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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 2020-01-11 00:00:00Z and 2020-01-12 00:00:00Z
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I wonder why OSX is the only build that fails on const vec4 (&aColors)[] = {HealthColor, ArmorColor, AmmoColor};
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what the heck is that syntax
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(&aColors)[]
03:21
this part especially
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it's an array of references
10:59
I thought that'd be C++ compliant and my gcc seems to agree
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stackoverflow says no arrays of references Oo
12:21
it seems
12:23
the parenthesis' kinda look weird there ._., confused me.
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You don't want a reference on an array
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Can I thread a function in ListDirectory?
12:51
Storage()->ListDirectory(IStorage::TYPE_ALL, Path, TestCallback, this);
12:51
in this case TestCallback?
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[quakenet] Dune BOT 2020-01-11 13:34:54Z
Oy: hm, getting LNK errors when I git clone teeworlds && bam :/
13:34
I think that's related to recent changes?
13:35
(win7)
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[quakenet] Oy BOT 2020-01-11 13:36:28Z
Dune: both clean repos?
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[quakenet] Dune BOT 2020-01-11 13:37:19Z
well teeworlds is freshly cloned
13:37
what's the second repo, bam?
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[quakenet] Oy BOT 2020-01-11 13:38:24Z
i'll try
13:40
x64 or x86?
13:40
cl?
13:40
what link errors do u get?
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[quakenet] Dune BOT 2020-01-11 13:40:57Z
x64 cl
13:41
FT & SDL
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[quakenet] Oy BOT 2020-01-11 13:41:07Z
ok trying that
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[quakenet] Dune BOT 2020-01-11 13:42:07Z
bam is on master
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[quakenet] Oy BOT 2020-01-11 13:44:25Z
everything ok for me
13:44
could you do a bam config?
13:44
and paste the output?
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[quakenet] Dune BOT 2020-01-11 13:44:41Z
sure
13:45
ah, that's it
13:45
bam finds mingw somehow
13:45
forgot about that issue I get with fresh repos
13:45
sorry for bugging :)
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[quakenet] Oy BOT 2020-01-11 13:45:33Z
np :)
13:45
should probably do a gcc x64 check
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[quakenet] Dune BOT 2020-01-11 14:08:08Z
oh, sounds good
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[quakenet] Oy BOT 2020-01-11 14:17:12Z
should work now
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[quakenet] Dune BOT 2020-01-11 14:19:06Z
I'll try
14:20
works! cheers
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[quakenet] Oy BOT 2020-01-11 14:20:41Z
:)
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[quakenet] Dune BOT 2020-01-11 14:27:01Z
o/
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[quakenet] Robyt3 BOT 2020-01-11 14:27:23Z
hey
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[quakenet] Dune BOT 2020-01-11 14:27:26Z
cheers
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[quakenet] Robyt3 BOT 2020-01-11 14:28:08Z
I'm currently working on multiple joystick support. Do you know whether I should save SDL_JoystickInstanceID or the UUID?
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[quakenet] Dune BOT 2020-01-11 14:30:31Z
UUID seems to be SDL2 specific
14:30
not sure if it matters, aren't both unique?
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[quakenet] Robyt3 BOT 2020-01-11 14:31:09Z
instance id looks unique over restarting teeworlds to me
14:31
UUID seems more fool proof
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[quakenet] Dune BOT 2020-01-11 14:31:22Z
Ah
14:31
Yeah
14:31
The GUID is build by squishing the bus, vendor, product and version numbers into a single value according to https://askubuntu.com/a/368711/843955
I'm trying to make Costume Quest (game by Double Fine) use either of my gamepads and according to developer's support all I need to do is add SDL2 config line to SDLGamepad.config file, however, I ...
14:32
Should be UUID to me
14:32
Oy ^
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[quakenet] Robyt3 BOT 2020-01-11 14:42:30Z
I'll change it to use the UUID and add some caching for the active joystick
14:43
I'll do a pull request later today
14:43
And get some food now first
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[quakenet] Dune BOT 2020-01-11 14:57:13Z
day: forgot, you have multiple joysticks?
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[quakenet] Oy BOT 2020-01-11 15:35:01Z
yeah should be the joystick guid when u wanna save settings etc.
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Robyt3 is on a spree 😄
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ChillerDragon 2020-01-11 18:03:59Z
Are there any features or plans for multiple rcon passwords or some sort of individual authentication to track which admin is acting?
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pls give more space for gametype string xD
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[freenode] JewZeus BOT 2020-01-11 18:05:43Z
Hey, there need to be handicaps for this game
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There is support for moderators. For the average server this should be enough I think
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what kinda handicaps?
18:06
and why
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[freenode] JewZeus BOT 2020-01-11 18:06:15Z
like skill disparity handicaps
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propose the removal of dyn cam
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[freenode] JewZeus BOT 2020-01-11 18:06:38Z
because the number one experience for a new player is to come in, get smashed by someone they can't touch, and then ragequit and move on to other games with more mechanics of fairness.
18:07
basically if your score outstrips the other players, it seems like your HP should go down or your weapon effectiveness etc
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true, that's for modders and server hosters to regulate I'd say ._.
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[freenode] JewZeus BOT 2020-01-11 18:07:27Z
eh, I think that there should be some baseline default
18:07
"this makes the game playable for noobs too"
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there are skill level icons
18:08
but well, dunno if anyone benefits from them in any way
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[freenode] JewZeus BOT 2020-01-11 18:08:06Z
yeah but noobs don't know those and that's not an actual solution, just a human ranking thing
18:08
yeah I have seen them
18:08
contextually, I've known teeworlds exists for like a month now
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Due to the low number of players all skill levels play on the same server anyway
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[freenode] JewZeus BOT 2020-01-11 18:08:45Z
yeah
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as there is no login system and whatnot to track players, it's kinda hard to prevent people from playing on specific players.
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[freenode] JewZeus BOT 2020-01-11 18:09:43Z
basically it should take less hits to kill advanced player, or their hits should do less damage, or both
18:09
and, the way to track this is at the level of in-game score
18:10
if somebody's score gets to be 2x everybody else's? adjust their HP or damage down
18:10
or even, maybe some fun mechanic like "the higher your score is the less bullets your guns hold"
18:11
make it possible to still win but definitely even the playing field a bit
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I'm trying to make zCatch accessible for beginners, but it's far from perfect. it prevents some long time players from playing on the beginner server, but due to too few players the server gets rarely full.
18:12
changing gameplay mechanics to create a disadvantage for pro players is kinda unfair
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[freenode] JewZeus BOT 2020-01-11 18:12:18Z
as a noob zcatch is infuriating
18:12
the whole game for me is seeing if I can make the advanced players die sometimes when they're killing me
18:12
yes jxt that's the point
18:13
it needs to be unfair towards them because it's unfair towards everybody else because of them
18:13
they're preventing there being other pro players
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that's why the beginner server exists, it tries to prevent players with a score of 35 or higher to play there, but as there are no accounts and so on, people could bypass the prevention
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[freenode] JewZeus BOT 2020-01-11 18:13:45Z
yeah but that mechanism 1) either doesn't work outright or 2) is insufficient
18:14
and as already pointed out, the low numbers of people playing means everybody goes to one server anyway
18:14
uff, dune playing destiny 2
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[freenode] JewZeus BOT 2020-01-11 18:14:52Z
I kind of like the idea of shot restriction, down to maybe 3 rounds or something for somebody 30 kills ahead of everybody else
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I'm thinking about regulating health
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[freenode] JewZeus BOT 2020-01-11 18:15:26Z
yeah health is the standard
18:15
but there's a lot of options
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instead of anything else
18:15
but how would one determine a pro player
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[freenode] JewZeus BOT 2020-01-11 18:15:56Z
well the appeal for me is, some people have shit defense but good offense? and vice versa
18:16
so you could optimize to their level on each of these dimensions
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sounds easy, not xD
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[freenode] JewZeus BOT 2020-01-11 18:16:19Z
well the basic determination is in-game score disparity
18:16
somebody getting way ahead
18:16
because that's just an integer the server tracks anyway
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there are a lot of 0.5.2 players coming back, at least to zcatch that have a score of 0
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[freenode] JewZeus BOT 2020-01-11 18:17:10Z
uuuh k
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maybe kd?
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[freenode] JewZeus BOT 2020-01-11 18:17:34Z
it's not the worst idea but the in-game-score thing works as well on noobs and anonymized players as everyone else
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some people don't accumulate a score, like nameless tee
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[freenode] JewZeus BOT 2020-01-11 18:18:21Z
yeah, but you have an ID for the player on the server that's using that name
18:18
and you, haven't grokked the code but theoretically, you can aggregate the amount of damage done by each player?
18:18
and lower the damage done by the most-dealing player and up the damage done by the least
18:19
eh that also sounds like it could be frustrating, imagine being in last place because you get everybody down to 1 heart but someone else always kills them kind of thing
18:20
but, there needs to be something to address this
18:20
this is a thing
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well, if damage is accumulated
18:20
it would not matter?
18:20
but it's not used for scoring, tho
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[freenode] JewZeus BOT 2020-01-11 18:21:20Z
yeah but that's the idea, use the data there to regulate game fairness
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[quakenet] rand BOT 2020-01-11 18:25:12Z
sound like a bad idea, better find an idea for a training system
18:27
zcatch is frustrating because it's a survival gametype, you have to wait before spawning, that's why instagib is popular for newcomers
18:31
hm, is there an flag for tees not to test tees collision ? I was thinking about ghost tees, like in race games (trackmania/mario kart)
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[quakenet] Oy BOT 2020-01-11 18:32:41Z
a general one, should be tunings. player collision
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[freenode] JewZeus BOT 2020-01-11 18:38:35Z
rand no there's a real problem of the guys who can play at some certain level, making everybody else ragequit, and this really needs to be fixed
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[quakenet] Dune BOT 2020-01-11 18:48:13Z
JewZeus: yeah zCatch is terrible if you're not in the top %
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[freenode] JewZeus BOT 2020-01-11 18:49:28Z
not just zcatch, but all gametypes
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[quakenet] Dune BOT 2020-01-11 18:49:43Z
I think zcatch is particularly punitive
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[freenode] JewZeus BOT 2020-01-11 18:49:45Z
there's gametypes that the whole game is to be better at navigating than you can get playing the vanilla game
18:49
zcatch is yeah
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[quakenet] Dune BOT 2020-01-11 18:49:53Z
but yeah all PvP gametypes are probably not fun if you're at the bottom of the bucket
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[freenode] JewZeus BOT 2020-01-11 18:50:11Z
the problem is 'the bottom' is the bottom 80% of the bucket
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[quakenet] Dune BOT 2020-01-11 18:50:24Z
ctf is a bit like that by design
18:50
if you are worse than the flagger there is no way you can do shit to it because he'll just go faster and spam grenades back
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[freenode] JewZeus BOT 2020-01-11 18:50:41Z
eh that speeds up getting to the next map
18:50
but a bunch of servers freeze it on one map
18:50
so that doesn't actually work
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[quakenet] Dune BOT 2020-01-11 18:50:51Z
almost all do
18:51
that's why most players play TDM in the middle in ctf5
18:51
because you can't do shit if the flagger is a better player (and it tends to be the best player of the server, cause others die with the flag)
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[freenode] JewZeus BOT 2020-01-11 18:51:42Z
eh there's no single flagger I've ever seen
18:52
unless one player is far and away an example of needing to have some kind of adjustment to his outputs in the game, for the sake of everyone else, as already mentioned
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[quakenet] Dune BOT 2020-01-11 18:52:08Z
maybe not just one, but certainly some of the better players
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[freenode] JewZeus BOT 2020-01-11 18:52:17Z
right
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ChillerDragon 2020-01-11 20:44:56Z
@jxsl13 doesn’t the new wide browser give more space?
20:45
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pls give more space for gametype string xD
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it doesn't seem that it gives any more space to gametypes
20:46
maybe half an ascii character wise
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ChillerDragon 2020-01-11 20:48:57Z
Hm I don’t know I just looked at map names
20:49
Was super upset I could not differentiate ChillerDragores20-29 maps because it was chopped of
20:49
But the wider browser solved it 🙂
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don't change the strings of popular gametypes it just confuses and fractionates
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Error copying directory from "/Users/john/Desktop/gamer/other/sdl/mac/lib64/SDL2.framework" to "pack_teeworlds-0.7.3-osx_dmg/teeworlds.app/Contents/Frameworks/SDL2.framework".
21:13
rip?
21:13
always the same problems with client
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is /Users/john/Desktop/gamer/other/sdl/mac/lib64/SDL2.framework a directory?
21:18
oh, it says gamer
21:19
I think Dune doesn't keep CMakeLists.txt up to date for his mod
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[quakenet] Dune BOT 2020-01-11 21:19:07Z
I do
21:19
unless something recent broke it
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ok, sorry
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[quakenet] Dune BOT 2020-01-11 21:19:38Z
I'm ig, will check later
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/Desktop/gamer/other/sdl
21:23
every folder below doesn't exist
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that seems to be the problem then, I guess? ^^
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it has most likely nothing todo with gamer
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cmake or the make_release script?
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cmake
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package or package_default target?
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default
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I was c&p from the github actions
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cherry-pick that
21:26
nice, thx
21:26
original tw gives me: Error copying directory from "data/maps" to "pack_teeworlds-0.7.4-osx_dmg/teeworlds_srv.app/Contents/Resources/data/maps".
21:26
even tho submodules are cloned
21:27
hm
21:27
maps are not being copied into my build fodler
21:27
folder
21:27
most likely
21:28
usually one creates a build folder in cmake in order not to build in source
21:29
data/maps -> datasrc/maps ?
21:30
hm, datasrc doesn't exist in the build folder 😢
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you're not building in the source folder, right?
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yeah, there is a copy action missing somewhere to copy the maps into the build/data/. folder
21:32
no, I'm building in the build fodler
21:32
folder
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I don't think there's a copy action misssing
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are you usually building in source?
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no
21:32
no one is, that's why it's untested
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ok, good
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[quakenet] Dune BOT 2020-01-11 21:33:02Z
it doesn't work afaik
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didn't work either anyway 😮
21:33
it tried to copy from data/maps
21:33
moving datasrc/maps to build/data/maps worked for me
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your logs are unfortunately quite incomplete, so it's hard to tell what went wrong
21:33
sure
21:33
the code to copy the maps over is there
21:34
have you seen a warning in the initial cmake output?
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let me retry from scratch
21:34
cd ..
21:34
xD
21:38
lol, now getting a linker error
21:39
oh, yeah oy's commit
21:39
it's a template netban that is ._.
21:40
if I read it correctly
21:40
bool CNetBan::IsBannable<NETADDR>(NETADDR const*)", referenced from: CServer::ProcessClientPacket(CNetChunk*) in server.cpp.o
21:42
hm, now it work 😮
21:43
hm I think I know what's the problem, might have been my fault, cuz I did not use cmake .. again after initializing the submodules
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[quakenet] Dune BOT 2020-01-11 21:50:30Z
@jxsl13 that's from 22 days ago, I'm surprised it's not in there
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Can I thread a function in ListDirectory?Storage()->ListDirectory(IStorage::TYPE_ALL, Path, TestCallback, this);in this case TestCallback?
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hm, gamer build seems to work fine now
21:50
after that patch
21:51
I added a pullrequest
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what do you mean, thread?
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i have a folder with 500+ files
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do you want to start each TestCallback in its own thread, or do you want a thread for all these files?
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laggs quite a bit if i listdir it
21:51
One for all ofc
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ehm, the dmg package still says teeworlds 0.7.3 .-.
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hm. one listdir shouldn't™️ lag I think (edited)
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is that intended?
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Heinrich, 500+ files
21:52
still increasing
21:52
So, can I thread the whole thing? just one thread to loop throught all files?
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[quakenet] Oy BOT 2020-01-11 21:53:08Z
@Sonix server full :P
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yes, you can start a thread and call this function in it
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how?
21:53
i tried, but couldnt get anything working
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what is the result of your directory listing?
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i have some data in the files, and they will be saved in a vector
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ddnet/0.7?
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Oy sry didnt notce
21:55
come now
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I think there might be a lot of cmake commit missing, I'm not sure
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btw: another issue with listdir, i tried to run listdir with 1000+ files, and it crashed at some Point, but that is a different thing, the thread is more important now
21:56
So heinrich, how do i thread the listdir
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either use the job interface of teeworlds, or spawn your own thread
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Whats better?
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I don't really know tbh
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if you want to know when it's done better use the job interface... just easier
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on ddnet I patched the job interface to be slightly more usable, but that hasn't made it into vanilla yet
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hm, I might be stupid xD
21:59
gamer client on gamer branch 😮
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but okay, let's do the job interface
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create a function that you'll call in the new thread
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oh damn... 0.7 still uses the thread_sleep stuff 😮
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yes 😦
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@heinrich5991 wdym
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it'll need to have the signature int Name(void *pUser)
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Ah wait, you mean thread_init_and_detach(ListDir) and then in ListDir I call the ListDirectory function?
22:01
(looked at file_score)
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yes, but I thought you wanted the job interface
22:02
i dont even know what that is tbj
22:02
tbh
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file_score is not the best source when you want to see proper threading code ^^
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True
22:03
@heinrich5991 int function created
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you probably want to pass it some data, right?
22:04
Can it have access to gamecontext?
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then create a struct that contains the data you want to pass it
22:04
no
22:04
that would make it thread-unsafe
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Ah true
22:04
Mh but it would need it :)
22:04
:/
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why?
22:05
what data does it need?
22:07
idk how to explain
22:07
Well
22:07
can I make it read only?
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no
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std::future
22:07
xD
22:07
But I can pass the data?
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you need to make a copy of your data that you want the thread to know
22:08
That could work
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.. I do some threading stuff in my mod ..
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you create a struct with the data that the thread needs
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but not the c way
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And what if the thread needs a function?
22:08
Also to the struct?
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put function pointer in struct
22:08
._.
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I definitely need a function in it
22:09
Ahh this is complicated rn
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gamer's cmakelists says: file GLOB requires a glob expression after CONFIGURE_DEPENDS.CMake (file)
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Gotta eat something, heinrich are you there in 20 minutes?
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yes
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wow... the jobpool is only used for dns lookup 😄
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and sound loading IIRC
22:18
yup
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[quakenet] Oy BOT 2020-01-11 22:18:46Z
and hostname lookup for favourites
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ah okay 🙂
22:19
what about using semaphore here like ddnet does?
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why does no one uses semaphores?
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sounds like a good idea to not burn cpu cycles
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the array of references error persists, I removed the parenthesis and it properly said that
22:23
error: 'aColors' declared as array of references of type 'const vec4 &' (aka 'const vector4_base<float> &'
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you said above that arrays of references are forbidden, right?
22:26
that should be the error cause then
22:26
dune said that he intended to create an array of references
22:26
and that it build on gcc
22:26
._.
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apparently, it's just disallowed by the standard
22:27
it may work in gcc, but that doesn't mean anything
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yeah, that's what SO said
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i.e. it needs to be replaced by something else
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[quakenet] Oy BOT 2020-01-11 22:28:24Z
1337 * o/
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I'm just gonna replace it with the array without the references
22:29
it's a vec4 that's being passed by value
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probably uses that array to modify it?
22:29
so it might need to be a pointer
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it's a const array
22:29
and the function that is being passed elements from that array takes actually no reverences, but the object class vec4
22:29
all values are const within that array
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hm ok
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and the array ist const
22:30
is*
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[quakenet] Oy BOT 2020-01-11 22:32:20Z
heinrich5991: about the version server. could you try to run the 0.7.3.1 one?
22:32
to see if that one worked
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does anyone know where the sdl2 version requirement of the tw client is specified?
22:36
tells me tw requires version 11.0.0 and I have 1.0.0
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@heinrich5991 im back
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[quakenet] Oy BOT 2020-01-11 22:37:12Z
there shouldn't be a requirement
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@heinrich5991 interesting that the standard doesn't allow that :)
22:37
yeah you can just remove the reference
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interesting that clang > gcc >:D (edited)
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apparently it is due to array access decaying to pointer arithmetic and pointers to references not being allowed
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ooh, neat
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client dies at runtime telling me "fu"
22:39
first it doesn't find th sdl2.framework, dying and then dies after I downloaded and placed the sdl2.framework file into the tw app/Frameworks etc
22:39
same fun as last time 😄
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[quakenet] Oy BOT 2020-01-11 22:40:15Z
u r on mac?
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@heinrich5991 appearently, i could also make this thing different without using listdir
22:40
i guess
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[quakenet] Oy BOT 2020-01-11 22:40:39Z
do u compile it urself?
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[quakenet] heinrich5991 BOT 2020-01-11 22:40:42Z
Oy: 0.7.3.1 versionsrv running
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trying to compile the gamer client
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[quakenet] Dune BOT 2020-01-11 22:40:48Z
try to compile master first
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[quakenet] Oy BOT 2020-01-11 22:40:54Z
heinrich5991: thx
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tw master or your master, dune?
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[quakenet] Dune BOT 2020-01-11 22:41:05Z
same
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I did compile the tw master just fine
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[quakenet] Dune BOT 2020-01-11 22:41:46Z
I don't see why the mod would be different :/
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and it even starts
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[quakenet] Dune BOT 2020-01-11 22:41:58Z
unless I broke the cmakefiles
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I opened a pr, that was giving me errors
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@jxsl13 maybe check the git diff of the CMakeLists.txt
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[quakenet] Dune BOT 2020-01-11 22:43:53Z
I'll just enable github actions and troubleshoot it on my own :)
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I added the tw master as remote origin, kinda merged i into dune's gamer branch
22:44
and I see no cmakelists diff ._.
22:44
what's weird
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doesn't sound too good, the original cmakefiles doesn't work?
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with the pr I opened it works
22:45
is also builds
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[quakenet] Oy BOT 2020-01-11 22:45:53Z
seems that one doesn't work either :(
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and without?
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@heinrich5991 i have run ListDirectory now with 1112 files, and there is this error: Run-Time Check Failure #2 - Stack around the variable 'aUsername' was corrupted.
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one message of me was not sent
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and without?
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discord seems to be having problems today
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is also builds <- red
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[quakenet] Dune BOT 2020-01-11 22:46:29Z
and without?
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discord seems to be having problems today
22:46
e.g. that message didn't get through
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@heinrich5991 ive run listdirectory now with 1112 files, and there is this crash: Run-Time Check Failure #2 - Stack around the variable 'aFileName' was corrupted.
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the cmake .. step already doesn't work
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you have an out of bounds write somewhere
22:47
try running it in valgrind
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ah lol
22:47
i just
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probably the aFileName variable
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the cmake .. step already doesn't work
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increased the
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[quakenet] Dune BOT 2020-01-11 22:47:59Z
@jxsl13 yeah it's on me, it seems cmake broke at some point...
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i just increased the char array size, now it worked. because i just copied files
22:48
wow
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so the name got longer - Kopie
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probably the aFileName variable
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discord bad
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i just increased the char array size, now it worked. because i just copied files
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every second message works
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it builds with bam on OSX
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probably the aFileName variable
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so the name got longer - Kopie
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[quakenet] Dune BOT 2020-01-11 22:48:40Z
come on IRC ;)
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we can switch to IRC if you want
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i just increased the char array size, now it worked. because i just copied files
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we can switch to IRC if you want
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._. irc
22:49
old but works
22:49
old but works
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[quakenet] Oy BOT 2020-01-11 22:50:33Z
heinrich5991: the version server u build, is it x86 or x64?
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[quakenet] heinrich5991 BOT 2020-01-11 22:50:50Z
64 bit
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[quakenet] Dune BOT 2020-01-11 22:50:56Z
so cmake stopped working at some point with my cmakesfile on my mod; that one is on me. I never tested it on OSX, might be why
22:50
bam+OSX works
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[quakenet] Oy BOT 2020-01-11 22:51:04Z
ok
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bam bad 😄
22:51
._.
22:51
is ok
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[quakenet] Dune BOT 2020-01-11 22:52:01Z
I gladly accept cmake fixes ;)
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I dunno, would dropping the tw one with your added files work x)?
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[quakenet] Dune BOT 2020-01-11 22:53:49Z
probably, I did nothing fancy
22:55
ah, only cmake generates artifacts? :(
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[quakenet] heinrich5991 BOT 2020-01-11 22:56:00Z
ddnet only compiles with cmake nowadays, it works quite well
22:56
or has done so for over a year
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bam also uses less strict compiler options
22:57
the workflow job for bam is rather minimalistic
22:57
but it was the same before
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[quakenet] Dune BOT 2020-01-11 23:09:40Z
accidentally typed matricks instead of matrix while writing gtihub's build.yaml :D
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[quakenet] heinrich5991 BOT 2020-01-11 23:09:50Z
^^
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this is love 😮
23:15
x)
23:15
I swear to god, that globbing stuff with assets and not source files is annoying ...
23:17
I don't see much either other than you commenting out globbing and adding your few files to the cmake.
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assets aren't globbed either
23:18
it just doesn't fail the build if they don't exist
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startig gamer from console works
23:21
starting
23:21
packaging fail ._.
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probably the files aren't listed properly in cmakefiles for osx packaging
23:22
different binary name etc :/
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[quakenet] Dune BOT 2020-01-11 23:25:15Z
i made bam produce artifacts
23:26
works
23:26
xD
23:30
remove CONFIGURE_DEPENDS in those three lines
23:30
and then it will build
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removing CONFIGURE_DEPENDS sounds like a sure way to break the build in unexplainable ways
23:32
where do you want to remove that?
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it's at the end of a file(glob "..." here)
23:32
without a glob expression behind it, that's what I'm getting in vs code
23:33
file(GLOB ENGINE_CLIENT "src/engine/client/.cpp" "src/engine/client/.h" CONFIGURE_DEPENDS) file(GLOB GAME_CLIENT "src/game/client/.cpp" "src/game/client/.h" "src/game/client/components/.cpp" "src/game/client/components/.h" CONFIGURE_DEPENDS) file(GLOB GAME_EDITOR "src/game/editor/.cpp" "src/game/editor/.h" CONFIGURE_DEPENDS)
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` for code blocks, then it will not do formatting
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please don't, on bridge
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for his one line
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yeah, that wa slike the biggest I'd paste in here
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ah sorry :)
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oh, it was three lines
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@jxsl13 if you remove CONFIGURE_DEPENDS, it will not recheck the source files when you add/remove some
23:35
is that intendex?
23:35
itended
23:35
intended!
23:35
icon dead, maybe
23:36
the file doesn't open
23:36
the app
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[quakenet] Dune BOT 2020-01-11 23:37:29Z
which?
23:37
the one built by github?
23:38
you need to edit pinfolist
23:38
or how the file is called
23:38
and tell macos to open not teeworlds but teeworlds_gamer
23:39
"Info.plist"
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is the file
23:39
xml file
23:39
after that
23:39
the program crashes on startup, seemingly
23:40
/Applications/Teeworlds 3.app/Contents/MacOS/../Frameworks/libSDL2-2.0.0.dylib (which was built for Mac OS X 10.15) Expected in: /usr/lib/libobjc.A.dylib
23:40
I highly suspect that I might not run it, because I'm on macOS 10.14
23:40
but I'm not sure
23:41
I don't like paying with fire, so I'm not updating for at least another year
23:41
x)
23:41
dyld: lazy symbol binding failed: Symbol not found: _objc_opt_respondsToSelector
23:44
I think the client would need like the server the ./teeworlds shutdown command
23:44
in order to see, whether it crashes after startup and closing it gracefully
23:50
this should work
23:50
at least it did on my machine
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