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Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2020-09-01 00:00:00Z and 2020-09-02 00:00:00Z
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we all do, that's why we are here ❤️
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Hey, can the fixed main_grass mentioned in issue #1911 be found anywhere?
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can you link the issue D:?
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I just looked into the mapres in 0.7 and found some bugs, some are minor, some not. I made a gallery on imgur: https://imgur.com/a/dQRWfrd
09:02
seems to be the one
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thanks.
09:04
seemingly Zatline has been working on it a little bit, but there does not seem to be anything released. (edited)
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I suppose zatline needs to be tagged
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I prefer not to
09:05
xD
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zatline bites?
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I doubt that. But one never knows.
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at least the jungle_midground seems to be fixed :p
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Agent p joined the server. 2020-09-01 10:20:32Z
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Zatline won't fix it, so if someone else wants to work on it...
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gofundme @ Landil?
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No, he's busy
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I believe both desert and grass will be fixed in 0.8 along with some reworks, I did try to fix it @mind, let me know if you want to check it out
12:33
not perfect tho
12:40
In case you guys wanna test it out and compare, here it is: https://i.imgur.com/E7Kkm6Q.png
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what's on? what am I supposingly not fixing? (edited)
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D: everything
12:45
I just looked into the mapres in 0.7 and found some bugs, some are minor, some not. I made a gallery on imgur: https://imgur.com/a/dQRWfrd
12:45
oops
12:45
sry Stiopa
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oh ya just saw it now
12:53
well ya cut off shadows is a rendering bug in Inkscape that happens sometimes I had it fixed for the restructured grass_main just checked that but forgot to to it for the 0.7 one I guess .. well ya things will change for 0.8 anyway but good to have a fix for 0.7 thanks @Sonix 👍
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@Sonix little bug all over the image, but almost not visible at default zoom
13:09
yea that's another rendering issue by Inkscape
13:13
haven't found a fix for that yet
13:13
that issue is apparent on all tilesets the new ones included :/
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send svg
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A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
13:43
I tried to implement font fallback and support regional variants.
13:45
Now fonts are loaded as opentype collection by defaults, and fonts setup is now using font family names instead of just file names. (see datasrc/fonts/index.json)
13:47
There are still works to do regarding textures and glyph finding optimization. I'll try to make a proper PR later.
13:49
Still, CJK fonts are indeed huge (19m), but i can't find any smaller alternative that can support all 4 variants of kanji.😩
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Also regarding larger textsize. I really wish we can use shader... to render sdf fonts. (edited)
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@Zatline those shouldn't be visible on 100% zoom or on the export
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true at 100% they are not visible and it's not like it jumps out in the bitmap so this ain't a big deal
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thank you graphic wizards
14:33
Source Han actually doesn't look out of place when surrounded by Deja Vu
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looks good
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@TsFreddie are CJK fonts working properly with sdf/msdf text rendering or are there artifacts?
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they may have somewhat squiggly edges if only using sdf.
15:03
a larger texture can make them less noticeable.
15:04
but i think msdf should work as good as latin characters (edited)
15:04
I haven't done any implementation myself. but there are sdf demos using cjk characters
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Okay. I have some really experimental msdf text rendering code... I should maybe continue on this 😄
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on teeworlds?
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cool. i think ddnet has shaders already.
15:12
i presume it's not possible without shaders?
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I stopped with that and rather improved the performance of the old renderer
15:12
never merged that though...
15:13
yeah that requires shaders
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did you improved the old renderer? I removed the code iterating through the entire fonts.
15:14
and I think a way of texture to texture copy should reduce the stutter when increasing the font texture size.
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yeah I added gpu side caching of the text
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does that mean i can stop working on this lol
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yes but it would require a new opengl version
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I believe both desert and grass will be fixed in 0.8 along with some reworks, I did try to fix it @mind, let me know if you want to check it out
@Sonix Why do you need a compatibility break?
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nah i mostly did low level stuff to lower the cpu side cost of rendering
15:15
still only supports one font file
15:16
also i do want to ask is using STL generally discouraged when contributing to master.
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yes it is
15:17
I kinda want to use a BST and a heap to help finding the glyphs in the texture
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there have been many discussions on this =\
15:18
even using binary search for the lookup gives a huge performance boost
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but the glyph look up both id and touchtime.
15:19
so might need an additional array for just touchtime.
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touchtime only when it runs out of capacity i think
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yes but still
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that should not happen too often
15:19
at least with latin letters it does not 😮
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but once it is at capacity i'd imagine it'll happen all the time.
15:20
and it is not hard for a malicious server to spit out server messages that loops through the entire glyph table lol (edited)
15:21
I'll see what i can do that is more KISS.
15:22
I do really want proper CJK supports in vanilla, although i don't think they'll like the large font size.
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never really thought about that... with latin letters you will never reach the 4096 capacity limit =\
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well you can increase that to 65536 or more since CJK fonts only has the maximum amount that a font can hold. but that's stupid
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malicious server stuff is another topic... it's already very easy to crash the client with broken map files =\
15:23
the textures can't hold all characters anyway
15:23
at least not on old gpus
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yea.
15:24
but to avoid checking glyph size. my textures are currently just 128x128 for each character (for 64pt. (edited)
15:24
waste more vram on latins, but is somewhat tightly packed on CJK
15:25
all fonts store in the same textures
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yeah storing as much as possible in one texture is good. I'd even move the outlines and glyphs to one texture
15:27
the game does a lot of opengl state changes =\
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well if we have shader we don't even need to store outlines
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but there are older gpus that doesn't run gl3 i guess
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gl2.0 should do it
15:28
rather 2.1
15:29
right now the game runs on 1.x but i think it would be okay to require 2.x
15:29
i think at the moment sdl uses a gl2 context anyway
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i never worked with gl.
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not sure about buggy drivers though =\
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having two renderers would be the best but it would be so much code to maintain...
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and the text need two implementation as well
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sdf/msdf also needs some on disk glyph cache + async sdf generation
15:31
otherwise it's too slow
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didn't know that
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at least the msdf lib i tried
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sdf might not be that difficult to implement a light version without libs, at least by the look of tinysdf (edited)
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is it possible to download a texture back to ram?
15:43
like download the smaller texture, create a larger one, upload the smaller one onto the larger one.
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yeah but i'm not sure which opengl version is required
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is this it?
15:53
discord broke..
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That might work, but downloading to the cpu and then uploading to the gpu is kinda slow
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horay, the variant switching is working now.
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With newer OpenGL one could use framebuffers and gl4 even has a function to perform the copying on the gpu =\
16:04
but in gl1, the best option might be keeping a copy of the entire texture
16:04
but that would take 10~40m depends on the capacity
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do skins from the teeworlds skindatabase work in ddrace?
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which skin db are you talking about?
17:28
ddnet skins are the ones with a whole tee in a image
17:28
teeworlds skins are the ones with parts in different image files
Meekrioz joined the server. 2020-09-01 18:00:24Z
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Hiya, I still have some free servers available if anyone wants one.. Just PM me..
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Any db I know of is 0.6 only
Nilsuuu joined the server. 2020-09-01 20:31:14Z
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teeskins.de
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Hiya @Nilsuuu - welcome
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Your Announcer 2020-09-01 21:44:18Z
here is a little project im doing... hope it goes gud https://discord.gg/sf68hp
👍 3
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the game is called Teeworlds :'/
21:50
if it's a single server project then it might be justified (lol
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Your Announcer 2020-09-01 21:52:07Z
oop
21:52
lmao
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what is the project about?
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Your Announcer 2020-09-01 22:35:31Z
I just host a tournament with a bracket and stuff clan v clan
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I support the notion but I feel it will be hard
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