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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 2019-09-01 00:00:00Z and 2019-09-02 00:00:00Z
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ChillerDragon 2019-09-01 15:02:48Z
How did the official mac release got built? If i do make package_dmg it uses different dylibs and fails on libcrypto because it uses my absolute homebrew path
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ChillerDragon 2019-09-01 15:23:05Z
the make_release.py script shows no app icons for me meh
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I used make_release.py for all OS
15:40
ah, nvm I didn't build mac. didn't you do that?
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@heinrich5991 Your commit https://github.com/teeworlds/teeworlds/commit/51d4945f5803e6987590ddc8aaa3111daa8d5475 sounds like the fix for #2147 ("Trim trailing whitespaces of (Remote)console commands")?
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@Slayer *gV* indeed
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K, i referenced it via comment to the commit. πŸ™‚ #CleanCode
16:01
*#CleanHistory, pardon.
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oh, you're sepulzera
16:02
πŸ™‚
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Yea, but the name felt too long for a Tee. Most player used to have very short names, at least back then. πŸ˜„
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SlayerSlayer heinrich5991
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Got that hit my point. ^^
16:39
*Guess
16:43
While scrolling through the names in this channel, your name appears to be some of the longest. And one of the few with numbers. Not teeish πŸ˜„
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ChillerDragon 2019-09-01 17:10:34Z
@Dune xd ya i think i did one mac rls
17:10
also tried make_release which failed om libpng isntead of libcrypto
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@ChillerDragon look for darwin_change_dylib.py in CMakeLists.txt
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ChillerDragon 2019-09-01 17:12:36Z
ty
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you need to add something for libcrypto there
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ChillerDragon 2019-09-01 17:32:30Z
yea but the official release also has no dylib for crypto in the frameworks folder
17:32
how does it work there?
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check it
17:33
@ChillerDragon otool -L executable
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ChillerDragon 2019-09-01 17:42:10Z
nah doesnt look like
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mh. build with PREFER_BUNDLED_LIBS perhaps?
17:48
make a clean build directory with cmake .. -DCMAKE_BUNDLED_LIBS=ON
17:49
@ChillerDragon
17:49
I guess I should document this more
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ChillerDragon 2019-09-01 17:49:41Z
Better defaults would be nicer than docs imo
17:50
CMake Warning: Manually-specified variables were not used by the project: CMAKE_BUNDLED_LIBS
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PREFER_BUNDLED_LIBS
17:50
well, but it is the wrong default for everything but packagain
17:50
packaging
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ChillerDragon 2019-09-01 17:50:53Z
hm
17:54
Ah now it looks very similar to the official release thanks πŸ™‚
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[quakenet] minus BOT 2019-09-01 18:19:35Z
someone should tell them it works fine with python 3
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[quakenet] heinrich5991 BOT 2019-09-01 18:23:52Z
and maybe we should just drop py2 support
18:24
it's EOL 2020-01-01
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[quakenet] heinrich5991 BOT 2019-09-01 18:31:44Z
Dune: how do you get these bug reports?
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[quakenet] Dune BOT 2019-09-01 18:56:13Z
heinrich5991: I subscribed to the teeworlds debian mailing list
18:56
should we drop py2 like heinrich5991 suggested?
18:57
is there no way to make it compatible with both?
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[quakenet] heinrich5991 BOT 2019-09-01 18:57:28Z
we are compatible with both
18:57
(note that py2 is official end-of-life in 2020, still maintaining compatibility with both isn't really useful IMO)
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[quakenet] Dune BOT 2019-09-01 18:58:07Z
py2 is still largley supported :/
18:58
but then there is no issue?
18:58
since you can already build teeworlds with py3
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[quakenet] heinrich5991 BOT 2019-09-01 18:58:24Z
yes
18:58
Dune: I don't think we have any py2-only setups remaining
18:58
are there?
18:58
Python 2.7 will retire in 2020. Learn more and see the countdown here.
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[quakenet] Dune BOT 2019-09-01 18:59:15Z
I don't know, I use py2 by default
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[quakenet] heinrich5991 BOT 2019-09-01 18:59:47Z
you should think about a transition I guess ^^
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[quakenet] Dune BOT 2019-09-01 19:00:12Z
I use py2 for scripting though :/
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[quakenet] heinrich5991 BOT 2019-09-01 19:00:55Z
py3 isn't that different
19:01
I guess distros will stop shipping py2 soonishβ„’. and there's no security updates coming after 2020-01-01
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[quakenet] Dune BOT 2019-09-01 19:02:54Z
irc bot died btw
19:02
and yeah I'll probably forcibly transition :)
19:03
got a pc again o/
19:03
pc will not start again if it shuts down though
19:05
was Landil doing the skin stuff back before 0.7?
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[quakenet] Oy BOT 2019-09-01 19:25:51Z
Dune: yeah everything should work with python3
19:26
don't think that python2 compatibility should be removed
19:26
what skin stuff?
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[quakenet] heinrich5991 BOT 2019-09-01 19:32:31Z
I see some discrepancy here :P
19:33
we have no problems dropping thousands of e.g. user-created skins but dropping python2 support or some silly sound option get priority ^^
19:33
*get thrown out of the window for being a bad idea
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[quakenet] Dune BOT 2019-09-01 19:46:56Z
working on skins in general
19:49
heinrich5991: well imo maintaining support with a decade of user-created skins would be the highest priority for me :P
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[quakenet] heinrich5991 BOT 2019-09-01 19:49:52Z
we didn't for 0.7
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ChillerDragon 2019-09-01 19:49:55Z
So lets go back to the old skin system lol
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[quakenet] Dune BOT 2019-09-01 19:50:16Z
yeah, well, different people with different ideas
19:50
I'd be in favor of writing something for backwards compatibility
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ChillerDragon 2019-09-01 19:50:41Z
Im not a fan of the new skin system but to be fair i did not hear about any skin artist complaining yet
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[quakenet] Dune BOT 2019-09-01 19:51:20Z
well, good skin artists should have no problem with it I imagine, it's the higher barrier of entry
19:53
and it's not so much about new skins than old ones
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[quakenet] Oy BOT 2019-09-01 19:57:39Z
no old skins haven't been touched for 12 years
19:57
probably done around 0.3?
19:58
android had a script to convert old skins to the new system
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[quakenet] Dune BOT 2019-09-01 19:59:01Z
it never worked though
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[quakenet] Oy BOT 2019-09-01 19:59:35Z
oh, never tried
19:59
just read he made one
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[quakenet] Dune BOT 2019-09-01 20:00:15Z
it can probably work with some fixes, not sure
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[quakenet] Oy BOT 2019-09-01 20:03:30Z
A script that takes old TW 0.6 skins and converts them into TW 0.7 skins. - android272/skinMe-script-for-Teeworlds
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[quakenet] Dune BOT 2019-09-01 20:04:52Z
I wrote a script to take old 0.6 tee skins and convert them into 0.7 skins. It would be nice if TW would detect when a player puts a 0.6 skin in their skins folder and run this script automatically...
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[quakenet] Oy BOT 2019-09-01 20:08:31Z
eyes seem buggy
20:08
the script would never be perfect anyway, as the new system is pretty different and you can't extract all the possible information from the old skins
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[quakenet] Dune BOT 2019-09-01 20:09:40Z
right :/
20:11
not sure if it could be integrated in teeworlds without rewriting any render part
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[quakenet] Oy BOT 2019-09-01 20:13:41Z
using the old skins?
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[quakenet] Dune BOT 2019-09-01 20:16:49Z
yeah
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[quakenet] Oy BOT 2019-09-01 20:18:18Z
doubt that, they changed it a lot
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[quakenet] Dune BOT 2019-09-01 20:18:33Z
oh, okay
20:18
most people seem to take the new skin system as a positive anyway
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[quakenet] Oy BOT 2019-09-01 20:20:17Z
the customization is really good
20:20
though there could be more options for parts :)
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@Dune this shouldnt be in tw. The markings and stuff wouldnt work
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of course, it's old skins, the markings are part of the body
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working hard on the skins stuff there is many new markings and body types drawn already counting over 42 marking currently and around 7 new body types and a few decoration / backdrop parts
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wow, pretty cool :)
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have many more ides still, expect numbers to increase πŸ™‚ (edited)
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skins are lightweight, we can afford to increase πŸ™‚
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been trying to nail that leopard / jaguar thing
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looks like some sea animal's scales
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that's not what I was goin for πŸ˜„
23:24
hmmm
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jaguar pattern.
Exported 112 message(s)