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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 2019-11-25 00:00:00Z and 2019-11-26 00:00:00Z
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[quakenet] redix BOT 2019-11-25 01:20:56Z
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
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[quakenet] Learath2 BOT 2019-11-25 08:30:34Z
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
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[quakenet] redix BOT 2019-11-25 11:18:11Z
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.
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[quakenet] Dune BOT 2019-11-25 12:47:47Z
if you're going to build a custom editor you might be interested in basing it off the ongoing refactor
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@Learath if the client has the random seed for the teleporter you could predict that
13:15
since you can have multiple "random generators" this should be doable
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Dune: ongoing refactor?
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[quakenet] Dune BOT 2019-11-25 21:55:50Z
heinrich5991, lordsk's; check forum
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[quakenet] heinrich5991 BOT 2019-11-25 21:57:08Z
Dune: must've missed it, care to link me?
21:57
I can't find it
Exported 18 message(s)