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12:40
the zoom in makes the name column tight on 4:3 resolutions, although I believe the expanded view (the arrow on the right) was engineered for this use case
12:40
not sure if adaptative zoom in would be better
12:45
about sonix's icons, I think both look equally good
So while i was on Windows now, I noticed, that SDL 2.0.9 and higher run insanly bad, and i really mean around 100% worse than 2.0.8. I used the latest client and run with 2.0.8, 2.0.9 and 2.0.10 fr...
the 0.7 generics have a lot of space at the corners
14:18
looks kinda ugly with shadows sometimes imo maybe we could need some shadows that only cover the corners on all sides i mean we have a full tileset only shadows now anyways
one question about server-side stats (https://github.com/teeworlds/teeworlds/issues/2255):
should it be realized with a netmsg that just initializes the stats and then the client tracks the stats itself
or should it use snapshots? advantage of snapshots would be that the server has more control over the stats and it would work in demos aswell. disadvantage would be more traffic, but thanks to delta, compression, etc. it shouldn't be that much
when nothing changes, the server won't send any data. otherwise it will just send the delta (+compression)
17:25
since these values dont change that much, this usually means one byte per field. after huffman even less
17:25
but you need to send all player stats to each other player
17:27
well i only thought about the fields currently supported by the statboard. avg. speed, accuracy (maybe even per weapon), ... would create even more traffic =\(edited)
Merge spree and best spree into one column if both is selected
Carefully adjust column width if only one column is selected
Frags/Deaths -> K/D to be consistent with scoreboard
Flags are ...
@Dune should be an easy fix in theory team colored tees should either just always use standard black eyes or more complicated but better maybe have an if condition that checks for contrast or a range of acceptable black shades.
well I personally don't like the way team colors are generated as a whole .. markings have a similar issue like the eyes they often get lost in the process
my impresssion is that the way 0.6 generated it's team color counterparts was working way better in preserving markings and details
21:07
most simple way to fix it I guess would be to have a condition that when "negative" white eyes are selected then the team colored tee uses "colorable" dark grey instead(edited)
Oy btw. I think I may have to make another PR cuz during my work I changed some small details on some of the older skins that I totaly forgot about including in the PR .. and some of the old skins if I remember had inconsistant body outline values as well.
one example: limekitty skin used to have lime colored eyes in 0.6 and in 0.7 they became pure black which for me ruined that skin I changed that back to the orignal look
21:57
which btw. actually kicked of me indroducing colorable eyes in the first place lel
but note this is only making it slightly harder but the exploit would still exist and the way the mouse looks on teams doesn't really change either unless giving it more darker eyes
hmmm, so we could allow custom colors for our skins, but forbid foreign skins with custom colors. as such, only "limekitty" can get green eyes. not sure if that is a pretty solution
22:44
@LordSk 🦋 might have a third solution with color detection