14:20 < bridge> Note to self: Printing entire buffers in Godot is not a good idea. Crashes the editor every time 14:26 < bridge> Xd 15:03 < bridge> I can't seem to read the name of layers 15:17 < bridge> Interestingly enough I get the correct amount of characters but the encoding doesn't seem to be ascii... 15:19 < bridge> Layer names are not C strings. See `I32String` in the documentation. 15:21 < bridge> OH 15:22 < bridge> That makes sense-ish 15:23 < bridge> Now to figure out how to convert that in Godot 16:16 < bridge> A i32String seems to only hold 8 characters, but I could save a name of 9 characters in the game, and it still loads with it as well. What's going on here? 16:30 < bridge> Note that I can't seem to read that last character from my map file 17:05 < bridge> One unit of `I32String` is a 32 bit int, 4 bytes. The layer name consists of 3 `I32String` according to the documentation so the string is at most 12 bytes long (of which the last one is probably the zero terminator) 17:10 < seabass> ChillerDragon: helloooo 17:10 < seabass> Just wanted to let you know that your CTF5 server is having some lag issues right now (60ms extra ping or so) 17:19 < bridge> Oh, it's 3x4bytes! That makes sense, although not specified in the docs 17:20 < bridge> Actually, no, it does make sense 17:20 < bridge> Silly me 18:16 < bridge> Oh no ill have a look later 18:16 < bridge> (<@572881769641279488_seabass>) 22:03 < seabass> ChillerDragon, good to hear that; thanks :)