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Between 2022-03-29 00:00:00Z and 2022-03-30 00:00:00Z
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chillerdragon BOT 2022-03-29 06:27:35Z
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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[quakenet] asfgdsg BOT 2022-03-29 07:35:38Z
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07:36
whynobody have
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[quakenet] fokkonaut BOT 2022-03-29 07:36:55Z
im fokko .sunglaseestststst
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[quakenet] fakeonaut BOT 2022-03-29 07:37:11Z
.a
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[quakenet] botnik BOT 2022-03-29 07:37:11Z
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[quakenet] fakeonaut BOT 2022-03-29 07:37:11Z
.a
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[quakenet] botnik BOT 2022-03-29 07:37:11Z
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[quakenet] fakeonaut BOT 2022-03-29 07:37:12Z
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[quakenet] botnik BOT 2022-03-29 07:37:25Z
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[quakenet] fakeonaut BOT 2022-03-29 07:37:25Z
.s
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.lol
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Can u guys stop faking me, thanks
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chillerdragon BOT 2022-03-29 11:23:03Z
Fans
15:48
this looks like C++ magic to me, trying to interprete this class as a bunch of ints
15:50
and shouldn't this be devided by sizeof(CTuneParam)?!
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CTuningParams is an array of char*
16:00
So I guess this assumes sizeof int is sizeof char*
16:00
Nothing C++ in this
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I am pretty sure it's an array of CTuneParams which happens to story just one integer value
16:06
store*
16:13
but thanks for the reply, it made it clearer for me ^^
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[quakenet] minus BOT 2022-03-29 16:54:44Z
yeah that code looks wrong
16:56
fails to account for s_apNames and any potential padding
16:56
it's an accident waiting to happen
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@Assa wanna open an issue?
17:07
ty for confirming minus
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s_apNames is a static member, so I guess it's ignored? I can open an issue, but I am currently working on a better setup for tuning variables and Materials anyway
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Don't change stuff if it doesn't bring concrete improvements
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A new refactor PR? The backlog for oy grows :d
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I wouldn't if it wouldn't ^^ Currently I need to add tuning variables for each material i am adding, while the new materials itself are just the same variables with different values
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Will some of the tunes be map based?
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materials are tune-based
17:27
ice is nothing else then default-ground with fancy tuning settings
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I wanted to work on such system, where map could transfer some of the tunes in the map, with a few acceptable presets. This would be done in order to allow to adapt the "water" to suit their map's theme and needs
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there already is a tuning-layer in ddnet if you are interested
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How does it work, exactly?
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the tuning layer? you have 1 block with an ID like a telelayer and envlopes, that contain the new tuning settings
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[quakenet] minus BOT 2022-03-29 17:29:58Z
oh, you're right, Assa. still isn't nice tho
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And data for that block ID can be changed in their editor?
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Here similarly I guess :) i was planning to add a tab where one could edit various tunes (mainly for water) or just pick a preset from vanilla. (Those accepted by vanilla gametypes)
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What I am also modelling is material interactions, what if you are standing on Ice (left foot) and default ground (right foot) at the same time? I don't want to hardcode each interaction, so I genealize this
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This would be done to let vanilla mappers do their own thing while keeping in with the vanilla 'purity' requirements
17:34
You want to make a smooth transition between materials?
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Yes, and I have already done this
17:35
well, "smooth", for friction i get the minimum, for accerlation the maximum as example
17:36
but you could do it smooth, too
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[quakenet] rand BOT 2022-03-29 19:57:36Z
CTuneParam are class that contains only a int, so CTunningParams is a list of int members
20:01
oh, CTunningParams::Num() is only used for the debug HUD
20:06
iirc, the number of tune params is not part of the network layer (assumed to be the same for server and client, so 32)
20:10
if you want to start worrying, look into how each tunning param is retrieve for this HUD : *pValue = (float)((CTuneParam *)this)[Index]; (where this is CTunningParams)
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thank you ^^ I already understood the code, but it's still a bit hackish. Does Teeworlds have a map Type like std::map?
20:20
This would solve all problems there
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[quakenet] rand BOT 2022-03-29 20:23:40Z
how would that help here ?
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a map already implements methods like size(), and also we are searching in that static names field a lot
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[quakenet] rand BOT 2022-03-29 20:29:36Z
we are looking into a small array, the Num() function is likely to compute anything but return a constant known at build time
20:30
as long this data is not dynamic, this is good enough no?
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yes, as long as you don't introduce new stuff, like materials 🙈
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[quakenet] rand BOT 2022-03-29 20:34:46Z
if you add tuning stuff in tuning.h, macros should work to produce a correct CTunningParams class
20:36
(but, no client (except the one built with this setup) will like it)
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exactly! But we can already do a lot with the already existing tuning variables with different values
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[quakenet] rand BOT 2022-03-29 20:50:42Z
I missed the point then. anyway, the tuning could be dynamic, carefully look into the code where it's assumed fixed. The name lookup doesn't worth a std::map tho (with respect to teeworlds codebase)
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