17:09 < PsychoGod> who can answer please... how was made audios in teeworlds ? with what program ? have someone project files for it or something to help to made identical sounds ? thx for answer <3 17:10 * matricks points towards teetow 17:10 <@minus> 't was made be drunk teetow 17:11 <@minus> also, by speeding shit up 17:13 < PsychoGod> https://github.com/teetow/TeeVegas 17:13 < PsychoGod> someone knows what it is ? 17:13 <@matricks> "TeeVegas is a set of scripts and tools to make Sony Vegas more usable for sound designers" 17:14 <@matricks> http://www.teevegas.com/ 17:17 <@minus> oh, that's not even outdated 17:34 < PsychoGod> what about main theme? 17:34 <@matricks> teetow 17:35 <@matricks> probably in cubase 17:51 <@minus> cube? i don't like that movie 18:02 < PsychoGod> btw, why client_data and server_data (generated files) are same ? better delete duplicate files and use data (generated file) for both, client and server ? 18:06 <@matricks> they shouldn't have to be 18:06 < PsychoGod> but they are... or i wrong ? 18:06 <@matricks> yeah, except some header info 18:07 < PsychoGod> headers are the same too 18:07 < PsychoGod> so 18:07 <@matricks> no, some header guards etc 18:07 <@matricks> but yeah, they are the same 18:08 <@matricks> yeah, the server shouldn't have to know all that stuff 18:08 < PsychoGod> so this is bug? i don't yet look where server_data used, but if we have this files, server don't need some of declarations ? 18:09 <@matricks> the server only needs to know about some weapon and pickup stuff 18:09 < PsychoGod> sounds? they send some of them too 18:09 <@matricks> no 18:11 < PsychoGod> server only needs list of sounds, images, other, it doesn't need to load it, right ? 18:11 <@matricks> no, it doesn't need any of that 18:11 <@matricks> it just needs to know the spawn times of items and some weapon duration stuff 18:12 < PsychoGod> GameServer()->CreateSound(m_Pos, SOUND_PICKUP_ARMOR); what about this ? 18:14 <@matricks> those are enums that are embedded into the protocol 18:14 <@matricks> protocol.h 18:34 < EastByte> the first thing I do when setting up a vps 18:34 < EastByte> compiling teeworlds and setting up a server 19:44 < PsychoGod> CNetMsg_Cl_SetTeam *pMsg = (CNetMsg_Cl_SetTeam *)m_aMsgData; (void)pMsg; who can explain for what needed (void)pMsg; ? thx for answer <3 19:44 <@matricks> what line? 19:45 <@matricks> it's a common technique to get rid of the unused variable warning 19:46 <@minus> if there's an unused variable warning i usually just comment out the parameter in the parameter list 19:47 < PsychoGod> strange technique :D 19:48 <@matricks> very common 19:49 <@minus> ugly 19:54 <@minus> matricks: ain't commenting out better? 19:54 <@matricks> both of em works, but I don't like leaving deadcode behind 19:55 <@matricks> and in that case, you can't do it 22:29 < PsychoGod> in 0.7 version, there aren't bam release, bam client_release and other configs for bam ? 22:30 <@matricks> game, client, server 22:31 < PsychoGod> but always on debug ? 22:31 <@matricks> default is debug 22:32 <@matricks> bam conf=release game for example 22:32 <@matricks> or 22:32 <@matricks> bam conf=release,debug game 22:34 <@minus> right, i should finish that up 22:34 <@minus> but i have other things to do 22:34 <@matricks> like black jack, and hookers 22:34 <@matricks> minus: fiddled a bit more with rust, that language is shaping up nicely 22:36 <@matricks> now, movie time 22:36 <@minus> :) 22:36 <@minus> fiddled with angularjs, not as much as a pain as i remember js, but still bad 22:37 < heinrich5991> rust is where you'll fall in love with the type system 22:37 < heinrich5991> (well actually haskell is that place) 22:58 < PsychoGod> bam -c all now don't delete obj's ? 22:59 <@minus> you need to use it with the right config 23:07 < heinrich5991> bam -c real_all 23:07 < heinrich5991> 23:07 < PsychoGod> xD 23:07 < PsychoGod> better rd build ;D 23:07 <@minus> right config = the one you used to build stuff 23:07 <@minus> night 23:43 < teetow> PsychoGod: what exactly do you want to know about the sfx? 23:44 < PsychoGod> i want to add some more staff like your sound and music, so want to know how you do this and may be some project files for programs would be helpful too :) 23:44 < teetow> don't have the project files anymore, they died with a harddrive in 2005 23:45 < teetow> but you really shouldn't need them, just emulate the style as is 23:45 < teetow> pitched-up, crisp, very focused 23:45 < teetow> what sounds are you adding? 23:46 < PsychoGod> i thought about some godzillaz RRRrrRRrrR and some music theme changes xD 23:46 < teetow> wat 23:46 < teetow> godzillas? =) 23:47 < PsychoGod> yeah, adding some monsters in game ) 23:47 < teetow> then you definitely won't need my project files =) 23:47 < teetow> that's obviously something you'll have to record 23:47 < teetow> (or purchase, but I prefer recording monster sounds, it's more fun) 23:48 < PsychoGod> don't have any godzilla near me to record xD 23:48 < PsychoGod> thx anyway, i'l try something ;) 23:48 < teetow> np 23:49 < teetow> I love how cubase takes ten minutes from End process to actually ending the process 23:49 < teetow> maybe German labor laws require a ten-minute break every hour? 23:50 < PsychoGod> worked in propellerheads and frutty for music, so 23:51 < teetow> I really can't work in those programs 23:51 < teetow> they're tailored towards electronica, they don't scale particularly well 23:52 < teetow> great for making little 8-bars, though. more like a game than a DAW 23:52 < PsychoGod> ok, will try it 23:53 < teetow> was just commenting, you use what you're comfortable with =9 23:59 <@matricks> :P