Guild icon
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 2025-02-12 00:00 and 2025-02-13 00:00
Avatar
what is this server: 134.122.64.174:8303 ?
Avatar
134.122.64.174:8303 is not a DDraceNetwork or Community server.
Avatar
did i get my ip grabbed?
Avatar
Avatar
Hecta
Got comments working
I had a funny idea where, for automap making, you can assign each tile in the menu a little icon which helps elaborate further what the certain tile does
Avatar
Other icons include:
  • Several icons for big structures
  • Several icons for doodads / inside structures
  • An icon for like, resetting
  • A clean-up icon
  • Some puzzle piece icons
  • Flag icon, sort of vauge but can be used for masks
05:03
@louis @Souly What do you think about this idea? It's in the "hypothetical" phase right now, but it would be cool as hell to see these icons to convey automappers better!
Avatar
ѵёпѳѫeloƞ 2025-02-12 05:06
sthis looks so COOOOOOL
Avatar
Avatar
louis
what is this server: 134.122.64.174:8303 ?
I have same question
07:23
I have tried to join 2 servers which have over 64 players
07:23
But they all dropped my client with "(versions is unsupported)"
07:24
I want to know which version client they accept.
07:27
And do they violate the 5th rule of master rules? (edited)
Avatar
Avatar
Hecta
I had a funny idea where, for automap making, you can assign each tile in the menu a little icon which helps elaborate further what the certain tile does
thats dope
Avatar
Avatar
Hecta
I had a funny idea where, for automap making, you can assign each tile in the menu a little icon which helps elaborate further what the certain tile does
cyberfighter 2 2025-02-12 08:21
what the hell
Avatar
GitHub BOT 2025-02-12 08:28
aabe0e9 Update frontpage video - def-
Avatar
ѵёпѳѫeloƞ 2025-02-12 08:30
destoros landing front page ddnet by just playing his map is a vibe but i must say the song is a banger!
Avatar
Avatar
Bamcane
And do they violate the 5th rule of master rules? (edited)
david loves Jellycar Worlds 2025-02-12 09:10
master rules? whats that?
Avatar
ChillerDragon: What I meant is https://ddnet.org/rules/master/
10:50
5.The Server should be joinable via the latest version of the official DDNet client, not requiring a custom client.
Avatar
chillerdragon BOT 2025-02-12 10:51
Wow didn’t know hvh is an illegal server. Rule 7 is crazy
Avatar
Avatar
chillerdragon
Wow didn’t know hvh is an illegal server. Rule 7 is crazy
Jupstar ✪ 2025-02-12 10:56
Is that so? I'd say they are not exclusively for it
10:57
Maybe they mean these non-real time servers
Avatar
ѵёпѳѫeloƞ 2025-02-12 10:59
oh these TASNet servers?
Avatar
So why those servers told my latest version DDNet client is unsupported?
11:50
thonk
Avatar
Could you all join it?
11:58
134.122.64.174:8303
Avatar
134.122.64.174:8303 is not a DDraceNetwork or Community server.
12:11
when you scroll down to player heatmap you can see that its pretty much the same amount of players all the time
Avatar
I think so.
Avatar
i wouldnt advise joining it
12:11
couldnt find any info about any big gores tournament running right now either
Avatar
I guess that it may be a fake server, which only truly opened in some times
12:13
But why its hoster did that?
Avatar
server having 66 players all the time from 20:00 to 13:00 doesnt look right to me
Avatar
ѵёпѳѫeloƞ 2025-02-12 12:15
cat_uwu
Avatar
Could anyone join it?
Avatar
i dont know and better not to try
Avatar
Hmm... should it be banned in master?
Avatar
@heinrich5991 any ideas?
Avatar
this is not the first case, yesterday there was a similar server with a different name
Avatar
https://bbycroft.net/llm actually cool web to learn how a gpt model works
A 3D animated visualization of an LLM with a walkthrough.
Avatar
Avatar
Matodor
this is not the first case, yesterday there was a similar server with a different name
I remembered there was a same player in that similar server.
Avatar
it's obviously for farming ips for ddos, do not click it
Avatar
oh no, I have clicked it.
Avatar
GitHub BOT 2025-02-12 14:10
As multiple times discussed in the discord, the current speedtile implementation is outdated, spaghetti code and very buggy causing multiple bugs. These bugs are deliberately abused by multiple maps like Brain Damage, Cryolis or Jelly. While we can fix one of these bugs, this has major implication as it can potentially lead to time gains in > 400 other maps. This PR implements a new tile for speedtiles which work simply on mathematical principles and vector math. The new tile b...
Avatar
just finished the new speedtiles, I had a lot of trouble understanding what is happening opposed to the original ones, because the original ones are just broken turns out it's just a really hard problem if you have many things affecting speed like acceleration, friction, and even gravity
🥳 4
Avatar
@kebs do you have any questions, since you are already testing?
Avatar
no, seems fine
14:47
more intuitive to cap the overall players speed
14:47
compared to old tile (edited)
14:48
with max speed 1 is basically like one way tile (edited)
Avatar
yes, added this to the description as one of the Ceaveats
14:48
old implementation clipped max_speed 1-4 to 5
Avatar
Avatar
cyberfighter 2
what the hell
im dedicating all my ddnet power into automapping now
Avatar
can't wait to add the cruise control speed clipping feature tile :3
Avatar
cyberfighter 2 2025-02-12 14:49
Sorry! pr declined! dont feel like maintaining it!
🐎 1
Avatar
cool time to fork your open source game! /s (edited)
justatest 2
14:55
max_speed 1 is really interesting, even the overlay shows acceleration, but it doesn't because of other game settings
14:56
my guess is death by quantization
Avatar
you can now make slides with the new speedtiles xD btw this is intentional, because they only affect the speed they're pointing to, not the speed perpendicular to them, slide is powered by gravity
15:48
if this would allow for max_speed 0, you could make slopes like this
Avatar
we got slopes in teeworlds before gta 6
15:51
Avatar
I mean, I could make slopes, but I already hear the "backwards compat" screams in the background
15:54
thinking about it, it would also basically be a very similar code and they would slow you down
Avatar
Avatar
Tater
it's obviously for farming ips for ddos, do not click it
why can you spoof ips
16:04
that should not be possible
Avatar
Avatar
Assa
you can now make slides with the new speedtiles xD btw this is intentional, because they only affect the speed they're pointing to, not the speed perpendicular to them, slide is powered by gravity
YOOO thats so cooool
Avatar
Avatar
Assa
you can now make slides with the new speedtiles xD btw this is intentional, because they only affect the speed they're pointing to, not the speed perpendicular to them, slide is powered by gravity
HELL YEA
Avatar
Avatar
fokkonaut
Click to see attachment 🖼️
lmfao these are awesome
Avatar
that's really cool even if it doesn't seem intuitive for speedups
Avatar
agreed, it feels unintuitive, but it makes sense thinking about it
16:27
feels like they are "reflecting" too much force in a way
Avatar
it kinda looks like if stoppers could be placed diagonally
Avatar
@Assa which line in the current tile code leads to division by 0 that leads to the same behavior as sg bug ?
Avatar
take a look at https://github.com/ddnet/ddnet/pull/9658 in game/server/character.cpp
17:01
there is just a missing - sign
Avatar
Avatar
Assa
agreed, it feels unintuitive, but it makes sense thinking about it
well physically force vectors just add
17:23
so it feels unintuitive and it is unintuitive, but you can do cool things with it
Avatar
this one doesn't if you're breaking the speedlimit
Avatar
i think theres a bit of potential for fun maps using this quirk
Avatar
I guess it even depends on your usecase, I look forward to adding more speedtile variants (edited)
Avatar
Avatar
louis
so it feels unintuitive and it is unintuitive, but you can do cool things with it
this works with the old ones too 💀 only nobody noticed it because max speed is clipped to 5 and it pushes you a bit more (edited)
17:32
I found yet another bug in the old speedtiles ... can't believe it
Avatar
Avatar
Assa
take a look at https://github.com/ddnet/ddnet/pull/9658 in game/server/character.cpp
but that just set the angle, not the speed ?
17:32
and atan(inf) is pi/2, so the division by 0 is hidden (edited)
Avatar
are you sure about that? calculating anything with NaN ( = Not a Number) can be extremely gamebreaking
17:36
@louis this is the OLD speedtile (not mine), as you can see you run into the same, and also yet another bug
Avatar
yeah i see it now
Avatar
I can continue to shit on the old spaghetti code all day
Avatar
Avatar
Assa
are you sure about that? calculating anything with NaN ( = Not a Number) can be extremely gamebreaking
division by 0 with float gives +/- inf, atan(+/- inf) is +/-pi/2 (edited)
Avatar
Avatar
Chairn
division by 0 with float gives +/- inf, atan(+/- inf) is +/-pi/2 (edited)
ѵёпѳѫeloƞ 2025-02-12 17:51
if(NaN) { return 0; };
Avatar
just tested printf("%f\n", atan(1./0.0f)); // prints 1.570796
Avatar
MilkeeyCat 2025-02-12 18:06
Go 1.24 brings generic type aliases, map performance improvements, FIPS 140 compliance and more.
Avatar
i wish i knew how to properly benchmark code in ddnet i wanna try making the import for automappers faster
18:25
i feel like the code in the Pos 0 0 bit could be turned into a vector of char bits instead of being a while(true) loop
18:26
like, taking the line and making a vector out of them based off of how many words there are in the line (edited)
Avatar
Koll Potato 2025-02-12 18:33
ChillerDragon: someone on multeasymap is advertising cheats under ur name xD
Avatar
Avatar
Koll Potato
ChillerDragon: someone on multeasymap is advertising cheats under ur name xD
what if its chillerdragon himself doing it
Avatar
Avatar
Hecta
i wish i knew how to properly benchmark code in ddnet i wanna try making the import for automappers faster
Build in release mode and measure the runtime of function calls using time_get_nanoseconds to get a basic idea. Run the code many times in a loop and take the average to get a better idea. Or use a profiler, e.g. integrated in Visual Studio. Optimizing automapper loading is probably not really worth it though, it only happens once when you load images so unless it's very slow it shouldn't really matter. Optimizing the automapper evaluation would be more useful as this happens more often. (edited)
Avatar
Avatar
Robyt3
Build in release mode and measure the runtime of function calls using time_get_nanoseconds to get a basic idea. Run the code many times in a loop and take the average to get a better idea. Or use a profiler, e.g. integrated in Visual Studio. Optimizing automapper loading is probably not really worth it though, it only happens once when you load images so unless it's very slow it shouldn't really matter. Optimizing the automapper evaluation would be more useful as this happens more often. (edited)
I guess that's fair, I just honestly feel like there's a lot that can be done with this feature.
Avatar
GitHub BOT 2025-02-12 22:24
Improve accuracy of editor envelope preview by increasing number of steps based on envelope time range instead of only evaluating 15 steps, which resulted in artifacts with bezier curves. Avoid more artifacts by stepping through the entire time range at once instead of considering each segment between points individually. Avoid incorrect/missing final line segment in envelope preview and envelope editor curve rendering by adjusting the current time to never reach or exceed the end time, as...
Exported 109 message(s)
Timezone: UTC+0