13:22
simple udp reverse proxy should be sufficient
13:22
SDR does this
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Avolicious
simple udp reverse proxy should be sufficient
not if i want to redirect in another dc
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Avolicious 2025-02-11 13:23
?
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russia is pretty big, i want to proxy player on lowest ping possible
13:23
on server with lowest ping possible*
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Avolicious 2025-02-11 13:23
what is your use-case?
13:23
for this you need anycast
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matchmaking
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Assa
what you can do is a modified teeworlds server which acts as a proxy. But this would be slow, unfortunately
i have it, but its useless for my use case xd
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uhh from inside of teeworlds? mud
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Assa
uhh from inside of teeworlds? mud
ye
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this is the direction I thought all city servers would eventually be, one big lobby server, multiple small minigame servers, with volleybal and whatever. You could even spin up severs on demand (edited)
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Assa
this is the direction I thought all city servers would eventually be, one big lobby server, multiple small minigame servers, with volleybal and whatever. You could even spin up severs on demand (edited)
Avolicious 2025-02-11 13:25
but in this case you dont need ip:port redirect
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you would need a redirect inside of the teeworlds protocol
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Avolicious 2025-02-11 13:26
we have a redirect packet
13:26
with port
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oh we do?
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Avolicious 2025-02-11 13:26
yes we do
13:26
it is not fully backwards comp, but it just kicks non comp clients with a message to connect to a different port
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nice, time to host the Assa-network behind a ddoss protection proxy (edited)
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Avolicious 2025-02-11 13:27
you can only redirect port wise
13:28
not ip:port
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Assa
this is the direction I thought all city servers would eventually be, one big lobby server, multiple small minigame servers, with volleybal and whatever. You could even spin up severs on demand (edited)
the same for ddnet, but ddnet-wise it would be just multimap system
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ws-client BOT 2025-02-11 13:37
<ChillerDragon> @Avolicious i dont understand the attack how is 63 players connecting an attack?
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Koll Potato 2025-02-11 13:40
i have written ddnet config file parser in rust
13:40
hell yeah
13:40
its not perfect but its mine
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ws-client
<ChillerDragon> @Avolicious i dont understand the attack how is 63 players connecting an attack?
Avolicious 2025-02-11 13:41
automated, coordinated attack possible with the default ddnet client
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ws-client BOT 2025-02-11 13:41
<ChillerDragon> @Avolicious still makes no sense to me
13:41
<ChillerDragon> if you redirect 64 players to my server how do i suffer any harm?
13:41
<ChillerDragon> @Koll Potato did you see https://github.com/edg-l/teeconfig ?
A ddnet / teeworlds configuration parser. Contribute to edg-l/teeconfig development by creating an account on GitHub.
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ws-client
<ChillerDragon> if you redirect 64 players to my server how do i suffer any harm?
Avolicious 2025-02-11 13:42
i can coordinate a vote attack for example
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ws-client BOT 2025-02-11 13:42
<ChillerDragon> how so?
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Koll Potato 2025-02-11 13:42
ChillerDragon: ive seen it but does it parse .cfg files?
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Avolicious 2025-02-11 13:42
50 players join my server & i redirect them to your server just pressing F3
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ws-client BOT 2025-02-11 13:42
<ChillerDragon> @Koll Potato i think so
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Avolicious 2025-02-11 13:42
I join your server to see if someone is far
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ws-client BOT 2025-02-11 13:42
<ChillerDragon> @Avolicious how do you make them press f3?
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Avolicious 2025-02-11 13:42
asking them to do so
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ws-client BOT 2025-02-11 13:43
<ChillerDragon> ?? xd
13:43
<ChillerDragon> like in chat or what?
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Avolicious 2025-02-11 13:43
on my server
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ws-client BOT 2025-02-11 13:43
<ChillerDragon> in the chat?
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Koll Potato 2025-02-11 13:43
ChillerDragon: sad
13:43
at least its mine
13:44
feelsbadman
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Avolicious 2025-02-11 13:44
it is coordinated, so in chat
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ws-client BOT 2025-02-11 13:44
<ChillerDragon> so what is the redirect for then?
13:44
<ChillerDragon> you can already do that
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Avolicious 2025-02-11 13:44
to redirect them to the target server
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so you need 64 friends that use latest ddnet just to fill chillers rpi5 servers?
13:44
3$ ddos sounds better
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ws-client BOT 2025-02-11 13:44
<ChillerDragon> you can also writes ip in the chat
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Avolicious 2025-02-11 13:45
sure you can do that, but redirect is much simpler ^^
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ws-client BOT 2025-02-11 13:45
<ChillerDragon> the whole nuts idea is still not simple enough to actually work
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Avolicious 2025-02-11 13:45
there is no human interaction needed
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ping -i 0.1 would do more harm
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ws-client BOT 2025-02-11 13:45
<ChillerDragon> you cant even control a 10 player t0 team to not destruct them self
13:45
<ChillerDragon> how are you supposed to sucesffuly convince a bunch of players what to vote xd
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Avolicious 2025-02-11 13:46
by default players tend to press f3
13:46
for whatever reason
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ws-client BOT 2025-02-11 13:46
<ChillerDragon> and even then its a one shot thing
13:46
<ChillerDragon> because if they need redirect to find the server they wont find back xd
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Avolicious
for whatever reason
never happened justatest
13:46
multez is just another universe i suppose
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Avolicious 2025-02-11 13:46
sending players in an endless redirect loop also doesnt sound intuitive
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ws-client BOT 2025-02-11 13:46
<ChillerDragon> that sounds more like an issue
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Avolicious
sending players in an endless redirect loop also doesnt sound intuitive
it will prompt you anyway
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ws-client BOT 2025-02-11 13:47
<ChillerDragon> if quitting becomes hard thats bad
13:47
<ChillerDragon> but that can already be done without ip redirect
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zhn
it will prompt you anyway
Avolicious 2025-02-11 13:47
sure, but you get prompted all the time
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ws-client BOT 2025-02-11 13:47
<ChillerDragon> same issue exists with port redirect
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Avolicious
sure, but you get prompted all the time
i don't have any problems so id probably just hit cancel button on second redirect
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ws-client BOT 2025-02-11 13:47
<ChillerDragon> i think spamming escape should get you out even if you do not know about the local console quit
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like wtf
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zhn
i don't have any problems so id probably just hit cancel button on second redirect
Avolicious 2025-02-11 13:48
are you doing tickets on here?
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ws-client BOT 2025-02-11 13:48
<ChillerDragon> if you are afraight of votes i am okay with accepting redirects to be opt in @Avolicious
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Avolicious 2025-02-11 13:48
people ask you what to do if the page writes: "Doesnt work, open a ticket"
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Avolicious
are you doing tickets on here?
im in sauna rn
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ws-client BOT 2025-02-11 13:48
<ChillerDragon> who is "you" and what do you mean by tickets
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Avolicious 2025-02-11 13:49
Even unticking filters in ddnet client is hard for a few
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Avolicious
people ask you what to do if the page writes: "Doesnt work, open a ticket"
i suppose they're mostly russians
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ws-client BOT 2025-02-11 13:49
<ChillerDragon> it is hard
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and they didn't get well with english
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ws-client BOT 2025-02-11 13:49
<ChillerDragon> defaults rule thats a fact
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Avolicious
Even unticking filters in ddnet client is hard for a few
i can understand them honestly xd
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ws-client BOT 2025-02-11 13:50
<ChillerDragon> @Avolicious are you still talking about the loop? this issue is not caused by ip redirects as i said before.
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ws-client
<ChillerDragon> @Avolicious are you still talking about the loop? this issue is not caused by ip redirects as i said before.
Avolicious 2025-02-11 13:50
thats true, this works right now as well
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we need more heads in our discussion
13:51
leratoooo
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ws-client BOT 2025-02-11 13:52
<ChillerDragon> problem is that its basically heinrich alone who makes this decision in the end. And he just says he does not like it but cant explain why.
13:52
<ChillerDragon> So there wont be any progress ever.
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Avolicious 2025-02-11 13:52
add it to ddnetpp ^^
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ws-client BOT 2025-02-11 13:52
<ChillerDragon> there is no ddnet++ client
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Avolicious 2025-02-11 13:52
sounds like a need for it then
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ws-client BOT 2025-02-11 13:53
<ChillerDragon> no because nobody would use it
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Avolicious 2025-02-11 13:53
thats an assumption
13:53
there are several clients in use
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ws-client BOT 2025-02-11 13:53
<ChillerDragon> but none of them are mine :D
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Avolicious 2025-02-11 13:53
that sounds like a you problem
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ws-client BOT 2025-02-11 13:53
<ChillerDragon> and even t-client doesnt have enough market share to make redirects interesting in there
13:54
Its a few months old already
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its kog tho
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Avolicious 2025-02-11 13:55
Only KoG accounted*
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gores players tend to use tater
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ws-client BOT 2025-02-11 13:55
<ChillerDragon> how much % chillerbot
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bruh i forgot its voldemort client
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ws-client BOT 2025-02-11 13:55
<ChillerDragon> rule 7
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ws-client
<ChillerDragon> how much % chillerbot
Avolicious 2025-02-11 13:55
not displayable
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top2 clients on kog so far
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ws-client BOT 2025-02-11 13:55
<ChillerDragon> too little or what @Avolicious ?
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ws-client
<ChillerDragon> too little or what @Avolicious ?
Avolicious 2025-02-11 13:55
less than 0.1%
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replace tater with ddnet and now its top2 ddnet clients xd
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Koll Potato 2025-02-11 13:56
ChillerDragon: my implementation takes 1ns to parse ddnet server config but teeconfig one 24ns
13:56
hehe
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ws-client BOT 2025-02-11 13:56
<ChillerDragon> nice
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whats teeconfig
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ws-client BOT 2025-02-11 13:57
A ddnet / teeworlds configuration parser. Contribute to edg-l/teeconfig development by creating an account on GitHub.
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MilkeeyCat 2025-02-11 13:57
chillerdragon: too bad
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double attackers
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ws-client BOT 2025-02-11 13:57
<ChillerDragon> @zhn go upvote https://github.com/ddnet/ddnet/issues/7480
Currently the server can tell a client to reconnect to a different port. I would like to also allow redirection to another ip. heinrich was concerned about security. I would like to reopen this dis...
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uses some fancy lexer parser combo with runtime checks (probably)
13:59
nicely done tho, shootouts to ryo
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ws-client BOT 2025-02-11 13:59
<ChillerDragon> ok now ez redirect
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ws-client
<ChillerDragon> @zhn go upvote https://github.com/ddnet/ddnet/issues/7480
yeah, server-to-master defined whitelists/blacklists should solve problems that are listed there, although it should be perfectly done and reviewed
14:03
ok sauna time
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Avolicious 2025-02-11 14:03
allow & blocklist*
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interesting ticket, can't wait to create a server roulette
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Avolicious 2025-02-11 14:04
we also thought about redirection hell from usa to europe then to asia and back again (edited)
14:04
sounds like a fun troll mechanism
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ws-client BOT 2025-02-11 14:04
<ChillerDragon> wait wat no master server @zhn the master should not be involved in redirects.
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redirection ban, now connect to the shadow realm (rus block /s) (edited)
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ws-client BOT 2025-02-11 14:05
<ChillerDragon> the client sends the target server a "hi i am being redirected" message and only initiates a connection if the server responds with "yes i accept redirects"
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Assa
redirection ban, now connect to the shadow realm (rus block /s) (edited)
Avolicious 2025-02-11 14:05
okay, this is fun tho. If you wayblock you get redirect to rus block server (edited)
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yes that is what is discussed, with opt - in instead of opt - out
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ws-client BOT 2025-02-11 14:05
<ChillerDragon> @Assa you dont need to have a vpn blocker if you redirect cheaters to servers where cheats are allowed and keep them busy there
14:05
<ChillerDragon> everybody wins
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if somebody is bored, I have something that needs testing: https://github.com/AssassinTee/ddnet/pull/2 The new speedtile is one right in the speedlayer of the current/old one, you see it produces arrows in the map editor, I don't know if this one works rn, this worked https://github.com/AssassinTee/ddnet/pull/1 but restricted the movement with maxspeed in all directions, which is not what I wanted to do (edited)
14:18
Also after this is finished, I'll immediately add a feature request for a new tile 😄 (edited)
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Avolicious
allow & blocklist*
is there any difference?
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zhn
is there any difference?
Avolicious 2025-02-11 14:21
wording
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ws-client
<ChillerDragon> the client sends the target server a "hi i am being redirected" message and only initiates a connection if the server responds with "yes i accept redirects"
thats what i suggested first debating with avo, solution granted to be complex, idk why xd
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Avolicious
wording
ah, mb
14:23
that sounds like great spoofing possibility
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ws-client
<ChillerDragon> the client sends the target server a "hi i am being redirected" message and only initiates a connection if the server responds with "yes i accept redirects"
that*
14:25
shouldn't client just initiate regular connection with no additional info? or this message will go into connection packet padding as mentioned in discussion? separated client packet sounds sus
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argh signbit returns true if negative and false if positive, so nothing is won here xD
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femboypig BOT 2025-02-11 16:21
whoever move is gay!
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Assa
Here something to keep in mind:
  • some tiles are connected and have other rules, like the big skeleton in grass main
  • randomness: often you have a basetile and then some detail doodads in them, like bones in the walls or gold in desert main
  • There are some tiles where your 3x3 rules don't apply and you'll find places where you need 5x5 relationships
  • tilesets are often not complete, how to handle cases where tiles are missing
Good luck with your project!
  • I guess for big structures there would be sort of like, a colored outline showcasing like, a pre-made tile group? I do want to introduce the concept of presets and stuff
  • Randomness is easy, when editing a tile there'd be a slider from 0 to 100, and in this menu there'd be a small number at the corner showcasing its random%
  • I mean, the logic for that would be sort of easy. Just make a rule that checks for if a valid amount of space is available for big structures.
  • Maybe in the future I could implement a way for smart checking? My main focus right now is to make a consistent and easy to use GUI for making and managing rules for tiles.
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@Hecta if you can speak python we could work together on the SimpleDDnetAutomapper, because parts of what you describe are already there, like a GUI and a way for smart checking. Also a way for ingame checking (edited)
16:56
When I started this project, most of the automapper was not documented and I needed to reverse engineer is. At least we have a wiki entry now
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Oh yeah, of course. I don't know much about python, but I'd be more than happy to help!
16:58
And, I did just add in modulo rules, which isn't merged yet, but when it does I'll think of a way to make a visualization for it
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ws-client BOT 2025-02-11 17:08
<ChillerDragon> @Денчик u here?
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Денчик 2025-02-11 17:22
?
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ws-client BOT 2025-02-11 17:25
<ChillerDragon> ah nice
17:26
<ChillerDragon> @Денчик you did not link sdl2 statically here https://cactuss.me/#download for linux it fails if sdl2 is not installed thats maybe not very nice for new users
The best DDNet client with a lot of useful features.
17:27
<ChillerDragon> also can the client zoom or does it send zoom levels? I keep seeing people zoom on fng that all say they use cactus client
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probably spoofed voldemort
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ws-client BOT 2025-02-11 17:28
<ChillerDragon> no spoofing more lying :D just wanted to make sure
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ws-client BOT 2025-02-11 17:38
<ChillerDragon> @Avolicious u have time for dms?
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Ryozuki
gentoo users and @Learath2 look at this https://github.com/VKCOM/nocc
https://github.com/VKCOM/kphp through that I found this, VK seems to be working on some very cool engineering
KPHP — a PHP compiler. Contribute to VKCOM/kphp development by creating an account on GitHub.
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and it seems almost all their open source work is under MIT license, that's cool
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ws-client
<ChillerDragon> @Денчик you did not link sdl2 statically here https://cactuss.me/#download for linux it fails if sdl2 is not installed thats maybe not very nice for new users
Денчик 2025-02-11 18:03
oh thanks
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ws-client
<ChillerDragon> also can the client zoom or does it send zoom levels? I keep seeing people zoom on fng that all say they use cactus client
Денчик 2025-02-11 18:04
zoom works the same way it does in the ddnet client
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ws-client BOT 2025-02-11 18:04
<ChillerDragon> thats what i thought
18:04
<ChillerDragon> thanks
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This is the new code of the speedtiles I am working on, anyone an idea while the diagonals are not working properly, only the vertical and horizontal speedtiles? This assumes MaxSpeed > 0, vec2 Direction is speedtile direction and has length 1.0, TempVel = m_Core.m_Vel, and Force is a float float DotProduct = dot(Direction, m_Core.m_Vel); // project current speed onto speedup direction vec2 Projection = Direction * DotProduct; // direction has length one // projection might point into opposite direction int Sign = DotProduct < 0 ? -1 : 1; float CurrentDirectionalSpeed = Sign * length(Projection); float TempMaxSpeed = MaxSpeed / 5.0f; //float SpeedupSpeed = length(Direction * Force); // direction has length one if(CurrentDirectionalSpeed + Force > TempMaxSpeed) { float NewForce = TempMaxSpeed - CurrentDirectionalSpeed; TempVel += Direction * NewForce; } else TempVel += Direction * Force; m_Core.m_Vel = ClampVel(m_MoveRestrictions, TempVel); (edited)
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guess I am going to add some debug code then 😦
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Learath2
and it seems almost all their open source work is under MIT license, that's cool
they're tending to move from kphp to go, but their monolith is goddamn gigantic to actually rewrite it
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I don't get any debug output from ddnet server 😦
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NewForce can get negative, I now understand why
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Assa
I don't get any debug output from ddnet server 😦
Make sure you set stdout_output_level, console_output_level and loglevel to the correct level (2 to see all messages)
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the caveats of all of this shit, speed 1 speedtiles were patched out because "they were not working"
19:47
they are working, they are just not strong enough to overcome gravity or friction
19:47
I think i got it right now
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I'm adding support for mapbugs to the client: https://github.com/ddnet/ddnet/pull/9658#issuecomment-2651051308
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 add...
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@Robyt3 are you more in favor of adding a new tile or fixing this?
19:48
I found over 400 affected maps 💀 I am in favor of a new tile
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yeah, with so many affected maps adding a new tile might be safer than changing the existing one
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also I am already working on an implementation, doing the PR for this today, this was much easier to implement than expected
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ws-client BOT 2025-02-11 19:51
<ChillerDragon> @Assa moved from tw dev to ddnet dev?
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long time ago
19:52
It also happened that I tried to implement new features for both in order to keep compatability
19:53
but I guess tw is actually dead
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ws-client
<ChillerDragon> @Avolicious u have time for dms?
Avolicious 2025-02-11 19:55
You Need the Discord Client to send me dms no?
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ws-client BOT 2025-02-11 19:56
<ChillerDragon> wot no
19:56
<ChillerDragon> just join me in game
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ws-client
<ChillerDragon> just join me in game
Avolicious 2025-02-11 20:28
ok
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GitHub BOT 2025-02-11 21:02
Link the testrunner with all server libraries directly.

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...
21:03
Store and update CMapBugs on client-side for currently loaded map. Register console chain for the mapbug map setting to update mapbugs based on map settings. Prediction is not adjusted for BUG_GRENADE_DOUBLEEXPLOSION, as this seems to work better without additional prediction, causing prediction errors otherwise.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration optio...
21:28
justatest
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This man is the whole circus
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Ryozuki
Click to see attachment 🖼️
MilkeeyCat 2025-02-11 21:36
they should try using mongodb
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Ryozuki
Click to see attachment 🖼️
HELL YEA ELON MUSK BASED X TRUMP DOGE 🤑
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GitHub BOT 2025-02-11 21:55
0e6f679 Fix testrunner linking error with UPNP enabled - Robyt3 e07f8bb Merge pull request #9668 from Robyt3/Tests-Link-UPNP-Fix - def-
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MilkeeyCat
they should try using mongodb
apparently, that's what they're already using
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cobol for the win
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GitHub BOT 2025-02-11 22:27
f500600 Fix FIFO on Windows not working with Windows linebreaks - Robyt3 cdf69a6 Merge pull request #9657 from Robyt3/Windows-Fifo-Newline-Fix - heinrich5991
22:28
417a53c Refactor CMapBugs class and usage - Robyt3 9e78bb3 Add support for checking mapbugs in client prediction - Robyt3 04a51f7 Merge pull request #9669 from Robyt3/Client-Mapbugs - heinrich5991
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if the government uses MongoDB then the fate of the united states is already sealed
kek 3
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