18:14 <@Dune> hi Oy 18:15 <@Dune> regarding https://github.com/teeworlds/teeworlds/issues/2214, should we keep the id:team:name format when not in debug? 18:16 < bridge> [teeworlds] well its only 3 chars i guess its less confusing to use the same in debug and non debug 18:18 <@Dune> good point but it'd restore backwards compatibility 18:18 <@Dune> not sure if econ cares about console_output_level though 18:18 <@Dune> the system console sure doesn't 18:36 < Oy> Dune: yeah, would keep it the same when in debug or not 18:36 <@Dune> okay :) 18:37 <@Dune> the second bullet point is not feasible 18:37 <@Dune> `make the "shot" debug outputs only displayed when debug 1 is set 18:37 <@Dune> ` 18:37 <@Dune> the console ignore the debug output lever 18:38 < Oy> check for debug and only print it then? 18:38 < Oy> like all the prediction errors 18:38 <@Dune> a bit hackish but works I guess 18:40 < Oy> https://github.com/teeworlds/teeworlds/blob/master/src/game/client/gameclient.cpp#L1450 18:40 <@Dune> ah I se 18:40 < Oy> we could also change the console_level_output behaviour to work for all consoles? 18:41 <@Dune> yeah, we could 18:41 <@Dune> not sure what the unforeseen side effects would be 18:41 < Oy> yeah, dunno what the reason was to not do it in the first place 18:43 < bridge> [teeworlds] seems to be a vanilla teeworlds issue, packaging on macOS into a .dmg file causes an error ``` 18:43 < bridge> [teeworlds] [100%] Generating teeworlds-0.7.3-osx.dmg 18:43 < bridge> [teeworlds] Error copying directory from "/Users/john/Desktop/teeworlds_original/other/sdl/mac/lib64/SDL2.framework" to "pack_teeworlds-0.7.3-osx_dmg/teeworlds.app/Contents/Frameworks/SDL2.framework". 18:43 < bridge> [teeworlds] ``` 18:43 < bridge> [teeworlds] could somone confirm pls. 18:44 < Oy> always use the make_release script to make the .dmg file - never had a problem there 18:44 < bridge> [teeworlds] cmake? 18:44 < bridge> [teeworlds] or a python script? 18:44 <@Dune> the python script 18:45 < Oy> bam and then the python script 18:45 < bridge> [teeworlds] python, let's test 😦 .. the maybe remove it from cmake or use that script to bundle the cmake version? 18:45 < bridge> [teeworlds] I'm using cmake 18:48 < Oy> probably works with cmake too, not sure about the paths though 18:56 < Oy> Dune: that "Score displayed in name plates" of the teecomp client might be useful for the official too? 18:57 <@Dune> maybe yeah Oy 19:02 < bridge> [teeworlds] PLEASE OPTIONAL 19:02 < bridge> [teeworlds] What also would be cool: show client ids only for scoreboard 19:03 <@Dune> for? admin use? 19:03 < bridge> [teeworlds] (or multiple commands, to set it for kill msg, ingame nameplate, etc) 19:03 < bridge> [teeworlds] Its annoying to have that big box in the nameplate, but in Scoreboard it is nice and can be used for admins 19:04 < bridge> [teeworlds] Well, and for the Score in nameplate: Bad idea imo, why do we have the scoreboard if we show everything in the nameplate 19:04 <@Dune> might want to have it enabled in the scoreboard when authed in rcon 19:04 < bridge> [teeworlds] No, not only 19:04 < bridge> [teeworlds] Servers can use commands which use ids 19:05 <@Dune> not a big fan of making a command for every piece of code (at least in vanilla) 19:05 < bridge> [teeworlds] make an array 19:05 < bridge> [teeworlds] of 0 and 1's 19:05 <@Dune> then just enable ids globally 19:05 < bridge> [teeworlds] wow 19:06 <@Dune> it's a bit weird to have a server require you to use ids while not being logged in rcon, isn't it? 19:06 < bridge> [teeworlds] @jxsl13 I was able on my macbook to create apps with bam/make_release.py and cmake/make package_dmg that compile and run fine witouth errors on my machine. 19:06 < bridge> [teeworlds] 19:06 < bridge> [teeworlds] I am still waiting for my test user to test my latest attempt 🙂 19:07 < bridge> [teeworlds] Dune, there are tho (iF City for example) 19:07 <@Dune> :| 19:08 < bridge> [teeworlds] could you look into the .app folder and see, what's inside your framework folders, @ChillerDragon 19:08 < bridge> [teeworlds] And i am disliking scores in nameplates very much. Taking your argument you said for the name change: "You dont need to change", in this case check, "these information very often ingame" 19:08 < bridge> [teeworlds] same as in official release i think 19:09 < bridge> [teeworlds] from which folder does one execute the make_release.py script? 19:09 < bridge> [teeworlds] ./ 19:09 < bridge> [teeworlds] I'm getting BS errors 19:09 < bridge> [teeworlds] and run bam first 19:09 <@Dune> Names are used to identify people. I think it's legit to expect people not to change them in the middle of a game 19:09 < bridge> [teeworlds] run it with python3 19:09 < bridge> [teeworlds] I do 19:09 < bridge> [teeworlds] bam release 19:09 < bridge> [teeworlds] no debug 19:09 <@Dune> I don't use scores in nameplates. They shouldn't be enabled by default anyway :) 19:09 < bridge> [teeworlds] what are the errors? 19:09 < bridge> [teeworlds] @Dune at least give a clientside option for that, so that servers can use it. Didnt you say you want to make teeworlds as mod friendly as possible? 19:10 <@Dune> you can already enable client IDs in vanilla teeworlds, fokkonaut 19:10 < bridge> [teeworlds] bam: target 'release' not found 19:10 < bridge> [teeworlds] Dune i know? 19:10 <@Dune> conf=release, @jxsl13 19:10 < bridge> [teeworlds] Dune, i mean name changing 19:11 < bridge> [teeworlds] thx 19:11 < bridge> [teeworlds] only ever used bam for 0.6 19:11 <@Dune> apparently name changing was abused for some stuff. I wasn't there when it was removed, I couldn't tell you exactly 19:12 < bridge> [teeworlds] mh 19:12 < bridge> [teeworlds] We can disable name changing in vanilla tho 19:12 < bridge> [teeworlds] I was wondering, nicks are being ltrimmed(skip_whitespace), does the whister stuff actually take into considertion, whether a player has whitespaces to the right side of their nick? 19:12 <@Dune> whister stuff, @jxsl13? 19:12 < bridge> [teeworlds] whisper 19:13 < bridge> [teeworlds] ./whisper 19:13 < bridge> [teeworlds] ./whisper nick 19:13 <@Dune> should work fine with that 19:13 < bridge> [teeworlds] ok 19:14 < bridge> [teeworlds] I used that variant now, getting errors, even tho the result seems to have been created. 19:15 <@Dune> then I imagine there is a bug with that 19:15 < bridge> [teeworlds] needs admin privileges 19:15 < bridge> [teeworlds] it works without errors the make_release 19:16 < bridge> [teeworlds] so the make_release script sems to put the right frameworks / shared libs into the frameworks library 19:17 < bridge> [teeworlds] 19:17 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/619219511144480789/Bildschirmfoto_2019-09-05_um_19.17.04.png 19:17 < bridge> [teeworlds] cmake rip :'C 19:20 < bridge> [teeworlds] thats what i like about having two build systems. Only one has to work for you. It might be more work to maintain but more troubleshoot options for individuals. 19:23 <@Dune> @ChillerDragon: that's a bit fallacious :P 19:23 <@Dune> the reason why we have a bunch of issues and only one works might be because we have two build systems 19:25 < bridge> [teeworlds] cmake is a standard uild system, which can be used with tons of libraries right off th ebat. it makes sense to keep it maintained. and it was a good decision to use it. and you can find a lot of stuff online for cmake, but not for bam. 19:25 < bridge> [teeworlds] build* 19:25 <@Dune> oh yeah of course, it's good to have cmake :) a lot of people already are familiar with that 19:25 < bridge> [teeworlds] might take a while, until both systems are interchangable 19:40 < bridge> [teeworlds] the make_release.py opens a lot of file handlers/descriptors without closing them. 20:03 < bridge> [teeworlds] @Dune http://www.mediafire.com/file/ukkxa4b4h1wf6mt/teecomp-0.7.3-osx.dmg.zip/file 20:03 <@Dune> oh, thank you @jxsl13 :) 20:07 < bridge> [teeworlds] file's online for 14 days 20:07 < bridge> [teeworlds] I updated https://github.com/dune-jr/teeworlds/releases 20:42 < Oy> Dune: u have to remove that line https://github.com/teeworlds/teeworlds/pull/2215/files#diff-fcc0cc87472883c0ac01be250a1135b1R566 20:46 <@Dune> oh, but that should just be a warning 20:47 <@Dune> hm, you'd think those warnings would be enabled by default :| 20:48 < Oy> warnings are treated as errors 20:48 <@Dune> ah, CI configuration 21:28 < bridge> [teeworlds] @Dune http://www.mediafire.com/file/do49mtbi014ykcp/teeworlds-gamer-5.4-osx.dmg/file 21:28 < bridge> [teeworlds] 21:28 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/619252628265762817/gamer_client_cmake_and_warning.patch 21:29 <@Dune> thanks again :) 21:29 < bridge> [teeworlds] np 21:44 <@Dune> @jxsl13 the patch you sent is strange though, it adds data/ to cmakefiles 21:45 < bridge> [teeworlds] the folder only? 21:45 < bridge> [teeworlds] it's to remove those warnings. 21:46 < bridge> [teeworlds] single folders shoul dnot be in there 21:46 < bridge> [teeworlds] only file paths. 21:46 <@Dune> the patch has stuff like + "data/ui/menuimages/local_server.png" 21:47 <@Dune> I think just + "ui/menuimages/demos.png" is enough 21:47 < bridge> [teeworlds] lemme check that 21:52 < bridge> [teeworlds] the whole data stuff is weirdly a folder in my datasrc and not actually existing in the repo. 22:53 <@Dune> maybe you compiled some 0.6 stuff?