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DDraceNetwork / mapping
Here you can talk about mapping, ask mapping related questions or request new ratings for released maps
Between 2020-10-07 00:00:00Z and 2020-10-08 00:00:00Z
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For me this is just A problem with old maps
06:11
As nobody uses blue tele Anymore just for specific parts
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[Serious] Why are Kobra maps so popular?
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They are long and relatively easy
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@Blade maybe because it is the default map that comes when u launch a server without any config options
08:42
it comes with that map and the default map is also kobra
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so people play them for a long time, others see relatively full server, so new players join
08:43
@noby actually we don't ship Kobra anymore
08:43
whats default now
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That's an interesting point noby
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i know it was default for a long time
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and the map was popular before we started shipping it
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I specifically requested maps like that from Zerodin, because long and easy maps will be popular
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Well it's not easy for noobs yet they still play it and spend 100+ minutes. You're probably right though deen, as players are on there for a long time it has more visibility in the server list
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imo its way too long (and as a new ddr player i always fail it)
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that's how it's supposed to be. need to take a few days of practice to finish it
08:46
someday ill finsh it :X
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@noby wanna finish it together? :p
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someday when im high patient and skilled enough
kek 1
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Nah, more like in half hour max
09:33
I will teach u or possibly drag thru ^^
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come play fng instead
09:41
feelsamazingman
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@noby If I play fng for a while, you come play Kobra?
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sometime probly
09:51
its like 5am so not tn
09:53
right, I keep forgetting
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but maybe idk actually xd
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what does it mean if a tileset is "not divisible with 16"?
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the height and width of tileset images must be multiples of 16
18:28
this is the tileset
18:28
can someone modify it so it isn't bugged?
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^ image has a width and height of 600
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I mean it works just fine in game, it just gives me a warning it 'might' cause visual bugs
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im not sure what kind of visual bugs this might cause, my best guess is that flickering on multimap
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why dont we autoscale it
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do you have a tool for it?
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no but it should be implemented imo
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maybe its better to require the mapper to input a correct image, since its probably just going to get blurry in the scaling process with undefined edges
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it does autoscale it
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this one's better anyway
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but we cannot predict what pixels are for what tile
18:34
if its not a clean tilemap
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why does it show a warning if it autoscales it then
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bcs the map is buggy
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but it wont cause visual bugs
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it will
18:35
as i said
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it will look ugly
18:35
but it wont cause bugs
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u wont know what pixels are meant for what tile
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it might *
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imagine u have 17pixels in a row, but have 16 tiles in a row
18:35
what now
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thats not a bug
18:35
just ugly
18:35
when ur mapping it u will notice
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its a visual bug
18:36
bcs its not solvable
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a bug is like what patiga said
18:36
like flickering
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thats a glitch xd
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well when the tiles overlap i would call it a bug if a pixel from one tile slides into the next one
18:40
this is the entities just scaled by 2 pixels
18:40
1026x1026 instead of 1024
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@Blade You have editted version @JMarcell You have version downloaded from DDNet forum by someone not smart enough to click on button to full resolution image, and saving thumbnail instead (edited)
19:49
go find proper one on forum
19:49
And scaling sucks ass with decreasing the quality even more
19:50
there you have the topic
19:56
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So in summary, good that we have the warning!
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Exported 79 message(s)