02:58 < TeeSlayer> What do you guys think about assigning new players to a random team instead of TEAM_RED when there is an equal player count? Have there been any discussions on this in the past? Assuming that nobody leaves the game or switches the team, and there is a constant flow of new players, TEAM_RED will always have either one more player or the same amount of players throughout the whole game, which is kinda unfair. 03:00 < Edible> its already random 03:00 < TeeSlayer> Another option would be to assign the new player to the team with less points. 03:00 < Edible> you don't know when someone is going to join or when someone is going to leave 03:00 < Edible> thus random 03:01 < TeeSlayer> it still gives an edge to team red 03:01 < TeeSlayer> since they always get the new player first 03:01 < TeeSlayer> with equal player count 03:01 < TeeSlayer> that's where I'm getting at 03:02 < TeeSlayer> if it's a popular server, it's unlikely that people will leave before the game ends 03:03 < TeeSlayer> and still it doesn't matter 03:05 < Edible> you are right, an if team_players_red == team_players_blue && lastplayer { lastplayer--; newplayer is blue } { lastplayer++; newplayer is red} would be nice 03:06 < Edible> no clue how the code works, that's just an example 03:07 < Edible> TeeSlayer: it also depends on the scoring of each team, if all the good players are in blue, whats the point of randomizing? 03:07 < TeeSlayer> >Another option would be to assign the new player to the team with less points. 03:08 < TeeSlayer> then only randomize if both teams are equally good in terms of points :D 03:08 < TeeSlayer> It's just a minor detail which has bugged me for a long time 03:09 < Edible> the score doesn't really matter though, what matters is where are the good players 03:09 < TeeSlayer> it obviously can't fix balancing 03:10 < TeeSlayer> the score doesn't matter? you mean the team score? 03:10 < TeeSlayer> how else would we measure whether somebody is good? 03:10 < Edible> I do know ddnet has a frag ratio but don't know how they implement that, but with the frag ratio you can balance properly 03:11 < TeeSlayer> yeah that's not possible since only clients know of the k/d ;D 03:11 < Edible> next version maybe? 03:11 < Edible> well, if you're going to modify the server, might as well do it right 03:11 < TeeSlayer> true 03:33 < Edible> this has been discussed before, it never gets implemented, its also hard to do a balancing act, especially in the middle of a round, if anything, the balancing act needs to be made at the end of one 08:46 < bridge> [teeworlds] TeeSlayer: you can easily keep count of K/D server side, but it should be team score based or random 10:09 < Yasusi> are there anyone who can help me with compiling? 10:11 <@heinrich5991> ask the question :) 10:29 < Yasusi> so i want to compline a servert 10:30 < Yasusi> Chillerdragon's mod 10:30 < Yasusi> and I need visual studio 8/9/10 I have 10,and also 2017 but it wont recognise it 10:30 < Yasusi> and I can't do any compline 10:30 < Yasusi> Becouse bam wont recognise the visual studio 10:35 < Yasusi> The specified configuration type is missing. The tools for the configuration might not be installed. === building bam === 'cl' is not recognized as an internal or external command, operable program or batch file. 'src\tools\txt2c' is not recognized as an internal or external command, operable program or batch file. 'cl' is not recognized as an internal or external command, operable program or batch file. 10:40 < Learath2> it used to be that you either needed to use the visual studio command prompt or run vcvarsall.bat in a command prompt to get the PATH set up properly 10:40 <@Dune> https://teeworlds.com/?page=docs&wiki=compiling_everything_windows 10:40 < Learath2> but it's been a while since I compiled with bam 10:41 <@Dune> you need to Run the x64 Native Tools Command Prompt (64Bit) from the start menu. 10:41 <@Dune> Bam does not recognise Visual Studio 2017 10:51 < Yasusi> Where can I get bam lua? 10:52 <@Dune> huh, it's in the teeworlds source 10:53 <@Dune> https://github.com/teeworlds/teeworlds/blob/master/bam.lua 10:58 < Yasusi> I'm getting soooo much errors... :C 10:59 <@Dune> you could start by compiling teeworlds to see if it's teeworlds related or mod related 11:03 < Yasusi> [string "src/base.lua"]:440: other/curl/curl.lua not found bam: script error (-t for more detail) 11:03 < Yasusi> can't even build simple tw 11:07 <@Dune> there is no curl in teeworlds? I don't think you're building teeworlds 11:07 <@Dune> make a clean repo 12:21 <@heinrich5991> there's only curl ddnet 12:21 <@heinrich5991> just use cmake for ddnet ^^ 12:24 <@Dune> he left 17:12 <@Dune> damn, a search for a github IRC webhook service yielded me teeworlds.com on the first page :D 17:19 < Oy> :P 17:27 <@Dune> shouldn't we link to https://github.com/matricks/bam/archive/master.zip instead of https://github.com/matricks/bam/releases/tag/v0.5.1 in the docs? 17:27 <@Dune> arch detection doesn't work well on bam 0.5.1 17:28 < Oy> yeah, sure 17:28 <@Dune> Also: Bam does not recognise Visual Studio 2017. As a workaround, to compile bam, copy `line 45 to end` from `make_win64_msvc.bat` and paste it in the `x64 Native Tools Command Prompt` 17:28 <@Dune> isn't that overly complicated? 17:28 <@Dune> might as well run it in the native tools command prompt 17:29 < Oy> or maybe to the latest commit, so future commits which might break the master branch won't be used 17:29 < Oy> yeah, just use the native command prompt 17:29 <@Dune> we can also link teeworlds/bam if we want to be safe 17:30 < Oy> you want to build tw after bam anyway 17:31 < Oy> the tw/bam needs to be up to date :D 17:33 <@Dune> it might be wisest to remove pull requests from https://github.com/teeworlds/teeworlds-translation 17:34 <@Dune> maybe https://github.com/teeworlds/bam too? PRs should be discussed upstream, they can always be pulled/merged downstream 17:34 < Oy> like i wrote, you can't disable them :( 17:35 < Oy> they might add such a feature in the future 17:38 <@Dune> oh? 17:38 <@Dune> missed that then 17:40 <@Dune> right 17:43 < Oy> not sure about making them all left aligned https://github.com/teeworlds/teeworlds/issues/1986 17:43 < Oy> settings->controls would look odd 17:50 <@Dune> definitely 17:50 <@Dune> only inconsistency I see is filters vs search/addr bar 17:51 <@Dune> and some missing colons I guess 17:51 <@Dune> welp that's already fixed 17:51 < Edible> whats an IRC webhook service? 17:51 <@Dune> hopefully Transifex plays nice with the : in locales :/ 17:52 <@Dune> I guess appending the ":" in the code is a bit dirty? :/ 17:52 < Edible> "github IRC webhook service" 17:53 <@Dune> Edible: an IRC bot that listens to events such as github commits/issues/PR and shows messages for it 17:53 <@Dune> there was one here until the service was discontinued last month 17:53 <@Dune> but I think now we're supposed to run the bot ourselves 17:55 < Edible> ah, isn't that easy though? 17:56 <@Dune> there are a lot of easy things to do for Teeworlds, we lack people doing them :D 17:56 < Oy> yeah, appending the ":" later would be a bit odd 17:57 < Oy> yeah, search should be left aligned 17:57 <@Dune> Then that settles it 17:57 <@Dune> I would argue you don't even need colons in the Controls menus 17:58 <@Dune> You have a different background, that's enough 17:58 < Oy> what did u mean with filters? 17:58 <@Dune> the labels under the filters 17:59 <@Dune> they are left aligned vs center aligned Search 17:59 < Oy> ah 17:59 <@Dune> well this is all UX masturbation :D 17:59 < Oy> :D 18:00 <@Dune> oh, german, portuguese, scottish and russian 100% complete the last two days :) 18:01 < Oy> how about splitting the bottom info text in the server browser "xxx servers, xxx player" into 2 lines? then we have more space for the labels on the left (host address, search) 18:01 < Oy> that'S good :) 18:02 <@Dune> it seems like those are transifex enthuasiasts that come to help with teeworlds, so it seems like transifex really brings something to the table here :) 18:03 <@Dune> Don't we have plenty enough of space there, Oy? 18:04 < bridge> [teeworlds] 18:04 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/543114866081398826/unknown.png 18:05 < Oy> yeah, you get a wider audience with transifex, that's good. i remember, had to bother friends for translations in the past :D 18:05 < Oy> Dune: dunno about translations 18:08 <@Dune> grep says longest Server address is `tr": "Chomlec'h an herberc'hier :"` 18:09 <@Dune> matching Servers is `Frithealaichean` 18:10 < bridge> [teeworlds] 18:10 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/543116319059476504/unknown.png 18:11 <@Dune> if something works in scottish, it'll work in everything, lol 18:14 < Oy> oO, that looks crazy, lots of overlaps 18:15 <@Dune> I contacted the guy to avoid using server(s) style grammar 18:16 <@Dune> hm, the use of ":" varies per language, so can't add it statically 18:17 < bridge> [teeworlds] 18:17 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/543118032638181386/unknown.png 18:17 <@Dune> some language stats :) 18:17 <@Dune> `grep | wc` is fun 18:37 < bridge> [teeworlds] 18:37 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/543123213949861898/unknown.png 18:37 <@Dune> more first-time hints sketches 18:39 <@Dune> I'm a bit unhappy about the lack of mousewheel 18:39 <@Dune> Need to add the forementioned notice 18:40 <@Dune> hints can be closed by clicking X (needs Esc). That's the best compromise I saw with a hotkey (since we recommend pressing Esc for something else than closing the hints) 18:44 < Oy> hm, it's odd to have some ui(clicking) ingame 18:44 <@Dune> could make it solid 18:44 <@Dune> :/ 18:44 < Oy> pressing esc should be good enough 18:44 <@Dune> alright then 18:47 <@Dune> I could support A-Z, 0-9, Space, Mouse1, Mouse2 (Mouse3?), Esc for the binds, and ? for the rest 18:47 <@Dune> I'll need a proper mouse gfx though 19:00 < Oy> you want to make it dynamic, based on the actual binds? 19:00 <@Dune> it is 19:00 <@Dune> (almost) 19:00 < Oy> isn't it enought to make it fixed on the default binds? 19:00 <@Dune> could be, yes 19:01 <@Dune> I thought the system could be used for a later feature as an overlay, ingame or in demos. just some thoughts 19:01 < Oy> you just show that tip on first play right? doubt people modified their binds by then 19:02 <@Dune> yeah 19:03 <@Dune> just thought that kind of stuff could be reused for demos and such :) 19:04 <@Dune> but I guess there aren't many controls that aren't visible in fact 19:04 <@Dune> just left and right movement 19:04 <@Dune> and they shouldn't display the hotkey, so I'll stick with hardcoding I guess :) 19:35 < Yasusi> has someone got chillerdragon's entities? 20:10 <@Dune> best ask the maintainer directly when it comes to mods 21:27 < bridge> [teeworlds] oy, i think line 1-45 should get removed from bam make_win64_msvc.bat. It will abort with "You need Microsoft Visual Studio 8, 9, 10, 11, 12, 13 or 15 installed" if you have visual studio 2017 or newer installed. Even if you run it in the VS Console 21:28 < bridge> [teeworlds] or search for vs2017 tools in the batch script but i dont think hardcoded paths are a good idea