00:41 < bridge> [teeworlds] I wonder if nametags could hold more than 16 bytes as well as color codes in order to create prefixes and or ranks or whatever 00:42 < bridge> [teeworlds] at least visible information that a client can receive being more than a client can actually set 00:46 < bridge> [teeworlds] :๐Ÿ‘ 00:46 < bridge> [teeworlds] ๐Ÿ‘ 00:47 < bridge> [teeworlds] would be cool if there was a seperate text field above or under the name, just like the show clan tag in playername 02:05 < bridge> [teeworlds] I wonder why OSX is the only build that fails on `const vec4 (&aColors)[] = {HealthColor, ArmorColor, AmmoColor};` 02:45 < bridge> [teeworlds] what the heck is that syntax 02:57 < bridge> [teeworlds] ^ 04:21 < bridge> [teeworlds] ``` 04:21 < bridge> [teeworlds] (&aColors)[] 04:21 < bridge> [teeworlds] ``` 04:21 < bridge> [teeworlds] this part especially 11:58 < bridge> [teeworlds] it's an array of references 11:59 < bridge> [teeworlds] I thought that'd be C++ compliant and my gcc seems to agree 13:20 < bridge> [teeworlds] stackoverflow says no arrays of references Oo 13:21 < bridge> [teeworlds] it seems 13:23 < bridge> [teeworlds] the parenthesis' kinda look weird there ._., confused me. 13:47 < bridge> [teeworlds] You don't want a reference on an array 13:50 < bridge> [teeworlds] Can I thread a function in ListDirectory? 13:51 < bridge> [teeworlds] `Storage()->ListDirectory(IStorage::TYPE_ALL, Path, TestCallback, this);` 13:51 < bridge> [teeworlds] in this case TestCallback? 14:34 < Dune> Oy: hm, getting LNK errors when I git clone teeworlds && bam :/ 14:34 < Dune> I think that's related to recent changes? 14:35 < Dune> (win7) 14:36 < Oy> Dune: both clean repos? 14:37 < Dune> well teeworlds is freshly cloned 14:37 < Dune> what's the second repo, bam? 14:38 < Oy> i'll try 14:40 < Oy> x64 or x86? 14:40 < Oy> cl? 14:40 < Oy> what link errors do u get? 14:40 < Dune> x64 cl 14:41 < Dune> FT & SDL 14:41 < Oy> ok trying that 14:42 < Dune> bam is on master 14:44 < Oy> everything ok for me 14:44 < Oy> could you do a bam config? 14:44 < Oy> and paste the output? 14:44 < Dune> sure 14:45 < Dune> ah, that's it 14:45 < Dune> bam finds mingw somehow 14:45 < Dune> forgot about that issue I get with fresh repos 14:45 < Dune> sorry for bugging :) 14:45 < Oy> np :) 14:45 < Oy> should probably do a gcc x64 check 15:08 < Dune> oh, sounds good 15:17 < Oy> should work now 15:19 < Dune> I'll try 15:20 < Dune> works! cheers 15:20 < Oy> :) 15:27 < Dune> o/ 15:27 < Robyt3> hey 15:27 < Dune> cheers 15:27 < bridge> [teeworlds] hello 15:28 < Robyt3> I'm currently working on multiple joystick support. Do you know whether I should save SDL_JoystickInstanceID or the UUID? 15:30 < Dune> UUID seems to be SDL2 specific 15:30 < Dune> not sure if it matters, aren't both unique? 15:31 < Robyt3> instance id looks unique over restarting teeworlds to me 15:31 < Robyt3> UUID seems more fool proof 15:31 < Dune> Ah 15:31 < Dune> Yeah 15:31 < Dune> The GUID is build by squishing the bus, vendor, product and version numbers into a single value according to https://askubuntu.com/a/368711/843955 15:32 < Dune> Should be UUID to me 15:32 < Dune> Oy ^ 15:42 < Robyt3> I'll change it to use the UUID and add some caching for the active joystick 15:43 < Robyt3> I'll do a pull request later today 15:43 < Robyt3> And get some food now first 15:57 < Dune> day: forgot, you have multiple joysticks? 16:35 < Oy> yeah should be the joystick guid when u wanna save settings etc. 18:32 < bridge> [teeworlds] Robyt3 is on a spree ๐Ÿ˜„ 19:03 < bridge> [teeworlds] Are there any features or plans for multiple rcon passwords or some sort of individual authentication to track which admin is acting? 19:05 < bridge> [teeworlds] pls give more space for gametype string xD 19:05 < bridge> [freenode] Hey, there need to be handicaps for this game 19:05 < bridge> [teeworlds] There is support for moderators. For the average server this should be enough I think 19:06 < bridge> [teeworlds] what kinda handicaps? 19:06 < bridge> [teeworlds] and why 19:06 < bridge> [freenode] like skill disparity handicaps 19:06 < bridge> [teeworlds] propose the removal of dyn cam 19:06 < bridge> [freenode] because the number one experience for a new player is to come in, get smashed by someone they can't touch, and then ragequit and move on to other games with more mechanics of fairness. 19:07 < bridge> [freenode] basically if your score outstrips the other players, it seems like your HP should go down or your weapon effectiveness etc 19:07 < bridge> [teeworlds] true, that's for modders and server hosters to regulate I'd say ._. 19:07 < bridge> [freenode] eh, I think that there should be some baseline default 19:07 < bridge> [freenode] "this makes the game playable for noobs too" 19:07 < bridge> [teeworlds] there are skill level icons 19:08 < bridge> [teeworlds] but well, dunno if anyone benefits from them in any way 19:08 < bridge> [freenode] yeah but noobs don't know those and that's not an actual solution, just a human ranking thing 19:08 < bridge> [freenode] yeah I have seen them 19:08 < bridge> [freenode] contextually, I've known teeworlds exists for like a month now 19:08 < bridge> [teeworlds] Due to the low number of players all skill levels play on the same server anyway 19:08 < bridge> [freenode] yeah 19:09 < bridge> [teeworlds] as there is no login system and whatnot to track players, it's kinda hard to prevent people from playing on specific players. 19:09 < bridge> [freenode] basically it should take less hits to kill advanced player, or their hits should do less damage, or both 19:09 < bridge> [freenode] and, the way to track this is at the level of in-game score 19:10 < bridge> [freenode] if somebody's score gets to be 2x everybody else's? adjust their HP or damage down 19:10 < bridge> [freenode] or even, maybe some fun mechanic like "the higher your score is the less bullets your guns hold" 19:11 < bridge> [freenode] make it possible to still win but definitely even the playing field a bit 19:11 < bridge> [teeworlds] I'm trying to make zCatch accessible for beginners, but it's far from perfect. it prevents some long time players from playing on the beginner server, but due to too few players the server gets rarely full. 19:12 < bridge> [teeworlds] changing gameplay mechanics to create a disadvantage for pro players is kinda unfair 19:12 < bridge> [freenode] as a noob zcatch is infuriating 19:12 < bridge> [freenode] the whole game for me is seeing if I can make the advanced players die sometimes when they're killing me 19:12 < bridge> [freenode] yes jxt that's the point 19:13 < bridge> [freenode] it needs to be unfair towards them because it's unfair towards everybody else because of them 19:13 < bridge> [freenode] they're preventing there being other pro players 19:13 < bridge> [teeworlds] that's why the beginner server exists, it tries to prevent players with a score of 35 or higher to play there, but as there are no accounts and so on, people could bypass the prevention 19:13 < bridge> [freenode] yeah but that mechanism 1) either doesn't work outright or 2) is insufficient 19:14 < bridge> [freenode] and as already pointed out, the low numbers of people playing means everybody goes to one server anyway 19:14 < bridge> [teeworlds] hm 19:14 < bridge> [teeworlds] uff, dune playing destiny 2 19:14 < bridge> [freenode] I kind of like the idea of shot restriction, down to maybe 3 rounds or something for somebody 30 kills ahead of everybody else 19:15 < bridge> [teeworlds] I'm thinking about regulating health 19:15 < bridge> [freenode] yeah health is the standard 19:15 < bridge> [freenode] but there's a lot of options 19:15 < bridge> [teeworlds] instead of anything else 19:15 < bridge> [teeworlds] but how would one determine a pro player 19:15 < bridge> [freenode] well the appeal for me is, some people have shit defense but good offense? and vice versa 19:16 < bridge> [freenode] so you could optimize to their level on each of these dimensions 19:16 < bridge> [teeworlds] sounds easy, not xD 19:16 < bridge> [freenode] well the basic determination is in-game score disparity 19:16 < bridge> [freenode] somebody getting way ahead 19:16 < bridge> [freenode] because that's just an integer the server tracks anyway 19:16 < bridge> [teeworlds] there are a lot of 0.5.2 players coming back, at least to zcatch that have a score of 0 19:17 < bridge> [freenode] uuuh k 19:17 < bridge> [teeworlds] maybe kd? 19:17 < bridge> [freenode] it's not the worst idea but the in-game-score thing works as well on noobs and anonymized players as everyone else 19:18 < bridge> [teeworlds] some people don't accumulate a score, like nameless tee 19:18 < bridge> [freenode] yeah, but you have an ID for the player on the server that's using that name 19:18 < bridge> [freenode] and you, haven't grokked the code but theoretically, you can aggregate the amount of damage done by each player? 19:18 < bridge> [freenode] and lower the damage done by the most-dealing player and up the damage done by the least 19:19 < bridge> [freenode] eh that also sounds like it could be frustrating, imagine being in last place because you get everybody down to 1 heart but someone else always kills them kind of thing 19:20 < bridge> [freenode] but, there needs to be something to address this 19:20 < bridge> [freenode] this is a thing 19:20 < bridge> [teeworlds] well, if damage is accumulated 19:20 < bridge> [teeworlds] it would not matter? 19:20 < bridge> [teeworlds] but it's not used for scoring, tho 19:21 < bridge> [freenode] yeah but that's the idea, use the data there to regulate game fairness 19:25 < rand> sound like a bad idea, better find an idea for a training system 19:27 < rand> zcatch is frustrating because it's a survival gametype, you have to wait before spawning, that's why instagib is popular for newcomers 19:31 < rand> hm, is there an flag for tees not to test tees collision ? I was thinking about ghost tees, like in race games (trackmania/mario kart) 19:32 < Oy> a general one, should be tunings. player collision 19:38 < bridge> [freenode] rand no there's a real problem of the guys who can play at some certain level, making everybody else ragequit, and this really needs to be fixed 19:48 < Dune> JewZeus: yeah zCatch is terrible if you're not in the top % 19:49 < bridge> [freenode] not just zcatch, but all gametypes 19:49 < Dune> I think zcatch is particularly punitive 19:49 < bridge> [freenode] there's gametypes that the whole game is to be better at navigating than you can get playing the vanilla game 19:49 < bridge> [freenode] zcatch is yeah 19:49 < Dune> but yeah all PvP gametypes are probably not fun if you're at the bottom of the bucket 19:50 < bridge> [freenode] the problem is 'the bottom' is the bottom 80% of the bucket 19:50 < Dune> ctf is a bit like that by design 19:50 < Dune> if you are worse than the flagger there is no way you can do shit to it because he'll just go faster and spam grenades back 19:50 < bridge> [freenode] eh that speeds up getting to the next map 19:50 < bridge> [freenode] but a bunch of servers freeze it on one map 19:50 < bridge> [freenode] so that doesn't actually work 19:50 < Dune> almost all do 19:51 < Dune> that's why most players play TDM in the middle in ctf5 19:51 < Dune> because you can't do shit if the flagger is a better player (and it tends to be the best player of the server, cause others die with the flag) 19:51 < bridge> [freenode] eh there's no single flagger I've ever seen 19:52 < bridge> [freenode] unless one player is far and away an example of needing to have some kind of adjustment to his outputs in the game, for the sake of everyone else, as already mentioned 19:52 < Dune> maybe not just one, but certainly some of the better players 19:52 < bridge> [freenode] right 21:44 < bridge> [teeworlds] @jxsl13 doesnโ€™t the new wide browser give more space? 21:45 < bridge> [teeworlds] Regarding 21:45 < bridge> [teeworlds] 21:45 < bridge> [teeworlds] > pls give more space for gametype string xD 21:45 < bridge> [teeworlds] it doesn't seem that it gives any more space to gametypes 21:46 < bridge> [teeworlds] maybe half an ascii character wise 21:48 < bridge> [teeworlds] Hm I donโ€™t know I just looked at map names 21:49 < bridge> [teeworlds] Was super upset I could not differentiate ChillerDragores20-29 maps because it was chopped of 21:49 < bridge> [teeworlds] But the wider browser solved it ๐Ÿ™‚ 22:12 < bridge> [teeworlds] don't change the strings of popular gametypes it just confuses and fractionates 22:12 < bridge> [teeworlds] Error copying directory from "/Users/john/Desktop/gamer/other/sdl/mac/lib64/SDL2.framework" to "pack_teeworlds-0.7.3-osx_dmg/teeworlds.app/Contents/Frameworks/SDL2.framework". 22:13 < bridge> [teeworlds] rip? 22:13 < bridge> [teeworlds] always the same problems with client 22:15 < bridge> [teeworlds] is `/Users/john/Desktop/gamer/other/sdl/mac/lib64/SDL2.framework` a directory? 22:18 < bridge> [teeworlds] oh, it says gamer 22:19 < bridge> [teeworlds] I think Dune doesn't keep CMakeLists.txt up to date for his mod 22:19 < Dune> I do 22:19 < Dune> unless something recent broke it 22:19 < bridge> [teeworlds] ok, sorry 22:19 < Dune> I'm ig, will check later 22:23 < bridge> [teeworlds] ``` 22:23 < bridge> [teeworlds] /Desktop/gamer/other/sdl 22:23 < bridge> [teeworlds] ``` 22:23 < bridge> [teeworlds] every folder below doesn't exist 22:23 < bridge> [teeworlds] that seems to be the problem then, I guess? ^^ 22:23 < bridge> [teeworlds] it has most likely nothing todo with gamer 22:23 < bridge> [teeworlds] cmake or the make_release script? 22:23 < bridge> [teeworlds] cmake 22:23 < bridge> [teeworlds] cmake 22:25 < bridge> [teeworlds] package or package_default target? 22:25 < bridge> [teeworlds] default 22:26 < bridge> [teeworlds] https://github.com/teeworlds/teeworlds/commit/cbb57765b66477e2a6daf6347e3fd7e9f366ce83#diff-af3b638bc2a3e6c650974192a53c7291 22:26 < bridge> [teeworlds] I was c&p from the github actions 22:26 < bridge> [teeworlds] cherry-pick that 22:26 < bridge> [teeworlds] hm 22:26 < bridge> [teeworlds] nice, thx 22:26 < bridge> [teeworlds] original tw gives me: Error copying directory from "data/maps" to "pack_teeworlds-0.7.4-osx_dmg/teeworlds_srv.app/Contents/Resources/data/maps". 22:26 < bridge> [teeworlds] even tho submodules are cloned 22:27 < bridge> [teeworlds] hm 22:27 < bridge> [teeworlds] maps are not being copied into my build fodler 22:27 < bridge> [teeworlds] folder 22:27 < bridge> [teeworlds] most likely 22:28 < bridge> [teeworlds] usually one creates a build folder in cmake in order not to build in source 22:29 < bridge> [teeworlds] data/maps -> datasrc/maps ? 22:30 < bridge> [teeworlds] hm, datasrc doesn't exist in the build folder ๐Ÿ˜ข 22:32 < bridge> [teeworlds] you're not building in the source folder, right? 22:32 < bridge> [teeworlds] yeah, there is a copy action missing somewhere to copy the maps into the build/data/. folder 22:32 < bridge> [teeworlds] no, I'm building in the build fodler 22:32 < bridge> [teeworlds] folder 22:32 < bridge> [teeworlds] I don't think there's a copy action misssing 22:32 < bridge> [teeworlds] are you usually building in source? 22:32 < bridge> [teeworlds] no 22:32 < bridge> [teeworlds] no one is, that's why it's untested 22:32 < bridge> [teeworlds] ok, good 22:33 < Dune> it doesn't work afaik 22:33 < bridge> [teeworlds] didn't work either anyway ๐Ÿ˜ฎ 22:33 < bridge> [teeworlds] it tried to copy from data/maps 22:33 < bridge> [teeworlds] moving datasrc/maps to build/data/maps worked for me 22:33 < bridge> [teeworlds] your logs are unfortunately quite incomplete, so it's hard to tell what went wrong 22:33 < bridge> [teeworlds] sure 22:33 < bridge> [teeworlds] the code to copy the maps over is there 22:34 < bridge> [teeworlds] have you seen a warning in the initial cmake output? 22:34 < bridge> [teeworlds] let me retry from scratch 22:34 < bridge> [teeworlds] cd .. 22:34 < bridge> [teeworlds] xD 22:36 < bridge> [teeworlds] Dune, could you add this to your gamer repo? https://github.com/teeworlds/teeworlds/commit/cbb57765b66477e2a6daf6347e3fd7e9f366ce83#diff-af3b638bc2a3e6c650974192a53c7291 22:38 < bridge> [teeworlds] lol, now getting a linker error 22:39 < bridge> [teeworlds] oh, yeah oy's commit 22:39 < bridge> [teeworlds] it's a template netban that is ._. 22:40 < bridge> [teeworlds] if I read it correctly 22:40 < bridge> [teeworlds] ``` 22:40 < bridge> [teeworlds] bool CNetBan::IsBannable(NETADDR const*)", referenced from: 22:40 < bridge> [teeworlds] CServer::ProcessClientPacket(CNetChunk*) in server.cpp.o 22:40 < bridge> [teeworlds] ``` 22:42 < bridge> [teeworlds] hm, now it work ๐Ÿ˜ฎ 22:43 < bridge> [teeworlds] hm I think I know what's the problem, might have been my fault, cuz I did not use cmake .. again after initializing the submodules 22:50 < Dune> @jxsl13 that's from 22 days ago, I'm surprised it's not in there 22:50 < bridge> [teeworlds] Can I thread a function in ListDirectory?Storage()->ListDirectory(IStorage::TYPE_ALL, Path, TestCallback, this);in this case TestCallback? 22:50 < bridge> [teeworlds] hm, gamer build seems to work fine now 22:50 < bridge> [teeworlds] after that patch 22:51 < bridge> [teeworlds] I added a pullrequest 22:51 < bridge> [teeworlds] what do you mean, thread? 22:51 < bridge> [teeworlds] i have a folder with 500+ files 22:51 < bridge> [teeworlds] do you want to start each `TestCallback` in its own thread, or do you want a thread for all these files? 22:51 < bridge> [teeworlds] laggs quite a bit if i listdir it 22:51 < bridge> [teeworlds] One for all ofc 22:51 < bridge> [teeworlds] ehm, the dmg package still says teeworlds 0.7.3 .-. 22:51 < bridge> [teeworlds] hm. one listdir shouldn't lagโ„ข๏ธ I think 22:52 < bridge> [teeworlds] is that intended? 22:52 < bridge> [teeworlds] hm. one listdir shouldn'tโ„ข๏ธ lag I think 22:52 < bridge> [teeworlds] Heinrich, 500+ files 22:52 < bridge> [teeworlds] still increasing 22:52 < bridge> [teeworlds] So, can I thread the whole thing? just one thread to loop throught all files? 22:53 < Oy> @Sonix server full :P 22:53 < bridge> [teeworlds] yes, you can start a thread and call this function in it 22:53 < bridge> [teeworlds] how? 22:53 < bridge> [teeworlds] i tried, but couldnt get anything working 22:53 < bridge> [teeworlds] what is the result of your directory listing? 22:54 < bridge> [teeworlds] i have some data in the files, and they will be saved in a vector 22:55 < bridge> [teeworlds] ddnet/0.7? 22:55 < bridge> [teeworlds] 0.7 22:55 < bridge> [teeworlds] Oy sry didnt notce 22:55 < bridge> [teeworlds] come now 22:55 < bridge> [teeworlds] I think there might be a lot of cmake commit missing, I'm not sure 22:55 < bridge> [teeworlds] btw: another issue with listdir, i tried to run listdir with 1000+ files, and it crashed at some Point, but that is a different thing, the thread is more important now 22:56 < bridge> [teeworlds] So heinrich, how do i thread the listdir 22:58 < bridge> [teeworlds] either use the job interface of teeworlds, or spawn your own thread 22:58 < bridge> [teeworlds] Whats better? 22:58 < bridge> [teeworlds] I don't really know tbh 22:58 < bridge> [teeworlds] if you want to know when it's done better use the job interface... just easier 22:59 < bridge> [teeworlds] on ddnet I patched the job interface to be slightly more usable, but that hasn't made it into vanilla yet 22:59 < bridge> [teeworlds] hm, I might be stupid xD 22:59 < bridge> [teeworlds] gamer client on gamer branch ๐Ÿ˜ฎ 22:59 < bridge> [teeworlds] but okay, let's do the job interface 22:59 < bridge> [teeworlds] Yes 23:00 < bridge> [teeworlds] create a function that you'll call in the new thread 23:00 < bridge> [teeworlds] oh damn... 0.7 still uses the thread_sleep stuff ๐Ÿ˜ฎ 23:00 < bridge> [teeworlds] yes ๐Ÿ˜ฆ 23:00 < bridge> [teeworlds] @heinrich5991 wdym 23:01 < bridge> [teeworlds] it'll need to have the signature `int Name(void *pUser)` 23:01 < bridge> [teeworlds] Ah wait, you mean thread_init_and_detach(ListDir) and then in ListDir I call the ListDirectory function? 23:01 < bridge> [teeworlds] (looked at file_score) 23:01 < bridge> [teeworlds] yes, but I thought you wanted the job interface 23:02 < bridge> [teeworlds] Oh 23:02 < bridge> [teeworlds] i dont even know what that is tbj 23:02 < bridge> [teeworlds] tbh 23:02 < bridge> [teeworlds] file_score is not the best source when you want to see proper threading code ^^ 23:02 < bridge> [teeworlds] True 23:03 < bridge> [teeworlds] @heinrich5991 int function created 23:03 < bridge> [teeworlds] you probably want to pass it some data, right? 23:04 < bridge> [teeworlds] Yea 23:04 < bridge> [teeworlds] Can it have access to gamecontext? 23:04 < bridge> [teeworlds] then create a struct that contains the data you want to pass it 23:04 < bridge> [teeworlds] no 23:04 < bridge> [teeworlds] that would make it thread-unsafe 23:04 < bridge> [teeworlds] Ah true 23:04 < bridge> [teeworlds] Mh but it would need it :) 23:04 < bridge> [teeworlds] :/ 23:05 < bridge> [teeworlds] why? 23:05 < bridge> [teeworlds] what data does it need? 23:06 < bridge> [teeworlds] uhm 23:07 < bridge> [teeworlds] idk how to explain 23:07 < bridge> [teeworlds] Well 23:07 < bridge> [teeworlds] can I make it read only? 23:07 < bridge> [teeworlds] no 23:07 < bridge> [teeworlds] std::future 23:07 < bridge> [teeworlds] xD 23:07 < bridge> [teeworlds] no? 23:07 < bridge> [teeworlds] But I can pass the data? 23:07 < bridge> [teeworlds] you need to make a copy of your data that you want the thread to know 23:07 < bridge> [teeworlds] Ok. 23:08 < bridge> [teeworlds] That could work 23:08 < bridge> [teeworlds] ._. I do some threading stuff in my mod ._. 23:08 < bridge> [teeworlds] you create a struct with the data that the thread needs 23:08 < bridge> [teeworlds] but not the c way 23:08 < bridge> [teeworlds] And what if the thread needs a function? 23:08 < bridge> [teeworlds] Also to the struct? 23:08 < bridge> [teeworlds] put function pointer in struct 23:08 < bridge> [teeworlds] ._. 23:08 < bridge> [teeworlds] I definitely need a function in it 23:09 < bridge> [teeworlds] Ahh this is complicated rn 23:10 < bridge> [teeworlds] gamer's cmakelists says: file GLOB requires a glob expression after CONFIGURE_DEPENDS.CMake (file) 23:10 < bridge> [teeworlds] Gotta eat something, heinrich are you there in 20 minutes? 23:11 < bridge> [teeworlds] yes 23:17 < bridge> [teeworlds] wow... the jobpool is only used for dns lookup ๐Ÿ˜„ 23:18 < bridge> [teeworlds] and sound loading IIRC 23:18 < bridge> [teeworlds] yup 23:18 < Oy> and hostname lookup for favourites 23:19 < bridge> [teeworlds] ah okay ๐Ÿ™‚ 23:19 < bridge> [teeworlds] what about using semaphore here like ddnet does? 23:20 < bridge> [teeworlds] why does no one uses semaphores? 23:20 < bridge> [teeworlds] sounds like a good idea to not burn cpu cycles 23:23 < bridge> [teeworlds] the array of references error persists, I removed the parenthesis and it properly said that 23:23 < bridge> [teeworlds] ```error: 'aColors' declared as array of references of type 'const vec4 &' (aka 'const vector4_base &'``` 23:26 < bridge> [teeworlds] you said above that arrays of references are forbidden, right? 23:26 < bridge> [teeworlds] that should be the error cause then 23:26 < bridge> [teeworlds] yeah 23:26 < bridge> [teeworlds] dune said that he intended to create an array of references 23:26 < bridge> [teeworlds] and that it build on gcc 23:26 < bridge> [teeworlds] ._. 23:27 < bridge> [teeworlds] apparently, it's just disallowed by the standard 23:27 < bridge> [teeworlds] it may work in gcc, but that doesn't *mean* anything 23:27 < bridge> [teeworlds] yeah, that's what SO said 23:27 < bridge> [teeworlds] i.e. it needs to be replaced by something else 23:28 < Oy> 1337 * o/ 23:28 < bridge> [teeworlds] I'm just gonna replace it with the array without the references 23:29 < bridge> [teeworlds] it's a vec4 that's being passed by value 23:29 < bridge> [teeworlds] probably uses that array to modify it? 23:29 < bridge> [teeworlds] so it might need to be a pointer 23:29 < bridge> [teeworlds] it's a const array 23:29 < bridge> [teeworlds] and the function that is being passed elements from that array takes actually no reverences, but the object class vec4 23:29 < bridge> [teeworlds] all values are const within that array 23:30 < bridge> [teeworlds] hm ok 23:30 < bridge> [teeworlds] and the array ist const 23:30 < bridge> [teeworlds] is* 23:32 < Oy> heinrich5991: about the version server. could you try to run the 0.7.3.1 one? 23:32 < Oy> to see if that one worked 23:35 < bridge> [teeworlds] does anyone know where the sdl2 version requirement of the tw client is specified? 23:36 < bridge> [teeworlds] tells me tw requires version 11.0.0 and I have 1.0.0 23:37 < bridge> [teeworlds] @heinrich5991 im back 23:37 < Oy> there shouldn't be a requirement 23:37 < bridge> [teeworlds] @heinrich5991 interesting that the standard doesn't allow that :) 23:37 < bridge> [teeworlds] yeah you can just remove the reference 23:37 < bridge> [teeworlds] interesting that clan > gcc >:D 23:37 < bridge> [teeworlds] apparently it is due to array access decaying to pointer arithmetic and pointers to references not being allowed 23:37 < bridge> [teeworlds] interesting that clang > gcc >:D 23:38 < bridge> [teeworlds] ooh, neat 23:38 < bridge> [teeworlds] client dies at runtime telling me "fu" 23:39 < bridge> [teeworlds] first it doesn't find th sdl2.framework, dying and then dies after I downloaded and placed the sdl2.framework file into the tw app/Frameworks etc 23:39 < bridge> [teeworlds] same fun as last time ๐Ÿ˜„ 23:40 < Oy> u r on mac? 23:40 < bridge> [teeworlds] ye 23:40 < bridge> [teeworlds] @heinrich5991 appearently, i could also make this thing different without using listdir 23:40 < bridge> [teeworlds] i guess 23:40 < Oy> do u compile it urself? 23:40 <@heinrich5991> Oy: 0.7.3.1 versionsrv running 23:40 < bridge> [teeworlds] trying to compile the gamer client 23:40 < Dune> try to compile master first 23:40 < Oy> heinrich5991: thx 23:41 < bridge> [teeworlds] tw master or your master, dune? 23:41 < Dune> same 23:41 < bridge> [teeworlds] I did compile the tw master just fine 23:41 < Dune> I don't see why the mod would be different :/ 23:41 < bridge> [teeworlds] and it even starts 23:41 < Dune> unless I broke the cmakefiles 23:42 < bridge> [teeworlds] I opened a pr, that was giving me errors 23:42 < bridge> [teeworlds] @jxsl13 maybe check the git diff of the `CMakeLists.txt` 23:43 < Dune> I'll just enable github actions and troubleshoot it on my own :) 23:44 < bridge> [teeworlds] I added the tw master as remote origin, kinda merged i into dune's gamer branch 23:44 < bridge> [teeworlds] and I see no cmakelists diff ._. 23:44 < bridge> [teeworlds] what's weird 23:45 < bridge> [teeworlds] doesn't sound too good, the original cmakefiles doesn't work? 23:45 < bridge> [teeworlds] with the pr I opened it works 23:45 < Oy> seems that one doesn't work either :( 23:46 < bridge> [teeworlds] lol 23:46 < bridge> [teeworlds] one message of me was not sent 23:46 < Dune> and without? 23:46 < bridge> [teeworlds] and without? 23:46 < bridge> [teeworlds] discord seems to be having problems today 23:46 < bridge> [teeworlds] e.g. that message didn't get through 23:46 < bridge> [teeworlds] @heinrich5991 ive run listdirectory now with 1112 files, and there is this crash: `Run-Time Check Failure #2 - Stack around the variable 'aFileName' was corrupted.` 23:47 < bridge> [teeworlds] you have an out of bounds write somewhere 23:47 < bridge> [teeworlds] try running it in valgrind 23:47 < bridge> [teeworlds] ah lol 23:47 < bridge> [teeworlds] the cmake .. step already doesn't work 23:47 < bridge> [teeworlds] char size 23:47 < Dune> @jxsl13 yeah it's on me, it seems cmake broke at some point... 23:48 < bridge> [teeworlds] test 23:48 < bridge> [teeworlds] discord bad 23:48 < bridge> [teeworlds] every second message works 23:48 < Dune> come on IRC ;) 23:48 < bridge> [teeworlds] so the name got longer ` - Kopie` 23:48 < bridge> [teeworlds] i just increased the char array size, now it worked. because i just copied files 23:48 < bridge> [teeworlds] we can switch to IRC if you want 23:49 < bridge> [teeworlds] ._. irc 23:49 < bridge> [teeworlds] old but works 23:49 < bridge> [teeworlds] old but works 23:50 < bridge> [teeworlds] https://webchat.quakenet.org/?channels=teeworlds 23:50 < Oy> heinrich5991: the version server u build, is it x86 or x64? 23:50 <@heinrich5991> 64 bit 23:50 < Dune> so cmake stopped working at some point with my cmakesfile on my mod; that one is on me. I never tested it on OSX, might be why 23:50 < Dune> bam+OSX works 23:51 < Oy> ok 23:51 < bridge> [teeworlds] bam bad ๐Ÿ˜„ 23:51 < bridge> [teeworlds] ._. 23:51 < bridge> [teeworlds] is ok 23:52 < Dune> I gladly accept cmake fixes ;) 23:53 < bridge> [teeworlds] I dunno, would dropping the tw one with your added files work x)? 23:53 < Dune> probably, I did nothing fancy 23:55 < Dune> ah, only cmake generates artifacts? :( 23:56 <@heinrich5991> ddnet only compiles with cmake nowadays, it works quite well 23:56 <@heinrich5991> or has done so for over a year 23:56 < bridge> [teeworlds] bam also uses less strict compiler options 23:57 < bridge> [teeworlds] the workflow job for bam is rather minimalistic 23:57 < bridge> [teeworlds] but it was the same before