iVampire is king <3
And btw Dune, I personally don't like the shields, too. But I see the potential for high skilled games, thus it may be a very great addition. At least some fresh ideas are always nice.
[quakenet] <Zeta-Hoernchen_> Dune: I have some 0.7 DDRace remake code lying around.
11:57
[quakenet] <Dune> ohey Zeta-Hoernchen_
11:59
[quakenet] <Zeta-Hoernchen_> It has some more features than just freeze, but it's completely rewritten from 0.7.
12:00
[quakenet] <Dune> I didn't actually port any features, just wrote freeze for 0.7 to have fun on some vintage maps. I mean, DDRace with just freeze is very light to implement and nicely portable
12:00
[quakenet] <Dune> I'm not sure what features are necessary for other maps - I'm keen on keeping it minimalistic
12:00
[quakenet] <Dune> what did you write? :)
12:01
[quakenet] <Zeta-Hoernchen_> I know of at least one breaking change for some maps
12:01
[quakenet] <Zeta-Hoernchen_> Because the current DDRace keeps you unfrozen for one more tick if you enter freeze.
12:01
[quakenet] <Zeta-Hoernchen_> And mine doesn't, i think.
12:02
[quakenet] <Dune> ah, the freeze duration is too long?
12:02
[quakenet] <Zeta-Hoernchen_> No, the first tick you are in freeze does not freeze you.
12:02
[quakenet] <Zeta-Hoernchen_> Thats why if you have a high speed, you can still jump out of a one tile deep freeze pool.
12:03
[quakenet] <Dune> arr, I see. that's a tricky one to notice :)
12:03
[quakenet] <Zeta-Hoernchen_> I didn't want to preserve random inconsistent behavior just to maintain compatibility.
12:04
[quakenet] <Zeta-Hoernchen_> My implementation has semi-transparent walls of all kinds
12:04
[quakenet] <Zeta-Hoernchen_> so there is hook-through.
12:05
[quakenet] <Dune> well it's interesting if you have material
12:05
[quakenet] <Zeta-Hoernchen_> I aimed to add every feature of DDRace, but i stopped at some point, because i lost interest since 0.7 didn't seem to go anywhere.
[quakenet] <Teeworlds> [documentation] Fisico opened pull request #18: Added workaround for compiling bam with VS 2017 (master...master) https://git.io/fhLR8
[quakenet] <Zeta-Hoernchen_> I also added the "cry" feature for when you are frozen.
13:44
[quakenet] <Zeta-Hoernchen_> And there is some nice ice cube animation instead of the ninja skin.
13:44
[quakenet] <Dune_> server-side? :o
13:44
[quakenet] <Zeta-Hoernchen_> Yes, it's all server side.
13:44
[quakenet] <Zeta-Hoernchen_> It's not compatible to vanilla right now
13:44
[quakenet] <Zeta-Hoernchen_> You would have a ton of prediction errors.
13:45
[quakenet] <Dune_> so you need client-side changes?
13:45
[quakenet] <Zeta-Hoernchen_> Yes.
13:46
[quakenet] <Zeta-Hoernchen_> But of course you could add some code in the server that sends alternative Vanilla or 0.6 net traffic to those clients who don't know about it.
13:46
[quakenet] <Dune_> ah so it's not all server side
13:47
[quakenet] <Zeta-Hoernchen_> Ah, that's what you mean
13:47
[quakenet] <Zeta-Hoernchen_> You need server and client.
13:48
[quakenet] <Zeta-Hoernchen_> The plan was to add compatibility afterwards.
13:48
[quakenet] <Zeta-Hoernchen_> But someone else lost the motivation to do that as well :D
13:49
[quakenet] <Zeta-Hoernchen_> I could try to set up a server if you want to check it out
13:49
[quakenet] <Zeta-Hoernchen_> It's really smooth with server AND client having the features.
13:49
[quakenet] <Zeta-Hoernchen_> But we're talking about a new game mode in 0.7, aren't we?
13:50
[quakenet] <Zeta-Hoernchen_> And 0.6 clients won't be able to connect to 0.7 servers anyway, right?
13:51
[quakenet] <Zeta-Hoernchen_> If that's the case compatibility shouldn't be an issue.
13:54
[quakenet] <Dune_> huh, it's not about making ddrace official
13:55
[quakenet] <Dune_> I just did a couple of mods in a corner in a couple of days because it's low effort
13:56
[quakenet] <Zeta-Hoernchen_> Awww :(
13:57
[quakenet] <Dune_> sorry if there was a misunderstanding
13:58
[quakenet] <Dune_> race is bound to be official though, so we have to start with that :) but it's a lot of work to make it properly, server AND client
13:58
[quakenet] <Zeta-Hoernchen_> Well, the race part that would be official should be used in the mod then.
13:59
[quakenet] <Zeta-Hoernchen_> Like finish tiles.
13:59
[quakenet] <Dune_> of course :) but has to be done first, it's a lot of work
13:59
[quakenet] <Dune_> and everyone wants something different to be prioritized
Mirror the function signature from the official glcorearb.h file.
Errors caused with building master:
src/engine/client/backend_sdl.cpp(19): error C2182
src/engine/client/backend_sdl.cpp(19): error...
16:10
[quakenet] <Dune_> hey, oy
16:11
[quakenet] <Zeta-Hoernchen_> src/engine/client/text.cpp:13:10: fatal error: 'ft2build.h' file not found
16:11
[quakenet] <Dune_> is there any merging/testing work to do on the 5 old PRs?
16:11
[quakenet] <Zeta-Hoernchen_> what am i doing wrong?
[quakenet] <Dune_> I think I had this problem on 32 bit linux
16:13
[quakenet] <Zeta-Hoernchen_> 64bit here
16:13
[quakenet] <Dune_> had to hardcode freetype paths
16:14
[quakenet] <Oy> Dune_: the http master was just an example, could probably be closed
16:15
[quakenet] <Dune_> yeha +1
16:15
[quakenet] <Dune_> the list maps break compatibility right
16:16
[quakenet] <Oy> Dune_: dunno if the sorting algorithms should be added, would need some extensive testing to make sure they work corectly - think i already saw a bug when looking at it years ago
16:16
[quakenet] <Dune_> hmm, what should be done :/
16:16
[quakenet] <Dune_> heinrich5991: ^
16:17
[quakenet] <Dune_> it's difficult to test
16:17
[quakenet] <Oy> the map list could be added, wanted to add a different behaviour to provide the information to the clients, before adding it - never had the time
16:18
[quakenet] <Dune_> does it break compatibility?
16:18
[quakenet] <Oy> well, old clients wouldn't support it
16:19
[quakenet] <Oy> did it in 0.6 the same way with providing the rcon commands
16:20
[quakenet] <Oy> that waiting queue seems very outdated and breaks compatibility
16:20
[quakenet] <Dune_> so it has to be ported to 0.7
16:20
[quakenet] <Oy> well, dunno if could be doable in a reasonable fashion without breaking compatibility
16:21
[quakenet] <Dune_> well I'm not sure if the implementation is a good idea at all
16:21
[quakenet] <Dune_> sounds like it would need client side integration
This implements a waiting queue in case the server is full, and reserved/VIP slots.
Realized there was no chained-list implementation in the TL, maybe one should be done to implement the queue? And...
16:23
[quakenet] <Dune_> I mean, it may require some additional UI
16:25
[quakenet] <Oy> that's what i was talking about
16:25
[quakenet] <Oy> the waiting queue
16:25
[quakenet] <Dune_> ah
16:32
[quakenet] <Zeta-Hoernchen_> my repo wasn't up to date...
16:32
[quakenet] <Dune_> ah, you didn't push?
16:32
[quakenet] <Dune_> TeeSlayer: can you come? password is dne
A clean and updated commit tree to implement automatic downloading of the SDL2 and freetype includes and DLL's.
Initial commit by Zwelf (see #1344 / 67f63d3), picked up and redone by me, optimi...
16:53
[quakenet] <Dune_> huh
16:55
[quakenet] <Dune_> heinrich5991: I assume we need need to set up the webhooks for teeworlds/teeworlds-libs too now :)
Bam is a fast and flexible build system. Bam uses Lua to describe the build process. It's takes its inspiration for the script files from scons. While scons focuses on being 100% correct when b...
Bam is a fast and flexible build system. Bam uses Lua to describe the build process. It's takes its inspiration for the script files from scons. While scons focuses on being 100% correct when b...