20:08 < magneticduck> having a hard time building teeworlds from sourde 20:08 < magneticduck> source* 20:09 <@minus> are you using windows? 20:09 < magneticduck> I'm just trying to get scripts/compile.py working 20:09 < magneticduck> on linux 20:09 <@minus> hm 20:09 < magneticduck> it's telling me that it's not finding the bam compile target 20:09 <@minus> using this? https://www.teeworlds.com/?page=docs&wiki=compiling_everything 20:09 < magneticduck> neither server_release nor client_release 20:09 < magneticduck> I'll check that 20:10 <@minus> bam conf=release client 20:10 <@minus> that guide should be updated 20:11 < magneticduck> release_client? 20:11 < magneticduck> not client_release? that's what mentioned in the helpfile for compile.py itself 20:11 < magneticduck> I can double check it though 20:12 <@minus> `bam conf=release client` is the invocation 20:13 < magneticduck> great, that works 20:13 < magneticduck> compile.py was throwing me off 20:14 < magneticduck> boy it builds quick 20:14 < magneticduck> I mean, wow 20:15 <@minus> did you run it with -j? 20:15 < magneticduck> this is what happens when your codebase isn't full of complex template libraries and boost 20:15 <@minus> that makes it even faster 20:15 < magneticduck> haha I didn't even run it threaded 20:15 <@minus> oh right 20:15 <@minus> never noticed it compiles so fast although it's C++ 20:16 < magneticduck> my own project takes 7 minutes of system time to compile, 2.5 minutes on my multicore development box 20:16 < magneticduck> and it's only 17k lines... 20:17 <@minus> a game? 20:17 < magneticduck> yeah 20:18 < magneticduck> oh well, this is what I pay for being a weak-willed, pathetic developer who uses large thirdparty libraries for things I should be NIHing 20:23 <@minus> so, what's your game? 20:24 <@minus> !seen matricks 20:24 < Nimda3> I've last seen matricks 36 days, 23 hours, 26 minutes and 5 seconds ago in #teeworlds saying "I call it bullshit". 20:24 < magneticduck> http://solemnsky.com 20:25 <@minus> huh, they renamed altitude? 20:25 < magneticduck> unreleased, GPLv3, multiplayer, just me developing it 20:25 <@minus> cool cool 20:25 < magneticduck> are you thinking about planeball.com? 20:25 <@minus> yeah 20:25 < magneticduck> that's a community effort 20:25 <@minus> again? 20:25 < magneticduck> related to the ranked server system we have 20:25 <@minus> oh, i thought it was dead again 20:26 < magneticduck> altitude has always been alive 20:26 <@minus> not the first version 20:26 < magneticduck> not sure if you heard the news, but the devs just abandoned it and made it F2P 20:26 < magneticduck> now we have a few people doing different things to keep the tradition alive 20:26 < magneticduck> solemnsky is by far the most radical ^^ 20:29 < magneticduck> I've also had fun decompiling / injecting into the server; it's java, so it's fairly easy to add little features here and there 20:31 < magneticduck> minus: I don't know what you're referring to as the first version of altitude 20:34 <@minus> https://sr.ht/sQsz.png this one 20:34 < magneticduck> oh my 20:34 <@minus> played that shit around 2004 20:35 < magneticduck> so altitude's been out over 12 years now 20:35 < magneticduck> I actually didn't know that, I only know about the 2009 release 20:36 < kidanger> the chat hasn't changed much 20:38 < magneticduck> how so 20:39 < magneticduck> minus: anyway altitude is alive, we have ranked games every GMT afternoon 20:39 < magneticduck> hey, sometimes they aren't even that lousy 20:40 <@minus> about and blog on your site don't work, magneticduck? 20:41 < magneticduck> oh yeah, our marketing is on low-power mode 20:42 <@minus> got screens or something? 20:44 < magneticduck> not a whole lot to see besides some UIs and planes flying around bare-bone maps 20:48 <@minus> uh, git submodules 20:48 < magneticduck> oh you're pulling it? 20:48 < magneticduck> yeah, I love me some submodules 20:49 <@minus> they're scary 20:50 < magneticduck> there was at least one point that I got fed up and `cd .. ; rm -rf $OLDPWD ; git clone --recursive ..`'d 20:54 <@minus> heh 20:54 <@minus> building finished, 3m18s (4 threads) 20:54 < magneticduck> sounds about right 20:55 < magneticduck> for some reason, on Windows (with MinGW) it can take up to 1.5 minutes just to link the client 20:55 < magneticduck> I.. just don't know why 20:55 < magneticduck> oh, maybe we can play on the remote server 20:56 < magneticduck> yeah, click the home page and then 'remote' 20:56 <@minus> solemnsky/../../media/fonts/Roboto-Light.ttf ← that file obviously doesn't exist 20:57 < magneticduck> oh right 20:57 < magneticduck> you have to run it from a directory two levels deep into the repo 20:57 < magneticduck> *cough* 20:57 <@minus> why would you… 20:57 < magneticduck> it's just an option made out of convenience, I'm actually about to change that 20:57 < magneticduck> because I build in dist/debug 20:57 < magneticduck> and well, I'm lazy 20:58 <@minus> teeworlds build into build/amd64/debug and you need to run it from the main directory 20:58 <@minus> runs now :) 20:59 < magneticduck> oh my, I think my friend broke the server 21:00 < magneticduck> out of curiosity, see what happens when you join the server now 21:01 <@minus> so, have you got some irc channel? 21:02 < magneticduck> we have a slack group 21:02 <@minus> eww 21:03 < magneticduck> it's like IRC, but closed-source, centralized and evil 21:03 < magneticduck> uh I mean, it has more features 21:03 <@minus> i know slack 21:04 <@minus> i just think it's a bad thing for open source projects to use it 21:05 <@minus> https://drewdevault.com/2015/11/01/Please-stop-using-slack.html 21:05 <@minus> enough slack hating. how do you start a game? 21:06 < magneticduck> reading through that, I admittedly haven't given any consideration to the cons of slack 21:06 < magneticduck> hm, I would like to know how one starts a game 21:07 <@minus> you don't know how to hop ingame in your own game? 21:07 < magneticduck> (arguably at this point slack's benefits of persistent logs, file management etc far outweigh the cons of walled-gardens -- we only have about 8 people in the group) 21:07 < magneticduck> oh right, I thought you were asking a more general question 21:08 < magneticduck> `/auth` to become an admin and then `/start` to start the game on the programmed map 21:08 < magneticduck> s/map/environment 21:09 < magneticduck> in the sandbox, type `start funnelpark` 21:11 <@minus> got a very similar feel as the original altitude :D 21:11 < magneticduck> what, the crappy graphics? 21:11 <@minus> i like the old graphics better 21:12 <@minus> the game runs at about 15 fps for me btw 21:12 < magneticduck> `start demo` 21:12 < magneticduck> see how it works with that 21:12 < magneticduck> also enable debug mode for performance stats 21:15 <@minus> cycle:18ms 21:16 < magneticduck> that sure isn't 15 FPS 21:16 <@minus> oh, after starting desktop compositing it runs smoothly 21:17 < magneticduck> interesting 21:17 < magneticduck> graphics on linux are always interesting 21:17 <@minus> X11/intel being fucky as always 21:17 < magneticduck> recently I had a bug where the client freezes the *entire OS* every like, 45 minutes 21:17 < magneticduck> I had to do a hard reboot, everything was locked down to networking 21:17 <@minus> X11 freezing is nothing surprising… 21:18 < magneticduck> anyway, it seems to work fine in fullscreen mode 21:22 < magneticduck> hehe, teeworlds has an error message that reads 'out of ideas. failed to init graphics' 21:22 < magneticduck> I presume that happens when the client isn't feeling inspired 21:30 * magneticduck briefly daydreams about rewriting solemnsky in Haskell 21:31 < magneticduck> writing this game served as my hasty introduction to the wonderful world of C++