00:08 < bridge_> [teeworlds] datasrc/network.py playerflag thingy 00:08 < bridge_> [teeworlds] the one that is used for chatting etc and gets sent to every player 00:14 < bridge_> [teeworlds] @ChillerDragon it probably gets ordered in a way that you do not expect by the code generation 00:14 < bridge_> [teeworlds] meaning that you send "chatting" when you aren't chatting 00:14 < bridge_> [teeworlds] so you can't move 00:18 < bridge_> [teeworlds] i appended to the end 00:19 < bridge_> [teeworlds] like people did it in 0.6 or did the order get inverted? 00:20 < bridge_> [teeworlds] I don't know how the code is generated, but there is probably no alphabetical guarantee 00:20 < bridge_> [teeworlds] maybe it changes with the compiler, maybe it's not even deterministic, I wouldn't rely on that 00:36 < bridge_> [teeworlds] i thought it depends on the index of the array 09:30 < bridge_> [teeworlds] @ChillerDragon Removing the weak hook is not game breaking but mere a bug. It is server sided (iirc) and will work for all clients whatever 0.7 version client they use. 09:32 < bridge_> [teeworlds] Btw. modifying existing NetMsg could be risky. What are you trying to achieve? Why don't you define your own NetMsg? That is at least what ghost did for the Streamer mod, to send the characters health to the streamer clients. 10:47 < Teeworlds> [teeworlds] oy pushed 2 commits to branch master: 10:47 < Teeworlds> • ChillerDragon (7e82b52): sudo brew is no longer supported 10:47 < Teeworlds> • oy (97486c4): Merge pull request #2146 from ChillerDragon/pr_sudo_brew… 10:48 < Teeworlds> [teeworlds] oy pushed 2 commits to branch master: 10:48 < Teeworlds> • Learath2 (2274f7d): Actually add crypto includes to the target… 10:48 < Teeworlds> • oy (10daa3e): Merge pull request #2149 from ChillerDragon/pr_cmake_crypo_include… 10:48 < Teeworlds> [teeworlds] oy pushed 3 commits to branch master: 10:48 < Teeworlds> • ChillerDragon (7e5fc52): Ignore ide directorys 10:48 < Teeworlds> • ChillerDragon (e6ddca1): Ignore visual studio files 10:48 < Teeworlds> • oy (5c96905): Merge pull request #2151 from ChillerDragon/pr_ignore_ide… 11:14 < Dune> Morning 11:15 < Oy> hey 11:18 < bridge_> [teeworlds] @Slayer *gV* trying to add h-client/ddnet aimline that is seen by others 11:19 < bridge_> [teeworlds] Oh and it is changing the game mechanics i would call that breaking 11:19 < bridge_> [teeworlds] I dont want to join one server and have differnt physics than on a other server 11:27 < bridge_> [teeworlds] hi 11:33 < bridge_> [teeworlds] just noticed some bugs 11:34 < bridge_> [teeworlds] features 11:34 < bridge_> [teeworlds] aborting restart (restart 0) automatically inits game starts counter and resets round 11:35 < bridge_> [teeworlds] oh you should be able to abort restart? 11:35 < bridge_> [teeworlds] yeah, warmup 30s f.e. 11:35 < bridge_> [teeworlds] u type in restart 0 and it cancels it 11:36 < Oy> isn't that a good thing? 11:36 < bridge_> [teeworlds] well if somebody accidentaly starts a restart vote during a game and u want to abort it 11:37 < bridge_> [teeworlds] it doesnt abort but isntead resets game 11:37 < bridge_> [teeworlds] i mean starts a new one 11:38 < Oy> hm, you can't abort a restart countdown 11:38 < Oy> it already left the game state 11:38 < bridge_> [teeworlds] you could 11:38 < bridge_> [teeworlds] at least some time ago 11:39 < bridge_> [teeworlds] its even written in the command description 11:39 < Oy> hm 11:39 < bridge_> [teeworlds] then its bug 11:39 < Oy> it shouldn't be possible 11:39 < bridge_> [teeworlds] "Restart in x seconds ( 0 = abort)" 11:39 < Oy> different game state 11:39 < Oy> doesn't know the old game timer anymore 11:40 < Oy> yeah, i guess it restarted instantly back then too? 11:41 < bridge_> [teeworlds] yeah it removes warmup text and thats all 11:41 < bridge_> [teeworlds] now it inits "Game starts in 3 2 1" and resets scores and all 11:41 < bridge_> [teeworlds] starts a new round, which shouldnt 11:43 < bridge_> [teeworlds] the correct function should just cancel the restart/warmup countdown and no "game starts in" init 11:44 < Dune> restart 0 means "restart with no delay", it should just restart the game 11:44 < bridge_> [teeworlds] thats "restart" 11:45 < bridge_> [teeworlds] "restart 0" is used to abort it 11:45 < bridge_> [teeworlds] "restart 10" restarts in 10 s 11:46 < Dune> looks a bit glitchy :P 11:46 < Dune> would you have a clue on https://www.teeworlds.com/forum/viewtopic.php?id=12822, btw, Oy? 11:47 < Oy> but still the game timer information is gone. did it start at 0 again in the past? 11:48 < Oy> Dune: couldn't reproduce it. updating the sdl2 version like you suggested would be an option. 11:49 < bridge_> [teeworlds] actually its the first time im playing with it 11:49 < bridge_> [teeworlds] but in 0.6 it used to be the way i explained above 11:49 < Dune> he has SDL 2.0.8 11:49 < Oy> could also post the config used. maybe it's reproducible with some odd setting 11:49 < Oy> ok 11:50 < bridge_> [teeworlds] ah also stats do not reset Dune 😛 11:50 < Oy> Sonix could you open an issue on github? probably needs some thinking :) 11:52 < bridge_> [teeworlds] sure Oy, I have one more regarding restart should i open a separate one for it 11:53 < Oy> yeah, probably best to do seperate ones 11:54 < bridge_> [teeworlds] when u're alone in the server, restart votes restar game immediately independently from the seconds u typed in 11:54 < bridge_> [teeworlds] f.e restart 40, restarts immediately 11:54 < Dune> warmups were a mistake :P 11:55 < bridge_> [teeworlds] warmups are good, its the warmup + game timer combo thats wrong 😛 11:56 < bridge_> [teeworlds] or game starts countdown or whatever its called 12:05 < Oy> Dune: the user could also try sdl 2.0.9, might have been fixed there, though there's nothin in the changelog 12:37 < bridge_> [teeworlds] does downloadable content mean loot boxes will happen too? 😉 lol 12:38 < bridge_> [teeworlds] unlockable hats 😮 12:39 < Oy> :D 12:39 < Oy> would be easy to provide a theme: christmas, halloween ... 12:40 < bridge_> [teeworlds] yeah, a lot of nice possibilities 12:45 < bridge_> [teeworlds] Oy is there a public repo for the svg files? 12:47 < bridge_> [teeworlds] not really 12:47 < Oy> ChillerDragon no, they're all in a dropbox folder. team members have access to them 12:49 < Oy> though nobody can upload but zatline i think 12:49 < Oy> should probably improve that 12:49 < bridge_> [teeworlds] why not public? 12:56 < bridge_> [teeworlds] some artists might prefer to not have their source works public 12:57 < bridge_> [teeworlds] sad story ._. 12:57 < bridge_> [teeworlds] I thought we are an opensource game? 12:58 < bridge_> [teeworlds] artists are not the game, its their right to choose wether to share their work or not 12:59 < bridge_> [teeworlds] developers arent the game either 13:00 < bridge_> [teeworlds] couldnt we use svgs as actual ressources for the game? To finally remov ethe pixels from the game :c 13:01 < bridge_> [teeworlds] for example the sun on dm1 isnt sharp at all 13:01 < bridge_> [teeworlds] https://github.com/teeworlds/teeworlds/issues/1564 13:01 < Oy> you'd need a total different rendering engine for that 13:02 < bridge_> [teeworlds] ya thought so .-. 13:02 < bridge_> [teeworlds] 13:02 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/589771832547082301/Unbenannt.PNG 13:02 < bridge_> [teeworlds] look how crips the skin and gun i scompared to the supersize quad 13:03 < bridge_> [teeworlds] crisp* .-. 13:17 < bridge_> [teeworlds] 13:17 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/589775565683163137/Unbenannt.PNG 13:17 < bridge_> [teeworlds] Hmm the markings allow for some weird combinations with the greensward skin 13:19 < bridge_> [teeworlds] we could blur the borders of those fullbody markings at the end. So on a round tee the blur would be under the body border and on bigger tees it would remove sharp edges. 13:20 < bridge_> [teeworlds] or just apply marking to full body, then mask using its body shape but thats future talks 13:20 < bridge_> [teeworlds] o.O 13:20 < bridge_> [teeworlds] thats the artist speaking. 13:21 < bridge_> [teeworlds] sounds great 13:22 < bridge_> [teeworlds] its actually full square texture/pattern that when applied it adapts (mask) to the body skin 13:23 < bridge_> [teeworlds] ^^ 13:24 < bridge_> [teeworlds] ah but the pngs in the client are masked already 13:24 < bridge_> [teeworlds] but you have the bigger texture somewhere in the private graphics repo i guess 13:25 < bridge_> [teeworlds] dunno mine is just an idea 13:25 < bridge_> [teeworlds] the actual markings are just based on the default tee 13:26 < bridge_> [teeworlds] body 13:26 < bridge_> [teeworlds] Its perfect idea. And kinda important imo. Because many custom skins are a bigegr and different shape. The thing is most players probably want to see the popular custom skins but some people will put random markings on it and then you have to look at that .-. 13:31 < bridge_> [teeworlds] but dunno how difficult is it to realize codewise 13:32 < bridge_> [teeworlds] me neither i have no clue 13:32 < bridge_> [teeworlds] as for graphic files nothing would change neither size nor file dimensions 13:37 < bridge_> [teeworlds] omg how to use git -.- 13:38 < bridge_> [teeworlds] http://puu.sh/DGI0z/ac710fa49b.png 13:38 < bridge_> [teeworlds] i synced with upstream but it still says im behind 13:38 < bridge_> [teeworlds] i have all commits from teewolrds/teeworlds tho 13:53 < bridge_> [teeworlds] a quick example 13:53 < bridge_> [teeworlds] https://i.imgur.com/PL8QShQ.png 13:54 < bridge_> [teeworlds] yy perfect 14:38 < bridge_> [teeworlds] Imo it is very annoying that you cant see the chat while being in menu .-. i hear the chat sound and i have to close the menu to see what is written even tho there is tons of space to display the messages 14:38 < bridge_> [teeworlds] also servermessages overlap if you are in scoreboard 14:39 < bridge_> [teeworlds] 14:39 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/589796245682257920/screenshot_2019-06-16_14-36-58.png 14:41 < Dune> I think that is an issue with TextWidth, not server messages in particular 14:41 < bridge_> [teeworlds] look at the super long chate messages i wrote above 14:41 < bridge_> [teeworlds] bewlo* 14:41 < bridge_> [teeworlds] much wow english skills 14:41 < bridge_> [teeworlds] oh wait i used long letters 14:42 < bridge_> [teeworlds] lets test with shorter ones 14:42 < bridge_> [teeworlds] those also work 14:42 < bridge_> [teeworlds] 14:42 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/589796990326407172/screenshot_2019-06-16_14-42-29.png 14:43 < Oy> that overlapping was fixed already 14:43 < bridge_> [teeworlds] hmm weird i thougtht my tw is built from latest master 14:43 < bridge_> [teeworlds] but not 100% sure tho 14:44 < bridge_> [teeworlds] oh wait or is it a serverside fix and the old server? 14:44 < Oy> no was client sided 14:46 < Oy> https://github.com/teeworlds/teeworlds/commit/934cd5a6cdf981d253d638d92773c7d58c40bdfe 14:48 < bridge_> [teeworlds] maybe reintroduced by https://github.com/teeworlds/teeworlds/commit/c5a928bd4c97b3205deeed7783a8dea06cc3aa6d 14:48 < bridge_> [teeworlds] but wait let me test a fresh build sec 14:50 < bridge_> [teeworlds] ah yes seems like my build was outdated. weird tho 20:23 < bridge_> [teeworlds] @Slayer *gV* the tutorial for cmake is in the github readme IIRC 21:14 < bridge_> [teeworlds] Is it only for me or a known issue that the menu loads super slow .-. 21:14 < bridge_> [teeworlds] If i press esc ingame on a ctf server it says "(1)" a few seconds before it says "join blue" for example 21:14 < bridge_> [teeworlds] oh waiiiit 21:14 < bridge_> [teeworlds] is it a delay feature? 21:14 < bridge_> [teeworlds] im so stupid xxd 21:15 < bridge_> [teeworlds] haha yes looks like nvm sorri