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Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2020-09-23 00:00:00Z and 2020-09-24 00:00:00Z
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Considering the pos of projectiles is calculated based on ticks passed and the initial pos, slowing them down in water might be tricky
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Idea: allow tees to pour salt into water to make it push out more
13:16
allow tees to pour cyanide in the water to kill tees that enter it
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among us
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next simulate air flow and wind!
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HAIR physics!
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hell yes
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Wind wind... cosmetic or gameplay affecting?
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well without gameplay this would be boring?
14:14
maybe not worth the effort
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thing is, how would that work?
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gliding capes
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I don't know xD
14:15
new movement mechanic next to hook, capes :0
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gliding cape sounds hella cool
14:16
but the wind would probably be decided with rng
14:16
and thus would implement a bit of randomness into CTF for example
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wind might be either random or decided by the mapper
14:16
like water
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still, doesn't seem all that useful
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well, I'm far from confident about this, tho
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the only maps large enough to make gliding fun and useful are for CTF and those are usually too symmetry focused (edited)
14:18
gliding in ctf5 under the map or above it :D (edited)
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I would not expect new gameplay mechanics to be used on old maps. those would require new maps.
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A hairy tee, I'll get right on that in blender
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just giving examples
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I wanted to try the new hair sim in blender 2.9 anyway
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wet tee when it comes out of water (edited)
14:31
with dripping water :D
14:33
hairy tee
14:34
kiwi worlds
💯 1
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results, when @Learath2 ?
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I'm a rather shitty modeller, so maybe a week?
👍 1
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High hopes.
14:47
does anyone know where that restriction comes from on ddrace servers where you can only kickvote team mates?
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@jxsl13 it's been there for a long time, but the idea was that if you are in a team, you shouldn't care about kicking people outside your team (since they don't influence you at all)
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is this togglable?
14:49
that restriction?
14:49
I have seen people funvote other people on team 0 and then join another team to avoid being voted.
14:50
I have seen people insult other people in chat while being in a different team.
14:50
so no votes for them.
Deleted User joined the server. 2020-09-23 15:07:26Z
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Is there a client or a possible way, to see all players in zoome dout map while bien in spectator?
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*zoomed out
17:04
*while being
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!The Basic Guy 2020-09-23 17:05:06Z
Zoom out
17:05
And then switch to spec
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the good old out of background quad
17:17
theres a map related way to reproduce this?
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try making the background quad giant
17:18
and this might not be an issue anymore, my guess
17:19
oh
17:19
my bad
17:19
thought that was zoomed out
17:19
well
17:19
then that most likely isnt 😄
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making swimming mechanics is much harder than I anticipated 😅
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@jxsl13 its normal map
17:45
usually works fine with 0.6 and 0.7
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what happened
17:46
is it a bug
17:46
well i mean it obviously is. how tho
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its a cmd on f2 🤨
17:49
no bug
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I have seen people insult other people in chat while being in a different team.
@jxsl13 well if it is chat related they should call mods when it is necessary, joining other teams probably won't affect their gameplay
17:50
there is a mute feature after all
17:50
its a cmd on f2 🤨
@noby oh.
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still weird
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which cmd
17:51
so you did it
17:52
how
17:52
just test cmd
17:52
join srv with vanilla client il show u
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I prefer kickvoting toxic players.
17:52
does not change the other problem, tho
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dropped
17:56
f
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dropped
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idk why it doesnt work for u
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i'm using refactored. do i try master or 0.7.5
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whatd u change?
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the entire textrender thing as usual
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i guess default version
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try water ;)
17:58
(actually, don't do it, it's incompatible)
17:58
trippy
17:58
wait so
17:58
whatever u did with text render
17:58
actually fixes this
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maybe it is just a 32bit thing
17:58
i only have a 32bit build of vanilla
17:59
what did you do exactly tho
estreya joined the server. 2020-09-23 18:05:41Z
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anyone here able to host a server for me? <3
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more info
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I'd like a server hosted with latest binary from the water build, with a few maps and an admin pass, so that I could try to get some people to test & give feedback
18:46
unfortunately, I can't quite host it myself
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why binary
18:46
also like where do you want the server, that's important too
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well... I just used "binary" since I think that's what the .exe files are called, right?
18:48
also doesn't have to be 24/7
18:48
preferably in Europe, somewhere germany-poland ^^
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usually ppl clone the source and build them on server so it is guaranteed to run.
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fair enough ^^
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and usually servers aren't windows so no exe i guess
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ah... right
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i have a uk server
18:50
haven't tried running any teeworlds
18:50
i can try tho
18:50
you might want to change the nethash before running it on server so vanilla don't see it
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yeah that would be helpful
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or just don't register with master i guess
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wouldn't not registering with master disallow other people to join, even with the same build?
18:51
they can still join with ip
18:52
let me grab my server from the dead, haven't used it for a while
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I see, I see
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do i just grab your branch
18:55
or do you want to manage the server yourself
18:59
thonk
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lemme update it first
19:01
yeah should be ok now @TsFreddie
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did you push it
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did not do any new commits since the last push like 30 mins ago
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so what are you updating
19:02
i've built it already. do you have a config you'd like to use
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sv_gametype mod sv_register 0 should be enough
19:03
I assume the server will generate auto password, right?
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well if you want a fixed one and no copy it each restart
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also I'd like those two maps for testing
19:03
2.31 KB
19:03
sure, I can pm you the password then
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194.124.32.240 (edited)
19:07
whatever the default port is
19:08
i forgot lol
19:09
works!
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thonk cool
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say, have you checked the build out yet?
19:09
you've got the perfect opportunity now 😄
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i don't have it on my machine
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I've been curious if prediction on other players work and if there are issues with >1 person
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do you have a build for windows
19:10
doggo_lol
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well, I work off a cmake build for windows10
19:10
from vs
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i mean
19:11
can i have a build directly
19:11
😄
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I can send a download down your way gimme a sec
19:14
@TsFreddie this should work
19:52
@TsFreddie jump issue fixed
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next up, something the air bubble rendering
19:57
I fixed it? I guess?
19:58
if (m_BreathTick < 5) //magic floating tee number that won't make it flick { return -1; } (edited)
19:58
this works, I suppose
19:58
it's not perfect. but it isn't as bad
20:01
among other issues was the air accel on water not being affected by water's friction? @TsFreddie (edited)
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you should make a new accel tuning for on top of water
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make a tune for being able to walk on water 😂
20:07
sorry, had to say that, continue
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basically yea
20:08
but before that you should code the top layer of the water separately so you can make sure you can tell if the tee is floating instead of doing > > if (m_BreathTick < 5) //magic floating tee number that won't make it flick > { > return -1; > } >
20:09
that's what i think at least
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well, the float up tune would still push them out of that one, wouldn't it?
20:09
or do you mean a special one DIRECTLY on top of water?
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maybe
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that doesn't have any other property?
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special friction and accel for that and be different from accel in the water i guess.
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difference between swim and dive is what i've thought of
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depends. how would that go if we went with a water simulation? (not-tile-based-water)
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i dont think sim will happen anyway
20:11
we don't even have a dedicated physics engine yet
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me neither but I like to fool myself it could 😂
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actually
20:12
forget what ive said
20:12
might have problem for floating water tiles
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I could make a IsFloating() function that checks if you are standing on top of some water pixels and have some of your body parts in air
20:13
sounds like a challenge to code but could be done?
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yea that
20:13
i like that
20:14
but still. floating water might be different. like about the side of water.
20:14
well probably shouldnt think too much about it right now
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TestBox function could maybe work... idk
20:15
rn, perfecting physics should probably be focus
20:15
or perfecting the tuning/documentation for them
20:16
like, for example, introduce a tune for maximum vel without being affected by friction @TsFreddie
20:18
the friction is being done like every tick so it is pretty harsh even at 0.9, 0.95
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it should be done every tick tho
20:20
it is physics after all
20:20
but even at pretty low numbers it is quite harsh
20:21
so a maximum vel without being affected by it might help?
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thats why you need higher accel to counter it
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well, it IS supposed to be a trap...
20:22
but for the sake of tuning I might as well add it as a tune value with 0 default?
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emm.
20:26
how to you move with 0 accel
20:26
i'm not saying add it on top of air accel
20:26
replace it
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what value do you think it would have?
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higher than air accel lower than ground accel i think
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@Zatline yo have u tested the water yet? (edited)
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ya did test it yesterday togheter with @Ravie
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ooh, fancy
21:00
opinions?
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@Stiopa it would be great if the pressure increased the deeper you go
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also I feel the pressure at the surface feels a bit too strong
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I could try to make a function that would calculate the depth of the user in water and use it to scale... but it would not be simple
21:03
considering it would be hard to calculate the pressure in a water cave where you don't have air above, only ground
21:03
alternatively, more tiles could be added to simulate the "Depth"
21:03
but changes would probably be abrupt and noticable
21:04
btw. I added an alternative Diving gear swimming mechanic today, one that is steered with your cursor and space, instead of left-right and space
21:05
(on by default, but can be disabled by tune liq_div_gear_curs_swim)
21:07
and now that it is hosted by @TsFreddie at 194.124.32.240:8303 it is much easier to test 😄
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