00:41 <+bridge> [ddnet] my ddnet config just got reseted :justatest: 00:41 <+bridge> [ddnet] is there a way to retrieve my ddnet_settings.cfg? 00:41 <+bridge> [ddnet] i remember i did it once but i don't find it now 00:41 <+bridge> [ddnet] there might be a settings_ddnet.cfg.old in config_dir.bat 00:41 <+bridge> [ddnet] otherwise backup 01:01 <+bridge> [ddnet] Hey guys, just thought I'd mention something I guess might not be clear to everyone but I think could be considered a bug which is the hook when tees are falling. If you're falling fast and hook horizontal it's very pronounced in that the hook will go up instead of horizontal, like wayyy up even to off screen. 01:01 <+bridge> [ddnet] I don't think the same thing happens with vertical hooks when the tee is moving fast horizontal. 01:01 <+bridge> [ddnet] the hook goes to the same place even if the tee moves after 01:01 <+bridge> [ddnet] it happens moving horizontal too 01:02 <+bridge> [ddnet] u sure? 01:02 <+bridge> [ddnet] yes 01:04 <+bridge> [ddnet] I was testing the horizontal one yesterday, if two tees are horizontal and hook each other the hook happens instant, meaning we don't have to wait for the hook to 'travel', but if they are both falling together they need to aim down to hook each other and if they fall fast enough they can't even hook each other at all anymore even though they're within hook range. 01:04 <+bridge> [ddnet] yes 01:08 <+bridge> [ddnet] Wouldn't it make more sense if the hook would work regardless of falling speed? 01:18 <+bridge> [ddnet] hook isnt instant 01:19 <+bridge> [ddnet] it travels a few blocks per tick 01:19 <+bridge> [ddnet] but u just dont notice it at small distances since its so fast 01:21 <+bridge> [ddnet] i dont think the hook end position changes relative to player so like acqwerty said if ur moving really fast it can look distorted 01:50 <+bridge> [ddnet] It's instant when you hook a tee louis, but not instant when you hook map. and yeah the hook end position changes drastically when falling fast. 01:50 <+bridge> [ddnet] It's instant when you hook a tee louis, but not instant when you hook map. and yeah the hook end position changes drastically relative to player when falling fast. 01:51 <+bridge> [ddnet] hook speed is not instant by default, no matter if you hook a tile or tee 01:52 <+bridge> [ddnet] there's a tune for that 01:52 <+bridge> [ddnet] I used to think so too Souly, but if you test it you'll see. 01:52 <+bridge> [ddnet] i did test it lmao 01:52 <+bridge> [ddnet] what test did you do? 01:52 <+bridge> [ddnet] @ShaneR 01:53 <+bridge> [ddnet] if you stand 9 blocks away from hookable and click shorter duration than hook travel time it will not hook 01:53 <+bridge> [ddnet] if you stand max range away from hookable and click shorter duration than hook travel time it will not hook 01:54 <+bridge> [ddnet] if you stand the same distance from a tee it's impossible 01:54 <+bridge> [ddnet] that may seem like it because tee has a big hitbox 01:55 <+bridge> [ddnet] try to enable hookcoll and you will see that hook doesn't need to aim directly at tee to hook it 01:55 <+bridge> [ddnet] if you like i'll show you tomorrow, i'm in bed now :p 01:55 <+bridge> [ddnet] I'll try it right now 🙂 01:55 <+bridge> [ddnet] yeah ik hitbox is a bigger circle 01:55 <+bridge> [ddnet] ddnet or vanilla? 01:55 <+bridge> [ddnet] ddnet 01:55 <+bridge> [ddnet] i even checked with macro and you cant hook a tee at full distance when you dont hold for long enough 01:55 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/808501361389469706/test_Gold_Mine_2021-02-09_01-53-50.demo.mp4 01:55 <+bridge> [ddnet] the hook always goes where you started it 01:56 <+bridge> [ddnet] @ShaneR I can hook without attaching 01:56 <+bridge> [ddnet] in my test it didnt seem instant 01:56 <+bridge> [ddnet] (see video above) 01:56 <+bridge> [ddnet] yes its around 3 ticks before max when standing 01:56 <+bridge> [ddnet] my dummy is 8 tees away from me 01:57 <+bridge> [ddnet] hm, now i'm doubting myself 01:57 <+bridge> [ddnet] this is incorrect 01:57 <+bridge> [ddnet] how would the game know if you are going to hook a tee or not 01:57 <+bridge> [ddnet] the hook stops as soon as it hits the max range, so if u are falling and hook down it could theoretically go infinite, if ur fallseped is exactly the hook speed 01:57 <+bridge> [ddnet] it could check @louis 😉 01:58 <+bridge> [ddnet] well theres the case of you hooking towards a hookable and a tee falling into your hook while it's traveling 01:59 <+bridge> [ddnet] I set up a test yesterday with cloudly so we both fell horizontal at the same time, once we fell fast enough we couldn't hook each other at all anymore. 01:59 <+bridge> [ddnet] idk if that's on purpose but it feels broken. 01:59 <+bridge> [ddnet] as said it goes there where u triggered it 01:59 <+bridge> [ddnet] so if u at the same y level, it will stay above it, bcs its not instant 01:59 <+bridge> [ddnet] so you need to hook down to hook him 02:00 <+bridge> [ddnet] yeah, but shouldn't it go horizontal relative to the tee? what I mean is if when the tip of the grappling hook exits your tee when you have fall speed, shouldn't it also have fall speed? 02:00 <+bridge> [ddnet] in order to hit him as soon he hits that coordinate 02:00 <+bridge> [ddnet] the hook is independent of the tee tho, it has its own direction and current position 02:01 <+bridge> [ddnet] 02:01 <+bridge> [ddnet] that the tee "has" the hoook is only a visual thing 02:01 <+bridge> [ddnet] it only stops as soon as the tee pos - hook pos is max hook length 02:01 <+bridge> [ddnet] true, in the real world, going at a high speed and throwing an object will have the object flying relative to your position (ignoring some side effects) 02:01 <+bridge> [ddnet] the hook in teeworlds however doesn't go relative to you, but relative to the world 02:01 <+bridge> [ddnet] whhaaaat teeworlds is real world 02:02 <+bridge> [ddnet] also u cant change physics in teeworlds 02:02 <+bridge> [ddnet] why? because players are used to the current physics? 02:02 <+bridge> [ddnet] yes 02:03 <+bridge> [ddnet] exactly, all maps are made with the current physics and all players are used to it, meaning it won't change 02:04 <+bridge> [ddnet] Is there any map part that could be broken if hooks moved relative to tees? 02:04 <+bridge> [ddnet] yes 02:04 <+bridge> [ddnet] all 02:04 <+bridge> [ddnet] why would u want this XD 02:04 <+bridge> [ddnet] teeworlds is not meant to be realistic 02:04 <+bridge> [ddnet] the hook is one of the most essential parts of ddnet, so it will probably break many many maps 02:05 <+bridge> [ddnet] or have u ever used a double jump in real life? 02:05 <+bridge> [ddnet] Because it's useful to be able to hook tees even if you're falling or moving fast. 02:05 <+bridge> [ddnet] u can 02:05 <+bridge> [ddnet] @Jupstar ✪ intuitive physics are prob good though, and tbh that might be a bit more intuitive if you arent used to the current state ^^ 02:05 <+bridge> [ddnet] the hook always goes how to trigger it 02:06 <+bridge> [ddnet] Depends, if you're falling fast enough it's actually impossible, the tip of the hook goes way off screen 02:06 <+bridge> [ddnet] so if u want to hook somebody in "future" while falling, hook down 02:06 <+bridge> [ddnet] yeah 02:06 <+bridge> [ddnet] but if u fall so fast, u might just be fail 02:06 <+bridge> [ddnet] how often does this even happen on ddrace 02:07 <+bridge> [ddnet] That's an extreme example, but the effect is noticeable even when falling slow where instead of aiming at the tee you have to hook under them when falling to hook them. 02:07 <+bridge> [ddnet] in reallife its realted to air friction tho, so if the hook is just a piece of paper, it would loose alot of velocity 02:07 <+bridge> [ddnet] so it would look similar to now 02:08 <+bridge> [ddnet] lol that hook relative to tee woudl break so many maps 02:08 <+bridge> [ddnet] by that same logic, the tee would have air friction too. 02:08 <+bridge> [ddnet] how could it break any part? 02:08 <+bridge> [ddnet] tho it would make teeworlds physics harder in fact 02:08 <+bridge> [ddnet] bcs its harder to predict more physics in ur brain 02:09 <+bridge> [ddnet] if u know hook is not related to any kind of gravity its really just knowing hook speed 02:09 <+bridge> [ddnet] idk if ur trolling or not 02:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/808504832029360218/screenshot_2021-02-08_19-09-20.png 02:09 <+bridge> [ddnet] look at this common move 02:09 <+bridge> [ddnet] impossible with relative movement 02:09 <+bridge> [ddnet] since ur player is going fast ur hook would land to the right of the tee unless u specifically hook before the hookthrough 02:10 <+bridge> [ddnet] which is why ddnet physics never change, cuz it would break something else thats more harmful than whatever new thing is implemented 02:10 <+bridge> [ddnet] It would make that harder yeah. 02:10 <+bridge> [ddnet] good point 02:11 <+bridge> [ddnet] its hard to say if it actually breaks something to a point of unplayable, but it would break all ranks for sure 02:11 <+bridge> [ddnet] e.g. dummy drag would feel different, so dummy map ranks wouldnt be comparable to old state anymore 02:22 <+bridge> [ddnet] I guess it would feel really strange to play with. Initially I thought it would be an improvement because it's more realistic but your example highlights a drawback louis. Some things would be harder and others easier. The argument that it would change the game so much that ranks aren't equal anymore is a strong one too but the same could be said about being able to hammer while frozen. 02:22 <+bridge> [ddnet] Anyway, just thought I'd mention it. I'm going to sleep. Night dudes ^^ 02:30 <+bridge> [ddnet] gn 02:32 <+bridge> [ddnet] yeah the not being able to hook while falling is pretty annoying sometimes but idk if theres a good solution that doesn't mess up anything else either :tear: 02:37 <+bridge> [ddnet] just ask matricks why he made the hook this way 02:38 <+bridge> [ddnet] the grenade was done as absolute because it's easier to predict 02:41 <+bridge> [ddnet] isnt that good, or else you couldn't do a double on a wall :o 02:42 <+bridge> [ddnet] wait you could but itd be so different 02:45 <+bridge> [ddnet] Well the effects of the hook being absolute get more and more obvious as your velocity increases. My guess would be even though the feeling of the game would change, it wouldn't make many parts impossible because you are rarely moving fast while trying to hook someone 03:13 <+bridge> [ddnet] not like you would double on a wall in vanilla 03:48 <+bridge> [ddnet] But it would change the feeling for gores, bcs it would also affect the hook when moving left and right, doing 1 tilers would be different, and insane gores is about learning to move in a 1tiler - 2 tiler style 03:49 <+bridge> [ddnet] would be a funny experiement tho, i wonder if the game is really easier, i'd say it adds more complexity ^^ 03:49 <+bridge> [ddnet] but maybe the human intuition likes it more, who knows ^^ 03:49 <+bridge> [ddnet] i would also want to try how it plays 04:34 <+bridge> [ddnet] @Patiga did u make the map reverser script? is it possible to do it upside down too 11:26 <+bridge> [ddnet] @louis both mirroring and rotating right is supported. for upside down for example, rotate twice and mirror once. 11:26 <+bridge> [ddnet] so if using the command line is not problem, do 11:26 <+bridge> [ddnet] `edit_map --DDNet -m -rr input_file output_file` 11:49 <+ChillerDragon> rotate twice and mirror once = upside down 11:49 <+ChillerDragon> :brain: 11:50 <+ChillerDragon> u so pro @Patiga maybe you have the motivation to finalize a protocol dissector for 0.6 and 0.7 12:54 <+bridge> [ddnet] Chillerdragon: I think I'm fine :d, still got other stuff to do 13:08 <+ChillerDragon> meh 13:08 <+ChillerDragon> @Learath2 could you add a README to your dissector? :/ i can not get it running 13:09 <+bridge> [ddnet] Chiller it doesnt dissect much anyway 13:10 <+bridge> [ddnet] But if you want to try, just clone wireshark. Add this folder to the plugin directory. Add teeworlds to the cmakelists 13:11 <+ChillerDragon> plugin/epan ? 13:11 <+ChillerDragon> and rebuild wireshark? 13:11 <+ChillerDragon> oh teeworlds to cmakelists i think i missed that step 13:11 <+ChillerDragon> lemme see 13:13 <+ChillerDragon> oh wait its also still 0.6 right? 13:14 <+ChillerDragon> 0.7 has longer packet header as far as i understood 13:17 <+ChillerDragon> https://paste.zillyhuhn.com/7J ``packet-teeworlds.c:237:24: error: request for implicit conversion from ‘void *’ to ‘unsigned char *’ not permitted in C++ [-Werror=c++-compat]`` 13:17 <+ChillerDragon> meh 13:35 <+bridge> [ddnet] why not -9999? 13:35 <+bridge> [ddnet] 9k 13:35 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/808677397125529640/unknown.png 13:37 <+bridge> [ddnet] there is a score display limit in scoreboard 13:42 <+bridge> [ddnet] so add number for the limit 14:07 <+bridge> [ddnet] cl_ddrace_scoreboard 14:24 <+bridge> [ddnet] ChillerDragon I had it working with 0.7 too but I broke something, then I thought I broke something else, then I raged and removed all of the stateful processing, then I noticed that wasn’t what was broken but it was too late 14:33 <+bridge> [ddnet] it clamps to -999 to +99999 i think 14:34 <+bridge> [ddnet] 👍 14:51 <+ChillerDragon> oof 14:51 <+ChillerDragon> yea i see you detecting the different protocol types 15:52 <+bridge> [ddnet] chillernobo 15:55 <+bridge> [ddnet] ChillerDragay: 16:01 <+ChillerDragon> @Learath2 do you run wireshark built from src as root? I always did that when working with fstd's dissector but I wondder if there is a smarter way 16:01 <+bridge> [ddnet] No why would I? 16:01 <+ChillerDragon> yay 16:01 <+ChillerDragon> how do u do it? 16:02 <+ChillerDragon> oh u dont capture live i guess 16:02 <+ChillerDragon> true thats an option 16:02 <+ChillerDragon> but i like live captures :) 16:03 <+ChillerDragon> ima yeet out some crazy pr soon btw 16:03 <+ChillerDragon> be rdy 16:03 <+ChillerDragon> its gonna be HUGHE 16:18 <+bridge> [ddnet] https://twitter.com/CDPROJEKTRED/status/1359048125403590660/photo/2 16:18 <+bridge> [ddnet] kek 16:18 <+bridge> [ddnet] notepad 16:18 <+bridge> [ddnet] = windows 16:18 <+bridge> [ddnet] they deserve it for using windows 16:34 <+fstd> ChillerDragon: wireshark has a suid root capture helper 16:34 <+bridge> [ddnet] Finally kernel lock bug has been fixed for Intel GPUs: https://gitlab.freedesktop.org/drm/intel/-/issues/2905 16:34 <+fstd> although i usually don't even capture with wireshark, i capture with tcpdump -w /tmp/file and then wireshark /tmp/file 16:35 <+fstd> kernel lock bug sounds nasty 16:36 <+bridge> [ddnet] Yeah, froze randomly about once a day for me 16:44 <+bridge> [ddnet] @deen could you please apply the "NUT_harcore_bestof" fix https://discord.com/channels/252358080522747904/293493549758939136/798942116213817364 16:48 <+bridge> [ddnet] @Patiga thanks, doing so now 16:48 <+bridge> [ddnet] awesome, thanks :) 17:06 <+bridge> [ddnet] You can also give the binary the capability as root once, tho that doesnt help when you are rebuilding all the time 17:08 <+bridge> [ddnet] Wait doesnt wireshark use dumpcap anyway? 17:43 <+ChillerDragon> it uses dumpcap i think 17:43 <+ChillerDragon> yea i should record some pcaps its probably convient anyways 18:22 <+bridge> [ddnet] zZz 18:52 <+bridge> [ddnet] should be `1 of 627 servers` imo 18:52 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/808757316400185394/unknown.png 18:55 <+bridge> [ddnet] open an issue or a PR 😉 18:56 <+bridge> [ddnet] is that worth doing for a little typo? 18:59 <+bridge> [ddnet] it won't be forgotten that way ^^ doesn't really matter I guess 19:03 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/3449 23:06 <+bridge> [ddnet] @Learath2 https://discourse.libsdl.org/t/sdl-moving-to-github/28700 maybe better chance of getting a PR approved? 🙂 23:34 <+bridge> [ddnet] hopefully 🙂 23:55 <+bridge> [ddnet] do we have the SVG of the entities? did @Soreu share them ever?