00:00 <+bridge> [ddnet] before there where 100 ninja sword particles falling down on the side of you 😄 but they disappeared much faster 00:01 <+bridge> [ddnet] I guess we have to experiment a little more with the effects to come up with a better one 00:01 <+bridge> [ddnet] I also agree that the freezebar could be thinner... because it is not really that impotent, to be so thick 00:03 <+bridge> [ddnet] well that might be true 00:03 <+bridge> [ddnet] sry if i sounded agressiv or anything 😅 Ty for the help ill just let you experiment for now youll figure something out 00:04 <+bridge> [ddnet] was good feedback, thank you 🙂 00:04 <+bridge> [ddnet] ok Ty for cooperation 00:08 <+bridge> [ddnet] @Skeith do you use really dark entities or something btw? 00:08 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995451467903275018/unknown.png 00:09 <+bridge> [ddnet] ya basically 00:09 <+bridge> [ddnet] ah I see how you could say the bar is bright 00:11 <+bridge> [ddnet] does the vanilla hud not look too bright? I think the white outline is the bright part but that's just the tw ui style 00:11 <+bridge> [ddnet] does the vanilla hud not look too bright? I think the white outline is the bright part but that's just the tw hud style 00:12 <+bridge> [ddnet] which elements? like the time etc? Not following 00:12 <+bridge> [ddnet] hearts and shields 00:12 <+bridge> [ddnet] same style 00:12 <+bridge> [ddnet] I had them disabled 00:12 <+bridge> [ddnet] also edited 00:15 <+bridge> [ddnet] I guess my only real gripe is the lack of option to make it more transparent, which is already being resolved. The size of it should probably be reduced as well tho 00:15 <+bridge> [ddnet] it's already smaller than the stars were btw 00:15 <+bridge> [ddnet] Ya, but the stars didn't follow you 00:16 <+bridge> [ddnet] and default game.png stars are incredibly bright too xd 00:16 <+bridge> [ddnet] And I ofc had those edited 😅 00:16 <+bridge> [ddnet] they don't follow you but they move around a lot and spin 00:17 <+bridge> [ddnet] So ya, realistically my only gripe is the lack of setting to make it transparent, having to manually edit the transparency myself 00:17 <+bridge> [ddnet] So ya, realistically my only gripe is the lack of setting to make it transparent, having to manually edit the transparency myself 00:17 <+bridge> [ddnet] 00:17 <+bridge> [ddnet] Again, already being added so :feelsamazingman: 00:18 <+bridge> [ddnet] well it's easy enough to edit and share 00:19 <+bridge> [ddnet] you don't get a setting for transparency on any other hud element so I don't see why this should have one 00:20 <+bridge> [ddnet] Btw... we had a talk lately about energy savings xD we could introduce a dark mode someday... with dark entities and dark game.png/hud.png ... 00:20 <+bridge> [ddnet] Cause it's more important I guess, it's directly in your face 00:20 <+bridge> [ddnet] it's less in your face than the stars which also didn't have one 00:20 <+bridge> [ddnet] Btw... we had a talk lately about energy savings xD we could introduce a dark mode someday... with dark entities and dark game.png/hud.png ... (not really for energy saving, but I guess darke mode gets more and more popular in the internet...) 00:21 <+bridge> [ddnet] Btw... we had a talk lately about energy savings xD we could introduce a dark mode someday... with dark entities and dark game.png/hud.png ... (not really for energy saving, but I guess dark mode gets more and more popular in the internet...) 00:21 <+bridge> [ddnet] oled is barely used for computer monitors 00:21 <+bridge> [ddnet] We're in talks of improving the overall feel of the game, these settings would've been nice for both sides 00:22 <+bridge> [ddnet] I just never really thought about it until now, should be expected that changes make people think about it more 00:23 <+bridge> [ddnet] @deen does it not save a negligible amount of power to have pixels emitting less light? 00:23 <+bridge> [ddnet] on LCD no 00:23 <+bridge> [ddnet] and backlit LED with LCD same 00:24 <+bridge> [ddnet] I think because it is a HUD directly on the Tees it is ok to make it transperent, like in other games you also have HUDs on player that have not full opacity, so you do not fall out of the world 00:24 <+bridge> [ddnet] only saves with OLED, MicroLED, or local dimming 00:25 <+bridge> [ddnet] I think because it is a HUD directly on the Tee it is ok to make it transperent, like in other games you also have HUDs on player that have not full opacity, so you do not fall out of the world 00:26 <+bridge> [ddnet] nameplates 00:26 <+bridge> [ddnet] they are big and white and follow 00:27 <+bridge> [ddnet] true 00:27 <+bridge> [ddnet] but in other games I already saw them transparent 00:27 <+bridge> [ddnet] like we do for other teams 00:27 <+bridge> [ddnet] It's probably a good thing this all happened, it's like a fresh new look at how things affect your gameplay, ironing it out and making it feel as comfortable as possible for everyone, even if the feedback is a bit biased because sudden change is weird. The freezebar does have more information, so that's cool. 00:28 <+bridge> [ddnet] you'll never please everyone 00:29 <+bridge> [ddnet] But I guess text in general is easier to read with full opacity 00:30 <+bridge> [ddnet] Sure, but pleasing a majority is ideal. Can get to that point by listening to some biased points 00:30 <+bridge> [ddnet] I think all things considered there's nothing to complain about on the bar that isn't already a "problem" on some other hud element 00:31 <+bridge> [ddnet] Lol I searched for some example game screenshots and found this https://i.imgur.com/ETpnGTz.png?1 as one result xDD I did not even know 0.7 has a speed meter too 00:31 <+bridge> [ddnet] That looks like a modification called Teecomp 00:31 <+bridge> [ddnet] the website it was linked 00:32 <+bridge> [ddnet] I see xD 00:33 <+bridge> [ddnet] I see xD, interesting 00:33 <+bridge> [ddnet] i think transparency options for things you can alr edit transparency will get a bit confusing 00:34 <+bridge> [ddnet] also more for people who try making a skin for it to worry about 00:37 <+bridge> [ddnet] I don't see how allowing the user to adjust transparency would be worse for the artist? 00:37 <+bridge> [ddnet] because they are perfectionists too 😄 and want that it looks good in any settings xD 00:37 <+bridge> [ddnet] then you have to design a bar that will also look good with transparency, or don't care that it will be ugly as heck for people with certain configs 00:38 <+bridge> [ddnet] it's like with skin coloring 00:39 <+bridge> [ddnet] I guess 00:42 <+bridge> [ddnet] I don't know enough about art to argue this point, and it's extremely subjective. 😅 00:43 <+bridge> [ddnet] I think it's just an important setting for the user, and caring about the user is more important 00:44 <+bridge> [ddnet] well i just think two ways to edit transparency is redundant, transparency for hud etc is fine but for gameskins it doesbt make sense 00:44 <+bridge> [ddnet] the freezebar feels like a HUD element 00:45 <+bridge> [ddnet] but stars don't? 00:45 <+bridge> [ddnet] Read everything I said above 00:45 <+bridge> [ddnet] ok sec 00:45 <+bridge> [ddnet] wait theres too much text nvm 00:46 <+bridge> [ddnet] this basically 00:46 <+bridge> [ddnet] zhould remove weak too 👀 00:47 <+bridge> [ddnet] Oxygen Not Included is also a 2D platformed that uses "bars" under specific game elements, basically everything that can get damage I think 00:47 <+bridge> [ddnet] 00:47 <+bridge> [ddnet] they do not use transparency on the bars, but on pickup notifications xD That could actually also be a way how we could handle our powerups. by text that fades upwards and gets transparent, or symbols (issue for that: ) 00:47 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995461229990654112/unknown.png 00:47 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995461230636568593/unknown.png 00:48 <+bridge> [ddnet] a transparent text snd bit of particles on powerups would be very good 00:48 <+bridge> [ddnet] only downside is the text spam when u go thru a badly mapped part wity many powerup spam but dont tbink it should matter 00:49 <+bridge> [ddnet] generally bars show important information and are never transparent, health, progress and such 00:49 <+bridge> [ddnet] i agree, but by the time someone is in situations where transparency of a freezebar might matter, they should already know a bit about the game and how to edit textures 00:49 <+bridge> [ddnet] or in other words it doesnt have a big of an effect on noobs 00:49 <+bridge> [ddnet] It's just a massive QoL for the user 00:49 <+bridge> [ddnet] and only some decent ish players who are trying to "optimize" every setup of their game 00:49 <+bridge> [ddnet] so it's worth 00:50 <+bridge> [ddnet] yes but not good for devs nor artists, imo there are more important things to work on 00:50 <+bridge> [ddnet] if the look of the default bar bothers you then you have an incentive to edit it or find another skin 00:51 <+bridge> [ddnet] i dont think the benefit to work is worth 00:52 <+bridge> [ddnet] You're already having backlash against the change, I think it's very much worth the effort 00:52 <+bridge> [ddnet] I don't think alpha would help much with backlash 00:53 <+bridge> [ddnet] Well, the point is trying to find a middle ground to where people prefer it / can live with it 00:53 <+bridge> [ddnet] The goal is to not completely revert back to the previous method 00:53 <+bridge> [ddnet] I haven't really seen any other complains about the appearance of the bar itself, just the fact that it exists 00:54 <+bridge> [ddnet] Making your loyal fanbase happy is important 😅 00:55 <+bridge> [ddnet] maybe we can make the freeze bar flash brighter at the period when stars would normally shoot to imitate previous behavior 00:55 <+bridge> [ddnet] just an idea 00:55 <+bridge> [ddnet] if you want it happy then you need to just not change anything 00:55 <+bridge> [ddnet] Well, that's also not a good thing 00:56 <+bridge> [ddnet] It's valuable to make changes to improve / keep things fresh 00:56 <+bridge> [ddnet] yes 00:57 <+bridge> [ddnet] Freezebars can improve, it just needs some polishing 00:57 <+bridge> [ddnet] The improvement is that it gives you more accurate information 00:58 <+bridge> [ddnet] I honestly don't see what could be improved on the bar itself, only the freeze animation 00:58 <+bridge> [ddnet] make small tick marks each sec 00:58 <+bridge> [ddnet] when do you ever need to know how many seconds are left xD 00:58 <+bridge> [ddnet] 255 second freezes be like 00:58 <+bridge> [ddnet] you only care about when you unfreeze 00:59 <+bridge> [ddnet] lol black bar 01:01 <+bridge> [ddnet] for skips 01:01 <+bridge> [ddnet] or speedrun optimizing 01:02 <+bridge> [ddnet] how would you use it? 01:03 <+bridge> [ddnet] ah yes this tee needs to be 2 seconds until unfreeze for us to pass through this part optimally 01:03 <+bridge> [ddnet] freeze resets every second basically so u can get someone outside of freeze right before it resets to get a 2 second freeze time (after exiting freeze) 01:04 <+bridge> [ddnet] is that true? 01:04 <+bridge> [ddnet] ofc 01:04 <+bridge> [ddnet] yea it is 01:04 <+bridge> [ddnet] you can just see how much of the bar is left 01:04 <+bridge> [ddnet] u cant calc 2/3 tho 01:04 <+bridge> [ddnet] i mean its functionally same as stars in that aspect rn since it jumps to full every second iirc 01:05 <+bridge> [ddnet] but tick marks would make it better over stars 01:05 <+bridge> [ddnet] u can just see there's 2/3 of the bar left 01:05 <+bridge> [ddnet] hard to 01:05 <+bridge> [ddnet] in the moment 01:05 <+bridge> [ddnet] how so 01:05 <+bridge> [ddnet] how do u see exactly 2/3 lol 01:05 <+bridge> [ddnet] easy enough to tell things like 1/2 or 2/3 01:05 <+bridge> [ddnet] by eye 01:06 <+bridge> [ddnet] its not a genetic benefit that humans can find exactly 2/3 of a bar 01:06 <+bridge> [ddnet] well it adds a new layer of skill to the game :justatest: 01:06 <+bridge> [ddnet] im not saying it would be a huge improvement over eyeing it, just saying itd be an improvenent over the stars for speedrubnera probably 01:07 <+bridge> [ddnet] you don't even need to know exactly 2/3 or so 01:07 <+bridge> [ddnet] you'll just see if there is more or less left than you want 01:10 <+bridge> [ddnet] not 01:10 <+bridge> [ddnet] well u dont even speedrun neither do i really so should ask someone who does 01:10 <+bridge> [ddnet] can't you just edit freezebar texture to add ticks? 01:11 <+bridge> [ddnet] actually I think stars don't show you the freeze cycle at all 01:11 <+bridge> [ddnet] the middle part is 1 long quad so no 01:11 <+bridge> [ddnet] oh 01:11 <+bridge> [ddnet] yeah I guess it's animated 01:12 <+bridge> [ddnet] i think they emanate every freeze reset 01:12 <+bridge> [ddnet] yeah but when you leave freeze it's always 2 I think? 01:13 <+bridge> [ddnet] huh 01:13 <+bridge> [ddnet] u have ti leave freeze between 3 stars and 2 stars to not reset 01:14 <+bridge> [ddnet] after you leave freeze u never get 3 ticks 01:14 <+bridge> [ddnet] if u leave at "2.5" stars youll have 2.5 sec of freeze but if u leave at 2.98 or 2.02 youll essentially get 3 or 2 second 01:15 <+bridge> [ddnet] yeah but in both cases you get 2 more ticks 01:15 <+bridge> [ddnet] it's just about where exactly you are between 2 and 3 01:16 <+bridge> [ddnet] yea 01:16 <+bridge> [ddnet] i mean u still have to guesstimate the 1 second for stars 01:16 <+bridge> [ddnet] but atm its the same with the bar 01:16 <+bridge> [ddnet] i was saying the tickmarks would be a technical improvement 01:17 <+bridge> [ddnet] you can essentially imagine the tickmarks after a while tho 01:17 <+bridge> [ddnet] and to less technical players this would be useless so just bloat 01:18 <+bridge> [ddnet] so it's still more precise than stars how it is now 01:19 <+bridge> [ddnet] bar look cooler but skin when 01:19 <+bridge> [ddnet] easy to skin stars 01:19 <+bridge> [ddnet] forgor how big it was but 1 or 2 pixel from top and bottom of bar shoukdnt be too bad 01:19 <+bridge> [ddnet] wait yea how is the bar graphic generated 01:20 <+bridge> [ddnet] would be a lot nicer if it was just 2 overlays, one for border and one for the fluid rendered under 01:20 <+bridge> [ddnet] there are 2 end caps and the middle part is stretched 01:20 <+bridge> [ddnet] right now it seems hack for no reason 01:20 <+bridge> [ddnet] hacky* 01:21 <+bridge> [ddnet] 0.7 does it like that as well but the end caps just disappear fully xD 01:21 <+bridge> [ddnet] #5558 already got the transparency thing done, it should get in soon 01:21 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/5558 01:22 <+bridge> [ddnet] why copy 0.7 tho :< 01:23 <+bridge> [ddnet] and great now add opacity for every weapon and hud element lmao 01:23 <+bridge> [ddnet] now that ur at it 01:24 <+bridge> [ddnet] I'm also looking for a nice way to add that for the people that want even more details 01:24 <+bridge> [ddnet] add opacity for louis 01:24 <+bridge> [ddnet] so i can remove louis 01:24 <+bridge> [ddnet] I demand opacity setting for nameplates and strong/weak and direction arrows 01:24 <+bridge> [ddnet] i think uhh 01:25 <+bridge> [ddnet] this 01:25 <+bridge> [ddnet] would make everything w lot easier 01:25 <+bridge> [ddnet] for everyone 01:25 <+bridge> [ddnet] fluid 01:25 <+bridge> [ddnet] ? 01:25 <+bridge> [ddnet] blue stuff 01:25 <+bridge> [ddnet] just edit image 01:25 <+bridge> [ddnet] should be easier in code, easier for artists to make custom ones 01:25 <+bridge> [ddnet] :poggers: 01:25 <+bridge> [ddnet] everything except nameplates can be edited in the assets 01:25 <+bridge> [ddnet] so can the freeze bar 01:26 <+bridge> [ddnet] i canr beleieve this guy is the skin leafer anf he dont know edit imagr 01:27 <+bridge> [ddnet] sorry, you don't have an angry mob of people behind your demand 01:27 <+bridge> [ddnet] The freeze bar should have different treatment I think, it's more important, and there are already customization options for the elements you mentioned. 01:28 <+bridge> [ddnet] > would be a lot nicer if it was just 2 overlays, one for border and one for the fluid rendered under 01:28 <+bridge> [ddnet] if we are changing features is this possible 01:28 <+bridge> [ddnet] 😠 01:28 <+bridge> [ddnet] i mean i need someone to back me up on that 01:28 <+bridge> [ddnet] i think for sure it will be much better for asset creators 01:29 <+bridge> [ddnet] Transparent nametags would be cool tho. 01:29 <+bridge> [ddnet] and in code all u habe to do is like 01:29 <+bridge> [ddnet] renderTop() 01:29 <+bridge> [ddnet] renderBottom() 01:29 <+bridge> [ddnet] [ render less every tick or smth idk ] 01:30 <+bridge> [ddnet] hm, how is it easier? 01:30 <+bridge> [ddnet] for the current one dont you have to grab a small quad and stretch it out 01:30 <+bridge> [ddnet] then render 2 caps 01:30 <+bridge> [ddnet] with an overlay and the fluid bottom, its a lot simpler 01:30 <+bridge> [ddnet] and a lot easier for gfx designers 01:31 <+bridge> [ddnet] with the current way it doesnt seem possivle to customize the middle of the freezebar 01:31 <+bridge> [ddnet] Oh, yep that is indeed not possible 01:31 <+bridge> [ddnet] additionally, with the overlap method, you can make tickmarks in your asset manually for anyone who wants it 01:31 <+bridge> [ddnet] just add ticks to the top image with an image editor 01:31 <+bridge> [ddnet] You can't make tickmarks like that, freeze time is not constant 01:32 <+bridge> [ddnet] oh true 01:32 <+bridge> [ddnet] hm 01:32 <+bridge> [ddnet] i guess 99% its 3 seconds but for some maps i guess not 01:32 <+bridge> [ddnet] Aight, I have a plan... We remake ddrace... 01:32 <+bridge> [ddnet] also if you have auto rendered ticks you might have a completely white bar on that awayza map lmao 01:33 <+bridge> [ddnet] yes ticks bad idea 01:33 <+bridge> [ddnet] we must appease the old guard, old guard wants ticks 01:33 <+bridge> [ddnet] if we get the pro players to defect to our faction we can get even more changes in 01:34 <+bridge> [ddnet] Taking a page out of Neville Chamberlain's book 01:35 <+bridge> [ddnet] ticks won't work with ridiculous freeze times and also they'll be a nightmare for customizing the bar 01:35 <+bridge> [ddnet] i think oldheads would only need 3sec ticks so you should adopt the louis method 🥺 🥺 01:36 <+bridge> [ddnet] (I imagine the ddnet way would be to hard-code the ticks as quads and not an asset that you can edit) 01:36 <+bridge> [ddnet] I'll let @c0d3d3v think about that one, I don't think he'd want to mess with the rendering 01:36 <+bridge> [ddnet] I was imagining subtle red/white couple px thick lines 01:37 <+bridge> [ddnet] if this is actually gonna be a thing then please use something from the image where the height of it can be matched to the bar 01:38 <+bridge> [ddnet] Oh yeah the height of the bar isn't constant 01:38 <+bridge> [ddnet] huh 01:38 <+bridge> [ddnet] ye also please no red xD 01:38 <+bridge> [ddnet] Okay, new plan, no ticks, so very annoying 01:38 <+bridge> [ddnet] :> 01:38 <+bridge> [ddnet] yeah i wouldnt auto render ticks 01:38 <+bridge> [ddnet] just make it easy to add in custom gameskins 01:39 <+bridge> [ddnet] You should talk to @c0d3d3v when he is here, I'm not messing around with the way they ended up rendering the bar 01:39 <+bridge> [ddnet] The risk of lyme disease isn't worth it anyways :troll: 01:39 <+bridge> [ddnet] I think eventually some pro player will come out with a skin for it that everyone will use because it makes edgehooks easier and everyone stops crying at the default one 01:40 <+bridge> [ddnet] I'll see myself out 01:41 <+bridge> [ddnet] excuse the poor drawing cus im on a phone but like 01:41 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995474718691967077/Screenshot_20220709-174043.png 01:41 <+bridge> [ddnet] customizing it to stuff like that would be dope 01:41 <+bridge> [ddnet] Ñ 01:41 <+bridge> [ddnet] wtf 01:41 <+bridge> [ddnet] Yeah I guess that's not possible the way it's done right now 01:42 <+bridge> [ddnet] The advantage of this current way is that it takes very little space in the hud.png 01:42 <+bridge> [ddnet] I guess the bars could be something like this if there is enough demand for editing it 01:42 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995475151758037012/unknown.png 01:43 <+bridge> [ddnet] then it can be asymmetric and stuff 01:43 <+bridge> [ddnet] One issue is these things aren't stretchable 01:43 <+bridge> [ddnet] wait i forgor what's the current one look like 01:43 <+bridge> [ddnet] ingame 01:43 <+bridge> [ddnet] for now we went with the way that was easier to code 01:43 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995475425297977445/unknown.png 01:43 <+bridge> [ddnet] the current seems harder to code xd 01:44 <+bridge> [ddnet] The current bars can be stretched forever, but if it's asymmetric in the x direction it just can't be stretched at all 01:44 <+bridge> [ddnet] wait how is it 2 colors? 01:44 <+bridge> [ddnet] separate middle sections is more complex 01:44 <+bridge> [ddnet] ninja timer 01:44 <+bridge> [ddnet] the current way, the middle quad can just get squashed over time 01:44 <+bridge> [ddnet] doesnt require cutting and stretching tho 01:45 <+bridge> [ddnet] i thought it had to do with masking 01:46 <+bridge> [ddnet] not sure if it uses clipping or anything like that 01:46 <+bridge> [ddnet] it may just be clever maths to make the quad narrower while the texture stays in place 01:48 <+bridge> [ddnet] I think clipping would be specific to each renderer 01:49 <+bridge> [ddnet] how are the ends treated then? 01:49 <+bridge> [ddnet] https://github.com/ddnet/ddnet/blob/master/src/game/client/components/freezebars.cpp It's not a horribly long piece of code if you want to take a look 01:50 <+bridge> [ddnet] permalink: https://github.com/ddnet/ddnet/blob/444603faf63df2e3dec5ff20a469ab8565d02028/src/game/client/components/freezebars.cpp 01:52 <+bridge> [ddnet] I'm not a huge fan of how it looks like, but it is readable 😛 01:59 <+bridge> [ddnet] https://github.com/teeworlds/teeworlds/blob/26d24ec061d44e6084b2d77a9b8a0a48e354eba6/src/game/client/components/hud.cpp#L641 0.7 one is much more concise, atleast imo 02:00 <+bridge> [ddnet] it also doesn't work correctly 02:01 <+bridge> [ddnet] the end pieces just disappear instead of getting clipped 02:01 <+bridge> [ddnet] don't they use tiny end pieces so that's not very obvious? 02:02 <+bridge> [ddnet] it's quite obvious once you see it 02:02 <+bridge> [ddnet] they just disappear xD 02:02 <+bridge> [ddnet] also from what I can tell this is the case 02:07 <+bridge> [ddnet] We really need better documentation for the graphics functions 02:07 <+bridge> [ddnet] We really need better documentation for everything actually 😄 02:20 <+bridge> [ddnet] if you draw a pattern on the bar it becomes way more obvious how it's rendered 02:20 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995484650774474803/bar.webm 02:23 <+bridge> [ddnet] OHHHH 05:36 <+bridge> [ddnet] there could be a third sprite that gets drawn over top 05:43 <+bridge> [ddnet] please, prioritize the api 05:43 <+bridge> [ddnet] getting to this took me 5 hours 05:43 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995535652496080916/unknown.png 05:44 <+bridge> [ddnet] (this, for who's curious, is me logging the last 10 map finishes for me aka Sans3108) 05:45 <+bridge> [ddnet] (this, for who's curious, is me logging the last 10 map finishes for me aka Sans3108 cuz i was trying to test a function that takes time.time and returns time.timeString) 05:46 <+bridge> [ddnet] probably should change the names of those but eh 05:52 <+bridge> [ddnet] wtf 500 moving parts 05:53 <+bridge> [ddnet] javascript :monkaS: 05:53 <+bridge> [ddnet] :GUN: 05:53 <+bridge> [ddnet] you were saying? 05:54 <+bridge> [ddnet] my whole idea was to make a better ddnet bot, and to do that i need some sorta way to interact with the api, so i decided to make a wrapper for it and publish it on npm :KEKW: 05:54 <+bridge> [ddnet] and it's hard 05:55 <+bridge> [ddnet] i woulda used any other lang if it wasnt for the fact i only know to do stuff in js and also discord.py is outdated 05:55 <+bridge> [ddnet] i woulda used any other lang if it wasnt for the fact i only know to do stuff in js and also discord.py is outdated/doesnt cover slash commands 06:00 <+bridge> [ddnet] my whole idea was to make a better ddnet bot, and to do that i need some sorta way to interact with the api, so i decided to make a wrapper for it and publish it on npm so i can use it in the bot :KEKW: 08:19 <+bridge> [ddnet] https://www.npmjs.com/package/ddnet 08:19 <+bridge> [ddnet] nowhere near done 08:20 <+bridge> [ddnet] player part of things is almost done, possibly with bugs (i tried to check everything) 08:40 <+bridge> [ddnet] Hey, what are the oldest existing solo r1 ranks? 08:41 <+bridge> [ddnet] Hey, what are the oldest current solo r1 ranks? 09:21 <+bridge> [ddnet] ah yeah u said that before, i remember, makes sense now 09:42 <+bridge> [ddnet] doesn't matter anyway. 09:42 <+bridge> [ddnet] Thinking about it for a bit I'd assume its 3 things that bottleneck in ddnet when zooming out far enough: 09:42 <+bridge> [ddnet] 1. instacing is like a loop, so requires a powerful singlethread (as said grouping vertices together improves it slightly, so I assume drivers are already pretty optimized for instancing) 09:42 <+bridge> [ddnet] 2. more load on the vertex shader. Even tho 2 quads next to each other instead of one big quad including both doesn't make a difference in fragment shader, it will create at least a small overhead in the vertex shader. So if you do it few thousands(or LOT more, more about that in 3.) it adds up to each other. 09:42 <+bridge> [ddnet] 3. if you have a 1920x1080 screen, and watch BIT3 fully(without borders) one layer is already 1400x3900 tiles. For simplicity 3900x1400. I mean kinda obvious what i want to say for you. we often draw multiple quads for a single pixel. 09:42 <+bridge> [ddnet] I assume 3. is indeed the main bottleneck in fact. The others might make the FPS fewer compared to taking your approach up to a certain zoom level, but its not like the vertex shader is totally slow, in the end you usually have less vertices than fragments. Except for 3. 😄 09:42 <+bridge> [ddnet] I looked in renderdoc and see the insanity of overlapping quads 09:42 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995595749234593792/unknown.png 09:42 <+bridge> [ddnet] 26 070 911 JUST for the top left border 09:42 <+bridge> [ddnet] my screen can only hold maximum of 3 686 400 pixels 09:43 <+bridge> [ddnet] impressive my GPU still renders it at 30fps xdd 09:43 <+bridge> [ddnet] that probs shows how optimized the rasterizer is for discarding overlapping pixels anyway 10:40 <+bridge> [ddnet] going to move here since it's topical 10:40 <+bridge> [ddnet] i think at max we should accept a value like 110 or 120 for ui_scale. anything above that is unreasonable to get right for smaller resolutions 10:40 <+bridge> [ddnet] what is the smallest resolution we actively support for UI? 10:41 <+bridge> [ddnet] its resolution independent 10:42 <+bridge> [ddnet] also if we want ui_scale, then to downscale 10:42 <+bridge> [ddnet] ddnet's ui is big af 10:42 <+bridge> [ddnet] huh 10:42 <+bridge> [ddnet] even with different aspect ratios? 10:42 <+bridge> [ddnet] i dont see how that's possible 10:43 <+bridge> [ddnet] height is always the same 10:43 <+bridge> [ddnet] so more width just gives more size left and right 10:43 <+bridge> [ddnet] on 1080 ui_scale 110 connect button overflows. it should adjust to the main browser column width 10:43 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995611178615185468/unknown.png 10:43 <+bridge> [ddnet] but doesnt make the text bigger or smth 10:43 <+bridge> [ddnet] it is also disjointed with the y-position of the Refresh button 10:43 <+bridge> [ddnet] is this always the case? 10:44 <+bridge> [ddnet] oh yes it is, because of the text 10:44 <+bridge> [ddnet] no its not the case, also ui_scale is gone isnt it? 10:44 <+bridge> [ddnet] there's additional space above here to fit it so it is inline 10:44 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995611469070729296/unknown.png 10:44 <+bridge> [ddnet] this is agnostic of ui_scale 10:45 <+bridge> [ddnet] can you show me a picture of your windows explorer? 10:45 <+bridge> [ddnet] this has nothing to do with ui_scale btw xd 10:45 <+bridge> [ddnet] windows explorer? 10:45 <+bridge> [ddnet] file explorer 10:46 <+bridge> [ddnet] deen asked me to try to fix it if i still want it and that a PR could be accepte 10:46 <+bridge> [ddnet] deen asked me to try to fix it if i still want it and that a PR could be accepted 10:46 <+bridge> [ddnet] i am currently on 16.1 to test 10:46 <+bridge> [ddnet] yeah but honestly, our UI will break regardless 10:46 <+bridge> [ddnet] even 5:4 is often already a problem 10:46 <+bridge> [ddnet] is this a pain point because of the lack of a flex system? 10:46 <+bridge> [ddnet] can we just create a separate issue for this? 10:46 <+bridge> [ddnet] why do we need it bigger? 10:46 <+bridge> [ddnet] i bet your file explorer is much smaller scale 10:47 <+bridge> [ddnet] and return ui_scale when it can adopt itself to that 10:47 <+bridge> [ddnet] i am still not sure what you mean by file explorer 10:47 <+bridge> [ddnet] game browser? 10:47 <+bridge> [ddnet] I have some guess about how the UI works in this game 10:47 <+bridge> [ddnet] flex system will create many additional rows where you dont expect it or if you dont wrap rows, it will scale the ui elements and thus making the text smaller again 10:47 <+bridge> [ddnet] correct me if I'm wrong 10:47 <+bridge> [ddnet] its a loose loose situation xD 10:47 <+bridge> [ddnet] I used to do UI dev with tkinter 10:48 <+bridge> [ddnet] and there was a component system called place that used coordinates 10:48 <+bridge> [ddnet] our ui is basically split this rect in half and put stuff 10:48 <+bridge> [ddnet] are we doing math based on the resolution and aspect ratio to "place" the components where they should be, relative to some distance 10:48 <+bridge> [ddnet] dont talk about fancy gui frameworks xd 10:49 <+bridge> [ddnet] i am making a comparison to try to see what it is it 10:49 <+bridge> [ddnet] i am making a comparison to try to see what it is like 10:49 <+bridge> [ddnet] no 10:49 <+bridge> [ddnet] yeah sounds all good and nice, but u forget one thing... nobody would start with an UI as big as DDNet's 10:49 <+bridge> [ddnet] im not advocating for this 10:49 <+bridge> [ddnet] that's what i am trying to say. downscale ok 10:49 <+bridge> [ddnet] 10:49 <+bridge> [ddnet] but upscale its already mobile friendly af, bcs everything is so huge 10:50 <+bridge> [ddnet] it can still be upscaled as ive explained 10:50 <+bridge> [ddnet] components need to react to these adjustments 10:50 <+bridge> [ddnet] for example, the one issue i cited 10:50 <+bridge> [ddnet] the skins list 10:50 <+bridge> [ddnet] it overflows into the button row below, with the search bar 10:50 <+bridge> [ddnet] yes, but i talk more about navigations 10:50 <+bridge> [ddnet] that will break 10:50 <+bridge> [ddnet] it can ofc be adjusted so the skins list is less high 10:51 <+bridge> [ddnet] what navigation? the browser? 10:51 <+bridge> [ddnet] the menu 10:51 <+bridge> [ddnet] nav 10:51 <+bridge> [ddnet] the main menu? 10:52 <+bridge> [ddnet] open your client in 5:4 and u'll see there are lots of places where its already lacking space 10:52 <+bridge> [ddnet] the nav in the server browser 10:52 <+bridge> [ddnet] i would like to consider areas in 5:4 with default ui_scale to be separate concerns than fixing ui_scale lol 10:52 <+bridge> [ddnet] i like this magic 10:52 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995613559159529512/unknown.png 10:53 <+bridge> [ddnet] u either wrap it by rows 10:53 <+bridge> [ddnet] okay so browser ui_scale lol 10:53 <+bridge> [ddnet] ur downscale, and loose either text or also downscale text 10:53 <+bridge> [ddnet] what magic? 10:53 <+bridge> [ddnet] here is 1080 again but at 120 10:53 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995613824684146728/unknown.png 10:53 <+bridge> [ddnet] same issue, also friends is now clipping 10:54 <+bridge> [ddnet] the tabs are not an issue 10:54 <+bridge> [ddnet] the auto size thing xD 10:54 <+bridge> [ddnet] i will try a smaller resolution but ryo said it was not resolution dependant 10:54 <+bridge> [ddnet] ok i dont get what the PR has to do with auto sizing, am i missing smth? xD 10:54 <+bridge> [ddnet] with template it can pass the size of the dst array 10:55 <+bridge> [ddnet] so u dont need to put sizeof 10:55 <+bridge> [ddnet] ah yeah 10:55 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995614140871741460/unknown.png 10:55 <+bridge> [ddnet] not really new to me 😄 10:55 <+bridge> [ddnet] but it is to tw xd 10:56 <+bridge> [ddnet] the size of the elements aren't as i said 10:56 <+bridge> [ddnet] its just the space u have left and right 10:56 <+bridge> [ddnet] basically from your whole quad u split 10:56 <+bridge> [ddnet] i recommended that we cap an accepted value for ui_scale 10:56 <+bridge> [ddnet] up to 110 it's pretty reasonable 10:57 <+bridge> [ddnet] there are just some small fixes we would need to make 10:57 <+bridge> [ddnet] upscaling will break stuff xD 10:57 <+bridge> [ddnet] our UI is build for 5:4 worst case 10:57 <+bridge> [ddnet] we could go up to 120 with some more serious effort 10:57 <+bridge> [ddnet] if u upscale it will break stuff, that simple 10:57 <+bridge> [ddnet] i will test on 5:4 and tell you how we could fix it 10:57 <+bridge> [ddnet] why do u need ui_scale over 100 tho? 10:57 <+bridge> [ddnet] u havent told me yet 10:58 <+bridge> [ddnet] what application on your computer scales as big as teeworlds does 10:58 <+bridge> [ddnet] my IDE is like 5 times smaller 10:58 <+bridge> [ddnet] ui_scale in the first place (as im sure) was created for accessibility reasons 10:58 <+bridge> [ddnet] just because someone doesn't care now doesn't mean it's not useful 10:58 <+bridge> [ddnet] I am not great with a mouse, i like having large components if I can afford it 10:58 <+bridge> [ddnet] but who has so bad eyes, what are glasses made for then xD 10:58 <+bridge> [ddnet] my discord is set to 110 zoom 10:59 <+bridge> [ddnet] there is a zoom option that ships with all major browsers.... 10:59 <+bridge> [ddnet] yeah but its still smaller than ddnet i bet 10:59 <+bridge> [ddnet] im not arguing about how small or large ddnet already is 10:59 <+bridge> [ddnet] yeah and using it sometimes breaks websites 10:59 <+bridge> [ddnet] im just saying there was a feature and it existed and now it does not 10:59 <+bridge> [ddnet] if u scale it as much that its as big as ddnet especially 10:59 <+bridge> [ddnet] and it was removed because it was broken despite being fixable 10:59 <+bridge> [ddnet] having to restate this many times is exhausting 10:59 <+bridge> [ddnet] Its too costly to maintain, full of bugs, and a legacy of old times 10:59 <+bridge> [ddnet] i will again test on 5:4 11:00 <+bridge> [ddnet] also 5:4 is already very broken on 100 ui_scale 11:00 <+bridge> [ddnet] "fixable"... Well that depends on your defintion of fixable 11:00 <+bridge> [ddnet] And probably holds back devs implementing ui changes 11:00 <+bridge> [ddnet] why is this a concern about ui_scale then 11:00 <+bridge> [ddnet] i already find the 5:4 limit a problem 11:00 <+bridge> [ddnet] Ui is already hard enough to do 11:00 <+bridge> [ddnet] wastes so much space on 16:9 often 11:00 <+bridge> [ddnet] Too many things to consider 11:01 <+bridge> [ddnet] seems like you guys just want me to shut up. deen was the only one who responded and he said if i could come up with a list of fixes and try to fix them, a PR could be considered 11:01 <+bridge> [ddnet] this discourages me 11:01 <+bridge> [ddnet] Remove support for 5:4 too xZ 11:01 <+bridge> [ddnet] I told u ny reasons 11:01 <+bridge> [ddnet] how about you just make a second unrelated UI? 11:01 <+bridge> [ddnet] 11:01 <+bridge> [ddnet] mobile UI 11:01 <+bridge> [ddnet] thats what websites do too 11:01 <+bridge> [ddnet] simply bcs its not worth the effort 11:01 <+bridge> [ddnet] you just gave a bunch of reasons after i said i would try to come up with fixes for 11:02 <+bridge> [ddnet] this is 5:4 on ui_scale 100 11:02 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995616041944223774/unknown.png 11:02 <+bridge> [ddnet] you cannot fix code maintainability by adding back ui_scale since it spreads across all places 11:02 <+bridge> [ddnet] why is connect not aligned? 11:03 <+bridge> [ddnet] it is on latest client 11:03 <+bridge> [ddnet] it does not have this issue in 16:9 11:03 <+bridge> [ddnet] am i to believe that removing ui_scale changes ui grid on 100? 11:03 <+bridge> [ddnet] am i to believe that removing ui_scale changes ui grid even on 100? 11:04 <+bridge> [ddnet] im not sure how that makes sense to me 11:04 <+bridge> [ddnet] Otherwise the changelog is unclear 11:04 <+bridge> [ddnet] "Remove ui_scale" 11:05 <+bridge> [ddnet] there's another item here 11:05 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995616754191573053/unknown.png 11:05 <+bridge> [ddnet] i dunno what u talk about, but anyway, just dont give me an even worse experience on 16:9 xD 11:05 <+bridge> [ddnet] Prevent UI lockups 11:05 <+bridge> [ddnet] is this somehow related to what you are saying xD 11:05 <+bridge> [ddnet] our UI already looks shit and sucks code wise, dont make it even worse xD 11:05 <+bridge> [ddnet] with the connect button 11:05 <+bridge> [ddnet] doesnt make sense still 11:06 <+bridge> [ddnet] im responding to this 11:06 <+bridge> [ddnet] it's not aligned on 5:4 11:06 <+bridge> [ddnet] it is 11:06 <+bridge> [ddnet] wait 11:06 <+bridge> [ddnet] i test 11:06 <+bridge> [ddnet] in .1 it's not. on latest, it may be, but that doesnt make sense according to the changelog 11:06 <+bridge> [ddnet] there is no such "fix ui layout" item there 11:06 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995617103581294652/unknown.png 11:06 <+bridge> [ddnet] i havent checked the diff 11:06 <+bridge> [ddnet] i am not great at this 11:07 <+bridge> [ddnet] for me it is 11:07 <+bridge> [ddnet] i will test on .2 11:07 <+bridge> [ddnet] verbinden! 11:07 <+bridge> [ddnet] yeah i was translating german, and now i use client in german 11:07 <+bridge> [ddnet] bcs im gangsta 11:07 <+bridge> [ddnet] 11:07 <+bridge> [ddnet] "Karte spielen" xddd 11:07 <+bridge> [ddnet] XD 11:07 <+bridge> [ddnet] Denglish is best 11:07 <+bridge> [ddnet] mixing english where german sounds stupid 11:07 <+bridge> [ddnet] it's also aligned for 11:07 <+bridge> [ddnet] it's also aligned for me 11:08 <+bridge> [ddnet] what change caused this? 11:08 <+bridge> [ddnet] surely it was not something random 11:08 <+bridge> [ddnet] someone was already fixing ui 11:08 <+bridge> [ddnet] yeah dunno dude xD sometimes ppl complain about 5:4 being broken and then smth fixes it 11:08 <+bridge> [ddnet] 11:08 <+bridge> [ddnet] deen often plays 1:1 he'd probs notice breakages anyway 11:08 <+bridge> [ddnet] was existing UI changed in addition to the new UI? 11:08 <+bridge> [ddnet] is that what the first change is? 11:09 <+bridge> [ddnet] new UI? XD 11:09 <+bridge> [ddnet] HUD 11:09 <+bridge> [ddnet] sorry 11:09 <+bridge> [ddnet] LOL, how did we end up talking bout HUD now xD 11:09 <+bridge> [ddnet] sigh 11:10 <+bridge> [ddnet] u were talking about a HUD_scale the whole time or what? 11:10 <+bridge> [ddnet] no 11:10 <+bridge> [ddnet] i am trying to track down this discrepancy 11:10 <+bridge> [ddnet] there is nothing in the changelog that suggests this misalignment was targetted 11:10 <+bridge> [ddnet] ui_scale was removed --> all randomness gone 11:10 <+bridge> [ddnet] so again 11:10 <+bridge> [ddnet] my question is 11:11 <+bridge> [ddnet] dude i dunno why this single button is magically fixed 11:11 <+bridge> [ddnet] ui_scale 100 =/= ui_scale removed 11:11 <+bridge> [ddnet] but who cares 11:11 <+bridge> [ddnet] its completly unrelated to ui_scale then 11:11 <+bridge> [ddnet] how does removing ui_scale entirely related to how things looked on ui_scale 100? 11:11 <+bridge> [ddnet] should i believe they are different? 11:11 <+bridge> [ddnet] its one button xD 11:11 <+bridge> [ddnet] maybe someone simply fixed it 11:11 <+bridge> [ddnet] that's what im asking 11:12 <+bridge> [ddnet] someone was working the UI area or else ui_scale 100 does something specific from whatever was done to remove it 11:12 <+bridge> [ddnet] my impression was that removing ui_scale would make it act the same as if it were set to 100 11:12 <+bridge> [ddnet] yes 11:12 <+bridge> [ddnet] if that cannot be easily clarified then i forfeit 11:12 <+bridge> [ddnet] it does, have u restarted ur client? 11:12 <+bridge> [ddnet] after changing ui_scale? 11:12 <+bridge> [ddnet] one moment 11:12 <+bridge> [ddnet] the connect button for example is cached 11:13 <+bridge> [ddnet] most browser text too 11:13 <+bridge> [ddnet] if u want to have it automatically trigger a resize event 11:13 <+bridge> [ddnet] 11:13 <+bridge> [ddnet] bcs changing ui_scale is basically that 11:13 <+bridge> [ddnet] well im just observing a version (.1) with 100 ui_scale with a version (.2) without any concept of ui_scale 11:14 <+bridge> [ddnet] and checking 5:4 on each 11:14 <+bridge> [ddnet] and they have different behavior 11:14 <+bridge> [ddnet] i dunno dude xD 11:14 <+bridge> [ddnet] u talk about connect and refresh button 11:14 <+bridge> [ddnet] rest is 100% same isnt it? 11:14 <+bridge> [ddnet] then the answer is, someone fixed these buttons 11:14 <+bridge> [ddnet] not more, not less 11:15 <+bridge> [ddnet] i can take another look but im not sure, i dont even think that helps my case about proving the fix was not rly mentioned 11:16 <+bridge> [ddnet] if someone took the time to fix UI and it wasn't mentioned, could have easily made a handful of fixes for ui_scale and kept the damn thing 11:16 <+bridge> [ddnet] and since i cant figure that out im giving up 11:16 <+bridge> [ddnet] why does it matter if the fix is not mentioned 11:16 <+bridge> [ddnet] the changelog is mostly for important stuff 11:16 <+bridge> [ddnet] because the argument is that you would HAVE to fix it in order to keep it 11:16 <+bridge> [ddnet] someone WAS already fixing UI 11:16 <+bridge> [ddnet] omg 11:16 <+bridge> [ddnet] wtf xDDD 11:17 <+bridge> [ddnet] the argument is that ui_scale makes ui dev way harder 11:17 <+bridge> [ddnet] cuz its another thing to look out for 11:17 <+bridge> [ddnet] UI is changed pretty much once per week 11:17 <+bridge> [ddnet] cap ui_scale to 110 or 120, do current fixes for it 11:17 <+bridge> [ddnet] anything added should be flex anyway or we tackle issues on 5:4 and have a scrollable tab system idk 11:17 <+bridge> [ddnet] currently you gotta look for: "will a longer text break this", "how will it look on all other resolutions" "will ui_scale break this even more" + ui code being a mess 11:18 <+bridge> [ddnet] just for adding a button 11:18 <+bridge> [ddnet] i am not giving direct fixes here im just pointing out my philosophy 11:18 <+bridge> [ddnet] xd 11:18 <+bridge> [ddnet] is this also why freeze stars were removed? it breaks something existing? 11:18 <+bridge> [ddnet] just give us HTML + CSS renderer 11:18 <+bridge> [ddnet] then we dont need to talk about this anymore 11:18 <+bridge> [ddnet] i think they were changes 11:18 <+bridge> [ddnet] to make more sense to new players 11:19 <+bridge> [ddnet] they are now snowflakes and no sword 11:19 <+bridge> [ddnet] i think they were changed 11:19 <+bridge> [ddnet] is there honestly no such gdl ui framework for making it web-like 11:19 <+bridge> [ddnet] i find that hard to believe 11:19 <+bridge> [ddnet] we may be able 11:19 <+bridge> [ddnet] it might not be called gdl 11:19 <+bridge> [ddnet] to usee IMGUI 11:19 <+bridge> [ddnet] i am so tired im sorry 11:19 <+bridge> [ddnet] i wonder if it can be made to look teeish 11:19 <+bridge> [ddnet] there is, but it has the worst license i've ever seen 11:19 <+bridge> [ddnet] https://github.com/ocornut/imgui 11:19 <+bridge> [ddnet] this uses mit 11:20 <+bridge> [ddnet] https://github.com/ultralight-ux/ultralight 11:20 <+bridge> [ddnet] 11:20 <+bridge> [ddnet] ^ 11:20 <+bridge> [ddnet] i would rather use imgui than a html renderer xd 11:20 <+bridge> [ddnet] It's unrelated. UI lockup is bug where you can't use any buttons or other UI elements anymore. 11:20 <+bridge> [ddnet] lets face it html is ez, html is smth everyone used before 11:20 <+bridge> [ddnet] html renderers are highly optimized 11:21 <+bridge> [ddnet] @Not Keks probably if we limit ourselves to just html yeah 11:21 <+bridge> [ddnet] without js 11:21 <+bridge> [ddnet] XD 11:21 <+bridge> [ddnet] yes 11:21 <+bridge> [ddnet] that's ultralight, but the license sucks hard 11:21 <+bridge> [ddnet] xD thanks, looks interesting 11:21 <+bridge> [ddnet] thats 5head 11:21 <+bridge> [ddnet] :5Head: 11:22 <+bridge> [ddnet] the connect and refresh buttons are the only cached rects in the UI so it's likely that those were also broken in combination with ui_scale 11:23 <+bridge> [ddnet] the only ui_scale specific issues ive found were those buttons and the skins list 11:23 <+bridge> [ddnet] with 16:9* 11:23 <+bridge> [ddnet] thats exactly how I coded it 😄 first it stretched , then it clips. But to allow more customisation we should maybe only clip, so the customised stuff is not stretched. 11:24 <+bridge> [ddnet] and the "friends" button in the browser is cut off but only on 5:4 11:24 <+bridge> [ddnet] thats exactly how I coded it 😄 first it stretches , then it clips. But to allow more customisation we should maybe only clip, so the customised stuff is not stretched. 11:24 <+bridge> [ddnet] at either 110 or 120 scale cant remember 11:25 <+bridge> [ddnet] you could count the resolution list as another issue but i think that is intentional so they are guaranteed to be accessible 11:25 <+bridge> [ddnet] someone can correct me though 11:26 <+bridge> [ddnet] you could count the resolution list as another issue (in that they dont respond to ui_scale) but i think that is intentional so they are guaranteed to be accessible 11:27 <+bridge> [ddnet] If you want to fix ui_scale then start from the other "direction". Instead of trying to fix the mess that was the existing ui_scale everywhere, find *concrete* issues with the current UI and make well thought out changes to address those issues. 11:28 <+bridge> [ddnet] then this conversation is pointless as i suggested originally and im redirecting this topic to the idea that we need a better ui system as a whole 11:28 <+bridge> [ddnet] whew 11:28 <+bridge> [ddnet] what a ride 11:29 <+bridge> [ddnet] well, I'm not against a Java swing frontend :troll: 11:29 <+bridge> [ddnet] The only problem with this is that with the current approach we can have an arbitrarily long bar, with the other approach that's no longer the case 11:30 <+bridge> [ddnet] I'm against it :raise 11:31 <+bridge> [ddnet] Mobile discord strikes again. Thank god for electron 11:31 <+bridge> [ddnet] wow your mobile phone must have 200GB of RAM 11:31 <+bridge> [ddnet] good phone 11:31 <+bridge> [ddnet] this was nearly an hour ago... 11:33 <+bridge> [ddnet] For something like ui scale to be maintainable we'd need something like rem/em in css. A relative unit of size 11:33 <+bridge> [ddnet] i imagine placements are attempted this way 11:33 <+bridge> [ddnet] Currently we size a lot of things hust by pixels 11:34 <+bridge> [ddnet] can we say the same about widths of components? 11:34 <+bridge> [ddnet] Just* 11:34 <+bridge> [ddnet] if components are organized based on aspect ratio + resolution im not sure why widths couldn't also be done this way 11:35 <+bridge> [ddnet] i must be insane or something but it doesn't seem odd to me to resize the buttons / offset for smaller screens 11:35 <+bridge> [ddnet] As far as I remember, no. We split larger panels proportionally, but the elements inside them usually have set pixel sizes 11:35 <+bridge> [ddnet] yeah so that seems like a fix regardless of the existence of a ui_scale but ui_scale took the hit for it anyway 11:36 <+bridge> [ddnet] Well it is a fix, but it's a fix that requires a huge amount of work 11:36 <+bridge> [ddnet] it can be created as an issue 11:36 <+bridge> [ddnet] I mean I would just repeat, the small middle peace 11:36 <+bridge> [ddnet] i will put with big fireworks emojis 🎇 PLEASE BRING BACK UI_SCALE IF THIS IS COMPLETED THANK YOU 🎇 just to make sure i am not further undone by this "convenience" afforded by its original removal 11:37 <+bridge> [ddnet] https://tenor.com/view/no-bugs-bunny-nope-gif-14359850 11:37 <+bridge> [ddnet] sry i had 11:37 <+bridge> [ddnet] to 11:37 <+bridge> [ddnet] If you want to properly suport a whole range of ui scales you'll also need something akin to css breakpoints, to hide/move around stuff after a certain scale/resolution is hit 11:37 <+bridge> [ddnet] i am only thinking to cap ui_scale to 120 and fix all of the problems introduced with thaqt 11:37 <+bridge> [ddnet] i am only thinking to cap ui_scale to 120 and fix all of the problems introduced with that 11:38 <+bridge> [ddnet] yeah lets do ddnet mobile first design 11:38 <+bridge> [ddnet] @Learath2 can you send me the hud.png for experiments... 11:38 <+bridge> [ddnet] Like here if the refresh button became an icon after a certain scale, it'd look far better 11:38 <+bridge> [ddnet] The one I drew the pattern on? I already deleted it 11:38 <+bridge> [ddnet] 😦 11:39 <+bridge> [ddnet] But it was just a 45degree zigzag. You can make your own 11:39 <+bridge> [ddnet] I also made all the transparency white so I can check sizes and stuff 11:46 <+bridge> [ddnet] im 11:46 <+bridge> [ddnet] done 11:46 <+bridge> [ddnet] bye 11:47 <+bridge> [ddnet] yes i know it's not written in the client as 1.16.2 11:47 <+bridge> [ddnet] i changed it on web 11:48 <+bridge> [ddnet] Since https://github.com/ddnet/ddnet/pull/5032 automatic weapons can fire every tick instead of every 2. 11:48 <+bridge> [ddnet] here some random tries on fireball map https://streamable.com/10a6qi can also be seen on every fly map 11:48 <+bridge> [ddnet] 11:48 <+bridge> [ddnet] Do we want to add a limit to automatic weapons so they can only fire every second tick? to get the old behaviour back? 11:48 <+bridge> [ddnet] Since https://github.com/ddnet/ddnet/pull/5032 automatic weapons can fire every tick instead of every 2. 11:48 <+bridge> [ddnet] here some random tries on fireball map https://streamable.com/10a6qi (as comparision with 15.9.1) can also be seen on every fly map 11:48 <+bridge> [ddnet] 11:48 <+bridge> [ddnet] Do we want to add a limit to automatic weapons so they can only fire every second tick? to get the old behaviour back? 11:48 <+bridge> [ddnet] Since https://github.com/ddnet/ddnet/pull/5032 automatic weapons can fire every tick instead of every 2. 11:48 <+bridge> [ddnet] here some random tries on fireball map https://streamable.com/10a6qi (as comparison with 15.9.1) can also be seen on every fly map 11:48 <+bridge> [ddnet] 11:48 <+bridge> [ddnet] Do we want to add a limit to automatic weapons so they can only fire every second tick? to get the old behaviour back? 11:48 <+bridge> [ddnet] @Zwelf 11:50 <+bridge> [ddnet] I guess in the end we do not really want very long bars. Ravie would also like that the texture matches the size ingame, so I think in the end it would be better to have the outline seperate from the fill. and just make them in the texture so wide as I render it 11:51 <+bridge> [ddnet] We could also increase the reload timer on that map? 11:51 <+bridge> [ddnet] Should be easy enough to do if you choose to do it like that 11:52 <+bridge> [ddnet] yes. original I made it that way because we wanted to have a long ninja bar and used the same texture. ... but now there is no need to 12:00 <+bridge> [ddnet] This input was already possible before the patch by spamming +fire, e.g. by binding it to the mouse wheel. So making automatic weapons only shoot every second tick wouldn't disable speedrunners to shoot every. 12:02 <+bridge> [ddnet] Which fly maps do you mean? Like Justrocketfly? 12:02 <+bridge> [ddnet] Disclaimer, I did not debug if it really fires every tick. It just feels faster, I'm not totaly sure 12:02 <+bridge> [ddnet] every fly is the name 12:03 <+bridge> [ddnet] That sounds good to me 12:03 <+bridge> [ddnet] @skills ^ 12:03 <+bridge> [ddnet] teams should not be forced to do solos 12:03 <+bridge> [ddnet] or only once 12:03 <+bridge> [ddnet] ? 12:04 <+bridge> [ddnet] "just every fly" is the name 12:04 <+bridge> [ddnet] nothing related to the above discussion, just wanted to debate coz I think it's boring to redo solo everytime you fail a map 12:04 <+bridge> [ddnet] especially when you speedrun it 12:04 <+bridge> [ddnet] how would this be implemented? i dont see any practical way that doesn't affect ranks 12:05 <+bridge> [ddnet] I meant noob-filters 12:05 <+bridge> [ddnet] sry 12:05 <+bridge> [ddnet] much different than solos lol 12:05 <+bridge> [ddnet] Ah I thought you meant mid map solos too 12:05 <+bridge> [ddnet] would require map spec and noob-filter flag could likely be spoofed without proper auth 12:05 <+bridge> [ddnet] non-fix? 12:06 <+bridge> [ddnet] every map with a filter would need tagging in the map format 12:06 <+bridge> [ddnet] It'd require a special tp target to just before the noobblocker 12:06 <+bridge> [ddnet] and there may be edge cases where the filter moves cleanly into the map 12:06 <+bridge> [ddnet] either by speed or by force 12:07 <+bridge> [ddnet] I guess the map is also not a lot harder xD I can not do the first part easy also with the old inputs.... It is just a little different as before. And ranks that are made with such a bind are now possible without such a bind. 12:07 <+bridge> [ddnet] where it is not possible to create a destination such that it does not affect ranks 12:07 <+bridge> [ddnet] idk Fireball map feels so weird and it feels like inputdelay when shooting rn 12:07 <+bridge> [ddnet] wasn't there a report about input delay in latest? 12:07 <+bridge> [ddnet] + why even change it anyways not needed imo 12:08 <+bridge> [ddnet] it should not feel like delay... should feel more faster. since inputs get handled one tick earlier 12:09 <+bridge> [ddnet] idk this change also made all maps like this different u can do faster ranks 12:09 <+bridge> [ddnet] I tried it before it felt like input delay xd 12:09 <+bridge> [ddnet] ah there was a report but it was related to CPU/GPU 12:13 <+bridge> [ddnet] actually I think it is fine with the new input handling... Gives the advantage of fast inputs to everyone. And I think the map is also doable, at least there are a lot of finishes in last days on that map 12:14 <+bridge> [ddnet] actually I think it is fine with the new input handling... Gives the advantage of fast inputs to everyone. And I think the map is also doable, at least there are a lot of finishes in last days on that map (and I finished the first part after x tries wuhuu xD) 12:14 <+bridge> [ddnet] it's way more trashy to play imo 12:16 <+bridge> [ddnet] I will debug the automatic weapons, if they really fire faster then before... mabye it is only subjective feeling. 12:16 <+bridge> [ddnet] I will debug the automatic weapons later this evening, if they really fire faster then before... mabye it is only subjective feeling. 12:17 <+bridge> [ddnet] It does fire faster 100% sure we compared my Fireball demo vs other 12:18 <+bridge> [ddnet] do you think fast input handeling is generally more trashy ? 12:18 <+bridge> [ddnet] or only on teleport flys 12:18 <+bridge> [ddnet] Hm, from what I remember when I skimmed that PR. It shouldn't be any faster than back when you could bind the mousewheel 12:18 <+bridge> [ddnet] Hmm idk only tried on Fireball it feels shit 12:18 <+bridge> [ddnet] ok 12:19 <+bridge> [ddnet] then we can just increase the fire delay on that map 12:19 <+bridge> [ddnet] yes but yopu can just hold left click... as I did in my video 12:19 <+bridge> [ddnet] thats what most do 12:20 <+bridge> [ddnet] did you use a mouse wheele bind back in you old demo? 12:20 <+bridge> [ddnet] no 12:20 <+bridge> [ddnet] Its definitely a physics change, if you shoot faster now while holding. Never the less whether you could achieve the same behaviour before with tricks 12:22 <+bridge> [ddnet] That makes sense. Not quite sure how we'd reintroduce the behaviour though 12:22 <+bridge> [ddnet] Then probably go a step back for now? 12:27 <+bridge> [ddnet] It's a teehistorian change not sure of the consequences of a revert 12:28 <+bridge> [ddnet] @heinrich5991 and @Zwelf would know I guess 12:29 <+bridge> [ddnet] We saw you, Zwelf 12:29 <+bridge> [ddnet] Ye, looking back at the PR rn 12:43 <+bridge> [ddnet] Reverting that commit would make teehistorian files not reproducible again. They currently are AFAIK. While writing the PR I thought it would only make a change when the tee respawns. We now know it also changes the automatic weapon when holding fire (every second shot probably). 12:59 <+bridge> [ddnet] a special tile? 13:00 <+bridge> [ddnet] well that would therefore need to be taken in consideration during the mapping 13:00 <+bridge> [ddnet] and tbh I can't think of any maps like that? 13:02 <+bridge> [ddnet] every single map would have to be tagged with where to teleport the tee if they have done the noob filter just for this change 13:02 <+bridge> [ddnet] and this place may not be sensible for every map 13:10 <+bridge> [ddnet] no just a new spawn tile that mappers will put after solo 13:12 <+bridge> [ddnet] i suppose on a per-map basis this could be done 13:12 <+bridge> [ddnet] what maps in particular right now do you want it for? 13:12 <+bridge> [ddnet] firestone 13:19 <+bridge> [ddnet] You could allow players to set a "checkpoint" at any point before they touch start which can be teleported to after restarting 13:19 <+bridge> [ddnet] Might not work for all noob filters but probably many 13:20 <+bridge> [ddnet] Although imo doing the noob filter consistently is also part of the challenge but I can see how its annoying for speedrunning 13:21 <+bridge> [ddnet] nah it'd be too complicated 13:21 <+bridge> [ddnet] a new tile fits better 13:21 <+bridge> [ddnet] what? 13:21 <+bridge> [ddnet] A new tile and tagging every map is certainly more complicated? 13:21 <+bridge> [ddnet] i don't get why we'd need to tag every map tho 13:22 <+bridge> [ddnet] This might make it possible to get to unintended places if not done VERY carefully 13:22 <+bridge> [ddnet] it's literally just a condition on kill 13:22 <+bridge> [ddnet] Alternative, save tee state the tick before touch start and use that as the checkpoint 13:23 <+bridge> [ddnet] oh 13:23 <+bridge> [ddnet] this would interesting 13:23 <+bridge> [ddnet] tho could be broken 13:23 <+bridge> [ddnet] There are some start setups better than others 13:23 <+bridge> [ddnet] That doubles the state that is kept for any player 13:23 <+bridge> [ddnet] and it's sometimes way too hard to react 13:24 <+bridge> [ddnet] well you are doubling the state for the first way too right? 13:24 <+bridge> [ddnet] Which is actually quadrupled since we keep a rescue state :D 13:24 <+bridge> [ddnet] Well I say the only good way to do this would be letting mappers add a tp target tile 13:25 <+bridge> [ddnet] and every respawn u get to check if the player passed the noobfilter checkpoint 13:25 <+bridge> [ddnet] Yeah but what if you collect weapon in noob filter 13:25 <+bridge> [ddnet] which may need to be a tile too 13:25 <+bridge> [ddnet] i see what u mean about firestone i guess 13:26 <+bridge> [ddnet] With a tile mappers would add a small tunnel where you grab everything you need before starting 13:26 <+bridge> [ddnet] Idk seems like a burden 13:26 <+bridge> [ddnet] true, but I guess this is something that needs to be checked during the mapping for the new maps ; and for the already released one it could be done if some ppl remake the map with the feature 13:27 <+bridge> [ddnet] With state saving magic there are many scary issues that can happen. 13:27 <+bridge> [ddnet] Atleast I wouldn't be very confident in it 13:27 <+bridge> [ddnet] ^ 13:28 <+bridge> [ddnet] how come we don't have a general robust save state for all features that use it? 13:28 <+bridge> [ddnet] Could rescue /save and swap all share? 13:28 <+bridge> [ddnet] That's what CSaveTee is supposed to be, but see how many bugs we get on even that 13:29 <+bridge> [ddnet] hmm 13:32 <+bridge> [ddnet] Idk I don't feel like the use case is strong enough to warrant adding a tile and modifying all maps 13:33 <+bridge> [ddnet] well it wouldn't be only one tile tho I think 13:33 <+bridge> [ddnet] prob 2 tiles 13:33 <+bridge> [ddnet] 1 for checkpoint 13:34 <+bridge> [ddnet] and 1 for the afterfilter-spawn 13:34 <+bridge> [ddnet] Can't you use start as the checkpoint? 13:34 <+bridge> [ddnet] nah 13:34 <+bridge> [ddnet] u'd just spawn mid air 13:35 <+bridge> [ddnet] I mean the start tile triggers the new spawn once you touch it 13:35 <+bridge> [ddnet] Oh that 13:35 <+bridge> [ddnet] yeah right it's better 13:36 <+bridge> [ddnet] also it should only be available to non-0 teams 13:36 <+bridge> [ddnet] 1-63 13:37 <+bridge> [ddnet] Though I already see some abuse problems with that 13:37 <+bridge> [ddnet] Though I already see some problems with that 13:38 <+bridge> [ddnet] as going in team, kill, then /team 0 13:40 <+bridge> [ddnet] Well if anyone wanna develop this, I'd be gratefl 🥲 13:40 <+bridge> [ddnet] Well if anyone wanna develop this, I'd be grateful 🥲 13:57 <+bridge> [ddnet] ^^ 14:23 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995666465380372561/isuckatsqlsodonttrustme.txt 17:10 <+bridge> [ddnet] cmake has a built-in FindRust package 17:10 <+bridge> [ddnet] color me surprised 17:11 <+bridge> [ddnet] ah nvm 17:11 <+bridge> [ddnet] I had a package that installed it 17:19 <+ChillerDragon> wow i got used to the new freeze way too fast! i just joined kog and the ninja with sword looks super weird haha 17:32 <+bridge> [ddnet] great, that was the hope 17:56 <+bridge> [ddnet] i still find ninja skin unfitting, looks unfinished ^^ 18:50 <+bridge> [ddnet] @c0d3d3v https://wiki.ddnet.org/wiki/Development 18:50 <+bridge> [ddnet] expand this 18:50 <+bridge> [ddnet] and mention everything 18:50 <+bridge> [ddnet] we already started it 18:52 <+bridge> [ddnet] Der Allman Style 😆 19:02 <+bridge> [ddnet] this space should be removed from the wiki 19:02 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/995736728616829070/unknown.png 19:17 <+bridge> [ddnet] u can do it 19:18 <+bridge> [ddnet] I don't have an account yet, though 19:19 <+bridge> [ddnet] do you guys use bool or int for 0|1 values? 19:19 <+bridge> [ddnet] Because it's not consistent in the code. I also see stuff like 19:19 <+bridge> [ddnet] int var = bool:func() 19:20 <+bridge> [ddnet] why would anybody use int for 0|1 values 19:20 <+bridge> [ddnet] c programmers 19:20 <+bridge> [ddnet] lots of ppl 19:21 <+bridge> [ddnet] :justatest: is godot that advanced 19:21 <+bridge> [ddnet] :justatest: is godot that advanced xd 19:22 <+bridge> [ddnet] u can register 19:22 <+bridge> [ddnet] without an email 19:22 <+bridge> [ddnet] yeah, I'll do 19:23 <+bridge> [ddnet] So, nobody cares if bool or int? 19:23 <+bridge> [ddnet] bool for new code 19:23 <+bridge> [ddnet] its just that c doesnt have bool 19:23 <+bridge> [ddnet] so old days 19:24 <+bridge> [ddnet] sql enters the chat 19:24 <+bridge> [ddnet] so is it possible to update all bool ints now? 19:25 <+bridge> [ddnet] if u want 19:25 <+bridge> [ddnet] everything is possible 19:25 <+bridge> [ddnet] but i cant think of a RegEx that can check if its used as a bool or normal int 19:30 <+bridge> [ddnet] there's `-Wint-in-bool-context` but its already enabled by `-Wall` and doesn't report anything 19:41 <+bridge> [ddnet] what else doesn't have? match function? 19:41 <+bridge> [ddnet] actually, nvm 19:46 <+bridge> [ddnet] I think only like c89 doesnt have bools :P 19:46 <+bridge> [ddnet] Stdbool has been around for a long long time 19:47 <+bridge> [ddnet] https://www.youtube.com/watch?v=k0qmkQGqpM8 19:49 <+bridge> [ddnet] no cap 20:00 <+ChillerDragon> lmao look wat i just found https://www.youtube.com/watch?v=u8VX3uJWTIU 20:00 <+ChillerDragon> @Ryozuki fake reveal 20:00 <+ChillerDragon> face* 20:03 <+bridge> [ddnet] is it planned that deep is going to be fixed soon? 20:03 <+bridge> [ddnet] who is that 20:03 <+bridge> [ddnet] ill just tell u something 20:03 <+bridge> [ddnet] im not bald 20:03 <+bridge> [ddnet] xd 20:20 <+bridge> [ddnet] whats broken? 20:21 <+bridge> [ddnet] the livefreeze deep, i press /r and everything is weird 20:21 <+bridge> [ddnet] but maybe its related to #5539 20:21 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/5539 20:23 <+bridge> [ddnet] also when u spec as live frozen deep, the eyes are normal 20:24 <+bridge> [ddnet] also livefreeze needs better visuals, really sucks 20:24 <+bridge> [ddnet] livefreeze deep 21:15 <+bridge> [ddnet] Well the texture is limited to the freezebar and people are gonna customize it. We dont need to make it longer or shorter since it would mess up the texture anyway. 21:16 <+bridge> [ddnet] The texture is limited to the freezebar and people are gonna customize it. We dont need to make it longer or shorter since it would mess up the texture anyway. 21:16 <+bridge> [ddnet] The texture is limited to the freezebar and people are gonna customize it anyway. We dont need to make it longer or shorter since it would mess up the texture anyway. 21:16 <+bridge> [ddnet] The texture is limited to the freezebar and people are gonna customize it. We dont need to make it longer or shorter since it would mess up the texture anyway. 21:19 <+bridge> [ddnet] The texture is limited to the freezebar and people are gonna customize it. We dont need to make it longer or shorter since both approaches would mess up the texture. 21:42 <+bridge> [ddnet] did you add a tick to.the freezebar? or am i just fantasising? 21:43 <+bridge> [ddnet] What do you all mean with a tick in regards of the freezebar? 21:44 <+bridge> [ddnet] You mean that it doesnt run smooth but jumps from 1 second to another? 21:45 <+bridge> [ddnet] i didnt catch the convo, is the rendering of the freezebar planning to be changed 21:45 <+bridge> [ddnet] like a clock not smooth 😅 21:45 <+bridge> [ddnet] maybe 21:45 <+bridge> [ddnet] aight 21:45 <+bridge> [ddnet] nah im just fantasizing, it looked like ir 21:46 <+bridge> [ddnet] it 21:48 <+bridge> [ddnet] Terry Davis is just too wise 21:48 <+bridge> [ddnet] https://www.youtube.com/watch?v=Raej8C2yIEc 21:51 <+bridge> [ddnet] True 22:21 <+bridge> [ddnet] rip terry