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Between 2019-02-27 00:00:00Z and 2019-02-28 00:00:00Z
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[quakenet] <MarisaG> Hi everyone
11:49
[quakenet] <MarisaG> I just put out a tool for adding votes for aall maps in your maps folder. Info:
11:49
[quakenet] <MarisaG> Ok, I have my add maps script ready. Here is description & link:This tool will scan your maps folder and create a config file with voting options for all the maps in your maps folder. You can use this to rebuild your config after adding maps to your server. Only tested on Linux servers. You can get it here: https://sourceforge.net/projects/teeworlds-add-maps-utility and if you have any questions just ask me!
Download Teeworlds Add Maps Utility for free. Creates a config file with voting links for all the maps. Creates a config file with voting links for all the maps in your maps folder. Players will be able to vote to play all the maps you have.
11:49
[quakenet] <MarisaG> And thanks for making such a great game :)
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ChillerDragon 2019-02-27 15:37:39Z
yea pls heinrich5991 provide some documentation for libtw2 o.o
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[quakenet] <day> comes right after teeworlds v1.0
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ChillerDragon 2019-02-27 16:24:45Z
isnt tw v1.0 rlsd already?
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April Fools 2012: 1.0 released! (Page 1) — News — Teeworlds Forum — Everything Teeworlds!
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[quakenet] <Oy> should do another one :)
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especially we can release 0.7.3 in time :)
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[quakenet] <Oy> should be doable :)
16:35
[quakenet] <Dune> yeah
16:36
[quakenet] <Oy> seems that debian issues is resolved
16:37
[quakenet] <Dune> yes
16:38
[quakenet] <Dune> I contacted the verdre guy too about gfx_use_x11xrandr_wm
16:38
[quakenet] <Dune> so debian & gnome are satisfied :)
16:39
[quakenet] <Oy> great, that's good :)
16:39
[quakenet] <Oy> then there's 0.7.3 next :)
16:39
[quakenet] <Dune> yep :)
16:40
[quakenet] <Dune> with the open PRs, I did all I can for 0.7.3 though, saved for #1827 that still needs discussion
16:41
[quakenet] <Dune> well I can do april fools decorations with eggs doodads automapped everywhere :D
16:42
[quakenet] <Oy> the composed bind thing? - not sure which might be the best solution
16:42
[quakenet] <Dune> yes
16:42
[quakenet] <Oy> yeah, doodads decoration sounds good :)
16:42
[quakenet] <Dune> I had the pleasure to witness someone pull his hair on that code on livestream yesterday :D
16:43
[quakenet] <Oy> which code?
16:43
[quakenet] <Dune> modifiers
16:43
[quakenet] <Oy> oh :)
16:43
[quakenet] <Dune> hungarian notation gets funny with the 3D array
16:46
[quakenet] <Dune> the april eggs doodads could be added using the built-in automapper but the code to do that is a bit heavy :|
16:48
[quakenet] <Oy> oh, ok
16:50
[quakenet] <Dune> automapping doodads on ctf3 client-side: https://i.imgur.com/gyD4258.png :)
16:51
[quakenet] <Dune> but if there is only one rule, I guess it can be hardcoded so it can save the automapper use
16:51
[quakenet] <Oy> yeah :)
16:55
[quakenet] <Dune> still needs some tileset :/ we lack an artist
16:56
[quakenet] <Oy> yeah :(
16:56
[quakenet] <Oy> also could really need the bot graphics
16:56
[quakenet] <Dune> yeah right :/
16:57
[quakenet] <Dune> summons @Zatline
16:57
[quakenet] <Dune> my mana is low
16:57
[quakenet] <Oy> :D
16:58
[quakenet] <Oy> maybe we should do a post in the "Developer Journals" so people can make suggestions, images for a bot flag+skin
16:59
[quakenet] <Dune> at least the flag, yeah
17:00
[quakenet] <Dune> I think there are some specific instructions to draw them though
17:02
And another corner ... (Page 1) — Developer Journals — Teeworlds Forum — Everything Teeworlds!
17:02
[quakenet] <Oy> hm, there was some thread by Landil where people could send in all the flags
17:02
[quakenet] <Dune> yes, that one
17:02
[quakenet] <Oy> yeah, that one :)
17:02
[quakenet] <Dune> whistles
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[quakenet] <Dune> but there was a step that only Landil would do
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[quakenet] <rand> I might have another issue
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[quakenet] <Dune> I think @Zatline might know it too
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[quakenet] <Oy> think Landil added the shadow afterwards, but we can do it. saw the shadow somewhere in the dropbox account
17:05
[quakenet] <Dune> oh, nice
17:06
[quakenet] <rand> hm, code says there is not issue
17:06
[quakenet] <Oy> rand: ?
17:06
[quakenet] <Dune> I have another pending blog post on translations, since we are nearing release and heinrich5991 recently upgraded the system with the %$1d feature
17:06
[quakenet] <rand> sorry, I m talking to myself ^^'
17:08
[quakenet] <rand> hm… playerstats are not reset on teeworlds/master when leaving/join
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[quakenet] <Oy> Dune: good :)
17:09
[quakenet] <Oy> rand: when u leave urself?
17:10
[quakenet] <Dune> huh, when you leave and join again everyone should be at 0/0, right?
17:10
[quakenet] <rand> the other player left, another took the same slot
17:10
[quakenet] <Dune> and he inherited the score of the old player?
17:11
[quakenet] <rand> yep, because of m_pClient->m_aClients[pMsg->m_ClientID].m_Active is false when a client recieves NETMSGTYPE_SV_CLIENTINFO
17:14
[quakenet] <Dune> ah, buuuug :)
17:14
[quakenet] <rand> you change NETMSGTYPE_SV_CLIENTDROP to NETMSGTYPE_SV_CLIENTINFO I guess
17:16
[quakenet] <rand> I'm not confident about what I stated, but it was the case on one test :p
17:20
[quakenet] <Dune> --device=DEVICE Expose a device to the application. This updates the [Context] group in the metadata. DEVICE must be one of: dri, kvm, all. This option can be used multiple times.
17:20
[quakenet] <rand> huhu
17:20
[quakenet] <Dune> I'm not sure if that's useful given that teeworlds does not support joystick (yet)
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[quakenet] <Oy> never tested a joystick. do buttons work?
17:31
[quakenet] <Oy> but there's probably no harm from enabling that setting?
17:32
[quakenet] <Dune> yeah
17:34
[quakenet] <Dune> besides, someone is working on it anyway: https://tsoding.github.io/schedule/ :)
17:34
[quakenet] <Dune> might ask the PR's author what his intents are though
17:35
[quakenet] <Oy> rand: yeah drop message works. gameclient handles the messages after the components, so the client isn't dropped for the scoreboard yet
17:36
[quakenet] <Oy> Dune: that's good :)
17:36
[quakenet] <Oy> someone did gamepad support on 0.6 with the old sdl version in a client mod
17:36
[quakenet] <Oy> might be easier to do it with sdl2
17:37
[quakenet] <Dune> not sure
17:37
[quakenet] <Dune> apparently keys.h hasn't been touched for long :D
17:39
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