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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2019-06-04 00:00:00Z and 2019-06-05 00:00:00Z
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@Dune Teeworlds for PS4??
14:27
is its possible
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can someone do this please xd
14:33
@Dune just asking, should you do it ?
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ChillerDragon 2019-06-04 15:06:28Z
is it expensive ot publish stuff for PS4 ?
15:07
i like supporting multiple platforms but idk how one should control a tee with a controller xd
15:08
i would prefer mobile for chat and spec
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PS4 are just midrange gaming computers
15:11
Never had a console though, cant know
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PsychoGod/Миха 2019-06-04 15:11:40Z
there are some limitations to publish ps4 game
15:11
you need approved ps developer account
15:12
and devkit to launch dev builds
15:12
so difficult to make for community
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PC will always be better than a console
15:29
You can upgrade a PC (you cant upgrade a ps, must buy newer one) and you can even play all PS titles there with a nearly perfect 99% emulation nowadays
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well, you can't say a PC or a Console is better, both have their disadvantages. But there are youtube videos for that kind of discussion. But I agree, Teeworlds isn't made for controllers.
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In CCharacter::TakeDamage, is there any way to tell if the character got hit by an explosion (and not by a projectile)? In both cases Weapon will be WEAPON_GRENADE... [https://github.com/teeworlds/teeworlds/blob/d18b5c3fec3b4c028b2c10af850206fdec6a1621/src/game/server/entities/character.cpp#L682]
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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Probably not without some hack
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@Slayer *gV* what do you need it for?
21:14
You can add a parameter to the TakeDamage function called bool Explosion, and set that to false by default and only add a true in CGameContext::CreateExplosion -> TakeDamage
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@fokkonaut Modding. I don't want to alter too much of the vanilla code to avoid future merge conflicts.
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Lol? Ofc its modding. Whenever your code differs from the vanilla code you have modded
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I need it for modding. Currently I only extended the vanilla's method by a call to "OnCharacterTakeDamage". That should be pretty solid against future changes in the vanilla code.
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Because conflict merging in that small style is so hard
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I wasn't saying that merging would be hard. It would be needlessly annyoing, if there is a better way. (edited)
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But that "other way" might not be too clean
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Guess so
Exported 29 message(s)