00:12 < koomi> heinrich5991: occasionally, mostly public vanilla 11:22 < Francesca_> hello 11:22 <@heinrich5991> hi 11:23 < Francesca_> hello heinrich5991, how are you? Francesca from italy here 12:34 < Francesca_> hello 12:53 <@Dune> hi 12:56 < Francesca_> hello Dune, how are you? 12:56 <@Dune> well, thanks. looking for something? 12:57 < Francesca_> oh, i was here to meet new people 12:57 <@Dune> we play teeworlds here, want to come? 12:58 < Francesca_> oh, what is that? 12:58 <@Dune> https://www.teeworlds.com/ 12:59 < Francesca_> oohh, i see! 17:58 <@Dune> good job on the automapper, Oy :) quite easy to port the rules 18:01 < Oy> Lordsk created the automapper :P 18:01 < Oy> i just changed it to json files i think :) 18:02 <@Dune> yeah I just meant the json extractor port is nice :) 18:02 < Oy> thx :) 18:03 < Oy> though it could be improved 18:03 < Oy> to add templates for types 18:03 < Oy> f.e. "top" 18:03 <@Dune> https://github.com/teeworlds/teeworlds/issues/814 18:03 <@Dune> not much left there 18:04 <@Dune> json has no comments :( 18:04 <@Dune> should it be closed? or what remains? 18:05 < Oy> add a sub-object "comments" and then add your comment to it? 18:05 <@Dune> ah, right 18:05 <@Dune> forgot I can do that 18:05 < Oy> i think the rules should be improved 18:06 <@Dune> I'm in the process of doing that 18:06 < Oy> if u check a bottom tile right now u set current po to empty and y+1 to filled 18:06 < Oy> there should be bottom instead 18:06 < Oy> ok 18:06 <@Dune> huh 18:07 <@Dune> I'm not sure if I understand 18:08 < Oy> let me search an example 18:14 < Oy> https://github.com/teeworlds/teeworlds/blob/master/datasrc/editor/automap/grass_main.json#L262 here u check if y- and x-1 are empty 18:15 < Oy> some template "TopLeftCorner" instead would be better 18:16 < Oy> hope u catch my drift :) 18:16 <@Dune> ah well yeah :) would be much more readable 18:19 <@Dune> I'm hoping to motivate people to make more automapper rules :) 18:19 <@Dune> if they follow, then it'll be worthwhile to improve it like that 18:20 < Oy> yeah, and then the rules could also be more specific. right now the automapper checks one tile twice. a tile could get a wrong index which will be fixed in the second run 18:20 <@Dune> oh, I see 18:20 < Oy> f.e. the "topleftcorner" could check if y+1 is full and x+1 is full instead 18:21 < Oy> additionally to the rules that are set right now 18:23 < bridge> [teeworlds] I don't even know how to start 18:23 < bridge> [teeworlds] creating rules 😄 18:24 < Oy> :D 18:25 <@Dune> @Sonix open datasrc\editor\automap\grass_main.json 18:25 <@Dune> each block prefixed by "index: " is a rule 18:25 <@Dune> below are the conditions. x:0 y:-1 value:empty means the tile below must be empty 18:26 < Oy> some editor gui would be nice- open an image and then set "this is a corner tile", "this is a floor tile" etc. 18:27 <@Dune> yeah, but it might be a lot of work 18:34 < bridge> [teeworlds] @Dune really good job at that ingame automapper 18:35 < bridge> [teeworlds] and doodads aren't even there yet :D 22:30 <@Dune> no spoiler tags on teeworlds.com :( 22:33 < minus> trinteeeeeeeeee 22:33 < minus> +i 22:38 < bridge> [teeworlds] Is there any good tutorial about auto-mapper? 22:39 < bridge> [teeworlds] any tutorial actually 22:39 < bridge> [teeworlds] I'm writing it right now 22:39 < bridge> [teeworlds] hmm, okay 22:39 < bridge> [teeworlds] just thinkin, maybe I could try to make web-base version, for auto-mapper 22:39 < bridge> [teeworlds] im mor web dev than software.. 😄 22:39 < bridge> [teeworlds] I will try current automapers anyway 22:43 <@Dune> @Savander https://www.teeworlds.com/forum/viewtopic.php?pid=122322#p122322 22:43 <@Dune> @Sonix too :) 22:48 < bridge> [teeworlds] hey, @Dune typo in tutorial 22:48 < bridge> [teeworlds] ```"above" translates as: 22:48 < bridge> [teeworlds] 22:48 < bridge> [teeworlds] "x": 0, "y": 1``` 22:48 < bridge> [teeworlds] should b -1 22:48 < bridge> [teeworlds] be* 22:48 <@Dune> oh right thanks :) 22:48 < bridge> [teeworlds] 😃 22:48 <@Dune> fixed 22:51 < bridge> [teeworlds] great! hmm, it doesn't look that bad 22:51 < bridge> [teeworlds] and for web.. it would be quite easy to implement 22:52 < bridge> [teeworlds] #json 22:52 <@Dune> hehe :) 22:53 < bridge> [teeworlds] I will wait for advanced techniques 😮 22:53 <@Dune> you can spoil yourself in the grass_main.json :) 22:53 <@Dune> it hints for them ;) 22:53 <@Dune> what do you want to make; @Savander ? 22:54 < bridge> [teeworlds] I think, I have some free time 22:54 < bridge> [teeworlds] maybe a week, I want to try make typescript tool 22:54 < bridge> [teeworlds] to create auto-maps, via web 22:54 < bridge> [teeworlds] at least, the basic stuff at beginning 22:54 <@Dune> :0 22:54 <@Dune> awesome 22:55 < bridge> [teeworlds] Yea, my c/c++ skills are sh*t 22:55 < bridge> [teeworlds] compare to web. typescript/php/c# 22:55 < bridge> [teeworlds] C/C++ introduces memory management, pointers and that stuff 22:56 <@Dune> haha, it's a bit nasty 22:56 <@Dune> you can avoid it a bit in C++ sometimes 22:56 < bridge> [teeworlds] i understand them, but it's not easy to program in that language. Especially GUi's 22:56 < bridge> [teeworlds] smart pointers, auto keyword 22:56 < bridge> [teeworlds] but, web GUI's are super easy :D. Especially now.. ;D 22:56 <@Dune> that's nice :) 22:57 <@Dune> can't wait to see what you can make :D 22:57 < bridge> [teeworlds] I will try, unless some client will come to me and ask for a service.. then it will be later 😄 22:58 <@Dune> ok :D 22:58 < bridge> [teeworlds] your tutorial looks like quite good documentation so 22:58 < bridge> [teeworlds] you told me, where's the name, what's important 22:58 < bridge> [teeworlds] how to implement conditions 22:58 < bridge> [teeworlds] like, I just need to abstrac that 22:58 < bridge> [teeworlds] abstract* 23:00 < bridge> [teeworlds] that "random" thing, takes ID as a parameter? 23:00 < bridge> [teeworlds] I mean, if 3 tiles, has the same random ID 23:01 < bridge> [teeworlds] it will take one of the tile? 23:01 <@Dune> no 23:01 <@Dune> "random": 150 means it has 1/150th chance 23:02 < bridge> [teeworlds] oh 23:02 < bridge> [teeworlds] with THAT conditions 23:02 < bridge> [teeworlds] great 23:02 < bridge> [teeworlds] so, i can make 1/200 for a detail 23:02 < bridge> [teeworlds] and base as a filler 23:04 < bridge> [teeworlds] okay, I have to draw a project first 23:06 <@Dune> :D 23:06 <@Dune> and of course, you can select other IDs as conditions 23:06 <@Dune> @Savander: little tricky thing, the automapper actually runs the rules twice 23:06 < bridge> [teeworlds] twice? 23:09 < bridge> [teeworlds] I mean, but how it can broke things? 23:09 < bridge> [teeworlds] if it do twice the same 23:09 < bridge> [teeworlds] so it will output twice the same results, I guesS? 23:09 < bridge> [teeworlds] Or i don't understand it correctly ? 23:15 <@Dune> wooo 23:16 <@Dune> we won a zomb game! on the fort 23:16 <@Dune> that's hard man 23:16 <@Dune> @Savander: more or less. you can set conditions relative to other automapped tiles 23:17 <@Dune> {"x": -1, "y":0, "value": 98}, 23:17 <@Dune> so the second pass can change things a bit 23:18 < bridge> [teeworlds] oh... 23:18 < bridge> [teeworlds] now I understand 23:18 < bridge> [teeworlds] btw. order of conditions 23:19 < bridge> [teeworlds] mattesr? 23:19 < bridge> [teeworlds] matter/ 23:19 <@Dune> yes 23:19 <@Dune> they are applied in order 23:19 < bridge> [teeworlds] order of sets, matter? 23:19 <@Dune> well order of conditions shouldn't matter, it's an AND 23:19 <@Dune> order of sets does 23:19 < bridge> [teeworlds] hmm, okay 23:19 < bridge> [teeworlds] I have to think, about it 23:19 < bridge> [teeworlds] Because, at first. I want to make basic version, where you can set common things 23:20 < bridge> [teeworlds] like, corners, on-tiles, 23:20 < bridge> [teeworlds] one-tiles* 23:20 <@Dune> yeah, that's a very good plan 23:20 < bridge> [teeworlds] filler, and randomers 23:20 <@Dune> you don't need to think about all that 23:20 < bridge> [teeworlds] And maybe later, make advanced editor, where you can apply your own conditions 23:20 < bridge> [teeworlds] maybe somehow visually 23:20 < bridge> [teeworlds] but, at first I will focus on basic stuff 23:21 < bridge> [teeworlds] so everyone could make, their own auto-mapper, at least on basic level. 23:28 <@Dune> very good :)