yes, race mod only supports one output for teleports. there is no use for randomness on maps where people care about milliseconds :D
01:24
since ddnet did not have any plans to move to 0.7, i did not really care about any compatibility. all physics stuff (teleports, speedups, stoppers, ...) is implemented in a predictable way
01:26
about the layer format: the old format way not really extendable... the layers were just defined by flags and multiple mods used the same flags for different/incompatible layer types
01:28
0.7 race stores all tile indices in the game layer and for teleport numbers, speedup angle, ... it uses invisible tile layers with special names (#tele, #sp-angle, ...)
01:29
advantage of this: it's very easy to implement in the server since you don't need to modify to map loading code
01:31
and you can open and edit the maps with the standard client... however this is really not user friendly, but i never found time to implement proper editing functionality in the client
01:34
to be honest: from a technical view it would be better to have some proper way to extend the layers... just like the protocol extension
01:36
while ddnet and the race mod will probably never have compatible phsyics code, i'm open for a common layer format :D
redix: Exactly what I wanted to do, we could use uuids to extend layers. Not sure if our design goals would align though. I'm not sure I care about ddnet maps being editable in the vanilla editor at all. Even if made possible it'd be a pain
Using uuids sounds good. I don't really care about editing in the vanilla editor anymore. It's indeed a pain. I mostly did it for testing purpose as I was too lazy to extend the editor.