01:16 < eeeee> unfortunately even that "Beautiful" python looks nowhere as good as equivalent c# 08:26 < BotoX> >C# 08:28 <@minus> :D 20:54 < Siile> hello 20:54 < Siile> anyone tried addind shaders to tws? 20:54 < Siile> *adding 20:54 <@minus> >:D 20:55 < Siile> that's a serious question >:P 20:55 <@minus> i am aware 20:56 <@matricks> Siile: what do you wanna do? 20:57 < Siile> first of all colored outlines to tees 20:57 < Siile> black is hard to color but easy with shaders 20:58 <@matricks> better to do the outline white and just color it 20:58 < Siile> u know, when tee gets hit it's outlines could flash red once or twice 20:58 <@matricks> no need for shaders for that one 20:59 < Siile> where can I find it? 20:59 <@matricks> it's in the skin files 20:59 < Siile> lol 20:59 <@matricks> dunno how it looks now adays 20:59 < Siile> so I should change all the skin files? :D 20:59 <@matricks> yeah? 21:00 < Siile> haha 21:00 < Siile> no ty 21:00 < Siile> easier too implement shaders 21:00 <@matricks> too much work doing it the right way? 21:00 < Siile> and smarter 21:00 < Siile> y 21:00 <@minus> Siile: do shaders, and add distortion effects. people love distortion/glitch effects. 21:01 <@matricks> Siile: if you just wanna do the body outline.. it's 4 pngs 21:01 <@matricks> its like 10 pngs to change all in all 21:02 <@matricks> and the change is easy... should take 1 minute each 21:02 < Siile> I have skin pack downloaded so... 21:02 < Siile> and 1 minute / each is too much 21:02 < Siile> it's monkey work 21:02 <@matricks> batch it 21:02 < Siile> it's not rly neat solution 21:04 <@matricks> you can also just use the alpha from the texture when rendering 21:05 <@matricks> oh.. wait.. you kinda need to redo the graphics.. part of the outline is rendered into the graphics 21:05 <@matricks> for the decorations atleast 21:06 <@matricks> and hands 21:06 < Siile> sfml & opengl was so easy ;___; 21:06 < Siile> i just tossed something to shader and got new stuff drawn 21:07 <@minus> i have tried numerous times with opengl and different frameworks, none was easy or well-working 21:08 <@matricks> minus: sdl seems usuallt like the least worse, loads of nice fixes in sdl2 as well 21:08 < heinrich5991> sdl2 works nicely with my WM. very much appreciated :) 21:08 < EastByte> ^ agree 21:08 <@minus> please complete SDL2 OpenGL 3 (would like 4, but radeon does not support that iirc) skeleton, thanks. 21:09 < Siile> tried sfml? 21:09 < Siile> it's like: 21:09 < Siile> sf::Shader::bind(&motionShader); 21:09 < Siile> glBegin(GL_QUADS); 21:09 < Siile> ... 21:10 < Siile> all kinds of light and glow effects are super easy with shaders 21:10 < heinrich5991> do we want 'all kinds of light and glow effects'? :) 21:11 < Siile> well, I do 21:11 < Siile> that's why I'm asking :D 21:11 < heinrich5991> =) 21:11 <@minus> > glBegin 21:11 <@minus> this is not 1999 21:11 < Siile> close enought 21:12 < EastByte> glad I'm using webgl being free of deprecated stuff :D 21:14 <@matricks> Siile: anyway, there are no shader support in teeworlds at the moment at all, so that has to be added 21:14 <@matricks> if you want it 21:18 < Siile> well, I guess I just have to add it then 21:18 <@matricks> look at how the texture loading is handled 21:19 <@matricks> it should show you how you load some stuff on the main thread and pass it over to the rendering thread 21:19 < Siile> cool 21:20 < Siile> file? 21:20 <@matricks> erh 21:20 <@matricks> src/engine/clint/* 21:20 <@matricks> client 21:20 < Siile> ty 21:27 < Siile> I was also planning joypad support :D 21:27 <@matricks> dual stick works quite nice 21:27 < EastByte> I want rift support 21:27 < Siile> already done? 21:27 <@matricks> Siile: tried it out over 10 years ago 21:28 < Siile> nice 21:28 <@matricks> but as it is a pc game it felt unnessesary to add it to this version 21:29 < Siile> I see your point 21:29 < Siile> but worth trying :))) 21:29 <@matricks> as I said, i've tried it 21:29 <@matricks> :P 21:29 < heinrich5991> Siile: does SDL2 have support for this? 21:30 <@matricks> heinrich5991: support for what? 21:30 < heinrich5991> joypad 21:30 <@matricks> yeah 21:50 <@minus> a pad of joy, how nice 22:11 < Siile> haha, it's working (kinda)! 22:35 < Siile> virtual void ShaderBegin(int ShaderNum); 22:35 < Siile> virtual void ShaderEnd(); 22:35 < Siile> it's actually working as it should >:D 22:39 < Siile> http://ninslash.com/teescreens/shaders.png 22:40 < Siile> needs still some fine adjustment but it's basically there and working 22:42 < Siile> now I just have to import my old shader, pass texture to it and finally, my black aint black no more 22:42 <@matricks> and how do you draw black when you want to draw black? :D 22:43 < Siile> I pass wanted color to my shader and it changes it 22:43 < Siile> pixel shader 22:43 < Siile> and ofc I dont have to use it if I dont want :P 22:43 <@matricks> so.. you just gonna override the color of the texture?.... 22:44 < Siile> y 22:44 <@matricks> http://3.bp.blogspot.com/-sJJDxcXZbXA/UO2z-0H1guI/AAAAAAAAAC0/fD6Y26KnjOk/s1600/Facepalm.png 22:44 < Siile> like this but only for outlines: http://ninja.pusku.com/teaser1.png 22:45 < Siile> wrote it for my old project (in pic) 22:45 <@matricks> but as I said.. some of the outlines are baked into the texture.... 22:45 < Siile> also could add some motion blur to hadouken 22:45 < Siile> it doesn't matter 22:45 < Siile> I can pass the texture to shader and it draws it to screen 22:46 <@matricks> how are you going to filter out whats a outline and not? 22:46 < Siile> I dont have to 22:46 < Siile> I draw tee without outlines over it 22:46 <@matricks> so you are going to color everything 22:46 <@matricks> .... 22:47 <@matricks> you can't draw a tee without outlines... 22:47 < Siile> hmm? 22:47 < Siile> just did 22:47 < Siile> SelectSprite(SPRITE_TEE_BODY, 0, 0, 0); 22:47 < Dunedune> well it's gonna be ugly 22:47 < Siile> wanna bet? 22:47 < Siile> :D 22:47 < Dunedune> isn't it? 22:47 <@matricks> Siile: some of the images for the tee has outlines built into them 22:47 < Siile> hmm 22:47 < Dunedune> taking bets :p 22:47 <@matricks> Siile: the art-style has inner and outer outlines 22:48 <@matricks> the inner outlines are smaller and baked into the normal bitmap 22:48 <@matricks> the thicker outline is separate 22:48 < Siile> even if it fails... 22:49 < Siile> motion blur works every time 22:49 <@matricks> and doesn't fit the art-style... but sure 22:49 < Siile> art style can be changed :P 22:50 <@matricks> sure, but it seems like you just wanna hammer in some effects 22:50 < Siile> for now, yes 22:51 < Siile> thats a start 22:52 <@matricks> you wanna hammer in some effects.. but not change the pngs... 22:52 < Siile> y 22:52 < Siile> this engine has lots of potential imo 22:53 <@matricks> what that engine needs is a clean up 22:53 < Siile> I'd prefer visual improvements 22:53 < Siile> already improved many small things 22:53 < Siile> like static camera, eyes, feet ect. 22:54 <@matricks> what have you done with the eyes and feet? 22:54 < Siile> try my client and see if you notice any different there 22:54 <@matricks> Siile: source? 22:54 < Siile> http://youtu.be/kQ8_R510hhQ 22:54 < Nimda3> [YouTube] Title: Tee Defence boss fight | Rating: 0.00/5.00 | Views: 48 22:54 <@matricks> I know that there is a size descrepency when it comes to the feet at least 22:55 <@matricks> low-pass filter in the feet 22:55 < Siile> guess what I did with the static camera 22:55 < Siile> m_Center2 = m_pClient->m_LocalCharacterPos + CameraOffset; 22:55 < Siile> m_Center.x += (m_Center2.x-m_Center.x) / 2.0f; 22:55 < Siile> m_Center.y += (m_Center2.y-m_Center.y) / 2.0f; 22:56 < Siile> feels a lot better even if it basically looks the same 22:56 <@matricks> oh.. thats baaad.... 22:56 <@matricks> you can't do it like that... 22:56 < Siile> y, but it works 22:56 <@matricks> no.. it doesn't 22:56 < Siile> try my client 22:56 <@matricks> it will brake if you get lower framerate 22:57 <@matricks> break 22:57 < Siile> ofc it will 22:57 < heinrich5991> you call that 'work'? 22:57 < Siile> but I have a proper computer :D 22:57 <@matricks> and act differently depending on the framerate... 22:57 < Siile> true 22:57 <@matricks> == not working 22:57 <@matricks> == buggy 22:57 <@matricks> guess you did the low-pass filter on the feet the same? 22:57 < Siile> y 22:57 < Siile> eyes and weapon too 22:58 < Siile> haters gonna hate 22:58 < Siile> but it feels 9000x better now 22:58 <@matricks> the camera looked nice, but you must fix the bugs 22:58 < Siile> why? it's not made for every client 22:58 <@matricks> just for you then 22:59 < Siile> and for everyone else who dont have a wooden computer :P 22:59 <@matricks> but faster computers will behave differently as well 22:59 <@matricks> and that effect won't happen at all more or less 22:59 <@matricks> all depends on the framerate 22:59 <@matricks> and that is really really bad 23:00 < Siile> v-sync should help 23:00 <@matricks> no... 23:00 <@matricks> vsync != 60hz 23:00 <@matricks> thats no garantuee 23:01 <@matricks> but I liked the effect on the camera however 23:01 < Siile> me2 23:01 < Siile> spend full 2 minutes designing it 23:02 < Siile> time well spent 23:02 <@matricks> but as I said, it's not done 23:02 < Siile> I know 23:02 < Siile> or it's very badly done, but I dont rly care as long as it looks good on my computer :P 23:03 < Siile> there's like 3 ppl using my client so... 23:03 <@matricks> it's like pissing your pants, you can do it quicker, but you gotta clean it up as well 23:03 <@matricks> which takes longer 23:03 < Siile> not rly 23:03 < Siile> I dont get wet 23:03 <@matricks> yeah, but the task isn't done 23:04 < Siile> just some random guys who try my client with crappy computers :P 23:04 < Dunedune> it's not just crappy computers... good computers with high frame rate will look buggy too iirc 23:04 < Dunedune> if I understood it right* 23:04 <@matricks> I said that 23:04 <@matricks> it's framerate dependent 23:04 < Siile> actually they will look just like normal tws 23:04 < Siile> maybe a little bit better 23:04 < Dunedune> you're not thinking about distributing it yet, but when you want to upscale it, you won't be able to and will regret that 23:05 < Siile> there's not much to be distributed 23:05 <@matricks> learn the lessons of the DOS times.. don't write framerate dependent code :) 23:05 <@matricks> there is loads of tickrate dependent code in teeworlds however :) 23:05 < Dunedune> I don't think it's an acceptable mindset to not look into problems because they don't appear on your computer 23:05 < Dunedune> soon or later you'll have to face them 23:06 < Dunedune> but again, I guess you'll learn from your mistakes (or prove me wrong and not regret it at all) 23:06 < Siile> i know but right now I enjoy playing too much to spent time fixing bugs I dont (yet) have to face 23:06 < Dunedune> rly not the right mindset imo, but it's up to you :/ 23:06 <@matricks> Siile: problem is that you tend to forget that they are there... 23:06 <@matricks> and then they come back to bit you in the ass, or someone else 23:07 < Dunedune> matricks: how is the tickrate depend thing a matter? 23:07 < Dunedune> in case you want to port code to another project or? 23:08 <@matricks> Dunedune: well, you can't just change the tickrate from 50 to 1000 without changing a couple of scale values etc as well 23:08 <@matricks> but the tickrate is the same for everyone so 23:08 < Dunedune> and these can't be computed from the tickrate? 23:08 < Dunedune> using the* 23:08 <@matricks> Dunedune: they do stuff like siile did... * scale_value each tick etc 23:09 <@matricks> todo some smooth stuff 23:09 < Dunedune> arrk 23:09 <@matricks> there shouldn't be that much however 23:09 < Dunedune> i wanna try and fuck up the tickrate now :p 23:09 <@matricks> hehe 23:10 <@matricks> I don't think most values are scaled with tickrate 23:10 <@matricks> but it should be really simple going through gamecore.cpp to fix it 23:10 < Dunedune> what's gonna be the main effects of changing the tickrate? more/less responsiveness I guess? 23:10 < Siile> well, at least my shader code is done the right way ^______^ 23:10 < Siile> ....i guess 23:10 < Siile> took it from some SDL glsl example :D 23:10 < Siile> works like a charm 23:11 < Siile> I'm going to hit the bed now 23:11 <@matricks> Dunedune: a bit yes 23:11 < Siile> bb 23:11 * matricks watches a couple of videos 23:12 < Dunedune> be gentle with the bed siile 23:14 <@matricks> http://vimeo.com/95754401 23:14 <@matricks> seems like fun :D 23:30 < Dunedune> dayum netversion hash 23:33 < Dunedune> hmmm I don't notice anything different 23:33 < Dunedune> maybe i should lower it 23:33 <@matricks> ? 23:33 < Dunedune> doubled framerate 23:34 <@matricks> doubled tickrate you mean? 23:34 <@matricks> the tickrate is a part of the protocol 23:34 <@matricks> both server and client knows that it's 50hz 23:35 < Dunedune> yeah i fixed that 23:35 < Dunedune> yeah, tickrate 23:35 < Dunedune> I halved it and now projectiles go super fast and laggy 23:36 < Dunedune> but explosions still come later ofc 23:36 <@matricks> https://github.com/teeworlds/teeworlds/blob/master/src/game/gamecore.h#L86 23:36 <@matricks> check for where that is used :) 23:37 < Dunedune> oh actually grenades go slower in 100tickrate 23:37 < Dunedune> and they expire rly soon 23:37 <@matricks> https://github.com/teeworlds/teeworlds/blob/master/src/game/client/components/items.cpp#L46 23:39 < Dunedune> aye 23:39 < Dunedune> but doesn't server send its own tick speed? 23:40 < Dunedune> or client assumes server has same tickspeed since there is the nethash check? 23:40 <@matricks> the client assumes that it uses the same tickspeed as the server 23:40 < Dunedune> o 23:40 < Dunedune> ok 23:40 <@matricks> TICKSPEED == 50hz is a part of the protocol 23:40 < Dunedune> yeah makes sense 23:40 <@matricks> like max players == 16 23:40 <@matricks> etc 23:43 < Dunedune> oh, it crashed o_o 23:44 < Dunedune> guess it could be because of alt+F4, still weird