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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 2018-12-27 00:00:00Z and 2018-12-28 00:00:00Z
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[quakenet] <Francesca_> hello
10:22
[quakenet] <heinrich5991> hi
10:23
[quakenet] <Francesca_> hello heinrich5991, how are you? Francesca from italy here
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[quakenet] <Francesca_> hello
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[quakenet] <Dune> hi
11:56
[quakenet] <Francesca_> hello Dune, how are you?
11:56
[quakenet] <Dune> well, thanks. looking for something?
11:57
[quakenet] <Francesca_> oh, i was here to meet new people
11:57
[quakenet] <Dune> we play teeworlds here, want to come?
11:58
[quakenet] <Francesca_> oh, what is that?
11:58
[quakenet] <Dune> https://www.teeworlds.com/
11:59
[quakenet] <Francesca_> oohh, i see!
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[quakenet] <Dune> good job on the automapper, Oy :) quite easy to port the rules
17:01
[quakenet] <Oy> Lordsk created the automapper :P
17:01
[quakenet] <Oy> i just changed it to json files i think :)
17:02
[quakenet] <Dune> yeah I just meant the json extractor port is nice :)
17:02
[quakenet] <Oy> thx :)
17:03
[quakenet] <Oy> though it could be improved
17:03
[quakenet] <Oy> to add templates for types
17:03
[quakenet] <Oy> f.e. "top"
17:03
add flipping tiles twice: "Index 10 XFLIP YFLIP" add rotating tiles fix existing rules make rules format/creation more simple make it use a parser add gui to create rules make it possible...
17:03
[quakenet] <Dune> not much left there
17:04
[quakenet] <Dune> json has no comments :(
17:04
[quakenet] <Dune> should it be closed? or what remains?
17:05
[quakenet] <Oy> add a sub-object "comments" and then add your comment to it?
17:05
[quakenet] <Dune> ah, right
17:05
[quakenet] <Dune> forgot I can do that
17:05
[quakenet] <Oy> i think the rules should be improved
17:06
[quakenet] <Dune> I'm in the process of doing that
17:06
[quakenet] <Oy> if u check a bottom tile right now u set current po to empty and y+1 to filled
17:06
[quakenet] <Oy> there should be bottom instead
17:06
[quakenet] <Oy> ok
17:06
[quakenet] <Dune> huh
17:07
[quakenet] <Dune> I'm not sure if I understand
17:08
[quakenet] <Oy> let me search an example
17:14
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
17:15
[quakenet] <Oy> some template "TopLeftCorner" instead would be better
17:16
[quakenet] <Oy> hope u catch my drift :)
17:16
[quakenet] <Dune> ah well yeah :) would be much more readable
17:19
[quakenet] <Dune> I'm hoping to motivate people to make more automapper rules :)
17:19
[quakenet] <Dune> if they follow, then it'll be worthwhile to improve it like that
17:20
[quakenet] <Oy> yeah, and then the rules could also be more specific. right now the automapper checks one tile twice. a tile could get a wrong index which will be fixed in the second run
17:20
[quakenet] <Dune> oh, I see
17:20
[quakenet] <Oy> f.e. the "topleftcorner" could check if y+1 is full and x+1 is full instead
17:21
[quakenet] <Oy> additionally to the rules that are set right now
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I don't even know how to start
17:23
creating rules 😄
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[quakenet] <Oy> :D
17:25
[quakenet] <Dune> @Sonix open datasrc\editor\automap\grass_main.json
17:25
[quakenet] <Dune> each block prefixed by "index: " is a rule
17:25
[quakenet] <Dune> below are the conditions. x:0 y:-1 value:empty means the tile below must be empty
17:26
[quakenet] <Oy> some editor gui would be nice- open an image and then set "this is a corner tile", "this is a floor tile" etc.
17:27
[quakenet] <Dune> yeah, but it might be a lot of work
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@Dune really good job at that ingame automapper
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and doodads aren't even there yet :D
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[quakenet] <Dune> no spoiler tags on teeworlds.com :(
21:33
[quakenet] <minus> trinteeeeeeeeee
21:33
[quakenet] <minus> +i
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Is there any good tutorial about auto-mapper?
21:39
any tutorial actually
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I'm writing it right now
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hmm, okay
21:39
just thinkin, maybe I could try to make web-base version, for auto-mapper
21:39
im mor web dev than software.. 😄
21:39
I will try current automapers anyway
21:43
[quakenet] <Dune> @Sonix too :)
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hey, @Dune typo in tutorial
21:48
"above" translates as: "x": 0, "y": 1
21:48
should b -1
21:48
be*
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[quakenet] <Dune> oh right thanks :)
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[quakenet] <Dune> fixed
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great! hmm, it doesn't look that bad
21:51
and for web.. it would be quite easy to implement
21:52
#json
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[quakenet] <Dune> hehe :)
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I will wait for advanced techniques 😮
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[quakenet] <Dune> you can spoil yourself in the grass_main.json :)
21:53
[quakenet] <Dune> it hints for them ;)
21:53
[quakenet] <Dune> what do you want to make; @Savander ?
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I think, I have some free time
21:54
maybe a week, I want to try make typescript tool
21:54
to create auto-maps, via web
21:54
at least, the basic stuff at beginning
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[quakenet] <Dune> :0
21:54
[quakenet] <Dune> awesome
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Yea, my c/c++ skills are sh*t
21:55
compare to web. typescript/php/c#
21:55
C/C++ introduces memory management, pointers and that stuff
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[quakenet] <Dune> haha, it's a bit nasty
21:56
[quakenet] <Dune> you can avoid it a bit in C++ sometimes
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i understand them, but it's not easy to program in that language. Especially GUi's
21:56
smart pointers, auto keyword
21:56
but, web GUI's are super easy :D. Especially now.. ;D
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[quakenet] <Dune> that's nice :)
21:57
[quakenet] <Dune> can't wait to see what you can make :D
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I will try, unless some client will come to me and ask for a service.. then it will be later 😄
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[quakenet] <Dune> ok :D
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your tutorial looks like quite good documentation so
21:58
you told me, where's the name, what's important
21:58
how to implement conditions
21:58
like, I just need to abstrac that
21:58
abstract*
22:00
that "random" thing, takes ID as a parameter?
22:00
I mean, if 3 tiles, has the same random ID
22:01
it will take one of the tile?
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[quakenet] <Dune> no
22:01
[quakenet] <Dune> "random": 150 means it has 1/150th chance
22:02
with THAT conditions
22:02
great
22:02
so, i can make 1/200 for a detail
22:02
and base as a filler
22:04
okay, I have to draw a project first
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[quakenet] <Dune> :D
22:06
[quakenet] <Dune> and of course, you can select other IDs as conditions
22:06
[quakenet] <Dune> @Savander: little tricky thing, the automapper actually runs the rules twice
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twice?
22:09
I mean, but how it can broke things?
22:09
if it do twice the same
22:09
so it will output twice the same results, I guesS?
22:09
Or i don't understand it correctly ?
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[quakenet] <Dune> wooo
22:16
[quakenet] <Dune> we won a zomb game! on the fort
22:16
[quakenet] <Dune> that's hard man
22:16
[quakenet] <Dune> @Savander: more or less. you can set conditions relative to other automapped tiles
22:17
[quakenet] <Dune> {"x": -1, "y":0, "value": 98},
22:17
[quakenet] <Dune> so the second pass can change things a bit
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oh...
22:18
now I understand
22:18
btw. order of conditions
22:19
mattesr?
22:19
matter/
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[quakenet] <Dune> yes
22:19
[quakenet] <Dune> they are applied in order
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order of sets, matter?
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[quakenet] <Dune> well order of conditions shouldn't matter, it's an AND
22:19
[quakenet] <Dune> order of sets does
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hmm, okay
22:19
I have to think, about it
22:19
Because, at first. I want to make basic version, where you can set common things
22:20
like, corners, on-tiles,
22:20
one-tiles*
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[quakenet] <Dune> yeah, that's a very good plan
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filler, and randomers
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[quakenet] <Dune> you don't need to think about all that
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And maybe later, make advanced editor, where you can apply your own conditions
22:20
maybe somehow visually
22:20
but, at first I will focus on basic stuff
22:21
so everyone could make, their own auto-mapper, at least on basic level.
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[quakenet] <Dune> very good :)
Exported 153 message(s)