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Between 2020-02-03 00:00:00Z and 2020-02-04 00:00:00Z
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64 player is definitely good for some gametypes but why even more? The UI elements already look cluttered with 64 players. It also doesn't work very well without a modified client. The dynamic id mapping used by ddnet in 0.6 is harder to implement in 0.7 since you cannot change the names anymore... And new stuff like whispering won't work for all players 😕
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true, the id map is the biggest issue right now
12:52
to get correct information
12:52
otherwise its working already
12:52
I am really hating 0.7 for that they made the snap less mod friendly and made everything with those net objects
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Not sure if there is already a problem with 128 players but with 256 players the snapshots would overflow (or rather stop working) if the skins and names were in the snap
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true, 0.7 skins are larger
12:59
in 0.6 256 worked
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Demos might stop working with a higher player count since they still use snap object for the name and skin
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oh, right
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ChillerDragon 2020-02-03 13:00:29Z
:/
13:00
@redix why more than 64? Because the servers are full
13:00
And the map is still empty
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Yeah the 0.7 skins are pretty big. After compression it's not an issue anymore but when the snap is created they need the whole space
13:03
The easier solution is spawning a second server 😅 I see the point but without breaking compatibility there will always be issues =\
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true
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ChillerDragon 2020-02-03 13:18:49Z
Yea but imo it is nice to have a big map that can be explored all day long. And having as many tees in there as possible. With a max of 64 you have to choose between small boring map or being lonely most of the time.
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[freenode] JewZeus BOT 2020-02-03 14:02:14Z
you know, I have been thinking about this suggestion for fairness some more, and I want to ammend it
14:02
I think instead of raw kill streak adjustment, it should be average kill streak adjustment
14:03
ie, if you average 3 kills per life, you get 3 less hearts, but as that average decreases your hearts go back to normal, and if you get more kills per life enough to set your average below 1, you start getting more hearts
14:04
that means, everybody starts out at normal vanilla levels, and I think approximately every 2 kills lose a heart, down to a minimum 5/5 (or up to a max 15/15 or maybe 20/20, since the noobs that GET that far just won't live much longer because of it)
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[quakenet] day BOT 2020-02-03 15:20:46Z
i think the opposite should happen. you should spawn with less hp when you die
15:20
respawn frags are a pest
15:21
tees spawn way to strong
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ChillerDragon 2020-02-03 17:35:34Z
Did anything about the map format change? Seems like the editor can only open maps in one way from 0.6 to 0.7 but not the other way around.
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[quakenet] Learath2 BOT 2020-02-03 17:40:46Z
that was a quick merge
17:41
Oy: did you like the ui? I wasn't quite certain about the scrollbar
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[quakenet] Oy BOT 2020-02-03 17:42:32Z
Learath2: didn't check that out :P
17:42
could be done later, when people complain
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@ChillerDragon there are definitely new elements. Some 0.7 maps might work in 0.6, others won't. At least bezier curves for envelopes are new... Not sure about other things
17:55
No... I guess no 0.7 map works in 0.6. The tile layers have a new compression mechanism
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0.6 maps work in 0.7
18:19
and that should not get broken
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ChillerDragon 2020-02-03 18:23:30Z
Yes it was very helpful that 0.6 maps work in 0.7
18:23
Good to know thanks @redix 🙂
18:24
Do you have the commits by chance? Maybe we could add some forwards compatibility in the old clients
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ChillerDragon 2020-02-03 18:47:38Z
Thanks
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[quakenet] Learath2 BOT 2020-02-03 18:52:28Z
Oy: What was the concern with the Values() thing btw?
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[quakenet] Oy BOT 2020-02-03 19:00:07Z
what values thing?
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[quakenet] Learath2 BOT 2020-02-03 19:08:04Z
Moving the config variables into a struct
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[quakenet] Oy BOT 2020-02-03 19:19:58Z
making it non-global, so server and client can use it when build together
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how do i remove a password from my server <.<
21:04
here is no indicator:
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password ""
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[freenode] Choscura BOT 2020-02-03 21:29:58Z
day, the spawning thing is a good thought, I like the idea of it, but I think in practice that this will negate any benefit of it, because the problem is the advanced players outliving those without the years of built-up reflexes
21:30
also can anyone recommend a mapping tutorial
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@Dune thx, now i just need sv_maprotation explained >.<
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@Assa list of maps separated by spaces
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well, that is too easy xD
22:20
thank you ❤️
Exported 53 message(s)