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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2020-03-13 00:00:00Z and 2020-03-14 00:00:00Z
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It would open wide opportunities for map makers. Maps would be more funny and would involve more people.
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This would be useful for non-standard mods. For example: 1. In editor I set id for my quad. Visible: false by default. 2. Users play on server but don't see the quad. 3. Something happened in game. 4. Server sends event that quad should be shown (for specific ClientID or for all). 5. Quad is shown for specific clients.
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It would be useful for custom mods. For example: 1. I add custom weapon picture, and specify weapon id. 2. Players play on the server. 3. Something happened. 4. Server sends that specific player has weapon with id. 5. Player switches weapon and see custom weapon picture (which is stored in map data)
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dbg_dummies triggers one of the new "errorous client id" asserts (which is a typo btw it should be "erroneous"). We should either/both find a nice way to set those occupied client ids ONLINE from gamecontext (or add a new state for dummies) or/and move the dummy handling to the engine.
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This isn't the same extended serverinfo protocol heinrich defines. However the only feasible way to get the entire thing in would be a NETVERSION bump or breaking compatibility. I vote we leave that to 0.8 I've tested this as much as I can, it'd be nice if a couple more people can test it. SHORTCOMING: Old clients will see full servers with too many clients as not full. I think this is acceptable because in the past these servers wouldn't show up at all so it's an overall improvement. (...
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