00:10 < bridge_> [teeworlds] ``` 00:10 < bridge_> [teeworlds] Could NOT find OpenSSL, try to set the path to OpenSSL root folder in the system variable OPENSSL_ROOT_DIR (missing: OPENSSL_INCLUDE_DIR) 00:10 < bridge_> [teeworlds] -- Could NOT find Crypto (missing: CRYPTO_LIBRARY CRYPTO_INCLUDEDIR) 00:10 < bridge_> [teeworlds] . 00:10 < bridge_> [teeworlds] . 00:10 < bridge_> [teeworlds] .Dependencies: 00:10 < bridge_> [teeworlds] -- * Dmg tools not found 00:10 < bridge_> [teeworlds] -- * Freetype found 00:10 < bridge_> [teeworlds] -- * Hdiutil not found 00:10 < bridge_> [teeworlds] -- * OpenSSL Crypto not found 00:10 < bridge_> [teeworlds] -- * Pnglite not found (using bundled version) 00:10 < bridge_> [teeworlds] -- * PythonInterp found 00:10 < bridge_> [teeworlds] -- * SDL2 found 00:10 < bridge_> [teeworlds] -- * Wavpack found 00:10 < bridge_> [teeworlds] -- * Zlib found 00:10 < bridge_> [teeworlds] ``` 00:12 < Dune> @jxsl13 that is very spammy on IRC, please avoid pasting large code 10:18 < bridge_> [teeworlds] @jxsl13 yea i also had lots of trouble with that. I used verbose build to see what compiler cmake picked. It is usually not the same as the one you ususally use from terminal. It is mostly some compiler located in some appl xcode directory. And there is also a own include directory which is not linked to the one from homebrew. So i just copied openssl over there. Its dirty but it works. 10:25 < bridge_> [teeworlds] uff that explanation was terrible feel free to pm me and i can explain it in greater detail. 10:26 < bridge_> [teeworlds] But we could probably tell cmake to also search in the homebrew include dir 18:46 < bridge_> [teeworlds] super weird, it somehow found it, kinda fixed some brew warnings, deleted all headers and stuff that was not known to brew, updated all brew packages.. donno, somehow it works now. 18:46 < bridge_> [teeworlds] dunno* 20:20 < bridge_> [teeworlds] Can anyone tell me how the doodads mapper works? It doesn't seem to work when i use it in the editor 20:25 < bridge_> [teeworlds] nvmd, works, not well but works 21:00 < bridge_> [teeworlds] not sure if I uploaded my half-way fixed version in the automapper PR 21:00 < bridge_> [teeworlds] what are the bugs like? 21:29 < bridge_> [teeworlds] at first i couldn't make the automapper run at all 21:29 < bridge_> [teeworlds] fixed that by restarting, can't reproduce 21:30 < bridge_> [teeworlds] now all mistakes are minor 21:30 < bridge_> [teeworlds] sometimes doodads like trees cancel each other out 21:30 < bridge_> [teeworlds] with a big amount its easy reproducable 21:32 < bridge_> [teeworlds] yeah, I tried to make it look a bit better but didn't go into details 21:32 < bridge_> [teeworlds] it's quite fixeable without touching the code I think 21:32 < Oy> https://github.com/teeworlds/teeworlds/tree/master/datasrc/editor/automap 21:34 < bridge_> [teeworlds] if this is mearched i already use it 21:35 < bridge_> [teeworlds] grass is always floating on grass map corners 21:35 < bridge_> [teeworlds] mearched? 21:35 < bridge_> [teeworlds] merged* 😄 21:36 < Oy> it can probably be fixed within the rules i linked 21:36 < bridge_> [teeworlds] I agree 21:37 < bridge_> [teeworlds] <#6909> Is magnus auvinen still alive? 21:38 < bridge_> [teeworlds] yes, he's growing a white beard on IRC 21:46 < Oy> how about adding some basic race support for the client. like showing times(instead of points), seperate race timer, localized race finish msg? 21:47 < Dune> that sounds pretty good imo 21:48 < Dune> some protocol support for race events such as start/finish/checkpoint would be neat 21:48 < Dune> and much lighter than writing a vanilla race gametype 21:49 < Oy> yeah 21:49 < Dune> heinrich5991, can you think of any race feature that could be enabled only thanks to client support? 21:51 < bridge_> [teeworlds] @redix ^ 21:52 < bridge_> [teeworlds] @Sonix anything for speedracing, saved for ghosts? 22:00 < redix> The things you already mentioned are the most important stuff 22:01 < redix> Prediction for teleporters, speedups, ... would be cool but that's probably too much 22:02 < Dune> that would define a canonical way to map teleports and speedups 22:03 < redix> Instead of finish messages in chat I'd prefer to replace the killmessages with some finish display 22:04 < redix> Like in the old client pack 22:04 < redix> Especially on short maps finish messages in the chat can be very annoying 22:10 < Oy> yeah, good idea about the reuse of killmessages 22:19 < Dune> http://puu.sh/DM5Y4/f92e14c31e.png 22:19 < Dune> https://puu.sh/DM5XZ/a284470f98.png 22:19 < Dune> the old icons 22:51 < Oy> added an issue https://github.com/teeworlds/teeworlds/issues/2172 23:03 < Dune> :)