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One-way IRC channel bridge. If you want to be able to send messages to IRC, contact @Dune or @heinrich5991. https://www.teeworlds.com/?page=docs&wiki=rules/irc_rules
Between 2018-10-30 00:00:00Z and 2018-10-31 00:00:00Z
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[quakenet] <LDune> hey rand
13:44
[quakenet] <LDune> I think I saw you reintroduced the error factors on the bots
13:44
[quakenet] <LDune> it's nice :)
13:44
[quakenet] <LDune> \nick Dune
13:44
[quakenet] <Dune> got anything in the works for teeworlds?
13:50
[quakenet] <rand> hey
13:52
[quakenet] <rand> i don't have anything more than the PR, the bots code have not much to bring to vanilla but this is nice for faking a lot of clients
13:53
[quakenet] <rand> (making the game crashes somtimes cf #1570)
13:53
[quakenet] <Dune> allow me to disagree
13:53
[quakenet] <Dune> I think such bots would bring something to vanilla teeworlds :)
13:54
[quakenet] <Dune> would be nice to have bots for warmup or something
13:55
[quakenet] <rand> maybe, but my implementation sucks ^^
13:55
[quakenet] <rand> that make me think that if spectators and players could have separate slots, it could be logical to have separated bot slots
13:56
[quakenet] <rand> but this whole thing would be a big change
13:57
[quakenet] <rand> I tried yesterday to view what would be the change in protocol and game source and I realize I don't have a good overview of the code, engine/game/network
13:59
[quakenet] <rand> Either this is not the right way, or it's a feature that should mature (and/or beyond my level atm)
13:59
[quakenet] <Dune> I don't have a good overview either
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LordSk 🦋 2018-10-30 18:06:07Z
hey rand thanks for reviewing my fps limit PR btw
18:06
it helped a lot knowing there were no issues on linux 😃
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[freenode] <Digit> ack. i was in a game with other players for a moment there. ... oh back in!
18:39
[freenode] <Digit> lizard! :)
18:40
[freenode] <Digit> god damnit, they just left. XD
18:40
[freenode] <Digit> teeworlds is so lonely these days.
18:41
[freenode] <Digit> another joined, then they left too. :/ closer to getting a game. :[
18:41
[freenode] <Digit> probably for the best. i should stop playing it. :3 get some real exercise.
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[quakenet] <Dune> today's blog is out btw: https://www.teeworlds.com/?page=journal :)
18:53
[quakenet] <rand> :D
18:54
[quakenet] <Dune> I think I'll try to keep them daily on weekdays, like in the old times. lots of contents to discuss
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nice post!
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[freenode] <Digit> agreed
19:33
[freenode] <Digit> could do with a topic in here. with link to the site/journal
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[quakenet] <rand> m, i feel like the client don't like mutlti monitor display as a window on my tiling manager
19:41
[quakenet] <rand> or my wm doesn't like teeworlds
19:42
[quakenet] <rand> oh, that's because of fullscreen nvm
19:45
[quakenet] <rand> oh no, segfault
19:45
[quakenet] <rand> after writing new settings
19:47
[quakenet] <minus> my WM doesn't implement relative cursor positioning and cursor constraints
19:47
[quakenet] <minus> playing teeworlds works very not well like that
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[quakenet] <Dune> rand could you trace the segfault maybe?
20:03
[quakenet] <rand> I'm not sure if it's link to previous build that don't overlap well (but do at compile time)
20:04
[quakenet] <rand> I don't have a way to reproduce 100% and the segfault is when the parent ask to join
20:04
[quakenet] <rand> the file is modified at least
20:05
[quakenet] <Dune> so something that happens after writing settings
20:05
[quakenet] <rand> Dune: I'm trying your PR about composed binds btw
20:05
[quakenet] <rand> without success :c
20:05
[quakenet] <Dune> ah, thanks rand
20:05
[quakenet] <Dune> huh?
20:05
[quakenet] <Dune> what fails?
20:06
[quakenet] <rand> i can't input modifier+key, i get lctrl alone for example
20:06
[quakenet] <Dune> adding binds only works in the console
20:07
[quakenet] <rand> and when adding from console, like bind ctrl+w quit pressing ctrl+q does not quit
20:07
[quakenet] <Dune> gotta do a bunch of fixes in menus.cpp to make it work with buttons (and still allow single binds like Ctrl)
20:07
[quakenet] <rand> *ctrl+w
20:07
[quakenet] <Dune> ah
20:07
[quakenet] <Dune> interesting
20:07
[quakenet] <Dune> where do you ctrl+q from
20:08
[quakenet] <rand> typo
20:08
[quakenet] <Dune> or w, whatever
20:08
[quakenet] <Dune> ingame?
20:08
[quakenet] <rand> oh, in menu in fact
20:08
[quakenet] <Dune> can you try both?
20:08
[quakenet] <Dune> (it should work in both but the code is different)
20:09
[quakenet] <Dune> but I think Q is filtered out in menus because only FX bind keys are allowed there
20:09
[quakenet] <rand> hm gotta remove lctrl before xD
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it would be nice to have toggle binds too 😃
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[quakenet] <Dune> or use rctrl
20:09
[quakenet] <Dune> Sonix: yeah I proposed that in the issue, but forgot about it haha
20:09
[quakenet] <Dune> to be fair it's been 7 years lol
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yeah dunno why it was never considered
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[quakenet] <Dune> because issues stack up faster than they get solved :p
20:11
[quakenet] <Dune> so yeah I should implement toggle, but it's completely separate actually, so it's fine in a different PR
20:11
nice
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[quakenet] <rand> Dune: i used bind alt+p say hello and pressing p alone made me say hello
20:13
[quakenet] <Dune> ugh
20:13
[quakenet] <rand> so does alt+p or ctrl+p
20:14
[quakenet] <Dune> strange, I tested that kind of stuff thoroughly
20:14
[quakenet] <Dune> maybe not ingame
20:17
[quakenet] <rand> maybe there is a difference between our setups
20:17
[quakenet] <Dune> // don't handle invalid events and keys that aren't set to anything
20:17
[quakenet] <Dune> if(!((Event.m_Key >= KEY_F1 && Event.m_Key <= KEY_F12) || (Event.m_Key >= KEY_F13 && Event.m_Key <= KEY_F24)))
20:18
[quakenet] <Dune> that's in the menus
20:18
[quakenet] <Dune> nah I think I didn't test that ingame rand
20:18
[quakenet] <Dune> but for example alt+f3 should work in the menus
20:20
[quakenet] <Dune> oh, I found the bug, rand
20:21
This is a proposal to partially fix #714 (first post could be edited to a checkbox). Composed binds (1 modifier) can be set up in the console with modifier+key: This is what it looks like in setti...
20:21
[quakenet] <Dune> line 100 should be the same as line 68
20:21
[quakenet] <Dune> in binds.cpp
20:22
[quakenet] <Dune> (the whole if block should be the same)
20:22
[quakenet] <Dune> but I don't have my dev computer here :c
20:25
[quakenet] <Dune> thanks :)
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[quakenet] <rand> ouch
20:37
[quakenet] <rand> we have a issue on servers (0.6) ><
20:38
[quakenet] <Dune> yeah I saw
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I've updated the to-do list in the graphics forum
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[quakenet] <Dune> oooh
20:40
[quakenet] <Dune> great idea Sonix
20:42
[quakenet] <Dune> rather look into android's files Sonix, he's active
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yeah i know
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[quakenet] <Dune> would be great to include those in 0.7.1
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there are a handful of fixes to do before releasing androids
20:48
i guess u could test them too if u have time dune
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[quakenet] <Dune> then listing those fixes clearly for him to work on would be greatly motivating and helpful
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thats what im doing in his thread
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[quakenet] <Dune> eh I'm not an artistic guy :c got trash tastes
20:49
[quakenet] <Dune> you did it already?
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i mean just test how they look ingame
20:49
if any bugs appear etc
20:50
[quakenet] <Dune> last answer is by him
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uh i know
20:52
im waiting to test everything entirely and collect all the screenshots containing bugs and post everything at once
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[quakenet] <Dune> I see, thank you very much for the help :)
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Im wondering if he's actually checking them in game
20:55
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[quakenet] <Dune> he said he can't because he doesn't know how to host a map
20:56
[quakenet] <Dune> ideally you could sort that out with him? :|
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well he can join any server
20:56
there are some now
20:57
well i'll let him know in the next days anyway
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[quakenet] <Dune> good!
21:02
[quakenet] <Learath2> Is the mouse sensitivity weirdly high in the editor on 0.7 too?
21:02
[quakenet] <Learath2> Been trying to figure out why that's the case in 0.6 for a couple hours now
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It seems a bit faster yeah
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[quakenet] <Learath2> The code handling the mouse movement seems to be the same in both editor.cpp and in menus.cpp so it's pretty weird
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ChillerDragon 2018-10-30 21:09:36Z
Learath2 i could hardly feel a difference why do u put that much effort in something that has almost no effect?
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[quakenet] <Learath2> It's an anomaly that doesn't make sense. I like knowing how things work.
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ChillerDragon 2018-10-30 21:12:14Z
ye i get that. But there is so much stuff to do... no you know what do what you want i try to not judge you c: sowwy
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[quakenet] <Learath2> It could be some weird bug where we call UpdateAndRender twice without Input()->NextFrame(); and then adding something to UpdateAndRender would behave unexpectdly aswell
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[quakenet] <Dune> goddamn avira keeps flagging my teeworlds with a trojan
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ChillerDragon 2018-10-30 21:20:58Z
avira sux lul
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[quakenet] <rand> not sure about it but, is the 0.6.4 client compatible with 0.6.5 server ?
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0.6.x is always compatible with 0.6.x
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[quakenet] <rand> ok thx
21:32
[quakenet] <rand> i got this message in server log : client dropped. cid=0 addr=1.1.1.1:42 reason='Wrong version. Server is running '0.6 e42d81cd67b8c7bc' and client '0.6 626fce9a778df4d4''
21:33
[quakenet] <Dune> then the client is running a different nethash somehow
21:33
[quakenet] <rand> 626fce9a778df4d4 is 0.6.4
21:33
[quakenet] <Dune> huh
21:33
[quakenet] <Dune> by the way, this "error" is just a notice, client can choose to bypass it actually
21:33
[quakenet] <Dune> but still
21:33
[quakenet] <Dune> I have 0.6.1 client and connect to any 065 server
21:35
[quakenet] <rand> maybe a mod client that gives up on nethash mismatch, ok
21:35
[quakenet] <Dune> yeah, strange
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when i compiled 0.6.5 i couldnt connect to any server
21:37
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[quakenet] <Dune> which sources did you use
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teeworlds github
21:37
the 0.6 branch
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[quakenet] <Dune> I don't have the issue with the 0.6.5 download
21:38
[quakenet] <Dune> so it's not 0.6.5 that you use, it's 0.6 trunk
21:40
[quakenet] <rand> the nethash is the same
21:40
[quakenet] <rand> e42d81cd67b8c7bc is for 0.6.5-release
21:40
[quakenet] <rand> i can reproduce
21:41
[quakenet] <Dune> I can't, with 0.6.5 binaries
21:41
[quakenet] <rand> still, my client 0.6.4 can connect on every server I tested
21:41
[quakenet] <rand> wichcraft
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[quakenet] <rand> wait
21:52
[quakenet] <rand> so, the server check the whole hash…
21:53
[quakenet] <rand> but i'm not sure that explains why I can join 0.6.x server with one client and only 0.6.5 client with another
21:56
[quakenet] <rand> 0.6.x is fine with every server and 0.6.5-release can connect only on 0.6.5…
22:03
[quakenet] <rand> ok, the 0.6.5 client i build send client version info while the others don't…
22:04
[quakenet] <rand> so it got rejected
22:04
[quakenet] <rand> poor guy
22:04
[quakenet] <Dune> :(
22:05
[quakenet] <rand> Dune: can you check if your client send info on connecting ?
22:05
[quakenet] <rand> there is a message : [client]: connected, sending info
22:05
[quakenet] <Dune> huh, I'm not sure what you mean
22:05
[quakenet] <Dune> ah
22:05
[quakenet] <Dune> 065?
22:05
[quakenet] <rand> yes, since you don't have the issue
22:05
[quakenet] <Dune> yeah
22:05
[quakenet] <Dune> it does
22:06
[quakenet] <rand> whatever the server version ?
22:06
[quakenet] <Dune> huh, I tried <0.6.5
22:06
[quakenet] <Dune> but client gotta send info ofc?
22:06
[quakenet] <rand> fair enough
22:06
[quakenet] <rand> and on 0.6.5 ?
22:07
[quakenet] <rand> > '163.172.95.239:8304' for instance
22:09
[quakenet] <rand> oh, i guess my server should not have this hash, because of the tweak in cmd5
22:10
[quakenet] <rand> but building from 0.6.5-release, i does not work and I end up with a new hash
22:11
[quakenet] <rand> it just happened I don't send info on my server…
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[quakenet] <rand> hm, 0.6.4 thinks 0.6.5 send it dm1…
22:28
[quakenet] <rand> this is becoming weirder and weirder
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[quakenet] <rand> > ConstructLegacyHandshake
22:48
This work is basically on eeeee's handshake developed for DDRace. It works by realizing that the client will send back tick numbers sent in snapshots. The client puts these into a field named ...
22:48
[quakenet] <rand> why did I tldr ? :')
22:55
[quakenet] <Dune> :x
Exported 188 message(s)