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Teeworlds Discord Server.
Between 2018-12-03 00:00:00Z and 2018-12-04 00:00:00Z
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0.7.1 release candidate is out! Blog announcement: https://www.teeworlds.com/?page=journal Downloads: https://www.teeworlds.com/?page=downloads Report bugs at: https://www.teeworlds.com/forum/viewtopic.php?pid=122036 OR github PS: scroll down a bit for a changelist (edited)
👍 1
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@everyone With 0.7.1-rc out, everyone is welcome to upgrade servers and clients and report any bugs before the final release!
❤ 1
12:58
ill stay with 0.6
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@Dune do u really think its ready for a release?
12:58
Im not sure about it
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its' RC
12:59
Release Candidate
12:59
It's like beta
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There are no known bugs. It is a Release Candidate, if you find any bugs, report them so we can have a smooth release
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ChillerDragon 2018-12-03 12:59:30Z
@Deleted User found the next security vuln already? hehe
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Ye but he said before the final release
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before, the 0.7.1
12:59
(final)
12:59
version
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It ist so mich work what u done till yet
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but,there'll be more versions, as far as i know
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It isnt so much
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Final as in definite. We're still moving on and developing things of course :)
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That's curious point of view 😃
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@Ryozuki why though?
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Is anywhere a list of changes?
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we're still compiling that
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You can read through last 450 commits
13:05
! 😄
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I should hurry up and release one, yeah
13:06
Either way, here is a draft:
13:06
Client: - background menu map (optional, theme selector) - new design for the menu - start menu (optional) - reworked server browser with customizable filters - localization support for game message/events - whisper to another player - saves master server list and uses them in case the masters are unreachable - support for composed binds - chat got an overhaul - updated to SDL2. Multiple monitor support, support for non-english keyboards, possible to change vsync, fullscreen without restarting the client. - fps limiter - server browser got redesigned - scoreboard got remodelled and show kills/deaths now - no need for tileset_borderfix or dilate anymore - favourites support hostnames - seperated input from rendering - fixed various GUI locks - ninja powerup got a cooldown bar Server: - broadcasts got an overhaul and support colours (optional) - ready system, which lets you easily pause a game - server difficult setting which is shown to players - improved spectator mode: follow flags, click on a player to follow them General - 2 new game types: "Last man standing" and "last team standing" where you have to survive by your own or as a team - new maps - new skin system. Allows to build your own skins based on a variety of provided parts. - support for 64 players. Official game types are still restricted to a maximum of 16 players but allow up to 64 spectator slots. - all communication requires a handshake and uses a token to counter spoofing attacks - initial token request for a handshake is much larger than the answer to counter reflection attacks (edited)
👍 2
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  • seperated input from rendering
13:07
that's cool
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"- support for 64 players. Official game types are still restricted to a maximum of 16 players but allow up to 64 spectator slots."
13:08
this means mods can use 64p easily?
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thats good
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  • improved spectator mode: follow flags, click on a player to follow them
13:08
that's weird one
13:09
there's no cursor, to click player
13:09
i mean, it's invisible
13:09
wouldn't be better, to hav eit
13:09
i mena
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Spectator ui is a mess yeah
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to click the nickname on
13:09
scoreboard?
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You can still use the 0.6 way with a spectator menu
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we can't do everything unfortunately, so this area will be improved in future versions
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0.6 way?
13:11
you couldn't follow the player, if I remember?
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I think so? with a bind
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I could, in DDNet clien t( i guess)
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+spectate
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but not in vanilla one
13:12
i mean, yea. You could follow player by hand
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If I remember correctly that was a vanilla feature
13:13
@Savander this is the spectate menu you can bind to a key since 0.6
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it's +spectate
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is the client locked to a max of 64p or the protocol allows more if you want?
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Lots of info needs to be statically declared in the client, so 64p is a max.
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Didn't Bill Gates say 64K ought to be enough for anybody? 🙃
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64 is a made up number, how many times you've seen a server filled with 64 active players
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on ddnet? everyday xD
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ChillerDragon 2018-12-03 13:16:38Z
ye daily basis
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You all be afking
13:16
Wasting slots
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ChillerDragon 2018-12-03 13:16:51Z
no
13:16
no
13:17
itsb etter to not have a locked number
13:17
let ppl decide on mods
13:17
im fine with vanilla locked at 16p
13:17
i dont play it anyway
13:17
but having client support
13:17
for any client number
13:17
is a nice thing
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This is a technical issue, @Ryozuki . You allocate memory statically based on the maximum amount of players.
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Hmm, cool. Didn't know 0.6tw had that option
13:17
or i just played too much on ddnet client
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we could make it dynamic then
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Dynamically allocating memory for each player would need to revamp a large part of the code base.
13:18
You can suggest it. Upgrades can be suggested there: https://www.teeworlds.com/forum/viewtopic.php?id=12594
[SUGGESTION] Ideas for the next version (0.7 and +) (Page 1) — Development — Teeworlds Forum — Everything Teeworlds!
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ChillerDragon 2018-12-03 13:18:19Z
just allocate 128 statiuc
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i doubt it would be made if its a lot of work
13:18
@ChillerDragon but clients would need to be modified too
13:18
and most ppl wont do that
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ChillerDragon 2018-12-03 13:18:47Z
i am talking about vanilla
13:18
upgrade to a max limit of 128
13:18
that would be fine for mods i guess
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i dont think that is the way to go xD
13:19
well its nice to see oficial 64p support
13:19
i would have never expected it
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Well, 16 -> 64 is already a large upgrade. We will see :)
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now i can mod 64p from a clean base
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ChillerDragon 2018-12-03 13:20:00Z
it is no upgrade for the moddign community
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A lot of menus had to be adapted.
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thats nice
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ChillerDragon 2018-12-03 13:20:03Z
we are used to 64
13:20
but it is still very nice to have solid vanilla support c:
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are utf8 names supported? i remember some weird things
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yup, i like it either
13:20
utf8mb4!
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ChillerDragon 2018-12-03 13:21:07Z
Well i have not many players on my servers but i like minigames with serverside bots and reaching the 64p limit goes way too fast
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With static allocation, things can get resource consuming quickly (thinking of the network too).
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ChillerDragon 2018-12-03 13:22:22Z
hmm
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having cmake support is lovely for my ide
13:23
thanks got i didnt like bam
13:23
god*
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ChillerDragon 2018-12-03 13:23:39Z
ide sux
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ide r gud
13:24
im only a hardcore vim c user when making simple things
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ide means I'm going
13:24
in Polish (edited)
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heheh!
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time to port teesmash
13:25
altho nobody plays it
13:25
GWfroggyBlobSweat
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ChillerDragon 2018-12-03 13:25:19Z
xd
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I mean, i really like what tw 0.7.* have done. Especially the 64p support
13:27
and improvements in security/UI
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ChillerDragon 2018-12-03 13:27:29Z
lms
13:27
skin sys
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skins is the only meh
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ChillerDragon 2018-12-03 13:28:07Z
ye i also dilike the new skin sys
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so many nice skins on 0.6
13:28
which cant be used
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ChillerDragon 2018-12-03 13:28:28Z
will be a rough time getting used to 0.7
13:28
@Ryozuki come nobo drag me through back in time 2
13:29
wait i update my fork
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ChillerDragon 2018-12-03 13:29:36Z
yo @Dune when was the last protocol update?
13:30
I have a realitvly new fork and removed the graphics but the client keeps connecting to servers for ever and i dont know whay
13:30
Or is it some sort of anti spoof=
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I bet, someone will make tool
13:30
to convert, or (at least) help to convert (edited)
13:30
old skins to new system
13:30
xD
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ChillerDragon 2018-12-03 13:31:37Z
a tool for converting maps aswell for sure
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were there major changes
13:31
to maps?
13:31
Map editor looks the same
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ChillerDragon 2018-12-03 13:31:57Z
tilesets
13:32
especially doodads look buggy
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i mean
13:32
now you don't need to dialte
13:32
and do these stuff
13:32
to make it work properly
13:32
but something more?
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Tilesets got updated without borderfix and dilate applied to them Desert, Winter and Grass tilesets are updated to 0.7 with 1 tile high platforms Doubled the resolution for clouds Desert got a tiny...
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okay, so it's only graphically
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We'll need to compile something more user-friendly
13:34
Tilesets changed a bit
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ChillerDragon 2018-12-03 13:34:34Z
+1
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Generally, i would like to see improvements in map editor
👍 1
13:34
like, undo/redo
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I heard there are some things on the works
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maybe in future (edited)
13:35
There's experimental feature in ddnet
13:35
(maybe now, not experimental, didn't played for a while)
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For undo?
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yes (edited)
13:41
Oh, !
13:42
Does tw 0.7.1 allows you to
13:42
make map config?
13:42
so, if you load ( for example ), dm1. Server executes automatically, config for that map
13:42
and the general config?
13:42
I made it on my servers, cause it's super usefull
13:43
Contribute to savander/TeeWorlds-Configs development by creating an account on GitHub.
13:43
I mean, there are pure configs
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If you do this through a call vote, you can make the command sv_map dm1; exec dm1.cfg, but I don't think there is such a feature right now
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and, i Made few changes to base code. TO make it work
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Sounds interesting though, you should propose
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I think, it should be checked before execution
13:45
(since, there could be no config)
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Yeah, it sounds good
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But I made it in 2015, so no much experience ;PP
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By the way, there is also a flag that can be set server-side for bots
13:46
This way you can add bots to the server and the client can select whether he wants them to appear in the players count in the browser or not
13:46
It is "Hide bots" iirc
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yea, i saw that option
13:46
Bots, uses player slots?
13:46
Or, it's independent? (edited)
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They have to, since the client has to know about them
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okay, cool :d
13:47
I don't know. I'm super exicted about new teeworlds version. I'm playuinc since 0.4.2
13:48
(now, not active tho)
13:48
but still!
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That's cool!
13:48
The gametype icons in the server browser are customizable by the way
13:48
e.g. you can add ddrace.png to have an icon for ddrace
13:49
(default icon is mod)
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Really? cool
13:49
btw. What does it mean, that i can choose
13:49
difficulty?
13:49
WHat i changes? It changes anything?
13:49
or just visually
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it's just a cosmetic on the server browser. you can have your server be an angry tee, a smiling tee, etc :)
13:49
yeah just visual
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quite cool
13:49
now, clan's can have
13:50
their own icons (edited)
13:50
:PP
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hm, clans?
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I mean, oyu said that we can customize these icons
13:51
so, for example. Clan servers
13:51
could have their own icon
13:51
on their servers
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the difficulty icons are not that customizable
13:51
the gametype icons are :)
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Oh, that near to map name?
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Cool, it could be colorful? 😄
13:52
Or it's force to white ;d
13:52
it is colourful in the details
13:52
it is black&white in the browser
13:53
but you can break that convention, nothing is forced I believe
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Okay, that's great 😃
13:54
I really like, these small details
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these small details take weeks though 😀
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on windows7 teeworlds 0.7.1 it wont let me play with resolution higher than my desktop resolution
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ChillerDragon 2018-12-03 13:55:34Z
richtclick @ZombieToad
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if i choose 4k and i restart game it goes to 2k
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ChillerDragon 2018-12-03 13:55:56Z
properties
13:56
-> compability
13:56
high dpi
13:56
[x] override dpi sclaing
13:56
oh wait win7 idk if it works there aswell
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teeworlds 0.6 works fine with 4k
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ChillerDragon 2018-12-03 13:59:17Z
not for me
13:59
everything is so different everywhere -.-
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well its not just a problem with 4k if i set my desktop resolutin to 1600 x 900 it wont go any higher aswell
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ChillerDragon 2018-12-03 14:00:50Z
why would u want to go higehr as desktop anyways?
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to downscale things!
14:01
better grpahics, no need to antialiasing!
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ChillerDragon 2018-12-03 14:01:43Z
hm? never heard of that i only realized if tw resolutions from desktop u get a lot of bugsis with all the windows
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i play games in fullscreen
14:02
but i like my desktop 2k otherwise everything is tiny
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I realized the game looks pretty pixalated so i went to the graphics settings and i wonderd why the resoltion is so low. Then I tried to increase it. But after restart the same option was selected ...
14:03
I thought restricting to the desktop resolution was a MacOS thing
14:03
might want to report the bug then
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ChillerDragon 2018-12-03 14:04:12Z
y it is a unix macro
14:04
wait im not sure if unix but defnetly macos
14:04
just MACOSX
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@ZombieToad btw exec is owned only by me and bombay is owned by marcella, teemo, lickout, noby, cider, rei (edited)
14:16
the new ddos crew is there
14:16
enjoy the tw special fun
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I see, that autoload, map configs
14:18
were proprosed in past
14:18
and was rejected twice
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that reminds me of something yeah
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so maybe, i won't make an proposal about that
14:19
but, i think it's super usefull
14:19
I think so too
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I even gave good example
14:19
my repository
14:19
is good exmaple xD
14:19
how it could be useful :p (edited)
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you should make a case for it on the forums at least
14:20
[SUGGESTION] Ideas for the next version (0.7 and +) (Page 1) — Development — Teeworlds Forum — Everything Teeworlds!
14:20
and then you can mention #1451 and #514
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am i blind or tw doesnt have cmakelists.txt? was cmake removed?
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ChillerDragon 2018-12-03 14:29:55Z
heinrichs repo
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why is it not oficial?
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CMake port to 0.7 is pending
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ChillerDragon 2018-12-03 14:30:08Z
not yt
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need a few checks first
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Still not working: 0) Mac bundle doesn't find data directory. Things to check before merging: - Still builds with bam on Windows. - Builds with CMake natively in MSVS. Harder to check (because Mac) 3) Builds with CMake on Mac.
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heinrich5991 commented on 27 Jul 2012 probably won't happen in 0.7.0 imo
14:30
hahaha
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ChillerDragon 2018-12-03 14:32:11Z
@Dune i got everything working except visualstudio
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cool, should be merged soon then
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ChillerDragon 2018-12-03 14:32:48Z
ye cpuld be merged in this state
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git pull https://github.com/heinrich5991/teeworlds pr_cmake did the trick
My fork of teeworlds - if you're looking for something specific I already created, pm me, I usually keep stuff. - heinrich5991/teeworlds
14:35
🙂
14:36
aw
14:36
it fails to compile
14:36
sad
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@Savander will you report your problems this evening?
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I;m not sure
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oy is online, so it's a good time to discuss them
18:06
otherwise @LordSk 🦋 might be able to help, I think you guys talked
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Yes, we talked yesterday. I think, he knows the problem very well 😄
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Do you want me to report the issues @Savander then?
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If you can, i have no free time now 😦
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alright
Exported 296 message(s)