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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.org/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 10/28/2023 12:00AM and 10/29/2023 12:00AM
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1. Option to move Ghost behind the Player Ghost is often Distracting for a lot of players, 2. Enable Ghost in demo
  • So u can compare if u did a good Run
12:00AM
Add a Button or just a marking in Demo Viewer to see when the "Last Finish" Starts and Ends in Replay Demo (cause thats what u want with save_replay) Secondary: Mark all Finishes in Auto Demo , so u dont skip it when u search it (because nowadayz u dont see the finish text anymore).
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HOLY FUCK thank you function overloading, you wasted a significant amount of my time
12:22AM
remember kids, ivec2(env_indices.y) is not the same as ivec2(env_indices.y, 0)
12:22AM
one will correctly index into a 1-d texture, the other not
12:22AM
🙃
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@TsFreddie @Jupstar ✪ @k2d222 The shader didn't turn out all that bad
1:04AM
(discord-friendly version)
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Fun game
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Patiga
@TsFreddie @Jupstar ✪ @k2d222 The shader didn't turn out all that bad
Implementing (parts of) teeworlds in Godot?
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did anyone change the font code recently
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Patiga
@TsFreddie @Jupstar ✪ @k2d222 The shader didn't turn out all that bad
now where's the screenshot 👀
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yea srsly
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Jupstar ✪
i used mesa3d-23.2.1-development-pack-mingw.7z from https://github.com/pal1000/mesa-dist-win/releases in powershell i typed: setx VK_ICD_FILENAMES lvp_icd.x86_64.json to set the software renderer as default
Jupstar ✪ 10/28/2023 7:37AM
@gerdoe ok git revert revert xdd if you use setx VK_ICD_FILENAMES .\\lvp_icd.x86_64.json in powershell it indeed works
7:37AM
@gerdoe then u have a working vulkan driver 😄
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Jupstar ✪ 10/28/2023 7:45AM
@gerdoe step by step for you (and so i dont forget xdd) 1. download https://github.com/pal1000/mesa-dist-win/releases/download/23.2.1/mesa3d-23.2.1-release-mingw.7z 2. from the x64 dir, unpack lvp_icd.x86_64.json and vulkan_lvp.dll into the root dir of the project (see image) 3. in powershell type: setx VK_ICD_FILENAMES .\\lvp_icd.x86_64.json 4. start (edited)
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morning
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Jupstar ✪ 10/28/2023 7:57AM
good morning
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Tater
what was the original game? I saw all the streamers playing the fruit game and thought about biggernouis but I assumed you copied something too
some random html ads platform filler game that happened to blow up.
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Patiga
@TsFreddie @Jupstar ✪ @k2d222 The shader didn't turn out all that bad
pro
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We should better support t0 runs without having to manually set a password on servers.
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k2d222
now where's the screenshot 👀
I swear its Godot
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Blade
Implementing (parts of) teeworlds in Godot?
yea :)
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when map editor in godot
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Cellegen
when map editor in godot
I considered implementing compatibility with the "Tiled" map editor https://www.mapeditor.org/, but envelopes would not be supported last time I checked
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envelopes are a different kind of difficult task
10:43AM
we have animation trees and stuff to make anything we want (color, position, conditions, etc)
10:43AM
but then it's very unsafe due to it running anything you give, even running different code (so nono on AnimationTree nodes) (edited)
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Patiga
I swear its Godot
Jupstar ✪ 10/28/2023 10:52AM
nais looks good already
heartw 1
10:52AM
any limitations in this format?
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the tilemap borders, still ^^
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Jupstar ✪ 10/28/2023 10:52AM
i c
10:52AM
btw do u plan to do something with this renderer? like do u plan to use godot physics or smth
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I plan to integrate it with Zwelf's TwGame, which provides gamestate
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Patiga
I swear its Godot
Jupstar ✪ 10/28/2023 10:54AM
which map is this btw?
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Jupstar ✪ 10/28/2023 10:54AM
ah lol true
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very niche map xd
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Jupstar ✪ 10/28/2023 10:55AM
the platform confused me
10:55AM
but it's actually in that map xd (edited)
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TwGame can already process teehistorian and demos (I think). I hope that Zwelf will support a server connection somehow in the future
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Jupstar ✪ 10/28/2023 10:56AM
but why godot is still the question
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to get something running I think ^^
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Jupstar ✪ 10/28/2023 10:58AM
like controls and stuff?
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It's kinda hard for me to make progress in twgpu, maybe if I come back to it now, I'd make progress more quickly
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Add easter, halloween and xmas to enum ETimeSeason and time_season function. This unifies the logic for detecting these events and seasons in one function. This allows adding support for special easter, halloween and xmas theme maps in the future. The localtime function is not used outside system.c anymore. The code for detecting easter is taken from upstream.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combin...
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it kinda just seemed like a fun project to do maybe
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Jupstar ✪ 10/28/2023 11:01AM
does the engine perform well?
11:01AM
got any benches?
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hm not yet, I'll take a look
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Patiga
hm not yet, I'll take a look
Jupstar ✪ 10/28/2023 11:02AM
i'd also be interested in startup time
11:02AM
when i hear godot i think of a monster engine u know xd
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big maps are horrible in terms of load times, because the tilemap format is drastically different
11:03AM
the engine itself
11:03AM
I'd have to try out a release build I guess
11:03AM
hm, right
11:03AM
only in release godot will the rust code run in release mode
11:03AM
so it might not be that bad after all
11:05AM
I'll do parallax zoom, and do the other stuff after
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@Ryozuki can i build linux-6.1.57-gentoo without changing it on eselect kernel?
11:42AM
changing eselect kernel doesnt do anything important
11:42AM
u can do it without care
11:42AM
what r u scared of
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breaking everything :cluess:
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u cant
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im very talanted at it
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because u dont boot from /usr/src/linux
11:43AM
its just the source
11:43AM
it is installed somewhere else
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e66fe2c Add event dates to time_season: easter, halloween, xmas - Robyt3 358c2c4 Merge pull request #7381 from Robyt3/Base-Seasons-Refactoring - def-
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@Patiga public project?
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not yet, will make it public tho
11:45AM
maybe simply today
11:46AM
it might just have given me enough motivation to continue with twgpu ^^
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Is it just the map loader so far or more?
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just map
11:47AM
you are welcome to extend it ^^
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I just might do that
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Patiga
just map
good morning
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good morning!
11:48AM
slept well?
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no
😂 1
11:48AM
kek
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Jupstar ✪ 10/28/2023 11:48AM
@Mr.Gh0s7 didnt u do like tw in 3d?
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and i wasted a whole day
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Patiga
maybe simply today
Ping or DM me when you've set up a repo, please
👍 1
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Jupstar ✪
@Mr.Gh0s7 didnt u do like tw in 3d?
yeah xD but it's not a public project cause it sucked. I hooked up to a normal client with fifos so it was really slow
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and i'm downloading that five nights of freddy's movie
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Mr.Gh0s7
yeah xD but it's not a public project cause it sucked. I hooked up to a normal client with fifos so it was really slow
Jupstar ✪ 10/28/2023 11:49AM
but was it also in godot?
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yeah
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non public project gang
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I'm waiting for Patiga's implementetion so I can borrow the networking :)
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Jupstar ✪ 10/28/2023 11:50AM
ez
11:50AM
but it sounds like patiga continues with twgpu
11:50AM
instead of godot
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why would a map viewer need networking
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Jupstar ✪
but it sounds like patiga continues with twgpu
I realized that I could do UI there as well using egui or smth
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TsFreddie
why would a map viewer need networking
To make it a server/client
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and I do like twgpu more still ^^
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but I also kinda wanna learn some Godot, maybe participate in some game jam sometime
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TsFreddie
why would a map viewer need networking
to make it a client :p
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oh
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Patiga
but I also kinda wanna learn some Godot, maybe participate in some game jam sometime
Godot is great. Use it daily on my job, highly recommended
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Blade
Godot is great. Use it daily on my job, highly recommended
oi exciting, where do you work?
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i mean it's c++, just embed ddnet in engine
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Patiga
oi exciting, where do you work?
Small game studio, remote work
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I'm so damn bad for getting game ideas, but Godot is really interesting. Have a friend who used to work with Unity & for what he does he was attracted by Godot also
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i honestly does not really like godot everytime i use it
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Blade
Small game studio, remote work
is the project public or can't you tell?
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TsFreddie
i honestly does not really like godot everytime i use it
Skill issue
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Patiga
is the project public or can't you tell?
Not yet
11:54AM
I did work on things like the Godot Modloader
11:55AM
And a collaboration addon that'll release later this year
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unity sucks and cooperation and proprietary and all that. but it's so much work to extend the editor in godot for team use compared to unity. although unreal isn't really good on the editor part as well but at least they have a whole suite of in-house ready-to-go solutions
11:55AM
godot still got a long way to go justatest
11:56AM
at least the engine modules aren't too difficult to work with
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I understand that extending some parts is hard, but the editor itself isn't one of them
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Jupstar ✪ 10/28/2023 11:56AM
ah lol
11:56AM
this is a different blade than the one i was thinking of
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Ah, you talking core engine
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ikr
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Jupstar ✪ 10/28/2023 11:56AM
was like, wtf since when is he dev
11:56AM
xD
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Jupstar ✪
this is a different blade than the one i was thinking of
Happens all the time
11:57AM
That's why on the official teeworlds server I renamed myself to "Blade."
11:57AM
Much more unique
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the other blade is still rocking the stolen avatar of mine (edited)
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Checks out
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oh lol blade isn't actually blade
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Jupstar ✪ 10/28/2023 11:58AM
@Blade hi, sry for ping
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I use irc mode so couldn't tell
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Fine, I'll add the dot here too 😭
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imagine discord taking away the identifier numbers to make this more confusing
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Jupstar ✪ 10/28/2023 11:59AM
imagine 2 blades are typing
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oh wait they did
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Jupstar ✪ 10/28/2023 11:59AM
confusion level > 9000
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I can't even nickname myself
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somehow i can
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You may have permission since you're moderator
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oh right
12:00PM
forgot about the moderator part
KEKW 1
12:01PM
i wasn't really moderating anything as you could imagine
12:01PM
kek
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Relatable
12:03PM
By the way @Patiga did you do the implementation as a GDExtension?
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yes, the map code is Rust
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not again
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the camera is Godot code though
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everyone is using the fancy code that I can't understand
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I swear to god
12:04PM
C++ is already hard enough
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i hate that I still can't learn rust
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@Blade you don't need to use Rust yourself though ^^ I just find it easiest
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isn't rust binding still experimental
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its community-maintained
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I'd rather just port the code from C++
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oh cool
12:06PM
still have that yellow part of the readme
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ah
The public API introduces breaking changes from time to time. Most of these are motivated by new features and improved ergonomics for existing ones. See also API stability in the book.
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also a huge issue of rust for me is just how slow it is to use cargo in china
12:08PM
not that npm is any better but i already know a few mirrors
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Looks like I'll stick to my TS server implemetation for now
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hi. my name is TS-Freddie
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TypeScript, Freddie, TypeScript.
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owo i do love typescript as well
12:09PM
i would take length to make sure everyone on my team at work knows typescript
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That's fair. I mean, it gives code safety at least. Not on runtime but eh
12:11PM
Can always use zod for that
12:11PM
(Or similar)
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Jupstar ✪ 10/28/2023 12:11PM
@Patiga is it ez to compile?
12:12PM
ur project i mean
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i'd imagine it would just compile like any other cargo packages
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Jupstar ✪ 10/28/2023 12:12PM
yeah but with godot deps
12:12PM
and godot has 200000 deps
12:12PM
and the deps have 20000 deps
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i think binding doesn't really need deps to compile
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Blade
That's fair. I mean, it gives code safety at least. Not on runtime but eh
Safety kek
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TsFreddie
i think binding doesn't really need deps to compile
Jupstar ✪ 10/28/2023 12:13PM
but how do i get godot? xd
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download it?
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Jupstar ✪
@Patiga is it ez to compile?
yup
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TsFreddie
download it?
Jupstar ✪ 10/28/2023 12:13PM
i didnt invent linux to use my browser
12:13PM
xd
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sure
12:14PM
scons . and wait for 10 minutes
12:14PM
done
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Jupstar ✪ 10/28/2023 12:14PM
xd
12:14PM
ez
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TsFreddie
scons . and wait for 10 minutes
People actually have to wait that long for Godot to compile?
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Jupstar ✪ 10/28/2023 12:14PM
@Patiga so you challenge me to my tw version nice
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i mean it wasn't that fast on my laptop
12:14PM
for the first compile
12:15PM
for the release build
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Compiles in less than 2 minutes for me... then again I have a 16 core cpu...
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TsFreddie
i mean it wasn't that fast on my laptop
Jupstar ✪ 10/28/2023 12:15PM
ok i have 16 cores
12:15PM
should be fast af
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TsFreddie
for the first compile
Ya
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I have 8c16t
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Jupstar ✪
@Patiga so you challenge me to my tw version nice
I'm on it 😎
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maybe it was old
12:15PM
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Jupstar ✪ 10/28/2023 12:16PM
@Robyt3 learn rust, we need to beat @Patiga and zwelf
⚔️ 1
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I still have to learn C++ properly, why do people go with rust now D:
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@Jupstar ✪ are you not in the rust gang yet
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Jupstar ✪ 10/28/2023 12:17PM
i am quite good in rust already i think
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i have no idea how you would learn C++ properly either
PainedJoy 1
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Jupstar ✪
@Robyt3 learn rust, we need to beat @Patiga and zwelf
wdym by 'we then
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Jupstar ✪ 10/28/2023 12:18PM
robyte and me vs patiga and zwelf
12:18PM
and robyte went afk right after you tagged them (edited)
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Jupstar ✪ 10/28/2023 12:19PM
he was like: shit here we go again
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speaking of c++
12:19PM
asked our new hires and interns about what they use as textbook for cs
12:20PM
apparently the chinese c++ textbook that teaches you UBs as facts and quiz you on those is still in use
12:20PM
kek
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Jupstar ✪ 10/28/2023 12:20PM
xDD
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never been in a chinese college but it's just funny that the old ass textbook is still around
12:21PM
maybe it's only because no one bothered to write a new one
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Anyone here has a minimal server implementation in any language that isn't rust? lol
12:22PM
I know there's a C# one
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ddnet's protocol code is technically in python
12:22PM
owo
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But that's only ddnet, right?
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it was like that since teeworlds
12:23PM
and it was just a code gen so i guess it is still c++
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Jupstar ✪ 10/28/2023 12:24PM
@Robyt3 when first team meeting 😬
12:25PM
i prefer to be in the winning team
12:25PM
since when did they had this search engine looking page
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I really just need a barebones implementation 😭
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TsFreddie
Click to see attachment 🖼️
Jupstar ✪ 10/28/2023 12:39PM
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epic
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wtf is that swap size?
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Jupstar ✪ 10/28/2023 12:45PM
believe it or not with 32 threads u can easily get over 32gb RAM usage while compiling 😄
12:46PM
and yeah i tried some ML
12:46PM
next pc has to have 256GB RAM to be future ready 😬
12:49PM
right i remember. i compiled the vulkan-validation-layers-git on arch and that actually went over 32GB RAM xd
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  • Make ghosts be rendered before players, as suggested in #7378
  • Remove redundant map check when loading ghosts, as it's already checked a few lines above.
  • Better description for cl_race_ghost_strict_map

Checklist

  • [x] 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...
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when was last update release
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Jupstar ✪ 10/28/2023 1:04PM
2023-09-23
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Yay poggers2
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MilkeeyCat
Yay poggers2
Jupstar ✪ 10/28/2023 1:10PM
gentoo can do
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@deen We should update the credits for the next release, we got quite a few new contributors
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Jupstar ✪
gentoo can do
Can do what
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Jupstar ✪ 10/28/2023 1:11PM
panic apparently
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Thanks God there is old version otherwise it would ve joeover
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gentoo can panic?
1:12PM
no wonder why ryozuki uses it
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Voxel
gentoo can panic?
Jupstar ✪ 10/28/2023 1:12PM
wowo didnt want to start the 3rd world war xdd
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theres only 1 place where i could do something wrong thonk
1:20PM
nop, its the same commands
1:20PM
whoopsie daisy
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As cl_showpred isn't shown in demos anymore after #7261. Before !image After !image

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or ...
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2ca8330 Render ghosts before players - furo321 e61ed1c Small fixes for cl_race_ghost_strict_map - furo321 25a776c Merge pull request #7382 from furo321/improve-ghosts-fixes - Robyt3
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d9beeaa Align kill messages properly in demos - furo321 110247f Merge pull request #7383 from furo321/align-killmessages - Robyt3
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MilkeeyCat
Yay poggers2
@Ryozuki u never had a similar problem? owo
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i had kernel panics in the past
2:57PM
not now tho
2:57PM
when i used arch
2:57PM
@MilkeeyCat r u using grub?
2:57PM
did u run the grub command after compiling and installing kernel
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Ryozuki
@MilkeeyCat r u using grub?
yep
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Ryozuki
did u run the grub command after compiling and installing kernel
i ran grub-mkconfig -o /boot/grub/grub.cfg
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is ur fstab correct
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eeehm
2:59PM
other kernels work
2:59PM
is it possible that its wrong?
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did u configure it wrong
2:59PM
when u configure the kernel urself u need to know to enable some things
2:59PM
for example did you enable ext4 support
2:59PM
if ur partition uses ext4
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i just yoinked .config i had in dist kernel
3:00PM
i though if it worked i can use that
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ok ur on ur own
3:01PM
u shouldnt use gentoo if u dont understand and do research by urself tbh
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@Patiga wth is wrong with this map you created for me at some point? it crashes the client when going ingame even on old client versions, somehow it tries to load way more sounds than exist in the map file
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Ryozuki
u shouldnt use gentoo if u dont understand and do research by urself tbh
i though maybe u had something similar and there's an easy way but sure ill be researching it myself
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MilkeeyCat
i though maybe u had something similar and there's an easy way but sure ill be researching it myself
no i havent had this because i know how to configure my kernel
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ok, thanks
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Somehow it works completely fine in the editor though
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basically like the antiping already is but only for the dummy, or leting us select what players get affected by the anitping. or since the client already has the dummy input you can just have it instantly on both perspectives without antiping so no toggleable setting but that might be a bit controversial but its an idea. thanks for reading this and i hope we have this ingame soon. (please im begging) have a good day fox
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Robyt3
@Patiga wth is wrong with this map you created for me at some point? it crashes the client when going ingame even on old client versions, somehow it tries to load way more sounds than exist in the map file
what was that map again? just a lot of embedded sounds?
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Yeah, in the editor I see 100 sounds
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I'll take a look
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In the console when going ingame I see 2023-10-28 16:56:20 T datafile: loading data. index=0 size=18 uncompressed=10 2023-10-28 16:56:20 I sound/opus: failed to open file. filename='mapres/bg_cloud1.opus' 2023-10-28 16:56:20 T datafile: loading data. index=0 size=18 uncompressed=10 2023-10-28 16:56:20 I sound/opus: failed to open file. filename='mapres/bg_cloud1.opus' 2023-10-28 16:56:20 T datafile: loading data. index=1 size=18 uncompressed=10 2023-10-28 16:56:20 I sound/opus: failed to open file. filename='mapres/bg_cloud2.opus' 2023-10-28 16:56:20 T datafile: loading data. index=3 size=22 uncompressed=14 2023-10-28 16:56:20 I sound/opus: failed to open file. filename='mapres/grass_doodads.opus' 2023-10-28 16:56:20 T datafile: loading data. index=4 size=19 uncompressed=11 2023-10-28 16:56:20 I sound/opus: failed to open file. filename='mapres/grass_main.opus' 2023-10-28 16:56:20 T datafile: loading data. index=5 size=18 uncompressed=10 2023-10-28 16:56:20 I sound/opus: failed to open file. filename='mapres/mountains.opus' 2023-10-28 16:56:20 T datafile: loading data. index=8 size=29716 uncompressed=30604 2023-10-28 16:56:20 I sound/opus: failed to decode sample 2023-10-28 16:56:20 E mapsounds: Failed to load map sound 107: failed to load name. 2023-10-28 16:56:20 E mapsounds: Failed to load map sound 108: failed to load name. 2023-10-28 16:56:20 E mapsounds: Failed to load map sound 109: failed to load name. 2023-10-28 16:56:20 E mapsounds: Failed to load map sound 110: failed to load name.
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@MilkeeyCat do u have a initramfs
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Looks like it tries to find more sound items in random regions of memory
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Ryozuki
@MilkeeyCat do u have a initramfs
forget it, ill fix it myself 🙂
3:04PM
thats the chad gentoo way
3:05PM
@MilkeeyCat btw i recommend u keep a usb with a live gentoo, so u can fix ur install in case u cant boot, u do the same when installing, u mount the filesystem and arch-chroot
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Robyt3
Looks like it tries to find more sound items in random regions of memory
the map itself seems totally fine to me, so I'm not sure
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The crash log is random each time, look like memory corruption monkaS
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have you checked if there is some hardcoded limit for sounds somewhere? the client also only allows 64 images before it shows random textures last time I tried it
3:10PM
kek
3:10PM
int m_aSounds[64];
3:11PM
welp, time to add another check in twmap I suppose ^^
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that explains why std::vector<CSourceQueueEntry> m_vSourceQueue; was getting corrupted
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Limit number of sounds being loaded in the client to 64, instead of writing sample indices out of bounds. Check if sound indices are out of bounds. It was only checked whether the sound index is -1 but no other bounds checking was performed. Check if image indices are out of bounds. It was not checked for all negative image indices, only -1 was considered. Add popup message in the editor when trying to add more than 64 sounds, same as for images.

Checklist

  • [X] Tested the c...
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Can anyone help me understand the data part of map files?
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..? I didn't ask to ask, I asked...
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Jupstar ✪ 10/28/2023 4:37PM
you asked to help for your following questions to be answered
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Do you have a specific question? A good starting point would be reading https://github.com/heinrich5991/libtw2/blob/master/doc/map.md and https://github.com/heinrich5991/libtw2/blob/master/doc/datafile.md and then ask about things that are not clear (edited)
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I'm just not sure how the data is split up
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chinese chatters have a old habbit of asking others "are you online?" before saying anything else
4:42PM
I hate those
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Blade
I'm just not sure how the data is split up
What do you mean with "split up"? Do you mean how it's layed out in the file?
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All data elements are written to the file on after the after
4:44PM
And the file positions are stored in the datafile header
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I have the item offsets and the data offsets but I'm not sure how they get me each data element
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If I ever forget about that link I am gonna write: "Hey I need help". kek
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I assume the data elements are from data_offset[n] to data_offset[n + 1] ?
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yeah, but map version 4 also stores the data sizes in the header (edited)
4:48PM
I can't really give you the details immediately either, I just read the reference implementation (i.e. datafile.cpp)
4:49PM
The indices are set up in CDataFileReader::Open
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So this should be correct buffer = data_buffer.slice(data_offsets[x], (data_offsets[x + 1] if x + 1 < data_offsets.size() - 1 else header.data_size))
4:50PM
Note that I'm implementing this in Godot
4:53PM
But when I try to compare the data element's size to the data_sizes I just get data_elements: [[216, 224, 223, 75, 106, 0, 0, 0, 15, 0, 0, 0, 0, 0, 0], [], [216, 224, 223, 75, 106, 0, 0, 0, 12, 0, 0, 0], [], [216, 224, 223, 75, 106, 0, 0, 0, 13, 0, 0, 0, 0], [], [216, 224, 223, 75, 106], [], [], [], [], [], [], [], [], [], [], []] data_sizes: [15, 4194304, 12, 4194304, 13, 5767168, 5, 152, 152, 2432, 152, 304, 36000, 40000, 40000, 40000, 40000, 40000]
4:53PM
wait
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So something's wrong somewhere
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you are reimplementing the map parsing in Godot now? wtf
4:54PM
is data_buffer the entire file, or the segment which contains the data items?
4:54PM
the data offsets are not absolute in the map file, they are relative to the start of their segment
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Segment, or at least it should be
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so the first data offset is always 0 iirc
4:55PM
ah right
4:55PM
zlib compression
4:55PM
data size is the uncompressed size
4:55PM
*decompressed
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I mean, should be data_element.append(buffer.decompress(data_sizes[x], 0))
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I don't know what all those variables and function parameters are, but it looks about right
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Blade
So this should be correct buffer = data_buffer.slice(data_offsets[x], (data_offsets[x + 1] if x + 1 < data_offsets.size() - 1 else header.data_size))
usually slice functions are exclude the last element, so maybe [x] instead of [x + 1], might ofc be different in godot
4:59PM
so now you are implementing the import process of maps in godot? ^^
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well firstly: gl, cool project
5:01PM
secondly: why? there happens to already be a relatively new implementation of that :p
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Yeah buts its in Rust
5:04PM
I want complete access to it
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I effectively transfered this project to Godot but getting stuck at roughly line 100 https://github.com/edg-l/teelib/blob/master/teelib/map/loader.py
A teeworlds library for python. Contribute to edg-l/teelib development by creating an account on GitHub.
5:05PM
Specifically the check at line 114
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Blade
I want complete access to it
what kind of access are you looking for? pretty much everything should be possible with it
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Doesn't really matter if it does, I always prefer native implementations
5:08PM
In my TS implementation I have exactly the same issue btw
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could you show your code?
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Which part?
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the whole code, or the part where you think that the error is
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var map_data : Array = [] for x in range(header.num_data): var buffer : PackedByteArray if data_offsets.size() < x: buffer = data_buffer.slice(data_offsets[x]) else: buffer = data_buffer.slice(data_offsets[x], (data_offsets[x + 1] if x + 1 < data_offsets.size() - 1 else header.data_size)) if version_header.version == 4: map_data.append(buffer.decompress(data_sizes[x], 1)) else: map_data.append(buffer) (edited)
5:12PM
Let me push it to github real quick
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what is this for? if data_offsets.size() < x: buffer = data_buffer.slice(data_offsets[x])
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Honestly, didn't think about it, just converted the python code KEKW
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the code until the assertion would be helpful
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Contribute to Blade67/TeeworldsGD development by creating an account on GitHub.
5:21PM
The file in question is in lib/map/Loader.gd
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why blade 67 feelsbadman could you add add at least 2
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hm, have you somehow verified that the code up until that point is working correctly?
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MilkeeyCat
why blade 67 feelsbadman could you add add at least 2
Postal code of the region I grew up
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Patiga
hm, have you somehow verified that the code up until that point is working correctly?
Given that that is the only point where it fails, I would say so, yes
5:25PM
Ima have to take a break here tho. Been at this since this morning and haven't eating yet :)
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Patiga
hm, have you somehow verified that the code up until that point is working correctly?
Note that all the results I get up to that point are identical to my TS implementation, however, the TS implementation doesn't handle data yet
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@Blade at which index is the assertion failing?
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TsFreddie
HammyShock
Jupstar ✪ 10/28/2023 7:08PM
first time u didnt post your cat
7:08PM
xd
7:09PM
@Patiga r u finished already with ur project?
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ah true
7:09PM
I did parallax zoom before dinner
7:10PM
now on to trying to export the project and testing performance
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Jupstar ✪ 10/28/2023 7:10PM
epic
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if you want to already take a look I can push first
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Jupstar ✪ 10/28/2023 7:10PM
tomorrow vanila gameplay? then ddnet 2.0 the day after tomorrow
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Patiga
@Blade at which index is the assertion failing?
1
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Patiga
if you want to already take a look I can push first
Jupstar ✪ 10/28/2023 7:10PM
no it's better if you test it first xd
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If you could validate with your implementation that the values are correct or even remotely similar, that'd be cool @Patiga
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You could try out https://ide.kaitai.io/# with https://github.com/heinrich5991/libtw2/blob/690e8ea95880aaaf2329bd33fc5131e8d6e6cbd5/doc/datafile_v4.ksy, its basically a binary viewer, however with struct support. With the second file you can parse datafiles and view the entire data
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Jupstar ✪
tomorrow vanila gameplay? then ddnet 2.0 the day after tomorrow
ddnet 2.0 sounds more like a buzzword now
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I haven't spotted anything with the code, the decompressor seems correct too
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Patiga
You could try out https://ide.kaitai.io/# with https://github.com/heinrich5991/libtw2/blob/690e8ea95880aaaf2329bd33fc5131e8d6e6cbd5/doc/datafile_v4.ksy, its basically a binary viewer, however with struct support. With the second file you can parse datafiles and view the entire data
That is super cool, thanks!
heartw 1
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@Jupstar ✪ it performs really bad zoomed out and it can't handle big maps with my implementation, I would guess that it doesn't like big tilemaps
7:48PM
on normal sized maps it performs well, you gotta judge yourself there (I'll upload in a sec)
7:48PM
apparently I did the tileflags not quite right, they are sometimes rotated wrong, but no big deal
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アリヂン 10/28/2023 7:48PM
hallo devs 👋
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I tested on dm1 and Tutorial, both of which don't have rotated tiles xd
7:48PM
heyo :)
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アリヂン 10/28/2023 7:50PM
yet again i am here seeking for a little help 👉👈, could anyone familiar with wgpu help me find the problem with textures please? owo
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I have some experience with wgpu
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chillerdragon BOT 10/28/2023 7:51PM
Don’t ask to ask
👍 1
👌 1
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アリヂン 10/28/2023 7:53PM
anyways, my Surface supports only Bgra8Unorm/Bgra8UnormSrgb formats but all my code is designed to work with Rgba8UnormRgba, the code worked perfectly yesterday and i am losing my mind over this pepeH
7:54PM
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ah, can you just pass Some(Rgba8UnormSrgb) to the RenderPassDescriptor?
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アリヂン 10/28/2023 7:59PM
render pass uses the format i specify in my SurfaceConfiguration?
7:59PM
i don't provide any format to the pass
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I'll take a look at how twgpu does it
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btw @Patiga I found my issue. Now it's just the last entry that is 1 byte short for whatever reason
🎉 1
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アリヂン 10/28/2023 8:02PM
but again, this code worked perfectly yesterday, and now my gpu doesn't support the format anymore????? also when i force the backend to opengl everything works as usual, except that opengl sux
8:02PM
anyways, thanks for listening heartw
8:05PM
in the twgpu code, I let the user pass the target format of the surface/texture which it should render to. it needs to be set in the FragmentState and also in the render pass creation by the looks of it https://docs.rs/wgpu/latest/wgpu/struct.ColorTargetState.html#structfield.format
8:05PM
do you do that?
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アリヂン 10/28/2023 8:06PM
nope
8:06PM
my code is basically a modified version of tutorial, with support of multiple passes with different materials
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ah true, not in the render pass creation
8:07PM
but I think whenever you create a render pipeline with FragmentState, you need to pass the TextureFormat of the target surface
8:07PM
and depending on the backend, the format of the surface might be different I guess
8:09PM
you didn't update dependencies since yesterday? the inconsistency is still weird
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アリヂン 10/28/2023 8:09PM
how the hell does this work, do i have to convert every single image to bgra now?
8:09PM
uhh
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アリヂン 10/28/2023 8:10PM
the vulkan driver package broke 2 days ago and i rolled back
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you only need to set the correct target textureformat
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アリヂン 10/28/2023 8:10PM
weird, the introduction didn't account for that...
8:11PM
the code is just like "put rgba everywhere, it'll be fine"
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well surfaces usually have Bgra afaik
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アリヂン 10/28/2023 8:12PM
what??? who even uses that
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monitor maybe, I dunno
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アリヂン 10/28/2023 8:12PM
bruh, why is everything else is rgba then...
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https://www.reddit.com/r/vulkan/comments/p3iy0o/why_use_bgra_instead_of_rgba/ first comment first two sentences:
It is quite common that the display controller in your GPU works with BGRA, not RGBA. So you get your swapchain images in the format that can be displayed so there's no extra hidden conversion needed.
8:13PM
but you don't really have to worry about that
8:13PM
like I said, you only need to add that textureformat to your targets in your FragmentStates
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アリヂン 10/28/2023 8:14PM
hmm, okay....
8:14PM
thanks for the help ❤️❤️
heartw 1
8:14PM
i have a lot to learn
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Voxel
ddnet 2.0 sounds more like a buzzword now
Jupstar ✪ 10/28/2023 8:15PM
why, we have 3 different ddnet implementation competitions
kek 1
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@Jupstar ✪ I got sidetracked by the question. you only need to run cargo build in the rust directory and then open godot with the godot directory
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Patiga
@Jupstar ✪ I got sidetracked by the question. you only need to run cargo build in the rust directory and then open godot with the godot directory
Jupstar ✪ 10/28/2023 8:16PM
ok
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Jupstar ✪
why, we have 3 different ddnet implementation competitions
アリヂン 10/28/2023 8:18PM
im gonna do the 4th
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Patiga
@Jupstar ✪ I got sidetracked by the question. you only need to run cargo build in the rust directory and then open godot with the godot directory
Jupstar ✪ 10/28/2023 8:19PM
how do i load a map?
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oop forgot
8:19PM
as command line argument
8:19PM
but only after --
8:19PM
ah
8:19PM
well
8:19PM
if you are in the godot editor
8:19PM
then you can only change the string in the main.gdscript file
8:20PM
but if you somehow manage to export
8:20PM
then you can do it as a command line argument ./DDNet.x86_64 -- path/to/map
8:21PM
up until the end I only ever changed the script
8:21PM
exporting was clicking around a lot and downloading some 800MB first
8:21PM
Project -> export
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Loader.gd:73 @ load(): Current index: 2112 Data size: 583393 Buffer size: 585504 Last entry: 245 Expected entry: 218
8:22PM
It doesn't copy the last byte for whatever reason
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Patiga
exporting was clicking around a lot and downloading some 800MB first
Jupstar ✪ 10/28/2023 8:22PM
yeah doin that rn
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now that I think about it, it didn't actually use the rust release build on my machine coz I never compiled that thonk
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Jupstar ✪ 10/28/2023 8:23PM
ok worked
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noice, sounds like you managed that faster than me :p
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Patiga
now that I think about it, it didn't actually use the rust release build on my machine coz I never compiled that thonk
Jupstar ✪ 10/28/2023 8:26PM
i simply renamed release to debug xd
8:27PM
you could also edit godot/rust.gdextension, but by the look of the file it should already use release on release builds o.o
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Jupstar ✪ 10/28/2023 8:27PM
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woohoo! it also runs on not-my-machine 🥳
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Jupstar ✪ 10/28/2023 8:28PM
now i try arctic frost
💀 1
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we'll never hear from our dear Jupstar again, their computer exploded 😢
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Jupstar ✪ 10/28/2023 8:35PM
my mouse cursor is gone xd
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an not only captured by the window?
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Jupstar ✪ 10/28/2023 8:35PM
uff
8:35PM
moving the camera makes it drop fps hard
8:35PM
8:35PM
< 30fps
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and on the normal zoom level?
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Jupstar ✪ 10/28/2023 8:36PM
it has glitches btw
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yeye, some tileflags are wrong
8:36PM
but I didn't bother to fix
8:36PM
should be ez tho
8:37PM
I think on rotation I need to toggle h+v-flip
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Jupstar ✪ 10/28/2023 8:37PM
~320 fps when not moving
8:37PM
but moving = rip
8:37PM
< 30 fps always
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and with moving <10?
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Jupstar ✪ 10/28/2023 8:37PM
moving <30fps, else 300fps
8:37PM
well that ain't playable :D
8:38PM
well, let's just change the gameplay to celeste-style
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No more errors! HYPERS
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the camera is always static and we switch scene when the tee crosses the borders
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Jupstar ✪ 10/28/2023 8:39PM
2.2GB RAM usage ~400MB VRAM usage
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Blade
I have the item offsets and the data offsets but I'm not sure how they get me each data element
heinrich5991 10/28/2023 8:39PM
check out the very nice kaitai struct thing @Patiga made
8:39PM
it's probably really helpful in understanding how to read datafiles
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Patiga
You could try out https://ide.kaitai.io/# with https://github.com/heinrich5991/libtw2/blob/690e8ea95880aaaf2329bd33fc5131e8d6e6cbd5/doc/datafile_v4.ksy, its basically a binary viewer, however with struct support. With the second file you can parse datafiles and view the entire data
heinrich5991 10/28/2023 8:40PM
ah, already suggested 😄
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heinrich5991
check out the very nice kaitai struct thing @Patiga made
It was! He sent it to me just earlier and it helped a lot!
8:40PM
In the end it was just a single byte breaking everything 🙂
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Jupstar ✪ 10/28/2023 8:40PM
@Patiga btw release vs debug makes almost no difference
8:40PM
basically same fps
8:40PM
guess the bottleneck is inside godot
8:46PM
when using ddnet i get ~5k fps (without mangohud) and ~2500 fps with mangohud xdd so it's probably better than shown
8:47PM
didn't know that overlay is so expensive to render
8:47PM
but ofc it won't make the 30fps better 😄
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heinrich5991 10/28/2023 8:47PM
mangohud?
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Jupstar ✪ 10/28/2023 8:47PM
yeah
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heinrich5991 10/28/2023 8:47PM
what's that? 🙂
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Jupstar ✪ 10/28/2023 8:48PM
the overlay in the screenshots
8:48PM
A Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more. Discord: https://discordapp.com/invite/Gj5YmBb - GitHub - flightlessmango/MangoHud: A Vulkan and OpenGL overlay ...
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heinrich5991 10/28/2023 8:48PM
ah, cool 🙂
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Jupstar ✪ 10/28/2023 8:48PM
but too expensive xd
8:48PM
i guess i'll use mesa hud instead
8:50PM
VK_INSTANCE_LAYERS=VK_LAYER_MESA_overlay ./binary
8:50PM
also drops frames tho
8:52PM
mh ok the minimal mangohud is faster
8:52PM
but they still drop over 1k fps xd
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i just watched the fnaf movie
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Jupstar ✪ 10/28/2023 8:58PM
dd-pg vs godot vs ddnet @Patiga in case you care xd
8:59PM
cpp version still wins 😬
8:59PM
but i have health hud disabled on ddnet
9:00PM
which i can't rn on dd-pg 😄
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what is ddpg
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ddnet pog
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Jupstar ✪ 10/28/2023 9:00PM
teeworlds in rust
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is there a dd-pg-13
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Jupstar ✪ 10/28/2023 9:00PM
no what does the 13 mean?
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heinrich5991 10/28/2023 9:01PM
american fsk/usk
9:01PM
parental guidance or so?
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Jupstar ✪ 10/28/2023 9:01PM
ah
9:01PM
that
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"Parental Guidance: Some material may be inappropriate for children under 13 to 15."
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Jupstar ✪ 10/28/2023 9:02PM
funny, deen said postgress xd
9:03PM
i call it playground
9:03PM
bcs im a kiddo
9:03PM
😬
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im old
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Jupstar ✪ 10/28/2023 9:04PM
don't remind me that i am old
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Jupstar ✪
@Patiga btw release vs debug makes almost no difference
hm, I kinda hoped that Godot itself would also run faster on release :/
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im23
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Patiga
hm, I kinda hoped that Godot itself would also run faster on release :/
Jupstar ✪ 10/28/2023 9:12PM
so is the engine itself also built in debug mode?
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I have no clue about that
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Jupstar ✪ 10/28/2023 9:12PM
ok
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and are you satisfied with the startup time? ^^
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Patiga
and are you satisfied with the startup time? ^^
Jupstar ✪ 10/28/2023 9:15PM
xdd
9:15PM
totally
9:15PM
tbf, ctf1 starts quite quick
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did you export it
9:18PM
the export templates are release builds
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Jupstar ✪ 10/28/2023 9:18PM
yes
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TsFreddie
the export templates are release builds
Jupstar ✪ 10/28/2023 9:18PM
do you know if the debug exports also use release built of the engine?
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then ye it was release build
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Jupstar ✪ 10/28/2023 9:19PM
(i didnt use it, but i am curious)
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the export is literally copying compressed game data beside a prebuilt engine
9:20PM
that's how the engine works. it's just a player
9:20PM
so if the export template is release then the build is release
9:21PM
the editor does not build another engine core.
9:21PM
unity does the same thing actually
9:23PM
well i guess the gdext can be unoptimized if you tell godot to load a debug lib. i was talking about godot itself
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Jupstar ✪ 10/28/2023 9:24PM
yeah
9:24PM
i also only meant godot itself
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as for gdscript, literally pure vm no jit, so....
9:24PM
nouis
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Jupstar ✪ 10/28/2023 9:25PM
so basically precompiled?
9:25PM
WASM
9:25PM
xd
9:25PM
they should use WASM
9:25PM
instead of an own script xdd
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honestly, they probably didn't really find a vm language that supports operator overloading other than c# so they just made one up
9:28PM
and then gdscript doesn't have operator overloading itself
9:28PM
they just made everything a built-in type
9:29PM
or did it tho, i should double check
9:30PM
it didn't
9:30PM
also gdscript is really confusing about the built-in types
9:32PM
lots of stuff are built-in, basically all flat data that lives in stack are builtins
9:32PM
including Vector3 etc.
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Jupstar ✪ 10/28/2023 9:32PM
i am never sure about learning a new language
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but the documentation still treats them as classes
9:33PM
but you cant new them, and assign operator does different things to builtin vs non-builtin but they are all classes.
9:34PM
the documentation never told you when assign is by valve when is by reference
9:34PM
and you'll just have to assume, bcs they are all classes
9:35PM
owo
9:36PM
and it`s 5am
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Jupstar ✪ 10/28/2023 9:36PM
gn
9:37PM
im not sleeping
9:37PM
still recovering from doing nothing (edited)
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Jupstar ✪ 10/28/2023 9:38PM
burnout
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freddie mate, maybe we should go on a mission of relieving teeworlds of one specific person
9:38PM
the one who ddos a lot
9:39PM
sounds like something to do at 5 am
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i am in bed tho
9:39PM
just not sleeping
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catseyenebulous 10/28/2023 9:39PM
Bedge
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TsFreddie
just not sleeping
catseyenebulous 10/28/2023 9:40PM
Well, should you? :D
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i definitely should
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have u tried allergy pills
9:41PM
or w/e they are called
9:41PM
sounds wild, but a lot of those have something that is also utilized in sleeping pills
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i m not having problem sleeping
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aight then
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on a side note, what do you reckon is worth visiting in china on a tourist trip @TsFreddie
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hmm
9:45PM
good question
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ive just been conteplaining about where to go if i were to visit another country
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probably depends on what you want to do here
9:47PM
for food then chongqing is a start
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something special, not the stuff that people visit in hoardes, you know
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for culture, literally any third-tier city could do
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oh yeah food is relevant
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yun nan might be fun but if you are like me who think mountains are just montains then probably not
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what so special about food in chongqing? iirc food in china is incredibly spicy
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chongqing is the spicy place
9:49PM
so ye
9:50PM
also how about moving this convo to #off-topic
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i am not afraid of getting banned of all things but yeah sure
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Silly question, but embeded images should always be 1024x1024, right?
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Blade
Silly question, but embeded images should always be 1024x1024, right?
I don't think so. Images for tile layers should have width and height divisible by 16, so the images need to be at least 16x16
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Yeah I just noticed that image data items have a width and height
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You can observe this when creating a pixelart with the tool in the editor, that should create very small embedded images for the pixel colors
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Trying to figure out how to get the right size for the name tho
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Robyt3
I don't think so. Images for tile layers should have width and height divisible by 16, so the images need to be at least 16x16
catseyenebulous 10/28/2023 10:09PM
A multiple of 64 if I got it right.
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Blade
Silly question, but embeded images should always be 1024x1024, right?
catseyenebulous 10/28/2023 10:10PM
Are you trying to make a tileset?
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catseyenebulous
A multiple of 64 if I got it right.
For detailed tilesets, yes, but if you only need colored blocks then each tile can be 1x1 pixel. The images always need to contain 16x16 tiles.
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catseyenebulous 10/28/2023 10:15PM
So 16 is the minimum, I see. :)
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catseyenebulous
Are you trying to make a tileset?
Sorry for the late reply, no I'm trying to render out an image embedded in a map file
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Blade
Sorry for the late reply, no I'm trying to render out an image embedded in a map file
catseyenebulous 10/28/2023 10:24PM
So you are trying to get an immage from a map?
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Yes, more specifically tilesets
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Blade
Yes, more specifically tilesets
catseyenebulous 10/28/2023 10:34PM
Can you get the name of the tileset and then search it up?
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I see what the issue here is. Sorry for the confusion. I'm a programmer, I'm implementing the teeworlds map format in the Godot engine. Hence why I'm talking in the #developer channel. All my questions etc. are programming related
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catseyenebulous 10/28/2023 10:46PM
Oh my bad. ^^ If you just needed the size then Robyt answered it already I guess.
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Well, technically he did, although I asked my question in such a stupid way that he didn't answer my questio (absolutely my fault!)
10:47PM
But I did it!
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Blade
But I did it!
catseyenebulous 10/28/2023 10:48PM
Haha okay, good job!
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good morning
11:32PM
somehow i went to bed at the same time and woke up at 4;00 pm instead of 7:00 am
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