Guild icon
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 2019-09-19 00:00:00Z and 2019-09-20 00:00:00Z
Avatar
ChillerDragon 2019-09-19 10:43:08Z
@Dune ur the compose bind expert huh? bind shift+t chat_all does not work for me. What am i doing wrong? :c
Avatar
Is lshift or rshift bound
10:53
Try setting in the UI
Avatar
ChillerDragon 2019-09-19 12:40:04Z
ah true its lshift not shift omg me nobo
12:41
meh key lshift not found
Avatar
the modifier is shift, the key is lshift
Avatar
ChillerDragon 2019-09-19 12:41:43Z
ah
12:43
Hmm seems like chat_all can only be bound from ui?
12:43
That is unlucky because i need two chat binds
Avatar
shouldn't be the case
12:43
UI is just a wrapper
Avatar
ChillerDragon 2019-09-19 12:43:49Z
yea i thought so
12:43
but even bind x chat_all doesnt work
12:44
if the ui says t
Avatar
because chat_all is not a command?
Avatar
ChillerDragon 2019-09-19 12:44:07Z
xd
12:44
might be
12:44
ah true its chat all oh wow sowwy
Avatar
yeah do a dump_binds :)
Avatar
ChillerDragon 2019-09-19 12:45:00Z
yea did and red wrong
12:46
yay finally :) thanks @Dune
Avatar
ChillerDragon 2019-09-19 13:04:58Z
Is it intentional that the join/leave chat message do not show up in the logs? I used them for my econ mod :c
13:05
Is it to remove redundancy? I think its a bit weird that other chat messages show up but not the join/leave messages.
Avatar
server chat messages show up?
Avatar
ChillerDragon 2019-09-19 13:06:22Z
It uses m_pChat->AddLine(-1, 0, aBuf); directly and not the SendChat() function that adds logs
13:07
oh wait it sthat clientside?
13:07
yes it is
13:07
for localization i see.. but a bit weird to have a "server" message client sided
Avatar
that's not the only one. flag capture messages, etc
Avatar
ChillerDragon 2019-09-19 13:07:54Z
yikes
13:08
not too nice imo
Avatar
why not? it localizes
Avatar
ChillerDragon 2019-09-19 13:09:02Z
Id prefer people learning enlish while having the benfit as server modder to have control over messages.
13:09
"learning enlish" nice one xd
Avatar
"I prefer people learning english" is an argument against the whole localization system, and we chose to go with it
13:10
You still have control over server messages
Avatar
ChillerDragon 2019-09-19 13:10:35Z
Yea ikr. But I mean messages in chat that are marked as server messages are ok in english imo. But like the menu and so on is nice if it is localized.
13:10
I mean 0.6 was pretty clear yellow messages with *** were server. And that made sense.
13:11
Now this clearness is gone. :c
Avatar
They still are server messages
13:11
Just they are localized
Avatar
ChillerDragon 2019-09-19 13:11:26Z
yea
13:11
I guess i have to rewrite my whole system then :c
13:12
You can always send the message as plain english text if you're really deeply against translations
Avatar
ChillerDragon 2019-09-19 13:13:33Z
Hm yea in a modded server i guess.
13:13
But for my vanilla extension i have to rethink this part https://github.com/chillavanilla/TeeworldsEconMod/blob/master/src/player.py#L121
A python script which communicates with teeworlds server log as input and econ connection as output. - chillavanilla/TeeworldsEconMod
Avatar
there should be indicators in the log that a player joined, without that message
Avatar
ChillerDragon 2019-09-19 13:14:27Z
yes
13:14
But they are the same on join and change team
Avatar
that is not the indicator
Avatar
ChillerDragon 2019-09-19 13:15:11Z
well currently not.... but they should be as you mentioned
13:16
I did not say impossible just rethink. Well I guess that is fine. I expected work when porting to 0.7. Its more like the feeling i have about this translation system that i wanted to mention. But it is probably fine how it is currently I just have to get used to it.
13:21
Oh and i thought duplicated names were removed?
Avatar
I think so yeah
Avatar
ChillerDragon 2019-09-19 13:22:25Z
Yea same but is it a config or something because i got duplicated names on latest master
Avatar
Seems it was only empty nicknames: https://github.com/teeworlds/teeworlds/issues/2062
In v 0.7.2 it is possible to play with an empty nickname. An issue that existed before and was fixed before. #616 Speculation: The client appears to still have a nick validity check, but it doesn&a...
Avatar
ChillerDragon 2019-09-19 13:23:48Z
Ah seems like we both confused that one
13:24
Oy: can we get back (x) in front of duplicated names?
13:24
would make things a lot easier and imo also a better user expierence
Avatar
don't ping people on IRC if you don't know they are there
Avatar
made that for my mod, including confusables
Avatar
highly wanted, as duplicate and empty nicks break whisper
Avatar
ChillerDragon 2019-09-19 13:25:44Z
mind doing a pr? @fokkonaut
13:26
ok (edited)
Avatar
vanilla prs 😄 a classical waste of time.
Avatar
ChillerDragon 2019-09-19 13:29:14Z
hater @jxsl13 :c
13:29
xD
13:30
personal experience 😮
Avatar
without contributions, there would be no teeworlds ;)
13:31
feel free not to contribute to teeworlds, but be respectful to those who do
Avatar
did I do anything disrespectful?
13:31
I contribute, but not in the form of prs
13:31
btw
Avatar
your PRs will have a higher chance of being accepted if they fix a validated issue. If you are worried your work will not go through, open an issue first.
Avatar
everything done, still a waste of time :o, I'm only opening issues thath come across my way or bugs that come across my way when modding the server side stuff.
13:33
my way of contributing.
Avatar
how is it a waste of time to contribute to teeworlds?
Avatar
work -> argue -> implement -> nope
Avatar
ChillerDragon 2019-09-19 13:34:16Z
Yea that can be unsatisfying.
Avatar
again, if you discuss what you want to do in an issue first, no wasted work :)
Avatar
ChillerDragon 2019-09-19 13:34:53Z
Well discussion is also time and emotions invested. But not wasted imo.
Avatar
there is literally nobody to discuss stuff with, if only either you or Oy are the counterpart that discussion happens with.
13:35
and Oy doesn't even play the game?
13:35
does he?
Avatar
ChillerDragon 2019-09-19 13:35:28Z
dont think so xd
Avatar
five different people replied to the only one PR you wrote
Avatar
ChillerDragon 2019-09-19 13:35:49Z
But tbh I didnt play since weeks. You can still be invloved.
Avatar
if you want to avoid frustration, open issues first
Avatar
I'm opening issues, but not wasting any more time than that 😄
Avatar
ChillerDragon 2019-09-19 13:36:24Z
🙂
Avatar
if an issue is validated, your PR will be merged, unless there is a technical issue
Avatar
"validated" what's that supposed to mean?
Avatar
in this context?
Avatar
with something else than "discussion needed"
Avatar
any work you do on labeled issues here: https://github.com/teeworlds/teeworlds/issues will definitely merged, or we will help you sort any technical issues with pleasure
13:39
if you are interested to implement a particular feature in Teeworlds, you can open an issue there first, and wait for validation. That's what I do when I work on something that I am not sure if it will be accepted
13:39
I got very frustrated when I first wrote PRs years ago, so I understand your sentiment
13:40
But when you get to know how github works, things are very smooth :) of course I still sometimes scrap work here and there
13:41
With respect to gameplay, Oy usually defers any issue/decision to our vanilla experts
Avatar
[quakenet] rand BOT 2019-09-19 14:33:47Z
working on one's mod is good enough, as long as author agrees it (or license), teewords source base can benefit from it later
14:34
cherry picking from other's repo ♥
14:36
it reminds me to cherry pick from ddnet serverinfo_extended
Avatar
[quakenet] Dune BOT 2019-09-19 14:40:39Z
what does it do?
Avatar
[quakenet] rand BOT 2019-09-19 14:43:53Z
it allows server with more than 27 players to anounce themselves correctly
14:44
in fact, in a some situation, a server with many players drops its server info packet because it is too big
14:45
it may occur with nearly full ddnet server
Avatar
[quakenet] Dune BOT 2019-09-19 14:45:57Z
ooh, I think I read that somewhere, probably from you :)
Avatar
[quakenet] rand BOT 2019-09-19 14:46:01Z
:)
14:46
heinrch5991 documented this so it should be easy to draft a PR, I didn't though :x
14:47
I'm still concerned about the spectator thing, as a different type of client (instead of a player with spectator state)
Avatar
[quakenet] Dune BOT 2019-09-19 14:48:55Z
the spectator thing?
Avatar
[quakenet] rand BOT 2019-09-19 14:52:39Z
about a strong separation between player and spectators
Avatar
[quakenet] Dune BOT 2019-09-19 14:53:13Z
interesting, from a technical pov only?
Avatar
[quakenet] rand BOT 2019-09-19 14:55:03Z
yes
14:55
iirc, there was a server modification for some teeworlds tournament
14:55
allowing may spectators
14:55
*many
14:58
I don't find the last discussion about it, I should forget it
Avatar
ChillerDragon 2019-09-19 18:15:35Z
Hmm i added some lib regex to src/engine/external/regex/regex.c but my bam says it does not exist or no way to gernate it
18:15
regex = Compile(settings, "src/engine/external/regex/*.c") in my bam.lua any ideas?
Avatar
[quakenet] Dune BOT 2019-09-19 18:17:10Z
you're lacking a dependency
18:17
bam has tools to help with that
18:17
run with --debug-nodes-html
18:18
what files does not exist?
18:18
regex.c?
Avatar
ChillerDragon 2019-09-19 18:19:06Z
ya
18:19
bam: error: 'src/engine/external/regex/*.c' does not exist and no way to generate it
Avatar
[quakenet] redix BOT 2019-09-19 18:28:26Z
use regex = Compile(settings, "src/engine/external/regex/regex.c")
18:29
or regex = Compile(settings, Collect("src/engine/external/regex/*.c")) when it is more than one file
Avatar
ChillerDragon 2019-09-19 20:24:58Z
oh Collect() thanks didnt see that
Exported 137 message(s)