00:14 <+bridge_> [ddnet] @ChillerDragon is there any program that ports 0.6 map into 0.7 without breaking too much shit? 00:14 <+bridge_> [ddnet] also 0.7 map editor... fucking fix it 00:14 <+bridge_> [ddnet] or i wont go to 0.7 ever 00:34 <+bridge_> [ddnet] amazing vid btw 00:53 <+bridge_> [ddnet] @Cellegen i did not find any tool for porting maps that really convinced me. And my attempt to implement ddrace layers to 0.7 client was also kinda experimental so idk when that is gonna happen. 00:54 <+bridge_> [ddnet] i have a hell of a trouble with scaling images just so that the editor can properly render it 00:54 <+bridge_> [ddnet] cuz it doesnt have autoscale 00:54 <+bridge_> [ddnet] ? 00:54 <+bridge_> [ddnet] my picture of an unhook tileset is 600x600 px 00:55 <+bridge_> [ddnet] and somehow its over 600kb 00:55 <+bridge_> [ddnet] like wtf??? 00:58 <+bridge_> [ddnet] oh alright, ddnet graphics tools 01:07 <+bridge_> [ddnet] (nvm graphics tools are broken too, unusable) 01:07 <+bridge_> [ddnet] but there's a website https://compresspng.com 01:07 <+bridge_> [ddnet] this is fucking usefull 01:07 <+bridge_> [ddnet] this is fucking useful 01:50 <+bridge_> [ddnet] Isn't it the same as the graphics tools at downloads? 02:38 <+bridge_> [ddnet] how come ddnet always crashes when i open it when a youtube video is playing in the focused tab 02:38 <+bridge_> [ddnet] or when i alt tab to ddnet when playing a video 02:38 <+bridge_> [ddnet] if u found a way to *always*crash ddnet u should run it with a debugger and find which part of the code is responsible 02:39 <+bridge_> [ddnet] if u found a way to *always* crash ddnet u should run it with a debugger and find which part of the code is responsible 02:39 <+bridge_> [ddnet] it just turns the screen black and either take a minute to finally be able to close or just crashes my computer 02:39 <+bridge_> [ddnet] yes it always crashes 02:39 <+bridge_> [ddnet] do i run it through visual studio debugger? 02:39 <+bridge_> [ddnet] idk on windows 02:39 <+bridge_> [ddnet] idk how to do it 02:40 <+bridge_> [ddnet] if u compiled the client then that sounds right 02:40 <+bridge_> [ddnet] if not then idk maybe xd 02:41 <+bridge_> [ddnet] if not then idk, maybe xd 04:06 <+bridge_> [ddnet] @heinrich5991 that one is my fav 12:54 <+bridge_> [ddnet] @louis ye visual studio debugger is fine 12:54 <+bridge_> [ddnet] compile in vs and then run in debug mode from visual studio 13:55 <+bridge_> [ddnet] @louis if it crashes your computer, I doubt a debugger will be of much use, it probably crashes deep in the kernel or some driver 15:02 <+bridge_> [ddnet] @Cellegen there is nothing wrong with the 0.7 map editor... I had also no problems porting maps to 0.7... idk what you do wrong 15:03 <+bridge_> [ddnet] Well the image scaling on 0.7 is not automatic tho, i needed to manually upscale the picture and reduce it's quality to optimize it 15:03 <+bridge_> [ddnet] otherwise bugs will happen 15:04 <+bridge_> [ddnet] idk what that image scaling is 15:04 <+bridge_> [ddnet] where do images get scaled in editor 15:04 <+bridge_> [ddnet] fe: i had 600x600 pixel ratio on the picture 15:04 <+bridge_> [ddnet] and 0.7 completely ruins the render cuz it cannot render less than 1024x pictures properly 15:05 <+bridge_> [ddnet] ?? 15:05 <+bridge_> [ddnet] so fuck i've spend 5 hours fixing my fucking picture to 1024x1024 so that 0.7 can properly render it 15:05 <+bridge_> [ddnet] 1024 sounds like a good minimu size anyways in 2019 15:06 <+bridge_> [ddnet] it is, but my problem is, that 0.7 does NOT have support for different scaling values 15:06 <+bridge_> [ddnet] while it still can be compiled 15:06 <+bridge_> [ddnet] (the image to the client) 15:06 <+bridge_> [ddnet] nicely, ddnet does 15:07 <+bridge_> [ddnet] ehm... sry to mention but teeworlds always required you to use 1024x1024 anyways... 15:07 <+bridge_> [ddnet] yeah, thats a problem anyway 15:07 <+bridge_> [ddnet] at least it should force scale ratios onto pictures to match with the editor 15:08 <+bridge_> [ddnet] no its not, it earlier tw versions the editor just denied adding a image at lower resolution 15:08 <+bridge_> [ddnet] no its not, in earlier tw versions the editor just denied adding a image at lower resolution 15:08 <+bridge_> [ddnet] i know that, and that is why i said that 0.7 does not have great support over different ratios 15:08 <+bridge_> [ddnet] so you miss the check? 15:08 <+bridge_> [ddnet] 😄 15:09 <+bridge_> [ddnet] i checked both the picture and the client, and seems like it cannot render properly less than 1024x1024 pictures 15:09 <+bridge_> [ddnet] yea because internal everything bases on that resolution 15:10 <+bridge_> [ddnet] well fuck that solution 😄 15:10 <+bridge_> [ddnet] i hate 0.7 editor 15:10 <+bridge_> [ddnet] completely 15:10 <+bridge_> [ddnet] but your problem has nothing to do with the 0.7 editor itself 15:10 <+bridge_> [ddnet] just a missing check, nothing else 15:12 <+bridge_> [ddnet] just what kind of missing check? 15:12 <+bridge_> [ddnet] toward the picture or the client itself? 15:12 <+bridge_> [ddnet] and the 1024x1024 resolution comes from the game internals because a block aka "pixel" (tee size) is 64x64 and you have 256 blocks (view from entities), so graphics have to have the same size 15:12 <+bridge_> [ddnet] i think u are talking about ddnet's mechanics 15:13 <+bridge_> [ddnet] its already been fixed this problem 15:13 <+bridge_> [ddnet] I'm not talking about ddshit, but vanilla (and ddnet uses the same as well) 15:13 <+bridge_> [ddnet] not kinda :monkaS: 15:13 <+bridge_> [ddnet] its seperate af 15:13 <+bridge_> [ddnet] I think ddnet may have implemented a scaling mechanism to fix such issues, thats all 15:14 <+bridge_> [ddnet] yes, finally you see it why i hate 0.7 editor 🙂 15:14 <+bridge_> [ddnet] but basically teeworlds requires 1024x1024 images, thats not a secret 15:14 <+bridge_> [ddnet] but fucking hell i've spent 5 hours to compile a FUCKING PICTURE. 15:14 <+bridge_> [ddnet] you can't expect the vanilla game to implement mod things 😄 15:14 <+bridge_> [ddnet] just for this 15:14 <+bridge_> [ddnet] 0.7 bs 15:15 <+bridge_> [ddnet] thats not 15:15 <+bridge_> [ddnet] a mod thing 15:15 <+bridge_> [ddnet] its a usual mapping requirement 15:15 <+bridge_> [ddnet] I believe even 0.6 hadn't had a scaling mechanism 15:15 <+bridge_> [ddnet] to make life easier 15:15 <+bridge_> [ddnet] just use 1024x1024 resolution, whats your problem? 15:15 <+bridge_> [ddnet] yes cuz they haven't thought about autoscaling 15:15 <+bridge_> [ddnet] why should they even care about it? 15:16 <+bridge_> [ddnet] my fucking god cant you understand? 15:16 <+bridge_> [ddnet] I HAVE SPENT 5 HOURS TO MAKE A 600X PICTURE ONTO A 1024X PICTURE SO IT CAN BE COMPILED 15:16 <+bridge_> [ddnet] 5 hours. 15:16 <+bridge_> [ddnet] fucking hell. 15:16 <+bridge_> [ddnet] just use gimp and resize your image. so hard? 15:17 <+bridge_> [ddnet] yes, there are different ratios, the printing quality, the different color dimensions, RESOLUSION etc 15:17 <+bridge_> [ddnet] yea 15:17 <+bridge_> [ddnet] and whats the matter? 15:17 <+bridge_> [ddnet] there are good tutorials outside to do so 15:17 <+bridge_> [ddnet] i dont wanna make a 2mb map duh 15:18 <+bridge_> [ddnet] you don't have to 15:18 <+bridge_> [ddnet] omg show me *master* 15:18 <+bridge_> [ddnet] no time 15:18 <+bridge_> [ddnet] then fuck you and dont waste my time. 15:18 <+bridge_> [ddnet] but you have google/bing/duckduckgo/whatever, just use it 15:18 <+bridge_> [ddnet] can somebody tell this autistic kid that its related to ddnet and not any programming manner? 15:19 <+bridge_> [ddnet] well, I only wanted you to understand that your problem isn't a problem.... you could have read that you need 1024x1024 resolution and you could find ways to resize it. vanilla *could* have implemented resizing, but you shouldn blame them for missing that feature.... 15:20 <+bridge_> [ddnet] please do me a favor and accept a challenge, im gonna send you an image and spend the last 5 hours to compile it with 0.7 without breaking its rendering 🤡 15:20 <+bridge_> [ddnet] but boy, it wasnt just resolution 15:20 <+bridge_> [ddnet] 😭 15:20 <+bridge_> [ddnet] it was the compiling 15:20 <+bridge_> [ddnet] yea, understood your point. you wanted to keep the size 15:21 <+bridge_> [ddnet] AND make it fairly optimized 15:21 <+bridge_> [ddnet] so it wont go up to 1MB or higher 15:21 <+bridge_> [ddnet] since its PNG 15:21 <+bridge_> [ddnet] yea, and? 15:21 <+bridge_> [ddnet] that. was. fucking. hard to do manually. 15:22 <+bridge_> [ddnet] who the fuck wastes so much time just so that one picture would work 15:22 <+bridge_> [ddnet] and i dont wanna talk about the rest of them. 15:23 <+bridge_> [ddnet] i see you dont have a problem with it, cuz you dont fucking know how to map correct? 15:23 <+bridge_> [ddnet] I have my problems with people complaining about things that are no things if you never got used to mods like ddnet. do you get my point? 15:24 <+bridge_> [ddnet] feels like im talking to myself :tee_thinking: 15:25 <+bridge_> [ddnet] yea, maybe because I don't have enough time to discuss it properly right now 15:28 <+bridge_> [ddnet] btw autistic kid, you said. I'm a few % autistic (for real, yes) but not a kid 😄 15:42 <+bridge_> [ddnet] so, 5 mins left. @Cellegen I have a question: do you still have your 600x600 image? 15:42 <+bridge_> [ddnet] ik you also have a 1024x1024 one now, but I'm asking for the smaller one 15:44 <+bridge_> [ddnet] I'm asking because if I recall correctly either ddnet or 0.7 switched the png library, that could be your issue then 15:45 <+bridge_> [ddnet] ddnet didn't 15:45 <+bridge_> [ddnet] upscaling an image to nearly twice the resolution is never a good idea... it will always look shitty, especially on 4k displays. no matter whether the client does it or you do it manually 15:46 <+bridge_> [ddnet] 0.7 uses 3d textures (or misuses them as texture arrays) so they have to split the tileset into 256 64x64 tiles before using it 15:47 <+bridge_> [ddnet] in 0.6 it was more of a side effect that other resolutions worked 15:47 <+bridge_> [ddnet] just like the physic engine does then? 15:47 <+bridge_> [ddnet] (the 3d textures) 15:48 <+bridge_> [ddnet] has nothing to do with physics but more with rendering (opengl) 15:48 <+bridge_> [ddnet] advantage of this is that you dont need borderfix anymore 15:48 <+bridge_> [ddnet] yea but the physics engine also works with 256 x 64 x 64 15:48 <+bridge_> [ddnet] that was what I was referencing to 15:48 <+bridge_> [ddnet] yeah okay 15:49 <+bridge_> [ddnet] and I also said that its no but in vanilla, so I was right. 600x600 was never supposed to work, but they just fixed a bug with the 3d textures then? 15:49 <+bridge_> [ddnet] and I also said that its no bug in vanilla, so I was right. 600x600 was never supposed to work, but they just fixed a bug with the 3d textures then? 15:50 <+bridge_> [ddnet] kind of yes. but it should probably tell the mapper that he cannot use resolutions other than 1024x1024 15:51 <+bridge_> [ddnet] ye, that was the missing message/popup I mentioned earlier 15:52 <+bridge_> [ddnet] right now nobody really wants to touch the 0.7 editor since somebody is completely rewriting it 15:53 <+bridge_> [ddnet] ooh what's gonna be in the new editor 15:54 <+bridge_> [ddnet] i didn't have a closer look at it. not sure how the progress is 16:28 <+bridge_> [ddnet] @redix do you happen to know how exactly they abuse those 3d textures? It drove me insane trying to figure it out 16:30 <+bridge_> [ddnet] they are using the third coordinate to determine which tile should be rendered... it would be better to use 2d texture arrays but as far as i know they need shaders to work 16:32 <+bridge_> [ddnet] they are basically generating a 64x64x256 texture from the tileset 16:32 <+bridge_> [ddnet] with texture arrays you could also use mipmaps. with this 3d tex approach you cannot 18:01 <+bridge_> [ddnet] When port to py3 18:01 <+bridge_> [ddnet] 2020 is here soon 18:08 <+bridge_> [ddnet] it's actually the serverstatus script that requires py2: https://github.com/BotoX/ServerStatus/blob/master/clients/client.py 19:19 <+bridge_> [ddnet] I really wanted to write an ansible playbook to deploy servers this time 😛 19:37 <+bridge_> [ddnet] @Learath2 should i learn ansible 19:37 <+bridge_> [ddnet] It's a decent way to deploy servers that's not too complex 19:37 <+bridge_> [ddnet] i see 19:37 <+bridge_> [ddnet] do many companies use it? 19:38 <+bridge_> [ddnet] Yeah it is pretty common 19:38 <+bridge_> [ddnet] The others are Chef, Puppet and Salt. First 2 are more common then the last one 19:42 <+bridge_> [ddnet] Terraform is really interesting technology, infrastructure as code is a weird concept 19:52 <+bridge_> [ddnet] guys. open this map and just take a look at it. if you spectate some tiles disappear and if you try to place some hook for example in the editor its all weird. 19:52 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/651858332931325958/tele_number_bug.map 19:53 <+bridge_> [ddnet] Spectate? in the editor? 19:53 <+bridge_> [ddnet] ingame. too 19:53 <+bridge_> [ddnet] I don't get the bug, there are some tiles that aren't visible when you are ingame? 19:54 <+bridge_> [ddnet] more like this bro 19:54 <+bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/651858886671859755/screenshot_2019-12-04_19-53-49.png 19:57 <+bridge_> [ddnet] I'll take a look, but it looks like a slightly corrupted map to me 😛 19:57 <+bridge_> [ddnet] yeah i opened a old map. ive seen it befor ebut not that the tiles disappear and some even move with you 21:49 <+bridge_> [ddnet] Lol 21:53 <+bridge_> [ddnet] Btw @Learath2 in vanilla dc worstwish was looking for you. I thought i will forward his message.