00:01 <@Dune> dang 00:01 <@Dune> good job Oy 00:02 <@Dune> simplified chinese looks like a false positive too? 00:02 <@Dune> whoops, already said 00:02 < rand> Dune: you should retry issue #1752, the m_PlayerSlots in NETMSGTYPE_SV_SERVERSETTINGS was also clamp to 0,16 00:03 <@Dune> aight rand 00:04 < rand> your client dropped packet saying that there were > 16 player slots 00:05 < rand> then, since the slots were all filled, the client did not want to change team 00:05 < rand> maybe we should add an exception when going to spectators 00:06 < rand> src/game/client/components/menus_ingame.cpp:CMenus::GetSwitchTeamInfo 00:07 < rand> anyway, bedtime, gn8 00:07 <@Dune> yeah +1 00:12 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpoAm 00:12 < Teeworlds> teeworlds/master c87fcb2 oy: check for valid placeholders within translation files 11:25 < rand> Oy: about this fix, I think it's better to consume at least 2 characters instead of one when meating a % 11:26 < rand> '%s' and '%' triggers a false positive while it is positive 11:30 < Oy> rand: huh, that shouldn't trigger the false positive 11:31 < rand> nvm, I'm wrong 11:32 < rand> still, better consume 2 11:33 < rand> '%%something' vs '%%' 11:34 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKmB 11:34 < Teeworlds> teeworlds/master c0efc8b oy: fixed a dependency problem with the protocol 11:39 < Oy> well yeah it could consume all following % then 11:43 < bridge> [teeworlds] So gotta make a pass through locales right? 11:44 < rand> the 64p PR add a locale "other players" 11:45 < rand> (that could be change for "players" or another existant locale) 11:45 < Oy> Dune the ones that are faulty should be fixed 11:45 < Oy> rand: there are more localizations missing 11:46 <@Dune> yeah like hide bots 11:46 < rand> ok 11:49 < Oy> so what's up with the team change bug? 11:50 <@Dune> hold on 11:50 <@Dune> seems to work just finenow 11:51 <@Dune> on rand's server at least 11:53 <@Dune> there seems to be a bug 11:53 <@Dune> I can't join red team no matter how much I click on it 11:54 <@Dune> but I get no notification of that 11:55 < rand> the button should be locked 11:57 < rand> what is the expected behavior ? 11:57 <@Dune> i'm not sure 11:59 < Oy> you can't change a bigger team when the team difference would be bigger than 1 then 11:59 <@Dune> yeah of course, but on the UI 11:59 <@Dune> the game mechanics work well, it's just that nothing is displayed 12:42 < rand> Dune,Oy: found 12:42 <@Dune> oh nice 12:42 < rand> one among health and armor can be 0 12:42 <@Dune> oh 12:43 < rand> damage are dropped if you don't loose both 12:43 <@Dune> you're right 12:43 <@Dune> that's because of network.py 12:43 <@Dune> https://github.com/teeworlds/teeworlds/blob/c0efc8b3eaae10ab8053f992742168db28510e56/datasrc/network.py#L234 12:44 <@Dune> thank you rand 12:44 <@Dune> this isn't a 64 player thing :| 12:44 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKOY 12:44 < Teeworlds> teeworlds/master 2c76f33 oy: fixed events for 64 players 12:44 < Oy> yeah, good find rand 12:45 < Oy> yeah not 64p releated - general thing 12:47 < Oy> rand u do a pr? 12:47 < rand> what did you fix then ? 12:48 < rand> oh, tricky one 12:48 < Oy> a second problem with the masks i talked about 12:48 < rand> only used by sound, nice 12:49 < rand> ok for a pr 12:49 < rand> well, 2 lines commit 12:52 < Oy> not just sound, all events damageind, hammerhit, explosion, spawn, death ;) 12:55 < Teeworlds> [teeworlds] nheir opened pull request #1756: fix: missing damage indicators (master...patch-1) https://git.io/fpKOu 13:01 < Teeworlds> [teeworlds] oy pushed 3 new commits to master: https://git.io/fpKOr 13:01 < Teeworlds> teeworlds/master 6837317 Henri D: fix: missing damage indicators 13:01 < Teeworlds> teeworlds/master 1653d47 Henri D: ignore 0 damage 13:01 < Teeworlds> teeworlds/master 9822fa8 oy: Merge pull request #1756 from nheir/patch-1... 13:12 < rand> should bots be report in the NumPlayers ? 13:12 < rand> i guess obviously yes… 13:12 <@Dune> my guess too 13:17 < Oy> yeah, but set the bot flag for them 13:17 < Oy> in the server info 13:17 <@Dune> would be nice to have the bot countryflag ready 13:17 < rand> does the client compute these number ? 13:17 <@Dune> yeah rand 13:18 < rand> oh, doesn't it use what the server send ? 13:18 < rand> (Num/Max)(Players/Clients) 13:36 < Teeworlds> [teeworlds] nheir opened pull request #1757: update tw_api for 208000d1 and 75350af1 (master...tw_api) https://git.io/fpK3o 13:42 < Oy> rand when u filter bots it will strip them 13:43 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpK35 13:43 < Teeworlds> teeworlds/master 2ac756c oy: fixed team change unbalance indication in the ui. #1752 13:47 < Oy> Dune about the team colours for ids in kill messages: the names aren't coloured there either, might be ok to go with the non-coloured ones 14:01 <@Dune> yeah Sonix made that exact point 14:01 <@Dune> I agree :) 15:10 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKZ0 15:10 < Teeworlds> teeworlds/master afb5029 oy: added id's to the scoreboard. closes #1747 15:24 <@Dune> everything seems to be working 15:24 <@Dune> ids look good 15:25 < bridge> [teeworlds] hey I'm doing the truncated chat thing btw 15:25 < bridge> [teeworlds] stop me now if you're already on it 😃 15:33 <@Dune> the script to generate localization strings doesn't work for me :c 15:34 <@Dune> FileNotFoundError: [Errno 2] No such file or directory: 'data/languages/base.pot' 15:34 <@Dune> (that file should be created) 15:35 < bridge> [teeworlds] why does my server disappear from the server list 15:35 < bridge> [teeworlds] when i put player slots to 16 15:35 <@Dune> because it is pure probably? 15:35 <@Dune> try sv_gametype MOD 15:36 < bridge> [teeworlds] but 16 players should be pure lol 15:36 <@Dune> ah 15:36 <@Dune> but player slots > 16 keeps it in the server list? 15:36 < bridge> [teeworlds] and i have no filters applied btw 15:37 < rand> you still see the server "Random" ? 15:37 < bridge> [teeworlds] anything above sv_players_slots 8 gets hidden 15:38 < rand> what is MaxClients ? 15:39 < bridge> [teeworlds] what does max clients do 15:39 < rand> sv_max_clients 15:39 < rand> it defines how many network client the server will handle 15:40 < rand> atm sv_player_slots must be lower than sv_max_clients 15:40 < bridge> [teeworlds] i've put it to 64 just now 15:40 < bridge> [teeworlds] nothing changed 15:40 < rand> it's not mutable 15:41 < rand> you can't change this on the fly, that is a runtime constant 15:41 < bridge> [teeworlds] i've reloaded 15:41 < rand> you have to restart the server 15:42 < Oy> LordSK go ahead :) 15:42 < rand> then fixing this + sanitize player_slots to stay lower than max_clients 15:43 < bridge> [teeworlds] i've put player slots to 16 15:43 < bridge> [teeworlds] shouldnt it display 0/16 in the server browser 15:43 < Oy> that player_slots thing should be fixed 15:43 < Oy> yeah 15:43 < bridge> [teeworlds] instead of 0/64 15:44 < Oy> oh do u have max_clients to 64? 15:44 <@Dune> depends on the option you check, Sonix 15:44 < Oy> then it's 0/64 15:44 < Oy> check "show only player" in filters then it shows 0/16 15:44 < bridge> [teeworlds] @Sonix "Count players only" = 0/16 15:44 < Oy> tfilters the 48 spectator salots 15:44 < rand> better make a specific function or sanitize the option after the ConchainSettingUpdate ? 15:45 < bridge> [teeworlds] so many new configs 15:45 < bridge> [teeworlds] yeah 15:45 < Oy> it used to sv_spectator before i think 15:46 < Oy> rand either option is good i think 15:46 < bridge> [teeworlds] btw 15:47 < bridge> [teeworlds] we should put a pop up notification once you join spec 15:47 < rand> what is the difference between Chain() and Register() ? 15:47 < bridge> [teeworlds] "click on a player or a flag to spectate it" 15:48 <@Dune> well you'd have to press the spectate button first sonix 15:48 <@Dune> right 15:49 < bridge> [teeworlds] once you join spec i said 15:49 < Oy> register - registers a command to the console with a function which is called when u execute it; chain executes the linked function when you change f.e. a config variable like sv_register 15:49 < bridge> [teeworlds] most ppl dont know that u can click on players to follow them 15:49 < bridge> [teeworlds] without using rshift 15:50 < Oy> yeah Sonix good idea 15:50 <@Dune> http://puu.sh/CbcH8/ebb011d362.png 15:50 < bridge> [teeworlds] lol dune 15:50 <@Dune> I forgot how big ingame buttons looked 15:50 < bridge> [teeworlds] yeah 15:51 < bridge> [teeworlds] thanks for moving the buttons top again Oy 15:51 <@Dune> yeah thank god 15:51 < bridge> [teeworlds] a lot better 15:51 < Oy> yeah 16:02 < Teeworlds> [teeworlds] nheir opened pull request #1758: sanitize sv_player_slots (master...patch/playerslots) https://git.io/fpKcZ 16:07 < Teeworlds> [teeworlds] LordSk opened pull request #1759: Adapt chat size depending on scoreboard (master...fix/chat_truncated) https://git.io/fpKca 16:19 < Oy> 0.7.1 complete \o/ 16:22 < Oy> making a list of changes in the forum, if someone wants to add sth. there's so much, can't remember everything 16:24 < bridge> [teeworlds] some scoreboard feedback from zatline and myself.... 16:24 < bridge> [teeworlds] 1. countryflag is to big, make it the same height as the tee/font 16:24 < bridge> [teeworlds] 2. switch countryflag with score 16:24 < bridge> [teeworlds] 3. make scoeboard a fixed height(looks so crammed) 16:26 < Oy> country flag has the same height as the tee 16:26 < Oy> score should be next to kill deah - seperating them is odd 16:27 < bridge> [teeworlds] country flag is bigger 16:27 < Oy> it's wider, cause the ratio is 1x2 16:28 < bridge> [teeworlds] height is also different 16:29 < bridge> [teeworlds] 3 pixels is the difference 16:30 < Oy> https://imgur.com/a/XkmBjd4 16:31 < bridge> [teeworlds] Meh how to compile teeworlds on windows xd 16:31 < bridge> [teeworlds] it somehow doesnt find SDL.h but it works find for ddnet i guess ddnet uses some cmake magic and submodules. Do i have to put the SDL.h file manually in some MinGW include folder? And if yes which version of sdl? 16:31 < bridge> [teeworlds] yea with deco from the tee its the same... but i looks odd without, the flag does not need to be so big 16:32 < bridge> [teeworlds] it does 16:32 < bridge> [teeworlds] @Chairn https://www.teeworlds.com/forum/viewtopic.php?id=12540 16:32 < bridge> [teeworlds] dont use the sdl version that is liked there... use sdl 2.0.8 or 2.0.7 16:32 < bridge> [teeworlds] else why display it 16:33 < bridge> [teeworlds] ty @Fisico 16:33 < bridge> [teeworlds] meh just downloaded 2.0.9 16:33 < bridge> [teeworlds] you get weird lagspikes with it 😄 16:33 < bridge> [teeworlds] oh the instruction is for vs 16:34 < bridge> [teeworlds] yes 16:34 < bridge> [teeworlds] some flags look similar already, making them smaller (loss in detail) will make em more confusional 16:34 < bridge> [teeworlds] visual studio community edition is use 16:34 < bridge> [teeworlds] ah ok 16:34 < bridge> [teeworlds] i really dislike vs ima keep trying with mingw 16:43 < rand> @ChillerDragon: you can try https://github.com/teeworlds/teeworlds/pull/1730 16:44 < bridge> [teeworlds] yea i know but i want to use the system that is designed for master. If that pr doesnt get merged it might break in the future 16:47 < rand> as you wish 16:48 < bridge> [teeworlds] what freetype version should i use? 16:48 < bridge> [teeworlds] you can use the one in the post 😄 16:49 < bridge> [teeworlds] oh ty c: 16:50 < bridge> [teeworlds] meh but it doesnt have a lib folder 16:50 < bridge> [teeworlds] i should... got mine from that link 16:50 < Oy> having a minimum height for the scoreboard might be a good idea 16:51 < bridge> [teeworlds] yea it has a win32 folder i just used the content for lib but now sdl seems to have some undefined reference errors 16:51 < bridge> [teeworlds] the linker fails 16:51 < bridge> [teeworlds] [1/1] [1] link build/x86/debug/teeworlds.exe 16:51 < bridge> [teeworlds] build/x86/debug/objs/engine/client/backend_sdl.o: In function `ZN29CCommandProcessorFragment_SDL8Cmd_InitEPKNS_13SCommand_InitE': 16:51 < bridge> [teeworlds] C:\Users\Chiller\Desktop\git\teeworlds/src/engine/client/backend_sdl.cpp:525: undefined reference to `SDL_GL_MakeCurrent' 16:51 < bridge> [teeworlds] build/x86/debug/objs/engine/client/backend_sdl.o: In function `ZN29CCommandProcessorFragment_SDL12Cmd_ShutdownEPKNS_17SCommand_ShutdownE': 16:51 < bridge> [teeworlds] C:\Users\Chiller\Desktop\git\teeworlds/src/engine/client/backend_sdl.cpp:541: undefined reference to `SDL_GL_MakeCurrent' 16:51 < bridge> [teeworlds] build/x86/debug/objs/engine/client/backend_sdl.o: In function `ZN29CCommandProcessorFragment_SDL8Cmd_SwapEPKN14CCommandBuffer13SCommand_SwapE': 16:51 < bridge> [teeworlds] C:\Users\Chiller\Desktop\git\teeworlds/src/engine/client/backend_sdl.cpp:546: undefined reference to `SDL_GL_SwapWindow' 16:51 < bridge> [teeworlds] build/x86/debug/objs/engine/client/backend_sdl.o: In function `ZN29CCommandProcessorFragment_SDL9Cmd_VSyncEPKN14CCommandBuffer14SCommand_VSyncE': 16:52 < bridge> [teeworlds] oy, maybe set the height to the max playerslots? 16:52 < bridge> [teeworlds] for example a server has 16 slots and 8 spectator slots... show 4 rows at the scoreboard 16:53 < bridge> [teeworlds] then you also see, when you reached the max playerslots, cause than the scoreboard is full 16:57 < Oy> Chillerdragon bam -c all and then try again 16:57 < bridge> [teeworlds] already did that 16:57 < bridge> [teeworlds] same result 16:58 < Oy> sth is off with the sdl lib 16:58 < bridge> [teeworlds] is it maybe version 2.0.9 that makes the trouble 16:58 < bridge> [teeworlds] i didnt find another one on libsdl.org 16:59 < Oy> Fisico players could also be in one team and dm - just some bigger minimum size might be enough 17:00 < redix> setting sv_player_slots at startup does not work anymore 17:00 < redix> https://github.com/teeworlds/teeworlds/pull/1758/files 17:00 < Oy> https://www.libsdl.org/release/SDL2-devel-2.0.8-mingw.tar.gz 17:00 < redix> MaxClients() is 0 at startup =\ 17:01 < Oy> oh 17:01 < bridge> [teeworlds] ty 17:02 < bridge> [teeworlds] with deadmatch show 16 lines, all players in one team is not possible cause of teambalance 17:02 < bridge> [teeworlds] Server max players 16, spectatorslots 0, gametype team… = 8 lines. 17:02 < bridge> [teeworlds] Server max players 16, spectatorslots 8, gametype team.. = 4 lines. 17:02 < bridge> [teeworlds] Server max players 16, spectatorslots 6, gametype noneteam = 10 lines. 17:02 < Oy> team balance is adjustable 17:03 < Oy> hm should add checks to rcon commands set_team and set_team_all lets you have more than 16 players 17:03 < bridge> [teeworlds] Oy yay that worked. It was actually the problem with 9 instead of 8. Good to know. 17:04 < Oy> hm did they change the sdl functions? 17:05 < bridge> [teeworlds] looks like they changed 20+ functions 17:05 < bridge> [teeworlds] that were used in tw 17:05 < bridge> [teeworlds] 2.0.9 also has this weird fps bugs 17:05 < Oy> probably related 17:06 < bridge> [teeworlds] yea 17:07 < Teeworlds> [teeworlds] ChillerDragon opened pull request #1760: remove unused graphics include (master...UnusedGraphicsInclude) https://git.io/fpKl0 17:07 < bridge> [teeworlds] its a bit annoying to get the github messages on two channels on discord -.- 17:10 < bridge> [teeworlds] oh lol it compiles but the dlls are missing does someone know what step i missed or do i have to move them into a directory with the dlls manually? 17:10 < bridge> [teeworlds] yep with vs you have to 17:10 < bridge> [teeworlds] but i dont use vs 17:10 < bridge> [teeworlds] yes but i think they dont get copied 😄 17:11 < bridge> [teeworlds] meh the teeworlds compiling expierience is not very userfriendly :c 17:11 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKlo 17:11 < Teeworlds> teeworlds/master 359042f oy: fixed that set_team commands respect the available player slots 17:11 < bridge> [teeworlds] copied from where where are they located? guess it could be a bam task? 17:12 < bridge> [teeworlds] you have to download them, or build it yourself, bam does not compile them or copy them 17:12 < bridge> [teeworlds] hmr 17:13 < Oy> rand are u on the sv_player_slots thing? or shall i do it? 17:14 < rand> I'm not 17:14 < Oy> ok 17:33 < Teeworlds> [teeworlds] oy pushed 2 new commits to master: https://git.io/fpK8i 17:33 < Teeworlds> teeworlds/master 9b50815 oy: fixed problem with initializing sv_player_slots 17:33 < Teeworlds> teeworlds/master 814c762 oy: Merge branch 'master' of https://github.com/teeworlds/teeworlds 18:00 < rand> I like when a write outside an array creates a risk of double free 18:02 < rand> debuging is fun but it takes time 18:05 <@Dune> backtraces help :D 18:07 < rand> it does not, valgrind does 18:14 <@Dune> i use valgrind too but isn't the helpful part in that case gdb? 18:15 < rand> gdb won't tell me where I have an overflow 18:16 < rand> the double free is a side effect of another piece of code 18:22 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKRJ 18:22 < Teeworlds> teeworlds/master c5af2a7 oy: show a notification "click a player or flag to follow it" when joining spectator 18:29 <@Dune> arrr 18:32 < Oy> anything else that needs to be done? 18:36 <@Dune> not that I'm aware of 18:37 <@Dune> there's the todo list 18:37 <@Dune> ahhh I forgot the translations 18:37 <@Dune> crap 18:37 <@Dune> gotta fix them 18:37 < bridge> [teeworlds] and the scorebaord 😄 18:37 <@Dune> that's not 0.7.1 milestone afaik 18:37 <@Dune> there are 150 issues otherwise :p 18:38 < bridge> [teeworlds] there was one for scoreboard.. 😄 18:38 < Oy> yeah would leeave the scoreboard for another milestone 18:38 < bridge> [teeworlds] ok 18:38 < Oy> the 0.7.1 milestone was just about adding sushis scoreboard 18:39 < bridge> [teeworlds] ok 18:39 < bridge> [teeworlds] so release today? 18:39 < Oy> that other stuff about the scoreboard probably needs a vote or sth dunno - sth that takes time... days 18:39 < Oy> yeah why not 18:40 < bridge> [teeworlds] yea you are right 18:41 < Oy> Dune i can fix the translations if u want ;) 18:42 < Oy> closed the 0.7.1 milestone on github 18:43 < Oy> oh do u we add the new jungle_unhookable tileset? 18:43 < bridge> [teeworlds] i would add them 18:43 < Oy> Sonix is it ready? or is there sth that needs to be done 18:44 < bridge> [teeworlds] there were a lot of changes to the maps so i thinks it is a good time to change it as well 18:47 < bridge> [teeworlds] Just optimize it with pngoptimizer and u’re good 18:48 <@Dune> cool 18:53 <@Dune> oy: checking out translations 18:54 <@Dune> unless you're already on it 18:54 < Oy> Dune no didn't start with them yet 18:55 <@Dune> :) ok 18:55 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpK0s 18:55 < Teeworlds> teeworlds/master 2b97080 oy: added the update jungle_unhookables by Sonix 19:01 < bridge> [teeworlds] so will bot's dont get a own skin? 19:03 < Oy> don't have a graphic yet 19:04 < Oy> same for their flag 19:07 <@Dune> would be nice to have the flag at least to identify them from server browser 19:07 < Oy> yeah 19:11 < Teeworlds> [teeworlds-translation] Dune-jr pushed 1 new commit to master: https://git.io/fpK06 19:11 < Teeworlds> teeworlds-translation/master ca9e80e Jordy Ruiz: Fix locales causing crashes 19:13 <@Dune> oy: might want to update submodule 19:16 < Oy> Dune turkish has an error 19:17 < Oy> added a comment 19:38 < Teeworlds> [teeworlds-translation] oy pushed 1 new commit to master: https://git.io/fpKEo 19:38 < Teeworlds> teeworlds-translation/master df24413 oy: fixed parameter 19:39 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKE6 19:39 < Teeworlds> teeworlds/master ad625f1 oy: updated submodule 19:40 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fpKEP 19:40 < Teeworlds> teeworlds/master a25f7e5 oy: changed version to 0.7.1 19:47 <@Dune> whoops, thanks 19:50 < Oy> heinrich5991: are you around? 19:51 < bridge> [teeworlds] ddint see him in days 19:53 < ChillerDragon> Oy what do you need? 19:54 < Oy> mac release :D 19:54 < Oy> that cmake stuff looks like it needs to be updated? has a list of files 19:55 < ChillerDragon> I can try a mac release if you want 19:55 < ChillerDragon> Yea i made a pr on heinrichs fork some days ago with some mac fixings but he is not around :c 19:59 <@Dune> I can reach a mac if it is necessary 20:01 < Oy> ChillerDragon can u build a working mac app with the cmake stuff? 20:03 < ChillerDragon> Oy i never completly build a fully woking on but i think with the new storage update you made i should be able to do it 20:04 < ChillerDragon> if you support me a bit with git magic getting the cmake stuff from heinrich in the current master 20:05 <@Dune> can't you just pull teeworlds upstream 20:05 <@Dune> and build from that 20:05 < ChillerDragon> i need the cmake stuff from heinrichs pr 20:06 <@Dune> then just clone heinrich's stuff 20:06 < bridge> [teeworlds] why not clone his repository and try it? 20:06 <@Dune> ^ 20:06 < ChillerDragon> yea lez go 20:07 <@Dune> git clone https://github.com/heinrich5991/teeworlds/ pr_cmake 20:07 <@Dune> ChillerDragon: 20:07 < ChillerDragon> ty 20:08 <@Dune> huh not sure if that works actually 20:08 <@Dune> you might still need "git checkout pr_cmake" afterwards 20:08 < ChillerDragon> repo not found i think i have to do the fetch thingy i always forget to get the pr 20:09 < ChillerDragon> but thats fine i can do my changes manually agian 20:09 <@Dune> what 20:09 <@Dune> just git clone https://github.com/heinrich5991/teeworlds/ 20:09 < ChillerDragon> but how do i update heinrichs fork to upstream master 20:09 <@Dune> that won't make a repo not found 20:09 <@Dune> don't try to do complicated git stuff for now 20:09 <@Dune> just clone 20:09 < ChillerDragon> or i appended pr_cmake to the url xd nvm ye i am clonign normal now 20:10 <@Dune> now "git checkout pr_cmake" 20:10 < ChillerDragon> yea but this is outdated 20:10 <@Dune> do this then apply your changes 20:10 < ChillerDragon> and then? 20:11 <@Dune> pull upstream like this: 20:11 <@Dune> git pull https://github.com/teeworlds/teeworlds/ master 20:12 < ChillerDragon> yuk conflicts 20:12 <@Dune> blergh 20:12 <@Dune> doesn't sound good to do this stuff for a release when you're not sure what you're doing 20:12 <@Dune> any other way than that, oy? 20:13 < ChillerDragon> well i can solve that conflicts 20:13 < ChillerDragon> i assume we go with 0.7.1 20:13 <@Dune> yeah but that's risky 20:14 <@Dune> i'd rather not risk that 20:14 < rand> oO 20:14 < rand> should be ok, the conflict is on version.h 20:14 < Learath2> What are you stuck on? 20:14 < ChillerDragon> u can solve teh conflicts aswell 20:15 < ChillerDragon> its only version.h 20:16 < ChillerDragon> well i dont think we are stuck but Dune is scared i mess something up 20:17 <@Dune> even if it works we need official binaries compiled by heinrich5991 with a script iirc 20:17 <@Dune> eh, not sure how mac works 20:17 <@Dune> does that cmake thing compile the whole app? 20:17 < ChillerDragon> no the pr works fine it replaces the scripts 20:17 < ChillerDragon> yes 20:17 < rand> change version in the same way in version.h 20:18 < rand> and test the release :3 20:18 < ChillerDragon> if you dont trust me feel free to solve the conflict your self before i do it 20:18 <@Dune> you know what ChillerDragon, do the merge, then push that so we can check? 20:18 < ChillerDragon> that sounds useless complicated 20:18 <@Dune> git push origin master 20:19 <@Dune> not too complicated 20:19 < ChillerDragon> Oy would be awesome if you could simple solve the conflict in heinrichs pr real quick 20:20 < rand> Dune: I don't get it, the conflict hold on one line in one file, chillerdragon will do fine ^^ 20:20 < ChillerDragon> well i tend to fuck up things im fine if some real tw dev wants to do it 20:20 <@Dune> alright 20:21 < Learath2> real tw dev? please 20:21 < Oy> resolved the conflict 20:21 < ChillerDragon> ty 20:21 < rand> that won't work 20:21 < ChillerDragon> what why? 20:22 < rand> Cmake use some regex to find the version from version.h 20:22 < ChillerDragon> Learath2 it is a fact that i am the newbie here i lack a lot of expierience 20:22 < Oy> oh 20:22 < ChillerDragon> ouch 20:22 < Learath2> You are good enough to merge version.h imho :D 20:23 < redix> What about this one 20:23 < ChillerDragon> ty xd 20:23 < redix> https://github.com/teeworlds/teeworlds/issues/1691 20:23 < rand> unless it uses GAME_VERSION instead of GAME_RELEASE_VERSION 20:23 < rand> not sure about it 20:23 < Learath2> redix: nooo, that's way too radical 20:24 < redix> Okay :D 20:24 < rand> erf, it uses GAME_RELEASE_VERSION 20:26 < ChillerDragon> so? 20:27 < Oy> try 20:31 < ChillerDragon> as expected couldnt parse version 20:31 < ChillerDragon> i sux at regex but i can try 20:32 < rand> try replace « REGEX GAME_RELEASE_VERSION » with « REGEX "GAME_VERSION " » 20:32 < ChillerDragon> is this the new official format? SO the regex has to be updated anyways i guess? 20:32 < Learath2> The should be fine to parse "0.7.1" you sure you pulled before trying? 20:33 < Learath2> The regex* 20:33 < ChillerDragon> i pulled the tw/tw upstream 20:33 < rand> the issue is the line the regex is applied on 20:33 < Oy> changed that in the pr 20:34 < Learath2> ChillerDragon: check your version.h, I think you just didn't pull after oy fixed it :P 20:34 < rand> file list is not complete 20:34 < ChillerDragon> i pulled after oy fixed 20:34 < rand> Learath2: no, the regex won't work 20:35 < bridge> [teeworlds] 20:35 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/518872753596661760/Bildschirmfoto_2018-12-02_um_20.34.50.png 20:35 < Oy> do u have to fix the file list manually? 20:35 < ChillerDragon> the other regex doesnt work rand 20:35 < Oy> there's another commit already 20:35 < rand> it works for me 20:35 < ChillerDragon> oh another one? 20:35 < Learath2> Oy: you can also use a glob but cmake suggests you list them all instead 20:35 < ChillerDragon> oh sowwy missed that 20:35 < Oy> oh ok 20:36 < ChillerDragon> how do i get that commit? 20:36 < ChillerDragon> oh okay now it works 20:36 < ChillerDragon> moment of truth im building the dmg 20:37 * rand expecting sur1.map and some assets related messages 20:37 < bridge> [teeworlds] woops forgot to apply my fixes sec 20:40 < ChillerDragon> meh ok the ressources path is still broken 20:40 < ChillerDragon> Oy your storage fix looked so promising 20:42 < ChillerDragon> [5c04356c][storage]: added path '$CURRENTDIR' ('/Users/chillerdragon/Desktop') 20:42 < ChillerDragon> should be [5c04356c][storage]: added path '$CURRENTDIR' ('/Users/chillerdragon/Desktop/teeworlds.app/Contents/Resources') 20:42 < Oy> ChillerDragon: did u mount the app and then started from that folder on the desktop? 20:43 < ChillerDragon> ye 20:46 < Oy> did u start the app or the executable that is within the app (teeworlds.app/Contents/MacOs/teeworlds)? 20:46 < ChillerDragon> i started the app by double clicking and then via terminal to get the console output 20:47 < Oy> both times no datadir? 20:47 < ChillerDragon> i dont see the CURRENTDIR and the console dialog if i normally launch it from the gui 20:47 < ChillerDragon> but the graphics were broken so i assume the exact same happend 20:48 < bridge> [teeworlds] does someone know what it takes to be an apple zertified developer? cause i cant start tw on my mac cause of this.. 20:48 < Learath2> It takes a 100$s (source: am a apple certified (ios) developer) 20:49 < Learath2> But you don't need a developer certificate to run software on your mac anyways :P 20:49 < bridge> [teeworlds] oh ok 20:50 < bridge> [teeworlds] yea but i looks bad with the error, and the user have to accept it in gatekeeper 20:50 < bridge> [teeworlds] learath2 you are not able to compile it with your account? 20:50 < bridge> [teeworlds] Oy: are we releasing 0.7.1 soon? 20:51 < Learath2> I have a company account :P 20:51 < Oy> LordSk it's ready to be released 20:52 < bridge> [teeworlds] can we wait a week or so, to test thoroughly for bugs 20:53 < bridge> [teeworlds] maybe release a preview version on the forums 20:54 < Oy> what else do u want to test? 20:54 <@Dune> it's true we found some serious bugs in the last few days, I don't see this stopping immediately 20:55 < Oy> well, mostly caused by adding 64 player support 20:55 <@Dune> we could freeze the code 20:55 <@Dune> and release a bit later 20:55 <@Dune> like, no more features or changes, idk 20:55 < Oy> yeah, could do that 20:55 < Oy> but i'm pretty busy starting tuesday for 2 weeks 20:56 <@Dune> hmm :/ 20:56 < bridge> [teeworlds] so release after the 2weeks? 20:57 < bridge> [teeworlds] for holiday season 😄 20:57 <@Dune> maybe? sounds a bit much to me 20:57 <@Dune> I don't know 20:57 < ChillerDragon> i did it 20:58 < bridge> [teeworlds] the things is, there are very few people who actually test the 0.7 version 20:58 < ChillerDragon> give some time to clean up my hacky test codes and debug trash but i can provide a fully working apple release today 20:58 < rand> ChillerDragon: \o/ 20:58 < bridge> [teeworlds] yea 0.7.1 will take a while to get downloaded an played 20:59 < Oy> yeah, there aren't many people testing, but dunno if the number of testers will increase 21:00 < bridge> [teeworlds] maybe release on tw.com, github and wait a few days with steam? 21:00 < bridge> [teeworlds] yeah ok that could work @Fisico 21:01 < Learath2> Well could get the release ready and it wouldn't take much time for you to release it even in a busy week 21:01 <@Dune> there could be a release candidate on the forum 21:01 < bridge> [teeworlds] we won't get people playing if we don't release anything anyway 21:01 <@Dune> but yeah I wonder how much Oy's time it would take to perform the release 21:02 < rand> +1 for the rc 21:02 < Oy> don't need me to actually release it. just create the releases, add the downloads, write a forum post 21:03 <@Dune> need minus for the version server I assume 21:03 < Oy> yeah 21:03 <@Dune> and masterserver (?) 21:03 <@Dune> but yeah we only need the greenlight 21:03 < Oy> nothing to do about them 21:03 < bridge> [teeworlds] i dont think a rc will work... players will maybe download, start, see no players and leave again 21:04 < ChillerDragon> Oy do you want me to pr the fix and then reclone from master and rebuild or just send you the working app compiled from my fix code with wrong indentation and stuff xd 21:04 < ChillerDragon> well who cares about c++ indentations in binarys 21:05 < Oy> does the binary work? 21:05 < ChillerDragon> yes 21:05 < Oy> the app i mean 21:05 < ChillerDragon> yes 21:05 < Oy> maybe someone else with a mac could test it 21:05 < ChillerDragon> ah nvm i broke it agian 21:05 < ChillerDragon> xd 21:05 < ChillerDragon> sec 21:05 < Oy> to make sure it doesn't just work for u 21:06 < Learath2> I can test when you are done 21:06 < ChillerDragon> i can test on my moms mac aswell 21:07 < Oy> well i can to a rc on github for now 21:07 < Oy> *do 21:07 < ChillerDragon> nvm i broke something and cant reproduce it -.- 21:08 < Teeworlds> [teeworlds] oy tagged 0.7.1-rc at master: https://git.io/fpKgn 21:12 < ChillerDragon> ah now i realized what happend. Sorry i got confused after upacking the 20th app. It only worked from terminal. I keep investigating but i cant promise a working result today 21:13 < Learath2> Only working from terminal smells a whole lot like a storage.cfg issue 21:13 < bridge> [teeworlds] ye sure it is a storage issue 21:14 < bridge> [teeworlds] i assumed that weeks ago 21:14 < bridge> [teeworlds] well was probably 1 week xd 21:14 < Learath2> ChillerDragon: does the ddnet dmg work for you btw? 21:14 < ChillerDragon> ye that one is different 21:15 < ChillerDragon> same as tw 0.6 21:15 < ChillerDragon> the $CURRENTDIR var is set correctly there 21:15 < ChillerDragon> i wish i could launch a terminal in the normal app double click mode 21:15 < ChillerDragon> like on windows 21:20 < Learath2> ChillerDragon: well you could check how we do it and port it over to 0.7 21:20 < Oy> currentdir isn't where it looks for data 21:22 < bridge> [teeworlds] had a similar problem with my linux server... 21:22 < bridge> [teeworlds] https://github.com/teeworlds/teeworlds/issues/1643 21:25 < bridge> [teeworlds] i think heinrich did that already 21:25 < bridge> [teeworlds] well i didnt run out of ideas yet im trying some stuff 21:27 < Oy> Chillerdrogon could you try the 0.6 app and paste the paths? 21:27 <@Dune> so we'd need a release candidate compiled for window,s linux, and if possible mac 21:27 <@Dune> sources already there 21:27 < Oy> added win32 and win64 21:27 <@Dune> aight 21:28 < Oy> for linux 64 i would need to reboot, dont wanna use the pi one - unless someone else can provide it ;) 21:28 < bridge> [teeworlds] Oy the problem is i cant launch a terminal if i double click the app so i have to start the binary inside the app but in 0.6 the CURRENTDIR points to the ressourcs folder if i launch it from the terminal 21:28 < Oy> need the other paths 21:29 < bridge> [teeworlds] those re the same if i remmber correctly 21:29 < Oy> then yeah do it with the terminal 21:29 < bridge> [teeworlds] i deleted all 0.6 but i have a screensomewhere lemme check 21:29 < Oy> https://www.teeworlds.com/?page=downloads&id=12543 21:29 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/356429946371047435/516721540209967105/Bildschirmfoto_2018-11-26_um_22.06.48.png 21:29 < bridge> [teeworlds] 0.6.5 21:30 < Oy> ok 21:34 < rand> https://ptpb.pw/CM-w.tar.gz for linux x86_64 21:34 < Learath2> faster then me :P 21:38 < rand> https://ptpb.pw/BqHV.tar.gz for linux_x86 21:40 < rand> oh, i forgot the -rc… 21:42 < rand> https://ptpb.pw/bCMS (x86_64) and https://ptpb.pw/T1Wn (x86) then 21:43 < Oy> ok 21:46 < Oy> oh 21:47 < Oy> dunno what the mac problem is 21:47 < Oy> that client.m is gone, can't remember why 21:58 < Oy> linux dl's up as well 22:03 <@Dune> nice 22:09 < Oy> maybe should do some forum post? 22:10 < bridge> [teeworlds] rly without mac version :c 22:10 < Oy> do u have a working one? 22:11 < bridge> [teeworlds] no that was fake news onlyone that works from terminal and i am pretty stuck currently i run out of ideas 22:39 < ChillerDragon> ok i hacked soemthing together 22:39 < ChillerDragon> it is very dirty but working i guess 22:42 <@Dune> maybe as unofficial binaries for the RC 22:42 < ChillerDragon> btw what is an RC agian? 22:43 < rand> release candidate 22:43 < ChillerDragon> ah ye 22:43 < ChillerDragon> Learath2 and other mac users pls test https://ufile.io/4znjw 22:48 < ChillerDragon> a cleaner version without my debug messages https://ufile.io/b22hk 22:54 < bridge> [teeworlds] Hmm seems like it is not working onmy moms imac because the library is not found 22:54 < bridge> [teeworlds] it is funny that it says ddnet app in the crash report 22:55 < bridge> [teeworlds] https://pastebin.com/d4AjchVN 22:58 < Oy> https://github.com/teeworlds/teeworlds/pull/1730/files#diff-96388f315c8e4688f8ba2ccdc0158d2dR20 22:58 < bridge> [teeworlds] y that one xd 22:58 < bridge> [teeworlds] pro 23:06 < ChillerDragon> Ah i think i found the issue. But i need the lib files for sdl 23:06 < ChillerDragon> 0.6 had a different sdl version i guess so i cant use that one 23:13 <@Dune> aight so I'll make the RC post without mac then :) 23:14 <@Dune> blog or news? 23:15 < minus> So, only cheese? 23:16 <@Dune> :) 23:17 < ChillerDragon> im slowly progressing i fixed the freetype thing now it fails on libwav -.- 23:17 < ChillerDragon> sdl not freetype* 23:22 < ChillerDragon> i dont get it. since when is libwav a trouble maker is this new? 23:25 < Oy> Dune: either way is fine 23:27 < ChillerDragon> Oy is there something new with the sound? Or is libwav related to sdl? I dont get why it is running on my laptop but not on my mothers imac. 23:30 < Oy> no idea 23:31 < Oy> maybe some dependency of sdl? 23:46 < ChillerDragon> yea maybe 23:47 < bridge> [teeworlds] the weird thing is that the error dialog on the imac says Library not loaded: /usr/local/opt/wavpack/lib/libwavpack.1.dylib 23:47 < ChillerDragon> but on my laptop the app works and this path doesnt exsist here either