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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 2019-01-02 00:00:00Z and 2019-01-03 00:00:00Z
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[quakenet] <Oy> happy new year :)
09:31
[quakenet] <heinrich5991> happy new year :)
09:32
[quakenet] <Teeworlds> [teeworlds] oy pushed 3 new commits to master: https://git.io/fhqGs
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
09:32
[quakenet] <Teeworlds> teeworlds/master 51b2b5c Speedy Consoles: Fix audio panning
09:32
[quakenet] <Teeworlds> teeworlds/master f06a5eb Speedy Consoles: Add square-law panning
09:32
[quakenet] <Teeworlds> teeworlds/master d6cb666 oy: Merge pull request #1940 from Speedy-Consoles/master...
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happy new year guys
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[quakenet] <Dune> hey ho
11:30
[quakenet] <Dune> happy new year, Oy
11:30
[quakenet] <Dune> would you mind clearing up why that wouldn't work? https://github.com/teeworlds/teeworlds/issues/1941#issuecomment-450818339
Remote console commands take a while to be loaded, it is somewhat frustrating - I realized how nice it was when I opened a 0.6 server to have everything preloaded. Could the list be initialized to ...
11:33
[quakenet] <Oy> well, the client has no clue which commands will be available
11:33
[quakenet] <Oy> and doesn't know when loading the available commands is finished
11:33
[quakenet] <Dune> oh
11:34
[quakenet] <Dune> so you can't delete commands at the end
11:34
[quakenet] <Oy> there's no end msg by the server
11:35
[quakenet] <Oy> already found the problem, will fix it later, so it's as fast as 0.6
11:35
[quakenet] <Dune> oh, thanks :)
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[quakenet] <Dune> any clue how to make gametype icons support both types? check their size and only allow square and 1:3?
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Both types?
12:09
[quakenet] <Dune> Transifex is seeing progress, by the way
12:09
[quakenet] <Dune> We didn't add more strings recently, right
12:11
[quakenet] <Dune> all major languages are >90% except turkish and chinese
12:14
[quakenet] <heinrich5991> Learath2: ^? :)
12:16
[quakenet] <Oy> think there are some new ones
12:16
[quakenet] <Oy> also the game messages (join capture) changes because of the id right?
12:17
[quakenet] <Oy> about the gametype icons: yeah check the size
12:19
[quakenet] <Dune_> those were all in 0.7.1?
12:21
[quakenet] <Oy> yeah
12:21
[quakenet] <Dune_> so should be updated already
12:22
[quakenet] <Oy> but the change was after i think
12:22
[quakenet] <Oy> checking
12:23
[quakenet] <Dune_> ho, russian still has "K" and "D" strings
12:23
[quakenet] <Dune_> those aren't used anymore afaik
12:23
[quakenet] <Dune_> ah i see, thx
12:26
[quakenet] <heinrich5991> btw, for translation it's usually best if we don't have strings like str_format(Localize("%s has joined the %s team"), …, Team ? Localize("blue") : Localize("red")), but instead str_format(Team ? Localize("%s has joined the blue team") : Localize("%s has joined the red team"), …)
12:26
[quakenet] <heinrich5991> I saw a few instances of that in the source code, might be better with the other version going forward
12:27
[quakenet] <heinrich5991> (grammar works weirdly in many languages, and it's more intuitive to translate the whole string)
12:28
[quakenet] <Dune_> ah yeah, that is true
12:28
[quakenet] <Dune_> usually having several %s in a string is bad because languages tend to enjoy swapping things
12:29
[quakenet] <heinrich5991> ah yes, that's also I wanted to fix
12:29
[quakenet] <Dune_> (well if you fix that you fix the former issue)
12:29
[quakenet] <heinrich5991> not really, you still have to translate five versions of "blue" for each language, depending on the context. it's easier to do it in one place for one string
12:30
[quakenet] <Dune_> ah right
12:30
[quakenet] <heinrich5991> e.g. for "Join blue" you need a different string (not sure if we use "Join %s" there)
12:30
[quakenet] <Dune_> w edont
12:30
[quakenet] <heinrich5991> but you get the point :)
12:30
[quakenet] <Dune_> :)
12:33
[quakenet] <Dune_> exporting the last strings
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Serbian has K D strings too
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[quakenet] <Dune_> it does?
13:00
[quakenet] <Dune_> huh
13:01
[quakenet] <Dune_> that is strange
13:04
[quakenet] <Dune_> probably need to cleanup something before running script, will check when I'm back
13:04
[quakenet] <Dune_> thanks for the report
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[quakenet] <Teeworlds> [teeworlds] oy pushed 2 new commits to master: https://git.io/fhqVj
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
14:48
[quakenet] <Teeworlds> teeworlds/master 0027eff oy: fixed line endings
14:48
[quakenet] <Teeworlds> teeworlds/master 7b21682 oy: speeded up rcon command update process. closes #1941
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@LordSk 🦋 ^ :)
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Nice!
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[quakenet] <Oy> twice as fast as it used to be in 0.6, but should be good
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A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
15:40
[quakenet] <Dune_> no shit K is still in the strings
15:41
[quakenet] <Dune_> lesson: don't commit at 9am
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[quakenet] <Oy> :P
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damn im getting banned a lot lately 😄
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[quakenet] <Oy> github down :(
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhq5R
18:27
[quakenet] <Teeworlds> teeworlds/master 2d2fe8b oy: reverted edit boxes to 0.6 behavior. closes #1937
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[quakenet] <Teeworlds> [teeworlds] oy closed pull request #1730: Add CMake (and a couple of other fixes) (master...pr_cmake) https://git.io/fpu1t
18:53
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhqFU
18:53
[quakenet] <Teeworlds> teeworlds/master c009476 oy: fixed sdl2 & freetype lib paths. changed macos bundleidentifier for cmake to match previous one
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhqFb
19:04
[quakenet] <Teeworlds> teeworlds/master b6c2e2f oy: always show scoreboard within server info. don't hide bots in case no filter is selected. closes #1943
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[quakenet] <Dune> oh, so cmake is in
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I have downloaded latest updated, with cmake. I did git submodule update --init --recursive, to get maps and stuff. Also I used python3 scripts/download.py --arch=x86_64 --conf=release sdl freetype to download libraries and includes. CMake says: You must install Freetype/SDL2 to compile the Teeworlds client. Looks like CMake can't find libraries
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[quakenet] <heinrich5991> getting dependencies automatically is not done for cmake yet
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Don't understand? but files are in correct places
20:15
after all
20:15
should it work ?
20:15
or cmake looking for files in different paths
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[quakenet] <heinrich5991> different paths
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Okay, I fixed that
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[quakenet] <Teeworlds> [teeworlds] savander opened pull request #1944: fix paths to libs in CMakeLists.txt (master...patch-1) https://git.io/fhmes
20:35
[quakenet] <Oy> Savander that would probably make cross-compiling pretty hard
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[quakenet] <Oy> heinrich5991: can you build cross-compile all plattforms with cmake?
20:36
[quakenet] <heinrich5991> yes
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linux or mac, have different path to lib?
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[quakenet] <heinrich5991> but not with that PR merged, probably
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okay, so just close it up. 😉
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[quakenet] <Oy> Savander you have to check if you'Re building on windows, then u can use these paths ;)
20:37
[quakenet] <Teeworlds> [teeworlds] savander closed pull request #1944: fix paths to libs in CMakeLists.txt (master...patch-1) https://git.io/fhmes
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so linux, and mac have different paths?
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[quakenet] <Oy> no
20:38
[quakenet] <Oy> well yeah
20:38
[quakenet] <Oy> for cross-compiling you need different paths for the libs u want to build for
20:38
[quakenet] <Oy> *with
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i will not mess with it :PP then
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[quakenet] <Oy> when you'Re on linux and you want to build the windows binary you have to use the windows libs, same for mac - doesn't work if it just looks in 1 path then
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shouldn't download script, download libs to other/<lib>/<os_name>/lib/<target_bit>
20:41
?
20:41
then?
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[quakenet] <Oy> then actual working directories wouldn't work/update anymore
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how it was before, i remember that it was like: "other/sdl/windows/??"
20:42
and "other/sdl/include"
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[quakenet] <Oy> other/sdl/lib/32 other/sdl/include - like when u unpack the official sdl archive u download
20:44
[quakenet] <Oy> other/sdl/lib/x86 other/sdl/include - like when u unpack the official sdl archive u download
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hmm, im confused then. Maybe I'll leave it
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[quakenet] <Oy> well, with the download script we could actually use the cmake path and then just rely on people having internet access when building
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I see, bam downloads automatically SDL nad Freetype
20:52
if doesn't exists
20:53
Have you tried to build tw with bam after that update? with auto-downloaded libs ?
20:54
cause i have linking error
20:56
nevermind. Forgot
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or no, why i said that. 😄 I'm a bit nervous today, sorry. So, The there's at least one thing.
21:05
bam compiled with CL, using compiler=cl on teeworlds compiling
21:05
it can't download libs because of : duownload.py: error: argument --arch: invalid choice: 'unknown'
21:05
also, i can't specify arch because: Cross compiling is unsupported on Windows.
21:06
the "unknow" arch, is set up automatically
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Gettimng a bunch of automated mails about fail compil because of immintrin.h
21:09
Should disable the code or something at least
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with default compiler, "gcc", arch=x86. It downloads libs but there's linking error: https://pastebin.com/29U9nWBy
21:10
If anyone else can test, it would be great 😉
21:11
Pure teeworlds-master clone
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[quakenet] <Teeworlds> [teeworlds] heinrich5991 opened pull request #1945: Remove unportable <immintr.h> and _mm_pause function (master...pr_remove_immintr) https://git.io/fhmfx
21:13
[quakenet] <Oy> which platforms report these problems? they probably can't run the client anyway
21:14
[quakenet] <heinrich5991> e.g. arm
21:15
[quakenet] <Oy> yeah raspberry pi can't run the client
21:15
[quakenet] <heinrich5991> huh, can't it?
21:15
[quakenet] <Oy> no
21:16
[quakenet] <Oy> have to update to opengl es
21:16
[quakenet] <Oy> then it can
21:16
[quakenet] <Oy> otherwise u just get 1-2 frames a second
21:17
[quakenet] <heinrich5991> ah
21:18
[quakenet] <heinrich5991> the thing that this instruction does is tell the CPU to relax its execution of this hyperthread
21:18
[quakenet] <heinrich5991> that means it benefits the case where something else wants to do something with the second hyperthread on the same CPU
21:18
[quakenet] <heinrich5991> otherwise it's still a spinloop. I think it's not worth the pain to keep
21:18
[quakenet] <heinrich5991> we can of course guard it behind #if (intel processor)
21:20
[quakenet] <Oy> yeah use it for x86/x64 arch only
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[quakenet] <Teeworlds> [teeworlds] heinrich5991 closed pull request #1945: Remove unportable <immintr.h> and _mm_pause function (master...pr_remove_immintr) https://git.io/fhmfx
21:38
[quakenet] <heinrich5991> if you implement that, please also move it to src/base/system.c
21:43
[quakenet] <Oy> yeah, best place for it
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[quakenet] <Oy> guess intel itanium doesn't support it too - not sure
22:00
[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhmkQ
22:00
[quakenet] <Teeworlds> teeworlds/master 87fa774 oy: made the mm_pause instruction only available for intel32 and amd64 architectures. closes #1882
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[quakenet] <Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhmLB
…n use the ones provided by the bam downloader
22:20
[quakenet] <Teeworlds> teeworlds/master 5bd7758 oy: changed path structure for sdl & freetype libs on windows so cmake can use the ones provided by the bam downloader
Exported 152 message(s)