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Teeworlds
IRC / bridge
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 2019-08-14 00:00:00Z and 2019-08-15 00:00:00Z
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[quakenet] Dune BOT 2019-08-14 00:00:02Z
yeah but the scoreboard won't go very far
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Sadly
00:00
We need a new scoreboard
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[quakenet] Dune BOT 2019-08-14 00:01:16Z
Yeah
00:01
We could suggest a double-column display that would support 32p for non-team gamemodes
00:01
That wouldn't be too much effort
00:01
Still won't cover 64p
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We could make 2 boards
00:01
2 sites
00:02
32 per site, 16 per column
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[quakenet] Dune BOT 2019-08-14 00:02:31Z
holding tab + using pageup/pagedown you mean?
00:02
that would need to be binds though, some people use those keys :/
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Then we would need 1. two binds for scoreboard, which would not be good i guess 2. a composed bind with TAB or 3. with mouse, which would impact the gameplay, which is not good. I think 2 is the best
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[quakenet] Dune BOT 2019-08-14 00:03:46Z
yeah
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We dont use the keys, if its composed
00:03
or like TAB + 1 or 2
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[quakenet] Dune BOT 2019-08-14 00:04:04Z
TAB+1/2/3/4 is probably a bad default, since people want to use weapon keys while looking at the scoreboard
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[quakenet] Dune BOT 2019-08-14 00:04:16Z
composed binds work with modifiers
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I have no idea about that
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[quakenet] Dune BOT 2019-08-14 00:04:31Z
I suggest something that needs two hands, like TAB+pageup
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Yea, Id like to have it editable tho
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[quakenet] Dune BOT 2019-08-14 00:04:59Z
rand, maybe you already thought of that and saw an issue with it? I remember you did some scoreboard stuff
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Because I think I would set it to TAB+kp_minus and plus
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[quakenet] Dune BOT 2019-08-14 00:05:15Z
there are already +prev and +next commands for prev/next spectator
00:05
so it wouldn't be new to make bindable commands for that
00:06
I suggest making it all customizable; if someone edits scoreboard bind to e.g. h, then it would be h+scoreboardbind down or up
00:06
yeah of course it should be bindable, not a problem
00:07
you don't want to ever use the mouse though, that will fuck up gameplay
00:08
being able to scroll the chat when holding down show_chat would be nice tho
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Dune, if I remove client folders and files from my mod branch (bcs its only a servermod), that will not affect anything right
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[quakenet] Dune BOT 2019-08-14 00:23:21Z
huuh, not so sure about that
00:23
if you don't touch them, leave them
00:23
you'll get a lot of undefined stuff errors afaik
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ok, but i can remove the gamemodes?
00:24
and travis circleci appveyor?
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[quakenet] Dune BOT 2019-08-14 00:25:59Z
that's not too hard I think
00:26
yeah travis is only used by github
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[quakenet] rand BOT 2019-08-14 06:14:17Z
Dune : nothing done about the scoreboard
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[quakenet] TeeSlayer BOT 2019-08-14 17:44:32Z
I think my server is getting ddosed, lol, I cannot even connect via ssh
17:46
or my provider is just bad
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[quakenet] TeeSlayer BOT 2019-08-14 17:58:05Z
if this keeps up, I'll just take it down completely. it looks like a 1:1 clone for my server setup suddenly appeared anyway
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[quakenet] Dune BOT 2019-08-14 17:59:25Z
TeeSlayer, you think it's related to the possible ddos?
17:59
honeypot or something?
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[quakenet] TeeSlayer BOT 2019-08-14 18:00:54Z
honeypot?
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[quakenet] Dune BOT 2019-08-14 18:01:29Z
people connecting to those servers thinking it's yours
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[quakenet] TeeSlayer BOT 2019-08-14 18:02:42Z
well it's not that kind of "1:1 copy" :D
18:02
if you mean B*
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[quakenet] Dune BOT 2019-08-14 18:03:10Z
ah, okay :)
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[quakenet] TeeSlayer BOT 2019-08-14 18:03:45Z
he only stole my naming scheme, but I'm okay with it :D
19:10
does anyone have an idea?
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[quakenet] Dune BOT 2019-08-14 19:11:27Z
If I lived 200km more east, I would
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[quakenet] Dune BOT 2019-08-14 19:33:24Z
translate?
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/home/teeworlds/git/teeworlds/src/game/server/score/file_score.cpp:200:19: required from here /usr/include/c++/6/bits/predefined_ops.h:72:22: error: no match for 'operator<' (operand types are 'const CFileScore::CPlayerScore' and 'CFileScore::CPlayerScore') { return __val < *__it; } line 200: sort(m_Top.all()); function around it: void CFileScore::UpdatePlayer(int ID, float Score, float aCpTime[NUM_CHECKPOINTS]) { const char *pName = Server()->ClientName(ID); lock_wait(gs_ScoreLock); CPlayerScore *pPlayer = SearchScore(ID, 0); if (pPlayer) { for (int c = 0; c < NUM_CHECKPOINTS; c++) pPlayer->m_aCpTime[c] = aCpTime[c]; pPlayer->m_Score = Score; str_copy(pPlayer->m_aName, pName, sizeof(pPlayer->m_aName)); sort(m_Top.all()); } else m_Top.add(*new CPlayerScore(pName, Score, aCpTime)); lock_unlock(gs_ScoreLock); Save(); } m_Top is: sorted_array<CPlayerScore> m_Top;
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[quakenet] Dune BOT 2019-08-14 19:36:30Z
don't do that, @fokkonaut
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On 0.6 this exact same file is working, I have no idea whats wrong
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[quakenet] Dune BOT 2019-08-14 19:36:36Z
one message = one line, it's incredibly floody
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oh, sorry
19:41
Do you have any idea?
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[quakenet] Dune BOT 2019-08-14 19:50:11Z
you can't compare two CPlayerScore because they don't have an operator< defined
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So how do I fix that?
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[quakenet] Dune BOT 2019-08-14 19:51:08Z
declare an operator<
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How?
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This is in the file already
19:54
bool operator<(const CPlayerScore& other) { return (this->m_Score < other.m_Score); }
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[quakenet] Dune BOT 2019-08-14 19:57:34Z
somehow the compiler isn't aware of this, so you probably need to include this file or something
19:57
I don't have that in my teeworlds, so I assume it's part of a modification
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Yes, it is, and yes, this is also included
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[quakenet] Dune BOT 2019-08-14 19:59:00Z
ah, the issue is maybe the const then
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without const it also doesnt work
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[quakenet] Dune BOT 2019-08-14 19:59:09Z
edit it to bool operator<(const CPlayerScore& other) const
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ok, sec
19:59
same problem
20:00
OH NO
20:00
wait, it works
20:00
Thanks very much!
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[quakenet] Dune BOT 2019-08-14 20:00:33Z
this is because without const, the method can not be applied to const objects :)
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Did anybody take a look at github actions?
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[quakenet] Dune BOT 2019-08-14 21:17:10Z
probably not
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could be a future way to get rid of the build server
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[quakenet] Dune BOT 2019-08-14 21:18:12Z
there is a build server?
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how do you do your releases?
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[quakenet] Dune BOT 2019-08-14 21:19:23Z
I build shit by hand, like in the old days
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Is this by design so you are another level of QoS? Or would you like it to be automated?
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[quakenet] Dune BOT 2019-08-14 21:20:20Z
(heinrich5991 put everything in a script so I don't do anything really)
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(heinrich did multiple scripts for different CI/CD services)
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[quakenet] Dune BOT 2019-08-14 21:21:19Z
It's not too much of a hassle to do that every 3 months really
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you could make current master builds as test/trunk package ^^
21:22
but okay, if you prefer doing it by hand
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[quakenet] Dune BOT 2019-08-14 21:23:53Z
a daily build would be nice
21:24
not so much for the release as for having an up-to-date test version
21:24
and Github Actions wants to be an inbuild CI/CD for free from github for github
21:25
we are currently using only CI (because money)
21:25
*you
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[quakenet] heinrich5991 BOT 2019-08-14 21:35:41Z
what is continous delivery?
21:35
is it producing binary artifacts for people to download?
21:36
that can be done with our current services already. that doesn't mean we can't use github actions
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ChillerDragon 2019-08-14 22:02:02Z
@fokkonaut you leaked our secret trick :c
22:02
traitor
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"I build shit by hand, like in the old days" that's the best line.
22:38
What secret trick :o? @ChillerDragon.
22:43
@TeeSlayer, don't turn off your zCatch servers :( ppl play there. And those other servers are based on my zCatch mod, where someone took all the text messages, copy and pasted them into google translator and translated them into french and then created those servers.
22:45
There are even some english words mixed in there ._.
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[quakenet] Dune BOT 2019-08-14 22:55:06Z
Huh
Exported 112 message(s)