Like giving the game more freedom to mod so modders could use teeworlds almost as a general purpose 2d game engine.
13:06
it's 2020 and modders stills make custom entities from laser.
13:06
and server still cannot update fully custom graphics for skins from a server
13:07
though engine is mature and capable enough to make this possible
13:08
imagine tw where modders could add interactable objects like real doors, gizmos, NPCs to the game
13:09
and it's not just a lack of server code, current tw client is so restricting that I could not just make red eyes for a skin(edited)
13:09
cause it reverts to black in some cases ruining my idea (temporary daemon posession)(edited)
13:10
also imagine battlefield mod had real vehicles that would look like an actual thing and also didn't have to fight prediction on client side moving objects with a player or a player to custom trajectories(edited)
13:11
are there people who still capable or want to do something like that? I know that's tw is declining, but we can slow this down
13:14
even just adding ability to turn off prediction for some objects or characters from server side would be a step forward
13:14
or adding linear trajectories to the game instead of parabolic ones
Nope. That's matricks, the original author. He had a very concrete vision of the game and he explicitly said that teeworlds does not support mods. He then left the game and handed it over to oy. Why him? Because he has a similar mentality about this "vision". "Keep it simple stupid"
15:57
That was many years ago and as learath said, today he's more mod friendly but that still does not mean that there will be big, new features that are not used in vanilla.
16:01
On the technical side: the game is designed to do what's needed for vanilla. Many things are hardcoded, very minimal and not really flexible. You want to have a general online 2d network enging? That needs quite some work and restructuring. I doubt that will ever happen.
And consider one thing: most of that code was written more than 10 years ago. Some features were added, bugs fixed, but is still far away what you expect from an engine today. There is basically no tools for example, no docs ...
16:04
Better start from scratch or use an existing engine
@redix pretty sure that would attract more people if teeworlds supports all of that
18:04
a general online 2d network enging? That needs quite some work and restructuring. I doubt that will ever happen.
I just need some features. "Almost" a general purpose game engine, but not actually.
Like linear predictions, turning off them, movable interactable sprites and so on.(edited)
@Deleted User@redix matricks made bluesky after handing head of development to Oy, so I'm pretty sure he was favorable to this sort of ideas. Some 0.7 features were exclusively introduced for mods. The "not supporting mods" meme is about Teeworlds not being responsible for what mods do
sure, but you don't want people having unfair advantages in CTF because of skin modding, especially that you don't need to install those skins to see them now
even if it was me @ShootXen why would I send that to my own server
root@pvm1:~# vnstat -l -i eno1
Monitoring eno1... (press CTRL-C to stop)
rx: 756.68 Mbit/s 930261 p/s tx: 12.57 Mbit/s 7157 p/s
20:24
@Dune also some plan and coordination, yes
20:24
cause right now things added staying on mods or hackclients
ninslash is a bit overklill imo with all the particle effects but there are awesome things like slopes and liquid simulation which would be awesome to have in TW as well
Sploosh! In this tutorial, I'll show you how you can use simple math, physics, and particle effects to simulate great looking 2D water waves and droplets.
Note: Although this tutorial is written...