[quakenet] <TeeSlayer> What do you guys think about assigning new players to a random team instead of TEAM_RED when there is an equal player count? Have there been any discussions on this in the past? Assuming that nobody leaves the game or switches the team, and there is a constant flow of new players, TEAM_RED will always have either one more player or the same amount of players throughout the whole game, which is kinda unfair.
02:00
[quakenet] <Edible> its already random
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[quakenet] <TeeSlayer> Another option would be to assign the new player to the team with less points.
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[quakenet] <Edible> you don't know when someone is going to join or when someone is going to leave
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[quakenet] <Edible> thus random
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[quakenet] <TeeSlayer> it still gives an edge to team red
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[quakenet] <TeeSlayer> since they always get the new player first
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[quakenet] <TeeSlayer> with equal player count
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[quakenet] <TeeSlayer> that's where I'm getting at
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[quakenet] <TeeSlayer> if it's a popular server, it's unlikely that people will leave before the game ends
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[quakenet] <TeeSlayer> and still it doesn't matter
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[quakenet] <Edible> you are right, an if team_players_red == team_players_blue && lastplayer { lastplayer--; newplayer is blue } { lastplayer++; newplayer is red} would be nice
02:06
[quakenet] <Edible> no clue how the code works, that's just an example
02:07
[quakenet] <Edible> TeeSlayer: it also depends on the scoring of each team, if all the good players are in blue, whats the point of randomizing?
02:07
[quakenet] <TeeSlayer> >Another option would be to assign the new player to the team with less points.
02:08
[quakenet] <TeeSlayer> then only randomize if both teams are equally good in terms of points :D
02:08
[quakenet] <TeeSlayer> It's just a minor detail which has bugged me for a long time
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[quakenet] <Edible> the score doesn't really matter though, what matters is where are the good players
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[quakenet] <TeeSlayer> it obviously can't fix balancing
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[quakenet] <TeeSlayer> the score doesn't matter? you mean the team score?
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[quakenet] <TeeSlayer> how else would we measure whether somebody is good?
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[quakenet] <Edible> I do know ddnet has a frag ratio but don't know how they implement that, but with the frag ratio you can balance properly
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[quakenet] <TeeSlayer> yeah that's not possible since only clients know of the k/d ;D
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[quakenet] <Edible> next version maybe?
02:11
[quakenet] <Edible> well, if you're going to modify the server, might as well do it right
[quakenet] <Edible> this has been discussed before, it never gets implemented, its also hard to do a balancing act, especially in the middle of a round, if anything, the balancing act needs to be made at the end of one
[quakenet] <Yasusi> so i want to compline a servert
09:30
[quakenet] <Yasusi> Chillerdragon's mod
09:30
[quakenet] <Yasusi> and I need visual studio 8/9/10 I have 10,and also 2017 but it wont recognise it
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[quakenet] <Yasusi> and I can't do any compline
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[quakenet] <Yasusi> Becouse bam wont recognise the visual studio
09:35
[quakenet] <Yasusi> The specified configuration type is missing. The tools for the configuration might not be installed. === building bam === 'cl' is not recognized as an internal or external command, operable program or batch file. 'src\tools\txt2c' is not recognized as an internal or external command, operable program or batch file. 'cl' is not recognized as an internal or external command, operable program or batch file.
09:40
[quakenet] <Learath2> it used to be that you either needed to use the visual studio command prompt or run vcvarsall.bat in a command prompt to get the PATH set up properly
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...
16:27
[quakenet] <Dune> arch detection doesn't work well on bam 0.5.1
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[quakenet] <Oy> yeah, sure
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[quakenet] <Dune> Also: Bam does not recognise Visual Studio 2017. As a workaround, to compile bam, copy line 45 to end from make_win64_msvc.bat and paste it in the x64 Native Tools Command Prompt
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[quakenet] <Dune> isn't that overly complicated?
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[quakenet] <Dune> might as well run it in the native tools command prompt
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[quakenet] <Oy> or maybe to the latest commit, so future commits which might break the master branch won't be used
16:29
[quakenet] <Oy> yeah, just use the native command prompt
16:29
[quakenet] <Dune> we can also link teeworlds/bam if we want to be safe
16:30
[quakenet] <Oy> you want to build tw after bam anyway
16:31
[quakenet] <Oy> the tw/bam needs to be up to date :D
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...
16:34
[quakenet] <Oy> like i wrote, you can't disable them :(
16:35
[quakenet] <Oy> they might add such a feature in the future
This issue is related to #1985. Currently, labels are inconsistent visualized: Many are left aligned Others are centered Most have a colon Some have no colon (Server browser > Server details) I ...
16:43
[quakenet] <Oy> settings->controls would look odd
16:50
[quakenet] <Dune> definitely
16:50
[quakenet] <Dune> only inconsistency I see is filters vs search/addr bar
16:51
[quakenet] <Dune> and some missing colons I guess
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[quakenet] <Dune> welp that's already fixed
16:51
[quakenet] <Edible> whats an IRC webhook service?
16:51
[quakenet] <Dune> hopefully Transifex plays nice with the : in locales :/
16:52
[quakenet] <Dune> I guess appending the ":" in the code is a bit dirty? :/
16:52
[quakenet] <Edible> "github IRC webhook service"
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[quakenet] <Dune> Edible: an IRC bot that listens to events such as github commits/issues/PR and shows messages for it
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[quakenet] <Dune> there was one here until the service was discontinued last month
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[quakenet] <Dune> but I think now we're supposed to run the bot ourselves
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[quakenet] <Edible> ah, isn't that easy though?
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[quakenet] <Dune> there are a lot of easy things to do for Teeworlds, we lack people doing them :D
16:56
[quakenet] <Oy> yeah, appending the ":" later would be a bit odd
16:57
[quakenet] <Oy> yeah, search should be left aligned
16:57
[quakenet] <Dune> Then that settles it
16:57
[quakenet] <Dune> I would argue you don't even need colons in the Controls menus
16:58
[quakenet] <Dune> You have a different background, that's enough
16:58
[quakenet] <Oy> what did u mean with filters?
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[quakenet] <Dune> the labels under the filters
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[quakenet] <Dune> they are left aligned vs center aligned Search
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[quakenet] <Oy> ah
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[quakenet] <Dune> well this is all UX masturbation :D
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[quakenet] <Oy> :D
17:00
[quakenet] <Dune> oh, german, portuguese, scottish and russian 100% complete the last two days :)
17:01
[quakenet] <Oy> how about splitting the bottom info text in the server browser "xxx servers, xxx player" into 2 lines? then we have more space for the labels on the left (host address, search)
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[quakenet] <Oy> that'S good :)
17:02
[quakenet] <Dune> it seems like those are transifex enthuasiasts that come to help with teeworlds, so it seems like transifex really brings something to the table here :)
17:03
[quakenet] <Dune> Don't we have plenty enough of space there, Oy?
[quakenet] <Dune> I'm a bit unhappy about the lack of mousewheel
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[quakenet] <Dune> Need to add the forementioned notice
17:40
[quakenet] <Dune> hints can be closed by clicking X (needs Esc). That's the best compromise I saw with a hotkey (since we recommend pressing Esc for something else than closing the hints)
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[quakenet] <Oy> hm, it's odd to have some ui(clicking) ingame
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[quakenet] <Dune> could make it solid
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[quakenet] <Dune> :/
17:44
[quakenet] <Oy> pressing esc should be good enough
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[quakenet] <Dune> alright then
17:47
[quakenet] <Dune> I could support A-Z, 0-9, Space, Mouse1, Mouse2 (Mouse3?), Esc for the binds, and ? for the rest
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[quakenet] <Dune> I'll need a proper mouse gfx though
oy, i think line 1-45 should get removed from bam make_win64_msvc.bat. It will abort with "You need Microsoft Visual Studio 8, 9, 10, 11, 12, 13 or 15 installed" if you have visual studio 2017 or newer installed. Even if you run it in the VS Console
20:28
or search for vs2017 tools in the batch script but i dont think hardcoded paths are a good idea