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ah thats convenient
anyways
KNOWN BUGS:
the displays will read I8 instead of - when the server first boots with the map, only visual
things will break if you go into a box without having waited for the dummy to reappear at tele 100
"echo" only has one "profile" due to the 255 tele/switch limit
"else" has to be inserted last otherwise it wont work properly
the "example code" in instructions.png has two "echo" functions
please do not play this map in t0
things will mess up badly if multiple people send tasks to the dummy
PERFORMANCE CONCERNS: i installed ddnet on a computer which could barely run the browser results are: -- 37fps avg on "braintee" -- 42fps avg on "Copy Love Box" -- 50fps avg on "Sunny Side Up" -- 30fps avg on "coverage" specs: --1.99ghz intel celeron cpu, cpu score 123 (compared to my desktop's 3200 or a modern cpu's 24000+) -- 2gb ddr3 ram -- integrated gpu
SHOWCASE/DEMONSTRATION/EXPLANATION: https://youtu.be/slXZWsC6JA4
okay i checked that and its literally just me forgetting what is what and using tele 248 instead of 218
This looks really cool
the name was inspired by the "brainfuck" programming language
even though its nothing like it
more known bugs:
"echo" defaults to 5 dots instead of 5 empty spaces
"else" no longer works properly after something false has been run
"while" does not work with echo
- fixed bot error
- fixed "I8" displays
- fixed "while" not working with "echo"
dont even have a start line
- properly fixed "while" not working with "echo" (somehow worked first try then never worked after that?)
turing complete ddnet incoming
70% confident i could make an entire game inside ddnet given enough switches and teles
- didnt fix "things will break if you go into a box without having waited for the dummy to reappear at tele 100" but instead made it impossible to do
- fixed "things will mess up badly if multiple people send tasks to the dummy" alongside it
- split instructions.png into 3 seperate images
- made the instructions and "facts" more readable
- echo will now default to 5 empty spaces instead of 5 .
- the displays now default to - instead of
i hope the bot will shut up about time cps now
- also fixed dummy going into the echo . and - selector when running the program without anything first time
added the time cps and start line into the start box
- made the server echo quick instructions when spawning/when entering the echo room
- fixed dummy not hitting finish tile when "if" isnt used in the code
- fixed "else" not working properly after something false has been run (i hope its fixed its a bandaid solution)
and for the remaining bugs that i know of
i cant add more echo profiles unless i magically obtain another 30 free teles and switches i need to find atleast 1 more tele for else to work proprely i will add a forced team thing before the map releases (testing in t0 is better)
i have no idea where that is youre not using entities
use same function and see yourself
okay 1. you tried to use two seperate echos even though that was one of the listed known bugs and 2. one of the known bugs is also the fact that else wont work properly if it isnt the last thing added
cool but i've just listed bug that i found, do with information anything you want
yeah thanks
that sounds sarcastic
i meant thanks for making me find this
moved the teles to the instructions room from far right to the left
forgot to account for quads and the border
- compressed instructions1/2/3.png for smaller filesize
- fixed 2>4 getting stuck
- switched out 25 speeders for 50 in some places
- added speeders to some places without them
- changed a single speeder from 50 to 5 as it was causing problems
- improved general reliability and accuracy of "if"
- internally put "echo" near first place in the selecting process (therefor faster selecting time)
- rewrote instructions1.png to hopefully be more clear
- 99% sure that ">" and "<" wont return "true" incorrectly
- minor quality of life update to switch 1 that stops you from doing anything if a dummy hasnt been inserted
yesterday night came up with solutions to fix "else" and "while", this morning i forgot what they were
even if i do remember what they were they involved total rewrites of those two functions, so no matter what theyre gonna take a long time
- rewrote "else"
i only tested
and
and it worked perfectly, not sure if the result will be the same for other scenarios
coolest thing i ever saw on ddnet
- "while" is more reliable now
- map is now team only
- better? start and finish placements
- added a display to "echo" ||BUT IM LITERALLY A SINGLE SWITCH AWAY FROM 100% COMPLETING||
known bugs: the last "screen" or "display" of echo cant display stuff properly due to a missing switch
- managed to find another switch and finished the display for echo
- changed some doors from 3 tiles to 6 tiles to appear more visually pleasing (check images)
- redid instructions completely
- fun facts are now in spawn instead of instructions
- made it possible to hook yourself out of the "start" and "dummy" boxes after getting stuck
- made the areas to select function/number bigger
- instructions are now behind the player
known bug: if you put "else" right after "if" and the result is true, things will break as "if" will try to run the next piece of code, but "else" wont run when the result is true, resulting in a kind of paradox nothing i can really do about that
i think there are no more issues except for a couple of obscure bugs related to running the code, not gonna update the map until more issues are found
- fixed program not starting after joining /team
- changed spawn
- added a youtube link below the main area
the youtube link: https://youtu.be/Wgi5qaO4xLk
the map is ready for release on my end, the only bugs left are those that are impossible to fix ||(if-else paradox, no echo profiles)||
i mean i think those are the only bugs left
- found and fixed? a bug where the dummy would be inside the stopper in the dummy box and not allow the code to start executing
- raised the spawn box by 1 tile to stop tees from pushing eachother into the start tile before having activated solo (happens when a team kills)
i am 99% sure that all bugs that can be fixed are fixed, waiting for tester evaluation
- the dummy box for some reason became unreliable, hopefully better now
hmm, looks like the test team is going to bring in a programmer tester
no need to, the map should be completely understandable after reading all the instructions and/ or watching the video
and the testing itself should be running every possible combinations to look for bugs
- made it harder to get your dummy stuck in teleport 89
Error log in the attached file
okay what the hell did i delete
fixed ?
- removed problematic "switch_open 30" in server settings
i think we will trust you to do that๐
fun maps esp smth like this might take too much effort to test
hahaha okay
ill test most of the possible cases then
but then someone has to check if any of my instructions are clear enough
bugs found: ~~switch 213 wouldnt deactivate properly internally one of the operations (< > =) was still chosen after finishing, fixed "while" with this "9=x" literally did nothing and just returned true~~ "else" isnt handled properly
tested cases:
echo
echo echo
echo echo echo
echo echo echo echo
echo echo echo echo echo
if 1=1
if 2=1
if 3=1
if 9=1
if 9=7
while 9=7
while 1>7
while 1<7
while 9=7 else echo -BUGGY!
- fixed stuff with else, "while 9=7 else echo" hopefully works now
- you now get a jetpack to navigate the map faster
- fixed player still having cp 28 after finishing
- a dragger from a seperate function was pulling the tee trough a corner, causing problems, fixed now
- made spawn (in entities) more clean
- fixed "if" accidentally becoming "while"
- executing "echo" is now faster
also tested some cases i forgot to document
- added "switch_open 146" to server settings
- changed placement of "turn off entities" in some spots
i believe on that version of the map either the dummy or the player got stuck, now with the updates the code will default to false
so i guess its fixed ?
- added stoppers to prevent whatever this is
from my testing all of the functions and numbers have been working reliably and every bug ive found has hopefully been fixed, waiting for other people to test so that i can make quality of life improvements (make instructions more understandable, better movement, etc)
and after that should be completely done assuming no bad bugs are found
This is so awesome!! Canโt wait to mess around with this xD
- updated instructionsMain.png to include images
map should be completely done, although i might redraw the images in instructionsMain.png tommorow
after that its ready for release
||(unless there are some really bad bugs related to running normal code, i wont fix obscure bugs related to code that looks like "while = 1 echo" or "echo if 1 > 2 echo")||
- the youtube link now gets pasted in chat, easier to copy
- updated InstructionsMain.png, changed the images in "functions explained" and "step by step" chapters
map didnt save properly
- compressed instructionsMain.png
- undid the "pillars" of draggers (check reply) as it just wasnt needed
- found a spare switch and made it so that the dummy gets returned to spawn after it hasnt recieved a number or operation for 5 sec
- you now get inf jumps
- copied the door design from the dummy box to the start box so it looks better
5 new versions since he said that
those were just quality of life improvements
the actual way how the map works hasnt been changed
- instructions now in spawn
- filled out map details in file > map details
looked over the map and theres nothing left to do, ive fixed everything i can and added as many features as possible
perhaps braintee evaluation as a birthday gift from ddnet ?
i guess not then
The lasers at the compiler don't seem to work for me, any idea why?
you mean visual or do you just pass trough them
They're all off: https://i.imgur.com/ajwDJQx.png
cant be possible
it happened to another person before ill try to search for it
Give it a try on our test servers, maybe you can replicate it there
found it
it worked on my client perfectly, not on his
For posteriority:
was the culprit.
- "disable /showall" text at spawn
Given that "echo" can only be used once, would it be possible to block its usage after it has already been added to the compiler?
I.e the first thing I tried was:
in that order, with output:
echo can be ran as many times as possible, its just that theres no way to change whats in the echo during runtime
this is the first "bug" listed
Ah ๐
technically there is if you mod the map to accept two dummies and keep switch 1 disabled
Comparison operator like
and
weren't possible I assume? ^^
seems to work ๐ฎ
i had to manually code in the values of every number
which basically means like if gate x and gate y are activated then return false if gate z and gate y are activated then return true
and that for every number combination
== is based on the same system as >= and <= except optimized since theres only one possible true case, everything else is false
My tee got stuck in this junction: https://i.imgur.com/0DycNLz.png
im gonna blame the game for this one because other numbers work fine
Possition glitch ?
and the numbers only activate switches for comparison
the tee gets stuck in the empty [-] spot
only solutions i can think of are 1. redesign the entire system so that tees cant get stuck in any stoppers or doors or 2. decrease the speed for specifically that spot
i think so yeah
because 7>1 echo without an empty spot works fine also
- the speed in that spot is now 8 instead of 10
Had another poke around and couldn't find any further issues. FWIW I reckon we can go ahead and release it as is, considering it's meant for the fun category, a few overlooked bugs here and there shouldn't be a big deal.
$ready
The map is now ready to be released!
Thanks for the map :) must've been quite a fun project to work on
well it was pretty much exactly like programming, and the devs here know how fun and painful it can be sometimes
ty for evaluation
btw if any mappers wish to add logic to their map and understand a bit of braintee, theyre free to copy or take inspiration
$optimize
your map has just been released, and you now have a 2-week grace period to identify and resolve any unnoticed bugs or skips. After these two weeks, only design and quality of life (QoL) fixes will be allowed, provided they don't impact the leaderboard rankings. Be aware that significant gameplay changes may impact and lead to the removal of ranks. Good luck with your map!
first released map, people have absolutely no idea how to play
As a Fun map everything checks out
well this map is too high iq
for ddnet players
except konsti
called braintee for a reason