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Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2020-04-18 00:00:00Z and 2020-04-19 00:00:00Z
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this game runs on less than a toaster (edited)
00:40
it runs on potatoes
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i've had it be pretty laggy on some linuxes, probably because of drivers
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lag is video fault, he is talking about the background
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check ur binds (edited)
06:05
i think u just turned off the background
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hey guys, did you know that the two bases of ctf2 aren't perfectly mirrored?
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@Souly as strange as that sound, it can very well be a driver thing
09:46
@mind are they not?
09:47
09:52
@Dune no
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yeah, it's always been like that
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on purpose?
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you might want to ask matricks about that
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surely that's a bug? lol
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i wanted to keep its original aspect
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I can hardly see matricks in his swedish mansion, saying "and this block shall be one pixel further on the blue size"
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its been played like that for 10 years nobody ever ranted about it or even noticed it 😛
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now I'm ranting 😛
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sur1 is uneven too 🙂
10:10
on purpose that is
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so we're not fixing bugs when maps go past 10 years? sounds like legacy code :D
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its not that
10:12
why change it now? do we put it closer to the hearts (red) or closer to the flag (blue)
10:13
I'm not against it just saying
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i think red base might enable easier grenade fastcap, while blue base enables easier no weapons fastcap
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I think someone just messed up when first creating the map ^^
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both sound preferrable to a map where one side is advantaged
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little error shit happens 😄
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its not a game changing bug
10:18
else people (high level) would've noticed it long time ago
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speaking of a-symetry why do we not have a single a-symetric ctf map? it's an intresting concept imo and could add some diversity
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Still, a fix in either side sounds preferrable to the current situation to me @Sonix
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I can fix it for symmetry perfection's sake
10:25
@Zatline sometimes some teams (in assymetric maps) have more advantages than the other one
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i think it souldn't be changed, because it might mess around with fastcap strats (maybe even times)
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commmon example is 1 team top and the other one bottom
10:25
highground advantage
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yeah @Sonix I figured but I mean I know it could work if map is done right it has been done in other games as well so a try at it could be worth .. not saying that I personally would like it but it wwould be intresting to see what we could come up with :p
10:28
yea teams sould play from left and right always :p
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Yeah i'm not against it, im open to new ideas and designs
10:29
but i'll require a lot of testing to come up with something decent
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I mean if I remember back tw had some extremly popular ctf maps that were not symetric back in the days and they worked quite well if my memory is right example "pirates" 😄 (edited)
10:32
true it will definitely take good time that's a fact
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Btw what do you think of a tile that won't reflect lasers and if hit by a grenade the aoe damage is 0. Design could be some sort of sticky overlay or moss for the jungle maps.
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sort of swampy sticky tiles?
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y or like honey or bubble gum, but idk XD
10:49
but i didn't mean slowing down player movement with sticky
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we were promised slopes for 0.7
10:54
:(
10:55
black tiles absorbing light, getting warm for a specific period of time, killing players if touched.
10:55
that light being lasers
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environmental fighting could be interesting
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what I would love to see is some elements like water and fire some physics mechanics
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What about vector based maps, dynamic/interactive objects and map scripting? 😅
11:40
Just to add some more things that basically require you to rewrite the game 😁
🙃 4
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that would be next level I'd like that 😄
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1 tile = 1 object of struct/class (edited)
14:24
with virtual method
14:24
would be nice and no
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the virtual calls might start to add up at that point
14:30
how is freeze tile working?
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ddnet?
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The character entity knows it's position, it checks what kinda tile it's in and does it's thing
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same with virtual funcs
14:31
isnt it?
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virtual function calls are more expensive
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thats it (edited)
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well you'd call the virtual function for every single tile you cross
14:31
even if the tile has no specific function or applies to this entity
14:32
it would definitely look cuter though 🙂
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also
14:33
it'd be much more memory-expensive
14:33
currently we have 4 bytes per tile (which is already too much, we could have 2)
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for(CTile &Tile : CrossedTiles) { Tile.Handle(this); }
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class CTile { char a, b, c, d; void Handle(CCharacter *pChar); }
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make it CEntity * and you can have tiles that work for projectiles too
14:35
well any entity
14:35
but then I guess you either need a dynamic cast or a entity type enum
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systematic tiles are better in code writing but what do it cost...
14:40
sorry for bad english
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it doesn't cost so much and you can technically improve teeworlds with quad-trees or kd-trees
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In computer science, a k-d tree (short for k-dimensional tree) is a space-partitioning data structure for organizing points in a k-dimensional space. k-d trees are a useful data structure for several applications, such as searches involving a multidimensional search key (e.g. ...
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holy mother
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What would we even do with a quadtree, kd tree, or maybe even an octree?
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currently we are iterating over every character for character projectile interaction
22:57
or for character character interaction aka hitboxes
22:58
you could heavily optimize them by using quadtrees, because you just need to check the entities nearby
22:58
or pickup character iteration
23:00
basically every entity is iterating over all characters checking for collision all the time
23:01
when the opposite would make more sense: check nearby a character if it hits something
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