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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 2019-03-08 00:00:00Z and 2019-03-09 00:00:00Z
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[quakenet] <day> Dune: woa theres controller support in tw now?
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[quakenet] <minus> oh?
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Resolves #40 Features Assigning discrete actions to joystick buttons in Settings > Controls. Assigning joystick axis to mouse axis using joystick_x and joystick_y configuration variables in the...
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[quakenet] <day> single joystick support? why
09:15
[quakenet] <day> i guess i can now play teeworlds with a steering wheel :|
09:16
[quakenet] <day> paddle shifters for shooting and hooking. brake and clutch for A and D :3
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Huh? You play with two gamepads?
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[quakenet] <day> Dune: well joystick means to me "two axis". If you use a xbox360 controller you would have 5 or 6 axis on 4 sticks/levers
13:27
[quakenet] <day> but after thinking about it for a while, i dont think the xbox360 controller would be good for teeworlds. movement and aim would probably be ok. but shooting/weapon switching would be a pita
13:28
[quakenet] <day> using the levers to shoot would be ergonomical, but annoying (because they are analog, and have a long travel distance). if you use a thumb button to shoot, weapon switching becomes tricky
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I don't have any experience with controllers :| But yeah two axis supported, not sure what kind of configuration would be ideal for teeworlds
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Need to make an UI for axis selection
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[quakenet] <Dune> https://i.imgur.com/mectbCX.png got my teeworlds build broken somehow, it's very strange, git status shows no difference with master and I cleaned the data folder
17:26
[quakenet] <Dune> a new clone solved it but still, weird
17:26
[quakenet] <day> the arrows scream convert me into a dance dance revolution game :^)
17:27
[quakenet] <Dune> we already have joystick support for that :^)
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[quakenet] <minus> hm
17:43
[quakenet] <minus> lemme try how bad it is
17:47
[quakenet] <Oy> Dune: did you rebuild it? was it still broken?
17:47
[quakenet] <Dune> yeah
17:47
[quakenet] <Dune> bam -c and all
17:48
[quakenet] <heinrich5991> looks like outdated data maybe?
17:48
[quakenet] <Dune> I copied the data folder on a clean working teeworlds and the bug didn't happen again, heinrich5991
17:48
[quakenet] <Dune> and getting a clean data folder didn't fix either
17:48
[quakenet] <heinrich5991> hm okay
17:48
[quakenet] <Dune> several weird things happening recently, the only reasons I could foresee are cmake and a change with libc
17:49
[quakenet] <Dune> I am unable to compile https://github.com/teeworlds/teeworlds/pull/2039/ too
Closes #1630 New command: snd_toggle. Acts the same as toggle snd_enable 0 1, but with a visual cue. New controls menu entry: The visual effects look like this (1.5s display time + 0.6s fade time...
17:49
[quakenet] <Dune> I get src/game/client/components/notifications.cpp:57:44: error: ‘IMAGE_SOUNDICONS’
17:49
[quakenet] <Dune> even though build/src/generated/client_data.h has it...
17:50
[quakenet] <minus> joystick: works: yes, playable: hell no
17:52
[quakenet] <Dune> it's the tradeoff to play from the couch
17:52
[quakenet] <Dune> it was probably a mistake to use bam and cmake on the same repo :(
17:53
[quakenet] <heinrich5991> I haven't run into problems yet
17:54
[quakenet] <heinrich5991> Dune: do you use a subdirectory for cmake building?
17:54
[quakenet] <Dune> no
17:54
[quakenet] <Dune> I cmake . at teeworlds/
17:54
[quakenet] <heinrich5991> hm okay
17:54
[quakenet] <heinrich5991> that's a difference in our setups then
17:54
[quakenet] <Dune> maybe it's not that
17:55
[quakenet] <heinrich5991> do you execute the teeworlds executable from bam from the directory it's created in?
17:55
[quakenet] <Dune> yes, always
17:56
[quakenet] <heinrich5991> regarding "You could check if the client version is older than 0.7.3 and then skip sending the sha256"
17:56
[quakenet] <Dune> wait, where is the src/generated supposed to be in, in teeworlds/ or in teeworlds/build? I have it at both places
17:56
[quakenet] <heinrich5991> ah, there's your interference between cmake and bam
17:56
[quakenet] <Dune> sigh
17:57
[quakenet] <heinrich5991> I guess you should execute cmake in a subdirectory
17:57
[quakenet] <Dune> alright
17:57
[quakenet] <heinrich5991> regarding "You could check if the client version is older than 0.7.3 and then skip sending the sha256"
17:58
[quakenet] <heinrich5991> since it's a backwards-compatible extension, I'd rather send it at all times — it doesn't interfere with older clients and makes the code simpler
17:58
[quakenet] <heinrich5991> Oy: ^ (fixed the rest of the comments locally, already)
18:00
[quakenet] <Oy> well yeah, it's not that much data. so it doesn't matter much if you send it to clients that can't handle it :)
18:00
[quakenet] <Oy> but would be just a simple check ;)
18:01
[quakenet] <Dune> wouldn't that make testing a bit tricky since we haven't upp'd to 0.7.3 yet? or have we?
18:01
[quakenet] <Dune> ah #define CLIENT_VERSION 0x0703
18:02
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
18:02
[quakenet] <Oy> already used it there
18:03
[quakenet] <heinrich5991> even there, I mean we generally assume that people will update to the newest version anyway
18:04
[quakenet] <heinrich5991> so this is mostly code complexity vs the extra bytes you send for people who haven't yet updated their clients
18:04
[quakenet] <heinrich5991> hmmm
18:04
[quakenet] <minus> doesn't cmake discourage in-source builds?
18:09
[quakenet] <Brian> hey sup
18:10
[quakenet] <heinrich5991> yes, it does
18:10
[quakenet] <heinrich5991> hey
18:10
[quakenet] <Brian> ehrenmann
18:14
[quakenet] <minus> heh, made some polish kid ragequit
18:18
[quakenet] <minus> huh, i can't uncheck 'standard gametype' in the filter
18:18
[quakenet] <Dune> with a joystick? huh
18:18
[quakenet] <Dune> that's because it's in the "Teeworlds" filter
18:19
[quakenet] <Dune> maybe it should be grayed out or something
18:19
[quakenet] <minus> nah, i gave up on joystick
18:19
[quakenet] <Dune> is it bad because it's poorly implemented or because joystick sucks for teeworlds?
18:20
[quakenet] <minus> oh, that was terribly confusing
18:20
[quakenet] <Dune> notes down
18:20
[quakenet] <minus> that doesn't even make any sense
18:20
[quakenet] <Dune> Teeworlds is a special filter, has to stay pure
18:21
[quakenet] <minus> under 'All' that filter works just fine, but if you tick it you get exactly the same result as the 'Teeworlds' filter
18:21
[quakenet] <Dune> yeah
18:21
[quakenet] <minus> you can't even move down 'Teeworlds'?
18:22
[quakenet] <minus> nice that you like vanilla teeworlds, but i'd prefer to decide what to play on my own
18:27
[quakenet] <Learath2> :P
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[quakenet] <Dune> wait, the map checker gets the pure maplist from the version server? explains why it was disabled
18:34
[quakenet] <Dune> is it an issue that it uses CRC instead of SHA256, heinrich5991?
18:35
[quakenet] <minus> crc is almost trivial to fake
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ChillerDragon 2019-03-08 18:36:05Z
someone used the weakness once
18:36
idk what happend exactly but something happend abusing the weak crc
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[quakenet] <Dune> I'm talking about the mapchecker, @ChillerDragon
18:38
[quakenet] <Oy> Dune: it was disabled cause standard maps were worked on
18:38
[quakenet] <Dune> but the version server is not up to date I assume?
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ChillerDragon 2019-03-08 18:38:39Z
oh oke sorri
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[quakenet] <Oy> nope map checking isn't up to date
18:40
[quakenet] <Dune> so this needs a versionsrv patch before release, or people can't play on standard maps
18:41
18:41
[quakenet] <Dune> would be nice to get a higher res for that icon :/
18:41
[quakenet] <Oy> yeah
18:43
[quakenet] <Oy> the hashes need to be updated. clients have the actual hashes build in so 0.7.3 would use them and older ones don't use the feature anyway
18:44
[quakenet] <Dune> > The version server has to be updated.
18:44
[quakenet] <Dune> whoops, you mentioned that 15 days ago
Exported 97 message(s)