A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
18:51
[quakenet] <Teeworlds> • Fudgyking (1107783): Dont show chat when loading map
18:52
[quakenet] <Assa> Dune, do you know any way to predict movement in character cpp? I think my pullrequest would break it if you consider collision with other tees
18:53
[quakenet] <Dune> I don't know about that, I would have to look into it
18:53
[quakenet] <Assa> I think I have too much freetime >.<
18:54
[quakenet] <Dune> that's cool! :P
18:54
[quakenet] <Dune> I alternate between way too much and way too little
18:56
[quakenet] <Assa> I think we have to simulate collisions with maptiles (solids), collision with deathtiles and collisions with other Tees at the same time
18:57
[quakenet] <Dune> just find the first impact with a death tile and the first impact with a solid tile I guess?
18:57
[quakenet] <Assa> what if you hit another player before you hit the deathtile?
18:57
[quakenet] <Dune> guess your course is deviated right?
19:00
[quakenet] <Assa> if you model collisions with other players first, you may hit a player after a deathtile first, thus bouncing off of him and not hitting the deathtile - I managed to pull this off in my testing
19:01
[quakenet] <Assa> If you don't handle collisions with other players first, a Deathtile would kill you even if another player would stop your movement
19:03
[quakenet] <Oy> this isn't done all together right now
19:05
[quakenet] <Assa> @Oy talking about issue #1936 and my pull request
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
19:08
[quakenet] <Assa> to resolve issue #1936, you have to check between the current position of the Tee and the future position of a Tee, if a deathtile hit occures
19:09
[quakenet] <Oy> yeah
19:09
[quakenet] <Oy> might be best to do it with the wall collision check
19:09
[quakenet] <Assa> Thats why i moved it to gamecore move()
19:10
[quakenet] <Oy> movebox in collision.cpp
19:10
[quakenet] <Oy> sounds logical
19:15
[quakenet] <Assa> I did it with DDA and as I see i reinvented the wheel :o
19:16
[quakenet] <Dune> all this collision code looks a bit confusing to me, gj for working it out :p
19:17
[quakenet] <Assa> The wrong character placement of the settings icon annoys me more :p
19:18
[quakenet] <Dune> that looks so unimportant to me :D
19:19
[quakenet] <Assa> Thats why my first pull request is on the Deathtile skip - its not so important and i can experiment a bit
19:20
[quakenet] <Dune> imo the settings icon is less important than the game physics :D
19:21
[quakenet] <Assa> i wanted to do a pull request for the icon, too. But i simply couldn't find any errors
19:21
[quakenet] <Assa> I really think the character width is falsly calulated by the font
19:22
[quakenet] <Dune> it's a difficult one yeah
19:23
[quakenet] <Dune> TextEx has an issue
19:25
[quakenet] <Assa> i debuged it, glyphnumber was really 1 and charcount was 3, m_X of the cursor was just set 1 time (for the one glyph) and was calculated by Size*(AdvanceX+Kerning), ther Kerning was 0 btw
[quakenet] <Dune> heinrich5991, that's cool, but no I don't really have fake packets to test
20:07
[quakenet] <Assa> @Oy @Dune, i finished a way better shorter readable solutions to the deathtile problem, how huge are deathtiles (how big should i set Size for TestBox?)?
20:07
[quakenet] <Dune> strangely enough I can send text from out of the channel but he can't (he's refused somehow), so I guess there is a banlist or something?
20:07
[quakenet] <Dune> also I think you (mistakenly?) selected issues
20:08
[quakenet] <Assa> and thanks oy xD
20:09
[quakenet] <Oy> well, if sth looks fishy now. let me know :)
20:10
[quakenet] <Oy> Assa: deathtiles have the same size as normal tiles
20:10
[quakenet] <Dune> heinrich5991, you can resend a webhook packet actually from the github/webhook page
20:10
[quakenet] <Dune> if you want to test
20:11
[quakenet] <Dune> Assa, I have no idea really, this isn't my area of expertise :P
20:11
[quakenet] <Dune> sorry
20:12
[quakenet] <heinrich5991> no, deathtiles are slightly smaller than normal tiles
20:12
[quakenet] <Assa> @heinrich is right
20:12
[quakenet] <heinrich5991> you can sit on the edge next to a death tile
[quakenet] <Assa> for 'perfect' deathtiles it should be GetProximityRadius()/2.f
20:14
[quakenet] <Oy> ah you mean the distance to kill you
20:14
[quakenet] <Assa> exactly
20:15
[quakenet] <Assa> ofc all tiles have the same size in editor, since teeworlds uses a grid
20:17
[quakenet] <Oy> well, then the distance to kill you in your test case should be like the current one ;)
20:18
[quakenet] <Dune> 67e2f3f is obscenely simple-looking
20:19
[quakenet] <Assa> It is just the regular size * 2/3 ^.^
20:26
[quakenet] <Assa> @Oy @Dune I did a new pull request and closed the other one, because I begin from clean source and used the MoveBox now. The code is now much shorter and better ^.^
20:27
[quakenet] <Dune> better squeeze the commit and push -f so you don't lose the comment history
20:27
[quakenet] <Dune> but yeah it looks better :2
20:27
[quakenet] <Dune> :)
20:27
[quakenet] <heinrich5991> Dune: do you know what the webhook on the discord server is? you created it. do you still use it?
20:27
[quakenet] <Dune> huh
20:27
[quakenet] <Dune> well it's for the github bot on discord, so yeah we still use that?
20:28
[quakenet] <heinrich5991> okay :)
20:28
[quakenet] <Dune> issues are enabled on the IRC bot but PRs aren't btw
[quakenet] <Assa> git push -f needed but this should do now
21:08
[quakenet] <heinrich5991> don't do -f
21:08
[quakenet] <heinrich5991> add a + in front of the branch you want to override
21:10
[quakenet] <Assa> why don't do -f?
21:11
[quakenet] <Dune> it changes anything for github?
21:11
[quakenet] <heinrich5991> because using -f creates bad habits :) + makes it clear which of the branches you're currently pushing needs to be overrideen
21:11
[quakenet] <heinrich5991> *overridden
21:12
[quakenet] <Dune> but in the end, for github, it's the same, right?
uff is any one working on the high dpi support? I thought only macOS is making trouble but also windows10 is very annoying. The textures are not crisp and all the open winsows get meesed up and resized.
21:14
in this state 0.7 is unsuable .-. i sadly have no idea how to fix it
[quakenet] <Dune> meh you need a lot of other expensive things if you want to use its potential anyway and it's poorly handled by plenty of applications
21:28
[quakenet] <Dune> I only have 4k where I had no options
This should allow Teeworlds to start in high-dpi mode if available.
Unfortunately I don't own a high-dpi monitor so I can't test it myself.
@oy there is also a small fix in there, w...
im still not sure about the whole multi core threading world i think i didnt get it. If i pay way more money to get lowr clock speed but more cores tw will loose fps because it doesnt spawn enought threads right?