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Teeworlds
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One-way IRC channel bridge. If you want to be able to send messages to IRC, contact @Dune or @heinrich5991. https://www.teeworlds.com/?page=docs&wiki=rules/irc_rules
Between 2018-12-02 00:00:00Z and 2018-12-03 00:00:00Z
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[quakenet] <rand> Oy: about this fix, I think it's better to consume at least 2 characters instead of one when meating a %
10:26
[quakenet] <rand> '%s' and '%' triggers a false positive while it is positive
10:30
[quakenet] <Oy> rand: huh, that shouldn't trigger the false positive
10:31
[quakenet] <rand> nvm, I'm wrong
10:32
[quakenet] <rand> still, better consume 2
10:33
[quakenet] <rand> '%%something' vs '%%'
10:34
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKmB
10:34
[quakenet] <Teeworlds> teeworlds/master c0efc8b oy: fixed a dependency problem with the protocol
10:39
[quakenet] <Oy> well yeah it could consume all following % then
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So gotta make a pass through locales right?
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[quakenet] <rand> the 64p PR add a locale "other players"
10:45
[quakenet] <rand> (that could be change for "players" or another existant locale)
10:45
[quakenet] <Oy> Dune the ones that are faulty should be fixed
10:45
[quakenet] <Oy> rand: there are more localizations missing
10:46
[quakenet] <Dune> yeah like hide bots
10:46
[quakenet] <rand> ok
10:49
[quakenet] <Oy> so what's up with the team change bug?
10:50
[quakenet] <Dune> hold on
10:50
[quakenet] <Dune> seems to work just finenow
10:51
[quakenet] <Dune> on rand's server at least
10:53
[quakenet] <Dune> there seems to be a bug
10:53
[quakenet] <Dune> I can't join red team no matter how much I click on it
10:54
[quakenet] <Dune> but I get no notification of that
10:55
[quakenet] <rand> the button should be locked
10:57
[quakenet] <rand> what is the expected behavior ?
10:57
[quakenet] <Dune> i'm not sure
10:59
[quakenet] <Oy> you can't change a bigger team when the team difference would be bigger than 1 then
10:59
[quakenet] <Dune> yeah of course, but on the UI
10:59
[quakenet] <Dune> the game mechanics work well, it's just that nothing is displayed
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[quakenet] <rand> Dune,Oy: found
11:42
[quakenet] <Dune> oh nice
11:42
[quakenet] <rand> one among health and armor can be 0
11:42
[quakenet] <Dune> oh
11:43
[quakenet] <rand> damage are dropped if you don't loose both
11:43
[quakenet] <Dune> you're right
11:43
[quakenet] <Dune> that's because of network.py
11:43
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
11:44
[quakenet] <Dune> thank you rand
11:44
[quakenet] <Dune> this isn't a 64 player thing :|
11:44
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKOY
11:44
[quakenet] <Teeworlds> teeworlds/master 2c76f33 oy: fixed events for 64 players
11:44
[quakenet] <Oy> yeah, good find rand
11:45
[quakenet] <Oy> yeah not 64p releated - general thing
11:47
[quakenet] <Oy> rand u do a pr?
11:47
[quakenet] <rand> what did you fix then ?
11:48
[quakenet] <rand> oh, tricky one
11:48
[quakenet] <Oy> a second problem with the masks i talked about
11:48
[quakenet] <rand> only used by sound, nice
11:49
[quakenet] <rand> ok for a pr
11:49
[quakenet] <rand> well, 2 lines commit
11:52
[quakenet] <Oy> not just sound, all events damageind, hammerhit, explosion, spawn, death ;)
11:55
[quakenet] <Teeworlds> [teeworlds] nheir opened pull request #1756: fix: missing damage indicators (master...patch-1) https://git.io/fpKOu
12:01
[quakenet] <Teeworlds> [teeworlds] oy pushed 3 new commits to master: https://git.io/fpKOr
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
12:01
[quakenet] <Teeworlds> teeworlds/master 6837317 Henri D: fix: missing damage indicators
12:01
[quakenet] <Teeworlds> teeworlds/master 1653d47 Henri D: ignore 0 damage
12:01
[quakenet] <Teeworlds> teeworlds/master 9822fa8 oy: Merge pull request #1756 from nheir/patch-1...
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[quakenet] <rand> should bots be report in the NumPlayers ?
12:12
[quakenet] <rand> i guess obviously yes…
12:12
[quakenet] <Dune> my guess too
12:17
[quakenet] <Oy> yeah, but set the bot flag for them
12:17
[quakenet] <Oy> in the server info
12:17
[quakenet] <Dune> would be nice to have the bot countryflag ready
12:17
[quakenet] <rand> does the client compute these number ?
12:17
[quakenet] <Dune> yeah rand
12:18
[quakenet] <rand> oh, doesn't it use what the server send ?
12:18
[quakenet] <rand> (Num/Max)(Players/Clients)
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[quakenet] <Teeworlds> [teeworlds] nheir opened pull request #1757: update tw_api for 208000d1 and 75350af1 (master...tw_api) https://git.io/fpK3o
12:42
[quakenet] <Oy> rand when u filter bots it will strip them
12:43
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpK35
12:43
[quakenet] <Teeworlds> teeworlds/master 2ac756c oy: fixed team change unbalance indication in the ui. #1752
12:47
[quakenet] <Oy> Dune about the team colours for ids in kill messages: the names aren't coloured there either, might be ok to go with the non-coloured ones
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[quakenet] <Dune> yeah Sonix made that exact point
13:01
[quakenet] <Dune> I agree :)
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKZ0
14:10
[quakenet] <Teeworlds> teeworlds/master afb5029 oy: added id's to the scoreboard. closes #1747
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[quakenet] <Dune> everything seems to be working
14:24
[quakenet] <Dune> ids look good
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hey I'm doing the truncated chat thing btw
14:25
stop me now if you're already on it 😃
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[quakenet] <Dune> the script to generate localization strings doesn't work for me :c
14:34
[quakenet] <Dune> FileNotFoundError: [Errno 2] No such file or directory: 'data/languages/base.pot'
14:34
[quakenet] <Dune> (that file should be created)
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why does my server disappear from the server list
14:35
when i put player slots to 16
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[quakenet] <Dune> because it is pure probably?
14:35
[quakenet] <Dune> try sv_gametype MOD
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but 16 players should be pure lol
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[quakenet] <Dune> ah
14:36
[quakenet] <Dune> but player slots > 16 keeps it in the server list?
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and i have no filters applied btw
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[quakenet] <rand> you still see the server "Random" ?
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anything above sv_players_slots 8 gets hidden
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[quakenet] <rand> what is MaxClients ?
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what does max clients do
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[quakenet] <rand> sv_max_clients
14:39
[quakenet] <rand> it defines how many network client the server will handle
14:40
[quakenet] <rand> atm sv_player_slots must be lower than sv_max_clients
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i've put it to 64 just now
14:40
nothing changed
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[quakenet] <rand> it's not mutable
14:41
[quakenet] <rand> you can't change this on the fly, that is a runtime constant
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i've reloaded
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[quakenet] <rand> you have to restart the server
14:42
[quakenet] <Oy> LordSK go ahead :)
14:42
[quakenet] <rand> then fixing this + sanitize player_slots to stay lower than max_clients
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i've put player slots to 16
14:43
shouldnt it display 0/16 in the server browser
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[quakenet] <Oy> that player_slots thing should be fixed
14:43
[quakenet] <Oy> yeah
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instead of 0/64
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[quakenet] <Oy> oh do u have max_clients to 64?
14:44
[quakenet] <Dune> depends on the option you check, Sonix
14:44
[quakenet] <Oy> then it's 0/64
14:44
[quakenet] <Oy> check "show only player" in filters then it shows 0/16
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@Sonix "Count players only" = 0/16
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[quakenet] <Oy> tfilters the 48 spectator salots
14:44
[quakenet] <rand> better make a specific function or sanitize the option after the ConchainSettingUpdate ?
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so many new configs
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[quakenet] <Oy> it used to sv_spectator before i think
14:46
[quakenet] <Oy> rand either option is good i think
14:47
we should put a pop up notification once you join spec
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[quakenet] <rand> what is the difference between Chain() and Register() ?
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"click on a player or a flag to spectate it"
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[quakenet] <Dune> well you'd have to press the spectate button first sonix
14:48
[quakenet] <Dune> right
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once you join spec i said
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[quakenet] <Oy> register - registers a command to the console with a function which is called when u execute it; chain executes the linked function when you change f.e. a config variable like sv_register
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most ppl dont know that u can click on players to follow them
14:49
without using rshift
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[quakenet] <Oy> yeah Sonix good idea
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lol dune
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[quakenet] <Dune> I forgot how big ingame buttons looked
14:51
thanks for moving the buttons top again Oy
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[quakenet] <Dune> yeah thank god
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a lot better
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[quakenet] <Oy> yeah
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[quakenet] <Teeworlds> [teeworlds] nheir opened pull request #1758: sanitize sv_player_slots (master...patch/playerslots) https://git.io/fpKcZ
15:07
[quakenet] <Teeworlds> [teeworlds] LordSk opened pull request #1759: Adapt chat size depending on scoreboard (master...fix/chat_truncated) https://git.io/fpKca
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[quakenet] <Oy> 0.7.1 complete \o/
15:22
[quakenet] <Oy> making a list of changes in the forum, if someone wants to add sth. there's so much, can't remember everything
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some scoreboard feedback from zatline and myself.... 1. countryflag is to big, make it the same height as the tee/font 2. switch countryflag with score 3. make scoeboard a fixed height(looks so crammed)
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[quakenet] <Oy> country flag has the same height as the tee
15:26
[quakenet] <Oy> score should be next to kill deah - seperating them is odd
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country flag is bigger
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[quakenet] <Oy> it's wider, cause the ratio is 1x2
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height is also different
15:29
3 pixels is the difference
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ChillerDragon 2018-12-02 15:31:40Z
Meh how to compile teeworlds on windows xd it somehow doesnt find SDL.h but it works find for ddnet i guess ddnet uses some cmake magic and submodules. Do i have to put the SDL.h file manually in some MinGW include folder? And if yes which version of sdl?
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yea with deco from the tee its the same... but i looks odd without, the flag does not need to be so big
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@Chairn https://www.teeworlds.com/forum/viewtopic.php?id=12540 dont use the sdl version that is liked there... use sdl 2.0.8 or 2.0.7
[HowTo] Compile 0.7 on windows (Page 1) — Development — Teeworlds Forum — Everything Teeworlds!
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else why display it
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ChillerDragon 2018-12-02 15:33:09Z
ty @David - SFM
15:33
meh just downloaded 2.0.9
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you get weird lagspikes with it 😄
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ChillerDragon 2018-12-02 15:33:54Z
oh the instruction is for vs
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yes
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some flags look similar already, making them smaller (loss in detail) will make em more confusional
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visual studio community edition is use
15:34
ah ok
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ChillerDragon 2018-12-02 15:34:51Z
i really dislike vs ima keep trying with mingw
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ChillerDragon 2018-12-02 15:44:30Z
yea i know but i want to use the system that is designed for master. If that pr doesnt get merged it might break in the future
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[quakenet] <rand> as you wish
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ChillerDragon 2018-12-02 15:48:32Z
what freetype version should i use?
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you can use the one in the post 😄
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ChillerDragon 2018-12-02 15:49:11Z
oh ty c:
15:50
meh but it doesnt have a lib folder
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i should... got mine from that link
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[quakenet] <Oy> having a minimum height for the scoreboard might be a good idea
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ChillerDragon 2018-12-02 15:51:01Z
yea it has a win32 folder i just used the content for lib but now sdl seems to have some undefined reference errors
15:51
the linker fails
15:51
[1/1] [1] link build/x86/debug/teeworlds.exe build/x86/debug/objs/engine/client/backend_sdl.o: In function ZN29CCommandProcessorFragment_SDL8Cmd_InitEPKNS_13SCommand_InitE': C:\Users\Chiller\Desktop\git\teeworlds/src/engine/client/backend_sdl.cpp:525: undefined reference to SDL_GL_MakeCurrent' build/x86/debug/objs/engine/client/backend_sdl.o: In function ZN29CCommandProcessorFragment_SDL12Cmd_ShutdownEPKNS_17SCommand_ShutdownE': C:\Users\Chiller\Desktop\git\teeworlds/src/engine/client/backend_sdl.cpp:541: undefined reference to SDL_GL_MakeCurrent' build/x86/debug/objs/engine/client/backend_sdl.o: In function ZN29CCommandProcessorFragment_SDL8Cmd_SwapEPKN14CCommandBuffer13SCommand_SwapE': C:\Users\Chiller\Desktop\git\teeworlds/src/engine/client/backend_sdl.cpp:546: undefined reference to SDL_GL_SwapWindow' build/x86/debug/objs/engine/client/backend_sdl.o: In function `ZN29CCommandProcessorFragment_SDL9Cmd_VSyncEPKN14CCommandBuffer14SCommand_VSyncE':
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oy, maybe set the height to the max playerslots? for example a server has 16 slots and 8 spectator slots... show 4 rows at the scoreboard
15:53
then you also see, when you reached the max playerslots, cause than the scoreboard is full
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[quakenet] <Oy> Chillerdragon bam -c all and then try again
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ChillerDragon 2018-12-02 15:57:10Z
already did that
15:57
same result
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[quakenet] <Oy> sth is off with the sdl lib
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ChillerDragon 2018-12-02 15:58:39Z
is it maybe version 2.0.9 that makes the trouble
15:58
i didnt find another one on libsdl.org
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[quakenet] <Oy> Fisico players could also be in one team and dm - just some bigger minimum size might be enough
16:00
[quakenet] <redix> setting sv_player_slots at startup does not work anymore
16:00
[quakenet] <redix> MaxClients() is 0 at startup =\
16:01
[quakenet] <Oy> oh
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ChillerDragon 2018-12-02 16:01:16Z
ty
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with deadmatch show 16 lines, all players in one team is not possible cause of teambalance
16:02
Server max players 16, spectatorslots 0, gametype team… = 8 lines. Server max players 16, spectatorslots 8, gametype team.. = 4 lines. Server max players 16, spectatorslots 6, gametype noneteam = 10 lines.
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[quakenet] <Oy> team balance is adjustable
16:03
[quakenet] <Oy> hm should add checks to rcon commands set_team and set_team_all lets you have more than 16 players
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ChillerDragon 2018-12-02 16:03:59Z
Oy yay that worked. It was actually the problem with 9 instead of 8. Good to know.
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[quakenet] <Oy> hm did they change the sdl functions?
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ChillerDragon 2018-12-02 16:05:12Z
looks like they changed 20+ functions
16:05
that were used in tw
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2.0.9 also has this weird fps bugs
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[quakenet] <Oy> probably related
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yea
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[quakenet] <Teeworlds> [teeworlds] ChillerDragon opened pull request #1760: remove unused graphics include (master...UnusedGraphicsInclude) https://git.io/fpKl0
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ChillerDragon 2018-12-02 16:07:56Z
its a bit annoying to get the github messages on two channels on discord -.-
16:10
oh lol it compiles but the dlls are missing does someone know what step i missed or do i have to move them into a directory with the dlls manually?
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yep with vs you have to
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ChillerDragon 2018-12-02 16:10:39Z
but i dont use vs
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yes but i think they dont get copied 😄
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ChillerDragon 2018-12-02 16:11:12Z
meh the teeworlds compiling expierience is not very userfriendly :c
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKlo
16:11
[quakenet] <Teeworlds> teeworlds/master 359042f oy: fixed that set_team commands respect the available player slots
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ChillerDragon 2018-12-02 16:11:45Z
copied from where where are they located? guess it could be a bam task?
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you have to download them, or build it yourself, bam does not compile them or copy them
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ChillerDragon 2018-12-02 16:12:43Z
hmr
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[quakenet] <Oy> rand are u on the sv_player_slots thing? or shall i do it?
16:14
[quakenet] <rand> I'm not
16:14
[quakenet] <Oy> ok
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[quakenet] <Teeworlds> [teeworlds] oy pushed 2 new commits to master: https://git.io/fpK8i
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
16:33
[quakenet] <Teeworlds> teeworlds/master 9b50815 oy: fixed problem with initializing sv_player_slots
16:33
[quakenet] <Teeworlds> teeworlds/master 814c762 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] <rand> I like when a write outside an array creates a risk of double free
17:02
[quakenet] <rand> debuging is fun but it takes time
17:05
[quakenet] <Dune> backtraces help :D
17:07
[quakenet] <rand> it does not, valgrind does
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[quakenet] <Dune> i use valgrind too but isn't the helpful part in that case gdb?
17:15
[quakenet] <rand> gdb won't tell me where I have an overflow
17:16
[quakenet] <rand> the double free is a side effect of another piece of code
17:22
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKRJ
17:22
[quakenet] <Teeworlds> teeworlds/master c5af2a7 oy: show a notification "click a player or flag to follow it" when joining spectator
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[quakenet] <Dune> arrr
17:32
[quakenet] <Oy> anything else that needs to be done?
17:36
[quakenet] <Dune> not that I'm aware of
17:37
[quakenet] <Dune> there's the todo list
17:37
[quakenet] <Dune> ahhh I forgot the translations
17:37
[quakenet] <Dune> crap
17:37
[quakenet] <Dune> gotta fix them
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and the scorebaord 😄
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[quakenet] <Dune> that's not 0.7.1 milestone afaik
17:37
[quakenet] <Dune> there are 150 issues otherwise :p
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there was one for scoreboard.. 😄
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[quakenet] <Oy> yeah would leeave the scoreboard for another milestone
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ok
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[quakenet] <Oy> the 0.7.1 milestone was just about adding sushis scoreboard
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ok
17:39
so release today?
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[quakenet] <Oy> that other stuff about the scoreboard probably needs a vote or sth dunno - sth that takes time... days
17:39
[quakenet] <Oy> yeah why not
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yea you are right
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[quakenet] <Oy> Dune i can fix the translations if u want ;)
17:42
[quakenet] <Oy> closed the 0.7.1 milestone on github
17:43
[quakenet] <Oy> oh do u we add the new jungle_unhookable tileset?
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i would add them
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[quakenet] <Oy> Sonix is it ready? or is there sth that needs to be done
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there were a lot of changes to the maps so i thinks it is a good time to change it as well
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Just optimize it with pngoptimizer and u’re good
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[quakenet] <Dune> cool
17:53
[quakenet] <Dune> oy: checking out translations
17:54
[quakenet] <Dune> unless you're already on it
17:54
[quakenet] <Oy> Dune no didn't start with them yet
17:55
[quakenet] <Dune> :) ok
17:55
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpK0s
17:55
[quakenet] <Teeworlds> teeworlds/master 2b97080 oy: added the update jungle_unhookables by Sonix
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so will bot's dont get a own skin?
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[quakenet] <Oy> don't have a graphic yet
18:04
[quakenet] <Oy> same for their flag
18:07
[quakenet] <Dune> would be nice to have the flag at least to identify them from server browser
18:07
[quakenet] <Oy> yeah
18:11
[quakenet] <Teeworlds> [teeworlds-translation] Dune-jr pushed 1 new commit to master: https://git.io/fpK06
18:11
[quakenet] <Teeworlds> teeworlds-translation/master ca9e80e Jordy Ruiz: Fix locales causing crashes
18:13
[quakenet] <Dune> oy: might want to update submodule
18:16
[quakenet] <Oy> Dune turkish has an error
18:17
[quakenet] <Oy> added a comment
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[quakenet] <Teeworlds> [teeworlds-translation] oy pushed 1 new commit to master: https://git.io/fpKEo
18:38
[quakenet] <Teeworlds> teeworlds-translation/master df24413 oy: fixed parameter
18:39
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKE6
18:39
[quakenet] <Teeworlds> teeworlds/master ad625f1 oy: updated submodule
18:40
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKEP
18:40
[quakenet] <Teeworlds> teeworlds/master a25f7e5 oy: changed version to 0.7.1
18:47
[quakenet] <Dune> whoops, thanks
18:50
[quakenet] <Oy> heinrich5991: are you around?
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ChillerDragon 2018-12-02 18:51:32Z
ddint see him in days
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[quakenet] <ChillerDragon> Oy what do you need?
18:54
[quakenet] <Oy> mac release :D
18:54
[quakenet] <Oy> that cmake stuff looks like it needs to be updated? has a list of files
18:55
[quakenet] <ChillerDragon> I can try a mac release if you want
18:55
[quakenet] <ChillerDragon> Yea i made a pr on heinrichs fork some days ago with some mac fixings but he is not around :c
18:59
[quakenet] <Dune> I can reach a mac if it is necessary
19:01
[quakenet] <Oy> ChillerDragon can u build a working mac app with the cmake stuff?
19:03
[quakenet] <ChillerDragon> Oy i never completly build a fully woking on but i think with the new storage update you made i should be able to do it
19:04
[quakenet] <ChillerDragon> if you support me a bit with git magic getting the cmake stuff from heinrich in the current master
19:05
[quakenet] <Dune> can't you just pull teeworlds upstream
19:05
[quakenet] <Dune> and build from that
19:05
[quakenet] <ChillerDragon> i need the cmake stuff from heinrichs pr
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why not clone his repository and try it?
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[quakenet] <Dune> then just clone heinrich's stuff
19:06
[quakenet] <Dune> ^
19:06
[quakenet] <ChillerDragon> yea lez go
19:07
[quakenet] <Dune> git clone https://github.com/heinrich5991/teeworlds/ pr_cmake
My fork of teeworlds - if you're looking for something specific I already created, pm me, I usually keep stuff. - heinrich5991/teeworlds
19:07
[quakenet] <Dune> ChillerDragon:
19:07
[quakenet] <ChillerDragon> ty
19:08
[quakenet] <Dune> huh not sure if that works actually
19:08
[quakenet] <Dune> you might still need "git checkout pr_cmake" afterwards
19:08
[quakenet] <ChillerDragon> repo not found i think i have to do the fetch thingy i always forget to get the pr
19:09
[quakenet] <ChillerDragon> but thats fine i can do my changes manually agian
19:09
[quakenet] <Dune> what
19:09
[quakenet] <Dune> just git clone https://github.com/heinrich5991/teeworlds/
My fork of teeworlds - if you're looking for something specific I already created, pm me, I usually keep stuff. - heinrich5991/teeworlds
19:09
[quakenet] <ChillerDragon> but how do i update heinrichs fork to upstream master
19:09
[quakenet] <Dune> that won't make a repo not found
19:09
[quakenet] <Dune> don't try to do complicated git stuff for now
19:09
[quakenet] <Dune> just clone
19:09
[quakenet] <ChillerDragon> or i appended pr_cmake to the url xd nvm ye i am clonign normal now
19:10
[quakenet] <Dune> now "git checkout pr_cmake"
19:10
[quakenet] <ChillerDragon> yea but this is outdated
19:10
[quakenet] <Dune> do this then apply your changes
19:10
[quakenet] <ChillerDragon> and then?
19:11
[quakenet] <Dune> pull upstream like this:
19:11
[quakenet] <Dune> git pull https://github.com/teeworlds/teeworlds/ master
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
19:12
[quakenet] <ChillerDragon> yuk conflicts
19:12
[quakenet] <Dune> blergh
19:12
[quakenet] <Dune> doesn't sound good to do this stuff for a release when you're not sure what you're doing
19:12
[quakenet] <Dune> any other way than that, oy?
19:13
[quakenet] <ChillerDragon> well i can solve that conflicts
19:13
[quakenet] <ChillerDragon> i assume we go with 0.7.1
19:13
[quakenet] <Dune> yeah but that's risky
19:14
[quakenet] <Dune> i'd rather not risk that
19:14
[quakenet] <rand> oO
19:14
[quakenet] <rand> should be ok, the conflict is on version.h
19:14
[quakenet] <Learath2> What are you stuck on?
19:14
[quakenet] <ChillerDragon> u can solve teh conflicts aswell
19:15
[quakenet] <ChillerDragon> its only version.h
19:16
[quakenet] <ChillerDragon> well i dont think we are stuck but Dune is scared i mess something up
19:17
[quakenet] <Dune> even if it works we need official binaries compiled by heinrich5991 with a script iirc
19:17
[quakenet] <Dune> eh, not sure how mac works
19:17
[quakenet] <Dune> does that cmake thing compile the whole app?
19:17
[quakenet] <ChillerDragon> no the pr works fine it replaces the scripts
19:17
[quakenet] <ChillerDragon> yes
19:17
[quakenet] <rand> change version in the same way in version.h
19:18
[quakenet] <rand> and test the release :3
19:18
[quakenet] <ChillerDragon> if you dont trust me feel free to solve the conflict your self before i do it
19:18
[quakenet] <Dune> you know what ChillerDragon, do the merge, then push that so we can check?
19:18
[quakenet] <ChillerDragon> that sounds useless complicated
19:18
[quakenet] <Dune> git push origin master
19:19
[quakenet] <Dune> not too complicated
19:19
[quakenet] <ChillerDragon> Oy would be awesome if you could simple solve the conflict in heinrichs pr real quick
19:20
[quakenet] <rand> Dune: I don't get it, the conflict hold on one line in one file, chillerdragon will do fine ^^
19:20
[quakenet] <ChillerDragon> well i tend to fuck up things im fine if some real tw dev wants to do it
19:20
[quakenet] <Dune> alright
19:21
[quakenet] <Learath2> real tw dev? please
19:21
[quakenet] <Oy> resolved the conflict
19:21
[quakenet] <ChillerDragon> ty
19:21
[quakenet] <rand> that won't work
19:21
[quakenet] <ChillerDragon> what why?
19:22
[quakenet] <rand> Cmake use some regex to find the version from version.h
19:22
[quakenet] <ChillerDragon> Learath2 it is a fact that i am the newbie here i lack a lot of expierience
19:22
[quakenet] <Oy> oh
19:22
[quakenet] <ChillerDragon> ouch
19:22
[quakenet] <Learath2> You are good enough to merge version.h imho :D
19:23
[quakenet] <redix> What about this one
19:23
[quakenet] <ChillerDragon> ty xd
19:23
Maps should use a cryptographic checksum, it is too easy to generate CRC collisions. This has the added benefit of proper tool support. This has already been exploited in the wild. I think the new ...
19:23
[quakenet] <rand> unless it uses GAME_VERSION instead of GAME_RELEASE_VERSION
19:23
[quakenet] <rand> not sure about it
19:23
[quakenet] <Learath2> redix: nooo, that's way too radical
19:24
[quakenet] <redix> Okay :D
19:24
[quakenet] <rand> erf, it uses GAME_RELEASE_VERSION
19:26
[quakenet] <ChillerDragon> so?
19:27
[quakenet] <Oy> try
19:31
[quakenet] <ChillerDragon> as expected couldnt parse version
19:31
[quakenet] <ChillerDragon> i sux at regex but i can try
19:32
[quakenet] <rand> try replace « REGEX GAME_RELEASE_VERSION » with « REGEX "GAME_VERSION " »
19:32
[quakenet] <ChillerDragon> is this the new official format? SO the regex has to be updated anyways i guess?
19:32
[quakenet] <Learath2> The should be fine to parse "0.7.1" you sure you pulled before trying?
19:33
[quakenet] <Learath2> The regex*
19:33
[quakenet] <ChillerDragon> i pulled the tw/tw upstream
19:33
[quakenet] <rand> the issue is the line the regex is applied on
19:33
[quakenet] <Oy> changed that in the pr
19:34
[quakenet] <Learath2> ChillerDragon: check your version.h, I think you just didn't pull after oy fixed it :P
19:34
[quakenet] <rand> file list is not complete
19:34
[quakenet] <ChillerDragon> i pulled after oy fixed
19:34
[quakenet] <rand> Learath2: no, the regex won't work
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ChillerDragon 2018-12-02 19:35:04Z
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[quakenet] <Oy> do u have to fix the file list manually?
19:35
[quakenet] <ChillerDragon> the other regex doesnt work rand
19:35
[quakenet] <Oy> there's another commit already
19:35
[quakenet] <rand> it works for me
19:35
[quakenet] <ChillerDragon> oh another one?
19:35
[quakenet] <Learath2> Oy: you can also use a glob but cmake suggests you list them all instead
19:35
[quakenet] <ChillerDragon> oh sowwy missed that
19:35
[quakenet] <Oy> oh ok
19:36
[quakenet] <ChillerDragon> how do i get that commit?
19:36
[quakenet] <ChillerDragon> oh okay now it works
19:36
[quakenet] <ChillerDragon> moment of truth im building the dmg
19:37
[quakenet] <rand> expecting sur1.map and some assets related messages
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ChillerDragon 2018-12-02 19:37:23Z
woops forgot to apply my fixes sec
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[quakenet] <ChillerDragon> meh ok the ressources path is still broken
19:40
[quakenet] <ChillerDragon> Oy your storage fix looked so promising
19:42
[quakenet] <ChillerDragon> [5c04356c][storage]: added path '$CURRENTDIR' ('/Users/chillerdragon/Desktop')
19:42
[quakenet] <ChillerDragon> should be [5c04356c][storage]: added path '$CURRENTDIR' ('/Users/chillerdragon/Desktop/teeworlds.app/Contents/Resources')
19:42
[quakenet] <Oy> ChillerDragon: did u mount the app and then started from that folder on the desktop?
19:43
[quakenet] <ChillerDragon> ye
19:46
[quakenet] <Oy> did u start the app or the executable that is within the app (teeworlds.app/Contents/MacOs/teeworlds)?
19:46
[quakenet] <ChillerDragon> i started the app by double clicking and then via terminal to get the console output
19:47
[quakenet] <Oy> both times no datadir?
19:47
[quakenet] <ChillerDragon> i dont see the CURRENTDIR and the console dialog if i normally launch it from the gui
19:47
[quakenet] <ChillerDragon> but the graphics were broken so i assume the exact same happend
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does someone know what it takes to be an apple zertified developer? cause i cant start tw on my mac cause of this..
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[quakenet] <Learath2> It takes a 100$s (source: am a apple certified (ios) developer)
19:49
[quakenet] <Learath2> But you don't need a developer certificate to run software on your mac anyways :P
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oh ok
19:50
yea but i looks bad with the error, and the user have to accept it in gatekeeper
19:50
learath2 you are not able to compile it with your account?
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Oy: are we releasing 0.7.1 soon?
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[quakenet] <Learath2> I have a company account :P
19:51
[quakenet] <Oy> LordSk it's ready to be released
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can we wait a week or so, to test thoroughly for bugs
19:53
maybe release a preview version on the forums
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[quakenet] <Oy> what else do u want to test?
19:54
[quakenet] <Dune> it's true we found some serious bugs in the last few days, I don't see this stopping immediately
19:55
[quakenet] <Oy> well, mostly caused by adding 64 player support
19:55
[quakenet] <Dune> we could freeze the code
19:55
[quakenet] <Dune> and release a bit later
19:55
[quakenet] <Dune> like, no more features or changes, idk
19:55
[quakenet] <Oy> yeah, could do that
19:55
[quakenet] <Oy> but i'm pretty busy starting tuesday for 2 weeks
19:56
[quakenet] <Dune> hmm :/
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so release after the 2weeks?
19:57
for holiday season 😄
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[quakenet] <Dune> maybe? sounds a bit much to me
19:57
[quakenet] <Dune> I don't know
19:57
[quakenet] <ChillerDragon> i did it
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the things is, there are very few people who actually test the 0.7 version
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[quakenet] <ChillerDragon> give some time to clean up my hacky test codes and debug trash but i can provide a fully working apple release today
19:58
[quakenet] <rand> ChillerDragon: \o/
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yea 0.7.1 will take a while to get downloaded an played
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[quakenet] <Oy> yeah, there aren't many people testing, but dunno if the number of testers will increase
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maybe release on tw.com, github and wait a few days with steam?
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yeah ok that could work @David - SFM
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[quakenet] <Learath2> Well could get the release ready and it wouldn't take much time for you to release it even in a busy week
20:01
[quakenet] <Dune> there could be a release candidate on the forum
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we won't get people playing if we don't release anything anyway
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[quakenet] <Dune> but yeah I wonder how much Oy's time it would take to perform the release
20:02
[quakenet] <rand> +1 for the rc
20:02
[quakenet] <Oy> don't need me to actually release it. just create the releases, add the downloads, write a forum post
20:03
[quakenet] <Dune> need minus for the version server I assume
20:03
[quakenet] <Oy> yeah
20:03
[quakenet] <Dune> and masterserver (?)
20:03
[quakenet] <Dune> but yeah we only need the greenlight
20:03
[quakenet] <Oy> nothing to do about them
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i dont think a rc will work... players will maybe download, start, see no players and leave again
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[quakenet] <ChillerDragon> Oy do you want me to pr the fix and then reclone from master and rebuild or just send you the working app compiled from my fix code with wrong indentation and stuff xd
20:04
[quakenet] <ChillerDragon> well who cares about c++ indentations in binarys
20:05
[quakenet] <Oy> does the binary work?
20:05
[quakenet] <ChillerDragon> yes
20:05
[quakenet] <Oy> the app i mean
20:05
[quakenet] <ChillerDragon> yes
20:05
[quakenet] <Oy> maybe someone else with a mac could test it
20:05
[quakenet] <ChillerDragon> ah nvm i broke it agian
20:05
[quakenet] <ChillerDragon> xd
20:05
[quakenet] <ChillerDragon> sec
20:05
[quakenet] <Oy> to make sure it doesn't just work for u
20:06
[quakenet] <Learath2> I can test when you are done
20:06
[quakenet] <ChillerDragon> i can test on my moms mac aswell
20:07
[quakenet] <Oy> well i can to a rc on github for now
20:07
[quakenet] <Oy> *do
20:07
[quakenet] <ChillerDragon> nvm i broke something and cant reproduce it -.-
20:08
[quakenet] <Teeworlds> [teeworlds] oy tagged 0.7.1-rc at master: https://git.io/fpKgn
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
20:12
[quakenet] <ChillerDragon> ah now i realized what happend. Sorry i got confused after upacking the 20th app. It only worked from terminal. I keep investigating but i cant promise a working result today
20:13
[quakenet] <Learath2> Only working from terminal smells a whole lot like a storage.cfg issue
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ChillerDragon 2018-12-02 20:13:52Z
ye sure it is a storage issue
20:14
i assumed that weeks ago
20:14
well was probably 1 week xd
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[quakenet] <Learath2> ChillerDragon: does the ddnet dmg work for you btw?
20:14
[quakenet] <ChillerDragon> ye that one is different
20:15
[quakenet] <ChillerDragon> same as tw 0.6
20:15
[quakenet] <ChillerDragon> the $CURRENTDIR var is set correctly there
20:15
[quakenet] <ChillerDragon> i wish i could launch a terminal in the normal app double click mode
20:15
[quakenet] <ChillerDragon> like on windows
20:20
[quakenet] <Learath2> ChillerDragon: well you could check how we do it and port it over to 0.7
20:20
[quakenet] <Oy> currentdir isn't where it looks for data
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had a similar problem with my linux server... https://github.com/teeworlds/teeworlds/issues/1643
I compiled the latest source on my Linux Server(Ubuntu 16.04.5 LTS | Linux 4.4.0-138-generic). I can’t start the server cause it always fails with "[5be8123c][kernel]: ERROR: couldn't regi...
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ChillerDragon 2018-12-02 20:25:13Z
i think heinrich did that already
20:25
well i didnt run out of ideas yet im trying some stuff
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[quakenet] <Oy> Chillerdrogon could you try the 0.6 app and paste the paths?
20:27
[quakenet] <Dune> so we'd need a release candidate compiled for window,s linux, and if possible mac
20:27
[quakenet] <Dune> sources already there
20:27
[quakenet] <Oy> added win32 and win64
20:27
[quakenet] <Dune> aight
20:28
[quakenet] <Oy> for linux 64 i would need to reboot, dont wanna use the pi one - unless someone else can provide it ;)
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ChillerDragon 2018-12-02 20:28:39Z
Oy the problem is i cant launch a terminal if i double click the app so i have to start the binary inside the app but in 0.6 the CURRENTDIR points to the ressourcs folder if i launch it from the terminal
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[quakenet] <Oy> need the other paths
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ChillerDragon 2018-12-02 20:29:10Z
those re the same if i remmber correctly
20:29
i deleted all 0.6 but i have a screensomewhere lemme check
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[quakenet] <Oy> then yeah do it with the terminal
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ChillerDragon 2018-12-02 20:29:49Z
20:29
0.6.5
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[quakenet] <Oy> ok
20:34
[quakenet] <rand> https://ptpb.pw/CM-w.tar.gz for linux x86_64
20:34
[quakenet] <Learath2> faster then me :P
20:38
[quakenet] <rand> https://ptpb.pw/BqHV.tar.gz for linux_x86
20:40
[quakenet] <rand> oh, i forgot the -rc…
20:42
[quakenet] <rand> https://ptpb.pw/bCMS (x86_64) and https://ptpb.pw/T1Wn (x86) then
20:43
[quakenet] <Oy> ok
20:46
[quakenet] <Oy> oh
20:47
[quakenet] <Oy> dunno what the mac problem is
20:47
[quakenet] <Oy> that client.m is gone, can't remember why
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[quakenet] <Oy> linux dl's up as well
21:03
[quakenet] <Dune> nice
21:09
[quakenet] <Oy> maybe should do some forum post?
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ChillerDragon 2018-12-02 21:10:18Z
rly without mac version :c
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[quakenet] <Oy> do u have a working one?
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ChillerDragon 2018-12-02 21:11:37Z
no that was fake news onlyone that works from terminal and i am pretty stuck currently i run out of ideas
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[quakenet] <ChillerDragon> ok i hacked soemthing together
21:39
[quakenet] <ChillerDragon> it is very dirty but working i guess
21:42
[quakenet] <Dune> maybe as unofficial binaries for the RC
21:42
[quakenet] <ChillerDragon> btw what is an RC agian?
21:43
[quakenet] <rand> release candidate
21:43
[quakenet] <ChillerDragon> ah ye
21:43
[quakenet] <ChillerDragon> Learath2 and other mac users pls test https://ufile.io/4znjw
teeworlds-0.7.1-osx.dmg @UploadFilesFree
21:48
[quakenet] <ChillerDragon> a cleaner version without my debug messages https://ufile.io/b22hk
teeworlds-0.7.1-osx.dmg @UploadFilesFree
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ChillerDragon 2018-12-02 21:54:22Z
Hmm seems like it is not working onmy moms imac because the library is not found
21:54
it is funny that it says ddnet app in the crash report
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ChillerDragon 2018-12-02 21:58:23Z
y that one xd
21:58
pro
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[quakenet] <ChillerDragon> Ah i think i found the issue. But i need the lib files for sdl
22:06
[quakenet] <ChillerDragon> 0.6 had a different sdl version i guess so i cant use that one
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[quakenet] <Dune> aight so I'll make the RC post without mac then :)
22:14
[quakenet] <Dune> blog or news?
22:15
[quakenet] <minus> So, only cheese?
22:16
[quakenet] <Dune> :)
22:17
[quakenet] <ChillerDragon> im slowly progressing i fixed the freetype thing now it fails on libwav -.-
22:17
[quakenet] <ChillerDragon> sdl not freetype*
22:22
[quakenet] <ChillerDragon> i dont get it. since when is libwav a trouble maker is this new?
22:25
[quakenet] <Oy> Dune: either way is fine
22:27
[quakenet] <ChillerDragon> Oy is there something new with the sound? Or is libwav related to sdl? I dont get why it is running on my laptop but not on my mothers imac.
22:30
[quakenet] <Oy> no idea
22:31
[quakenet] <Oy> maybe some dependency of sdl?
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[quakenet] <ChillerDragon> yea maybe
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ChillerDragon 2018-12-02 22:47:23Z
the weird thing is that the error dialog on the imac says Library not loaded: /usr/local/opt/wavpack/lib/libwavpack.1.dylib
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[quakenet] <ChillerDragon> but on my laptop the app works and this path doesnt exsist here either
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[quakenet] <ChillerDragon> Oy still here? I am done! Its working on my moms imac without any libs installed
23:11
[quakenet] <ChillerDragon> finally fully working
23:12
[quakenet] <ChillerDragon> I did some changes. Some dirty hacky ones and some nice ones. But i guess we have to wait for heinrich before i can commit them
Exported 548 message(s)