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Between 2018-11-25 00:00:00Z and 2018-11-26 00:00:00Z
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[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1717: Whisper: properly blend icon, implement shift+tab, memorize last whisper target (master...feature-whisper-target) https://git.io/fp0H6
fix whisper icon not blending make shift+tab go to previous whisper target memorize last whisper target. if ID no longer exists, go to next ID (it used to always start at the first ID following the...
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[quakenet] <Teeworlds> [teeworlds] LordSk opened pull request #1718: Server broadcast (master...feature/broadcast) https://git.io/fp05N
Server broadcasts appear at the bottom of the screen, and fade away after 10s. They can use different text colors with aspecial prefix: ^XXX, with X = [0-9]. Examples: ^900 is full red, ^050 is hal...
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fp0jy
10:34
[quakenet] <Teeworlds> teeworlds/master dbbca2c oy: reworked ingame menus, updated to the style of the new design
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpEv3
11:24
[quakenet] <Teeworlds> teeworlds/master de85ec7 oy: fixed an initialization
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[quakenet] <Teeworlds> [teeworlds] axblk opened pull request #1719: Fix server info tab (master...patch-1) https://git.io/fpEvi
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@oy the new ingame menu is really cool, great work!
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[quakenet] <Dune> hai
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hi
13:21
broadcast also looks good. Except the cut of gradient... maybe bend it over?
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[quakenet] <Dune> bend it over? what do you mean?
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rounded corner with a gradient that follows it
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[quakenet] <Oy> doubt we can finish the release today
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don't rush it... some day's delay won't hurt anybody
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[quakenet] <Dune> the top of the lists in the call vote menus feel inconsistent with the two previous tabs
13:48
[quakenet] <Oy> Dune: stumbled on another problem with the ingame menu, the game tab has a notification f.e. when joining is blocked - that should be displayed somewhere when the buttons are there all the time
13:48
[quakenet] <Oy> it's the same as in settings general
13:48
[quakenet] <Dune> oh
13:48
[quakenet] <Dune> :|
13:48
[quakenet] <Dune> didn't think of that
13:48
[quakenet] <Oy> the text in the header list is different than section headers
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You should ve waited till everything was done to make the realease announcement
13:49
There is no need to rush things
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[quakenet] <Oy> well it just said we plan to
13:50
[quakenet] <Dune> release announcements are good imo
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yep
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[quakenet] <Dune> being late happens
13:50
[quakenet] <Dune> it's not like people scheduled 0.7.1 tournaments on monday
13:50
[quakenet] <Oy> yeah, better to set some kinda deadline for translations, new features
13:51
[quakenet] <Dune> ^
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@Sonix gfx ready to go through PNGOptimizer?
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[quakenet] <Oy> what's missing gfx wise?
13:53
[quakenet] <Oy> maps are ready right?
13:53
[quakenet] <Dune> they are afaik
13:53
[quakenet] <Oy> oh wait there was sth with reordering grass_doodads right?
13:53
[quakenet] <Dune> yes
13:54
[quakenet] <Oy> some automatization needed for that
13:54
[quakenet] <Dune> for what, reordering?
13:55
[quakenet] <Oy> the grass_doodads was supposed to be reordered a bit https://github.com/teeworlds/teeworlds/issues/1043
Reorder grass_doodads so selecting an item doesn't automatically grab a part from another one.
13:55
[quakenet] <Oy> now if u select a multiple tiles that form a tree u select sth from another part :(
13:56
[quakenet] <Oy> and have to delete it manually afterwards
13:56
[quakenet] <Oy> bit if the image is reordered, the maps have to be updated
13:56
[quakenet] <Oy> cause they use the wrong tile index then
13:57
[quakenet] <Dune> :(
13:57
[quakenet] <minus> just add a version number to the new tileset name
13:57
[quakenet] <Dune> problem is then you need to ship two
13:58
[quakenet] <Oy> no doesn't work
13:58
[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1720: Fix a couple of missing localize, remove unused variables (master...fix-missing-localize) https://git.io/fpEkl
14:00
[quakenet] <Oy> a tile layer that is stored wihin a map has an array of tile indices (like offset to a tile within the image). if u change the image the offsets within the map needs to be adjusted
14:01
[quakenet] <minus> Dune: yes, you ship and old one for compatibility with old maps
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the new one will than be uses by new maps
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LordSk πŸ¦‹ 2018-11-25 14:12:09Z
hello wonderful people
14:12
Oy: do you mind discussing the colored broadcast thing?
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[quakenet] <Oy> hey
14:13
[quakenet] <Oy> sure
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LordSk πŸ¦‹ 2018-11-25 14:13:16Z
hey πŸ˜ƒ
14:13
so I'll preface this by saying we can scrap it altogether
14:13
I don't really mind
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[quakenet] <Dune> RTL languages like persian should be scrapped, right
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LordSk πŸ¦‹ 2018-11-25 14:14:18Z
but I thought that since we can mute and disable broadcasts
14:14
it should be fine?
14:14
If server admins are obnoxious
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[quakenet] <Oy> but coloured broadcasts are different level of disturbance
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LordSk πŸ¦‹ 2018-11-25 14:15:06Z
people will mute broadcasts
14:15
they are I agree
14:15
so is pinging in the chat with each message
14:16
a sound and a color
14:16
and then you mute that person
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[quakenet] <Oy> but then you have just the option to turn it off in gereral
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LordSk πŸ¦‹ 2018-11-25 14:17:11Z
there is also the possibility as you mentioned, to enable color parsing
14:17
off by default
14:17
but as I said, I can just scrap it
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[quakenet] <Oy> dunno
14:18
[quakenet] <Oy> either remove the colours in gereneral or make the colourthing adjustable
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LordSk πŸ¦‹ 2018-11-25 14:19:03Z
this is a difficult situation
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[quakenet] <Oy> i already see the upcoming broadcasts - every char has a different colour
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LordSk πŸ¦‹ 2018-11-25 14:19:27Z
yeah as I said, very abusable
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[quakenet] <Oy> and changes colour every second to have rainbows etc.
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LordSk πŸ¦‹ 2018-11-25 14:19:43Z
hahaha
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[quakenet] <Oy> and animations
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LordSk πŸ¦‹ 2018-11-25 14:20:11Z
they way I see it right
14:20
the people who wanted broadcast
14:20
want an easy to see message
14:20
like a warning for example, "server maintenance happening"
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[quakenet] <Oy> yeah, but dunno if colours are needed for it
14:21
[quakenet] <Oy> and server hosters also used the broadcast for advertising
14:22
[quakenet] <Oy> most times i saw them ingame
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LordSk πŸ¦‹ 2018-11-25 14:22:22Z
could you mute them back then?
14:22
I don't remember
14:22
but anyway I got the message
14:23
won't be on by default
14:23
πŸ˜ƒ
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[quakenet] <Oy> no u couldn't disable it
14:25
[quakenet] <Oy> good :D
14:26
[quakenet] <Dune> is manually copying author info
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LordSk πŸ¦‹ 2018-11-25 14:26:24Z
and Oy, if you don't want it in the game at all, just say the word, I really don't mind it either way
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[quakenet] <Oy> poor Dune :(
14:26
[quakenet] <Dune> gotta credit peeps :p
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LordSk πŸ¦‹ 2018-11-25 14:26:41Z
this is a proposal after all
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[quakenet] <Dune> I scrap arabic and persian right
14:28
[quakenet] <Oy> LordSk don't mind it being there, for my personal taste they're too distracting so i'd have the colours disabled for me
14:28
[quakenet] <Oy> Dune yeah
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LordSk πŸ¦‹ 2018-11-25 14:28:39Z
alright got it
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[quakenet] <Oy> don't have rtl support anyway
14:29
[quakenet] <Dune> aight
14:29
[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1717: Whisper: properly blend icon, implement shift+tab, memorize last whisper target (master...feature-whisper-target) https://git.io/fp0H6
fix whisper icon not blending make shift+tab go to previous whisper target memorize last whisper target. if ID no longer exists, go to next ID (it used to always start at the first ID following the...
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@LordSk 🦋 i think white text for boradcast is enough
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LordSk πŸ¦‹ 2018-11-25 14:31:16Z
alright 2 votes against then
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or make it only possible to color the whole text and make some thing that prevents rapid color changes
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LordSk πŸ¦‹ 2018-11-25 14:32:41Z
what if colors are disabled by default? @David - SFM
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hmm yea also an idea
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[quakenet] <Oy> my proposal :P
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LordSk πŸ¦‹ 2018-11-25 14:33:15Z
haha
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it's a hard think to decide
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LordSk πŸ¦‹ 2018-11-25 14:33:20Z
it is
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I think a lot of people would enjoy a colors option, even though that might not be us
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the ddnet client will turn the option on by default and players will get spammed with all sort of stuff πŸ˜„
14:34
that should not be our problem i think
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LordSk πŸ¦‹ 2018-11-25 14:35:34Z
didn't they say they won't upgrade anyway?
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i don't know the whole weird stuff is comming from the braodcast thing
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LordSk πŸ¦‹ 2018-11-25 14:37:29Z
yeah I feel like this is highly requested
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[quakenet] <Dune> some people are surprised 0.7 is not compatible with 0.6 :D
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haha they never saw a big release
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[quakenet] <Dune> yep :)
14:39
[quakenet] <WsYFU> Hopefully people move to 0.7 when it's done
14:39
[quakenet] <Dune> :) it always takes time
14:40
[quakenet] <WsYFU> Yep, i can remember thinking of what i want to play today 0.5 or 0.6
14:40
[quakenet] <Dune> a lot of unmaintained mods won't be updated, and the people only into these will stay on 0.6. same happened with 0.5
14:40
[quakenet] <Dune> then things move on
14:41
[quakenet] <WsYFU> There aren't many inmaintained mods
14:42
[quakenet] <minus> teeworlds isn't semver after all
14:49
[quakenet] <Oy> well 0.6 was released april 2011, newer players probably haven't see a major release yeah
14:55
[quakenet] <WsYFU> "There is also a new, shiny 16-player limit." back when 0.5.0 was released
14:55
[quakenet] <WsYFU> Wow, it was so long time ago
14:58
[quakenet] <Dune> wait
14:58
[quakenet] <Dune> there is no flag for breton? :/
14:58
[quakenet] <Dune> crap
14:59
[quakenet] <lvgx> and yet there is one for vatican city
14:59
[quakenet] <Dune> well its a country
15:00
[quakenet] <Dune> that's consistent, I just need a flag for the language
15:02
[quakenet] <Dune> guess no flag for breton and catalan languages
15:03
[quakenet] <lvgx> ahah, if teeworlds get as many translations as wesnoth you'll have fun finding flags for every european local language
15:03
[quakenet] <Dune> esperanto ought to be enough for everyone in EU
15:03
[quakenet] <Dune> =p
15:03
[quakenet] <Dune> does esperanto even have a flag
15:04
[quakenet] <lvgx> or latin
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[quakenet] <Oy> could add a flag for breton or cataln - have one for wales scotland...
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[quakenet] <Dune> yeah
15:29
[quakenet] <Dune> need esperanto and galician too
15:29
[quakenet] <Dune> who could do flags?
15:29
[quakenet] <Teeworlds> [teeworlds-translation] Dune-jr pushed 2 new commits to master: https://git.io/fpEt3
Language files for teeworlds - we use transifex, please read the forums - teeworlds/teeworlds-translation
15:29
[quakenet] <Teeworlds> teeworlds-translation/master b17dd6a Jordy Ruiz: Fix russian.json
15:29
[quakenet] <Teeworlds> teeworlds-translation/master 47dc53c Jordy Ruiz: Add breton, catalan, chinese, esperanto, estonian, galician, irish, slovenian languages. Flags are missing
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[quakenet] <Teeworlds> [teeworlds-translation] Dune-jr pushed 1 new commit to master: https://git.io/fpEtr
…talian, japanese, kyrgyz, norwegian, polish, romanian, russian, serbian, swedish, turkish languages
15:47
[quakenet] <Teeworlds> teeworlds-translation/master 6ff9d22 Jordy Ruiz: Update belarusian, czech, dutch, finnish, french, greek, hungarian, italian, japanese, kyrgyz, norwegian, polish, romanian, russian, serbian, swedish, turkish languages
15:49
[quakenet] <lvgx> public domain or CC-0 flags are easy to find, but there should be a template for the shade and border
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btw... i'm also for calling this release 0.8
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[quakenet] <Dune> should probably just rename 0.7.0 a beta or so imo
16:27
[quakenet] <Teeworlds> [teeworlds-translation] Dune-jr pushed 1 new commit to master: https://git.io/fpEqh
16:27
[quakenet] <Teeworlds> teeworlds-translation/master f115217 Jordy Ruiz: Update finnish language
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@David - SFM any help with spotting gross text overflow appreciated :p
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also a good idea to rename it 0.7.0 beta
16:29
you mean the translation text's are longer than their textbox?
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[quakenet] <Dune> yes
16:31
[quakenet] <Dune> when it gets quite bad it could be reverted to english
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where are you in the lang list? started from the top?
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[quakenet] <Dune> nowhere
16:37
[quakenet] <Dune> :D
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ok
16:37
starting from the bottom
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[quakenet] <Dune> fixing a bug with the listbox
16:37
[quakenet] <Dune> :/
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@Dune mousesense and samplerate is to small... many languages does not fit in there... AA in french is also to long
16:45
maybe make the moussense textbox a bit longer and also the samplerate...
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[quakenet] <Dune> only look for nasty overflow, fisico
16:47
[quakenet] <Dune> can't fix everything
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ingame menu buttons are also to short..
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[quakenet] <Dune> it's the translators job to adapt too
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maybe for a future release... scale text if it is to big for the textbox πŸ˜„
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[quakenet] <Dune> yes, but later
16:48
[quakenet] <Dune> for now just hotfixes
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@Sonix when is the big graphics PR coming? :o
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpEYU
16:51
[quakenet] <Teeworlds> teeworlds/master 75350af oy: added support for ai-controlled players #1390
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not soon, aint got much time lately
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[quakenet] <Dune> huh that didn't close https://github.com/teeworlds/teeworlds/issues/1390
Add a flag for ai-controlled players (client, server) so you can filter them within the server browser (similar to spectators). Updatet: visual indication missing (in the server browser and or ingame)
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@Sonix :/ can't they at least be run through the PNGOptimizer and released?
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[quakenet] <Oy> no visual stuff needed, but could be done later
16:52
[quakenet] <Dune> unmilestone then?
16:53
[quakenet] <Oy> moved to 0.7.2
16:54
[quakenet] <Dune> no work left with https://github.com/teeworlds/teeworlds/issues/1576 if we don't globally change the alpha?
Went through old to-do-list that I found inside the UI project files and there was this noted, still relevant!
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i could try to rearrange grass doodads
16:55
but separating the winter and ice tileset is a thing that has to be discussed thoroughly
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[quakenet] <Oy> Sonix yeah, i could try to update the maps then
16:55
[quakenet] <Oy> yeah, that's a biggy
16:56
[quakenet] <Dune> should it be dropped for 0.7.1 then?
16:56
[quakenet] <Oy> Dune: could ad a slider for the ms_backgroundalpha is used for all the backgrounds i added
16:56
[quakenet] <Dune> might be difficult to get it done well idk
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@Sonix is releasing everything time consuming?
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[quakenet] <Oy> well yeah move it to 0.7.2 - everything should be readable now
16:57
[quakenet] <Dune> yeah
17:01
[quakenet] <Oy> could someone make move this https://github.com/teeworlds/teeworlds/issues/1669#issuecomment-441050793 in a 256x256 image?
This is an issue we have talked about with @Zatline. Maybe there could be a small, subtle change to the difficulty.png to make the difference more noticeable: Casual looks different enough already. :)
17:01
[quakenet] <Oy> pretty much add 64 empty pixels to the right and the bottom
17:01
[quakenet] <Dune> we could also do that easily if if svgs were released...
17:01
[quakenet] <Dune> oh well :p
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@David - SFM maybe? I'm afraid I would mess up with the compression
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what?
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what oy said
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[quakenet] <Dune> we need empty pixels though
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yea not working good without the svg is a hackjob
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[quakenet] <Dune> can't be too bad, I mean I would do it with gimp or whatever but I'm sure you'd do better
17:05
[quakenet] <Oy> don't have anything installed, otherwise would have done it :)
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ok... will try it
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[quakenet] <Oy> basically just paste it in a 256x256 image
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ah ok not between the icons more pixels.. only on the outside?
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[quakenet] <Oy> and try to keep the alphas ;)
17:06
[quakenet] <Oy> yeah just the outside
17:07
17:08
[quakenet] <Oy> dunno if authors have to be listed by category. maybe list them all together?
17:08
[quakenet] <Dune> sounds good to me
17:08
[quakenet] <Dune> but it has to be said this is for content authorts
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can some1 try the grass doodads
17:10
17:11
there should be no selection intersections now
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[quakenet] <Dune> oy, content contributors: android272, Chi11y (chi1), cinaera, Crises, Daniel, Echchouik, Fisico, KillaBilla, Landil, Lappi, LordSk, maikka, matricks, Minus, oy, Pocram, red_com, serpis, SkizZ, somerunce, Sonix, Stephanator, Tardo, teetow, Ubu, Zatline
17:12
[quakenet] <Dune> indiscriminate of content type
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@Sonix I'm on it
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winter maps have to be checked too
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I thought just checking in the editor?
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[quakenet] <Oy> would skip the documentation thing
17:16
[quakenet] <Dune> oy
17:16
[quakenet] <Dune> I would too
17:16
[quakenet] <Dune> but they are all redundant
17:16
[quakenet] <Dune> ah wait
17:16
[quakenet] <Oy> on it
17:17
[quakenet] <Dune> I thought they were
17:19
[quakenet] <Dune> I get android272, Chi11y (chi1), Crises, Daniel, Echchouik, Fisico, Landil, Lappi, LordSk, maikka, matricks, Pocram, red_com, serpis, SkizZ, somerunce, Sonix, Stephanator, Tardo, teetow, Ubu, Zatline
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@Sonix grass doodads seems all good in terms of selection intersection
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpEYd
17:19
[quakenet] <Teeworlds> teeworlds/master e3c4b36 oy: updated license with a list of authors and updated the year. closes #1548
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good thanks dune
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thank you
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now it remains to update the maps
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[quakenet] <Oy> yeah :(
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arr. do you know which should be updated?
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all grass and winter maps
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[quakenet] <Oy> winter too?
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can you make a release without the ice stuff?
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@oy how big should 1 skill lvl icon be?
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we either use the 0.6 winter
17:25
or update winter maps
17:25
cause tilesets have changed
17:25
adding 1tile platforms
17:25
to each
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@David - SFM image should be 256x256
17:25
so 64x64 per icon :)
17:25
but you shouldn't care about that? just copy paste into a 256x256 image
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that is not working
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[quakenet] <Oy> Sonix u used zatlines svg for the grass doodads right?
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problem ... the image from github is to small
17:28
gets pixelated
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i dont get it
17:29
on github it is 192x192
17:30
i put it in inkscape or affinity and it is only 102x102 big.. wtf
17:32
this is 192x192
17:34
Is this bad, @David - SFM :
17:34
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@Sonix you used zatlines svg for doodads?
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did it with affinity kinda worked.. but we should change it with zatlines svg export
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[quakenet] <Dune> huh? there are only 3 icons?
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we need the others too?
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[quakenet] <Dune> of course?
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oO ok
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[quakenet] <Dune> we're supposed to get a 256x256 image you know
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ah ok
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[quakenet] <Dune> is there a quality problem with mine?
17:38
[quakenet] <Oy> as long as it copies the alphas it should be good
17:39
[quakenet] <Dune> i just changed the image settings in gimp, I don't know
17:40
good so?
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would be best to increase the size from source directly
17:41
to avoid quality loss
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yep
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i used the svg from artists folder @Dune Oy
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[quakenet] <Oy> good
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you have the icons as svg sonix?
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@David - SFM this is still not good
17:43
read the instructions again
17:43
64px right and bottom
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[quakenet] <Oy> Fisico no it should be like Dune did - we could try that
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where is the difference?
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[quakenet] <Dune> 8[18:43]bridge_: [teeworlds] <Dune> 64px right and bottom
17:45
[quakenet] <Dune> yours is centered
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ok no problem
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[quakenet] <Dune> preserve the alpha
17:47
ok so?
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[quakenet] <Dune> yours are more blurry than mine Fisico
17:48
[quakenet] <Dune> not sure if that's good
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we need zatlines for maximum quality
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[quakenet] <Dune> I know
17:49
[quakenet] <Dune> but still
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for now it will be ok... you can also take yours no problem
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i dont see em in the dropbox folder
17:49
u gonna have to wait for him
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no @Sonix he didn't want to add it
17:50
can you compare them? I'm not sure if sharper is better or worse
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2. is way better
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[quakenet] <Dune> ok 2. is like the original, 1. is blurrex
17:55
[quakenet] <Dune> blurred*
17:58
[quakenet] <Dune> Oy: we can use https://www.dropbox.com/s/owdcdiyaazsc97w/level_256.png?dl=0 for now for level.png
Shared with Dropbox
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[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1723: Update level.png with Zatline's work, modified to fit 256x256 format (master...fix-level-icons) https://git.io/fpE3o
18:10
[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1723: Update level.png with Zatline's work, modified to fit 256x256 format (master...fix-level-icons) https://git.io/fpE3o
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[quakenet] <Oy> still code needs modification
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[quakenet] <Dune> huh
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[quakenet] <Dune> shouldn't have closed from PR then?
18:11
[quakenet] <Dune> #1684 was not closed
18:12
This is an issue we have talked about with @Zatline. Maybe there could be a small, subtle change to the difficulty.png to make the difference more noticeable: Casual looks different enough already. :)
18:13
[quakenet] <Dune> oy: is this automatic script to remap with the new tiling anything realistic? that sounds like a lot of work :/
18:15
[quakenet] <heinrich5991> Dune: there's tml, you might be able to hack something up with that (I think it was able to save maps, should obviously check beforehand)
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[quakenet] <Oy> hm no idea
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[quakenet] <Dune> idk tml
18:41
[quakenet] <Dune> sonix sent me the updated mapres btw
18:41
[quakenet] <Dune> but gotta update the maps :|
18:41
[quakenet] <Dune> ah well nvm he put it in the forum :)
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[quakenet] <Teeworlds> [teeworlds] Sonix- opened pull request #1725: Fix cloud's animation (Closes #1724) (master...patch1) https://git.io/fpEG8
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[quakenet] <rand> I add a support to >16 in the current scoreboard and serverbrowser adding a scrollbar for the side bar and cropping the list when there is no side bar
19:10
[quakenet] <Teeworlds> [teeworlds-maps] oy pushed 1 new commit to master: https://git.io/fpEGS
19:10
[quakenet] <Teeworlds> teeworlds-maps/master 8579db0 oy: updated maps to the new grass_doodads
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[quakenet] <Dune> woot
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[quakenet] <Dune> already? Oo
19:10
[quakenet] <Dune> what is this dark magic
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[quakenet] <Oy> everything seems right - someone could check
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[quakenet] <Oy> hope got all maps
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[quakenet] <Dune> ctf2?
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[quakenet] <Dune> sonix said winter maps need to be updated
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[quakenet] <Oy> don't have a new winter tileset
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[quakenet] <Oy> just did the grass_doodads
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[quakenet] <Dune> but sonix said "Now what is left is to update winter and grass maps (doodads)"
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[quakenet] <Dune> I'm confused
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpEGN
19:15
[quakenet] <Teeworlds> teeworlds/master aa65fea oy: added reordered grass_doodads. closes #1043
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[quakenet] <Oy> rand: sounds good
19:17
[quakenet] <Oy> maybe the serverinfo when sidebar is closed could have a horizontal scrollbar?
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[quakenet] <Oy> Sonix what is different for the winter tileset?
19:21
[quakenet] <rand> indeed, I can avoid a new Localize()
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpEZK
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[quakenet] <Teeworlds> teeworlds/master 35a1e26 oy: fixed using the new level icons. closes #1669
19:34
[quakenet] <Dune> oy: is there any point in using a struct instead of two booleans for the Damage m_Type thing?
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[quakenet] <Oy> struct?
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[quakenet] <Dune> enum*
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[quakenet] <Dune> sry
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[quakenet] <Dune> the NORMAL, ARMOR, SELF enum
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[quakenet] <Oy> with one value u r more flexible, that having 2 boolean values
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[quakenet] <Oy> *the int
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[quakenet] <Dune> but you can't add new values to the enum without breaking protocol, right
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[quakenet] <Oy> well old clients would skip the new stuff you add
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[quakenet] <Oy> or well i think it's clamped now
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[quakenet] <Dune> ah, alright
19:36
[quakenet] <Dune> yeah it is
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[quakenet] <Oy> but breaking that isn't a big issue, old clients won't just support the new stuff
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[quakenet] <Dune> i see :)
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[quakenet] <Oy> have a new graphical issue :)
19:42
How should the gametype icons that will be displayed in the server info tab look like?
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[quakenet] <Oy> every colomn except the last maybe put into 64x256 image
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LordSk πŸ¦‹ 2018-11-25 19:44:27Z
Oy: why split it into many images?
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[quakenet] <Oy> Lordsk so people could add their own for the gametype they like
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[quakenet] <Dune> oh right, I forgot about that
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[quakenet] <Dune> cool that you implement that :)
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LordSk πŸ¦‹ 2018-11-25 19:50:48Z
ohhhhh yeah that's cool indeed
19:55
@Sonix is the winter stuff done?
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thats the current state
19:59
@Dune did u try replacing old mapres with new ones and check their state ingame
19:59
i hope pngoptimizer didnt do shit
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I didn't try thatSonix#8149
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@Sonix *
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seems like it did
20:00
huuuuum
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[quakenet] <Dune> I'm going to eat, if someone else can do the splitting of gametype icons for oy
20:11
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpEcg
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[quakenet] <Teeworlds> teeworlds/master 6b5f2d8 oy: fixed arrow keys effect theme and language listbox. closes #1722
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[quakenet] <Oy> Sonix when you give me the new winter tileset i can update the maps
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i thought u have access to the folder in the forum
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[quakenet] <Oy> Sonix-: it's just winter_main right?
20:17
[quakenet] <Sonix-> its the doodads
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[quakenet] <Sonix-> oh
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[quakenet] <Sonix-> no
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[quakenet] <Sonix-> winter_main yeah
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[quakenet] <Sonix-> the method i use is have a second client open using 0.6 tileset to see what changed
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[quakenet] <Dune> oh thanks for fixing arrow key
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[quakenet] <Dune> we're close to celebrate 1000 closed issues :D
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[quakenet] <Dune> I'll split the gametype icons if no one does it
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[quakenet] <Oy> i'm out soon, could be done tomorow ;)
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[quakenet] <Dune> alright :)
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[quakenet] <Dune> hopefully heinrich5991will be there tomorrow to assist with the binaries
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[quakenet] <Oy> i can do the win and linux ones
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[quakenet] <Oy> mac might be a problem
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[quakenet] <Dune> heinrich5991 did the mac one last time
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[quakenet] <heinrich5991> I can only do that with the help of cmake, no idea how to do that with bam
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[quakenet] <Dune> ah
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[quakenet] <Oy> oh ok
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[quakenet] <heinrich5991> I think someone built 0.7.0 binaries and put them on github
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[quakenet] <heinrich5991> maybe we could contact them
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[quakenet] <Dune> maybe Kottizen is around
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[quakenet] <heinrich5991> otherwise, I can probably get hands on a mac computer on monday, maybe tuesday, then I could build it without cross-compilation
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[quakenet] <Oy> but that were just the binaries
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[quakenet] <heinrich5991> ah :(
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[quakenet] <Oy> that app building is probably broken for 0.7 :(
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[quakenet] <Oy> was the cmake thing pretty hard to do heinrich5991 ?
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[quakenet] <heinrich5991> it probably requires knowledge of cmake to port it to 0.7
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[quakenet] <Oy> ok
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[quakenet] <heinrich5991> I wanted to port it to 0.7 anyway. if you give me one day, maybe I will be able to do it
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[quakenet] <Oy> yeah, would be good
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[quakenet] <Oy> and waiting another day with the release isn't a biggy
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[quakenet] <Oy> there're still someone big oullrequests which need testing anyway
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[quakenet] <heinrich5991> okay. let's hope I'll be able to hold promises this time
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[quakenet] <Oy> :P
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[quakenet] <heinrich5991> ^^
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[quakenet] <Dune> thanks heinrich :)
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[quakenet] <Oy> Dune: about the country flag. there used to be a template shadow that you put on the flag, so it looks like the others, but can't find the thread in the forum
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[quakenet] <Dune> oh, it's on the forum?
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[quakenet] <Oy> Landil made a call to people to send in country flags and there was the template
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[quakenet] <Dune> alright I'll look onto that
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[quakenet] <Dune> but there is still the problem of having them not be countryflags
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[quakenet] <Dune> not sure if that's possible
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[quakenet] <Oy> hm
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[quakenet] <Oy> there is an index file https://github.com/teeworlds/teeworlds/blob/master/datasrc/countryflags/index.json could add some block entry there
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
21:10
[quakenet] <Dune> "block": true?
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[quakenet] <Dune> or you mean a block category
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[quakenet] <Oy> just a block property
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what does it do?
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[quakenet] <Oy> so you can't use it as country flag
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[quakenet] <Dune> ah, alright
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[quakenet] <Dune> so should we block catalan/breton? and leave scotland?
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[quakenet] <Oy> hm dunno, but have to draw a line somewhere
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[quakenet] <Dune> yeah
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[quakenet] <Dune> some guys gonna be upset if we add a property just to block their flag :D
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[quakenet] <Oy> i think landil added them in the first place cause they have teams in football :)
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[quakenet] <Dune> oh, makes sense
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[quakenet] <Oy> we should prevent to make a political statement, besides that either way would be fine
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[quakenet] <heinrich5991> I'd just adhere to some standard
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[quakenet] <heinrich5991> I think we already follow some for the country abbreviations
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[quakenet] <Dune> yeah, ISO 3166-1
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ISO 3166-1 alpha-2 codes are two-letter country codes defined in ISO 3166-1, part of the ISO 3166 standard published by the International Organization for Standardization (ISO), to represent countries, dependent territories, and special areas of geographical interest. They ar...
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[quakenet] <heinrich5991> so use whatever is in there I guess
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[quakenet] <Dune> okay
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[quakenet] <Dune> the problem is scotland isn't there heinrich5991
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[quakenet] <Oy> wales norther ireland and england either
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[quakenet] <Oy> would have to remove them then
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[quakenet] <Dune> irish language added too btw
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[quakenet] <Dune> gaelic
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[quakenet] <Dune> "The codes XE, XS and XW are used by WhatsApp to represent the flags of England, Scotland and Wales as Emoji."
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[quakenet] <Dune> so that could be a stretch
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[quakenet] <breton> wait what
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[quakenet] <breton> ban me?
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[quakenet] <breton> please don't ok?
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[quakenet] <Dune> haha, sorry for the pings, breton
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there haven't been a template for the countryflags, only the raw flags were requested iird
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[quakenet] <Dune> do you have the topic somewhere?
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And another corner ... (Page 1) β€” Developer Journals β€” Teeworlds Forum β€” Everything Teeworlds!
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@Zatline could help with that maybe?
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what flags do we miss? (edited)
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Breton, Catalan, Esperanto and Galician are currently missing a flag
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Breton, Catalan, Esperanto and Galician @Zatline
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but these ain't independent countries ?
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[quakenet] <koomi> things that aren't countries can still have flags
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The flag of Brittany is called the Gwenn-ha-du, pronounced [Ι‘wΙ›naˈdyː], which means white and black in Breton. It is also unofficially used in the département of Loire-Atlantique although this now belongs to the Pays de la Loire and not to the région of Brittany, as the...
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read the issue @Zatline
22:16
it's not about being countries, it's about the languages needing flags
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esperanto isn't linked to a piece of land even
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Not even to a group of people
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Because no one's actually using it
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that is not the point. and it is still an official language for some stuff.
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so these two flags then or anything more?
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Lool at the issue please
22:19
Breton, Catalan, Esperanto and Galician are currently missing a flag
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Uhm, some new idea. Turn the former country flags in a multiple options thing and let players choose the languages they can speak
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Would allow for easier communication if you can just check it
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If people want to show it
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this isn't the time for complicated ideas
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we are just making 4 flags.
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awesome, thanks @Zatline :)
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not sure if discord keeps the quality
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will you upload them somewhere?
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check pm
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[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1726: Add individual gametype icons, update server level icons (master...update-gfx) https://git.io/fpERf
@Zatline sent those files generated from the sources, and uploaded the sources to the dropbox
Exported 503 message(s)