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Between 2019-09-05 00:00:00Z and 2019-09-06 00:00:00Z
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[quakenet] Dune BOT 2019-09-05 16:14:57Z
hi Oy
16:15
regarding https://github.com/teeworlds/teeworlds/issues/2214, should we keep the id:team:name format when not in debug?
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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ChillerDragon 2019-09-05 16:16:04Z
well its only 3 chars i guess its less confusing to use the same in debug and non debug
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[quakenet] Dune BOT 2019-09-05 16:18:02Z
good point but it'd restore backwards compatibility
16:18
not sure if econ cares about console_output_level though
16:18
the system console sure doesn't
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[quakenet] Oy BOT 2019-09-05 16:36:16Z
Dune: yeah, would keep it the same when in debug or not
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[quakenet] Dune BOT 2019-09-05 16:36:53Z
okay :)
16:37
the second bullet point is not feasible
16:37
`make the "shot" debug outputs only displayed when debug 1 is set
16:37
`
16:37
the console ignore the debug output lever
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[quakenet] Oy BOT 2019-09-05 16:38:18Z
check for debug and only print it then?
16:38
like all the prediction errors
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[quakenet] Dune BOT 2019-09-05 16:38:41Z
a bit hackish but works I guess
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[quakenet] Oy BOT 2019-09-05 16:40:04Z
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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[quakenet] Dune BOT 2019-09-05 16:40:15Z
ah I se
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[quakenet] Oy BOT 2019-09-05 16:40:52Z
we could also change the console_level_output behaviour to work for all consoles?
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[quakenet] Dune BOT 2019-09-05 16:41:05Z
yeah, we could
16:41
not sure what the unforeseen side effects would be
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[quakenet] Oy BOT 2019-09-05 16:41:33Z
yeah, dunno what the reason was to not do it in the first place
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seems to be a vanilla teeworlds issue, packaging on macOS into a .dmg file causes an error [100%] Generating teeworlds-0.7.3-osx.dmg Error copying directory from "/Users/john/Desktop/teeworlds_original/other/sdl/mac/lib64/SDL2.framework" to "pack_teeworlds-0.7.3-osx_dmg/teeworlds.app/Contents/Frameworks/SDL2.framework".
16:43
could somone confirm pls.
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[quakenet] Oy BOT 2019-09-05 16:44:02Z
always use the make_release script to make the .dmg file - never had a problem there
16:44
or a python script?
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[quakenet] Dune BOT 2019-09-05 16:44:53Z
the python script
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[quakenet] Oy BOT 2019-09-05 16:45:04Z
bam and then the python script
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python, let's test 😦 .. the maybe remove it from cmake or use that script to bundle the cmake version?
16:45
I'm using cmake
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[quakenet] Oy BOT 2019-09-05 16:48:19Z
probably works with cmake too, not sure about the paths though
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[quakenet] Oy BOT 2019-09-05 16:56:09Z
Dune: that "Score displayed in name plates" of the teecomp client might be useful for the official too?
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[quakenet] Dune BOT 2019-09-05 16:57:25Z
maybe yeah Oy
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PLEASE OPTIONAL
17:02
What also would be cool: show client ids only for scoreboard
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[quakenet] Dune BOT 2019-09-05 17:03:11Z
for? admin use?
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(or multiple commands, to set it for kill msg, ingame nameplate, etc)
17:03
Its annoying to have that big box in the nameplate, but in Scoreboard it is nice and can be used for admins
17:04
Well, and for the Score in nameplate: Bad idea imo, why do we have the scoreboard if we show everything in the nameplate
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[quakenet] Dune BOT 2019-09-05 17:04:39Z
might want to have it enabled in the scoreboard when authed in rcon
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No, not only
17:04
Servers can use commands which use ids
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[quakenet] Dune BOT 2019-09-05 17:05:02Z
not a big fan of making a command for every piece of code (at least in vanilla)
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make an array
17:05
of 0 and 1's
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[quakenet] Dune BOT 2019-09-05 17:05:14Z
then just enable ids globally
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[quakenet] Dune BOT 2019-09-05 17:06:47Z
it's a bit weird to have a server require you to use ids while not being logged in rcon, isn't it?
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ChillerDragon 2019-09-05 17:06:50Z
@jxsl13 I was able on my macbook to create apps with bam/make_release.py and cmake/make package_dmg that compile and run fine witouth errors on my machine. I am still waiting for my test user to test my latest attempt 🙂
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Dune, there are tho (iF City for example)
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[quakenet] Dune BOT 2019-09-05 17:07:41Z
:|
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could you look into the .app folder and see, what's inside your framework folders, @ChillerDragon
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And i am disliking scores in nameplates very much. Taking your argument you said for the name change: "You dont need to change", in this case check, "these information very often ingame"
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ChillerDragon 2019-09-05 17:08:55Z
same as in official release i think
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from which folder does one execute the make_release.py script?
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ChillerDragon 2019-09-05 17:09:07Z
./
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I'm getting BS errors
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ChillerDragon 2019-09-05 17:09:15Z
and run bam first
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[quakenet] Dune BOT 2019-09-05 17:09:17Z
Names are used to identify people. I think it's legit to expect people not to change them in the middle of a game
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ChillerDragon 2019-09-05 17:09:20Z
run it with python3
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ChillerDragon 2019-09-05 17:09:30Z
bam release
17:09
no debug
17:09
what are the errors?
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[quakenet] Dune BOT 2019-09-05 17:09:45Z
I don't use scores in nameplates. They shouldn't be enabled by default anyway :)
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@Dune at least give a clientside option for that, so that servers can use it. Didnt you say you want to make teeworlds as mod friendly as possible?
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[quakenet] Dune BOT 2019-09-05 17:10:22Z
you can already enable client IDs in vanilla teeworlds, fokkonaut
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bam: target 'release' not found
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Dune i know?
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[quakenet] Dune BOT 2019-09-05 17:10:44Z
conf=release, @jxsl13
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Dune, i mean name changing
17:11
only ever used bam for 0.6
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[quakenet] Dune BOT 2019-09-05 17:11:41Z
apparently name changing was abused for some stuff. I wasn't there when it was removed, I couldn't tell you exactly
17:12
We can disable name changing in vanilla tho
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I was wondering, nicks are being ltrimmed(skip_whitespace), does the whister stuff actually take into considertion, whether a player has whitespaces to the right side of their nick?
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[quakenet] Dune BOT 2019-09-05 17:12:52Z
whister stuff, @jxsl13?
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whisper
17:13
./whisper nick<whitespace> (edited)
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[quakenet] Dune BOT 2019-09-05 17:13:18Z
should work fine with that
17:14
I used that variant now, getting errors, even tho the result seems to have been created.
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[quakenet] Dune BOT 2019-09-05 17:15:05Z
then I imagine there is a bug with that
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needs admin privileges
17:15
it works without errors the make_release
17:16
so the make_release script sems to put the right frameworks / shared libs into the frameworks library
17:17
17:17
cmake rip :'C
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ChillerDragon 2019-09-05 17:20:28Z
thats what i like about having two build systems. Only one has to work for you. It might be more work to maintain but more troubleshoot options for individuals.
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[quakenet] Dune BOT 2019-09-05 17:23:03Z
@ChillerDragon: that's a bit fallacious :P
17:23
the reason why we have a bunch of issues and only one works might be because we have two build systems
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cmake is a standard uild system, which can be used with tons of libraries right off th ebat. it makes sense to keep it maintained. and it was a good decision to use it. and you can find a lot of stuff online for cmake, but not for bam.
17:25
build*
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[quakenet] Dune BOT 2019-09-05 17:25:43Z
oh yeah of course, it's good to have cmake :) a lot of people already are familiar with that
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might take a while, until both systems are interchangable
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the make_release.py opens a lot of file handlers/descriptors without closing them.
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[quakenet] Dune BOT 2019-09-05 18:03:57Z
oh, thank you @jxsl13 :)
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file's online for 14 days
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A retro multiplayer shooter. Contribute to Dune-jr/teeworlds development by creating an account on GitHub.
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[quakenet] Dune BOT 2019-09-05 18:46:50Z
oh, but that should just be a warning
18:47
hm, you'd think those warnings would be enabled by default :|
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[quakenet] Oy BOT 2019-09-05 18:48:13Z
warnings are treated as errors
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[quakenet] Dune BOT 2019-09-05 18:48:39Z
ah, CI configuration
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[quakenet] Dune BOT 2019-09-05 19:29:09Z
thanks again :)
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[quakenet] Dune BOT 2019-09-05 19:44:22Z
@jxsl13 the patch you sent is strange though, it adds data/ to cmakefiles
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the folder only?
19:45
it's to remove those warnings.
19:46
single folders shoul dnot be in there
19:46
only file paths.
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[quakenet] Dune BOT 2019-09-05 19:46:58Z
the patch has stuff like + "data/ui/menuimages/local_server.png"
19:47
I think just + "ui/menuimages/demos.png" is enough
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lemme check that
19:52
the whole data stuff is weirdly a folder in my datasrc and not actually existing in the repo.
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[quakenet] Dune BOT 2019-09-05 20:53:32Z
maybe you compiled some 0.6 stuff?
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no, it was your client, lol xD
22:09
otherwise there wouldn't be a cmake in the source
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when is the new map editor ready :O?
22:20
how does the gamer client recognition work?
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Yes it works
22:26
When the assigned people work on it :P
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it's somehow over skin parts?
22:28
or their names
22:34
:O?
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[quakenet] Dune BOT 2019-09-05 22:34:47Z
depends, it adapts. if you customize everything, it won't work
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ah, so if one of the parts is standard
22:35
your use it?
22:35
interesting >:O
22:35
anyway, goo night
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[quakenet] TeeSlayer BOT 2019-09-05 23:27:01Z
Hey. Lolinet is shutting down on Sunday. You can download all record and map files on lolinet.info.
Exported 137 message(s)