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Teeworlds
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One-way IRC channel bridge. If you want to be able to send messages to IRC, contact @Dune or @heinrich5991. https://www.teeworlds.com/?page=docs&wiki=rules/irc_rules
Between 2019-10-10 00:00:00Z and 2019-10-11 00:00:00Z
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[quakenet] rand BOT 2019-10-10 14:16:07Z
Dune : you felt wrong, and I might did too, the pic was to illustrate a wider view while being playable and nice (basically 2 times larger)
14:17
and since the pic is static, I added that It does nt show the whole map thanks to network clipping that mitigates the "cheat"
14:18
finally, this is exactly the example of what you call a stable dynamic camera in all directions
14:19
iirc, with a zoom around 1.4, the screen starts to be bigger than the clipped view
14:20
but it is a huge addition in terms of information on the map since you can see player arriving farther, and then anticipate a bit more
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[quakenet] Dune BOT 2019-10-10 14:21:07Z
yes, all that I agree with
14:21
but I don't understand where your point is, then
14:21
it seems it was not meant as a counterpoint, at least?
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[quakenet] rand BOT 2019-10-10 14:21:43Z
I was adding elements :)
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[quakenet] Dune BOT 2019-10-10 14:21:49Z
ah, my bad then :)
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[quakenet] rand BOT 2019-10-10 14:23:25Z
it was not that clear from my messages ^^'
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[quakenet] Dune BOT 2019-10-10 14:24:07Z
so what's your opinion on the current state of FoV?
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[quakenet] rand BOT 2019-10-10 14:26:37Z
current is fine by me, I played with dynamic camera as a beginner and I played without now while being beaten by players using it
14:27
since any player can use dynamic camera to get maximum information, everyone are equals
14:27
we can't prevent all cheats any way
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[quakenet] Dune BOT 2019-10-10 14:28:23Z
this isn't really about dynamic camera though to me
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[quakenet] rand BOT 2019-10-10 14:28:25Z
or we can adapt network clip to dynamic camera, not sure it is a good idea
14:28
about the possibility for race/etc, it could be an addition
14:29
but, it is part of the game not to see everything on the map
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[quakenet] Dune BOT 2019-10-10 14:29:07Z
yeah of course
14:29
players got to a speed where rocket jumping without knowing the map well kinda sucks
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[quakenet] rand BOT 2019-10-10 14:29:54Z
the map is discovered, then the player learns the details
14:30
and finally can play almost without looking the screen
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[quakenet] day BOT 2019-10-10 14:37:57Z
dyn cam is a plain cheat imho
14:38
or rather changing the camera to fixed is self applying a malus to oneself. dyn just feels so bad that i cant stand it
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[quakenet] Dune BOT 2019-10-10 14:41:13Z
I have wet dreams of player friendlier mechanics. Bullet reloading could be less tedious and demanding as well imho :/
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[quakenet] day BOT 2019-10-10 14:43:15Z
main grudge i have is that the game rewards defensive nade spam way too much
14:43
past a certain skill level it is down to luck to capture a flag carrier
14:45
this may not be an issue in competitive 3v3 or 5v5 with coordinated teamplay but i dont think teeworlds has the luxury of catering to that crowd :P
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[quakenet] Dune BOT 2019-10-10 14:46:31Z
yeah well ctf5 feels like "play TDM in the middle part and shoot at the flagger if you randomly meet him"
14:46
dying from grenades thrown back gets old after 4min of killing no one
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[quakenet] day BOT 2019-10-10 14:47:06Z
yeah they need to stumble into you while you have full armor and a shotgun
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[quakenet] Dune BOT 2019-10-10 14:47:15Z
exactly yeah
14:47
does not apply if you're in the very top of the players though, where you can outmove the flagger
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[quakenet] day BOT 2019-10-10 14:47:54Z
i think the nades need a serious spamability nerf
14:48
you cant outmove the flagger 1v1
14:48
he has free movement while the chaser doesnt thanks to nade area denial
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[quakenet] Dune BOT 2019-10-10 14:52:56Z
I guess you're supposed to gang up on flaggers and not be 1v1
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[quakenet] day BOT 2019-10-10 14:53:54Z
just a thought, maybe the flagger could lose armor over time. e.g. after 15s you lose 1 armor/5s
14:54
with 10hp you are still somewhat beefy, but not an always 20hp juggernaut that always manages to slip away
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[quakenet] rand BOT 2019-10-10 14:54:41Z
CTDFC, capture the dying flag carrier
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[quakenet] day BOT 2019-10-10 14:55:04Z
nah not dying. his hp is unaffected
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[quakenet] rand BOT 2019-10-10 14:55:25Z
CTNFC then
14:55
the nake(ing) flag carrier
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[quakenet] day BOT 2019-10-10 14:56:07Z
nade(ing)*
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[quakenet] rand BOT 2019-10-10 14:56:28Z
maybe, kill rather than Capture, KtnFC
14:57
ending to king of the hill
14:58
CTF is a team based gameplay though
14:58
the 1o1 frustration is something that should motivate player to play with team
15:00
I admit that I'm chassing the flag carrier most of the time, and alone
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[quakenet] Dune BOT 2019-10-10 15:00:54Z
day: in some games the flagger cannot acquire armor
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[quakenet] day BOT 2019-10-10 15:01:15Z
yeah it is certainly a map issue too
15:01
and i admit i mostly play ctf5 because theres nothing else
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[quakenet] rand BOT 2019-10-10 15:01:31Z
but the frustrating part is not the nading of the flag carrier, it is the instant I succeed to damage almost to death the flag carrier and some random player kill me defending it's team
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[quakenet] Dune BOT 2019-10-10 15:02:29Z
there are issues with juggernaut-flagger-man in teamplay as well afaik, with games that last forever because flaggers don't die
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[quakenet] rand BOT 2019-10-10 15:02:36Z
ctf is played because it's easy to run away, carrier goal :p
15:02
*ctf5
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[quakenet] Dune BOT 2019-10-10 15:03:11Z
really?
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[quakenet] rand BOT 2019-10-10 15:03:46Z
even a newbie can capture if lucky enough
15:04
and there are huge corridors to get high speed
15:05
on ctf5, there is 4 different escape routes when you get the flag
15:05
while at most 2 on others vanilla maps
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[quakenet] day BOT 2019-10-10 15:07:40Z
ctf1 is quite hilarious too. you just stay top side and spam nades into the abyss beneath you while sitting on a fat stack of hearts/armor :P
15:08
the revamped ctf1 map was a bit better in that regard imho, but noones hosting/ playing it \o/
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[quakenet] rand BOT 2019-10-10 15:09:04Z
this doesn't work with few players
15:09
I don't know about the revamped ctf1
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[quakenet] day BOT 2019-10-10 15:13:19Z
as i said, im mainly concerned about the pub game quality. where the 1vs1 situation frequently occurs over long periodes of time
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[quakenet] Dune BOT 2019-10-10 15:14:44Z
rand: i thought it was just because it's the only map that uses new mechanics like unhookables and death pits, and that it makes it fun
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[quakenet] day BOT 2019-10-10 15:15:38Z
the unhookable thing is super annoying too. flagger rocket jumps to the top, chaser cant follow because he can just throw nades down the wall
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[quakenet] rand BOT 2019-10-10 15:16:47Z
the error is to follow him, you cannot do better on 1v1 in ctf5 but this map is not suited for 1vs1 anyway
15:17
(and, I'm not sure ctf is playable in 1v1)
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first aimbot spottet on zCatch Grenade
17:45
nice
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[quakenet] Oy BOT 2019-10-10 18:13:09Z
is the person around who had that problem https://github.com/teeworlds/teeworlds/issues/2263 ?
I get followed error while compiling teeworlds with bam5 client: [1/2] [1] c++ src/engine/client/backend_sdl.cpp src/engine/client/backend_sdl.cpp:18:21: error: function 'void glTexImage3D(...
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[quakenet] Dune BOT 2019-10-10 19:30:30Z
Oy: no but it was fixed
19:30
I just deleted the GLAPI from GLAPI void APIENTRY glTexImage3D and renamed the datasrc folder to data now its working
19:31
(From Jay)
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[quakenet] Oy BOT 2019-10-10 19:31:41Z
huh datasrc to data? sounds wrong
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[quakenet] Dune BOT 2019-10-10 19:31:49Z
And it seems @Assa 's PR is related
19:31
Yeah it does
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but you build with bam?!
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[quakenet] Dune BOT 2019-10-10 19:32:35Z
He had a first workaround resulting in no successful build but no textures
19:32
Yes it does not fix bam for sure @Assa
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[quakenet] Oy BOT 2019-10-10 19:32:55Z
that error he pasted looks like he build with gcc, would like to know the version, can't reproduce with my mingw
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[quakenet] Dune BOT 2019-10-10 19:33:10Z
Ooh didn't think of that
19:33
Probably best to ping him on github
19:33
He was on irc once
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[quakenet] Oy BOT 2019-10-10 19:33:51Z
ok
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[quakenet] Dune BOT 2019-10-10 19:34:50Z
Ah the data bit is because he did not do bam content, rand helped with that
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[quakenet] Oy BOT 2019-10-10 19:37:59Z
ah ok, he just built the client or server
19:38
as target
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[quakenet] Dune BOT 2019-10-10 19:40:00Z
Yeah
19:40
I thought content would be a dependency of client or server
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where are projectiles added to snaps?
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projectiles.cpp?
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hm, k xD
20:00
thx
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where are particle effects like explosions added to a snap?
20:27
hm seems to be Projectile:.Tick
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particle effects are client side
20:29
explosions on the other hand look CGameContext CreateExplosion
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it seems like dummies are not being correctly taken into concideration with that new FriendlyFire test.
22:32
hm, it seems I'm wrong.
Exported 104 message(s)