01:17 <+bridge> [ddnet] didn't really get much further. got stuck on the 01:17 <+bridge> [ddnet] > UnicodeDecodeError: 'ascii' codec can't decode byte 0xe2 in position 1: ordinal not in range(128) 01:17 <+bridge> [ddnet] not sure how to approach this, haven't used a python debugger yet to figure out which file its trying to laod (while loading the cache with pickle) 01:17 <+bridge> [ddnet] distracted myself by getting help for smth different on the ffmpeg irc ^^ 01:25 <+bridge> [ddnet] @Patiga is it a python2 pickle? 01:25 <+bridge> [ddnet] might need to google about that 01:26 <+bridge> [ddnet] I'm calling it with python3, not sure if the code was originally called with python2 01:27 <+bridge> [ddnet] the error message sounds like such a problem, but it's just a guess 01:28 <+bridge> [ddnet] https://stackoverflow.com/a/40496459 01:28 <+bridge> [ddnet] (but `"latin-1"` isn't the correct answer. it might "fix" the exception, but it'll probably break the data) 01:28 <+bridge> [ddnet] try "utf-8", maybe 01:29 <+bridge> [ddnet] ah that seems interesting, problematic could be that its not me calling pickle but diskcache. we'll need to see if I can pass it there too 01:31 <+bridge> [ddnet] `from diskcache import Cache` with `with Cache('players-cache') as cache:`. the error is raised on an access on cache 01:36 <+bridge> [ddnet] hm i should probably not edit `/usr/lib/python3.9/site-packages/diskcache/core.py`? 01:36 <+bridge> [ddnet] ah can I maybe copy that file into my directory and it will be preferred 01:38 <+bridge> [ddnet] oh, diskcache is an official module 01:38 <+bridge> [ddnet] til 01:38 <+bridge> [ddnet] no, it's not 01:38 <+bridge> [ddnet] it'st third-party 01:41 <+bridge> [ddnet] hm apparently not that easily 01:44 <+bridge> [ddnet] try import .diskcache 01:44 <+bridge> [ddnet] try `import .diskcache` 01:45 <+bridge> [ddnet] as a line above the `from diskcache import Cache` or `from .diskcache import Cache`? 01:46 <+bridge> [ddnet] both of my guesses don't seem to work for me ^^ 01:55 <+bridge> [ddnet] from .diskcache import Cache 01:55 <+bridge> [ddnet] to import it from the local directory 01:55 <+bridge> [ddnet] (I think) 01:55 <+bridge> [ddnet] ah 01:56 <+bridge> [ddnet] I'll go to sleep for today though, gonna try tomorrow 01:56 <+bridge> [ddnet] gn :) 01:58 <+bridge> [ddnet] good night 02:11 <+bridge> [ddnet] lurking github makes me crazy 02:11 <+bridge> [ddnet] https://github.com/Byebyesky/teeworlds-switch 02:31 <+bridge> [ddnet] this is where I was stuck too 03:46 <+bridge> [ddnet] any progress on that? 11:12 <+bridge> [ddnet] Developers fix this, We have problem in servers it is laggy I'm not getting png as before not my net problem since new update I'm getting 200 ping turkey but getting 140 ping in France lol but turkey is more nearer to where I live but this thing is weird strange that I'm getting less ping in fra instead of turkey, since new updated my ping boosted to 200 in turkey I'm Asian player but getting ping in turkey server...... Pls fix this 11:12 <+bridge> [ddnet] Also I'm not the only one who is getting high ping 12:29 <+bridge> [ddnet] it's unlikely to be caused by an update, maybe your routing changed? 14:18 <+bridge> [ddnet] Does Teeworlds only support .png image files? 14:19 <+bridge> [ddnet] yes 14:20 <+bridge> [ddnet] That applies to mapres aswell right 14:20 <+bridge> [ddnet] if you mean to load it in editor yes 14:21 <+bridge> [ddnet] yes, okay thanks 14:21 <+bridge> [ddnet] it also doesnt support indexed rgb PNGs rn, bcs pnglite limitation 15:08 <+bridge> [ddnet] Nope 15:08 <+bridge> [ddnet] Nope 15:11 <+bridge> [ddnet] How did you check even? 😄 Anyway, take a look at traceroute (preferably mtr) and see what hop is adding latency 15:16 <+bridge> [ddnet] I didn't get what u mean 16:18 <+bridge> [ddnet] @Patiga\: what mouse brand yo use? 16:22 <+bridge> [ddnet] chillerdragon: I have a logitech mouse but my research beforehand wasn't super extensive 16:22 <+bridge> [ddnet] why the question? :) 16:23 <+bridge> [ddnet] I was inactive for a week and i want to blame arch linux for my bad aim in tw not my actual skill \:D 16:23 <+bridge> [ddnet] seems like my openrazer driver is messed up 16:23 <+bridge> [ddnet] but i was missing linux-headers so lemme reboot and see what happens 17:27 <+bridge> [ddnet] I don't think there can be problems with mouse drivers on linux 😮 17:44 <+bridge> [ddnet] "Happy DDNet birthday to heinrich5991 for finishing their first map 1 year ago!" 17:44 <+bridge> [ddnet] thanks Zwelf for making local score files work the same as on DDNet servers 🙂 17:44 <+bridge> [ddnet] (that was on my local test server) 17:46 <+bridge> [ddnet] :poggers: 18:01 <+bridge> [ddnet] What do u mean bro explain me 18:16 <+bridge> [ddnet] wew imagine having 1 yr old ranks on local test server 18:42 <+bridge> [ddnet] @Patiga can I get a tool that gives me the x,y coordinates of every start and finish tile on a map? 🥺 18:45 <+bridge> [ddnet] heh, sure :) 18:45 <+bridge> [ddnet] is source code enough? 18:46 <+bridge> [ddnet] sure 18:46 <+bridge> [ddnet] currently not sure if this is enough reason for a binary in twmap yet, maybe if I manage to generalize that nicely ^^ 18:47 <+bridge> [ddnet] find all positions of the given tile 18:47 <+bridge> [ddnet] 🙂 18:53 <+bridge> [ddnet] would be nice if that could integrate the other physics layers somehow 18:53 <+bridge> [ddnet] and at that point the input would get weird 18:53 <+bridge> [ddnet] do you have a format in mind? 19:02 <+bridge> [ddnet] idk, json? 19:02 <+bridge> [ddnet] can finish tiles be in the front layer? 19:04 <+bridge> [ddnet] Hi there. How would you typically ask the maintainer of a AUR package to make a change to the PKGBUILD? Do I just leave a comment or is there some intended way I can submit a patch? 19:05 <+bridge> [ddnet] I figured somebody here might know 19:05 <+bridge> [ddnet] leave a comment 19:05 <+bridge> [ddnet] you can also add a patch to the comment 19:05 <+bridge> [ddnet] k, thanks 19:13 <+bridge> [ddnet] Yes, finish and start tiles can be in the front layer 19:42 <+bridge> [ddnet] I'm back, (y, x) or (x, y) ^^ 19:42 <+bridge> [ddnet] {"x":1,"y":2}? 19:53 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/867464246879059969/start_finish_tiles.rs 19:53 <+bridge> [ddnet] @heinrich5991 that should do the job :) 19:54 <+bridge> [ddnet] ah ignore the .about ^^ 19:56 <+bridge> [ddnet] thanks 🙂 19:57 <+bridge> [ddnet] let me quickly ewww about the `usize` 19:57 <+bridge> [ddnet] :p 19:57 <+bridge> [ddnet] does that do front layer and game layer? 19:57 <+bridge> [ddnet] i think there are no start/finish tiles in the front layer 19:58 <+bridge> [ddnet] timakro above thought otherwise, I can quickly look into the code 19:59 <+bridge> [ddnet] https://wiki.ddnet.tw/wiki/Tiles#/media/File:DDNet_editor_entities.png 19:59 <+bridge> [ddnet] they can theoretically be in the front layer 19:59 <+bridge> [ddnet] the wiki :poggers: 19:59 <+bridge> [ddnet] eh, gimme a sec 19:59 <+bridge> [ddnet] ` if(((m_TileIndex == TILE_START) || (m_TileFIndex == TILE_START) || FTile1 == TILE_START || FTile2 == TILE_START || FTile3 == TILE_START || FTile4 == TILE_START || Tile1 == TILE_START || Tile2 == TILE_START || Tile3 == TILE_START || Tile4 == TILE_START) && (PlayerDDRaceState == DDRACE_NONE || PlayerDDRaceState == DDRACE_FINISHED || (PlayerDDRaceState == DDRACE_STARTED && !GetPlayerTeam(ClientID) && g_Config.m_SvTeam != 3)))` 19:59 <+bridge> [ddnet] take a look at this abomination 19:59 <+bridge> [ddnet] ye 20:00 <+bridge> [ddnet] i think stoppers were worse 20:04 <+bridge> [ddnet] @Ryozuki fix 20:06 <+bridge> [ddnet] @heinrich5991 brand new! with front layer and 0% usize 20:06 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/867467511150149672/start_finish_tiles.rs 20:06 <+bridge> [ddnet] ❤️ 20:06 <+bridge> [ddnet] I copy this into the src/bin directory of twmap and it runs? 20:06 <+bridge> [ddnet] should work 20:07 <+bridge> [ddnet] https://github.com/Patiga?tab=repositories 20:07 <+bridge> [ddnet] where though? 20:07 <+bridge> [ddnet] https://gitlab.com/Patiga/twmap 20:25 <+bridge> [ddnet] utf-8 doesn 20:25 <+bridge> [ddnet] t seem to work, can I somehow figure out which encoding is correct? 20:26 <+bridge> [ddnet] then it might just be broken encoding 20:26 <+bridge> [ddnet] can you try `"bytes"`? 20:33 <+bridge> [ddnet] ah that works 20:33 <+bridge> [ddnet] but fails later on a `TypeError: keys must be str, int, float, bool or None, not bytes` ^^ 21:27 <+bridge> [ddnet] https://blog.rust-lang.org/2021/07/21/Rust-2021-public-testing.html 23:27 <+bridge> [ddnet] which way can i take for get player pos 23:27 <+bridge> [ddnet] i mean not my pos but someone else 23:29 <+bridge> [ddnet] you have to spec them, not free view 23:29 <+bridge> [ddnet] otherwise it doesnt show positino 23:29 <+bridge> [ddnet] otherwise it doesnt show position 23:31 <+bridge> [ddnet] hum? i mean i want to make an effect from teeworlds code 😄 23:31 <+bridge> [ddnet] server-side or client-side 23:31 <+bridge> [ddnet] srv 23:31 <+bridge> [ddnet] cchracter->m_pos 23:31 <+bridge> [ddnet] oh whops 23:31 <+bridge> [ddnet] so i need to include character.h 23:31 <+bridge> [ddnet] oh whoops 23:32 <+bridge> [ddnet] np xd my bad, i should explain more 23:32 <+bridge> [ddnet] you should get necessary player 23:32 <+bridge> [ddnet] from gameserver 23:32 <+bridge> [ddnet] and make sure does this player/his character even here 23:32 <+bridge> [ddnet] by clientdid 23:32 <+bridge> [ddnet] by clientid 23:33 <+bridge> [ddnet] and make sure is this player/his character even here