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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 2018-12-30 00:00:00Z and 2018-12-31 00:00:00Z
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[quakenet] <TeeSlayer> @LordSk 🦋 my zombie server is "loli#15 > Zombie"
00:00
[quakenet] <TeeSlayer> if you want to list it in your thread
00:01
[quakenet] <TeeSlayer> it appears to be working :)
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LordSk ๐Ÿฆ‹ 2018-12-30 00:01:17Z
alright thanks for hosting
00:01
there is a bug right now that I have fixed on my repo but not yet released
00:01
if you want to update early
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[quakenet] <TeeSlayer> I compiled it on my own
00:02
[quakenet] <TeeSlayer> with the latest commit
00:02
[quakenet] <Dune> that's not necessarily a good idea
00:02
[quakenet] <Dune> there was a bit of an unstable version iirc
00:02
[quakenet] <Dune> not sure if @LordSk 🦋 pushed that
00:03
[quakenet] <TeeSlayer> what about cffc2e1499b1a79725688a18942d18888487ac ?
00:03
[quakenet] <TeeSlayer> >Fixed a few potential crashes
00:04
I'll release an "hopefully stable now" version tomorrow ๐Ÿ˜‰
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[quakenet] <TeeSlayer> LordSk: that's the one I used
00:06
[quakenet] <minus> Dune: changed it
00:06
[quakenet] <Dune> thanks minus :)
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LordSk ๐Ÿฆ‹ 2018-12-30 00:06:52Z
ok, let me know if you have any issues TeeSlayer
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[quakenet] <Dune> btw, the loli ictf) servers are rip? :(
00:08
[quakenet] <TeeSlayer> why rip?
00:08
[quakenet] <TeeSlayer> they work for me
00:08
[quakenet] <Dune> I mean the ictf)
00:10
[quakenet] <TeeSlayer> yeah I switched to ivamp for instagib because somebody wanted to have kill awards
00:11
[quakenet] <TeeSlayer> I didn't use ) anyway
00:11
[quakenet] <TeeSlayer> s/use/enable
00:11
[quakenet] <Dune> :( shields refresh the gameplay a lot
00:11
[quakenet] <Dune> oh well
00:11
[quakenet] <TeeSlayer> doesn't like it :D
00:12
[quakenet] <TeeSlayer> shields were disabled anyway when I used it
00:12
[quakenet] <Dune> welp
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LordSk ๐Ÿฆ‹ 2018-12-30 00:13:39Z
the shield revolution has been slowed down on that day
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[quakenet] <Dune> first person I meet that straight up dislikes them :D
00:20
[quakenet] <Teeworlds> [documentation] Dune-jr pushed 12 new commits to master: https://git.io/fhLqi
Contribute to teeworlds/documentation development by creating an account on GitHub.
00:20
[quakenet] <Teeworlds> documentation/master 5dc216f Fisico: added missing server commands
00:20
[quakenet] <Teeworlds> documentation/master 5df3e70 Fisico: splited compiling documentation for each OS
00:20
[quakenet] <Teeworlds> documentation/master 0844883 Fisico: added bam downloads
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[quakenet] <TeeSlayer> lol wave 10
00:34
[quakenet] <TeeSlayer> Dune: probably because I don't use the Gamer client^^
00:35
[quakenet] <Dune> the large majority of people don't
00:35
[quakenet] <Dune> the mod wasn't made for the gamer client, I just made some cosmetics because I really like instashield :)
00:35
[quakenet] <TeeSlayer> it would be nice if users can also download skins & other graphics (such as the shield)
00:35
[quakenet] <Dune> opens a lot of abuse unfortunately
00:35
[quakenet] <Dune> it's @LordSk's mod though, unrelated to my client
00:35
[quakenet] <TeeSlayer> how do you mean?
00:36
[quakenet] <Dune> it's probably quite heavy to do that properly
00:37
[quakenet] <Dune> the images aren't so much the problem, you need code on how to use them
00:37
[quakenet] <Dune> and executing code sent by the server is... well :D
00:37
[quakenet] <TeeSlayer> but skins should be possible, right?
00:37
[quakenet] <Dune> that's much easier yes
00:38
[quakenet] <TeeSlayer> that would be better for mods such as zomb for example
00:38
[quakenet] <Dune> it would, yeah
00:38
[quakenet] <TeeSlayer> I guess most players don't even know where to extract the skins etc.
00:38
[quakenet] <Dune> yeah
00:38
[quakenet] <Dune> but the server would have to handle that so it would be quite limited
00:38
[quakenet] <Dune> you don't want clients to send any skin they like
00:42
[quakenet] <TeeSlayer> I meant it the other way: that the server can send skins to the clients
00:42
[quakenet] <Dune> yeah, but that is limited
00:42
[quakenet] <Dune> that was my point
00:42
[quakenet] <Dune> you still can't see others skins, just the server bots
00:45
[quakenet] <TeeSlayer> hm
00:45
[quakenet] <TeeSlayer> well, anyway, somebody please port lightcatch and allow up to 64 players :-)
00:46
[quakenet] <Dune> you should ask that publicly and link to the 0.6 mod with the sources ^^
00:53
[quakenet] <TeeSlayer> I'm wondering whether my server can even handle that many servers/players when full.
00:53
[quakenet] <Dune> network is probably (?) the issue
00:54
[quakenet] <TeeSlayer> I had a Tor node with over 20 TB per month previously
00:54
[quakenet] <TeeSlayer> with that setup
00:54
[quakenet] <TeeSlayer> but it's probably the amount of connections
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[quakenet] <Teeworlds> [teeworlds] Dune-jr created gamer (+66 new commits): https://git.io/fhLmy
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
01:02
[quakenet] <Teeworlds> teeworlds/gamer 4aa74e3 Jordy Ruiz: Add gfx_game_tiles
01:02
[quakenet] <Teeworlds> teeworlds/gamer 31eea37 Jordy Ruiz: Add entities_clear.png
01:02
[quakenet] <Teeworlds> teeworlds/gamer 08cb675 Jordy Ruiz: Added in-game browser
01:02
[quakenet] <Teeworlds> [teeworlds] Dune-jr deleted gamer at 81cb593: https://git.io/fhLm9
01:03
[quakenet] <Dune> shit, mixed up the ssh addresses
01:04
[quakenet] <Dune> you're probably right TeeSlayer, amount of connections gotta be a big deal with some 20 ish servers :x
01:10
[quakenet] <TeeSlayer> once teeworlds gets more players again and my servers really slow down significantly, I'll disable some services^^
01:12
[quakenet] <Dune> cool to hear :) thanks for the hosting
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[quakenet] <TeeSlayer> np
01:22
[quakenet] <TeeSlayer> @LordSk 🦋 the mod overwrites the options?
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LordSk ๐Ÿฆ‹ 2018-12-30 01:23:19Z
a few yes
01:23
needed for the mod to work properly
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[quakenet] <TeeSlayer> ok just the gamemodes
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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.
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[quakenet] <rand> what is iVampire ?
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Thanks for asking. https://www.teeworlds.com/forum/viewtopic.php?id=8062 You gain life by killing opponents. Eventually you can survive some hits. You even can transfer your life to teammates, just in case.
[MOD] iVampire (Page 1) โ€” Modifications โ€” Teeworlds Forum โ€” Everything Teeworlds!
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[quakenet] <rand> that means I will give life to my enemies way to fast x)
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Feeding is real, yes.
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[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.
12:05
A retro multiplayer shooter. Contribute to Speedy-Consoles/teeworlds development by creating an account on GitHub.
12:05
[quakenet] <Zeta-Hoernchen_> it's really old now and not merged with the master, i think
12:06
[quakenet] <Dune> there just isn't any 0.7 code so I figured it is actually quite quick, adding a ton of features is not my priority (nor my goal)
12:07
[quakenet] <Dune> thanks for the link. I'll keep it around if a major feature is lacking and credit you
12:07
[quakenet] <Zeta-Hoernchen_> Have you thought about making the freeze tiles' collision like the one of the kill tiles?
12:07
[quakenet] <Zeta-Hoernchen_> Because that would be way more consistent
12:08
[quakenet] <Zeta-Hoernchen_> but in no way compatible with old maps.
12:08
[quakenet] <Dune> it was like that originally - I mean that's the default thing
12:09
[quakenet] <Dune> but it breaks even the first maps as far as I can tell so meh
12:13
[quakenet] <Dune> since you've done so much work, do you have any idea if there are any necessary, common features beyond freeze?
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[quakenet] <Zeta-Hoernchen_> Eh, yes, i think so. That was almost 5 years ago.
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whaaat, that was ddrace feature
12:35
๐Ÿ˜ฎ
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[quakenet] <Teeworlds> [documentation] Fisico opened pull request #18: Added workaround for compiling bam with VS 2017 (master...master) https://git.io/fhLR8
Added workaround for compiling bam with VS 2017
13:07
[quakenet] <Teeworlds> [documentation] Dune-jr pushed 2 new commits to master: https://git.io/fhLR4
Contribute to teeworlds/documentation development by creating an account on GitHub.
13:07
[quakenet] <Teeworlds> documentation/master cbcc515 Fisico: added workaround for compiling bam with VS 2017
13:07
[quakenet] <Teeworlds> documentation/master f95895f Jordy Ruiz: Merge pull request #18 from Fisico/master...
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[quakenet] <Teeworlds> [documentation] Fisico opened pull request #19: Fixed lines from make_msvc.bat (master...patch-1) https://git.io/fhLRS
13:23
[quakenet] <Teeworlds> [documentation] Dune-jr closed pull request #19: Fixed lines from make_msvc.bat (master...patch-1) https://git.io/fhLRS
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[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
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[quakenet] <TeeSlayer> https://github.com/Matodor/TeeSharp why though
Implementation of Teeworlds in .NET Core. Contribute to Matodor/TeeSharp development by creating an account on GitHub.
14:59
[quakenet] <Dune_> :o
15:04
[quakenet] <TeeSlayer> ddrace server doesn't have collision or hook
15:05
[quakenet] <Dune_> TeeSlayer: vote
15:05
[quakenet] <TeeSlayer> ah
15:05
[quakenet] <TeeSlayer> thx
15:12
[quakenet] <TeeSlayer> the freeze is too aggressive i think
15:16
[quakenet] <Zeta-Hoernchen_> There are probably just a bunch of minor things in addition to freeze that need to be added for simple DDRace.
15:16
[quakenet] <Zeta-Hoernchen_> like no damage
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[quakenet] <Dune_> yeah, that's a setting in redix's race but should be forced :)
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[quakenet] <TeeSlayer> Dune_: ah you're hosting it on your own pc, that's why it's so laggy xD
15:44
[quakenet] <Dune_> yeah, sorry xD
15:48
[quakenet] <Dune_> i'm just testing, but everything seems fixed now
15:54
[quakenet] <TeeSlayer> Dune_: link to repo/branch?
15:55
[quakenet] <TeeSlayer> for ddrace
15:55
[quakenet] <TeeSlayer> is it "ddr"?
15:55
[quakenet] <Dune_> wait
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[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1919: Fix build for msvc (master...msvc_build) https://git.io/fhJHa
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?
16:11
[quakenet] <Dune_> freetype, Zeta-Hoernchen_
16:11
[quakenet] <Oy> hey
16:12
[quakenet] <Zeta-Hoernchen_> i got this https://www.archlinux.org/packages/extra/x86_64/freetype2/
16:12
[quakenet] <Dune_> hmm
16:12
[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
16:22
[quakenet] <Oy> yeah, client+server and protocol
16:23
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
16:33
[quakenet] <TeeSlayer> Dune_: I'm there
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[quakenet] <TeeSlayer> Dune_: there are no laser walls (+switcher) or teleports right?
16:45
[quakenet] <TeeSlayer> in the upcoming release
16:45
[quakenet] <Dune_> it is based on race so there is everything race
16:46
[quakenet] <TeeSlayer> okay
16:46
[quakenet] <Dune_> it's only race+freeze
16:49
[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1347: Fully implement automatic download script, replaces #1344 (master...pr-downloader) https://git.io/vT818
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 :)
16:57
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
16:57
[quakenet] <Dune_> I assume you wanted to update it though
16:57
[quakenet] <Dune_> TeeSlayer: it's ready
16:59
[quakenet] <Oy> yeah not updated to the official repo yet
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhLrO
18:19
[quakenet] <Teeworlds> teeworlds/master 0c6efd1 oy: use official lib repository for building on windows
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhLoL
18:39
[quakenet] <Teeworlds> teeworlds/master a62048e oy: fixed dependency downloading on windows
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[quakenet] <Dune_> Oy: I heard the make script doesn't work on VS2017, hence the workaround in the doc
18:59
[quakenet] <Oy> hm. works for me
18:59
[quakenet] <Oy> sec
19:01
[quakenet] <Oy> works from the vs command prompt, but not from "cmd" cause it can't set up the environment
19:02
[quakenet] <Oy> Dune_: https://github.com/teeworlds/documentation/issues/4 that's not fixed by that commit. should probably still add some notice
19:02
[quakenet] <Dune_> @Savander knows the issue better
19:04
[quakenet] <Dune_> ah, sorry Oy, should have been more careful
19:05
Contribute to teeworlds/documentation development by creating an account on GitHub.
19:06
[quakenet] <Dune_> hmmm
19:06
[quakenet] <Dune_> yeah
19:06
[quakenet] <Dune_> it's the best place
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feels like faq is missing some issues
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[quakenet] <Dune_> yeah
19:11
[quakenet] <Dune_> feel free to list them in an issue
19:11
[quakenet] <Dune_> @David - SFM already helped a lot with the doc :)
19:11
[quakenet] <Oy> yeah, faq could be expanded
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yeah, we should start with the most asked ones
19:12
i think there was a thread in the forum
19:12
but is probably outdated
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[quakenet] <Dune_> you could find it and post whatever issues are most relevant
19:12
[quakenet] <Dune_> github is convenient for that
19:14
[quakenet] <Oy> there used to be a help page by intel that showed how to proceed with this issue https://github.com/teeworlds/documentation/issues/4 - but seems that page is gone :(
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works from the vs command prompt, but not from "cmd" cause it can't set up the environment, you mean compiling teeworlds or bam
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Intel® Customer Support home page
19:15
[quakenet] <Oy> Savander both
19:16
[quakenet] <minus> that link redirects me to the main support page
19:16
[quakenet] <Dune_> me2
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bam doesn't allow by default use vs2017, because https://github.com/matricks/bam/blob/master/make_win32_msvc.bat#L3-L22
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...
19:16
doesn't search for 2017 version
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[quakenet] <Oy> yeah, that link used to work in the past :(
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I mean, you have to run cmd manually and then use https://github.com/matricks/bam/blob/master/make_win32_msvc.bat#L45-L64
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...
19:17
with build tools
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Are the translations documented somewhere? Where/how to contribute
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[quakenet] <Oy> Savander: just open the vs command prompt and then run the make script
19:19
[quakenet] <Oy> Sonix there is a description on top of teeworlds-languages repository
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I meant in the documentation
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[quakenet] <Oy> *teeworlds-translations
19:19
[quakenet] <Oy> don't think so
19:19
[quakenet] <Oy> docs are pretty old
19:20
[quakenet] <Oy> translations were added later
19:22
[quakenet] <Dune_> they are in the wiki of teeworlds-translation iirc
19:22
[quakenet] <Dune_> i wrote them
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I'll just open an issue as a reminder
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[quakenet] <Dune_> ah nah it's for porting/backporting
19:23
[quakenet] <Dune_> contributing translations is just using transifex
19:23
[quakenet] <Dune_> @Sonix
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Yeah i guess a line in FAQ leading to transifex could be added
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[quakenet] <Oy> yeah
19:24
[quakenet] <Dune_> In teeworlds.com FAQ?
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Okay, it works. Great. ๐Ÿ˜ƒ But, the question is, why bam force gcc instead of cl ?
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[quakenet] <Dune_> bam config compiler=cl works I guess
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also, if i compile with default bam.exe config
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[quakenet] <Oy> DUne yeah
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that's right, but with gcc it doesn't. It compiles, but doesn't run
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[quakenet] <Oy> Savander it checks for gcc first then cl - uses what it finds first
19:26
[quakenet] <DUne> =D
19:26
[quakenet] <Oy> :P
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yea, it compiles just fine. But running such application
19:26
doesn't work
19:26
the question, why
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[quakenet] <Oy> oh
19:26
[quakenet] <Oy> let me check
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it says: "_ZdllPvj entry point"
19:26
is missing
19:27
with CL, it compiles and run both ๐Ÿ˜„
19:27
it doesn't matter if it's client or server
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[quakenet] <Oy> works for me
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So I don't know, could find any resources
19:29
about that problem :/
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[quakenet] <Oy> do u use http://www.mingw.org/ ?
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[quakenet] <Oy> ok me too
19:30
[quakenet] <Oy> did u use bam build with cl?
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[quakenet] <Oy> me too
19:31
[quakenet] <Oy> x86 or x64 debug or release?
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x86_64, debug
19:32
will try other
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[quakenet] <Oy> ah that one shouldn't work
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[quakenet] <Oy> mingw is just for 32bit
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[quakenet] <Oy> there's a mingw64, but never tried it myself
19:36
are you compile bam with vs2017 64x or 86x?
19:36
don't know if it matters
19:36
but, x86, debug, server
19:36
the same thing, the same error
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[quakenet] <Oy> use bam 64 when building 64bit tw and 86 otherwise
19:37
[quakenet] <Oy> do a "bam config compiler=cl"
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That one works ๐Ÿ˜ƒ
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[quakenet] <Oy> the sdl/freetype libs are probably set to 64bit right now
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sdl/freetype doesn't matter with server
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[quakenet] <Oy> yeah, shouldn't :D
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Okay, so I make sure that i do it on fresh bam config
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[quakenet] <Oy> https://github.com/teeworlds/documentation/blob/master/support/faq.md "Q: The game stopped working, how do I fix it?" you can start the game with --default now to reset the config
Contribute to teeworlds/documentation development by creating an account on GitHub.
19:41
[quakenet] <Oy> should probably update that info
19:42
[quakenet] <Oy> savander yeah, alsways best to do that line when switching arch or compiler :)
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So I used: make_win32_msvc.bat, to compile BAM. Then, I used bam.exe config (it set compiler to gcc, and libs to 32bit).
19:42
compilation went good, but running
19:42
the same problem
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maybe i have problem with my os. Can i send you my binnary ?
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[quakenet] <Oy> hm
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teeworlds_srv
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[quakenet] <Oy> is cl set in bam config?
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nope, gcc
19:43
gcc is set by default
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[quakenet] <Oy> ok
19:43
[quakenet] <Oy> do a bam -c all
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[quakenet] <Oy> and then run again
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same thing
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[quakenet] <Oy> that'S odd
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If you don't mind
19:44
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19:44
teeworlds_srv, x86, debug
19:44
Maybe my OS is the problem ^.^
19:45
if yes, then huh.. user problem
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[quakenet] <Oy> works for me
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haha, great
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[quakenet] <Dune> :x
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[quakenet] <Oy> but the file is pretty big
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it's debug version, maybe that's why
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[quakenet] <Oy> twice the size of what i get when compiling x86 debug
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i will try to update mingw then
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[quakenet] <Oy> oh gcc
19:49
[quakenet] <Oy> yeah, that one is that big too
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I think, i have everything what i should have. But if it's problem from my site
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then, maybe we shouldn't even try to solve that. It will be hard to find solution ๐Ÿ˜ƒ
19:50
i can compile with CL just fine
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[quakenet] <Oy> looks the same on my mingw install manager
19:52
[quakenet] <Oy> what kind of error msg do u get, when u want to start the server?
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I have polish message, but: "_ZdllPvj entry point of procedure not found in library teeworlds_srv.exe"
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sorry "_ZdlPvj"
19:55
without that second "L"
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[quakenet] <Oy> something gone wrong while linking
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[quakenet] <Oy> could u manually delete builds/x86/debug/obj
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[quakenet] <Oy> and then build again
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I cloned again teeworlds, removed old one
20:00
the same :/
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[quakenet] <Oy> :(
20:00
[quakenet] <Oy> rebuild bam?
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gcc (MinGW.org GCC-6.3.0-1) 6.3.0
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correct version?
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could you check?
20:01
I think, yes
20:01
yes, i did.
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[quakenet] <Oy> yeah same
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let me try, build bam with "mingw" version, instead of
20:01
msvc
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uhm
20:03
Same thing. That's odd.
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20:05
[quakenet] <Oy> my bam
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same thing, not bam related then
20:11
i will reinstall completly mingw
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[quakenet] <Oy> hm, don't think it's mingw related
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yea, i don't think it will change anything
20:14
I just updated it to newest version..
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;D
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Anyway, it's day before new year. We shouldn't bother ๐Ÿ˜ƒ
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[quakenet] <Dune> is it?
20:15
[quakenet] <Oy> you could try to restart windows and then try again
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no changes ๐Ÿ˜›
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[quakenet] <Oy> do u have an autoexec or other config file that u use with the server?
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i have content
20:22
from bam
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whole data/
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[quakenet] <Oy> then i'm out of ideas :)
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Me either. ๐Ÿ˜„ hahaha
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[quakenet] <TeeSlayer> 0.7 has now a blocker server, too :DD
20:39
[quakenet] <TeeSlayer> I should disable vote kick
20:50
facepalm*
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[quakenet] <TeeSlayer> nobody wants to chill on a 0.7 blocker server? xD
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[quakenet] <Dune> I doubt you'll find your public here
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[quakenet] <Dune> it sanitizes gametype names so we don't end up looking for impossible filenames
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[quakenet] <Teeworlds> [teeworlds] Dune-jr opened pull request #1938: Sanitize gametypes with str_sanitize_filename (master...feature-sanitize-filenames) https://git.io/fhLD3
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