Hi! Guys, can you tell me if there's any restriction due to code modification in the case of core game modes? Can I modify the code, that doesn't change gameplay and still be allowed as e.g. CTF server? Or I do have to change the name
I need some opinions on this one:
https://github.com/teeworlds/teeworlds/issues/1458
Do you think it would be okay to quantize the velocity with 0.01 accuracy? The client would show the correct path for projectiles in this case.
I forgot how you parse your joining player stuff, but my issue was that on a map change a ton of people join in an order that is mostly based on ping, which cannot really be extracted from the logs.
20:45
The logging of vanilla teeworlds has at no point a consistent assiciation between nickname/ip/id, making it impossible to associate those correctly on a map change.
20:51
My previous approach was to have a joining player state machine that changes state then a new player is ready, then the next state where the player gets his nickname, etc. this gets broken when a ton of players join a the same time. all of them are in thebready state (10 messages with ip/id being in state ready), then they get a nickname(I think this is the part that seemingly does not exist anymore in vanilla, you might have a different approach to get nicks), tons of players have the same state where the(log line) wuere they get a nickname. Problem is, that those log lines were seemingly in an arbitrary order, so, I guess it's not possible to track in the current state. Your approach might be different, where you might have another point of view on this problem,..
20:53
(discord crap. )@ChillerDragon
20:57
player ready ip/id -> next player in state "get nickname" is the previously ready player .... this works with one player joinijg at a time.
20:58
10 players ready ip/id -> 10 nicknames in arbitrary order, try associating ip/id with nick