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Teeworlds
IRC / bridge
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 2018-11-21 00:00:00Z and 2018-11-22 00:00:00Z
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[quakenet] <Teeworlds> [teeworlds] bhavin23 opened pull request #1700: 0.6 (master...0.6) https://git.io/fp8io
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[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1702: Change quit button to use unicode character \u2715, and resize it. (master...feature-quitbutton) https://git.io/fp4Zq
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[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1700: 0.6 (master...0.6) https://git.io/fp8io
18:19
[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1702: Change quit button to use unicode character \u2715, and resize it. (master...feature-quitbutton) https://git.io/fp4Zq
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[quakenet] <Teeworlds> [teeworlds] oy pushed 4 new commits to master: https://git.io/fp4gV
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
19:01
[quakenet] <Teeworlds> teeworlds/master 1c05f9a oy: fixed server registration again
19:01
[quakenet] <Teeworlds> teeworlds/master 27012ac oy: only add tokens to the catch on request. increased seedtime and expire time for tokens in the cache to sync it better with the master heartbeats
19:01
[quakenet] <Teeworlds> teeworlds/master 646d055 oy: Merge branch 'master' of https://github.com/teeworlds/teeworlds
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
19:03
[quakenet] <Oy> minus: could you update the 0.7 master to the current src when you have the time? increased the token size for packets so it got incompatible.
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Won't that prematurely evince 0.7.0 servers from the list Oy?
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my server is the latest version πŸ˜„ so at least one server will be left
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[quakenet] <Oy> Dune yeah
19:10
[quakenet] <Oy> and you can't connect to them now anyway or query their server info
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fp4wL
19:48
[quakenet] <Teeworlds> teeworlds/master 0bed238 oy: fixed the quit button character
19:49
[quakenet] <Oy> Dune ^ could you test if the quit button x is still correct for u ingame?
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fixed now for me
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fp4wu
19:52
[quakenet] <Teeworlds> teeworlds/master 64e5165 oy: respect the maximum chunk number when constructing a packet.
19:52
[quakenet] <Oy> goodie
19:55
[quakenet] <Dune> I see the quit button just fine Oy
20:00
[quakenet] <Oy> good
20:01
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fp4rk
20:01
[quakenet] <Teeworlds> teeworlds/master 9d3ec83 oy: properly align the refresh and connect button in the server browser. closes #1701
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[quakenet] <rand> i got some warning with int and unsigned int comparison
20:29
[quakenet] <rand> is it new ?
20:30
[quakenet] <Dune> I get a lot of unused variable warnings
20:35
[quakenet] <rand> hm, I think the warnning are trigger because NET_TOKEN_MAX is now 0xffffffff
20:36
[quakenet] <rand> then, the enum is assume an unsigned int
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can't register new servers now... need to wait for minus πŸ˜„
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[quakenet] <Dune> :c
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was a bad idea to compile the latest server πŸ˜„
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[quakenet] <Dune> I'm thinking there should be some short github guidelines somewhere Oy, especially for late-stage graphics stuff
20:40
[quakenet] <Dune> We have a lot of sources in the Landil/Zatline dropbox now thankfully
20:40
[quakenet] <Dune> But there are some new graphics being added here and there without source
20:40
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fp4Ku
20:40
[quakenet] <Teeworlds> teeworlds/master b961061 oy: fixed warnings
20:40
[quakenet] <Dune> So we have to fetch to the artist authors every time we want an upscale or something
20:41
[quakenet] <Dune> With so much activity it's not such a problem right now
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artists have a problem to share svg's, i somehow understand ist but also don't cause its a open source game
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[quakenet] <Dune> But it would suck to get in the scenario where @android272 has to redraw a crapton of graphics, again
20:41
[quakenet] <Oy> Dune: yeah the sources should be put in the dropbox folder
20:42
[quakenet] <Dune> @Fisico: it's understandable, but devs have the same feeling. We don't have a choice, when we submit something it's bound to be tweaked at some point
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why not create a private repository ? maybe gitlab
20:42
for graphics i mean
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[quakenet] <Oy> there's a private dropbox folder with all the svgs
20:42
[quakenet] <Dune> yeah
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yea dropbox is not the best place to put stuff like this πŸ˜„
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[quakenet] <Dune> for an open-source game this etiquette is enforced automatically for devs
20:42
[quakenet] <Oy> people should update it :P
20:42
[quakenet] <Dune> it should be for artists too imo
20:42
[quakenet] <Dune> (for big stuff at least)
20:43
[quakenet] <Oy> don't think that the svg have to make public
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i dont have a problem with sharing svg's but for example my music production project files i dont want to share πŸ˜„
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[quakenet] <Dune> Oy: well for anything that doesn't have SVG, if we need urgently an upscale, no choice but to redraw them :/
20:44
[quakenet] <Dune> and it's rly difficult to ask artists individually to release their source because they're already doing quite some work :|
20:45
[quakenet] <Dune> ah well
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dont get the problem i have to admit πŸ˜„
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[quakenet] <Oy> the artists have to put the svg's in the dropbox folder
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yea
20:45
they are not doing it?
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[quakenet] <Dune> ah you meant public, sorry, read too quick Oy
20:46
[quakenet] <Dune> no they are not Fisico
20:46
[quakenet] <Oy> then upscaled/modified version can be done easily in case the original author is not available
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yep that's ture
20:46
*true
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[quakenet] <Dune> well it's quite hard to ask them individually, so I think some sort of rule would really help. it doesn't have to be public of course
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yea that is maybe a good idea
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[quakenet] <Oy> yeah
20:49
[quakenet] <Dune> would you handle it Oy?
20:49
[quakenet] <Dune> we're starting to get that problem with datasrc/ui/icons
20:50
[quakenet] <Oy> if graphics get added the svg's have to be added to the dropbox folder, either send them to someone who can do it or it themself?
20:50
[quakenet] <Dune> yes, exactly
20:50
[quakenet] <Dune> or post it in the private part of the forum
20:50
[quakenet] <Oy> put it in the internal forum?
20:50
[quakenet] <Oy> ok
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yea and who is the middleman for new artists?
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[quakenet] <Dune> no one @David - SFM
20:51
[quakenet] <Dune> there is a communication problem :p
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for example, random guy did a new tileset, it is great and will get added to the game, to wich person he is sending the svg? he does not have access to the internal forum and also not access to the dropbox
20:52
i sent my svg to zatline, i hope he added them
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[quakenet] <Dune> ah, you mean the person to write to, sry. well, either they make it public, or they send it to anyone with private access (sonix, zatline, android, oy, myself...) and they put it there
20:53
[quakenet] <Dune> good practice, thanks Fisico :)
20:53
[quakenet] <Dune> they can also write to info@teeworlds.com actually Oy
20:54
[quakenet] <Oy> yeah
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ok so there is a way
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[quakenet] <Dune> which gfx did you send to Zatline, @fisico? I can change for you if you like
20:55
[quakenet] <Dune> s/change/check
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sun_moon_stars_snow.svg
20:56
i'm not sure if he split it
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what is that for?
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are the svg files, from the redraw i did for sun, moon, stars, etc...
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so mapres?
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yep
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[quakenet] <Oy> why do i always get the antispam questions in the internal forum ...
20:58
[quakenet] <Dune> huh
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you are a machine πŸ˜„
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[quakenet] <Oy> when posting in the internal forum it always ask the antispam questions (f.e. colour of the laser, objective in ctf..)
20:59
[quakenet] <Dune> looking into that
20:59
[quakenet] <Dune> but not sure how it would be subforum specific
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@Dune is the svg file there?
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[quakenet] <Oy> don't have it in the normal part i think
21:00
[quakenet] <Dune> I guess it's some advanced settings I don't have accessed to. gotta ask heinrich5991 or minus probably
21:00
[quakenet] <Oy> Dune: did a post
21:00
[quakenet] <Dune> thanks Oy
21:00
[quakenet] <Oy> if you want sth changed let me know ;)
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[quakenet] <Oy> Dune: you do the increasing the alpha for all menus(offline and ingame) right?
21:08
[quakenet] <Dune> yeah sorry I pushed that task away
21:08
[quakenet] <Dune> :/
21:10
[quakenet] <Dune> Well I'll do it now then
21:10
[quakenet] <Dune> I feel like Zatline is going to shout at me a lot, haha :D
21:13
[quakenet] <Oy> ;)
21:13
[quakenet] <Oy> well has to be adjusted
21:15
[quakenet] <minus> hello/
21:15
[quakenet] <minus> there's a 0.7 master?
21:16
[quakenet] <Oy> hey
21:16
[quakenet] <Oy> yeah
21:16
[quakenet] <Oy> master1 i think
21:17
[quakenet] <minus> someone did update that on oct 14
21:19
[quakenet] <minus> what the fuck, there's an ansible playbook for the masters
21:22
[quakenet] <Oy> oh
21:22
[quakenet] <minus> updated
21:22
[quakenet] <Oy> thx :)
21:25
[quakenet] <rand> so now, when a client does token handshake with a server, the initial packet has to put its token in a 512bytes dataChunk ?
21:26
[quakenet] <Oy> rand the response token are the first 4 bytes of the 512 data chunk yeah
21:27
[quakenet] <Oy> the packet header changed as well - in case u want to make that server info request script work again
21:27
[quakenet] <rand> yep
21:27
[quakenet] <rand> but nothing to test it atm x)
21:27
[quakenet] <Oy> ther's a server online
21:31
[quakenet] <rand> which one ?
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@minus you use ansible?
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[quakenet] <rand> master/server ?
21:32
[quakenet] <Oy> rand master1
21:32
[quakenet] <rand> 8283 ?
21:32
[quakenet] <Oy> fisico has a server registered
21:32
[quakenet] <Oy> yeah
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FYI my server is up again for testing
21:32
πŸ˜„
21:32
i'm iff now
21:32
cy
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[quakenet] <rand> thx
21:34
[quakenet] <minus> fisco: apparently i did make a role for masters two years ago, yeah. i mostly use it at work otherwise
21:34
[quakenet] <minus> fisico* i'm so terribly sorry
21:35
[quakenet] <Oy> minus: seems master3 works also for 0.7, could u update that as well?
21:36
[quakenet] <minus> sí
21:37
[quakenet] <minus> or not; ssh doesn't work
21:38
[quakenet] <Oy> oh
21:38
[quakenet] <minus> i think i just fucked up my ssh configs (which i also deploy via ansible; not a good idea!)
21:39
[quakenet] <Oy> :(
21:41
[quakenet] <minus> looks like MrAnderson did some funky stuff to the master (running two in fact)
21:41
[quakenet] <Teeworlds> [teeworlds] oy deleted 0.6.5-rc at 002f028: https://git.io/fp4X5
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At least not running like 50000 masters
21:47
that would be awkward
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[quakenet] <Teeworlds> [teeworlds] nheir opened pull request #1704: align tw_api.py to 27c6f8a (master...tw_api) https://git.io/fp41g
21:49
[quakenet] <Oy> MrAnderson probably turned off the 0.6 masters? got spammed anyway and could be abused to dos someone else via spoofing
21:52
[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1704: align tw_api.py to 27c6f8a (master...tw_api) https://git.io/fp41g
21:54
[quakenet] <minus> nah, there's a 0.6 running
21:55
[quakenet] <minus> patched some time in october
21:55
[quakenet] <minus> i sent him an email
21:56
[quakenet] <Oy> ok
21:57
[quakenet] <Oy> but i think the flaw that it can be abused to dos via spoofing can't be fixed in 0.6
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[quakenet] <Oy> heinrich5991: ping
22:17
[quakenet] <rand> oops, something not right with tw_api, the server client works but the conclusion %d players/%d spectators does not ^^
22:17
[quakenet] <Teeworlds> [teeworlds] nheir opened pull request #1705: tw_api: fix getinfo returning None, add comments (master...tw_api) https://git.io/fp4DD
22:19
[quakenet] <Teeworlds> [teeworlds] oy pushed 2 new commits to master: https://git.io/fp4Db
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
22:19
[quakenet] <Teeworlds> teeworlds/master bf49414 nheir: tw_api: fix getinfo returning None, add comments
22:19
[quakenet] <Teeworlds> teeworlds/master fe57e85 oy: Merge pull request #1705 from nheir/tw_api...
22:19
[quakenet] <heinrich5991> Oy: pong
22:19
[quakenet] <rand> thx for fixing the warnings btw, I didn't think about such a simple fix :D
22:19
[quakenet] <heinrich5991> rand: link?
22:20
[quakenet] <Oy> heinrich5991: the token for connection client<>server never changes - you think that's enough? or update it after a while?
22:20
[quakenet] <heinrich5991> I don't think there's a benefit in changing it
22:21
[quakenet] <Dune> is falling asleep
22:21
[quakenet] <heinrich5991> cryptography protocols removed changing the key during the connection as well
22:21
[quakenet] <Dune> gn8, good luck with the network stuff
22:21
[quakenet] <heinrich5991> yes, I realized. but I wanted to see the warning fixes ^^
22:21
[quakenet] <rand> (network.h in mind)
22:21
[quakenet] <rand> (in my mind)
22:22
[quakenet] <Oy> heinrich5991: ok. an attacker might frute force the token, but takes a while
22:22
[quakenet] <heinrich5991> yes, they might. but they can still do that if we change it every once in a while
22:23
[quakenet] <heinrich5991> they might take a tiny bit longer because it's now a random experiment. but if we're worried about that, we should rather increase the token size to around 8 bytes and never worry about that again
22:23
[quakenet] <Oy> but then the odds are smaller
22:23
[quakenet] <Oy> yeah
22:23
[quakenet] <Oy> but 8 bytes might be too much :) dunno if it's needed
22:24
[quakenet] <heinrich5991> yes. I think 4 bytes are good for now
22:24
[quakenet] <heinrich5991> needs 4GB * ~50 or so to brute-force
22:24
[quakenet] <Oy> yeah
22:25
[quakenet] <Oy> reserved 6 bit in the header for flags - i guess that's the best option
22:25
[quakenet] <Oy> had to fill the space properly
22:25
[quakenet] <heinrich5991> yes, I think that's good
22:26
[quakenet] <heinrich5991> makes it a bit extensible :)
22:26
[quakenet] <minus> does it use some djb crypto
22:26
[quakenet] <heinrich5991> we don't use crypto
22:26
[quakenet] <minus> because i'll let you know it's no good if it doesn't
22:26
[quakenet] <Oy> https://github.com/teeworlds/teeworlds/blob/27c6f8ae4600308248cdbc8a5edcc16ae142950e/src/engine/shared/network.h#L12 if sth should be improved about the header, now is the best time :)
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
22:28
[quakenet] <Oy> gn8 Dune :P
22:29
[quakenet] <Dune> err bed is already occupied and don't want to wake up, so lemme open my laptop and fix some pesky alphas
22:29
[quakenet] <heinrich5991> if you'd put the token last and shuffle the flags a bit, you get the same packet header as 0.6.5
22:29
[quakenet] <heinrich5991> not sure if that's desirable, but I just noticed ^^
22:30
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
22:31
[quakenet] <Oy> yeah can do that
22:31
[quakenet] <Oy> how does the connless one look?
22:32
[quakenet] <heinrich5991> yes, it does
22:33
[quakenet] <heinrich5991> I don't remember what I put into the version thing
22:33
[quakenet] <heinrich5991> is it just a reserved field?
22:33
[quakenet] <Oy> yeah
22:33
[quakenet] <Oy> u had 4 bits in the 20bit token version
22:33
[quakenet] <Oy> for it
22:34
[quakenet] <heinrich5991> yes, that width doesn't matter I think
22:34
[quakenet] <heinrich5991> 2 bits is plenty β€” bill gates
22:34
[quakenet] <Oy> some space for the future
22:35
[quakenet] <heinrich5991> yes
22:35
[quakenet] <heinrich5991> do you happen to know what we do with packets that have a different version field than what we expect?
22:35
[quakenet] <Oy> think they're dropped
22:35
[quakenet] <heinrich5991> do we drop them or do we just ignore that field?
22:35
[quakenet] <heinrich5991> k
22:36
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
22:36
[quakenet] <heinrich5991> yea, sounds good. our connless packets now check for size >= our current size, so we can just add more stuff at the end anyway, if we want to stay compatible
22:36
[quakenet] <heinrich5991> yup :)
22:36
[quakenet] <Oy> yeah
22:37
[quakenet] <Oy> will switch around the header like in 0.6.5 and then it should be fine
22:37
[quakenet] <heinrich5991> I just noticed that putting the token last will make the connless packet look a bit uglier, because the response token field will be split in two 2-byte fields
22:38
[quakenet] <heinrich5991> sounds good :)
22:38
[quakenet] <heinrich5991> it's awesome that you revived teeworlds development again, Oy!
22:39
[quakenet] <Oy> yeah, it's nice to see people coming back and work on things - that helps a lot :)
22:39
[quakenet] <Oy> gives motivation
22:40
[quakenet] <Dune> yeah :)
22:40
[quakenet] <Oy> all the people that planned 0.7 got inactive, so the motivation was about zero, but now it's up again :)
22:41
[quakenet] <Oy> thx to Dune as well, for helping out so much
22:41
[quakenet] <Dune> eh, you're still doing most of the work :)
22:41
[quakenet] <Dune> I blame Landil's wife for stalling 0.7
22:41
[quakenet] <Oy> usually Landil did all the forum, news things etc. don't wanna deal with that ;)
22:42
[quakenet] <Oy> haha :D
22:42
[quakenet] <Dune> there's still the promotional work for the release that I'm not sure how to handle
22:42
[quakenet] <Dune> I guess not much was done in the past but put up a list of changes actually
22:42
[quakenet] <Oy> we planned a 0.7 2 years ago, but then the little buggers crossed that plan :D
22:43
[quakenet] <Oy> Dune yeah guess so
22:44
[quakenet] <Oy> chilly did some map preview for 0.5 i think
22:44
[quakenet] <Dune> right
22:44
[quakenet] <heinrich5991> before my time :P
22:44
[quakenet] <Oy> that would be good, to introduce the new maps + pictures
22:44
[quakenet] <Oy> yeah long ago
22:45
[quakenet] <Oy> so many years since we started 0.7 - couldn't rember all the stuff that was done...
22:45
[quakenet] <Dune> I like how you linked to the commit list :D
22:46
[quakenet] <Dune> doing stuff for teeworlds now feels like doing business with childhood mates. can't believe those people are adults too now
22:46
[quakenet] <Oy> yeah, that's good, but lots of work :)
22:46
[quakenet] <Oy> Dune yeah :)
22:47
[quakenet] <Oy> and i'm about 40... time goes by so fast ...
22:47
[quakenet] <Dune> wow damn
22:48
[quakenet] <Dune> I thought kinda everyone started teeworlds in their student years
22:49
[quakenet] <Oy> guess most of the original developers are in the late 30s now
22:50
[quakenet] <Dune> definitely
22:50
[quakenet] <Dune> I wanna see matricks with white hair
22:52
[quakenet] <Oy> haha :D
22:56
[quakenet] <Dune> do you code at work Oy?
22:56
[quakenet] <Dune> I feel like it is hard to keep up the motivation when work is 7h of code/day
23:00
[quakenet] <Oy> well if you have fun it's no problem :)
23:04
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fp4HL
23:04
[quakenet] <Teeworlds> teeworlds/master 208000d oy: moved around the header bits to resemble the 0.6.5 header
23:05
[quakenet] <Oy> minus: when u have the time, can u update the master again? :)
23:07
23:07
[quakenet] <Dune> not sure what do when _day or _night is missing
23:08
[quakenet] <Dune> might want not to show the theme at all
23:08
[quakenet] <Oy> just take what's there for the whole day?
23:09
[quakenet] <Oy> an option "none" would be good - then we can remove the show background map option
23:09
[quakenet] <Dune> already did that :D
23:09
[quakenet] <Dune> the first line is none
23:09
[quakenet] <Dune> just didn't figure what to display yet
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Just saying, 4 byte token is still ridiculously less
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[quakenet] <Oy> why?
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Can be brute forced in reasonable time
23:11
Being a home connection and ~1 hour or a server connection and much less
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[quakenet] <heinrich5991> what size do you suggest?
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8 bytes is just on the edge of being brute force able, so I'd suggest that, because you don't need like 10 or so
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[quakenet] <heinrich5991> hmm. you think 8 bytes is still brute-forcable? I thought that'd be beyond that
23:12
[quakenet] <Oy> isn't there the ack number for client<>server conversation as well? have to guess that as well
23:13
[quakenet] <heinrich5991> I get 16 million terabytes per byte of the packet you want to spoof
23:13
[quakenet] <heinrich5991> yes, there is
23:13
[quakenet] <Oy> another 10 bits
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8 byte is just on the edge
23:14
Of what's possible
23:14
So reasonable for a game protocol
23:14
But I woidltn go lower than that
23:14
But I woidltn go lower than that
23:14
By the way, did I say you got like 3 or 4 different valid tokens? (old token, global token, etc), that like halves the time needed for brute force
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[quakenet] <heinrich5991> not for connections
23:15
[quakenet] <heinrich5991> only for establishing the connection
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[quakenet] <Oy> fixed the global tokens already
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[quakenet] <Oy> tied them to broadcasts
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[quakenet] <Oy> u can't abus them anymore
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[quakenet] <heinrich5991> hmm. you think sending 16 million terabytes is feasible?
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[quakenet] <Oy> which teeworlds server can handle that?
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I say sending 2gb is feasible
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[quakenet] <heinrich5991> yes. it's more around 2gb * bytes in the packet you want to spoof, which is around 50 or let's say 40
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[quakenet] <heinrich5991> but yea, that's probably possible
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OK yeah sorry missed those
23:21
But packages are small
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[quakenet] <Dune> wait, you can't edit sorted_array ? :/
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And you could probably optimize it a bit
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[quakenet] <heinrich5991> I'm off for today. good night :/
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[quakenet] <Oy> gn8
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[quakenet] <Oy> Dune ?
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[quakenet] <Oy> edit how?
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[quakenet] <Dune> I have an array::range r for an array a and I expected that a[r] would work
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[quakenet] <Dune> I'll figure sth
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[quakenet] <Oy> it's a range not a single index
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[quakenet] <Dune> right. gotta use front() then :)
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[quakenet] <Oy> :P
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It would be nice if you could quickly switch between tabs like you do on a web browser. I perpose that CTRRL+TAB move you to the next tab to the right, While CTRL+SHIFT+TAB would move you to the pr...
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[quakenet] <Dune> aw, I love hotkeys
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[quakenet] <Dune> you can actually already do the settings page one with composed binds + ui_settings_page I believe
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[quakenet] <Oy> it might interact with hotkey that open steam overlay in steam
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[quakenet] <Dune> oh, didn't think of that
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[quakenet] <Oy> yeah should work with the bind
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[quakenet] <Dune> I tend to get issues with alt tab rather
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[quakenet] <Oy> when the boundaries are set properly for the config
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[quakenet] <Dune_linux> https://i.imgur.com/uIAv9BO.png
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[quakenet] <Oy> yeah, that's good
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[quakenet] <Dune> Sonix tried some icons (where the countryflags are)
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[quakenet] <Dune> two options
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[quakenet] <Dune> 1) we fetch a _icon.png for each _day/night.map and print it
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[quakenet] <Dune> 2) we use those two icons to signify day-only/night-only
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[quakenet] <Dune> 3) none of the above
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[quakenet] <Oy> 1?
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[quakenet] <Dune> sounds good
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[quakenet] <Dune> need to store the PNG somewhere
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[quakenet] <Oy> datasrc/ui/
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[quakenet] <Dune> oh, I meant in the code. gotta preload it
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[quakenet] <Dune> I made a themes/ folder rather
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[quakenet] <Dune> that might be better to group all that
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[quakenet] <Dune> ui/themes
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[quakenet] <Oy> yeah, thats good
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[quakenet] <Oy> with the maps
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[quakenet] <Dune> yes
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[quakenet] <Oy> background pones
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[quakenet] <Dune> sonix doing such a good job with maps
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[quakenet] <Oy> yeah :)
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[quakenet] <Oy> what did u mean with preload? just handle it like it's done with the icons in the server browser
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[quakenet] <Dune> well they are sort of preloaded
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[quakenet] <Dune> but yeah I'll just use the same structs
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[quakenet] <Dune> the things you can get away with gcc, it's amazing
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[quakenet] <Dune> I defined my class twice and forgot about it
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[quakenet] <Dune> in :: and CMenus:: scope
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[quakenet] <Dune> gcc didn't even give a warning
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[quakenet] <Dune> both accessible
Exported 350 message(s)