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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 2019-11-24 00:00:00Z and 2019-11-25 00:00:00Z
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I think specs shouldn't be network clipped
19:45
This way you can record nice demos as spec
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[quakenet] Learath2 BOT 2019-11-24 21:48:21Z
How do 0.7 teleports work? Are they on their own layer? Are they limited in number like 0.5 era ddrace teleporters? Single input, single output?
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what mod are you talking about?
21:48
@redix
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0.7 doesn't have teles out of the box
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uh oh
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[quakenet] Learath2 BOT 2019-11-24 21:49:21Z
Oh did you never end up merging in race?
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no AFAIK
21:49
race was deemed to be alive and well working on its own at the time
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[quakenet] Learath2 BOT 2019-11-24 21:49:43Z
is there a candidate race mod?
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candidate = candidate for inclusion in vanilla?
21:52
or = race mod for 0.7?
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[quakenet] Learath2 BOT 2019-11-24 21:54:40Z
I meant it as the first one, but judging from your response, I'm guessing nothing is there yet, so the second one is also fine :D
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A retro multiplayer shooter. Contribute to axblk/teeworlds development by creating an account on GitHub.
21:55
I think this is @redix's race mode
21:55
@Dune is that correct?
21:57
Learath2: the race mod that would make it in teeworlds would be lighter in features than what you'd usually make, and in 0.6 they decided that there is little point in making one because it couldn't compete with teerace anyway
21:57
However there are some efforts for client-side integration which @redix is leading
21:57
He's also open for suggestions for features that one would want in there, he wrote a message about that a while ago
21:58
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[quakenet] Learath2 BOT 2019-11-24 21:59:19Z
Hmm, he doesn't seem to have an extra layer for teleporters, I wonder where he is storing the data for them
21:59
redix: here?
21:59
Oh, nvm he does have an extra layer
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you could open a 0.7 race map to understand how it works
22:00
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[quakenet] Learath2 BOT 2019-11-24 22:00:40Z
I'm doing a rewrite of ddnet for 0.7. Was just looking around to make sure I don't end up too far incompatible with a race mod if there is one that's prevalent
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That's cool!
22:01
There is a map converter tool that does 0.6->0.7 for tilesets and teleport layers
22:01
it doesn't handle ddnet stuff but it might be a good starting point
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[quakenet] Learath2 BOT 2019-11-24 22:02:47Z
There is already a direct port of ddnet that fokkonaut made and I think deen made a converter that sorta works for it. But I decided to go for a clean rewrite with the version bump. DDNet is quite a lot of spaghetti code anyway
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that's cool, do hit up redix with ideas for client side integration if you have any, and chances are it could make it in the game before the end of the year
22:05
I'm not sure if the client-side integration will recognize teleports anyhow though
22:06
does the ddnet client do anything with the teleport info from the game layer?
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it unfortunately can't because ddnet teleporters are random
22:06
if there's more than one OUT teleporter
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[quakenet] Learath2 BOT 2019-11-24 22:06:48Z
(we never came up with a good way to predict that)
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with proper integration, it should be predictable by the client, so maybe drop the randomness for race there
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is that a feature or something you want to drop?
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people would probably call it a feature in 0.6
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[quakenet] Learath2 BOT 2019-11-24 22:07:44Z
I did come up with an idea though, maybe we can feed clients the possible out positions when they are close to a teleporter and use the teleporters number to predict where we are headed
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people called a bug a feature, where the grenade would explode twice if it hit the wall the moment it timed out
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[quakenet] Learath2 BOT 2019-11-24 22:09:05Z
@heinrich5991 is it actually random, I don't quite remember the semantics, It might have been actually checking around the out tile to see which one is emptier
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I don't know Learath2's plans for ddnet 0.7
22:09
no, it's rand_int()%num_teles
22:09
that's spawning you're thinking about
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[quakenet] Learath2 BOT 2019-11-24 22:09:30Z
Oh really?
22:09
Why don't we just seed it then?
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yes, pretty sure
22:09
we can do that
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[quakenet] Learath2 BOT 2019-11-24 22:09:51Z
why did we decide against that?
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no implementation yet
22:10
need to find a way to satisfy players so that no ranks are invalidated
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[quakenet] Learath2 BOT 2019-11-24 22:10:24Z
Okay, that's what I might go for then
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nice
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[quakenet] Learath2 BOT 2019-11-24 22:10:51Z
After I finish up teams though, turns out deep copying CGameWorlds, not that easy :P
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