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
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
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
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?
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
@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