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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-08-17 00:00:00Z and 2022-08-18 00:00:00Z
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no, why?
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Ah nevermind
01:04
Also is the Icons.otf file the most recent version of Font Awesome? (edited)
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addres...
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chillerdragon BOT 2022-08-17 05:25:25Z
Stonks crypto
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I'm just thinking out loud here: Do you think the demo button icons need a touch-up, or are they fine? I'm saying this because I'm in the process of merging both demo button images, and now's the chance to say anything. Personally, I think the key caps in the shortcut key are a bit small, but that's just me.
05:32
Ironically, this increases the file size of the buttons. It used to be 1.64 KB with two images, but merging them together makes it now 1.86 KB
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Bcs we ran zopfli over them. Now with libpng we can make all files much smaller even
05:38
I think we shouldbreplace them with icon font tho. Then the icons are consistent
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I mean, I ran it through an online optimizer, and brought it down to 860 kb, so that's better!
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Voxel
Also is the Icons.otf file the most recent version of Font Awesome? (edited)
No but u can always upgrade if u need to
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Jupstar ✪
I think we shouldbreplace them with icon font tho. Then the icons are consistent
Yeah, but the icon set doesn't have everything we need.
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Whats missing
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The last can simply be done by ovetlay 2 icons
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That's true. But there's no way we don't drastically change the look of the slice icons with the icons we have
05:41
Closest we have are these two
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Left to line
05:42
Or just bracket square
05:42
Right from line
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Jupstar ✪
Left to line
Those aren't in the free pack, I don't think
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Hm. Maybe we could ship an extra font for custom icons?
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I mean maybe, but then we'd have a ton more icons that won't be touched.
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maybe u can combine two icons somehow
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I mean that's going to be a definite for the shortcuts key
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Jupstar ✪
Or just bracket square
also theres no square brackets in the free pack lololololol
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Voxel
I'm just thinking out loud here: Do you think the demo button icons need a touch-up, or are they fine? I'm saying this because I'm in the process of merging both demo button images, and now's the chance to say anything. Personally, I think the key caps in the shortcut key are a bit small, but that's just me.
imo (and this is sort of unrelated feedback) but i didnt really know what the middle ones did and they're also pretty low contrast (edited)
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lynn
imo (and this is sort of unrelated feedback) but i didnt really know what the middle ones did and they're also pretty low contrast (edited)
they crop the demo
06:19
very useful thing
06:20
and actually recognizable if you trying to do everything with poke method xd
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gerdoe
they crop the demo
notice how she said didnt
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Voxel
notice how she said didnt
i see
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also good progress! i can now put a uh square where it needs to be
06:22
(Normal text works just fine! Now the hard part is.. finding the UTF-8 versions of each emote.)
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btw what do you want to do?
06:25
just uhm, put icons into separated font?
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gerdoe
btw what do you want to do?
I'm optimizing the program by now removing the need of two images (edited)
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by adding need of new font? :D
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It isn't new though
06:27
It's used here
06:28
will be glad to see new icons tbh
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gerdoe
they crop the demo
ye i know that now but i mean at first, didnt know what it did from the icon
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lynn
ye i know that now but i mean at first, didnt know what it did from the icon
it would be interesting to see self-explanatory icons of cropping actually
06:31
no clue how this should be done
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Only one way to find out: look through the font and find a good candidate.
06:32
Search all the icons, including the new Thin style, now available in Font Awesome 6.
06:33
Ignore all the brand icons, those aren't included.
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scissors + stripped line would be good xd
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font awesome sux if u don't know how to get it without having to be forced to create an account
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ReiTW
font awesome sux if u don't know how to get it without having to be forced to create an account
i literally just downloaded the newest version LMFAO
06:43
no account
06:44
anyways now the question is: How do I actually get the symbols? Example: \xEF\x95\xBD is U+f57d on font awesome (earth-americas) (edited)
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Voxel
i literally just downloaded the newest version LMFAO
ye I mean if u don't look properly they're like "create an acc", while some others will look at github
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ReiTW
ye I mean if u don't look properly they're like "create an acc", while some others will look at github
yeah that's true
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lol what's the font they're using
06:45
it's cool
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Voxel
anyways now the question is: How do I actually get the symbols? Example: \xEF\x95\xBD is U+f57d on font awesome (earth-americas) (edited)
the unicode for the stop symbol is U+23f9, but when i put it in as \x23\xF9 in c++, for some reason it only detects the first x23 part and renders a #
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does cpp handle unicode by default?
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I have no idea, I'm just trying to go with what I'm given with, which is copying the attributes from another file.
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Voxel
the unicode for the stop symbol is U+23f9, but when i put it in as \x23\xF9 in c++, for some reason it only detects the first x23 part and renders a #
U need to convert to utf8
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Voxel
the unicode for the stop symbol is U+23f9, but when i put it in as \x23\xF9 in c++, for some reason it only detects the first x23 part and renders a #
this is normal
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Jupstar ✪
U need to convert to utf8
Is there a good program online for me to do that?
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I used some online utf8 converter tool xd
07:07
First or second google entry
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#include <stdio.h> int main(void) { char symbol[] = { 0xe2, 0x8f, 0xb9, 0x00 }; printf("%s\n", symbol); }
07:08
@Voxel
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Jupstar ✪
I used some online utf8 converter tool xd
I found it!
07:09
Well, something that works accurately
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@Voxel and this works too for cpp #include <iostream> int main(void) { unsigned char symbol[] = { 0xe2, 0x8f, 0xb9, 0x00 }; std::cout << symbol << std::endl; }
07:12
just annoying, but ig people uses libs like libutf8
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Great progress so far!
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Finally replaced all the symbols! I had to do some compromises for some of the symbols, and I have yet to add in an overlay for these, but I think this is a solid PoC
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d35a674 Update Korean translations by CHaBek - cwh7435 f092f9e Merge #5747 - bors[bot]
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Wait, should I still keep in the demo_buttons image for the datasrc/seven folder, or is that not something to worry about?
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Voxel
Finally replaced all the symbols! I had to do some compromises for some of the symbols, and I have yet to add in an overlay for these, but I think this is a solid PoC
@deen Do you have anything to say about this? I removed the need for both the demo_buttons and demo_buttons2 png images, and took advantage of the Icons.otf file to replace them.
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If u done it already just pr it ^^
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One second
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Voxel
@deen Do you have anything to say about this? I removed the need for both the demo_buttons and demo_buttons2 png images, and took advantage of the Icons.otf file to replace them.
Looks nice to me
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Writing the PR form right now
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It felt like that it was very unoptimized to have two images for the demo buttons. Initially, I wanted to merge it into one image, but it was a much better choice to have it so that we use the Icons font file for the sprites instead. Turns out, considering how the typeface is rendered, it looks much smoother and crisper. The contrast between the squares and the symbols is much clearer alongside! Before the change: ![unknown](https://user-images.githubusercontent.com/95713843/185066728-45b...
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i forgot to remove some of the comments. i'll take care of that tommorow if the PR needs to be edited Done! (edited)
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41d602e Add 45 € donation by Loxyde - def-
feelsamazingman 1
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Rafael Fontenelle 2022-08-17 14:24:34Z
When "Run server" button is pressed in the main screen, what is ran? I have ddnet packaged in Arch, have server binary installed in /usr/bin/DDNet-Server but I receive "Server executable not found, can't run server". I don't know how to debug this. (edited)
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Yes, that should be run
14:40
I think I fixed it recently and it's not yet released
14:40
you can try if it works with version from git
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Rafael Fontenelle 2022-08-17 16:27:15Z
Ok, from git does work. Thanks.
16:30
Having a firewall that doesn't open the port for the ddnet server and running a server provides no in-game feedback to the user that the server is running but the port is blocked. Result is no LAN server available. Maybe add feedback to the user somehow? (edited)
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Rafael Fontenelle
Having a firewall that doesn't open the port for the ddnet server and running a server provides no in-game feedback to the user that the server is running but the port is blocked. Result is no LAN server available. Maybe add feedback to the user somehow? (edited)
that's an issue as it can be pretty much different per operating systems
17:14
on windows it should just ask you to accept it
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Rafael Fontenelle 2022-08-17 17:23:35Z
Right. Not saying it is trivial. 😆
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Great progress on the touched up demo player. However there are just two problems:
21:53
One of which is that, despite me setting the outline color of this to transparent, it's still visible. I think this will be an easy fix On the other note, the Close button doesn't accept unicode text for some reason. It always appears with a box.
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Voxel
Finally replaced all the symbols! I had to do some compromises for some of the symbols, and I have yet to add in an overlay for these, but I think this is a solid PoC
that's literally like 10 times better and it matches the font style
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Here's how the FontIcons are rendered currently
22:00
I might not be doing this right, since editing the outline color in the if statement doesn't affect the outline color. But does affect the actual character color.
22:05
Oh yea, fixed it so that curly brackets are now normal brackets
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Is there a reason why TextRender()->TextOutlineColor doesn't do anything in this scenario, yet TextRender()->TextColor does? I rearranged the code a tiny but to have the colors change to default before the first text is rendered, and at the end of the if statement.
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the clip/trim icons are a little hard to understand but everything else look good
➕ 1
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louis
the clip/trim icons are a little hard to understand but everything else look good
I wish there were better symbols for them <:(
22:57
If any of you guys want to help out, feel free to search though the free icons in here: https://fontawesome.com/search?m=free
Search all the icons, including the new Thin style, now available in Font Awesome 6.
22:57
keep in mind they have to be in the free section
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Also if we find enough files, do you think we can also replace file_icons.png with FontIcons?
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Suggested by Pulsar a few years ago, I finally had the motivation to do it. We can now duplicate any non-special layer (tiles, quads and sounds) thanks to a button just above the delete button. !image For each duplicated layers, all the necessary properties are duplicated, for example name, color, flags, etc. For a tile layer, all the placed tiles are copied. Same goes for a sou...
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Voxel
Is there a reason why TextRender()->TextOutlineColor doesn't do anything in this scenario, yet TextRender()->TextColor does? I rearranged the code a tiny but to have the colors change to default before the first text is rendered, and at the end of the if statement.
@Jupstar ✪ I was told you know a bit about this
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Voxel
keep in mind they have to be in the free section
can we not create character on our own and embed them in font icon file?
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I mean...
23:46
I never thought about that.
23:49
But if the font file needs updating again it would overwrite
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overwrite what?
23:54
creating character seems rather easy on linux with fontforge package
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Oh, you mean adding NEW characters? I thought you meant replacing already existing characters
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or replacing yeah
23:55
whatever works i guess
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Even then I don't think you can update a font file without replacing all the characters
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in both way, you still need to design the character and put it in font file 🙂
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Voxel
Even then I don't think you can update a font file without replacing all the characters
of course you can
23:57
I'm reading the license right now to see if you can do that
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i meant it technically, no idea about legal terms
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