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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 2019-12-20 00:00:00Z and 2019-12-21 00:00:00Z
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getin' hooked by hookers
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is it possible to generate the python source stuff with a python call?
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python datasrc/compile.py client_content_source > src/generated/client_data.cpp
20:29
e.g.
20:31
check the function generate_source and its call sites in CMakeLists.txt
20:32
I think i could have found that out myself <.< sometimes iam just dumb
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[quakenet] Dune BOT 2019-12-20 20:37:09Z
I need a proper palette of colors for the statboard
20:37
that would represent the 5 (or 6) weapons
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[quakenet] Oy BOT 2019-12-20 20:38:23Z
don't think there are
20:38
laser and grenade do, but the others?
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[quakenet] Dune BOT 2019-12-20 20:38:52Z
yeah...
20:39
gun has a bit of yellow doesn't it
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[quakenet] Oy BOT 2019-12-20 20:39:04Z
maybe brown shotgun
20:39
yeah a bit
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[quakenet] Dune BOT 2019-12-20 20:39:40Z
shotgun definitely has brown
20:39
the issue is the hammer
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[quakenet] Oy BOT 2019-12-20 20:39:45Z
what about hammer? :)
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[quakenet] Dune BOT 2019-12-20 20:39:51Z
pink? :)
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[quakenet] Oy BOT 2019-12-20 20:39:55Z
:D
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[quakenet] Dune BOT 2019-12-20 20:40:07Z
white?
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[quakenet] Oy BOT 2019-12-20 20:40:18Z
dunno
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[quakenet] Dune BOT 2019-12-20 20:40:27Z
it makes a white hit thing but that's a stretch
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[quakenet] Oy BOT 2019-12-20 20:40:54Z
yeah
20:41
just looked at the game png
20:41
use the colours of the crosshair?
20:42
so white for hammer yeah
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Thats what i was about to say 🙂
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[quakenet] Dune BOT 2019-12-20 20:44:02Z
okay :)
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[quakenet] Oy BOT 2019-12-20 20:45:35Z
travis fails
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[quakenet] Dune BOT 2019-12-20 20:46:02Z
yeah :(
20:46
not sure what that is about
20:46
https://i.imgur.com/F1awR3C.png shades of white are terrible
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[quakenet] Oy BOT 2019-12-20 20:47:05Z
yeah
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[quakenet] Dune BOT 2019-12-20 20:48:52Z
extern int __dummy[(int)(NUM_WEAPONS == 6)]; // make sure there are 5 weapons
20:49
there's gotta be a better way to do compile-time asserts :p
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static_assert(NUM_WEAPONS == 6, "WY U NO 6 Weapons?")
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[quakenet] Dune BOT 2019-12-20 20:51:49Z
that's c++03?
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no, c++11 😄
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[quakenet] Dune BOT 2019-12-20 20:53:02Z
^^'
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#define COMPILE_ASSERT(x) extern int __dummy[(int)x]
20:53
guess there is no other way 😮
20:54
The Problem Run time asserts are fairly commonly used in C++. As the MSDN documentation for assert states "(assert) Evaluates an expression and, when the result is false, prints a diagnostic message and aborts the program." There is another type of asserts which can be used t...
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use some AI color palette tool
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[quakenet] Dune BOT 2019-12-20 20:58:26Z
https://i.imgur.com/NcfEM84.png gotta adjust a bit and make colors more flashy
20:58
when i'll find a UK adapter tomorrow :D
20:58
s/more/less
20:59
which is the turkis one?
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[quakenet] Oy BOT 2019-12-20 20:59:56Z
the new ice weapon :D
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*turquoise
21:00
guess hammer is brown and gun is yellowish?
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[quakenet] Dune BOT 2019-12-20 21:00:51Z
hammer is white
21:01
Oy: it's for DDRace :D
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[quakenet] Oy BOT 2019-12-20 21:01:16Z
:P
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gamer client or default? :p
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[quakenet] Oy BOT 2019-12-20 21:01:48Z
think it was there before ddrace
21:01
there was some freeze mod
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[quakenet] Dune BOT 2019-12-20 21:02:00Z
oh yeah
21:02
iFreeze
21:02
really fun!
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[quakenet] Oy BOT 2019-12-20 21:02:07Z
yeah
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[quakenet] Dune BOT 2019-12-20 21:02:16Z
probably where they got the idea to use ninja as freeze
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[quakenet] Oy BOT 2019-12-20 21:02:57Z
yeah
21:04
i remember the original author didn't want to relase src code, so i did one for our xyz servers
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[quakenet] Dune BOT 2019-12-20 21:05:00Z
oh haha
21:05
I would like to see support for freeze. That is for example used in DDRace and in zCatch (Anticamper). The tee can not move meanwhile. Currently they use the ninja skin for that.
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[quakenet] Oy BOT 2019-12-20 21:05:33Z
yeah, adding that ice block skin would be good
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I'd ask a designer for a proper color palette, that's not that hefty of a contrast that burns in the eyes
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[quakenet] Dune BOT 2019-12-20 21:11:03Z
less flashy
21:11
;)
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[quakenet] heinrich5991 BOT 2019-12-20 21:26:26Z
please also test such commits on a mac/in a cross compilation environment
21:26
otherwise we'll have to fix the mac build for the next release again
21:27
those changes have the potential to break e.g. the execution of the produced binaries on different machines
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[quakenet] Oy BOT 2019-12-20 21:30:28Z
when was there a fix for the mac build?
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which commit?
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[quakenet] Oy BOT 2019-12-20 21:31:49Z
the fix for travis
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[quakenet] heinrich5991 BOT 2019-12-20 21:33:20Z
every release feels like we have to be very careful so that the binaries will also run on non-development machines
21:33
@Dune
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[quakenet] Oy BOT 2019-12-20 21:34:36Z
i always did the mac releases with bam+make_release script
21:34
the dmg file created by cmake wouldn't work anyway cause it doesn't include libpng16.16.dylib
21:34
which is a dependency of freetype
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[quakenet] heinrich5991 BOT 2019-12-20 21:35:30Z
when I created the cmakelists.txt, it worked
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[quakenet] Oy BOT 2019-12-20 21:38:20Z
was freetype installed by brew?
21:38
or maybe that dependency came later
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[quakenet] heinrich5991 BOT 2019-12-20 21:39:14Z
ah yes, it wasn't a freetype installed by brew
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[quakenet] Oy BOT 2019-12-20 21:39:15Z
i remember freetype didn't always need libpng
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[quakenet] heinrich5991 BOT 2019-12-20 21:39:41Z
I have a freetype that doesn't show a libpng dependency with otool -L
21:39
how does the make_release.py script handle the libpng?
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[quakenet] Oy BOT 2019-12-20 21:40:21Z
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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[quakenet] heinrich5991 BOT 2019-12-20 21:40:22Z
eh, by assuming you installed the libs into /usr/local/lib
21:40
so probably assuming brew(?)
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[quakenet] Oy BOT 2019-12-20 21:40:28Z
like the other libs
21:40
yeah brew
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@Dune what's a good stl drop-in alternative?
21:41
might check that out ._.
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@jxsl13 I think we came to the conclusion that std::vector is fine(?)
21:41
I think I'm also using the map
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@jxsl13 eastl
21:41
and I agree with @heinrich5991 that std::vector is fine
21:42
(not so much with the rest of the stuff)
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[quakenet] Oy BOT 2019-12-20 21:42:13Z
in the past brew supported "universal" flag, too bad that's gone
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0x0703 for default value
so versions have two bytes?
21:42
digits§
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hm k, you work a EA, Dune?
21:42
>:D
21:42
ok ._.
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[quakenet] Oy BOT 2019-12-20 21:45:10Z
Dune: yeah
21:47
Auto record should probably split per game and not per server join.
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[quakenet] Oy BOT 2019-12-20 21:50:04Z
was there sth to fix in the first place? :D
21:52
good question, it was magnet's issue
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[quakenet] Oy BOT 2019-12-20 22:00:26Z
hm, just tested it, works
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¯\_(ツ)_/¯
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[quakenet] Oy BOT 2019-12-20 22:01:31Z
ok. u move it to localization?
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This commit entirely wiped out correct slovak.json file and instead replaced it with slovenian translations 5c26696
22:08
huh, he claims there is no slovak in Transifex
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fantasy language
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that is strange
22:12
why would slovak not be in Transifex
22:12
@heinrich5991 got a clue by any chance?
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no idea
22:14
@Dune shall I add it?
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it was there at some point
22:15
so we have to recover the file somehow :(
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hm
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maybe if we add it it will spawn it again?
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doubt it
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I mean there is no reason slovak shouldn't be in transifex so do add it I guess
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[quakenet] Oy BOT 2019-12-20 22:18:54Z
maybe slovak and slovenian were equal so transifex deleted one?
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I don't think slovaks will be happy to hear about that
22:20
I checked, they still support both
22:21
Okay, here is what I think happened: when I cleaned up languages that were not translated at a decent %, slovak got removed, and because of a mistake it was replaced by slovenian text
22:21
Now, it doesn't really explain why Transifex removed it
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[quakenet] Oy BOT 2019-12-20 22:26:11Z
the commit he linked put all the translations from the slovenian file also in the slovak one too
22:26
authors are correct
22:26
Language files for teeworlds - we use transifex, please read the wiki - teeworlds/teeworlds-translation
22:26
Language files for teeworlds - we use transifex, please read the wiki - teeworlds/teeworlds-translation
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[quakenet] Dune_ BOT 2019-12-20 22:26:50Z
so authors are still slovak
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[quakenet] Oy BOT 2019-12-20 22:27:13Z
yeah
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[quakenet] Dune_ BOT 2019-12-20 22:29:14Z
so 1) add slovak language to transifex 2) revert commit 3) try to push those changes to transifex somehow
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[quakenet] Oy BOT 2019-12-20 22:29:49Z
Language files for teeworlds - we use transifex, please read the wiki - teeworlds/teeworlds-translation
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[quakenet] Dune_ BOT 2019-12-20 22:29:55Z
heinrich already did 1 but it didn't restore the file
22:30
aight thanks
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@heinrich5991 thanks for restoring the language, do you know if https://docs.transifex.com/translation/importing-translations will create a second resource, or add the translations to the first?
Upload translations done outside of Transifex into Transifex.
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Language files for teeworlds - we use transifex, please read the wiki - teeworlds/teeworlds-translation
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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ChillerDragon 2019-12-20 23:34:19Z
yikes im not sure about the skin greyfox. Its like one of the most popular community skins and blocking this name with a standard skin that looks different meh :/
Exported 153 message(s)