00:06 <+bridge> [ddnet] oh i missed some sweet drama 00:07 <+bridge> [ddnet] i still the opinion that if you cant code it urself, the only thing you are entitled to is to ask a person one time if they are willing to do it 00:07 <+bridge> [ddnet] otherwise you dont belong to the open source community 00:08 <+bridge> [ddnet] this article is even relevant after this lmao 00:09 <+bridge> [ddnet] maybe there would be, but less quality ones 00:10 <+bridge> [ddnet] i just find it so hilarious she was a lot into this is a open source community etc, but she barely tried to learn to code and do stuff 00:12 <+bridge> [ddnet] you would get more noobs but also you get people who have tons of experience modding C# games for many years. If you are a C# modder you can make mods for almost any unity game and many do 00:12 <+bridge> [ddnet] idk i feel bad after all of this but, it might be better for my mental state 00:12 <+bridge> [ddnet] btw this is not true, its normal to feel overwhelmed by a big codebase when starting, i remember this myself back in 2015, but here i am 00:12 <+bridge> [ddnet] ctrl+f "rust" 'no matches' ctrl+w 00:12 <+bridge> [ddnet] i learned to code thanks to ddnet mostly 00:12 <+bridge> [ddnet] i became a better dev 00:13 <+bridge> [ddnet] I actually like big codebases, you can do more with less effort 00:13 <+bridge> [ddnet] today i saw a c# dev laugh about rust, guess thats why im bitter 00:13 <+bridge> [ddnet] let them enjoy their .net microsoft telemetrics 00:14 <+bridge> [ddnet] > 00:14 <+bridge> [ddnet] > To follow the path: 00:14 <+bridge> [ddnet] > look to the master, 00:14 <+bridge> [ddnet] > follow the master, 00:14 <+bridge> [ddnet] > walk with the master, 00:14 <+bridge> [ddnet] > see through the master, 00:14 <+bridge> [ddnet] > become the master. 00:14 <+bridge> [ddnet] :BASED: 00:14 <+bridge> [ddnet] I think my first solo coding project is going to be a tee renderer/animation handler. Though I don't know where to start in terms of setting everything up. 00:15 <+bridge> [ddnet] sounds hard 00:15 <+bridge> [ddnet] you should aim for simpler stuff first 00:15 <+bridge> [ddnet] like you're actually putting fortnite dances in teeworld? 00:15 <+bridge> [ddnet] I thought it was a joke 00:15 <+bridge> [ddnet] maybe try to do it in sdl2 00:15 <+bridge> [ddnet] https://sunjay.dev/learn-game-dev/getting-started.html 00:16 <+bridge> [ddnet] i recommend not using sdl2 if you use rust 00:16 <+bridge> [ddnet] Not really. I just want to streamline a part of a PR i'm doing, which right now involves changing 1 varable, waiting for it all to compile and then watching a demo to take notes 00:16 <+bridge> [ddnet] winit is good and rust native 00:16 <+bridge> [ddnet] https://github.com/rust-windowing/winit 00:17 <+bridge> [ddnet] oh so you mean a more advanced demo editor? 00:17 <+bridge> [ddnet] egui is the perfect fit for a external editor 00:17 <+bridge> [ddnet] like SFM? 00:17 <+bridge> [ddnet] [ddnet] 00:18 <+bridge> [ddnet] Let me explain. 00:18 <+bridge> [ddnet] I'm planning on making a running animation in DDNet. Though how the run code is set up, it's hard to make it where it looks... Good 00:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1014298015273586788/Run_Anim_Alpha.mp4 00:18 <+bridge> [ddnet] @Voxel but i tell you, getting into renderer stuff when you are just starting to code is like trying to make a complicated dish when u only know how to do scrambled eggs 00:18 <+bridge> [ddnet] and you will only meet frustration 00:18 <+bridge> [ddnet] and get less motivated to code 00:19 <+bridge> [ddnet] I see 00:19 <+bridge> [ddnet] oh 00:19 <+bridge> [ddnet] in ddnet 00:19 <+bridge> [ddnet] That's fair. All i really want is to make it so I instantly **see** the changes during this code 00:19 <+bridge> [ddnet] animations are done with somee python code iirc 00:19 <+bridge> [ddnet] i know 00:19 <+bridge> [ddnet] i know, im the one editing it LOL 00:19 <+bridge> [ddnet] xD 00:20 <+bridge> [ddnet] figuring how it works is another thing 00:20 <+bridge> [ddnet] I mean, I know how it works. All I need to do now is position everything where it looks decent. But I can't really time and position things by hand and memory 00:21 <+bridge> [ddnet] I don't know what matricks was on when he made the walking animation and how he did it so good 00:22 <+bridge> [ddnet] Currently the run looks like this. Still flawed, and I know I'm gonna spend another week on it without an animation tool xd 00:22 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1014299061605638225/MultiFAT_running.demo.mp4 04:00 <+bridge> [ddnet] I wonder how reasonable it would be to use Steam datagram relays to prevent DoS attacks. I think it would work but you probably need to have the client running through steam to use it. https://partner.steamgames.com/doc/features/multiplayer/steamdatagramrelay 04:01 <+bridge> [ddnet] oh wait 04:02 <+bridge> [ddnet] they do offer it for non-steam players, but it's not guaranteed to work forever 04:02 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1014354483079282750/unknown.png 04:07 <+bridge> [ddnet] I don't wanna ping deen but I wonder if he has considered this before 08:14 <+bridge> [ddnet] This is the underlying network protocol, without the relaying 08:14 <+bridge> [ddnet] https://github.com/ValveSoftware/GameNetworkingSockets 08:15 <+bridge> [ddnet] Well, we dont need this one though, Teeworlds has it's logic to make sure packets arrive 08:18 <+bridge> [ddnet] vse attacks, efficient if u don't have a protection 08:21 <+bridge> [ddnet] didn't know about those relays tho 08:26 <+bridge> [ddnet] but Ig there's always easier ways to prevent DoS, such as re-thinking the netcode (idk if this can be considered as it'll 100% break vanilla compat + 0.7) 08:37 <+bridge> [ddnet] not only that, also compatibility to all previous ddnet versions 08:37 <+bridge> [ddnet] and we have some compatibility nazis in here hehe 08:38 <+bridge> [ddnet] the netcode definitely has some points that can and should be heavily improved 08:46 <+bridge> [ddnet] ddnet2 when 08:53 <+bridge> [ddnet] Just a quick question: Is this an intuitive way of checking the speed of a tee? Located in players.cpp 08:53 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1014427790898118666/unknown.png 09:10 <+bridge> [ddnet] This is not in the code, did you make that? 09:12 <+bridge> [ddnet] Yeah, for this 09:13 <+bridge> [ddnet] I'm making the tee have a run animation if it reaches a fast enough speed 09:13 <+bridge> [ddnet] How should that look 09:13 <+bridge> [ddnet] I think it's hard to say at which speed a tee is running 09:20 <+bridge> [ddnet] I mean it's going good so far... but one problem: 09:20 <+bridge> [ddnet] Out of bounds does this for some reason 09:20 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1014434482675257374/this_isnt_supposed_t.mp4 09:21 <+bridge> [ddnet] Feature, not a bug, ship it now 09:21 <+bridge> [ddnet] LMFAO 09:21 <+bridge> [ddnet] I need this 09:37 <+bridge> [ddnet] it doesnt look too different, does it? 09:37 <+bridge> [ddnet] You probably do some positions checks, or the rendering does, and here the positions Pos.x < 0 09:39 <+bridge> [ddnet] The video just made my day tho, perfect music, in a map i havent seen before, and this bug, nice emoticons 09:39 <+bridge> [ddnet] It would help, but we can't have the open source version connect to this as the code that authenticates the packet for the relay is closed source 09:44 <+bridge> [ddnet] Oh yeah, i completely forgot about that check for the RunTime 09:45 <+bridge> [ddnet] btw, the map is run_jellyfish_fields 09:46 <+bridge> [ddnet] Oh yeah, i completely forgot about that check for the RunTime. Easy fix! 09:53 <+bridge> [ddnet] think i watched the video like at least 5 times now 09:54 <+bridge> [ddnet] Cant believe I made a bug showcase that has comedic timing 09:55 <+bridge> [ddnet] :justatest: 09:55 <+bridge> [ddnet] add some progressive audio distortion color sa 09:55 <+bridge> [ddnet] add some progressive audio distortion color saturation and post it on yt 09:56 <+bridge> [ddnet] Anyways, I think after maybe a sit idle animation I'll submit this as a PR 09:56 <+bridge> [ddnet] can u show a 1:1 comparison 09:56 <+bridge> [ddnet] Yea sure 09:57 <+bridge> [ddnet] sit idle animation? you mean with feet up? x 09:57 <+bridge> [ddnet] d 09:59 <+bridge> [ddnet] Yea, I think that'd be cute for both if you're AFK/Timeout or on a specific tile used for chairs 09:59 <+bridge> [ddnet] Top is no animation 09:59 <+bridge> [ddnet] Bottom is yes animation 09:59 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1014444367924174888/Run_View_No_Anim.mp4 09:59 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1014444368456847370/Run_View_Yes_Anim.mp4 10:00 <+bridge> [ddnet] well, ok, in slow mo it actually looks dope 10:01 <+bridge> [ddnet] Looking at it now, maybe the run animation is a bit wide in its current state 10:02 <+bridge> [ddnet] and put away the weapon while setting haha :D or put it like on the back, so that players can still see what weapon the other person is holding 10:04 <+bridge> [ddnet] You mean like this? 10:04 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/1014445628966846464/unknown.png 10:05 <+bridge> [ddnet] basically yea 10:05 <+bridge> [ddnet] or the feet mirrored 10:05 <+bridge> [ddnet] symetrical 10:05 <+bridge> [ddnet] idk 10:05 <+bridge> [ddnet] but this is dope 10:06 <+bridge> [ddnet] anyways 10:06 <+bridge> [ddnet] Maybe mirrored, so it takes less space in content.py 10:06 <+bridge> [ddnet] i think thats not a problem 10:06 <+bridge> [ddnet] but that would involve overwriting the renderer to have both feet in front 10:06 <+bridge> [ddnet] you rely on afk state for that, sent by the server? or you do it when a tee is just standing still already? 10:07 <+bridge> [ddnet] true, then do it like ur picture 10:08 <+bridge> [ddnet] The plan is that you would stand still normally everywhere, but when the server clarifies you as AFK, you're not at the sitting down state. I could also go the extra mile and have it where if you're midair and afk the weapon is still on the back 10:08 <+bridge> [ddnet] The plan is that you would stand still normally everywhere, but when the server clarifies you as AFK, you're now at the sitting down state. I could also go the extra mile and have it where if you're midair and afk the weapon is still on the back 10:08 <+bridge> [ddnet] yea, definitely dont make it grounded onl 10:08 <+bridge> [ddnet] yea, definitely dont make it grounded only 10:08 <+bridge> [ddnet] grounded should only make the feet sitting 10:09 <+bridge> [ddnet] but when ur in air just keep the weapon on the back and make it render the inair feet 10:09 <+bridge> [ddnet] yea. midair feet still applies, just weapon is different position 10:09 <+bridge> [ddnet] ye 10:09 <+bridge> [ddnet] it looks dope imo 10:09 <+bridge> [ddnet] thanks! i'll try to make it a reality tommorow! 10:09 <+bridge> [ddnet] but anyways u know i am a big fan of ur sketches 10:10 <+bridge> [ddnet] i'm flattered! it's really just a quick way to get my ideas out fast. one image can mean 1000 words. 10:10 <+bridge> [ddnet] i know but i am so bad at drawing 10:10 <+bridge> [ddnet] cant even draw a stickman that doesnt look terrible 10:10 <+bridge> [ddnet] :justatest: 10:13 <+bridge> [ddnet] RIP. For me, these type of sketches don't have to even be perfect. They just need to get the point across. 10:13 <+bridge> [ddnet] Example in #off-topic 10:45 <+bridge> [ddnet] Can it be possible that in a near future ddnet might break compatibility to improve the netcode? 10:51 <+bridge> [ddnet] probably looks better with high refresh rate screens too 10:52 <+bridge> [ddnet] Since we control server and client, can do, just have to keep compat. for the old version, so not sure how much is won by that 11:08 <+bridge> [ddnet] macroquad supremacy 11:54 <+bridge> [ddnet] That smells fishy, we have a longjmp in the code now? 11:55 <+bridge> [ddnet] http://www.libpng.org/pub/png/libpng-1.2.5-manual.html bizzarely enough they actually want you to do this. Weird design choice 11:58 <+bridge> [ddnet] Yeah, Jupeyy said so too, weird design. And what if you have C++ code with exceptions? Didn't expect this in libpng 11:59 <+bridge> [ddnet] good thing we don't use exceptions 🙂 11:59 <+bridge> [ddnet] Is libpng even C++ aware? I thought it was C only 12:01 <+bridge> [ddnet] Why would they have a fatal error function in a library anyway? Shouldn't the decision to kill the program be left to the user of the library? 12:01 <+bridge> [ddnet] Just return something like LIBPNG_FATAL 12:25 <+bridge> [ddnet] I also thought u just set your error state there. It even accepts a user pointer to store such information. That makes it even weirder imo ^^ 13:04 <+bridge> [ddnet] is the map finishing symbnol not available at sw 16.1 ? 13:07 <+bridge> [ddnet] in the serverbrowser? should work 13:07 <+bridge> [ddnet] but only in ddnet tab 13:07 <+bridge> [ddnet] hmm ok then i got different problem 13:54 <+bridge> [ddnet] <0x526f6d656f> that sounds very rough for a first coding project ngl 13:59 <+bridge> [ddnet] If you are going to do it without relying on tw code at all this will be a very very hard starter project. You'll need good knowledge of both the tw codebase and know a thing or two about coding your own renderer 14:00 <+bridge> [ddnet] If you do however pull it off you'll have learned a lot along the way, at the risk of getting burnout and abandoning it in the middle 14:23 <+bridge> [ddnet] https://youtu.be/5aHhmRiVpZI 14:23 <+bridge> [ddnet] I got inspiration on this 15:48 <+bridge> [ddnet] His videos are great 15:48 <+bridge> [ddnet] https://doc.rust-lang.org/std/sync/struct.Mutex.html#method.get_mut 15:48 <+bridge> [ddnet] 15:48 <+bridge> [ddnet] > Returns a mutable reference to the underlying data. 15:48 <+bridge> [ddnet] > 15:48 <+bridge> [ddnet] > Since this call borrows the Mutex mutably, no actual locking needs to take place – the mutable borrow statically guarantees no locks exist. 15:48 <+bridge> [ddnet] epic 16:42 <+bridge> [ddnet] tw complett down 16:42 <+bridge> [ddnet] what happend 16:55 <+bridge> [ddnet] probably just a temporary ~~skill issue~~ downtime 16:59 <+bridge> [ddnet] i dont need this anymore. i already accomplished what i needed. 18:01 <+bridge> [ddnet] This dude is amazing 19:51 <+bridge> [ddnet] Thank me later. https://t.me/+lD4Ec_gRjCljYjNk 19:52 <+bridge> [ddnet] @Discord Mod mind checking it out if it's not just sceme? 20:23 <+bridge> [ddnet] https://fnwf.ieee.org/ipv6-based-5g-iot-cloud-computing-and-blockchain/ 20:24 <+bridge> [ddnet] The next move for ipv6 20:30 <+bridge> [ddnet] Yo who the hell's idea was to make hook states like this, especially conditional hook scripts? 20:31 <+bridge> [ddnet] basically almost 100 lines of code for hook, not involving serverside stuff 20:31 <+bridge> [ddnet] Probably no one touched that code since matricks 20:31 <+bridge> [ddnet] :justatest: oh boy 20:32 <+bridge> [ddnet] 100 lines does sound reasonable to me though 20:32 <+bridge> [ddnet] only client side 20:32 <+bridge> [ddnet] not mentioning serverside hook restrictions and stuff 20:33 <+bridge> [ddnet] and conditional hooking does no good for customization, with only 6 variables, which 3 are velocity and other 3 are states 20:34 <+bridge> [ddnet] (also idk why hook tick is a thing as I saw the code, but ok) 20:34 <+bridge> [ddnet] hook isn't instant, I'm guessing the tick handles that 20:34 <+bridge> [ddnet] so, no lerping involved, I got frustrated about it 😄 20:35 <+bridge> [ddnet] There is probably a lerp somewhere to make the animation smooth 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> ``` 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> what is erorr ? 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> ``` 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> ``` 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake Deprecation Warning at C:/Users/ASUS/Desktop/DDNet/googletest-src/CMakeLists.txt:1 (cmake_minimum_required): 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> Compatibility with CMake < 2.8.12 will be removed from a future version of 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake. 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> Update the VERSION argument value or use a ... suffix to tell 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake that the project does not need compatibility with older versions. 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake Deprecation Warning at C:/Users/ASUS/Desktop/DDNet/googletest-src/googlemock/CMakeLists.txt:42 (cmake_minimum_required): 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> Compatibility with CMake < 2.8.12 will be removed from a future version of 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake. 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> Update the VERSION argument value or use a ... suffix to tell 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake that the project does not need compatibility with older versions. 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:46 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake Deprecation Warning at C:/Users/ASUS/Desktop/DDNet/googletest-src/googletest/CMakeLists.txt:49 (cmake_minimum_required): 21:47 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> Compatibility with CMake < 2.8.12 will be removed from a future version of 21:47 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake. 21:47 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:47 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> Update the VERSION argument value or use a ... suffix to tell 21:47 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake that the project does not need compatibility with older versions. 21:47 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:47 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> ``` 21:47 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> https://cdn.discordapp.com/attachments/293493549758939136/1014622567065190420/Screenshot_2022-09-01_001717.png 21:47 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> @deen 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> ``` 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake Deprecation Warning at CMakeLists.txt:1 (cmake_minimum_required): 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> Compatibility with CMake < 2.8.12 will be removed from a future version of 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake. 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> Update the VERSION argument value or use a ... suffix to tell 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake that the project does not need compatibility with older versions. 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake Deprecation Warning at CMakeLists.txt:21 (cmake_policy): 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> The OLD behavior for policy CMP0072 will be removed from a future version 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> of CMake. 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> The cmake-policies(7) manual explains that the OLD behaviors of all 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> policies are deprecated and that a policy should be set to OLD only under 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> specific short-term circumstances. Projects should be ported to the NEW 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> behavior and not rely on setting a policy to OLD. 21:48 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:49 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:49 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMake Warning at E:/Library for ddnet/cmake-3.24.1-windows-x86_64/cmake-3.24.1-windows-x86_64/share/cmake-3.24/Modules/Platform/Windows-GNU.cmake:224 (message): 21:49 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> Disabling CMAKE_GNUtoMS option because CMAKE_GNUtoMS_VCVARS is not set. 21:49 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> Call Stack (most recent call first): 21:49 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> E:/Library for ddnet/cmake-3.24.1-windows-x86_64/cmake-3.24.1-windows-x86_64/share/cmake-3.24/Modules/Platform/Windows-GNU-C-ABI.cmake:1 (__windows_compiler_gnu_abi) 21:49 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> E:/Library for ddnet/cmake-3.24.1-windows-x86_64/cmake-3.24.1-windows-x86_64/share/cmake-3.24/Modules/CMakeCInformation.cmake:71 (include) 21:49 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> CMakeLists.txt:34 (project) 21:49 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> 21:49 <+bridge> [ddnet] <* Mahdiyar ≿ ᴮᴱᴿᴹᵁᴰᴬ> ``` 22:17 <+bridge> [ddnet] update ur cmake 22:17 <+bridge> [ddnet] btw u can generate project 22:17 <+bridge> [ddnet] these are warnings 23:01 <+bridge> [ddnet] Thank me later. https://t.me/+test 23:22 <+deen> Thanks murpi 23:37 <+bridge> [ddnet] lol ^^ 23:42 <+bridge> [ddnet] test https://t.me/scamlinkhere test