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Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2020-09-17 00:00:00Z and 2020-09-18 00:00:00Z
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Still have some free servers if anyone is interested... PM me... 🙂
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@MarisaG iperf3 -c speedtest.myloc.de -p 5200 -P 10 -4 -R
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That will have to be done once I know which server the client wants, as I have servers in datacenters around the world. Let me give it a try on my main server...
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Hmm, assuming the port is for teeworlds?
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its just speedtest
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My server is on 8305
08:50
Should I run that command on the system in question?
08:52
Ok I did it and I have it like this:
08:53
You need the whole output?
08:53
That server is loaded more heavily than the ones I am donating...
08:57
why does my $5 google vps get better bandwidth
08:57
didnt u say 40gbit
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LOL no idea. Likely due to the location that server is at to germany
08:58
That's what I was told by linode, yes
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u should ask them
08:59
why ure getting 20x lower bandwidth than promised(?)
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Haven't seen any issues on my servers though. I have found the distance apart has a lot of bearing on the speed
08:59
Never tested it to verify what I was told
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i mean, feel free to find a better speedtest server than speedtest.myloc.de
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And as I said that server is heavier loaded than the ones in question
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loaded by what
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Other games and apps
09:00
For instance I run Alien Arena servers around the world, which certainly take more bandwidth that teeworlds
09:01
And those servers pretty much have good results
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im sure 2gbits is more than enough for any game
09:01
im only asking about bandwidth in the context of mitigating ddos
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Ah ok I understand then
09:02
I could integrate fail2ban on it to help with ddos
09:02
If there is a log file to parse
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irrelevant
09:02
tw ddoses are usually spoofed udp packets
09:03
usually serverinfo requests or connect requests
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fail2ban is for ssh attempts
09:03
and having high bandwidth helps indirectly
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Ive seen many ddos attempts on my BBS, which is detected by fail2ban on ssh & rlogin ports
09:05
They tend to give up after a while, though maybe it being a BBS might be partly to cause that 😉
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what kindof attack are they using?
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Attempting to brute force account/passwords, or connecting but never logging in to the BBS
09:06
They actually try "root" as the user LOL
09:06
Synchronet handles the SMTP and rlogin connections.
09:07
So it has it's own blacklist for those. It can also do it for SSH, but I use the SSH myself so I put synchronet's ssh port on 2222 instead of 22
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oh well thats a totally different issue i guess
09:07
ddosing with ssh login attempts is just impractical
09:07
If they try like 3 times they get banned
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fail2ban is good
09:08
but not against ddos
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I have all my BBS's set up to allow at least 10 simultaneous users so the ones that connect but never log in never actually block the system
09:10
I suppose those are better called hack atempts, not really ddos
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@MarisaG fail2ban works by reading log files i believe, so not the best way to mitigate attacks
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Ya true.
Anatomy joined the server. 2020-09-17 12:30:43Z
Wassim_ Hatake joined the server. 2020-09-17 14:44:14Z
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Wassim_ Hatake 2020-09-17 14:45:06Z
wsh
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Does someone know if there is a kind of elo system for 0.7? i found one for 0.6 but it seems like the development stopped there unfortunatly :/ we actually are thinking about one for our 0.7 gctf servers
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Elo doesn't work on a game without accounts
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@TsFreddie I'd wanted to re-learn German too
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thonk re-learn, how much do you know already (edited)
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knew some basics from a school
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oh. we only have english in school
20:09
there are no choices EeveeShy
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I've had 2 languages
20:09
but not too long, just 2 classes of very basic German
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i mean pre college ofc
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I know like 100 most common words I believe and some vague grammar rules
20:10
sometimes I get what players talk in tw 😄
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that sounds plenty already
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1000 and be it active dictonary would be much nicer
20:10
though I will learn Polish sooner (edited)
20:10
as I am about to move there
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i can probably read more than 100 words in japanese without learning anything. which is nice lol
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Polska 😃 (edited)
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I know 10 Polish swears
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why do you have so many languages in europe anyway not really a question (edited)
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it's enough to have a punch in a face I guess
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good (edited)
20:12
all ya need to know in Poland 😄
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someone should invent a script that will emulate a typewriter effect in discord with edits
20:12
or laughing and grimacing smiles
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aren't polish ppl extremely nice
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that'd be canadians
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or was it dutch
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canadians are extremely nice
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canadians are more like apologists.
20:14
probably shouldn't say that.
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Polish people are nice if you believe that 'twoju mamku ebal' is 'nice to meet you dear Sir'. Which I've believed is true while learning proper manners in CTF
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in fact I was trolling them because it sounds almost like that in Russian
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well, yes
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but players were eager to teach me new nice phrases
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there are many similarities
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i've seen plenty of caonima from americans already.
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to have manners 😄
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I wish the teewolrds community was a bit larger tho >.< (edited)
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chinese servers in general can be a dumster fire when some "foreigners" join
20:16
I wish chinese community is more connected with teeworlds community.
20:17
but you guys probably won't want that tbh
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I'd wanted to get more players
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well there are way too many ppl, bound to have some degeneracy.
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even persians would be ok
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they can be quite toxic. might be a culture thing
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all new communities bring good & bad apples
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worst days of my mod I was thinking writing bots for it
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i had stayed at chinese fleet in mmorpg game, they're very friendly and helpful, but always someone was to send 18+ joke in group chat
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chinese players having their own community may allow them to host servers in china with good ping. Americans don't really have their own games on american ping
20:18
we host our own server and forums and stuff
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I've tried to up USA server before I realized that 6 USA players are in fact are 2 girls using 3 nicknames each.
😆 2
kek 2
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I find it calamitious how people outside europe have to play on bad ping on the only active public CTF server
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I kinda kickstarted the chinese teeworlds community, but I wasn't managing them too well so somebody else took the mod of forums and social groups.
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I could up USA instance and host CTF/DM/etc there but I am pretty sure there will be no players to justify it.
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exactly, Pure_luck
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The game is just not as popular in USA, idk why (edited)
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teeworlds needs more players.
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well you can't really ask for more players
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teeworlds just have nothing to excite players now
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i've been trying to advertise teeworlds in china for two years
20:22
then the steam release of ddnet kicked all my efforts to dust.
20:22
lol
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even TeeMMORPG/Adventure is not expressive. It's so clear that everything is made of the same 2 pickups (edited)
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now we have like around 1k active chinese players
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@Deleted User лет 5-6 тому назад хотел рекламу с трейлером тии на региональный канал заказать, но вовремя спохватился и вышел из дурмана
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@gerdoe ddnet make nice video trailers and video tutorials to get players. I mean really nice.
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до сих пор осадочек неприятный, может и надо было whenwwseeachild
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oh right, is anybody here actually native in any of the arabic languages
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I know a dude on CTF that is from Tunisia
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@TsFreddie I want serverside controllable tiles so much
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oof minetee was so buggy, but so good
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buggy because it has to fight with prediction
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I want entities that can be hooked
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well i can't really help you, i can give you my opinions and advices to push changes
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like boulders that I can use hook to rain upon in ctf5
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or buggy because it was one-man-made client?
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@Deleted User, no, problem was in map structure, each 5 minutes you would need to save map
20:25
if it crashes - bruh you lost your progress
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i guess if you only want destrutables
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maybe I could help this modder
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that would be less of a problem
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and learn something in the process
20:25
at least I can debug crashes
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if you would fing him
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well you can just fork it and do it better
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i guess if you only want destrutables
I would want to have layers that could be turned on and off from a server
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the license allows you do to exactly that
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to make that goddamn menu from infClass without writing a 3000+ lines on the fly map convertor
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fng wasn't the same as the 0.5 fng anymore.
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@gerdoe I think he abandoned the project already. But I could
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although i don't know why they called it fng2, since it is like the 4th largest fng mod
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last video was in Sep, 1, 2020 and was called "look what cool project I has abandoned long ago"
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isn't that unsigned char from the forums?
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I believe he is
20:28
is this it
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And I didn't even announced my mod yet on forums
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I wonder what will come out of the water issue
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realistically, nothing
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tune zones for water float effect? :half-troll:
20:29
hdp clan
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2012, @gerdoe
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my video was from 2020
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and was called "look what cool project I has abandoned long ago"
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tune zones tbh sounds like a server hack, just sending tuning params to clients with some triggers
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I think that there were 2 devs doing minetee
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i just found another video with another publisher xd (edited)
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after one abandoned it second one started
20:30
@TsFreddie you're right. ddnet already can do that for sixup clients
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and yes. the water thing is pretty easy to do in server mods. the only push i can see that "might" happen is on the visual side
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also I would love to have a vector for gravity
20:31
not just a scalar value
20:32
There are 4124 different possibilities and changes
20:33
but in fact just 40 settings
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tbh, i don't think master should support anything out of the box that are just doable in server mods. VM is an idea of solving everything, but that might lessen the idea of teeworlds, and more into the general-purpose engine territory.
20:35
even with no change at all. teeworlds itself is still pretty good for ppl just to do simple things and probably learn C++.
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what does VM stand for?
20:36
google returns "visual merchandising" and "virtual machines"
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virtual machine for a server to be able to run code on client, think JS in browser
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virtual machine, but not like the full-blown hypervisor ones. just a term for executing codes. in a container environment (edited)
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tw is in declining stage, adding cool general purpose features could slow this down or give it a chance for a renaissance
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when did you started to play teeworlds
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2013 I believe (edited)
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the there was a "declining stage" when teeworlds transitioned from 0.5 to 0.6.
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I think ~2013 too
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well, you see
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it happens.
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the transitioning from 0.6 to 0.7 is not going very swimmingly
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well ppl were still playing 0.5 fng when i made solofng in 2014
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and, while I have not seen 0.5 -> 0.6, I would dare to say that the transition is much tougher
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and Nodes never made it into 0.6
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eh, i thought that 0.7 would be updated 0.5 with fresh, cool community... and it just... dead?
20:39
nodes was remade on 0.7, take a look (edited)
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i know
20:39
i'm glad node is back
20:39
for some community 0.6 was dead too.
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yep, great mod for lan parties
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tbh this game was always "dead" lol
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I think teeworlds had like 1.3k people in 2014 0.6
20:40
with DDNet releaswe attracting the many people, the numbers are high again
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not always!
20:40
0.4-0.5 times are great
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in a sense this game is really old.
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(unfortunately focused mostly on the DDRaceNetwork gamemode, but it is definitely an admirable success for them)
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ddnet is kind of a new game, just happens to be compatible with teeworlds
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DDRaceNetwork grew through hard work and persistence, props to them for that
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it is about time ppl get bored of teeworlds lol
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it however disappoints me to see vanilla still dead
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ddrace have the ability to bring new contents every week
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at least back before 0.7 release there were 2 full public ctf servers
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i looked at 0.5 serverbrowser in 2011 winter evening wih pepe face, i saw 30 servers without players... (edited)
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it is pretty hard to imagine standard types getting new stuff.
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@gerdoe I played 0.5 in 2013 xd
20:42
that my was tw version because the site I downloaded tw from hadn't modernized
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0.6 kickstarted chinese teeworlds community, which is pretty great. you can't put chinese in 0.5
20:43
at least not easily
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I was literally starting on an outdated version and playing mods on there (I remember playing 0.5 explorer version having ticked off the "uncompatible" version) (edited)
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0.5 has tons of great mods, including scriptable servers
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or having been learning the game on vani in 0.5 on a rainy saturday
20:43
great memories
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0.6 has ddrace.
20:44
EeveeShy
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or my first clan set up on a city server in .5
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startline of ddnet is great also
20:44
but now i cant say that community is great also (edited)
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0.6 also had Battle, zEsc
20:44
so many great gamemodes I have very fond memories of
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thonk now that i realised
20:44
i probably never properly played this game
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hence I have zESC in 0.7 as a pet project
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all of my memory is coding chinese clients and managing forums
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eh, now you can freely play teeworlds under debug xd
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love and dedication to spreading teeworlds in china <3
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i only played fng probably
20:46
i'm awful at ddr (edited)
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I recommend vani
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now the entire chn community is ddr based (edited)
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mostly that it's the only gamemode I play nowadays
20:46
tho I should probably get back to playing infNext <:
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is 0.7 vanilla battles fun?
20:47
free FPS
greenthing 1
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i tried to return in vanilla at 0.7.3, it was awful boring gameplay
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@gerdoe to be honest?
20:47
among the casual vanilla
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it's always ctf5
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yeah, thats it... (edited)
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and it's filled with decent players that usually don't go competetive
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ctf5 is gold.
20:48
it is way too good. mods usually just take ctf5 as base map
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ctf5 may be gold, but it's the same goddamn map since like 10 years!
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its not for old players
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Jesus Christ
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well like dust2
20:48
thonk
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and my attempts to convince players to play other maps (aka go competetive) were either
20:49
1) futile or
20:49
2) partially successful
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old players were playing on ctf1-3 mostly
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vanilla can be competitive with some proper rule set. but you have to find the right players to play with
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3) some players were discouraged by attitude of the high levels
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which is impossible
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@TsFreddie there is a group of people who play high level captain games etc
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well not in china
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but in "international" (mostly europeans) there is so
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Try infNext
20:50
Much more relaxing than fng
20:50
i'm fine with fng
20:50
EeveeShy
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also wdym by rule set?
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Also will not require much of your time as peaks like 30 minutes long on workdays
20:51
And only 2 hours long on one of 2 holidays:)
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tbh fng is not competitive either. it is just people spamming the same spot and see if you can get lucky to get a kill.
20:51
also wdym by rule set?
@Stiopa restricted player counts, set amount of rounds etc
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I get bored or exhausted at fng pretty fast. So little variance so less space for tactics and teamwork
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oh, yeah
20:52
the aeon clanserver has maps with the amount of players set
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well mostly because fng now is a 64 players melt pot
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it was way more fun when the server was 16 players
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I liked fng when it was like 4v4
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4v4 yes
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I used to make maps for fng ^^
20:52
and had a fng primary clan in like 2014/2015
20:53
had a bud host it for me
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i was thinking about a ESEA-like service for teeworlds, but i'm not dedicated enough to make that a thing
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well, openfng to be exact
20:54
how would that even work? @TsFreddie
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at least some way to section players into different matches instead of them jumping into the most popular server
20:54
a webservice i guess
20:54
with accounts
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uhh yeah that would not work. not with the amount of players to pick from
20:54
nor with how teeworlds works in general
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ye..
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the high level ctf community bands together and plays together
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or a entry server that connects you into other servers
20:55
and ofc someways to form team
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someone suggested "join a CTF" and "join a DM" buttons
20:55
from menu
20:55
but vanilla has like
20:55
27 players right now
20:55
on 0.7
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well i wouldn't do anything like that for vanilla
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correction, 17
20:55
27 before refresh
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even if i did, i would make it a separate thing and advertise it on the side
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@TsFreddie are you about mess of players on nobyfng?
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chinese community might be a good start since I can technically force them to play my mods.
20:56
what mess of players
20:57
i don't mind the players, just the server is a bit crowed i feel
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whole 0.6 life i played 1o1, 2o2, 3o3 on fng
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i played solofng more
20:58
but thats different i guess
20:59
i would love to have 4v4
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only now i should play with heap of players, because russian fng community dead, because ddnet's points/ranks better, than competitive fng skill (edited)
21:00
"it's not prestigious"
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I just wanted to bring up the first video of tw I ever watched
21:18
published in 24th of november, 2011
21:18
it shows teeworlds vanilla having 187 players
21:18
I wish we had teeworlds stats across the years...
21:20
second one in march 12th, 2012 shows 186...
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wow what an alive game
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it could be more dead.
21:41
to have the game not be dead after 13 years seems like a successs...
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Now, I wish the game has a bright future but it is up to the devs
21:43
and contributors
21:43
how the game will proceed
21:43
and whether it will stand the test of time
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well "the devs" is one person
21:43
dogchoke
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beloved oy
21:43
well, suggestions were made to have other people take the initiative and be "devs" too
21:44
but suggested people had 'conflicting' views
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ofc. thats what programmers do
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conflict all the time? :D
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at least i myself would consider me as not so coroprative.
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in my modding team for a different game we require cooperation ^^
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I play teeworlds since 2007 or early 2008, and I can assure you that you'll never stop playing it...
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I don't doubt that. It has kept me intact since 2013 and I doubt it will let me go
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thinkeyes well i stopped for 4~5 years
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until it withers away
21:47
I'll keep coming back to the game until there's nothing to come back to but empty servers.
21:48
call me foolish and overly optimistic, but I have faith in the game having its second golden age...
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what tw needs to get people back into vanilla if that was the goal are new maps / new tilesets and perhaps some new mechanics like water as I suggested ^^
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what I really liked was https://github.com/teeworlds/teeworlds/issues/2493, but I doubt it'd work and people would just go back to the servers without it (like it is with maprotation rn)
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
21:51
@Zatline I've read the water issue and I'd go as far as to say it made my day. Thought about water in tw for an hour straight
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map vote would be great but for that to fully make an impact we need many new maps and map preview images and probably also get rid of numerical map names!
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:thinkeyes: well i stopped for 4~5 years
@TsFreddie .... you can stop playing for weeks, months or years, but teeworlds will always be there to give you lots of fun moments, you'll never stop learning it's mechanics, new and competitive players come into game, each tee with an unique game style... For me teeworlds is that kind of game that I'd play even in the last days of my life
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well for new maps there should be a kind of "physics & map" beta as Dune mentioned in #bridge some time ago
21:53
a place where the player could test new mechanics and maps and give their opinions (edited)
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@Stiopa ya man we water would be so cool
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I agree, but I am worried it'd end like the slopes ended
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well I'm still for slopes tho not sure what the issue is why it doesn't get implemented
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it'd probably be good to know that so that no other feature suffers the same fate
21:56
though I am not sure how I'd react to slopes after 7 years of playing without 'em
21:59
also, I should have asked in the github issue probably, but does the water suggestion include water that can "flow" from one spot to another through explosion et al?
21:59
or a tile that has "watery" properties
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what tw needs to get people back into vanilla if that was the goal are new maps / new tilesets and perhaps some new mechanics like water as I suggested ^^
@Zatline I totally agree + add slopes... What if CTF-10, the perfect map not yet made by anyone, awaits the implementation of slopes, water or other mechanisms to surpass CTF-5?
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i wish this game would be more popular
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I wish this game would be more popular too. Seems to be a pretty common thought among the teeworlds players, doesn't it?
22:01
i wish it had a decent amount like 50k maybe 90k
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even constant 3k would suffice
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@1stDecadeTW the thing is I think there should never be a ctf10 ! get rid of the numerical map naming
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what I really liked was https://github.com/teeworlds/teeworlds/issues/2493, but I doubt it'd work and people would just go back to the servers without it (like it is with maprotation rn)
@Stiopa
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
22:02
this is huge to hear from oy
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well, this issue has been dead silent for 6 months
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6 months isn't that long
22:02
i can get to it once i'm done with the textrender
👀 1
😳 1
🙂 1
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true. still. I dislike inactivity!
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i wonder how this game will grow and become very popular
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I'm for giving maps actual names .. ctf1, ctf2, ctf3 .. makes my head spin so hard to remember
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I'm used to it by this point
22:03
I know all of them by heart... well the ctf ones
22:03
dm ones not so much 😅
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i remember like a few months ago i edited teewords
22:04
edited the source code
22:04
visual studio is not responding
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also a problem with numerical map naming is u can't rly rotate unpopular maps out and easily replace em
22:05
remember old cft4?
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actually is there any attempts of creating new vanilla maps?
22:05
were they rejected?
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there is but currently I'm focused on making new tilesets I think Sonix should have some good candidates
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ctf_lava
22:06
:P
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cool
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ctf lava should be official map
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visual studio really hates me opening up teeworlds
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you don't need visual studio
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well in my comment to liquid thread I suggested adding possibilities for more liquids (including lava for ctf_lava)
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you can use other editors and use msbuild or bam
22:07
yeah but visual studio is easier
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well I hate to be that guy, but have you tried vscode
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whats a vscode
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microsoft basically ported their C++ intellisense to vscode
22:08
Visual Studio Code is a code editor redefined and optimized for building and debugging modern web and cloud applications.  Visual Studio Code is free and available on your favorite platform - Linux, macOS, and Windows.
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@Stopia ya that would be cool
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all that is needed are thoughts, opinions, discussions and tests.
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I'm actually working on a vulcane tileset for 0.8 so lava fluid mechanics would be greate for that
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yes it worked
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(hence it pains to see that the water issue discussion has halted)
22:10
maybe it will revive once oy gets the time to look through the issues & hopefully comments
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oy seems to be active on weekends
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that is true
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yeah I hope Oy marks it as feature and supports the idea
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tommorows my pizza day
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i hope oy just implement it straight up
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you can simply use kill tiles for lava
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well yes
22:12
but that is BORING (edited)
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water on the other hand 😛
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a lava liquid in which the enemy tee groans and suffers
22:12
over the course of a second
22:12
is much more satisfying to the bloodthirsty tee
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i wonder if you could make a port of teeworlds to switch
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the groans and moans of a tee going up in flames... mmm
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to be fair, i'm not too keen on the physics part, but adding visuals could be pretty nice
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rather than a simple pop
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@Stiopa sounds like pure satisfaction (edited)
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I am not sure how physics would work but I totally support special tiles, pick ups and animations
22:13
sateesfaction
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what if the tee on fire could hit other tees and make the other tees go on fire
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the groans and moans of a tee going up in flames... mmm
@Stiopa that would probably get us age restricted on steam not really
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I've put most of my thoughts about the liquids in the "TL:DR" post
22:14
which coincidentally seems to be the last one on the issue atm
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tbh i didn't read your comment
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hence I mentioned "TL:DR" part :D
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i will now, since i'm eating
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it is too long to read properly
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@Stiopa don't worry that one won't be the last comment on the issue
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and so I hope
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i made particles satisfying on my tw edit
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I'll make sure of it if necessary
🍪 1
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i should make the explosion satisfying
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@Stiopa btw. really like ur comment on the issue 👍
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Thanks. It's the result of an hour (if not more) of pure teeworlds ponder
✨ 1
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I remember there was a client with gore
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I just wish we had more code wizards around who could make water a thing by tomorrow 😅
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"tomorrow" might be asking too much even with some code wizards
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it doesn't need full blown liquid simulation, just simple water that makes you slowly sink or float and a little splash particle effect
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jeez i need to tune down the explosion
22:21
the smoke flys everywhere
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I'm exaggerating .. ^^
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Well it depends on what will water really be
22:23
A stationary tile or (entity? Idk) object that flows
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if it's just a tile than it shouldn't be that hard to realize tho
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it can just be tiles, if someone wants to make a floating square of water then let him
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but if it's a fluid simulation that will be a coding challange for sure
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that doesn't fit teeworlds imo
22:24
also it would be weird with differently shaped mapres
22:24
with a tile you can always overlap it behind tiles or something
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It's just that the code wizards should know what to do unless they take most of design freedoms
22:26
(Or so I feel, in a modding team I work in we have a split between scripters & designers, the product of design is usually described in depth )
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personally I'm not a fan of tiled water seems to static and complex to get right animation wise .. not like if it's a simulation that just goes by the math behind it (edited)
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it wouldn't be hard to animate, it will always be flat
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Well starting with coding a tiled water might end up having to be recoded if it ends up a real liquid in the end
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it would actually be nice to have the freedom to design it however you want in the editor, but that might be for more advanced mappers
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For water tiles I suggest having the tiles split off from "Game" so that u can put weapons underwater or water inside of collisio n for animation
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if it's a hard-coded fluid then we at least need the ability to give it a custom color
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That's been mentioned in the issue I think
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well I think all that should be editable for watter is the color of watar and the stroke and the transparancy both sould be easy to implement
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I know I suggested being able to define 4 different liquids with custom parameters in map editor
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the surface could just always be x% brighter than the fill
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New Mechanic, New Maps, New Way of storing Tuning? I think that for the purpose of implementing water, new maps ought to be created for the purpose of showcasing the mechanics. I'd be rather careful about modifying the existing ones. Perhaps a few maps with little ponds and a single map where water is more widespread? Furthermore, I think that this would be a great opportunity to pave a way to mapside tuning system. Having each map be allowed to have 4 types of liquids, each with its own tuning options. The mapside tuning options could also include gravity tunes and similar.
22:31
Decided to copy it over here, relevant enough imo
22:31
My perspective
22:32
Liquids could have a list of textures to pick from
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I think that for the purpose of implementing water, new maps ought to be created for the purpose of showcasing the mechanics. the whole point of adding water is imo to be able to make exciting new environments and maps
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With definable colors
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btw. @Stiopa I never planed to give old maps water ponds or lakes all that would be for new maps to be explored
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Well I made that comment as changing old maps would create backlash and I wanted to ensure in my comment that I am against that
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@Ravie just imagine water on swamp theme like we have it in the mockup
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that's what I have in my mind the whole time, but there are sooo many other things you can do with it
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okay it is really hard to express what I've been doing in IRC. i feel stupid
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@Ravie yea of course
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waterfalls would be dope as well, but let's not get too greedy
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The different tuning options liquids would have could also make fun custom maps
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haha indeed
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i don't think waterfall would have any affect on gameplay
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Imagine a map where a liquid has negative deceleration
22:35
Thus it would grant momentum
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and if we have water already, waterfall can just be some animation with a pit of water wouldn't it
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@TsFreddie if it was a fluid simulation it should
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A booster executed through a liquid
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i don't think we should do fluid sim
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yeah @TsFreddie is kinda right but it would still be nice to have a splash every time you pass through a waterfall
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that's too much to handle syncing fluid states between server and clients
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water falls down so by entering the waterfall stream tee should get pushed down with it
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I am not convinced by flowing water yet (mostly cause it sounds like a pain to code without bugs)
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have a splash every time you pass through a waterfall
that's pretty trivial if we can get water in, I +1
22:37
imagine it like in this video
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that's exactly what i don't want it to be lol
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Reminds me of Worms Revol
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it's enough to have a lake with a flat surface
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Revolution
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it is pretty hard to do fluid sim right with server and client. but if it is visual only then it is not worth it to do full on sim as well.
22:38
consider we can barely do prediction right with current codes
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Water tiles for 0.8, Water sim for 0.9? :p
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could be a way to handle it ya
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besides i don't want to play with ppl who just found out how to spill the water to the entire map to make it slippery or something. (edited)
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Water tiles should come first
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with water simulation you would need a source and exit for the water and that adds a whole lot of new mapping headache
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@TsFreddie for that we first need slippery tiles too ^^ (edited)
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maybe algodoo type water simulation
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oh right
22:41
why don't we have slippery tiles
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1) Easier to code 2) Less Buggy 3) Can be tested in gameplay before it is actually approved
22:41
teeworlds water should be like this
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Slippery t i les?
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there are literately winter themed maps
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I like the idea of slippery (ice) tiles as well
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could use one or two ice platform
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Don't make ctf2 slippery! Neva!
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for example in winter maps you would slide on exposed ice but not on snow
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(ofc not the entire map, that's stupid
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No part! Or else ctf2_old!
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well 0.8 will ssplit winter and ice in two seperate themes anyway so we might well just do it
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redesign old winter maps to not have exposed ice, ez
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thonk sure we can make new map
22:43
i doubt we would touch old map just to be different anyway
22:43
is today the most active this discord ever been?
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I would want to have the liquid a bit smoother tho
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i don't like that
22:44
i can support splashes
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too much detail in the splashing
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it would be too complex to have water be able to exit the pond and get into random areas, also some maps would need draining systems just to avoid this and it's a mess
22:46
client-side visual effect is pretty good
22:46
which is all you need to "feel" refreshing tbh
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well I would kinda like the idea of water being able to flow with gravity and accumulate if u have an entety that keeps spawning water u would need a draining system the general idea I like tho
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you can just make the surface wobble when you enter/leave water and a particle effect similar to respawn + a splashy sound
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im gonna go now bye
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now we have the water splash gang and fluid sim gang
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in terms of splashing particle effects I find this sim kinda nails it
22:48
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...
22:48
simple and looks good (edited)
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also i would imagine it is pretty hard to make water splashes match the artstyle
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as said I find that sim I linke would work well matching the art style
22:49
unlike the other postet earlier
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because for now, all art style are only determined by tiles. if you code dynamic water in, it'd be hard to customize the look
22:49
like fully
22:50
but we could at least have one that matches vanilla tilesets
22:50
with thicker water line and cartoonish particles
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that's almost perfect
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i actually don't like how the water bond together when they are in the air
22:51
make it looks like they were stuck in between two glass panes
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yeah that's the only thing I don't like, how it merges back together
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i think particles should have distinct outlines to have more depth (edited)
22:53
we can simulate the water line like that
22:53
and use traditional particles for the actual splashes
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^ I agree with this man
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but again, matching styles might be hard.
22:54
or just draw the splashes better i guess
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not at all, just pick a nice color and put a line on the water surface
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well i mean if we have software based water and image based splashes
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and then all you need is a nice, well designed particle image
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maybe
22:55
but the render might not like that
22:55
since images are scaled and can be interpolated
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it works just fine with the particle effects already in the game
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the water might look more crisp than the particles
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it all happens too quickly to really notice
22:56
but some anti-aliasing on the water would be welcome
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probably
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well it would be cool to have ripple effects on the water surface if a body enters depending on velocity with which it enters
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maybe finally someone would actually dial up the anti-aliasing for once
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fluid sim ftw
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@Zatline that and satisfying sinking physics
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yes !!
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and splash effects ftw too
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the AA option was always there, never could tell any difference
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both ftw
22:57
both at once
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then we're left with the question: do tees sink or float?
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they sink with a tendency of floating up
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thats the job forserver config
22:58
server configuration can say if tees can sink or float
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they can't sink and float at the sametime tho....
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logically they should float like the little balls they are, but gameplay wise it would be better to sink
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so say they enter the water with high veelocity they will sink first untill the water cancelled out all the velocity then they start to float up
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i made a tee in algodoo
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i'd imagine them float
22:58
wait
22:58
hold on
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i think i should put a video now
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hear me out
22:59
tees have really slow acceleration in the air right?
22:59
what if we swap it in the water, make them go faster in the air and slower on the ground
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too advanced?
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by in the air of course i mean "swimming"
23:00
so they sink to the bottom, but you can jump to gain speed and slowly sinks
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@Ravie
  • tees will tend to float up
  • tees can hold breath for a certain amount of time (HUD would indicate that with 10 bubbles)
  • when breath is out tees will lose health and drown
  • as breath goes out tees also lose the tendency of floating upwards !
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that might be a bit complicated, I like the idea of breath tho
23:01
might cut it down to just 5 bubbles above your tee
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imagine underwater maze
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doesn't really matter ho many bubbles there are
23:01
what matters more is how much time each bubble takes (edited)
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i think we still should have a pretty simple one. server mods can do all kinds of stuff if we have water already
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imagine if there was fluid simulation like this
23:02
let me record
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1 second per bubble, you can swim for 5 seconds and then lose 1hp/s (edited)
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so practically how vanilla do it doesn't matter that much
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I imagined like 2 secs each bubble and 10 of them would give u 20 secs
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i'd like a simple one that just enhance the experience a little bit without changing the whole meta
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teeworlds is such a fast paced game, anything more and you will almost never be in water long enough to start losing hp
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imagine if water could leak
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haha that be awesome
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it looks kinda advanced tho
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I imagine in a gameplay scenario you would fall into the water by accident and then try to get back out as quickly as possible because in water you move slowly and become an easy target
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that might look weird in a tile based game
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@Ravie "become an easy target" well the porpuse of water would be to protect u from missles and guns so not really as all projectiles entering the water are rendered useless (edited)
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that's a bit op
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no becouse u get slow and if u don't watch ur breath u die
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imo bullets and everything should just work in water, but also be slowed down
23:06
maybe grenades take only half hp of what they normally would
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big NO on that ^^
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and if grenades don't explode, what will you do with their animation?
23:07
bullets of course simply work underwater, in the real world as well
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no they actually don't
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since grenades are like physics they should sink and when they hit they still explode
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you may not be able to fire underwater, but bullets entering water still go at a deadly speed
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All that Teeworlds had seen over the years in terms of water visualization was either static tileable water or quads going in circles or from left to right. For today&#39;s day n age not very s...
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bullets underwater do no harm at all the moment they leave the barrel they slow down dramaticly
23:09
like they do a little if u right in front of the barrel but on medium range they will have lost all their momentum
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grenades should do this but in stead of staying in the jar it should explode
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this is all too complicated imo, weapons should simply work but do half damage
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nahh Ravie
23:10
either do phisics right or don't do em at all
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imagine a full game in water
23:11
a pool party map
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I think it's much more in the spirit of teeworlds to have a predictable behavior for those things
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predictable behaviour for guns in water should be "they are useless" ^^ (edited)
23:12
as water protects u
23:12
and that void of guns could be filled with a gun that works underwater
23:13
a harpoon, spear gun
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naah no water weapon
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i went too far
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you can make the gun just refuse to work underwater, like it's out of ammo
23:14
same for all other weapons except hammer actually
23:15
so underwater = only hook and nerfed hammer
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and underwater spawns the speargun if u take the dive and maybe u find diving gear 🙂
23:15
or maybe no hook even or reduced in range
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slowed hook but with the same lifetime
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could work ya
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u broke the sim gg ! 😄 (edited)
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i can break it even more
23:22
ez as this
😂 2
23:24
i imported a skin into algodoo
23:25
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lol that's actually cool how it applies collision on the pixels
23:30
im working on more tees
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imagine tw would handle collision like that xD
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lol yeah
23:30
teeworlds just has a full on physics engine
23:33
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played some fng
23:33
now i wonder why i haven't go to bed yet
23:35
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i love that shirt
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hot shirt damn
23:36
tw needs some merch 😄
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i'm actually selling unofficial merch in china. don't ban plz (edited)
23:37
this is one of the design i've made
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don't ban plz
@TsFreddie 😂
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this tw client hits different
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i mean i still made the art myself
23:37
it is probably not illegal
23:37
EeveeShy
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no it's not
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not in china
23:37
xD
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well yes even if I ripped some arts
23:38
but i did made these
23:38
doggo_lol
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it's cool
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but at the current stage considering the games popularity merchendise should not be a priority now
23:39
a popular youtuber should play
23:40
this game
23:40
i made all 16 of them (edited)
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the only downside is
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(then 0.7 came and ruined the default 16)
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they're still the og's
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imagine saddo with sad eyes
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yes but then I would want this popular YouTuber playing the game not in it's current form but later at 0.8 when there is new content
23:41
we need markiplier to play it
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or pewdiepie I bet he'd even like the game lol
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if dantdm played it it would not be good because his fanbase is young
23:42
yeah
23:42
after he saved minecraft
23:42
after all
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i like organic player base more (edited)
23:43
a huge flux like that would just overload the community and the servers and everyone will soon realize it is not stable and leave
23:43
thonk happened once in china (edited)
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well ya we should probably focus on attracting player organically cuz then we know we are on the right track
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it's probably just the lack of exposure/advertising, you kinda need to find this obscure game and then not ragequit it for long enough to learn to play it (edited)
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how would we advertise
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thonk that why the ppl who stayed are proper organic
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@Ravie very true
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spam all streamers with emails, maybe one or two plays it for a few minutes in front of 10k people :D
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if we just did adverts like on pages it would be blocked by adblockers and noone clicks advertisements anyway
23:45
yeah
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i think it is too late for me to type english
23:46
i need to go to bed now
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saddo is sad
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@Ravie but that is what I mean we should do a campaign on 0.8 then not on 0.7
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aw. why do you want him sad
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his name is saddo
23:46
so he is sad
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yeah of course, currently tw has probably less content than ever
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sad is his default mood
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yea 0.5 had more content than 0.7 ever had (edited)
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maybe the team ran out of ideas
23:47
hmmmmm
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since there aren't many cool skins and such for 0.7, all mappers are on 0.6 and vanilla is in a sad state
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who played 0.1 ~ 0.4
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BATTLE ROYALE MODE?
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i don't even know what tw is like before 0.5
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nah it's just all the mods are gone or died don't know
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mods dont have ideas
23:48
so should there be a battle royale mode?
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probably both, nobody bothers porting unpopular mods
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i would like to get back to modding
23:48
once i'm done pushing vanilla to include proper chinese / japanese / korean supports
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well mods can't really do much with what is possible u can't even add mod specific graphics with not making the mod standalone (edited)
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maybe if teeworlds had a battle royale mode maybe it would be super popular
23:48
idk
23:49
i like ctf tho
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it's just the same handful of people all playing ctf5 and sometimes there's 3-5 noobies who rq after one round
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ctf is a great mode imo but it needs some refrashment .. new maps, improved HUD, maybe animated flags even
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imagine teeworlds having voice chat
23:50
theres like one trash talker trash talking everyone
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I don't think animated flags or hud would really bring people to ctf, but new maps with new features and gfx maybe
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theres the guy with the bad mic screaming
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well my sad saddo looks like addict
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and the guys with the normal mics
23:51
trying to play the game
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or people will just take the new gfx and butcher it in their amateurish ddrace maps
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well a new feel would certainly help and u can change up the feeling with small details like refined HUD and flags too just saying
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teeworlds with improved animation seems nicec
23:52
maybe tees doing animated emotes
23:52
like a dance or something
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teeworlds with mic
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yeah but imo frame-by-frame animated flag looks odd in this game
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imagine a tee doing a default dance
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wouldn't that just be all german
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teeworlds is very smooth and frame by frame animation just looks kinda clunky
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30 fps frame by frame
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well just bond the rate of images to the travel velocity of the tee
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30 fps is too low for teeworlds
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and with the new 100000hz monitors even 60fps animation wouldn't be enough
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vector animation would be idea
23:53
ideal
23:53
ok i really need to sleep
23:53
good night
23:54
500?
23:54
100000000000000000000?
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100?
@galli then it won't be frame synced with 60hz monitor
23:54
so just don't do sprite animation in general
23:54
lol
23:54
good night *2
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imagine a tee doing a default dance
23:55
i have flash
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I also strongly think tw should explore outside of the regular vanilla concept
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im animating a tee in flash cs6
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like making Nodes an official game type if anyone remembers that
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its gonna look so bad
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