00:00 < bridge_> [ddnet] yeah but community votes will be abused 00:00 < bridge_> [ddnet] i dunno if i'd like that 00:00 < bridge_> [ddnet] I have a distaste for things like a "testing team" :P 00:01 < bridge_> [ddnet] you still have people who oversee things, it wouldn't be total control 00:01 < bridge_> [ddnet] the biggest problem is, that the testing team would require novice, moderate, hard and insane players all in their "league/category" to be more precise 00:02 < bridge_> [ddnet] I think you only need one person around to veto "meme votes" but otherwise they do nothing 00:02 < bridge_> [ddnet] normally things just get voted on difficulty 00:02 < bridge_> [ddnet] you could also just analyze the gameplay 00:02 < bridge_> [ddnet] how long do teams require and how much finishes are made etc. 00:02 < bridge_> [ddnet] yes that's true 00:03 < bridge_> [ddnet] another thing we should do is make testing maps more mainstream, esp if we want average players to have some stake in how maps are rated / approved 00:03 < bridge_> [ddnet] this is ofc something I have always talked about but no one agrees with, so whatever lol 00:04 < bridge_> [ddnet] if you're worried about noobs having misinformed opinions about things we can add a points requirement, but then the accounts issue comes up again 00:06 < bridge_> [ddnet] or something like "x number of y maps completed in order to rate a map in y difficulty" 00:07 < bridge_> [ddnet] though I'm not really a fan of this because it would mean difficulty-limited players will cause maps to be under-rated 00:10 < bridge_> [ddnet] mm I just thought of a better system but it's hard to explain 00:12 < bridge_> [ddnet] dynamic rating? 😉 00:12 < bridge_> [ddnet] you would check clears around a voted difficulty and weight them based on closeness (to vote a map as brutal 1*, you would either need a few mod 5* clears or 1 brutal clear (some sort of quadratic score weighted towards the target difficulty) 00:12 < bridge_> [ddnet] yes exactly 00:12 < bridge_> [ddnet] you would check clears around a voted difficulty and weight them based on closeness (to vote a map as brutal 1\*, you would either need a few mod 5\* clears or 1 brutal clear (some sort of quadratic score weighted towards the target difficulty) 00:13 < bridge_> [ddnet] ah, I meant a different kind of dynamic rating 00:13 < bridge_> [ddnet] assign a score like 50 for exact rank and then decrease that score per map cleared away from the target 00:13 < bridge_> [ddnet] and make the req 50 00:13 < bridge_> [ddnet] huh, what's your idea 00:16 < bridge_> [ddnet] something similar to 1/number of finishes 00:17 < bridge_> [ddnet] oh weird 00:17 < bridge_> [ddnet] I think that would inflate unpopular maps and hurt the rank of popular ones 00:17 < bridge_> [ddnet] but maybe there's some compensation 00:18 < bridge_> [ddnet] my points system idea is the best anyway ;D 00:18 < bridge_> [ddnet] weight points based on difficulty + race time 00:18 < bridge_> [ddnet] total points would be weighed by your best ranks and farming would be much less effective 00:19 < bridge_> [ddnet] bad 00:19 < bridge_> [ddnet] separate points and rank points is better 00:19 < bridge_> [ddnet] farming is boring 00:19 < bridge_> [ddnet] I would rather spend my time improving 00:19 < bridge_> [ddnet] playing the same map 500x can be boring for some 00:20 < bridge_> [ddnet] doesn't necessarily mean that 00:20 < bridge_> [ddnet] remember that beating a map still awards base points 00:20 < bridge_> [ddnet] just clear more difficult maps 00:20 < bridge_> [ddnet] if your number one score is a moderate, beat a brutal 00:20 < bridge_> [ddnet] thats like osu pp system 00:20 < bridge_> [ddnet] yes 00:20 < bridge_> [ddnet] which isnt good 00:20 < bridge_> [ddnet] wrong 00:21 < bridge_> [ddnet] for ddrace 00:21 < bridge_> [ddnet] xd 00:21 < bridge_> [ddnet] I think it's better 00:21 < bridge_> [ddnet] top players are already really close together 00:21 < bridge_> [ddnet] points = played longer 00:22 < bridge_> [ddnet] having ur points get less and less large over time isnt too good i think 00:22 < bridge_> [ddnet] btw it wouldn't be exactly like osi 00:22 < bridge_> [ddnet] osu 00:22 < bridge_> [ddnet] just make some overall ranking system that combines points and times but leave it separate from points 00:22 < bridge_> [ddnet] all maps have value 00:22 < bridge_> [ddnet] just less value if it's novice 00:22 < bridge_> [ddnet] yeah I mean there can be the existing system that's fine 00:22 < bridge_> [ddnet] just another system for new rank 00:23 < bridge_> [ddnet] but I don't really think it's important to distinguish them. just means your novice scores are worth less than brutals, which is already how it is, just more accurate in terms of your skill 00:24 < bridge_> [ddnet] but points doesnt rly measure skill it measures progress 00:24 < bridge_> [ddnet] idk 00:24 < bridge_> [ddnet] yes but we should have something that actually tracks skill, no? 00:24 < bridge_> [ddnet] I have very little interest in tracking my "progress" 00:25 < bridge_> [ddnet] just track skill based on what maps u can beat 00:25 < bridge_> [ddnet] plus for that to work u need huge map rerates anyways since a lot of things are too highly or lowly rated 00:25 < bridge_> [ddnet] think that's independent of that 00:25 < bridge_> [ddnet] plus I don't think it will happen anyway 00:26 < bridge_> [ddnet] same with accounts, been talked about too long and no progress 00:26 < bridge_> [ddnet] maybe someones "skill" rating would be like an avg of the hardest maps theyve done 00:26 < bridge_> [ddnet] plus their best times idk 00:26 < bridge_> [ddnet] I mean accounts is maybe going to change, idk 00:26 < bridge_> [ddnet] still talked about on GitHub 00:27 < bridge_> [ddnet] that's just the osu system u realize lol 00:27 < bridge_> [ddnet] but it doesn't have to be weighted as heavy as osu 00:27 < bridge_> [ddnet] osu is sooo heavy. you do noob maps and it doesn't do anything to your pp. I'm suggesting that all maps always continue to raise your score, just less the more difficult maps you have beaten. 00:28 < bridge_> [ddnet] since it should be as you say, an average of your best times/clears 00:30 < bridge_> [ddnet] I mean, rank is already like this (with times) but it doesn't do anything to incentivize clearing harder maps, just easy to optimize maps 00:30 < bridge_> [ddnet] i guess that would be a good way but its basically impossible since theres no standardized rating for ddnet 00:30 < bridge_> [ddnet] that's also fixable 00:30 < bridge_> [ddnet] and i wouldnt say that since harder maps have less ranks so its easy to get rpts 00:31 < bridge_> [ddnet] and its alr broken in osu where maps only have 3 elements, gl fixing it in ddrace 00:31 < bridge_> [ddnet] that's true but you can still do more moderate maps faster and see the same results 00:31 < bridge_> [ddnet] it doesn't really matter where you get rank 1, just depends on how easy it was to take, until someone beats it 00:32 < bridge_> [ddnet] it's also bad because it's based on absolute positioning, 1-10 00:32 < bridge_> [ddnet] when it should not be this way, especially for solo where there are many close times 00:34 < bridge_> [ddnet] yeah the absolute position sucks 00:34 < bridge_> [ddnet] but what im saying is calculating someone's ddnet skill without seeing them play is very difficult 00:35 < bridge_> [ddnet] osu has the same issues 00:35 < bridge_> [ddnet] not possible to do it perfectly 00:35 < bridge_> [ddnet] not suggesting thag 00:35 < bridge_> [ddnet] that 00:35 < bridge_> [ddnet] just suggesting am improvement 00:35 < bridge_> [ddnet] sry I'm on mobile and ordering food so probably typos 00:35 < bridge_> [ddnet] someone can help me, i am working on a mod. i edited 2 files who give lovely effect (heart that fly above tee) then im trying to transform health to armor, the command work but he give health instead armor. the image is a part of code you can see "m_Type = POWERUP_ARMOR;" but that give heatlh 00:35 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838544335120629780/unknown.png 00:40 < bridge_> [ddnet] have u checked client side, if the client also gets it as armor 00:42 < bridge_> [ddnet] i think 00:42 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838545970458263592/2021-05-03_00-41-35.mp4 00:42 < bridge_> [ddnet] There is atleast a plan that more than one person agreed to in place now, so it's just finding someone to implement it 00:43 < bridge_> [ddnet] ok cool 00:43 < bridge_> [ddnet] Though I guess the safety of it kinda depends on @heinrich5991 getting QUIC in, so maybe it will take some time 😛 00:43 < bridge_> [ddnet] how would migration work? everyone would have to apply to convert a name to an account or would all accounts created from scratch stay that way? 00:44 < bridge_> [ddnet] my view on it: that discussion is so far away that it's not worth spending energy on 00:44 < bridge_> [ddnet] if you do want to spend energy on it, please head to github 00:44 < bridge_> [ddnet] your thoughts here will be forgotten 00:45 < bridge_> [ddnet] https://github.com/ddnet/ddnet/issues/3411 00:45 < bridge_> [ddnet] yeah just getting an implementation made would be nice for now 00:45 < bridge_> [ddnet] i'd say check if that code is really called in the server 00:45 < bridge_> [ddnet] i dont see why the client should bug around for no reason 00:45 < bridge_> [ddnet] if you want see by yourself, i dont see any errors 00:45 < bridge_> [ddnet] https://github.com/Nouaaaa/Block 00:45 < bridge_> [ddnet] people who advocate for accounts have nothing to contribute on GitHub. just that they would prefer accounts. asking a bunch of people to just say "I like the idea" in a github comment is imo just noise and pointless 00:46 < bridge_> [ddnet] That's why we don't ask for that, we asked for technical feedback 00:46 < bridge_> [ddnet] talking about it on discord is important because if there's no pressure to implement it, who would even take the time? 00:47 < bridge_> [ddnet] the more it's not talked about the more no one will care to code it :P 00:47 < bridge_> [ddnet] And ideas on contentious points like migration 00:47 < bridge_> [ddnet] how can i check that? 00:47 < bridge_> [ddnet] set breakpoint inside that function 00:47 < bridge_> [ddnet] in the screenshot 00:47 < bridge_> [ddnet] we talked about it for months or maybe years before that issue was created, no one did it 😛 00:48 < bridge_> [ddnet] It's just that none of us seem to have time to implement it for now 00:50 < bridge_> [ddnet] I'm still working on https://github.com/ddnet/ddnet/pull/3772 00:50 < bridge_> [ddnet] I still have some problems with the client 00:50 < bridge_> [ddnet] you can just do #3772 btw 00:50 < bridge_> [ddnet] https://github.com/ddnet/ddnet/pull/3772 00:51 < bridge_> [ddnet] currently, the client probes all four master server in a random order and takes the one with the smallest latency 00:51 < bridge_> [ddnet] maybe I should start a bounty for accounts ;D 00:51 < bridge_> [ddnet] the one with the smallest latency that also works 00:51 < bridge_> [ddnet] the problem I have with this is: what happens if one of them doesn't respond? 00:52 < bridge_> [ddnet] @lynn I wouldn't, this is one feature that is extremely contentious, with dozens of opinions around. You might not like the implementation we decide on, then you don't pay out the bounty then the guy gets mad. 00:52 < bridge_> [ddnet] I need some kind of timeout. but if I set it too strict, it will time out on legitimate connections, if I set it too coarse, it'll have a bad user experience if the first master that is probed times out 00:53 < bridge_> [ddnet] @heinrich5991 500ms max should be good enough for like everywhere no? 00:54 < bridge_> [ddnet] there would be very clear goals on the bounty, and it wouldn't cover all of the expectations after implementing the base of it 00:54 < bridge_> [ddnet] I get what you're saying 00:54 < bridge_> [ddnet] I think it can happen that the DNS response takes even longer tbh 00:54 < bridge_> [ddnet] @heinrich5991 Have we considered getting rid of this master1 master2 master3 master4 stuff and moving into the future? 😄 00:55 < bridge_> [ddnet] I want some redundnacy tbh 00:55 < bridge_> [ddnet] if you have a better solution for redundancy, go ahead 00:55 < bridge_> [ddnet] ok its fixed, i forgot to change "LoveEvent" to "ArmorEvent" lmao 00:56 < bridge_> [ddnet] 00:56 < bridge_> [ddnet] I was going to suggest one load balancing node where we could do things like geo-ip to give the best mirror 00:56 < bridge_> [ddnet] don't even need to do it with dns, we could do a 301 00:56 < bridge_> [ddnet] I'd like to avoid a single point of failure, one thing that can go down if cloudflare goes down, kicks us out, etc. 00:56 < bridge_> [ddnet] it's the thing that will make it impossible for players to play at all 00:57 < bridge_> [ddnet] Yeah, I noticed that too, the master%d scheme is more robust 00:57 < bridge_> [ddnet] Well if the dns response is taking more than 500ms the old system wouldn't have worked either 00:58 < bridge_> [ddnet] oh really? interesting 00:58 < bridge_> [ddnet] I mean it'd have to wait for the dns server to respond, if I remember the relevant part of the code 00:59 < bridge_> [ddnet] ah, it seems to simply wait DNS resolution out 01:00 < bridge_> [ddnet] anyway, interesting question about the UX though, maybe we can add a prettier loading indicator to fool the user 😛 01:01 < bridge_> [ddnet] anyway, that's good news, I don't need to think of something complicated 01:01 < bridge_> [ddnet] it's mostly a first launch issue anyway, the user won't be in the serverbrowser before I select the master I guess 01:04 < bridge_> [ddnet] @heinrich5991 well that's assuming they don't have an awful connection, if you assume that your initial issue isn't an issue at all :/ 01:06 < bridge_> [ddnet] I was thinking that I could choose a longer timeout on the basis that this is only bad UX on the first launch, and probably not even there, because the user will take a little time to get to the serverbrowser 01:07 < bridge_> [ddnet] e.g. 10s timeout 06:09 < bridge_> [ddnet] pro 06:11 < bridge_> [ddnet] but ugly 06:12 < bridge_> [ddnet] bcs i suck at designing buttons xd 06:13 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838629277796663346/color-slider_behaviors_range2x_4sMMTUwznSZFOc3x2HqUMh_1611634693000.png 06:13 < bridge_> [ddnet] copy one or something 06:14 < bridge_> [ddnet] they also ugly all xD 06:14 < bridge_> [ddnet] :justatest: 06:14 < bridge_> [ddnet] except the transparency effect 06:14 < bridge_> [ddnet] but too lazy too add that xd 06:14 < bridge_> [ddnet] we don't have transparency in skins tho 06:15 < bridge_> [ddnet] but in UI 06:15 < bridge_> [ddnet] ic 06:15 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838629753053380618/3aac188b4eb8871db63b9cda06d3768b.png 06:15 < bridge_> [ddnet] thats also the only one with it 06:15 < bridge_> [ddnet] circles in tw 06:15 < bridge_> [ddnet] thats impossible xd 06:15 < bridge_> [ddnet] make a rounded rect one then 06:16 < bridge_> [ddnet] yeah 06:16 < bridge_> [ddnet] should probs do that xd 06:17 < bridge_> [ddnet] but you need to make the bar thinner for a button that sticks out. don't know if that looks good in teeworlds 06:18 < bridge_> [ddnet] AnTee-Aliasing 06:18 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838630637501546516/unknown.png 06:19 < bridge_> [ddnet] :justatest: emm, i guess you should try making the bar thinner and get rid of the border 06:19 < bridge_> [ddnet] teeish or not it would probably be better than a border 06:20 < bridge_> [ddnet] Also why does Sat and lht has a dot but hue doesn't 06:21 < bridge_> [ddnet] not my fault xd 06:21 < bridge_> [ddnet] ikik, just saying. 06:22 < bridge_> [ddnet] teeworlds logics xxd 06:22 < bridge_> [ddnet] at least is it better than not having them aligned 06:22 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838631608915066900/unknown.png 06:22 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838631659406491698/unknown.png 06:23 < bridge_> [ddnet] that looks pretty good ngl 06:25 < bridge_> [ddnet] even thiner 06:25 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838632354125316126/unknown.png 06:26 < bridge_> [ddnet] cool 06:27 < bridge_> [ddnet] k i'll push it and if somebody asks, ur fault xd 06:27 < bridge_> [ddnet] :justatest: 06:27 < bridge_> [ddnet] let me save your original screenshot so I can have a chance of defending myself 06:30 < bridge_> [ddnet] xD 06:42 < bridge_> [ddnet] https://user-images.githubusercontent.com/6654924/116841844-b56d6e00-abda-11eb-8d04-50eb0b371991.png 06:42 < bridge_> [ddnet] color range was still wrong xd 06:42 < bridge_> [ddnet] now its fixed 07:10 < bridge_> [ddnet] chinese coders' nightmare. 07:10 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838643756852183042/unknown.png 07:12 < bridge_> [ddnet] what is it, i dont get it xd 07:13 < bridge_> [ddnet] chinese semicolon 07:13 < bridge_> [ddnet] ah xXD 07:13 < bridge_> [ddnet] i keep forget to turn my IME off 07:14 < bridge_> [ddnet] why are there even two versions xD 07:14 < bridge_> [ddnet] i guess our is blocky 07:16 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838645060148527154/unknown.png 07:16 < bridge_> [ddnet] there are no spaces in both 07:17 < bridge_> [ddnet] ah 07:42 < bridge_> [ddnet] border is better, easier to see 07:43 < bridge_> [ddnet] when the position is 0 or 100% its incredibly hard to see 07:43 < bridge_> [ddnet] when the position is 0 or 100% without a border its incredibly hard to see 07:51 < bridge_> [ddnet] :justatest: 07:53 < bridge_> [ddnet] That's pretty good 08:12 < bridge_> [ddnet] bugged team state gives you white ninja 08:12 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838659371864424448/unknown.png 08:13 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838659394371059722/unknown.png 08:16 < bridge_> [ddnet] so you prefer like dis @lynn ? 08:16 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838660181171634196/unknown.png 08:18 < bridge_> [ddnet] that's a bit better but why so thin? it should at least stand out in the UI (make the border color something other than black) 08:18 < bridge_> [ddnet] it blocks other colors then 08:18 < bridge_> [ddnet] transparent border 08:18 < bridge_> [ddnet] :justatest: 08:18 < bridge_> [ddnet] what? the border already blocks the colors 08:19 < bridge_> [ddnet] if you mean the base, then yeah just transparent 08:19 < bridge_> [ddnet] you wanted border xd 08:19 < bridge_> [ddnet] do we really need bar's border tho 08:20 < bridge_> [ddnet] I don't think blocking the other colors will be an issue, if you want a neighboring color the border/slide size will always block it by some amount 08:20 < bridge_> [ddnet] so no border for the bar 08:20 < bridge_> [ddnet] but for the whole color bar? 08:20 < bridge_> [ddnet] or what is bar 08:20 < bridge_> [ddnet] bar = picker? 08:20 < bridge_> [ddnet] bar = the thicc horizontal colorful rect. 08:21 < bridge_> [ddnet] that is under the button. which is what i've been calling it. 08:21 < bridge_> [ddnet] the slide line should be at least 32px imo, transparent with a lighter border (probably white) 08:22 < bridge_> [ddnet] then you could see it 08:22 < bridge_> [ddnet] white is evil 08:22 < bridge_> [ddnet] i think teeworlds uses transparent black all over 08:22 < bridge_> [ddnet] also depends on ur background color anyway 08:22 < bridge_> [ddnet] all backgrounds are darkened 08:22 < bridge_> [ddnet] no matter what color you pick 08:23 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838661936173285396/unknown.png 08:23 < bridge_> [ddnet] :justatest: 08:24 < bridge_> [ddnet] maybe just make it wider and fill with the active color if it has to be black 08:24 < bridge_> [ddnet] that would still have more contrast with white btw, that screenshot 08:25 < bridge_> [ddnet] so u want border for the bar 08:25 < bridge_> [ddnet] or just for the picker 08:25 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838662545907646474/unknown.png 08:25 < bridge_> [ddnet] awesome 08:25 < bridge_> [ddnet] thicker picker? 08:25 < bridge_> [ddnet] much better 08:26 < bridge_> [ddnet] sry just I get in trouble at work if things are not contrast appropriate xD 08:26 < bridge_> [ddnet] can't border be transparent tho? 08:26 < bridge_> [ddnet] been doin this shit for a year straight 08:26 < bridge_> [ddnet] what border 08:26 < bridge_> [ddnet] that would be ugly af 08:26 < bridge_> [ddnet] actually you know what 08:27 < bridge_> [ddnet] can't the pure black be a little bit transparent 08:27 < bridge_> [ddnet] ok 08:27 < bridge_> [ddnet] give me a number between 0.0 and 1.0 08:27 < bridge_> [ddnet] u only have 1 try xd 08:27 < bridge_> [ddnet] :justatest: 08:28 < bridge_> [ddnet] 0.7 opacity 08:28 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838663374782201896/unknown.png 08:28 < bridge_> [ddnet] 0.7 08:28 < bridge_> [ddnet] the entire bar should have a border bte 08:29 < bridge_> [ddnet] i had a border 08:29 < bridge_> [ddnet] because on the left there is a border 08:29 < bridge_> [ddnet] but teeworlds has transparent in 0.25 steps all over 08:29 < bridge_> [ddnet] bar should have no border said freddie 08:29 < bridge_> [ddnet] Freddie is insane 08:29 < bridge_> [ddnet] 0.75 looks pretty much same 08:29 < bridge_> [ddnet] 0.5 looks bad xd 08:29 < bridge_> [ddnet] :justatest: rq 08:30 < bridge_> [ddnet] consistent design standards. if the left color has border, so do the bars. 08:30 < bridge_> [ddnet] idk just makes sense to me 08:30 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838663835430813766/unknown.png 08:30 < bridge_> [ddnet] border 08:31 < bridge_> [ddnet] looks good, but maybe the border of the slide lines should be inset in the outer border? 08:31 < bridge_> [ddnet] not sure how that would look but this looks good 08:31 < bridge_> [ddnet] :feelsbadman: 08:31 < bridge_> [ddnet] ts freddie is sad tho 08:31 < bridge_> [ddnet] sorry I hurt your feelings 08:31 < bridge_> [ddnet] can I checkout the branch and try something 08:32 < bridge_> [ddnet] if you want to use that border width though I could recommend thinning the selected color border on the left to match. 08:32 < bridge_> [ddnet] overlapping borders 08:32 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838664335718481930/unknown.png 08:32 < bridge_> [ddnet] and if there are other border controls elsewhere those should also match 08:33 < bridge_> [ddnet] what other 08:33 < bridge_> [ddnet] @TsFreddie sure u can 08:33 < bridge_> [ddnet] want me to push the current change? 08:33 < bridge_> [ddnet] is the outside less rounded than the inside? it's hard to tell but it sorta looks like that 08:33 < bridge_> [ddnet] I think this tho 08:33 < bridge_> [ddnet] the picker should be same 08:33 < bridge_> [ddnet] the color range has no border 08:34 < bridge_> [ddnet] round 08:34 < bridge_> [ddnet] but the color range border has a round border xd 08:35 < bridge_> [ddnet] so thicker border needs more rounding ok 08:35 < bridge_> [ddnet] try ~5000 08:35 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838665016726650950/unknown.png 08:35 < bridge_> [ddnet] it looks like in that screenshot that the outside of the slide line is less round than the inside 08:35 < bridge_> [ddnet] better I think? 08:35 < bridge_> [ddnet] bcs the outer needs a bigger rounding radius to match 08:35 < bridge_> [ddnet] ahhh 08:35 < bridge_> [ddnet] what toolkit does this? 08:36 < bridge_> [ddnet] teeworlds 2007 toolkit 08:36 < bridge_> [ddnet] ahh 08:36 < bridge_> [ddnet] that makes sense rhoy 08:36 < bridge_> [ddnet] teeworlds does think brokenly 08:36 < bridge_> [ddnet] tho 08:36 < bridge_> [ddnet] things* 08:36 < bridge_> [ddnet] I g2g for now but ye the weird px difference is the only thing 08:36 < bridge_> [ddnet] looks p good tho 08:37 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838665489424056350/unknown.png 08:37 < bridge_> [ddnet] now radius should match xd 08:37 < bridge_> [ddnet] @TsFreddie 08:38 < bridge_> [ddnet] emm 08:38 < bridge_> [ddnet] sure i guess? 08:38 < bridge_> [ddnet] ok 08:38 < bridge_> [ddnet] done 08:38 < bridge_> [ddnet] i already checked out the branch and see if i can make it a little bit less blacky 08:44 < bridge_> [ddnet] ok i'm dumb 08:45 < bridge_> [ddnet] teeworlds never uses 0,0,0 it was always 1,1,1. 08:45 < bridge_> [ddnet] everything is white yeah 08:45 < bridge_> [ddnet] evil 08:45 < bridge_> [ddnet] xd 08:54 < bridge_> [ddnet] nope, listbox's background is black 08:55 < bridge_> [ddnet] yeah 09:09 < bridge_> [ddnet] There is a bug with "/ Swap" that when you change with someone all the switches are reset, all the doors are closed and because of this we are left with fewer chances to survive and we die ... I don't think you can give a reward because We lost 180 minutes of racing for this bug but I will still ask, is there a possibility of rewarding this? 09:10 < bridge_> [ddnet] was it duo? 09:10 < bridge_> [ddnet] not duo 09:10 < bridge_> [ddnet] have u tried /save /load 09:10 < bridge_> [ddnet] maybe its not buggy for all 09:11 < bridge_> [ddnet] no, cuz we still have chances for go to other way but harder 09:11 < bridge_> [ddnet] so we try it 09:11 < bridge_> [ddnet] and fail 09:14 < bridge_> [ddnet] is indeed buggy 09:15 < bridge_> [ddnet] @deen why isnt swap just actually implemented like timeout 09:15 < bridge_> [ddnet] then these things wouldnt happen i guess 09:17 < bridge_> [ddnet] @deen ^ 09:17 < bridge_> [ddnet] why isnt swap just actually implemented like timeout 09:24 < bridge_> [ddnet] then it also wouldnt swap weak with the player 09:32 < bridge_> [ddnet] ./r reset switches too, in some cases you can fail cuz this 09:32 < bridge_> [ddnet] good to know, but /r isnt as relevant probably 09:32 < bridge_> [ddnet] swap happens during actual runs 09:32 < bridge_> [ddnet] yeah 09:33 < bridge_> [ddnet] but i hope can fix too 09:33 < bridge_> [ddnet] cuz already happens to me and lost hours of playing 09:40 < bridge_> [ddnet] @Jupstar ✪ i don't know 10:02 < bridge_> [ddnet] I can't 10:02 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838686844949364756/unknown.png 10:03 < bridge_> [ddnet] what did you do, set more transparency? 😄 10:04 < bridge_> [ddnet] i tried to slice the slider border into three parts where top and bottom matches the rail border and a middle part that does `ColorRGBA{pColorInner->r * 0.5f, pColorInner->g * 0.5f, pColorInner->b * 0.5f, 1.0f}` 10:05 < bridge_> [ddnet] also copied alphas from other parts of teeworlds like listbox and buttons but that didn't matter too much. 10:06 < bridge_> [ddnet] :nouis: why do i even care tho. pure black works i guess. 10:31 < bridge_> [ddnet] Do we have luminance calculation lying around somewhere? 10:31 < bridge_> [ddnet] for what isntance? 10:32 < bridge_> [ddnet] transparent border has way too much contrast around blue and a little bit less contrast around yellow 10:32 < bridge_> [ddnet] i'm doing this currently ``` 10:32 < bridge_> [ddnet] float Lumen = mix(0.5f, 0.8f, 1.0f - (0.2126f * pColorInner->r + 0.7152f * pColorInner->g + 0.0722f * pColorInner->b)); 10:32 < bridge_> [ddnet] float Alpha = clamp((pColorInner->a - 0.5f) / 0.5f, 0.0f, 1.0f); 10:32 < bridge_> [ddnet] RenderTools()->DrawUIRect(&Slider, ColorRGBA{pColorInner->r * Lumen, pColorInner->g * Lumen, pColorInner->b * Lumen, Alpha}, 0, 0); 10:32 < bridge_> [ddnet] ``` 10:33 < bridge_> [ddnet] I dropped a comment on your pr, but I'll say it here too. I don't think reintroducing the sliders is the best idea 10:33 < bridge_> [ddnet] i answered already 10:34 < bridge_> [ddnet] @TsFreddie i dunno, but isnt that happening on the GPu anyway 10:34 < bridge_> [ddnet] are you thinking about gamma or something 10:34 < bridge_> [ddnet] i'm not submitting anything either, i'm just having fun 10:34 < bridge_> [ddnet] yeah its ok 10:34 < bridge_> [ddnet] @Jupstar ✪ it sure looks pretty but there will be dozens of them in settings 10:34 < bridge_> [ddnet] i just dont understand what you hope to get with that calculation 😄 10:35 < bridge_> [ddnet] nono, i am for 2 color pickers 10:35 < bridge_> [ddnet] this one has a special use case 10:35 < bridge_> [ddnet] clamped HSL 10:35 < bridge_> [ddnet] the others are easier to use 10:35 < bridge_> [ddnet] eeeeeeeeeeeeeeeeeeeeeh 😄 10:36 < bridge_> [ddnet] u cannot clamp light in these easy to use color pickers 10:36 < bridge_> [ddnet] see all implementations of gimp, the triangle and the default are best 10:36 < bridge_> [ddnet] and both wouldnt work with clamped light 10:38 < bridge_> [ddnet] Well as long as you have one grid and one slider you can access any hsl value. Leave the L to the slider and you can clamp it however you want 10:38 < bridge_> [ddnet] HSL is just a double hexcone, we can slice it however we want 10:39 < bridge_> [ddnet] don't know if the difference is obvious 10:39 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838696200605663232/unknown.png 10:39 < bridge_> [ddnet] so you'd prefer to add all colors + saturation into the picker? 10:39 < bridge_> [ddnet] iirc photoshop puts H on the slider, even then you can clamp the L 10:39 < bridge_> [ddnet] well just show me an example, i cannot even imagine it tbh 10:40 < bridge_> [ddnet] blows my mind to have so many colors on the grid xd 10:40 < bridge_> [ddnet] i see a difference yeah, you only wanted it for the picker? 10:41 < bridge_> [ddnet] H and S on the picker (a circle would work well) L on the slider is what I'd do 10:41 < bridge_> [ddnet] so i asked if we had that already 10:41 < bridge_> [ddnet] but the current one has S and V on the grid (square) and H on the slider. Why do you think we can't clamp the L like this? 10:41 < bridge_> [ddnet] i saw a HSL circle but doesnt look as good as the triangle circle thing or the default in gimp 10:42 < bridge_> [ddnet] bcs saturation depends on the light inside the grid? 10:42 < bridge_> [ddnet] uh? I mean there is two axes to the grid, one is L one is S. Each point has a unique S and L value 10:43 < bridge_> [ddnet] mh ok 10:44 < bridge_> [ddnet] Actually gimp seems to have exactly what I said 10:44 < bridge_> [ddnet] thought 0.5 light or smth is the default so wasnt sure, thought HSL just uses other notation 10:44 < bridge_> [ddnet] Ah, you can change what kind of picker gimp uses 10:44 < bridge_> [ddnet] yeah 10:45 < bridge_> [ddnet] On the grid one, I think the one with an H slider looks the nicest, which is what we have right now (though V instead of L, which I don't remember why the russian lad did) 10:45 < bridge_> [ddnet] well probs im wrong then 10:45 < bridge_> [ddnet] i thought hsv just "fixes" the brightness stuff with HSl 10:45 < bridge_> [ddnet] L on the slider has this issue, yeah looks ugly 10:46 < bridge_> [ddnet] okay my color theory isn't great, what was the issue with brightness in HSL? 10:47 < bridge_> [ddnet] not an issue by math 10:47 < bridge_> [ddnet] more for representation 10:47 < bridge_> [ddnet] bcs L = 1 is white 10:48 < bridge_> [ddnet] I might have used HSL for too long for that to feel wrong to me 😛 10:48 < bridge_> [ddnet] i never did a color picker before xd 10:48 < bridge_> [ddnet] It makes perfect sense that a color with full "lighting" is white 10:48 < bridge_> [freenode] Can anyone recommend a computer algebra system with a unixy feel? I want to write programs in ASCII and run it on the cmdline, would be a plus if I could copy paste matrices from python with minimal adjustments 10:49 < bridge_> [ddnet] well or like HSV does it just full color? 10:49 < bridge_> [ddnet] 10:49 < bridge_> [ddnet] like shrinking the colors to black 10:49 < bridge_> [ddnet] cant descripe better xD 10:49 < bridge_> [ddnet] both make sense, else they wouldnt work 10:50 < bridge_> [ddnet] i just cannot imagine HSL in a real grid 10:50 < bridge_> [ddnet] but as said 10:50 < bridge_> [ddnet] They represent the exact same color space, the only difference as far as I'm aware is that HSV puts white on the same plane as CMYRGB so you don't get a band of white up top 10:50 < bridge_> [ddnet] i'm noob with color pickers 10:50 < bridge_> [ddnet] timakro: computer algebra system? 10:51 < bridge_> [ddnet] just wondering why there isnt a good HSL picker, except maybe a circle 10:51 < bridge_> [ddnet] http://www.workwithcolor.com/hsl-color-picker-01.htm 10:51 < bridge_> [ddnet] this is basically the best i found 10:51 < bridge_> [ddnet] thats also how i imagine HSL 10:52 < bridge_> [ddnet] @Jupstar ✪ well there isn't really a pretty color picker for RGB either 10:52 < bridge_> [ddnet] yes 10:52 < bridge_> [ddnet] personally i think the gimp triangle one is best 10:52 < bridge_> [freenode] @Learath2: Simplify equations, solve systems of linear equations etc 10:52 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838699609437634561/unknown.png 10:53 < bridge_> [ddnet] u directly see all combinations 10:53 < bridge_> [ddnet] HS(L/V) due to it's mathematical nature is a dual hexcone/hexcone. Makes sense to put it into a wheel 10:54 < bridge_> [ddnet] but clamping the light would result in a cut triangle, wouldnt it? xD 10:54 < bridge_> [ddnet] i just cannot imagine it for HSL directly tbh 10:54 < bridge_> [ddnet] thats my only problem 10:54 < bridge_> [ddnet] maybe it works 10:54 < bridge_> [ddnet] but i wouldnt have a starting point 10:54 < bridge_> [ddnet] A triangle wouldn't work for HSL indeed, you'd get a diamond 10:56 < bridge_> [ddnet] @Learath2 so u wanna give the pr a try?, then i'll close it 10:56 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838700584545943562/unknown.png 10:56 < bridge_> [ddnet] NOOOO don't 😄 10:56 < bridge_> [ddnet] I really don't think I'll ever get to it 10:57 < bridge_> [ddnet] @Jupstar ✪ you won't get a cut triangle if you clamp the V btw 10:57 < bridge_> [ddnet] yeah i thought about it 10:57 < bridge_> [ddnet] but its clamping V isnt it 10:57 < bridge_> [ddnet] is that the same as clamping L 10:57 < bridge_> [ddnet] is there no side effect? 10:57 < bridge_> [ddnet] my brain cant handle this tbh xD 10:58 < bridge_> [ddnet] The black corner of the triangle will be lighter is all, but that is in HSV 10:58 < bridge_> [ddnet] in HSL you can't use this kind of picker as it just will look odd to put the L on the height of the triangle, since it goes from black to full color to white 10:59 < bridge_> [ddnet] but does the example of freddie have the exact same color range as HSL with clamped light? 10:59 < bridge_> [ddnet] if yes, then fine, isnt it 😄 10:59 < bridge_> [ddnet] Well @TsFreddie's example looks full range but you can easily clamp it 11:00 < bridge_> [ddnet] 🤔 wdym full range 11:00 < bridge_> [ddnet] isnt it more than full range somehow? xd 11:00 < bridge_> [ddnet] its darker than tw skins 11:00 < bridge_> [ddnet] tw skins are only "full" color to white 11:00 < bridge_> [ddnet] the dark part missing 11:01 < bridge_> [ddnet] Hm actually I'm not completely sure what kind of picker this is, where is the black? 11:01 < bridge_> [ddnet] I clamped it 11:01 < bridge_> [ddnet] its just halfed 11:01 < bridge_> [ddnet] ye 11:01 < bridge_> [ddnet] but its hsv 11:01 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838701831056130048/unknown.png 11:01 < bridge_> [ddnet] Ah, yeah then it's correct 11:01 < bridge_> [ddnet] but tw color wouldnt allow such dark greens 11:02 < bridge_> [ddnet] would it? 11:02 < bridge_> [ddnet] no looks like HSL, the top is white the bottom is black the middle is grey 11:02 < bridge_> [ddnet] i dunno xd 11:03 < bridge_> [ddnet] looks more like 1 = full color, 0 = black 11:03 < bridge_> [ddnet] which is V 11:03 < bridge_> [ddnet] anyway mapping between color spaces can really fry your brain, especially before breakfast, so we should let the guy tell us what it is 😄 11:03 < bridge_> [ddnet] anyway, this discussion is useless for me, i really dont understand it. my brain says its not directly compatible, else there would be better HSL pickers 11:03 < bridge_> [ddnet] the middle looks full color to me in that example 11:04 < bridge_> [ddnet] thought on the right are full colors 11:04 < bridge_> [ddnet] and then top right would be 11:04 < bridge_> [ddnet] (on the right slider) 11:05 < bridge_> [ddnet] @Jupstar ✪ I don't quite get what you mean by there would be better pickers. Think of it more abstractly at the end of the day we just have 3 axes all between 0 and 1 and we want to pick a 3-tuple, a point 11:05 < bridge_> [ddnet] With the wheel and the triangle, the H goes around the wheel, the V is the height of the triangle, the S is the base 11:05 < bridge_> [ddnet] i understand that 11:06 < bridge_> [ddnet] but that doesnt mean HSL works like that does it 11:06 < bridge_> [ddnet] With this kind of square grid and slider you have S and L on the grid and H on the slider. Now from what value to what value the grids axes go is all up to you 11:06 < bridge_> [ddnet] it has smth like a mid achsis 11:06 < bridge_> [ddnet] that breaks everything 11:06 < bridge_> [ddnet] it doesn't break everything, it just makes the grid look less pretty with full color being in the middle 11:06 < bridge_> [ddnet] well if somebody wants to implement it, i'd be glad 11:07 < bridge_> [ddnet] yeah 11:07 < bridge_> [ddnet] true 11:07 < bridge_> [ddnet] the slider would just be the light 11:07 < bridge_> [ddnet] would probably work 11:08 < bridge_> [ddnet] Anyway, my point is with any kind of picker you can reach all possible 3-tuples so you can get any HSV, HSL, RGB, CMY, LCh 11:08 < bridge_> [ddnet] i think it would just look worse, true 11:08 < bridge_> [ddnet] Slider being light looks ugly, I checked in gimp just now 11:08 < bridge_> [ddnet] "more" useless 11:08 < bridge_> [ddnet] 😄 11:09 < bridge_> [ddnet] Slider has to be H IMO, like in tsfreddies example and it seems to be the default in both photoshop and gimp 11:09 < bridge_> [ddnet] would have thought slider should be L, bcs then we dont have the troublke with middle achsis 11:09 < bridge_> [ddnet] wouldnt look so confusion 11:10 < bridge_> [ddnet] wouldnt look so confusing 11:10 < bridge_> [ddnet] like drawing a circle as a plane 11:10 < bridge_> [ddnet] 👀 11:10 < bridge_> [ddnet] (well technically the circle is a lie too :D, it's supposed to be a hexcone not a cone, so completely accurately represented it'd be a hexagon) 11:11 < bridge_> [ddnet] yeah true 11:11 < bridge_> [ddnet] lets just implement it 3d 11:11 < bridge_> [ddnet] 😄 11:11 < bridge_> [ddnet] solves everything 11:11 < bridge_> [ddnet] https://upload.wikimedia.org/wikipedia/commons/b/b3/HSL_color_solid_dblcone_chroma_gray.png 11:11 < bridge_> [ddnet] While at it let's not bother with the whole orienting and stretching and just let the users pick a color in the rgb cube directly 11:11 < bridge_> [ddnet] pick ur color 11:12 < bridge_> [ddnet] I wonder who actually uses LCh 11:12 < bridge_> [ddnet] isnt that basically hsl xd 11:13 < bridge_> [ddnet] Close but Chroma is like the weird cousin of Saturation 11:13 < bridge_> [ddnet] ah ok 11:13 < bridge_> [ddnet] https://upload.wikimedia.org/wikipedia/commons/thumb/6/6b/HSL_color_solid_cylinder_saturation_gray.png/1024px-HSL_color_solid_cylinder_saturation_gray.png 11:14 < bridge_> [ddnet] almost looks like Hcl is more optimized xD 11:14 < bridge_> [ddnet] it wastes less 3d space xxD 11:15 < bridge_> [ddnet] apparently luma and chroma are supposed to be more akin to how humans perceive colors 11:16 < bridge_> [ddnet] so you can do things like discard colors with low luma high chroma in compression and lose less perceived color 11:16 < bridge_> [ddnet] so anyway, u'd you go with HSL picker completly or what? 11:17 < bridge_> [ddnet] Y'CbCr picker when? 11:17 < bridge_> [ddnet] in a grid we'd have one achsis only grey, and the other the full color range, if we want it easy xd 11:17 < bridge_> [ddnet] or put L into the grid, but thats too confusing for me 11:17 < bridge_> [ddnet] i mean i can imagine it 11:18 < bridge_> [ddnet] but the colors are in the mid then 11:18 < bridge_> [ddnet] for non clamped 11:18 < bridge_> [ddnet] really? did you just draw it to check it out? it doesn't look very confusing it's still point and click you know 11:18 < bridge_> [ddnet] it's just that full color is the middle line 11:18 < bridge_> [ddnet] yeah 11:18 < bridge_> [ddnet] but HSV is litteraly just move ur cursor top right 11:19 < bridge_> [ddnet] I guess that's why the russian lad used HSV in his grid 11:19 < bridge_> [ddnet] anyway, if you do HSV and want to clamp the L then it gets weird 😄 11:19 < bridge_> [ddnet] yeah 11:19 < bridge_> [ddnet] Actually you know what, luckily enough we only clamp the dark side 11:19 < bridge_> [ddnet] You can actually clamp without it looking weird 11:20 < bridge_> [ddnet] Just need to map the L value we clamp to to the V value and start the dark part from that 11:20 < bridge_> [ddnet] If we were clamping the top side we'd be in a world of trouble 11:21 < bridge_> [ddnet] https://developer.mozilla.org/de/docs/Web/CSS/CSS_Colors/Color_picker_tool 11:22 < bridge_> [ddnet] this is what it would be 11:22 < bridge_> [ddnet] just clamp the down half then 11:23 < bridge_> [ddnet] I think this would be fine too but it might be easier for the users to just click top right for full color and that's what they would be used to from photo editing software 11:23 < bridge_> [ddnet] yeah 11:24 < bridge_> [ddnet] ok, no 11:24 < bridge_> [ddnet] so if somebody wants todo that, i'm fine with that, but i cant imagine it as HSL 11:24 < bridge_> [ddnet] as HSV* 11:24 < bridge_> [ddnet] Okay how about this, I'll try to take a quick look tonight and clamp the selector we currently have. I think it should be fairly simple to clamp the minimum of the V 11:24 < bridge_> [ddnet] can we talk about clamping? 11:24 < bridge_> [ddnet] Sure we can, but I'll start preparing breakfast so slower responses 😛 11:25 < bridge_> [ddnet] if you technically "clamp" every points on a "grid"/"plane", there should be a block of colors that is the same right. so we were talking about mapping right? 11:25 < bridge_> [ddnet] Yes, we are indeed stretching the space, not clamping per se 11:27 < bridge_> [ddnet] so the picker we had has V in the Y axis. 11:27 < bridge_> [ddnet] @Jupstar ✪ was right 11:28 < bridge_> [ddnet] you can't stretch a HSV picker 11:28 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838708489928310804/unknown.png 11:28 < bridge_> [ddnet] Just because you can't doesn't mean it can't be done 😛 11:29 < bridge_> [ddnet] 🤔 i guess i mean stretch it vertically 11:29 < bridge_> [ddnet] i bet in the end we have smth like this, bcs the color ranges are just translated like this xd 11:29 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838708817357307904/unknown.png 11:31 < bridge_> [ddnet] I'm not sure why you think it's not possible, just take a picture of the grid, cut it off at the darkest V you want to allow, then restretch it until it fits in the same shape 11:32 < bridge_> [ddnet] (I mean if you want to just convince yourself) 11:33 < bridge_> [ddnet] 👀 btw the picker we have just has a black gradient on top of a saturation gradient. 11:33 < bridge_> [ddnet] now how our picker currently works idk, I didn't really review it iirc 11:33 < bridge_> [ddnet] nobody did 11:33 < bridge_> [ddnet] it was just there xd 11:34 < bridge_> [ddnet] I just know mathematically it atleast makes enough sense to stretch it that my brain hasn't raised any red flags yet 11:34 < bridge_> [ddnet] it was a saturation gradient, overlayed by a black to transparent gradient that simulates 1-V 11:34 < bridge_> [ddnet] i agree that it is somehow possible 11:34 < bridge_> [ddnet] (though it is before breakfast so it is possible my brain just doesn't feel like flags yet) 11:35 < bridge_> [ddnet] but i assume we end up having saturation against the light at the end in HSV, bcs that would make sense if we take both extreme points of S=0 and L=1 11:35 < bridge_> [ddnet] The part I'd probably have trouble with is rendering the continuous grid. Does opengl have something for this? 11:35 < bridge_> [ddnet] yeah S=0 is some mid lighted grey and L=1 is ofc white 11:36 < bridge_> [ddnet] so more of a triangle 11:36 < bridge_> [ddnet] xd 11:36 < bridge_> [ddnet] i forgot to have lunch 11:36 < bridge_> [ddnet] nice 11:37 < bridge_> [ddnet] Here is what the gimp one looks like at constant H 11:37 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838710884905254952/Screenshot_2021-05-03_at_11.37.16.png 11:38 < bridge_> [ddnet] V is the y axis, S is the x axis 11:38 < bridge_> [ddnet] I wish I could have HSL in gimp... 11:39 < bridge_> [ddnet] anyway, if I could the top would be white like the bottom being black 11:39 < bridge_> [ddnet] i mean u strech L = 0, so that L = 0 is the color, but then u want normal S, so it defs is just some streching, but at the end what do you get? a half HSL picker probably xD 11:39 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838711409113301002/unknown.png 11:39 < bridge_> [ddnet] this one? 11:39 < bridge_> [ddnet] bcs only that makes sense doesnt it 11:40 < bridge_> [ddnet] that is pure HSL isnt it? 11:40 < bridge_> [ddnet] that plus a slider for sautration 11:40 < bridge_> [ddnet] ye. 11:40 < bridge_> [ddnet] look at my triangle 11:41 < bridge_> [ddnet] and look at this 11:41 < bridge_> [ddnet] https://developer.mozilla.org/de/docs/Web/CSS/CSS_Colors/Color_picker_tool 11:41 < bridge_> [ddnet] half clamped 11:41 < bridge_> [ddnet] its like a streched triangle xd 11:41 < bridge_> [ddnet] Okay I actually took out a notebook and it doesn't work out, yeah so we can't have a HSV grid and clamp L without getting a misshapen abomination 11:41 < bridge_> [ddnet] so you can have S=1 and L=1 ofc 11:42 < bridge_> [ddnet] :feelsbadman: 11:42 < bridge_> [ddnet] so yeah 11:42 < bridge_> [ddnet] we go 3d 11:42 < bridge_> [ddnet] teeworlds 3d engine 11:42 < bridge_> [ddnet] for color picking 11:43 < bridge_> [ddnet] still better than 2 color pickers XD 11:43 < bridge_> [ddnet] or an ugly one 11:45 < bridge_> [ddnet] or we go 4d and add alpha too 11:45 < bridge_> [ddnet] not even a triangle, technically you get an exponential curve 11:49 < bridge_> [ddnet] stretched triangle, probably not it. 11:50 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838713994000859166/unknown.png 11:50 < bridge_> [ddnet] scratch that, i rotated it wrong 11:53 < bridge_> [ddnet] Okay actually now that I drew it it feels possible again 11:54 < bridge_> [ddnet] The remaining part of the grid is still atleast a trapezoid 11:54 < bridge_> [ddnet] Just need to stretch it by a non constant factor and it'll hopefully work 😛 11:54 < bridge_> [ddnet] triangle 11:54 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838715176521170954/unknown.png 11:54 < bridge_> [ddnet] lol 11:54 < bridge_> [ddnet] where are you testing this stuff? 11:54 < bridge_> [ddnet] editor 11:55 < bridge_> [ddnet] i'm just changing the editor's color picker 11:57 < bridge_> [ddnet] Here is what constant l looks like on the HSV plane 11:57 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838715758849687592/Screenshot_2021-05-03_at_11.56.38.png 11:57 < bridge_> [ddnet] ok. why don't we just get a shader that does hsl to rgb conversion in fragment 11:57 < bridge_> [ddnet] I'm slowly starving to death trying to figure this out 😛 11:58 < bridge_> [ddnet] it's 5:57pm i still haven't had lunch 11:58 < bridge_> [ddnet] I never have lunch anymore, 2 meals work just fine for me 11:58 < bridge_> [ddnet] oh i don't have breakfast 11:58 < bridge_> [ddnet] :justatest: that's the problem 11:59 < bridge_> [ddnet] ah 😄 11:59 < bridge_> [ddnet] that I can't skip or the turkish police will take my passport 11:59 < bridge_> [ddnet] i eat 5 times a day 12:02 < bridge_> [ddnet] but like if we just get two shaders (one hsv, one clamped hsl), we then have the pixel coordinate which is basically the axis S and L/V, and we just calculate the fragment color, and do it the same in CPU for the actual value, and stop trying to figure out a gradient or a texture that stretches to fit both pickers. 12:04 < bridge_> [ddnet] I just turned by bread into charcoal.... 12:04 < bridge_> [ddnet] 👀 12:04 < bridge_> [ddnet] i'm ordering delivery 12:04 < bridge_> [ddnet] god that smells awful, the shader stuff you'll have to ask @Jupstar ✪ I'm not very good with the gfx part 12:06 < bridge_> [ddnet] yeah lets finally ban gl 1.x 12:06 < bridge_> [ddnet] and do crazy math on the GPU 12:07 < bridge_> [ddnet] +1 from me 12:07 < bridge_> [ddnet] yeah, I'd have guessed that too 😛 12:07 < bridge_> [ddnet] but yeah in theory everything that is math can be done on the GPu ofc 12:07 < bridge_> [ddnet] We can't do non crazy math on all our target machines, I guess that's very much out of the question 12:07 < bridge_> [ddnet] u even have conditions on GPUs, even at core language 12:08 < bridge_> [ddnet] so realtivly powerful 12:08 < bridge_> [ddnet] u just dont have any memory state 12:08 < bridge_> [ddnet] else it would be as good as a CPU 12:08 < bridge_> [ddnet] just very slow 12:09 < bridge_> [ddnet] no more shaders for you until you figure out how we can render a 15 year old 2d game on all machines 12:09 < bridge_> [ddnet] u need jump, a memory, and a if condition 12:09 < bridge_> [ddnet] then u can do everything 😄 12:09 < bridge_> [ddnet] 👀 well filling a small texture and stretch it to have an approximation might be OK for normies 12:10 < bridge_> [ddnet] scratch that, let's "scale" it, i hate the word "stretching" now 12:11 < bridge_> [ddnet] I think I have the math down now (at the cost of equivalent exchange from bread to charcoal). I'll try it tonight 😛 12:11 < bridge_> [ddnet] what are you gonna do 👀 12:11 < bridge_> [ddnet] @Jupstar ✪ you were right, the issue is in all the tools that resave maps ^^ 12:11 < bridge_> [ddnet] As I said just need to stretch the degenerate trapezoid back into a square 12:12 < bridge_> [ddnet] 👀 but how would you do it in teeworlds tho 12:12 < bridge_> [ddnet] Well just need to solve for S 12:13 < bridge_> [ddnet] yeah 12:13 < bridge_> [ddnet] I think (tm) again I'm starving here 12:13 < bridge_> [ddnet] i thought about that too 12:13 < bridge_> [ddnet] i think that could work 12:13 < bridge_> [ddnet] but isnt that basically a new color picker xd 12:13 < bridge_> [ddnet] atleast from look 12:13 < bridge_> [ddnet] Same color picker but the grid would be non linear 12:14 < bridge_> [ddnet] I mean the user doesn't give a shit that I preserve the linearity of the grid, they just want full color top right and point and click for the rest, no? 12:14 < bridge_> [ddnet] https://upload.wikimedia.org/wikipedia/commons/thumb/0/05/RGB_Cube_Show_lowgamma_cutout_a.png/1024px-RGB_Cube_Show_lowgamma_cutout_a.png 12:14 < bridge_> [ddnet] but we are not using a grid or texture or anything that has pixel values for color picker currently tho 12:15 < bridge_> [ddnet] 8 bit per color, so 256 of these small blocks 12:15 < bridge_> [ddnet] rendered 3d 12:15 < bridge_> [ddnet] 😄 12:15 < bridge_> [ddnet] its like a minigame 12:15 < bridge_> [ddnet] 256^3 ofc 12:15 < bridge_> [ddnet] @TsFreddie let me take a look 12:15 < bridge_> [ddnet] but would be funny probably 12:15 < bridge_> [ddnet] 👀 12:16 < bridge_> [ddnet] @TsFreddie when RGB color game 12:16 < bridge_> [ddnet] Picross 3D 12:16 < bridge_> [ddnet] its like building tower games 12:16 < bridge_> [ddnet] just with colors 12:16 < bridge_> [ddnet] dig your colors out 12:16 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838720717146685490/812BALi2Bjs1L.png 12:16 < bridge_> [ddnet] EZ 12:16 < bridge_> [ddnet] hm, okay idk how I'd render this 12:17 < bridge_> [ddnet] translating the mouse click location is trivial, but as I said before I despise rendering stuff to begin with 12:17 < bridge_> [ddnet] I thought rendering is the only difficult part. 12:17 < bridge_> [ddnet] I guess I just need a lot of extra vertices? 12:18 < bridge_> [ddnet] split it into like idk 10 quads 12:19 < bridge_> [ddnet] Okay how about this, what is the darkest L we allow? 12:19 < bridge_> [ddnet] 50 iirc. in percent. 12:19 < bridge_> [ddnet] ye 50 12:21 < bridge_> [ddnet] I approximate the ugly curve with just a single line? 12:21 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838722036221870110/Screenshot_2021-05-03_at_12.21.25.png 12:22 < bridge_> [ddnet] a triangle with more than 180° 12:22 < bridge_> [ddnet] i like that 12:23 < bridge_> [ddnet] The part between the purple and the black wouldn't really work though :/ 12:23 < bridge_> [ddnet] I mean it'd look close enough but it'd be wrong 12:23 < bridge_> [ddnet] mhhh 12:23 < bridge_> [ddnet] okay, I guess 3 sliders is the best we can do without some cancerous splitting a square into 10 quads 12:23 < bridge_> [ddnet] 👀 texture time 12:24 < bridge_> [ddnet] I'd have to defer to @Jupstar ✪ but I don't think we can do it at runtime with gl1 so I guess you mean a static texture? 12:25 < bridge_> [ddnet] you can change texture at runtime in gl1. but i think you can rotate hue pretty easily. 12:25 < bridge_> [ddnet] I meant actually generating the texture at runtime so we don't have to scale it 12:25 < bridge_> [ddnet] we can do that ye 12:26 < bridge_> [ddnet] text is doing that already 12:26 < bridge_> [ddnet] like render to a texture or what 12:26 < bridge_> [ddnet] or do it on the CPU 12:26 < bridge_> [ddnet] Yeah render to a texture was what I was thinking 12:26 < bridge_> [ddnet] but we can do it on the cpu too now that you've mentioned text 12:26 < bridge_> [ddnet] yeah i doubt framebuffer support was added in gl 1.x 12:26 < bridge_> [ddnet] except u take ur "main" framebuffer 12:27 < bridge_> [ddnet] can you do hue shift in gl1? 12:27 < bridge_> [ddnet] you can render to ur framebuffer and read the pixels 12:27 < bridge_> [ddnet] shift = interpolate? 12:27 < bridge_> [ddnet] or add an offset? 12:27 < bridge_> [ddnet] No literally shift go from blue to yellow e.g. 12:28 < bridge_> [ddnet] ye 12:28 < bridge_> [ddnet] yeah but directly? 12:28 < bridge_> [ddnet] since gl works with rgb I highly doubt it has any support for hue 12:28 < bridge_> [ddnet] like from RGBA(1,0,0,1) to RGBA(1,1,0,1)? 12:28 < bridge_> [ddnet] or just go there interpoalted 12:28 < bridge_> [ddnet] how are we coloring the skins 12:29 < bridge_> [ddnet] interpolated ofc 12:29 < bridge_> [ddnet] why should that not work 12:29 < bridge_> [ddnet] @TsFreddie we do a `color_cast` 12:29 < bridge_> [ddnet] no i mean how are we calling GL to color the skin 12:29 < bridge_> [ddnet] ah 12:29 < bridge_> [ddnet] u mean texture coloring? 12:30 < bridge_> [ddnet] probably 12:30 < bridge_> [ddnet] the static pipeline just supports it 12:30 < bridge_> [ddnet] with multiplying 12:30 < bridge_> [ddnet] AH I see 12:30 < bridge_> [ddnet] oh multiply 12:30 < bridge_> [ddnet] probs also other stuff 12:30 < bridge_> [ddnet] yeah that just works 12:30 < bridge_> [ddnet] multiply won't work i guess. 12:30 < bridge_> [ddnet] they are normalized values 12:31 < bridge_> [ddnet] no i mean won't work for having a single texture for color picker 12:31 < bridge_> [ddnet] are u allowed to call multiple GL calls? 12:32 < bridge_> [ddnet] or does it require it in on call 12:33 < bridge_> [ddnet] u still have framebuffer and stencil left to manipulate stuff xD 12:34 < bridge_> [ddnet] btw why not three sliders again? 12:34 < bridge_> [ddnet] why dont want 2 color pickers 12:35 < bridge_> [ddnet] but we'll have to use HSL color picker 12:35 < bridge_> [ddnet] and noboy likes them 12:35 < bridge_> [ddnet] so learath builds a coordinate transformer geometrically 12:35 < bridge_> [ddnet] xD 12:35 < bridge_> [ddnet] also where do you put the color picker tho. 12:36 < bridge_> [ddnet] popup 12:36 < bridge_> [ddnet] ? 12:36 < bridge_> [ddnet] i've no idea 12:36 < bridge_> [ddnet] but i guess that is what deen wants 12:36 < bridge_> [ddnet] or the other way around 12:36 < bridge_> [ddnet] all current popups get sliders again 12:36 < bridge_> [ddnet] which i also dislike 12:36 < bridge_> [ddnet] the average user wont care anyway 12:36 < bridge_> [ddnet] i think the borders should be more grayshing and with a bit of transparency, it will make it look more modern and less childish 12:36 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838725812882243594/116847587-2026a580-abeb-11eb-8f79-888d1df7febe.png 12:36 < bridge_> [ddnet] they see color, they click color 12:37 < bridge_> [ddnet] i think the borders should be more grayish and with a bit of transparency, it will make it look more modern and less childish 12:37 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838725812882243594/116847587-2026a580-abeb-11eb-8f79-888d1df7febe.png 12:37 < bridge_> [ddnet] isn't the only color picker is in editor? 12:37 < bridge_> [ddnet] currently? 12:37 < bridge_> [ddnet] no 12:37 < bridge_> [ddnet] HUD and so have it 12:37 < bridge_> [ddnet] i see 12:37 < bridge_> [ddnet] basically everything has it now 12:37 < bridge_> [ddnet] lynn wanted fortnite 12:37 < bridge_> [ddnet] oh, found it 12:37 < bridge_> [ddnet] i gave him fortnite 12:37 < bridge_> [ddnet] wat xd 12:38 < bridge_> [ddnet] well i have this 12:38 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838726142788894730/unknown.png 12:38 < bridge_> [ddnet] i think less transparent 12:38 < bridge_> [ddnet] dunno just reminds me of some low color game xd 12:38 < bridge_> [ddnet] i dunno tbh i'd remove transparency 12:39 < bridge_> [ddnet] it rarely looks very good, bcs of overlapping 12:39 < bridge_> [ddnet] just use a good grey 12:39 < bridge_> [ddnet] without transparency 12:39 < bridge_> [ddnet] y 12:39 < bridge_> [ddnet] if the slider is bigger 12:39 < bridge_> [ddnet] or the rail is thinner 12:39 < bridge_> [ddnet] i can remove overlapping 12:40 < bridge_> [ddnet] the picker 12:40 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838726769812570172/unknown.png 12:41 < bridge_> [ddnet] not bad 12:41 < bridge_> [ddnet] but maybe make the pic without a dark bg 12:41 < bridge_> [ddnet] xd 12:42 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838727109819760650/unknown.png 12:42 < bridge_> [ddnet] that looks better 12:43 < bridge_> [ddnet] i also like it more 12:43 < bridge_> [ddnet] but ok 12:43 < bridge_> [ddnet] in the end its taste 12:43 < bridge_> [ddnet] i still don't like pure black ~~uwu~~ 12:43 < bridge_> [ddnet] i think black is ok too, sometimes too aggressive 12:43 < bridge_> [ddnet] i still find it sad that the teeworlds menus are not styled to the teeworlds theme, for example in factorio the menus look very factorioish 12:43 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838727484441886770/unknown.png 12:43 < bridge_> [ddnet] just like discord dark theme is not really black 12:43 < bridge_> [ddnet] :monkalaugh: 12:44 < bridge_> [ddnet] factario is windows 2000, but teeworlds is win95 12:44 < bridge_> [ddnet] but factorio looks rly gud :feelsbadman: 12:44 < bridge_> [ddnet] yeah in its style yes 12:44 < bridge_> [ddnet] tw is just some old rect drawing 12:44 < bridge_> [ddnet] my main issue about black border is that teeworlds's current UI overall isn't solid black anywhere 12:44 < bridge_> [ddnet] i like the sliders 12:45 < bridge_> [ddnet] look at the render thread slider 12:45 < bridge_> [ddnet] generally colors instead of just putting transparent white 12:45 < bridge_> [ddnet] it snaps to integers 12:45 < bridge_> [ddnet] very good xd 12:45 < bridge_> [ddnet] that can be useful 12:45 < bridge_> [ddnet] that slider looks like a smooth zipper 12:45 < bridge_> [ddnet] <Клокн.А.> who go play with me, i'm have 300 points 🙂 12:45 < bridge_> [ddnet] ask in #general in #developer nobody plays tw 12:46 < bridge_> [ddnet] we only talk about it 12:46 < bridge_> [ddnet] and be mad about it 12:46 < bridge_> [ddnet] tru 12:46 < bridge_> [ddnet] @Jupstar ✪ if we could render anyway we could do tips and tricks like these 12:46 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838728185351897108/unknown.png 12:46 < bridge_> [ddnet] (its animated) 12:46 < bridge_> [ddnet] and u can move it around 12:46 < bridge_> [ddnet] I like freddies version, just the sliding thingy itself needs to pop more 12:46 < bridge_> [ddnet] anyway -> anywhere 12:47 < bridge_> [ddnet] well i dont really like overlapping transparency 12:47 < bridge_> [ddnet] else freedies looks better than what is currently on git 12:47 < bridge_> [ddnet] as I said, i can get rid of the overlapping if the rail is thinner 12:47 < bridge_> [ddnet] https://streamable.com/xz1z6v 12:47 < bridge_> [ddnet] :feelsbadman: 12:48 < bridge_> [ddnet] the transparent outline is very teeworlds style 12:48 < bridge_> [ddnet] so its ugly 12:48 < bridge_> [ddnet] u 12:48 < bridge_> [ddnet] teeworlds is beautiful 12:48 < bridge_> [ddnet] hm 12:48 < bridge_> [ddnet] imagine getting rid of transparent outline and change it to solid drop shadow with no blurring 12:48 < bridge_> [ddnet] 0.7? 12:48 < bridge_> [ddnet] :monkalaugh: 12:49 < bridge_> [ddnet] 0.7 looks horrible 12:49 < bridge_> [ddnet] it looks so fluid 12:49 < bridge_> [ddnet] :feelsamazingman: 12:49 < bridge_> [ddnet] it would be amazing to use this in tw 12:49 < bridge_> [ddnet] to show techniques 12:49 < bridge_> [ddnet] and basic stuff 12:49 < bridge_> [ddnet] guy i did the burn 12:49 < bridge_> [ddnet] guys* 12:49 < bridge_> [ddnet] ddnet without bg maps also looks ugly 12:50 < bridge_> [ddnet] these strange chess boxes in background 12:50 < bridge_> [ddnet] so random ugly xD 12:50 < bridge_> [ddnet] xd 12:50 < bridge_> [ddnet] i remember opening tw for the first time 12:50 < bridge_> [ddnet] with that bg 12:50 < bridge_> [ddnet] and the MUSIC 12:50 < bridge_> [ddnet] REEPATING 24/7 12:50 < bridge_> [ddnet] i got pstd 12:50 < bridge_> [ddnet] i have it on 12:50 < bridge_> [ddnet] madman 12:50 < bridge_> [ddnet] checkerboard is nice and simple, hate ugly clouds and stuff in menu 12:50 < bridge_> [ddnet] i like jungle dark 12:51 < bridge_> [ddnet] or DVD logo 😄 12:51 < bridge_> [ddnet] the checkerboard make perfect sense for racing game. 12:51 < bridge_> [ddnet] 🚙 12:51 < bridge_> [ddnet] teeworlds the racing game 12:51 < bridge_> [ddnet] confirmed 12:51 < bridge_> [ddnet] we have race in our title 12:51 < bridge_> [ddnet] make sense 12:51 < bridge_> [ddnet] lol 12:51 < bridge_> [ddnet] but teeworlds 12:52 < bridge_> [ddnet] 2007 12:52 < bridge_> [ddnet] teewars 12:52 < bridge_> [ddnet] don't mind the detail 12:52 < bridge_> [ddnet] @TsFreddie can you try just the slidy part with opaque outline? 12:52 < bridge_> [ddnet] sure 12:55 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838730439056818196/unknown.png 12:55 < bridge_> [ddnet] sorry, forgot to change it to static grey 12:55 < bridge_> [ddnet] I meant black ^^ 12:55 < bridge_> [ddnet] pure black? 12:55 < bridge_> [ddnet] maybe something like really dark gray 12:56 < bridge_> [ddnet] so it's visible on most bg but not pure black because pure black sucks 12:56 < bridge_> [ddnet] @TsFreddie u want my color codes xD 12:56 < bridge_> [ddnet] dark grey opaque xDD 12:57 < bridge_> [ddnet] what was it 12:57 < bridge_> [ddnet] i used 15% 12:57 < bridge_> [ddnet] 10 is too less and 20% too bright again 12:57 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838730976452018187/unknown.png 12:57 < bridge_> [ddnet] 0.25 12:57 < bridge_> [ddnet] ok 12:57 < bridge_> [ddnet] but u also have a very dark bg 12:57 < bridge_> [ddnet] this is why i was doing lumen stuff 12:57 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838731078922403850/unknown.png 12:58 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838731209290022932/unknown.png 12:58 < bridge_> [ddnet] blue on grey is so bad. 12:58 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838731345487593492/unknown.png 13:02 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838732127885459506/unknown.png 13:02 < bridge_> [ddnet] my eyes 13:02 < bridge_> [ddnet] lol 13:02 < bridge_> [ddnet] 🔥 13:02 < bridge_> [ddnet] just use something slightly darker than the darkest possible color 13:02 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838727109819760650/unknown.png 13:03 < bridge_> [ddnet] whats bad about this then 13:03 < bridge_> [ddnet] its not too dark 13:03 < bridge_> [ddnet] not too bright 13:03 < bridge_> [ddnet] the other outlines are too dark 13:03 < bridge_> [ddnet] I'd keep the "unimportant" ones faded 13:03 < bridge_> [ddnet] ~~Ravie cares about teeish transparents~~ 13:04 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838732700709421096/unknown.png 13:04 < bridge_> [ddnet] btw why isn't the cool pop out color picker used here? 13:04 < bridge_> [ddnet] i dunon i think light grey should be less than dark grey to look good 13:04 < bridge_> [ddnet] oh i know what's wrong. my lumen were inverted 13:05 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838732956771024916/unknown.png 13:05 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838732963029319680/unknown.png 13:05 < bridge_> [ddnet] the value is probably still a bit off to keep the contrast consistent 13:08 < bridge_> [ddnet] i mean... we only have to top this 13:08 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838733739395121172/unknown.png 13:08 < bridge_> [ddnet] thats not a challenge xD 13:08 < bridge_> [ddnet] btw, who made the old slider 13:09 < bridge_> [ddnet] gandalf the white? 13:10 < bridge_> [ddnet] he made the slider not overlap with transparent slider. 13:10 < bridge_> [ddnet] https://github.com/teeworlds/teeworlds/commit/878ede3080ab2cfb627aca505c397d9765052996 13:11 < bridge_> [ddnet] probably 13:11 < bridge_> [ddnet] Magnus Auvinen or some of these very oldschool guys 13:11 < bridge_> [ddnet] were sliders always look like that? 13:11 < bridge_> [ddnet] i thought they were changed in ddnet 13:11 < bridge_> [ddnet] were they? 13:11 < bridge_> [ddnet] only vertical probs 13:11 < bridge_> [ddnet] ic 13:12 < bridge_> [ddnet] but dunno 13:12 < bridge_> [ddnet] didnt play vanilla 0.6 in alot of years 13:12 < bridge_> [ddnet] anyway, if the rails are thinner we can do the same thing to make it not overlap with transparency. currently we don't have much room at the top or bottom for drawing only the top or the bottom cap. 13:14 < bridge_> [ddnet] ah you mean bcs of that 13:14 < bridge_> [ddnet] he just split the picker 13:14 < bridge_> [ddnet] yes 13:15 < bridge_> [ddnet] he just didn't draw the border in the middle at all 👀 13:25 < bridge_> [ddnet] this one 13:25 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838737960459173888/unknown.png 13:26 < bridge_> [ddnet] Because skin colors are not all colors and it's hard to restrict this to only skin colors 13:27 < bridge_> [ddnet] I don't see what problem this has that sliders don't 13:27 < bridge_> [ddnet] it's basically 2 sliders mapped to 2 axis on a square 13:27 < bridge_> [ddnet] this doesn't has problem. 13:28 < bridge_> [ddnet] the slider does👀 13:28 < bridge_> [ddnet] because this isn't the two axis we were using for skins. 13:28 < bridge_> [ddnet] ^^ the colors above the purple line would be the only allowed ones, making it a very ugly shape 13:29 < bridge_> [ddnet] but you're limiting the lightness slider in the same way 13:29 < bridge_> [ddnet] But V doesnt map to L linearly 13:29 < bridge_> [ddnet] ye, the color picker isn't using lightness 13:29 < bridge_> [ddnet] hm ok 13:29 < bridge_> [ddnet] So we need the full color in the middle if we want to clamp a picker like this 13:29 < bridge_> [ddnet] Else we need to stretch that curved line back into a straight one 13:30 < bridge_> [ddnet] Which is annoying with shaders, extremely annoying without 13:30 < bridge_> [ddnet] but still aren't you doing the same on a slider? 13:30 < bridge_> [ddnet] No because the sliders would be HSL not HSV 13:31 < bridge_> [ddnet] But yeah they still have the "problem" inherent to HSL. The full color is somewhere in the middle. Not at an edge 13:31 < bridge_> [ddnet] @Jupstar ✪ actually the slider doesn't really solve the problem of getting good UX for full colour does it? 13:35 < bridge_> [ddnet] which slider we are talking about rn? 😄 13:35 < bridge_> [ddnet] I mean the 3 sliders you proposed 13:35 < bridge_> [ddnet] I guess it works because we only allow L > 0.5 13:35 < bridge_> [ddnet] ah yeah 13:35 < bridge_> [ddnet] so left-most is full colour 13:36 < bridge_> [ddnet] the description is bad 13:36 < bridge_> [ddnet] but it works as that 13:36 < bridge_> [ddnet] left is full color 13:36 < bridge_> [ddnet] Hm, wouldn't work in 0.7 I guess since they allow darker colors 13:36 < bridge_> [ddnet] ah but that isnt a problem per se 13:36 < bridge_> [ddnet] i used the constant 13:36 < bridge_> [ddnet] so if we allow higher range we change the constant anyway probably? 13:37 < bridge_> [ddnet] well we can but if we move the constant then full colour isn't leftmost anymore 13:37 < bridge_> [ddnet] ah thats true, yeah 13:37 < bridge_> [ddnet] then its the same game again 13:38 < bridge_> [ddnet] doesnt 0.7 even have a color picker 13:38 < bridge_> [ddnet] hm, I think I can be okay with the slider since I can't really be assed to split this into 10 quads or do hue magic on a static texture 13:38 < bridge_> [ddnet] they do actually, but I don't remember how they handled the issue 13:39 < bridge_> [ddnet] they use HSL picker 13:39 < bridge_> [ddnet] like the one from the mozilla website 13:40 < bridge_> [ddnet] yeah 13:40 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838741809110712370/unknown.png 13:40 < bridge_> [ddnet] they have a really strange ui imo, so much roundings in roundings 13:40 < bridge_> [ddnet] looks confusing af 13:40 < bridge_> [ddnet] Okay I have one last idea, idk if it's any better, but we can just render the purple line and dim out the part people can't use 13:42 < bridge_> [ddnet] ah nice you can pet ur tee, nice feature @TsFreddie xD 13:43 < bridge_> [ddnet] OH I have a perfect solution 13:43 < bridge_> [ddnet] We just let tees use all colours. Preventing darker tees is just racism 13:43 < bridge_> [ddnet] i suggested that on deens color picker pr xD 13:44 < bridge_> [ddnet] may I suggest a skin color system rework that doesn't flatten out luminosity? 13:44 < bridge_> [ddnet] but eyes are black xD 13:44 < bridge_> [ddnet] great minds think alike 13:44 < bridge_> [ddnet] So allow all colours? 13:45 < bridge_> [ddnet] or you mean instead use HSV so we can stretch it nicely? 13:45 < bridge_> [ddnet] I mean the client does something weird to colors to make them "flat" but naturally different hues have different luminosity 13:45 < bridge_> [ddnet] so sometimes with colored tees you get nasty artifacts like on the old Aoe skin 13:45 < bridge_> [ddnet] Soooo Y'CbCr skins? 13:46 < bridge_> [ddnet] HDR skins 13:46 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838743303268466688/2021-05-03_19-45-41.mp4 13:46 < bridge_> [ddnet] https://upload.wikimedia.org/wikipedia/commons/thumb/b/b3/HSL_color_solid_dblcone_chroma_gray.png/1280px-HSL_color_solid_dblcone_chroma_gray.png 13:46 < bridge_> [ddnet] so this basically 13:47 < bridge_> [ddnet] the whiter the less chroma range is important 13:47 < bridge_> [ddnet] and same for black 13:47 < bridge_> [ddnet] or is there anything that acutally favours single hues? 13:48 < bridge_> [ddnet] so you wrote a color picker bot or what 13:48 < bridge_> [ddnet] found a color picker and javascript 13:48 < bridge_> [ddnet] so ye, a bot 13:48 < bridge_> [ddnet] ah 13:49 < bridge_> [ddnet] S stays 13:49 < bridge_> [ddnet] funny curve 13:49 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838744002081456138/unknown.png 13:49 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838744003456925726/unknown.png 13:49 < bridge_> [ddnet] no, that's HSL's S, there is a HSV at the bottom 13:49 < bridge_> [ddnet] in some skins with weird gradients etc this can cause nasty side effects, it's been bothering me for years 13:49 < bridge_> [ddnet] yes 13:50 < bridge_> [ddnet] but map that coordinate transformation gemeometrically 13:50 < bridge_> [ddnet] would be insane with such a curve 13:50 < bridge_> [ddnet] ye 13:50 < bridge_> [ddnet] i ye'd the wrong messge 13:50 < bridge_> [ddnet] but ye 13:50 < bridge_> [ddnet] ye 13:51 < bridge_> [ddnet] whats the problem 13:51 < bridge_> [ddnet] i dont get it 13:51 < bridge_> [ddnet] i think keeping the gradient would probably require us ditching GL1 "again" in favor of some color science shader. 13:51 < bridge_> [ddnet] ah 13:51 < bridge_> [ddnet] u want to keep it 13:51 < bridge_> [ddnet] yeah it greyscales it and then just uses the average 13:52 < bridge_> [ddnet] this is the problem 13:52 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838744698767933480/unknown.png 13:52 < bridge_> [ddnet] u shouldn't mess with natural brightness of colors in this way 13:52 < bridge_> [ddnet] but thats not directly a color picker problem 13:52 < bridge_> [ddnet] ~~anything can be solved with shaders~~ 13:52 < bridge_> [ddnet] u could just greyscale the texture 13:52 < bridge_> [ddnet] without averaging it 13:52 < bridge_> [ddnet] yeah but reworking the coloring system would let u use hsv and solve *all the problems* ! 13:52 < bridge_> [ddnet] i don't think so tbh 13:53 < bridge_> [ddnet] how could it solve very dark colors tho 13:53 < bridge_> [ddnet] without clamping 13:53 < bridge_> [ddnet] u can also now just allow HSV if u want 13:53 < bridge_> [ddnet] @TsFreddie look, graph 😛 13:53 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838745123419979816/Screenshot_2021-05-03_at_13.53.21.png 13:53 < bridge_> [ddnet] graph gang 13:54 < bridge_> [ddnet] dunno but if you already changed the coloring system completely then you have freedom to solve this in some other way 13:54 < bridge_> [ddnet] That's constant S changing L 13:54 < bridge_> [ddnet] well i defenitely agree that if we change it we can fix it in a much better way 13:54 < bridge_> [ddnet] The problem is that at the end of the day teeworlds uses HSL 13:54 < bridge_> [ddnet] I made a VERY small change in how colours were rounded and people wanted to kill me 😛 13:55 < bridge_> [ddnet] 👀 fix 0.7's skin and port it over 13:55 < bridge_> [ddnet] Going from HSL colours in the configs to HSV colours we'll get some very angry people 13:55 < bridge_> [ddnet] first we'd have to define what we dont like 13:55 < bridge_> [ddnet] i bet most ppl hate the eyes bcs too slim and wide in width 13:56 < bridge_> [ddnet] 0.6 eyes also move 13:56 < bridge_> [ddnet] just removing that already confuses ur brain so much 13:56 < bridge_> [ddnet] wdym move 13:56 < bridge_> [ddnet] and tbh i cannot even say if it looks bad, bcs if the tee looks left or right eye seperation doesnt look to bad 13:56 < bridge_> [ddnet] @TsFreddie just spin ur cursor slowly in 0.6 13:56 < bridge_> [ddnet] and look at the eyes 13:57 < bridge_> [ddnet] the distance between them 13:57 < bridge_> [ddnet] if we port the 0.7 skin system we should call it something different, like "cool new skin system" some people just hate 0.7 anything 13:57 < bridge_> [ddnet] also 13:57 < bridge_> [ddnet] wtf 13:57 < bridge_> [ddnet] jank 13:57 < bridge_> [ddnet] eye separation is really annoying if you make a skin with a face, either you get a gap or overlap 13:58 < bridge_> [ddnet] feets. i've long thought about why it looks so weird in 0.7, even tho it's perfectly centerd... and i guess it just doesnt look natural.. Most animals including us humans dont have feets that do not go into one side 13:58 < bridge_> [ddnet] 0.7 feet are centered... but the body isn't xD 13:58 < bridge_> [ddnet] (make a skin system that can move feet) 13:58 < bridge_> [ddnet] (then you get extra nouis) 13:59 < bridge_> [ddnet] i guess if we want both system at once, 0.7's might not need fixing since it technically should be the same as 0.7. 13:59 < bridge_> [ddnet] i agree from a stand of determinism, just like for the Bub Bob skins, but i also dunno how i'd fix it in a good way 13:59 < bridge_> [ddnet] actually we are drifting very far from the issue 13:59 < bridge_> [ddnet] i really don't have major problems with either 0.6 or 0.7 positioning wise tbh. 14:00 < bridge_> [ddnet] i dunno when i open 0.7 i directly hate skins 14:00 < bridge_> [ddnet] they just dont look cute anymore 14:00 < bridge_> [ddnet] anyway, I gtg, if you all come up with anything you can put it on the github issue and I'll try to think of some way to turn an ugly non euclidean triangle into a square 😛 14:00 < bridge_> [ddnet] bb 14:01 < bridge_> [ddnet] :gg: 14:02 < bridge_> [ddnet] https://colorpicker.me/ 14:02 < bridge_> [ddnet] the color picker btw 14:03 < bridge_> [ddnet] we just make a unique random color that can never be changed again 14:03 < bridge_> [ddnet] problem solved 14:03 < bridge_> [ddnet] have you clicked on the top tee. 14:04 < bridge_> [ddnet] yes 14:04 < bridge_> [ddnet] ouch 14:04 < bridge_> [ddnet] aaa 14:04 < bridge_> [ddnet] uhh 14:04 < bridge_> [ddnet] i really like it 14:04 < bridge_> [ddnet] fits teeworlds kiddy style xD 14:04 < bridge_> [ddnet] i sneaked that in while doing the menu merge 14:05 < bridge_> [ddnet] ez xD 14:05 < bridge_> [ddnet] i have to say I did put it in the PR description before heinrich yells at me tho. 14:13 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838750140944220200/unknown.png 14:17 < bridge_> [ddnet] smth like this? badly gimp'd, but u get the idea 14:17 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838751148785532928/unknown.png 14:21 < bridge_> [ddnet] i was thinking this, so skip the red part vertically 14:21 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838752083485130762/unknown.png 14:21 < bridge_> [ddnet] and transparent 15:11 < bridge_> [ddnet] thoughts on this? 15:11 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838764765659529226/unknown.png 15:15 < bridge_> [ddnet] isn't that has more overlapping transparency 15:15 < bridge_> [ddnet] and what's wrong with that? 15:15 < bridge_> [ddnet] :justatest: 15:15 < bridge_> [ddnet] same style as text 15:21 < bridge_> [ddnet] its just a color picker 15:22 < bridge_> [ddnet] shouldnt the hue sat lht also be aligned 15:22 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838767467543003186/unknown.png 15:22 < bridge_> [ddnet] like its like that in 0.7 which looks better 15:45 < bridge_> [ddnet] :justatest: 15:45 < bridge_> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/838773225231351850/unknown.png 15:48 < bridge_> [ddnet] are skipped tiles the only difference between 0.7 and 0.6 maps? 15:50 < bridge_> [ddnet] isn't that because 0.7 grass_doodads has a slightly different layout? 15:51 < bridge_> [ddnet] not i mean in terms of data. i don't care about mapres yet. 15:51 < bridge_> [ddnet] no i mean* 15:53 < bridge_> [ddnet] ah, envelops are different too. 15:56 < bridge_> [ddnet] I think we didn't want L on the grid because the full color being in the middle is apparently confusing 15:56 < bridge_> [ddnet] Not really to me but I can see it being not obvious for people not familiar with HSL 15:57 < bridge_> [ddnet] for that screenshot i only meant like the alignment of the text above the pickers looked better 15:57 < bridge_> [ddnet] idk about the grid 15:58 < bridge_> [ddnet] Ah, hm I kinda like it better on the left 16:00 < bridge_> [ddnet] the numbers should at least be aligned across translations :justatest: 17:08 < bridge_> [ddnet] Can add a command for de skip the fucking warnings? 17:08 < bridge_> [ddnet] Can add a command for skip the fucking warnings? 17:09 < bridge_> [ddnet] click ok 5 times :justatest: 17:09 < bridge_> [ddnet] Is more than 5 times 17:09 < bridge_> [ddnet] XD 17:09 < bridge_> [ddnet] idk it worked for me 17:15 < bridge_> [ddnet] Ooh fuckings hd and others innecesary shits 17:20 < bridge_> [ddnet] oh, I missed some interesting color theory 17:41 < bridge_> [ddnet] Well you mostly missed q very mehly informed understanding of color theory :P 17:42 < bridge_> [ddnet] How about you remove however many broken skins you have in your skins directory? xD 17:44 < bridge_> [ddnet] They aren't broken and i use some 17:45 < bridge_> [ddnet] So the computer is lying? 17:46 < bridge_> [ddnet] But I find this restriction unnecessary if the quality / resolution of any skin in the game was never a problem 17:47 < bridge_> [ddnet] On some computers like yours they are just mis-scaled. On others they will appear completely black, on others they will cause other graphical artifacts 17:47 < bridge_> [ddnet] you can "fix" the skin by rescaling it yourself 17:47 < bridge_> [ddnet] but it would be best if you could find the original image that has the correct resolution 17:48 < bridge_> [ddnet] The game only supports properly sized skins, we only have properly sized skins in the db, our default skins are all properly sized 17:48 < bridge_> [ddnet] This is a fallacy because the quality of lying only applies to humans, computers follow patterns that in this case are more defined 17:48 < bridge_> [ddnet] This is a fallacy because the quality of lying only applies to humans, computers follow patterns that in this case are bad defined 17:49 < bridge_> [ddnet] Exactly what I was getting at. Since the computer can't lie, I can deduce with very high certainty that your skins are what's broken 17:50 < bridge_> [ddnet] Hahah 17:50 < bridge_> [ddnet] Anyway, it's likely that we have properly sized versions of whatever skins you have that are broken. You can check the skindb or ask around 17:55 < bridge_> [ddnet] I know how to resize the skins, I have also made and edited my own skins. 17:55 < bridge_> [ddnet] I'm just saying that the warning is annoying and just as there is a command to skip the start menu, there could also be one for warnings 17:56 < bridge_> [ddnet] the problem this warning is meant to solve is that people don't distribute broken skins 17:56 < bridge_> [ddnet] if there was a way to skip the warning, people would do that instead of fixing the skins, creating problems further down the line 17:56 < bridge_> [ddnet] hence the warning cannot be disabled 18:01 < bridge_> [ddnet] Yes, but he is little aware that when the skins are resized in a better quality and resolution, they stop working in previous versions of the client. Bugged, i play in 12.6 bcs all of 15.x version have freeze problems 18:02 < bridge_> [ddnet] I dont have ss in this moment of bugg on the HD skins in old client 18:03 < bridge_> [ddnet] i wish u could automap in-game entities somehow 18:45 < bridge_> [ddnet] @louis I don't understand. do you mean things like "put collision everywhere where this layer has a tile"? 18:46 < bridge_> [ddnet] no i meant like use a custom tileset instead of entities_clear.png (the entities you use while playing, not entities in the map editor) 18:46 < bridge_> [ddnet] so like connected hookables in a map would be automapped to some tileset, same with unhookable + other tiles 18:47 < bridge_> [ddnet] support for automappable entities would be sick 18:47 < bridge_> [ddnet] ah 🙂 18:47 < bridge_> [ddnet] I think the gamer client had that 18:47 < bridge_> [ddnet] :o 18:47 < bridge_> [ddnet] something we could easily merge? 18:48 < bridge_> [ddnet] idk if it would get merged xd but maybe into a custom client 18:48 < bridge_> [ddnet] not something we can easily merge, but it could be something to take inspiration from 18:50 < bridge_> [ddnet] hmm, I know we can't post custom links here, but could you dm me if you know of a link? 18:50 < bridge_> [ddnet] hmm, I know we can't post custom clients here, but could you dm me if you know of a link? 18:50 < bridge_> [ddnet] u can post custom clients as long as they arent bots 18:50 < bridge_> [ddnet] idk if it's a bot 18:50 < bridge_> [ddnet] is the thing 18:50 < bridge_> [ddnet] i dont think it is, just client mods 18:50 < bridge_> [ddnet] ah 18:51 < bridge_> [ddnet] https://www.teeworlds.com/forum/viewtopic.php?id=12622 maybe this might be it 18:51 < bridge_> [ddnet] idk if its the correct version 18:51 < bridge_> [ddnet] nouis when will you have time to make map with me :nouis: 18:51 < bridge_> [ddnet] o 18:51 < bridge_> [ddnet] 2050 18:51 < bridge_> [ddnet] :( 18:52 < bridge_> [ddnet] you don't want to make te-esports??? 18:52 < bridge_> [ddnet] after school year maybe 18:53 < bridge_> [ddnet] pog 18:53 < bridge_> [ddnet] wait wth are you still in hs 18:53 < bridge_> [ddnet] there are young people and old people around 😉 18:54 < bridge_> [ddnet] I started with tw when I was well below 18 19:01 < bridge_> [ddnet] i wonder if tw will still be around when im older lol 19:56 < bridge_> [ddnet] https://events.ccc.de/2021/05/03/aktueller-stand-zur-jahresendveranstaltung/ 19:56 < bridge_> [ddnet] maybe a CCC this year. let's see if it works out. oO 20:13 < bridge_> [ddnet] gamer client is good client 20:13 < bridge_> [ddnet] because 0.7 20:52 < bridge_> [ddnet] sweat = yes 20:52 < bridge_> [ddnet] take it as a compliment but I thought u were old af 21:01 < bridge_> [ddnet] yeah some people think that lol 21:10 < bridge_> [ddnet] All mods are 21+ right? 21:13 < bridge_> [ddnet] no lol i was 15 when i was mod 21:15 < bridge_> [ddnet] not sure if i'm the youngest, theres been a lot of new mods 21:25 < bridge_> [ddnet] They worked before, but they were less accurate 21:25 < bridge_> [ddnet] Also about the freeze problem just type gfx_opengl_major 2;gfx_opengl_minor 0 and restart. Normally the client should already do that 21:48 < bridge_> [ddnet] or if u dont own the product for 2 years refund it as manifacture broken 21:59 < bridge_> [ddnet] there is also a new envelop curve 22:00 < bridge_> [ddnet] i like it, probs looks too modern compared to the rest of the UI tho xd 22:11 < bridge_> [ddnet] ✅ 22:15 < bridge_> [ddnet] do you know if I can add one type of mapitem using CDataFile::AddItem in separate chunks like images then tiles then images? Or do I need to add one type of maptiles all in one go? 22:19 < bridge_> [ddnet] i think that should work