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DDraceNetwork / mapping
Here you can talk about mapping, ask mapping related questions or request new ratings for released maps
Between 2024-01-18 00:00:00Z and 2024-01-19 00:00:00Z
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jao's hairy kebab 2024-01-18 00:38:02Z
sv_dragger_range
00:40
u cant change strength, only active duration
00:41
if it does not work then consider whether draggers are needed for the move you are making
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texnonik
New mappers trying to fix the map
test team be like: (edited)
bluekitty 4
😆 2
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how i can do a solo server map?
11:12
i need command
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Press esc then click on the vote menu tab and select the solo maps option
11:20
Then vote for a solo map
11:21
While connected to a server (ideally empty)
11:21
Ah wait
11:22
Sv_solo_server 1 (edited)
❤️ 1
11:22
Mb
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Hey, is there any way to redirect a laser in some wanted direction? Let's say I shoot up, my shot goes to weapon tele, is there any way that it comes back going right?
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Devinci
Hey, is there any way to redirect a laser in some wanted direction? Let's say I shoot up, my shot goes to weapon tele, is there any way that it comes back going right?
pretty sure thats not possible cammo
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probably not if its perfectly up
21:19
best you could prob do is like have them shoot at some angle but even then its weird
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yeah no I did think about that. but I already had issues with perfect setups and I don't want to ahve them. Thanks anyways
21:26
I'm I the only one who kinda miss a few things on editor? Like: -Why do we have 3 draggers and not 1 where we can change lenght/strenght. -change direction of weapon through cp (somehow somehow, did not think too deeply about it) -Some way to change gravity X and Y and potentially spin up the tee with the changed gravity (so we stop walking with our heads). This would probably break existing physics + would be a hassle to implement, but ehh. And idk those were just 3 examples that I was thinking on top of my head. If I'm not the only one kinda missing those things I might look a bit into implementing some of it (if devs aren't against ofc).
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tux
pretty sure thats not possible cammo
idk if there are any mechanics with tunes, like forcefully changing velocity. maybe @Im 'corneum knows more about this stuff cuz he already did a vid about manipulating projectiles with tunes
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The tunes list isn't that big
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Devinci
I'm I the only one who kinda miss a few things on editor? Like: -Why do we have 3 draggers and not 1 where we can change lenght/strenght. -change direction of weapon through cp (somehow somehow, did not think too deeply about it) -Some way to change gravity X and Y and potentially spin up the tee with the changed gravity (so we stop walking with our heads). This would probably break existing physics + would be a hassle to implement, but ehh. And idk those were just 3 examples that I was thinking on top of my head. If I'm not the only one kinda missing those things I might look a bit into implementing some of it (if devs aren't against ofc).
Most of the blocks are specified and arent flexible as you would expect. It would need more parameters to be implemented and those parameters would also need to be translatable to older client versions which dont support it's flexibility. As long as ddnet supports old versions, we wouldn't be able to have flexible options.
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meh, we could just do like the hooktrhough
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such as dragger direction, affecting gravity, etc
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We have 1 deprecated version on current maps, ig to support the old ones
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Devinci
meh, we could just do like the hooktrhough
idk, hookthru was based on 2 blocks originally
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same thing with draggers, instead of being 3 we could just make 1
22:17
but yeah, I'm just dreaming a bit ^^
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but then all other maps would need to adapt to those changes
22:18
justatest
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Not really. With 1 you could make an an instance with the good parameters. So you could get the same strneght, lenhgts as already existing ones
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and if those 3 need to stay there cuz of it, it would just cause more confusion in what to use and how. the learning curve is already fucked (edited)
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You wouldn't need to show those 3
22:19
You would jsut need to support them
22:19
I think?
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I get you, but if you remove those 3 in the game, then ddnet maps which used those 3 will also not function anymore
22:20
tiles are entity specific sadly
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eh? So it wouldn't be possible to replace those entites by another single one with good params?
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you would need to manually edit each and every map which are affected by this change
22:21
in this case, thousands
22:21
pepeW
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This sounds really strange. Fr?
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I mean, do we have any automation on replacing entities?
22:22
I dont think so, since I never heard anyone do that since
22:22
if we would have automation, where the affected entities are translated into the new entity with the new parameters, then yeah ezpz
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Could be made? Honesltly idk, as I haven't really seen ddnet code so can't raelly evaluate how hard it could be. But it doesn't seem too impossible?
22:23
But again, I don't really care about draggers that much. It was just one of the examples I just though
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as long as you can fully see entity information on map files, you can do automation on it or smth
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They are used in like no maps at all nowadays
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cuz nobody knows how to use them properly
22:24
especially with the spinning / extending ones
22:24
aip-gores used that
22:26
maybe chillerdragon could make a bot which does that tbh kek
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Cellegen
you would need to manually edit each and every map which are affected by this change
Nah nvm we couldn't do this as we still need to support old versions. Whoops xd
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