00:18 < fstd> deen: happy you know what! 00:43 <@deen> oh right, you too, fstd 00:44 < fstd> :) 01:30 < Learath2> i cant seem to get the ddnet serverlist :/ 10:35 <@Nimda> Whitemoon by Cellegen just released on Solo at 2017-03-11 10:33 12:32 < luca> HI, I got some err message while compiling Teeworlds, it sais bam has a syntax error:./bam.lua: Zeile 2: Syntaxfehler beim unerwarteten Wort `(' 12:32 < luca> ./bam.lua: Zeile 2: `target_family = os.getenv("TARGET_FAMILY")' 12:32 < luca> I tried with the latest version, but how can I fix this? 12:33 < Ryozuki> what os? 12:33 < luca> Linux Mint 18 12:33 < luca> KDE 5 12:36 < Fin> someone can help me? 12:37 < Ryozuki> maybe 12:37 < Ryozuki> what's the problem? 12:37 < Ryozuki> ahh 12:37 < Ryozuki> u are luca 12:38 < Ryozuki> well i don't know, sry 12:40 < Fin> OH sorry, forgot to say, and I am on 64-b 12:58 < Ryozuki> Someone knows how to get the nearest [not solid] tile being inside a solid tile? 13:02 <@EastByte> just go around your current solid tile and use the first free tile you find 13:04 <@EastByte> I guess that would require some circular function 13:04 <@heinrich5991> nah 13:04 <@heinrich5991> oh well, Ryozuki hasn't offered all information :) 13:05 <@heinrich5991> somehow a projectile made it to that point 13:05 <@heinrich5991> so one of the adjacent squares must be non-solid 13:05 < Ryozuki> yeah, i'm making a teleportatio ngun 13:05 <@heinrich5991> just check each direction (up left down right) and check the next tile in that direction 13:05 < Ryozuki> but the projectile colision point puts the tee inside a solid tile 13:05 <@heinrich5991> then take the closest empty one, I'd say 13:05 < Ryozuki> what class i need to check tile type? 13:06 < Ryozuki> and how much measures a tile? 13:06 < Ryozuki> 16? 13:07 <@heinrich5991> one tile is 32 13:08 <@heinrich5991> the IsSolid function on CCollision sounds interesting 13:09 < Ryozuki> another thing 13:10 < Ryozuki> usually the proj would be near a side 13:10 < Ryozuki> so it should be easy i guess 13:10 < Ryozuki> imagine o|o 13:10 < Ryozuki> where o is empty space 13:18 < Ryozuki> i nearly got it 13:18 < Ryozuki> but when shooting down it's still bug 13:18 < Ryozuki> mmm 13:23 < Ryozuki> ah i see why 13:23 < Ryozuki> if u are on ground and shoot down, projectile doesnt spawns from inside the tee right? 13:23 < Ryozuki> it does from the gun 13:23 < Ryozuki> and gun is inside a wall :/ 13:28 < ddnet-commits> [ddnet] heinrich5991 opened pull request #665: CMakeLists.txt: Create the generated source directory (master...pr_ddnet_cmakelists_mkdir_generated) https://git.io/vyor2 13:36 < Fin> :D 13:38 <@deen> heinrich5991: why don't you just push directly? 13:38 <@heinrich5991> dunno, I like code review as a principle 13:39 < ddnet-commits> [ddnet] Learath2 pushed 2 new commits to master: https://git.io/vyorM 13:39 < ddnet-commits> ddnet/master 253857e heinrich5991: CMakeLists.txt: Create the generated source directory... 13:39 < ddnet-commits> ddnet/master 1b6071c Learath2: Merge pull request #665 from heinrich5991/pr_ddnet_cmakelists_mkdir_generated... 13:39 < Learath2> maybe we should ff such small merges not to create merge commits 13:39 <@EastByte> deen, fstd_: happy something! :) 13:45 < Ryozuki> damn corners -.- 13:46 < Learath2> just put a // Cornercase and call it a day 13:47 <@heinrich5991> // this is a real corner case 13:47 <@heinrich5991> (grep for it!) 13:47 <@heinrich5991> src/game/collision.cpp:369: // this is a real _corner case_! 14:34 < fstd_> EastByte: thanks! 16:22 <@deen> thanks EastByte