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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 2025-02-13 00:00 and 2025-02-14 00:00
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codeberg users rn
04:07
04:10
04:10
"oh boy i cant wait to check my email inbox today!"
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I made a UI concept for an automapper editor inside of DDNet, made in Figma. There's a lot that I could change in this, but I feel like the general function of this would sort of look like this. yea im sorry ive been so hyperfixed on this LMAO @Jupstar ✪ @Assa you guys might like
poggers2 4
05:09
i have a shitton figmas that i could never make good on
05:10
designing UIs is one of my favorite activities
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A closer look at the tile menu. Forgot to add something too so here's the updated segment:
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Ewan
designing UIs is one of my favorite activities
I know, it's so fun. A lot easier than coding it, honestly.
05:11
But at the same time, you lose the interactibility from actually coding it
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better for the process to draft it out first
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if anyone saw that status bar feature that was added in tater client recently i did that in figma first
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Oooh!
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it works a little differently in his implementation
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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
4 new icons
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Hecta
I made a UI concept for an automapper editor inside of DDNet, made in Figma. There's a lot that I could change in this, but I feel like the general function of this would sort of look like this. yea im sorry ive been so hyperfixed on this LMAO @Jupstar ✪ @Assa you guys might like
Jupstar ✪ 2025-02-13 05:59
Yes it's very interesting. A simple to use rule generator is defs something I want to see how well it works out
06:00
How would the bones that has 4 tiles be mapped using your method?
06:01
The teelike bones thing in grass main
06:01
Third option of the new for icon maybe?
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Ewan
codeberg users rn
tldr?
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someone went on a random repo and called an issue some bad words then pinged a shitton of people
07:19
repo truth/truth post authored by user truth
07:19
just stupid
07:19
and then codeberg went and issued an apology to users in email and super LLM response blog form
07:20
where they share no details but manage to take >15 paragraphs
07:20
i guess i can say the words but they are really stupid
07:20
and i would have to spoiler them
07:20
and automod might kill me and it'll be visible on the irc
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GitHub BOT 2025-02-13 07:26
e9c86bd Improve editor envelope preview and envelope curve rendering - Robyt3 e4ddb0f Merge pull request #9671 from Robyt3/Editor-Envelope-Position-Preview-Fix - def-
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Hecta
A closer look at the tile menu. Forgot to add something too so here's the updated segment:
Looks cool
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Hecta
A closer look at the tile menu. Forgot to add something too so here's the updated segment:
this left menu looks very familiar to me, looks great!
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chillerdragon BOT 2025-02-13 08:50
._.
Replying to @oxyzo what if its chillerdragon himself doing it
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I want to add more tiles to the speedup layer, I have some new feature ideas based on it. Should I do this now or should I wait for the one I already created? I just need some coordination (edited)
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just checked your solofng server @ChillerDragon it's full of bots
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honeypot
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Assa
I want to add more tiles to the speedup layer, I have some new feature ideas based on it. Should I do this now or should I wait for the one I already created? I just need some coordination (edited)
Jupstar ✪ 2025-02-13 10:38
Better discuss them on GH in an issue
10:39
The new tile could also fix other issues of speed tiles ig
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Jupstar ✪
The new tile could also fix other issues of speed tiles ig
I am aware of 3 bugs so far (only with max_speed) excluding the ramp issue, which are all fixed with this (edited)
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Jupstar ✪ 2025-02-13 10:40
Fixing the ramp issue sounds good too. What would the Max velocity be then?
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hmm I honestly have no idea. Was ramp only affecting x-direction? can't remember
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Jupstar ✪ 2025-02-13 10:42
I think so
10:43
But anyway. If we add a new tile anyway, might as well fix all the things we know
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I don't think this is an issue of the speedtiles, as this is doable with grenades or other measures of gaining speed as well
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Jupstar ✪ 2025-02-13 10:44
But the new tile could not accelerate more than possible without breaking physics
10:44
I don't see this as bad just bcs other stuff is broken
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This has some major implications, you still have the speed, in terms of your speedvector is HUGE, it's just that the ramp slows you down so much. If you decelerate, your ramp goes down again so you'll be faster again
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Jupstar ✪ 2025-02-13 10:46
Yes but we don't need to even accelerate to that point. We had some graph a while ago. Simply accelerate to the maximum of the graph
10:47
I mean would a new mapper expect such weird physics breaking things if he adds many speed up (edited)
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I mean we could do this, easily so, clamping the x speed after speedups to the maximum of the graph
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Assa
I mean we could do this, easily so, clamping the x speed after speedups to the maximum of the graph
Jupstar ✪ 2025-02-13 10:48
Or simply not add more speed than the threshold (edited)
10:48
Then it didn't break if u already so far
10:48
Fast
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its not that simple, because speed is also applied to the y direction
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Jupstar ✪ 2025-02-13 10:49
I thought valramp is x direction only
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yes but the speedtiles aren't, they can even be diagonal (edited)
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Jupstar ✪ 2025-02-13 10:50
Yeah but the velocity they add is still two dimensional ig xd
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yes, that's what I mean by clipping the x direction 😄 My current implementation only uses vector math, I never split x and y component
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Jupstar ✪ 2025-02-13 10:52
Yeah my point was just that we shouldn't clip the player velocity but simply not add further velocity if either component hit the maximum a speed tile can add
f3 2
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velramp(x) = 1 / (Curvature ^ ((x - Start) / Range)) = 1 / 1.4^((x - 550) / 2000) So I put maximize y = (1 / 1.4^((x - 550) / 2000)) * x, x > 550 into wolfram alpha, and it says x ~ 5994, so this should be the maximum speed in x direction. There might be an error somewhere in my calculation, somewhere I read it was a bit more then 6000
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Its tune based right?
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yes, Curvate, Start and Range are tunes, these are all the velramp tunes
12:26
so mappers already have control over this
12:29
it's hard to tell, since other things also affect speed, like friction for example
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simply set curvature = 1 and suddenly the game makes sense
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or set velramp_start to 99999 and you don't have that issue anymore
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yeah but it feels weird because it's not really perfectly constant I guess you should just set both so you get both the simple computation and the perfect identity ramp
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Jupstar ✪
How would the bones that has 4 tiles be mapped using your method?
the grid part of the concept was very similar to yours, tho honestly i feel like having the tile picker feels more intuitive as for big structures, the layout of the runs part mimics the layout of a .rules file, so it should just copy every rule from that
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chillerdragon BOT 2025-02-13 14:40
I know it’s insane. Too lazy and nob to code antibot xd
Replying to @Assa just checked your solofng server ChillerDragon it's full of bots
14:43
@Assa: pls implement https://github.com/ddnet/ddnet/issues/7436 while you are at it
There is a full speedup layer and only one tile is used. Would be nice to also have only 1 pixel high speedups. That could be placed on the floor or walls. To simulate moving walls. It is already p...
f3 2
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GitHub BOT 2025-02-13 15:29
Now antibot_null.cpp can be copied into a external repo and compiled with clang++ unedited_antibot_null_copy.cpp -I../ddnet/src -I../ddnet/build/src/ -fvisibility=hidden -fPIC -shared -o libantibot.so -Og -g Which seems to be the recommended way as far as I understood
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GitHub BOT 2025-02-13 16:07
750f57f Absolute antibot include to make it template ready - ChillerDragon bbb3f36 Merge pull request #9672 from ChillerDragon/pr_antibot_full_path - heinrich5991
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@ChillerDragon: hmm this is a candidate which should be moved into move box and check for is_grounded. I guess we could add it like this
16:47
for the ground you can archive Something like this with a tune zone and ground_control_accell and ground_control_speed
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ws-client BOT 2025-02-13 18:08
<ChillerDragon> @Assa no not isgrounded i want it on walls too
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what if you'd place a speedtile in the wall, and if you touch the wall, then it works on you? 🤔
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MilkeeyCat 2025-02-13 21:23
why is my prediction margin goes crazy when entities are off feelsbadman
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Hecta
A closer look at the tile menu. Forgot to add something too so here's the updated segment:
iMilchshake 2025-02-13 21:29
this is so sexy, damn
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iMilchshake
this is so sexy, damn
wtf, yes
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glad u like it! will improve later on
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GitHub BOT 2025-02-13 22:00

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
  • [X] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addres...
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cyberfighter 2 2025-02-13 22:33
ger 1 and 3 are missing in https://ddnet.org/status/
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cyberfighter 2
ger 1 and 3 are missing in https://ddnet.org/status/
they acutally never existed its your imagination
Exported 87 message(s)
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