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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 2018-11-24 00:00:00Z and 2018-11-25 00:00:00Z
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[quakenet] <Dune> ahoi
10:01
[quakenet] <Oy> hey
10:01
[quakenet] <Dune> locked translations. not sure which to add
10:01
[quakenet] <Dune> it seems like the major ones all had contributions
10:02
[quakenet] <Dune> can't believe french had so little
10:03
[quakenet] <Oy> add everything we have?
10:03
[quakenet] <Dune> don't I scrap away the 0.6-only ones?
10:04
[quakenet] <Oy> hm, dunno how many strings from 0.6 are still valid
10:04
[quakenet] <Dune> 89%
10:05
[quakenet] <Oy> then we could still use the not updated ones
10:05
[quakenet] <Dune> alright
10:06
[quakenet] <Dune> the server browser is mostly english
10:07
[quakenet] <Dune> is there anything to setup/fix for the version server?
10:08
[quakenet] <Oy> the server should work
10:09
[quakenet] <Oy> dunno if the urls still still resolves to an address
10:11
[quakenet] <Oy> oh, to inform 0.6 clients the one from the 0.6 have to used and updated so it broadcasts the correct version
10:11
[quakenet] <Oy> 0.6 clients can't interact with the 0.7 one
10:11
[quakenet] <Dune> the 0.6 is the one that matters
10:12
[quakenet] <Dune> know how to update it?
10:13
[quakenet] <Dune> I can't resolve version.teeworlds.com :(
10:15
[quakenet] <Oy> minus: ping
10:15
[quakenet] <minus> Oy: pong
10:16
[quakenet] <Oy> minus: version.teeworlds.com doesn't resolve to an address
10:16
[quakenet] <Oy> do you have access to fix that?
10:17
[quakenet] <minus> yes
10:17
[quakenet] <Dune> nice
10:19
[quakenet] <Oy> good
10:23
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to 0.6: https://git.io/fp089
10:23
[quakenet] <Teeworlds> teeworlds/0.6 7d8234e oy: Made the 0.6 version server broadcast 0.7.1 as new version
10:26
[quakenet] <minus> Oy: an 8 byte array? with just 5 (or 6 including terminator) characters?
10:28
[quakenet] <Oy> minus: the original array is 8 bytes as well, not sure if the client checks for corrects siye and dropps too short ones
10:28
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
10:29
[quakenet] <rand> is there a scrollbar in the serverbrower to see the client list on a server ?
10:31
[quakenet] <Oy> no
10:32
[quakenet] <minus> Oy: aye, but it should be sizeof(GAME_RELEASE_VERSION) then instead of 8
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[quakenet] <Oy> minus: that's the same ;) but yeah, that code won't be used/modified in the future so i guess it's fine :)
10:46
[quakenet] <rand> crap
10:49
[quakenet] <Teeworlds> [teeworlds] Sonix- opened pull request #1712: Add theme icons (master...icons) https://git.io/fp04i
I'll provide svg files, If anyone from the gfx staff wanna improve them.
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[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1712: Add theme icons (master...icons) https://git.io/fp04i
I'll provide svg files, If anyone from the gfx staff wanna improve them.
10:58
[quakenet] <Oy> attaching the slight background to the top tabs. how should be in the server browser?
10:58
[quakenet] <Oy> http://www.solidfiles.com/v/pW8YWMYx7K6z5 just for the list?
Download screenshot_2018-11-24_11-54-26.png on Solidfiles.
10:59
[quakenet] <Oy> or completely? or both?
10:59
[quakenet] <Dune> I have to make it that none.png is taken into account
10:59
[quakenet] <Dune> thanks for the icons @sonix
10:59
[quakenet] <Sonix-> that looks odd Oy
11:00
[quakenet] <Oy> yeah kinda
11:02
Download screenshot_2018-11-24_12-01-34.png on Solidfiles.
11:03
Download screenshot_2018-11-24_12-02-16.png on Solidfiles.
11:05
[quakenet] <Dune> is it me or the heavens bgmap sometimes has a super fast cloud speeding behind :D
11:05
[quakenet] <Oy> yeah
11:05
[quakenet] <Dune> Sonix-: gotta fix that I guess
11:05
[quakenet] <Oy> seems the reset for the animation
11:05
[quakenet] <Dune> isn't it a map problem?
11:06
[quakenet] <Oy> some envelope setting?
11:06
[quakenet] <Oy> don'T map that much :D
11:06
[quakenet] <Dune> me neither :c
11:07
[quakenet] <Oy> but it's just one i think, so probably an envelope setting thing
11:07
[quakenet] <Dune> well it's funny :D
11:09
[quakenet] <Sonix-> this is what i suggest for ingame menus if there are sub menus or buttons
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[quakenet] <Sonix-> oh lol i'll fix the cloud later :D
11:15
[quakenet] <Oy> Sonix-: should be a general thing
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where else do we have 2 rows of buttons
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[quakenet] <Dune> working on a new blood theme I see Sonix- :D
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Actually I was thinking about a jungle and spiky theme Dune :p
11:18
from a banner i've made some time ago
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[quakenet] <Dune> ooh, cool :)
11:21
[quakenet] <Oy> i meant the tab Sonix- i meant that the top row looks like tabs
11:22
[quakenet] <Sonix-> the top row are esc menu buttons/options
11:23
[quakenet] <Sonix-> you click settings f.e. and more options/tabs appear then is better to differentiate them from the main menu
11:23
[quakenet] <Sonix-> and make them actually look tabs with actual content
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[quakenet] <Sonix-> something like this for only buttons? f.e moving up in there the join red and blue buttons
11:26
[quakenet] <Sonix-> as u can see the other main row button are separated from the content
11:27
[quakenet] <Sonix-> indicating that they're not connected
11:28
[quakenet] <Oy> kinda difficult with the gradient
11:29
[quakenet] <Sonix-> what gradient?
11:29
[quakenet] <Sonix-> the one in the main row remains untouched
11:30
[quakenet] <Sonix-> the other one you guys added just looks ugly and out of place
11:30
[quakenet] <Oy> which one?
11:31
[quakenet] <Sonix-> the one in the 2nd row if you're talking about that one https://user-images.githubusercontent.com/355114/48788371-fadba080-ecea-11e8-9c33-20fa8c19081d.png
11:32
[quakenet] <Sonix-> the gradient is and should be used only for the very top and bottom button rows
11:32
[quakenet] <Dune> yeah it's weird rn
11:33
[quakenet] <Oy> posted a pic yesterday with a solid background for that row
11:37
[quakenet] <Dune> should I poll people on default map theme? idk what the overall feeling is like
11:39
[quakenet] <Oy> when there isn't a gradient the buttons seem to dark compared to the ones on the bottom, cause the ones on the bottom have a gradient http://www.solidfiles.com/v/AnwGAVnRjwvQB
Download screenshot_2018-11-24_12-35-30.png on Solidfiles.
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Download screenshot_2018-11-24_12-46-17.png on Solidfiles.
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removed is better
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[quakenet] <Oy> ok
11:54
[quakenet] <Oy> tab colour should probably be changed
11:54
[quakenet] <Oy> hard to seperate deactivated ones from not active ones
11:55
[quakenet] <Oy> maybe better to remove the deactivated ones again?
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yeah no point keeeping them there
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[quakenet] <Dune> I think the second row of tabs should have only top round corners
12:06
[quakenet] <Dune> it looks a bit strange like that
12:07
Download screenshot_2018-11-24_13-07-03.png on Solidfiles.
12:08
[quakenet] <Oy> corners just have to be on top yeah and the not active tabs need brighter text colour
12:08
[quakenet] <Oy> besides that?
12:09
[quakenet] <Dune> then it's just the join/disconnect buttons accessibility
12:09
[quakenet] <Dune> and remove the back button, it makes no sense anymore
12:16
[quakenet] <Oy> dunno what to do with that reset button :(
12:19
[quakenet] <Dune> hmmm
12:20
[quakenet] <Dune> I only have silly ideas :/
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[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1713: Scan for the none.png icon for the checkerboard theme (master...feature-theme-none) https://git.io/fp00l
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@oy @Dune why not remove the reset and back button and add the button row from the normal ingame menu?
👌 1
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[quakenet] <Dune> that's what we're trying to do @fisico
12:44
[quakenet] <Dune> but where do you put the reset button?
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what does the reset button do?
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[quakenet] <Dune> reset settings
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remove it 😄
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12:45
no need to put in in the ingame settings menu 😄
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[quakenet] <Dune> :/
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[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1713: Scan for the none.png icon for the checkerboard theme (master...feature-theme-none) https://git.io/fp00l
12:59
[quakenet] <Oy> yeah removing the reset button is kind bad...
13:05
esc menu looks weird I agree that the ingame menus look particularly strange/clunky. I personally can't get used to them. Mouse has to travel a lot from the top to the bottom of the screen, and...
Download screenshot_2018-11-24_14-03-34.png on Solidfiles.
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@oy yea like i now 😄 good work
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[quakenet] <Dune> yeah :)
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[quakenet] <Dune> any idea what could cause https://github.com/teeworlds/teeworlds/issues/1714 ?
I've been experiencing either timeouts or "too weak connection" disconnects on my own server (local) recently. I thought it was on my end while testing chat (spamming bots), but it ha...
14:16
[quakenet] <Oy> maybe too much data because of the chat spam so the client gets flooded?
14:17
[quakenet] <Teeworlds> [teeworlds] oy pushed 2 new commits to master: https://git.io/fp0zC
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
14:17
[quakenet] <Teeworlds> teeworlds/master e2684bc oy: improved the ingame menus. closes #1611
14:17
[quakenet] <Teeworlds> teeworlds/master 42707f9 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.
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[quakenet] <Dune> yeah but that's a recent problem Oy
14:25
[quakenet] <Dune> we used to not have this problem at all and now it's regular
14:27
[quakenet] <Oy> maybe it was just luck that it didnt happen
14:27
[quakenet] <Dune> I really doubt that :/ now it happens within a minute
14:30
[quakenet] <rand> aren't the spectators listed in serverbrowser ?
14:30
[quakenet] <Oy> they are
14:30
[quakenet] <Oy> but there's a filter for it
14:30
[quakenet] <Oy> show players only
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[quakenet] <Oy> Dune: didn't happen before? for the same config/spamchat value?
14:45
[quakenet] <Dune> yeah
14:45
[quakenet] <Dune> have to ask @LordSk 🦋 but I doubt the server was changed
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Oy: I'd love for someone else to test it
15:00
so we can rule out the possibility of it happening only on my PC
15:01
but as I said on the issue it happened without bots as well
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[quakenet] <Dune> sorry I'm late on that task
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when I was chatting in game with Dune yesterday
15:01
he saw me disconnect on my own server first
15:01
then disconnected too
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[quakenet] <Dune> yep
15:02
[quakenet] <Dune> I still could move somewhat
15:02
[quakenet] <Dune> it got laggy
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@LordSk 🦋 I put a server up usual rcon, you can try to trigger it
15:12
[quakenet] <Oy> now what commit triggers it :D
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it's recent that's for sure
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have you tried a binary search?
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[quakenet] <Dune> no, we're "not hot on network stuff", like LordSk said :D
15:44
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fp0aI
15:44
[quakenet] <Teeworlds> teeworlds/master 07f009b oy: fixed faulty shift. closes #1714
15:44
[quakenet] <Dune> oh, nice
15:44
[quakenet] <Oy> c&p error ...
15:45
[quakenet] <Oy> but good that you found that error Lordsk :)
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that was fast
15:46
yeah it wasn't on my end only apparently haha
15:47
and since we don't have much people testing the latest version at the same time
15:47
it would have been hard to uncover
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[quakenet] <Oy> yeah, would come up for everyone after a while, but because of the huge amount of packtes send with the spam thing you got there faster :)
15:50
[quakenet] <Dune> yeah, would have been nasty
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[quakenet] <Oy> what about the other ingame menus server info, call vote etc. higher alpha there as well?
16:10
[quakenet] <Dune> I don't know how to make that consistent
16:11
[quakenet] <Dune> need to pull and try
16:11
[quakenet] <Teeworlds> [teeworlds] oy pushed 7 new commits to master: https://git.io/fp0aH
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
16:11
[quakenet] <Teeworlds> teeworlds/master 72a6417 LordSk: Replace hard coded id display most everywhere
16:11
[quakenet] <Teeworlds> teeworlds/master b285a3d LordSk: Stylize it a bit
16:11
[quakenet] <Teeworlds> teeworlds/master c19c600 LordSk: Append rect width
16:11
[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1711: Display user IDs (master...feature/display_user_id) https://git.io/fpRji
This display an ID box mostly everywhere there used to be a 'ID: '. It's not a perfect solution, the rect can be somewhat misaligned, but this could be improved if we get perfect bounds...
16:13
[quakenet] <Oy> http://www.solidfiles.com/v/RKj78Zw7R8zpA higher alpha for the bigger darker background
Download screenshot_2018-11-24_17-12-10.png on Solidfiles.
16:14
[quakenet] <Oy> could increase just for the brighter fields instead
16:15
[quakenet] <Dune> looks a bit high contrast there
16:15
[quakenet] <Dune> I don't know, maybe it's just the change :)
16:16
Download screenshot_2018-11-24_17-16-02.png on Solidfiles.
16:18
[quakenet] <Dune> huh, increasing the alpha just makes it more white on white
16:18
[quakenet] <Dune> right
16:18
[quakenet] <Dune> maybe you could make those boxes black + 0.25 alpha
16:18
[quakenet] <Dune> would be consistent with the settings menus
16:19
[quakenet] <Oy> yeah all of them need a rework, don't fit the style and coloursheme of the other menus
16:19
[quakenet] <Dune> just make them black I guess
16:19
[quakenet] <Dune> what else to be changed for consistence?
16:25
[quakenet] <Oy> the other menus have an offset to the tabs on top
16:25
[quakenet] <Dune> ah
16:25
[quakenet] <Oy> dunno if it should be there too
16:25
[quakenet] <Dune> I see, good catch
16:26
[quakenet] <Oy> http://www.solidfiles.com/v/r6GW47XjqGkqZ same as in the server browser
Download screenshot_2018-11-24_17-24-38.png on Solidfiles.
16:27
[quakenet] <Dune> looks good imo but did you cut hte bottom of the scren or is it like that?
16:30
[quakenet] <Oy> they go till the bottom - needs to change as well
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like the latest version oy
16:45
i think the text(content) from the server info/game info should not be bigger than the fontsize in the buttons...
16:46
such a wall of text.. hit's you right in the face 😄
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fp0w8
16:53
[quakenet] <Teeworlds> teeworlds/master e865d1c oy: increased the overall cuteness factor of the ingame menus. closes #1551
16:53
[quakenet] <Oy> was always that way ;)
16:53
[quakenet] <Oy> dunno if it should be decreased much
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yea i think it should be
16:55
looks strange so many different font sizes
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[quakenet] <Dune> adjusted m_CutenessFactor eh
17:12
every tab has another font size and padding settings... looks so unpolished
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[quakenet] <Dune> Call vote needs higher alpha
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[quakenet] <Oy> maybe the boxes need some header like the pages in settings - then the fontsize could be the same as in the other menus
17:56
would something like this be acceptable for the broadcast issue Oy?
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What about chat
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hidden when typing for now
18:02
the broadcast itself minimizes after a few seconds
18:07
like that
❤ 1
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[quakenet] <Oy> could be
18:12
[quakenet] <Oy> broadcast should disappear completely after few seconds - like before
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oh yeah it does as well
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[quakenet] <Dune> I like the shadow effect
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like the new "broadcast"
18:27
@oy great idea to seperate the headline from the text container 😄
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[quakenet] <Oy> bear mentioned that chat is harder to read on ctf2 - we should improve it someday :)
18:41
[quakenet] <Dune> oh, bear is around? :o
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@LordSk 🦋 btw broadcast used to last 10s
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ok
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[quakenet] <Oy> was on fisico's test server
18:48
[quakenet] <Oy> that reminds me: didn't he work on maps as well? should add cinaera then
18:52
[quakenet] <Dune> oy: bear said nope
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[quakenet] <Oy> ok
19:04
[quakenet] <Oy> btw. maybe we should use some donation money to add a private repo on github where the svg's of the graphics can be stored. better access and overview than dropbox folders
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why should graphics be private?
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[quakenet] <Dune> makes me wonder why private svgs should even be a thing :/
19:04
[quakenet] <Dune> ha, lordsk beats me at it
19:05
[quakenet] <Dune> but I agree the current dropbox stuff is clunky
19:11
[quakenet] <Oy> i sympathise with the graphic artist, that they don't want to make it public
19:11
[quakenet] <Oy> yeah the dropbox stuff isn't good
19:13
[quakenet] <minus> i don't
19:13
[quakenet] <minus> put graphics in the open
19:13
[quakenet] <Dune> devs don't really have a choice tho, we have to make our code editable for all
19:13
[quakenet] <minus> oh, you can do the same for code; provide binaries only
19:14
[quakenet] <Dune> not if you want to contribute to teeworlds minus
19:14
[quakenet] <Dune> you can contribute graphically with a small file
19:14
[quakenet] <minus> okay yeah
19:15
[quakenet] <Dune> it's a bit of a luxury the graphics guys have that people can't corrupt their ideas too much I guess
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[quakenet] <Oy> well, they spend like 100 hours on a tileset and don't want to it get spread around then. or someone else steel the thunder
19:25
[quakenet] <Oy> i appreciate that they spend the time/work, so i'm ok with having the svg's not public
19:30
[quakenet] <Dune> alright I see
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[quakenet] <Dune> what remains for the scoreboard, Oy?
19:58
[quakenet] <Oy> Dune: the reade indicator Sonix mentioned would be good
19:59
[quakenet] <Oy> and resolving the merge conflicts :P
20:02
[quakenet] <Dune> no idea what it should be like though, I'm not even sure what this ready indicator does :|
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[quakenet] <Oy> when you pause the game during a match everyone has to be ready again to continue the game
20:16
[quakenet] <Dune> oh, alright
20:16
[quakenet] <Oy> used in clan matches, when someone gets network problems etc.
20:16
[quakenet] <Dune> any suggestion? a color?
20:16
[quakenet] <Oy> green and red?
20:16
[quakenet] <Oy> maybe a dot? or the name? dunno?
20:17
[quakenet] <Oy> Sonix suggestions?
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green and red dots should be enough imo
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[quakenet] <Dune_linux> so even without the time to completely implement the graphical side of my proposal for damage indicators, this could be done:
20:34
[quakenet] <Dune_linux> https://i.imgur.com/RX6ob6d.png
20:35
[quakenet] <Dune_linux> (the red-er star indicates health damage)
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[quakenet] <Oy> you should open an issue ;)
21:04
[quakenet] <Dune> right
21:04
[quakenet] <Dune> that needs discussion :x
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[freenode] <rachelfish> Hmm
21:58
[freenode] <rachelfish> So what's going on with teeworlds?
21:58
[freenode] <rachelfish> The 0.7.0 master servers are down right now?
21:58
[quakenet] <Dune> no, they are updated
21:58
[quakenet] <Dune> compatibility was broken
21:58
[quakenet] <Dune> well 0.7.0 is down I guess, yeah
21:59
[quakenet] <Dune> release is soon anyway
21:59
[freenode] <rachelfish> Releasing 0.6.5 and 0.7.0 at the same time was a bad idea imo
21:59
[quakenet] <Dune> read https://www.teeworlds.com/?page=journal for the reasons
21:59
[freenode] <rachelfish> lots of confusion, people simultaneously using 3 incompatible versions
22:00
[freenode] <rachelfish> The official 0.6.5 download on the teeworlds website is incompatible with itself
22:00
[quakenet] <Dune> huh, is it?
22:00
[freenode] <rachelfish> If you run teeworlds_srv from the 0.6.5 download, and then try to connect to it with a client using teeworlds, it says there's a version mismatch
22:00
[quakenet] <Dune> ah
22:00
[quakenet] <Dune> yeah there was a bug in the netcode, some patch had to be reverted
22:01
[quakenet] <Dune> :/
22:01
[freenode] <rachelfish> Don't you think that release should be updated?
22:01
[quakenet] <Dune> the 0.6 trunk works for the server
22:01
[quakenet] <Dune> but yeah that's a good point
22:01
[freenode] <rachelfish> it's kinda crazy that the official download on the website for 0.6.5 would be incompatible with itself
22:02
[quakenet] <Dune> there was quite little manpower at release time, even though we were given one week
22:02
[freenode] <rachelfish> well is there any way I can help?
22:02
[quakenet] <Dune> sure, we're working on 0.7.1 right now
22:02
[quakenet] <Dune> what are your skills?
22:02
[quakenet] <Dune> coding?
22:03
[freenode] <rachelfish> project manager at a tech startup that works on open source software
22:03
[quakenet] <Dune> that's cool :)
22:03
[quakenet] <Dune> well that's the milestone: https://github.com/teeworlds/teeworlds/milestone/8
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
22:03
[quakenet] <Dune> but most issues are already being worked on
22:06
[freenode] <rachelfish> Are there any plans to make the teeworlds server interactive? instead of relying on rcon? Like when I run ./teeworlds_srv it'd be nice if I could change config options / run commands directly from that terminal window
22:07
[quakenet] <Dune> no plans for that afaik
22:07
[quakenet] <Dune> you can open an issue on github for that
22:07
[quakenet] <Dune> but there is already econ
22:08
[freenode] <rachelfish> What's econ?
22:08
[freenode] <rachelfish> Telnet connection?
22:08
[quakenet] <Dune> external console
22:09
[MISC] Accessing the external console / econ (Page 1) — Tutorials — Teeworlds Forum — Everything Teeworlds!
22:10
[freenode] <rachelfish> Oh cool, I remembered that being a feature but forgot how to set it up. Thanks!
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[quakenet] <Dune> :)
22:11
[quakenet] <Dune> any experience messing around with teeworlds code?
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[quakenet] <Dune> do we know you from the forums?
22:13
[freenode] <rachelfish> Naw I don't think I have an account on the forums, but my friend noby has done a lot of messing around with the teeworlds code and made his own version of FNG
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[freenode] <rachelfish> Btw, does anybody here know what's up with the teerace website? It was down for a while, and now it's giving me a SSL error?
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[quakenet] <Dune> err
22:21
[quakenet] <Dune> that's sushitee I think :/
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[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1716: Add Damage net event (master...feature-damage-netevent) https://git.io/fp0Si
So this is a proposal to include a Damage net event. This event contains the following: m_ClientID: ID of damaged tee m_Amount: amount of damage taken, from 1 to 9 m_Angle: angle from which damage...
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