00:02 < bridge_> [teeworlds] the deadline is over :c 00:02 < bridge_> [teeworlds] 00:02 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655182891902435329/unknown.png 00:03 < bridge_> [teeworlds] T+0:02 00:03 < bridge_> [teeworlds] 00:03 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655182941089169448/unknown.png 00:03 < bridge_> [teeworlds] it saays buy python3.7 00:03 < bridge_> [teeworlds] bru 00:03 < bridge_> [teeworlds] lol 00:03 < bridge_> [teeworlds] last time i compiled python my self was a mess 00:03 < bridge_> [teeworlds] might try to run this with 2.x on your ubbuntu machine 00:03 < bridge_> [teeworlds] thats best i can get with debian9 00:03 < bridge_> [teeworlds] try python3 main.py 00:04 < bridge_> [teeworlds] i did 00:04 < bridge_> [teeworlds] lol 00:04 < bridge_> [teeworlds] have fun rmeoving current syntax ._. 00:04 < bridge_> [teeworlds] removing 00:04 < bridge_> [teeworlds] bru 00:04 < bridge_> [teeworlds] bra 00:04 < bridge_> [teeworlds] xD I don't know why it doesn't work 00:04 < bridge_> [teeworlds] of, did you read teh readme 00:04 < bridge_> [teeworlds] there is vpn stuff in there as well 00:05 < bridge_> [teeworlds] wat readme 00:05 < bridge_> [teeworlds] ist that running the discord bot by itself or is that copy and pasting some of my stuff? 00:06 < bridge_> [teeworlds] hm, file looks like yours 00:06 < bridge_> [teeworlds] weird shiet 00:06 < bridge_> [teeworlds] https://github.com/chillavanilla/TeeworldsEconMod/blob/master/tools/tw_api_empty.py 00:07 < bridge_> [teeworlds] im running this which is tw_api.py from vanilla master without master 00:08 < bridge_> [teeworlds] try reverting the last change :D? 00:09 < bridge_> [teeworlds] of the tw api 00:09 < bridge_> [teeworlds] maybe that helps, kinda doubt it, but gotta try 00:09 < bridge_> [teeworlds] where deen changed the first line 00:23 < bridge_> [teeworlds] well executing it with python3 should bypass the shebang 00:56 < bridge_> [teeworlds] I'd guess :'c 08:04 < bridge_> [teeworlds] `f""` strings are a new addition 08:04 < bridge_> [teeworlds] python 3.6 09:34 < bridge_> [teeworlds] But the f string is used in a error message so something before fails already :/ 11:14 < Oy> how about a visual gimmick for the future: when playing a race gametype the tee wears race shoes? :) 11:15 < bridge_> [teeworlds] yikes 11:33 < Oy> @Zatline love that bumbler skin :) 12:02 < Dune> ho the two big prs are in 12:09 < Dune> good thing the gametype match is not case sensitive for icons 12:09 < Dune> race tends to use lowercase 12:13 < Dune> https://github.com/teeworlds/teeworlds/issues/2193 can be closed 12:17 < Dune> how about some space between callvote and browser in the gui? 12:18 < Dune> local and global options were separated and I liked that 12:18 < Dune> of course we can't eat up too much space on the left because locales have a hard time translating server info :/ 12:18 < Dune> ideally a browser icon would be nice :p 12:27 < Oy> yeah more icons for the headers would be nice 12:29 < Oy> dunno if more space would look odd 12:32 < bridge_> [teeworlds] 12:32 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655371618247376910/screenshot_2019-12-14_11-32-05.png 12:34 < Oy> just need a browser icon :D 12:34 < Dune> the font doesn't support it :p 12:34 * Dune waves at @Sonix 12:34 < Oy> oh :D 12:34 < Dune> err, bridge didn't like it. *waves at @Sonix* 12:35 < Dune> https://www.fileformat.info/info/unicode/char/1f310/fontsupport.htm not too many fonts 12:38 < Dune> oy: build failing 12:38 < Dune> int NewIndex = -1; 12:38 < Dune> ./root/project/src/game/client/components/menus.cpp:990:7: error: unused variable 'NewIndex' [-Werror=unused-variable] 12:47 < Oy> could replace settings with the symbol from the server browser 12:47 < Oy> makes up space 12:48 < Dune> yeah not sure if we should do that 13:04 < bridge_> [teeworlds] we shouldn't use different buttons/displays on different interfaces, they should be even 13:05 < bridge_> [teeworlds] I agree with replacing settings ingame button with the symbol 13:15 < Dune> yeah we should do that too 13:15 < Dune> ah nvm read it wrong 13:15 < Dune> Hopefully people still find the settings button :) 13:16 < bridge_> [teeworlds] getting a lot of those on linux btw 13:16 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655382674214748220/unknown.png 13:17 < bridge_> [teeworlds] window is opened at the right size, but the game still thinks it's on a 1920x1080 screen (my desktop size) when fullscreen'd 13:22 < Dune> it stays white on hover though 13:22 < Dune> when you use an icon instead of utf8 symbol 13:32 < Oy> do you have a high dpi screen? 13:33 < bridge_> [teeworlds] Which one is better: 13:33 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/511260449589821472/655383343134670858/screenshot_2019-12-14_12-19-08.png 13:33 < bridge_> [teeworlds] - 13:33 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/511260449589821472/655381852185690112/screenshot_2019-12-14_12-13-21.png 13:33 < bridge_> [teeworlds] (Icon) 13:34 < Oy> vote for 1st 13:38 < Dune> no high dpi 13:39 < Dune> for experimentation: https://github.com/teeworlds/teeworlds/compare/master...Dune-jr:exp-extendedbrowser?expand=1 13:40 < Dune> the zoom in makes the name column tight on 4:3 resolutions, although I believe the expanded view (the arrow on the right) was engineered for this use case 13:40 < Dune> not sure if adaptative zoom in would be better 13:45 < Dune> about sonix's icons, I think both look equally good 13:50 < Oy> dunno if that's sdl or teeworlds causing that odd screen 13:51 < bridge_> [teeworlds] never had this on other computers so its probably related to the distro or something 13:51 < bridge_> [teeworlds] i don't play other games here so I can't tell 13:52 < Oy> maybe outdated sdl2 version? 13:53 < Oy> that reminds me: should check if sdl2.10 works on windows now 13:53 < Dune> ah right 13:53 < bridge_> [teeworlds] libSDL2-2.0.so.0 => /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0 (0x00007f9d6f565000) 13:54 < bridge_> [teeworlds] 2.0.8+dfsg1-1ubuntu1.18.04.4 13:59 < bridge_> [teeworlds] According to ddnet 2.0.10 has the same issues on windows like 2.0.9 13:59 < bridge_> [teeworlds] https://github.com/ddnet/ddnet/issues/1997 14:34 < bridge_> [teeworlds] @Oy happy to hear that 😄 15:17 < bridge_> [teeworlds] 15:17 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655413159061880837/screenshot_2019-12-14_15-17-16.png 15:18 < bridge_> [teeworlds] the 0.7 generics have a lot of space at the corners 15:18 < bridge_> [teeworlds] looks kinda ugly with shadows sometimes imo maybe we could need some shadows that only cover the corners on all sides i mean we have a full tileset only shadows now anyways 15:20 < bridge_> [teeworlds] why not just put shadow layer below unhookable layer? 15:20 < bridge_> [teeworlds] why not put shadow layer below unhookable layer? 15:20 < bridge_> [teeworlds] because then you just move the problem somewhere else 15:21 < bridge_> [teeworlds] iif you want no shadow above or bewlow the generic 15:21 < bridge_> [teeworlds] at somepoint it will look odd then 17:44 < bridge_> [teeworlds] @Dune i still dont have any servers in my master 17:44 < bridge_> [teeworlds] serverlist.json is full tho 18:03 < Dune> you mean in your browser? 18:10 < bridge_> [teeworlds] yes 18:10 < Dune> favorites work? 18:10 < bridge_> [teeworlds] havent tested 18:10 < bridge_> [teeworlds] and cant rn, mobile 18:21 < bridge_> [teeworlds] one question about server-side stats (https://github.com/teeworlds/teeworlds/issues/2255): 18:21 < bridge_> [teeworlds] should it be realized with a netmsg that just initializes the stats and then the client tracks the stats itself 18:21 < bridge_> [teeworlds] or should it use snapshots? advantage of snapshots would be that the server has more control over the stats and it would work in demos aswell. disadvantage would be more traffic, but thanks to delta, compression, etc. it shouldn't be that much 18:22 < bridge_> [teeworlds] netmsgs might work for demos aswell, but it needs some more code 😄 18:23 < Dune> good question 18:23 < Dune> the traffic seems somewhat unnecessary 18:23 < Dune> but if we want to implement some server-side stats we need snapshots I guess (speed, accuracy, wink @Sonix ) 18:24 < bridge_> [teeworlds] when nothing changes, the server won't send any data. otherwise it will just send the delta (+compression) 18:25 < bridge_> [teeworlds] since these values dont change that much, this usually means one byte per field. after huffman even less 18:25 < bridge_> [teeworlds] but you need to send all player stats to each other player 18:27 < bridge_> [teeworlds] well i only thought about the fields currently supported by the statboard. avg. speed, accuracy (maybe even per weapon) would create even more traffic =\ 18:27 < bridge_> [teeworlds] well i only thought about the fields currently supported by the statboard. avg. speed, accuracy (maybe even per weapon), ... would create even more traffic =\ 18:28 < Dune> not sure yeah, should ask Oy later 18:29 < bridge_> [teeworlds] okay 🙂 18:42 * Dune dreams of UI hooks :< 18:56 < bridge_> [teeworlds] 18:56 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655468258115190794/screenshot_2019-12-14_18-56-15.png 18:57 < bridge_> [teeworlds] the bright eyes are a bit problematic in team based gamemodes =\ 18:59 < Dune> huh @Zatline 18:59 < Dune> sounds like an annoying exploit 19:09 < bridge_> [teeworlds] let the server handle all the stats 19:10 < bridge_> [teeworlds] it's mod friendlier 20:56 < Dune> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655468258115190794/screenshot_2019-12-14_18-56-15.png 20:57 < Dune> some skins will need fixups 20:58 < Oy> oh 21:01 < Dune> still got a few things in my todo list 21:01 < Dune> https://github.com/Dune-jr/teeworlds/projects/2 21:01 < Dune> 2297 and 2242 especially 21:05 < Oy> translations need to be done before release, a week would be good i guess 21:05 < Oy> so can't any strings then 21:11 < Dune> nothing that I have planned requires strings 21:12 < Dune> are there open PRs requiring strings? 21:12 < Dune> https://github.com/teeworlds/teeworlds/pull/2305 *removes* locales 21:12 < Dune> https://github.com/teeworlds/teeworlds/pull/2314/files adds some 21:16 < bridge_> [teeworlds] is automatic demo recording for races planned for vanilla or it will be for custom clients only? 21:18 < Dune> can't you already auto record races? 21:22 < bridge_> [teeworlds] you can use the auto recording to record everything... but it would be cool to only record the race itself and keep the one with the best time 21:24 < bridge_> [teeworlds] the implementation from the old 0.6 clients is a bit hacky, so i did not include it in the pr 21:24 < bridge_> [teeworlds] yes thats what I meant 21:25 < bridge_> [teeworlds] it was basically more a matter of time and motivation ^^ 21:25 < bridge_> [teeworlds] Ye thats why I only asked if its planned, I guess its possible to make a non hacky solution now that race is supported in vanilla ^^ 21:26 < bridge_> [teeworlds] yeah the protocol now provides everything thats needed 21:26 < bridge_> [teeworlds] :D 21:27 < bridge_> [teeworlds] it's listed in the race issue 21:27 < bridge_> [teeworlds] votes need to be reworked on a protocol level, I'd guess ._.? 21:27 < bridge_> [teeworlds] in regard to #2242 21:28 < bridge_> [teeworlds] yep. that at least need some slight changes 21:28 < bridge_> [teeworlds] depending on how far you want to go, this might even be a breaking change =\ 21:29 < bridge_> [teeworlds] I think it's highly needed to work with ids 21:29 < bridge_> [teeworlds] to identify every vote option 21:31 < bridge_> [teeworlds] if I'm not mistaken it's currently using the actual description string 21:31 < bridge_> [teeworlds] and if there are two equal strings, the first one is used? 21:31 < bridge_> [teeworlds] not quite sure 21:31 < bridge_> [teeworlds] yep 21:32 < bridge_> [teeworlds] maybe negative ids for whitespace 21:32 < bridge_> [teeworlds] dunno ._. ids should do 21:33 < bridge_> [teeworlds] problem is that you still need to use the description for old clients since it's also used on network level 21:34 < bridge_> [teeworlds] so either you have quite a lot compatibility code or you do a breaking change =\ 21:35 < bridge_> [teeworlds] prefer breaking change telling people who try to join to update their client 21:35 < bridge_> [teeworlds] 0.7 is young and can handle that 21:36 < bridge_> [teeworlds] as there is a lot of stuff being done on the protocol level anyway(even tho most likely not compatibility breaking) 21:44 < Oy> i guess to fix that eye thing, there needs to be a black outline in the image 21:52 < bridge_> [teeworlds] @Dune should be an easy fix in theory team colored tees should either just always use standard black eyes or more complicated but better maybe have an if condition that checks for contrast or a range of acceptable black shades. 21:53 < Dune> that sounds complicated 21:53 < Dune> not sure if enforcing standard eyes is a good solution... 21:54 < bridge_> [teeworlds] yeah that I guessed 21:56 < bridge_> [teeworlds] well I personally don't like the way team colors are generated as a whole .. markings have a similar issue like the eyes they often get lost in the process 21:58 < Oy> it's not team colour specific, you can also create that skin for dm 22:00 < bridge_> [teeworlds] my impresssion is that the way 0.6 generated it's team color counterparts was working way better in preserving markings and details 22:07 < bridge_> [teeworlds] most simple way to fix it I guess would be to have a condition that when "negative" eyes are selected then the team colored tee uses "dark grey" instead 22:07 < bridge_> [teeworlds] most simple way to fix it I guess would be to have a condition that when "negative" eyes are selected then the team colored tee uses "colorable" instead 22:08 < bridge_> [teeworlds] most simple way to fix it I guess would be to have a condition that when "negative" white eyes are selected then the team colored tee uses "colorable" dark grey instead 22:09 < bridge_> [teeworlds] serverside pls 22:09 < bridge_> [teeworlds] modding has to be a part of tw 22:09 < bridge_> [teeworlds] we shouldnt force too much 22:09 < Dune> if you want the client to see a differnet KD, you can mod the killmessages 22:14 < bridge_> [teeworlds] We could treat the eyes differently so that they don't get colored 22:14 < Dune> oh, never thought of that 22:17 < Oy> doesn't matter, already tried 22:17 < Oy> when the body is similar you have that problem, same for non-team gametypes when the body colour is similar 22:18 < Oy> standard eyes are pretty save cause u can't make a black body, rest isn't 22:18 < bridge_> [teeworlds] Do we have non black/white colored eyes right now? 22:18 < Oy> no 22:19 < Oy> you couldn't colorize eyes yet 22:19 < Dune> I saw some weird things because of your zomb eyes @LordSk 22:19 < Dune> your zomb skins are popular and some people changed the eye color iirc 22:20 < bridge_> [teeworlds] What I mean to say, if someone really wants its own skin to have red eyes on a red body, why forbid it? 22:20 < Dune> because everyone else will see it? 22:20 < bridge_> [teeworlds] As long as default eyes are working as intended it should be fine right? 22:21 < Dune> if we force default eyes I agree, but then what's the point of eyes parts 22:21 < Oy> yeah 22:24 < Oy> like i mentioned if the eyes have an outline, that you can't colorize, would fix it in general 22:24 < Dune> hmm what do you think of that, @zatline ? 22:25 < Oy> probably have to test how it looks 22:30 < bridge_> [teeworlds] 22:30 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655522030124400683/unknown.png 22:30 < bridge_> [teeworlds] So we have 4 default eye types now 22:30 < bridge_> [teeworlds] One is colorable 22:31 < Dune> the first one is a bit as well 22:31 < Oy> first 2 are yeah, they're new 22:31 < bridge_> [teeworlds] We could force black as a color for team based? 22:31 < Dune> but you have the same problem in non-team 22:31 < Dune> you can color your tee red 22:32 < bridge_> [teeworlds] hm. 22:35 < bridge_> [teeworlds] So I guess there is no way around it 22:35 < Dune> either standard eye parts have to meet good defaults or we mitigate the eye colors so it can only be slightly different than black 22:36 < bridge_> [teeworlds] or we compare body and eye color, adjust it towards black if they are too close 22:37 < bridge_> [teeworlds] and only do this for default eyes 22:37 < Dune> non-default* 22:37 < bridge_> [teeworlds] I mean default as the 4 we have now 22:37 < Dune> why wouldn't you do it for other eyes? 22:38 < bridge_> [teeworlds] what if I have cool white outlined eyes, and I want red eyes on a red body 22:39 < Dune> then just like dark skins: you don't 22:40 < bridge_> [teeworlds] except I would be the only one seeing my own custom eyes right? 22:40 < bridge_> [teeworlds] where is the harm in that 22:40 < bridge_> [teeworlds] whgy are there even 4 eyes? I always had 3 eye types when I was deving the new skins 😄 22:40 < bridge_> [teeworlds] *why 22:41 < Dune> lordsk got custom skins maybe? 22:41 < bridge_> [teeworlds] Hum let me check 22:41 < Oy> there are 2 default eyes which are similar 22:41 < bridge_> [teeworlds] yea cuz there really only should be 3 options 22:42 < Oy> just the distance between the eyes is a bit bigger i guess 22:42 < Oy> u barely notice 22:42 < bridge_> [teeworlds] black, dark grey and negative 22:42 < bridge_> [teeworlds] 22:42 < bridge_> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655524983426252800/unknown.png 22:42 < bridge_> [teeworlds] standaardreal can get removed 22:43 < bridge_> [teeworlds] it's just black with the gaps that nobody liked 22:45 < Oy> alright 22:51 < bridge> [teeworlds] Oy btw. I think I may have to make another PR cuz during my work I changed some small details on some of the older skins that I totaly forgot about including in the PR .. and some of the old skins if I remember had inconsistant body outline values as well. 22:53 < bridge> [teeworlds] you could add a dot in the middle and have a pupil 22:54 < bridge> [teeworlds] one example: limekitty skin used to have lime colored eyes in 0.6 and in 0.7 they became pure black which for me ruined that skin I changed that back to the orignal look 22:57 < bridge> [teeworlds] which btw. actually kicked of me indroducing colorable eyes in the first place lel 22:57 < Dune> I see no good solution for that though 23:09 < bridge> [teeworlds] and it worked just fine back then, if I would make the eyes the same color now in 0.7 eyes would most likely get lost when team color is applied 23:09 < Dune> then make eyes non custom colorable? that sounds reasonable 23:10 < Dune> isnt there a flag in the json for that 23:10 < bridge> [teeworlds] yes 23:11 < bridge> [teeworlds] so u mean eliminate eyes color option ingame and just preserve it in the json? 23:23 < Dune> yes 23:23 < Dune> at least with default skins 23:23 < Dune> unless you design eyes with an outline such that it is reasonable to allow custom colors 23:28 < bridge> [teeworlds] can I share file over here? 23:28 < Dune> yes 23:29 < bridge> [teeworlds] try this as overlay layer for team 23:29 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655536834734194708/x_team.png 23:30 < Dune> team is no different than no-team 23:30 < Dune> this layer should always be applied 23:30 < Dune> (to problematic eyes) 23:31 < bridge> [teeworlds] okay then try that 23:31 < Dune> probably better to directly patch the eyes 23:33 < bridge> [teeworlds] hmm but I'm not really sure if I like the concept tho normal eyes were never suposed to have outlines :/ 23:34 < Dune> then apply my proposed solution: make such eyes not customisable 23:35 < bridge> [teeworlds] only in json I'd be okay with that 23:37 < bridge> [teeworlds] but note this is only making it slightly harder but the exploit would still exist and the way the mouse looks on teams doesn't really change either unless giving it more darker eyes 23:39 < Dune> no, this would fix the exploit, as you wouldn't see *others* with such skins 23:40 < bridge> [teeworlds] but what about default skins like the panther and new mouse that have colored eyes as well as old limekitty that I'd like to reintroduce 23:42 < Dune> I guess you need new eyes for each of these 23:43 < Dune> hmmm, so we could allow custom colors for our skins, but forbid foreign skins with custom colors. as such, only "limekitty" can get green eyes. not sure if that is a pretty solution 23:44 < Dune> @LordSk might have a third solution with color detection 23:47 < bridge> [teeworlds] a well working color detection would be ideal I guess but also most complex sadly I'm aware that this would be not easy 23:55 < bridge> [teeworlds] okay outlining it could work doesn't look that bad but ... 23:55 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655543465408462858/Desktop_Screenshot_2019.12.14_-_23.49.10.73.png 23:55 < bridge> [teeworlds] 23:55 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/655543492654923777/Desktop_Screenshot_2019.12.14_-_23.49.14.95.png 23:56 < bridge> [teeworlds] now the but! look at the markings they as well get totally lost when team color is applied 23:56 < Dune> that is another issue 23:56 < Dune> I'm not convinced the eyes are fine here 23:56 < bridge> [teeworlds] it's nature is the same! 23:57 < Dune> eyes probably should get colored black in team modes anyway 23:58 < bridge> [teeworlds] people complained the markings were too defined on team colors 23:58 < bridge> [teeworlds] this is tuneable 23:59 < bridge> [teeworlds] the beaver needs teeth 23:59 < bridge> [teeworlds] 😮