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Between 2020-03-13 00:00:00Z and 2020-03-14 00:00:00Z
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[quakenet] Learath2 BOT 2020-03-13 11:12:31Z
This serverinfo change really needs a NETVERSION_BUMP if you want it to be pretty
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ChillerDragon 2020-03-13 16:04:35Z
What do you guys think about access to the console in editor? And some mapping api. Like 'set_tile <group> <layer> <x> <y>' then one could write something like a signature or other reusable compnents in configs and then quickly add them to the map. Also some compose scripts to apply automappers and gametiles in the correct order.
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have you seen LorkSk's WIP editor rewrite?
16:05
I think it's on the TODO list
16:05
I&#39;ve been working on remaking the editor for quite some time now and we recently decided to make a public branch to make it easier to follow and contribute to its development. The Project A...
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ChillerDragon 2020-03-13 16:07:07Z
looking into that is on MY TODO LIST 😄
16:07
yea there is exactly that awesome
16:07
@LordSk 🦋 you mi hero
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LordSk 🦋 2020-03-13 16:09:14Z
hehe
16:10
What do you guys think about access to the console in editor? And some mapping api. Like 'set_tile <group> <layer> <x> <y>' then one could write something like a signature or other reusable compnents in configs and then quickly add them to the map. Also some compose scripts to apply automappers and gametiles in the correct order.
That is part of the plan
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ChillerDragon 2020-03-13 16:10:22Z
ye just saw it
16:10
great
16:10
but own console?
16:11
I guess ye cuz editor has always been so separate from the rest of the client. But when there is a editor console with editor binds that are not accessible from the normal console it could be confusing imo.
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LordSk 🦋 2020-03-13 16:12:33Z
how so?
16:12
You would only use these binds in the editor anyway, right?
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ChillerDragon 2020-03-13 16:14:32Z
yea?
16:14
what about get meta data like mapper credits and license of map that is currently on the server?
16:15
or other stats.
16:16
Also maybe one wants to automate mapping things by passing commands to the binarys as arg like ./teeworlds "do:map;editor;magic"
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what you're looking for seems to be a python library for mapping 😛
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ChillerDragon 2020-03-13 16:16:29Z
ikr
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I don't think a good one exists rn
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ChillerDragon 2020-03-13 16:16:42Z
not for 0.7 i guess
16:17
but over tw commands it could be more simple and less pythong
16:18
@LordSk 🦋 so the settings file contains editor binds that can only be executed by editor engine and editor configs that can only be executed by tw command engine?
16:19
so there are 3 consoles then yikes
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LordSk 🦋 2020-03-13 16:19:58Z
then yikes.
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ChillerDragon 2020-03-13 16:20:29Z
ye extracting that sure has some advantages i just wanted to ask
16:20
and mabe point out some concerns
16:20
for sure better than nothing and a big improvement 🙂
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LordSk 🦋 2020-03-13 16:21:14Z
Why would you want to access editor commands in the client console?
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kabooosh
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ChillerDragon 2020-03-13 16:22:05Z
like i said to do some things like getting information about maps i currently play quickly via local console
16:22
and also using one command pipe everywhere
16:23
i fear that the editor command engine will be hidden somehow but i guess it can be made exposable like the remote console is also accesible from the local console
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LordSk 🦋 2020-03-13 16:24:05Z
Then it looks like a client command to me
16:24
and has nothing to do with the editor
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ChillerDragon 2020-03-13 16:24:56Z
you mean things like fetching meta data?
16:25
well idk
16:25
anyways nice that you have plans for the editor! if you need help with tasks that can be done by a dude who failed hello world exercise for university let me know 😄
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LordSk 🦋 2020-03-13 16:25:52Z
will do 🙂
16:26
The editor works in the context of actually editing a map, fetching a few informations about the map you're playing on is a different matter
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@LordSk 🦋 ever thought about using something like dear imgui for the editor ui? I never worked with it myself, but as the editor requires more advanced ui elements than the rest of the client it might be useful :DNot sure how hard it would be to integrate it into the tw rendering and input code though
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LordSk 🦋 2020-03-13 16:32:03Z
I absolutely love dear imgui 😄
16:32
And yeah it could be useful, but since we'll have to actually write the ui code with teeworlds stuff, why not start now?
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well that's the question... do we need to write the editor ui with tw stuff? Doing the client ui ourselves makes sense because of the look and feel of the elements. But is it required for the editor?
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LordSk 🦋 2020-03-13 16:39:41Z
Hm that's interesting point indeed. Do we want a dear imgui dependency ?
16:40
Also I am not exactly sure how much work it would be to integrate it in the current source as you pointed at
16:40
is it even worth it
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that would be the next point... they even include another library for loading font files i think =\
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LordSk 🦋 2020-03-13 16:41:17Z
the stb_* stuff?
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yeah making it work with the rendering api and input system might be some work
16:41
yeah
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LordSk 🦋 2020-03-13 16:41:58Z
For now the ui stuff was not hard nor long to make
16:42
I've kept it simple on purpose of course, but I think it'll be fine
16:43
Now if it becomes a lot more complex we might want to reconsider
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okay. was just an idea that came to my mind 😄
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LordSk 🦋 2020-03-13 16:43:28Z
yep thanks, I'll keep it in ming
16:43
d*
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i'm not a big fan of writing ui code in general
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LordSk 🦋 2020-03-13 16:43:50Z
who is really 😄
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LordSk 🦋 2020-03-13 16:45:51Z
also imgui might require a higher opengl version than we currently support
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i think you can use it with opengl 2 i think. though it might not be optimal
16:47
but that would still be higher than the 1.1 which is currently required
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LordSk 🦋 2020-03-13 16:47:35Z
yeah it seems like gl 2 is possible
16:47
yeah
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raw opengl is hardly possible with the threaded rendering anyway =\
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people managed to crash str_toint, how and why?
17:08
nevermind, there is a crashbug in teeworlds which people abuse
17:09
gg
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client, server, also in the latest version? can you debug it?
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latest version server.
17:11
I will debug it the next days because iam in quarantine
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@Assa server or client crash?
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server crash
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ah
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only gctf servers have this issue
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So it's not a teeworlds bug? Or it's a trunk bug
17:24
I'm up for the editor UI code. I enjoy brainless coding
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you can crash str_toint which is in teeworlds with a unfiltered user input
17:24
my brain thought you added checks whish prevent crashing, which is not the case
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assa is coronated :( get well
17:26
and don't get sick
17:26
if you are well
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living on pizza delivering service incoming
17:26
prob. too late
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don't infect those poor people
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prob. too late
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that deliver your food
17:27
:'( gloves, sanitizer and a stick to pass money.
17:27
get well :0
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the bas thing is I work at a university
17:27
*bad
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well, you stay home and get paid?
17:28
well, many potential people you might have infected. sad life.
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crash bug in editor: press the generate button of the automapper in grass_doodads ~100 times and the client crashes
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stackoverflow
23:53
/random thought)
Exported 101 message(s)