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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2020-10-12 00:00:00Z and 2020-10-13 00:00:00Z
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Reminds me of the "ridiculous mechanic simulator" kind of games with wonky physics
07:19
What are you aiming for? @TsFreddie
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thonk a dyncam that doesn't make me want to puke
07:22
Less nauseating but at the cost of scroll speed
07:24
thonk it is probably better than this ^ given how i use my mouse (edited)
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Yeah I have high sens too
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On each edited i had some issues to fix (listed below) and removed the unused envelopes, because why not. I think its important that the teeworlds standard maps have all issues fixed, since they are probably often used as templates for maps (or appended to other maps). fixed irregularities: ctf3: corrected game layer name, all 4 envelopes were unused, had invalid utf8 in name ctf4: corrected game layer name ctf6: corrected game layer name dm6: corrected game layer name, all 4 envelope...
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Hardcore Mapper
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programmer :>
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Do you play with dyncam?
08:26
Need some thoughts on the two videos above (edited)
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only in fng
08:28
but there its all about abusing the range of dyncam, so the camera would need to move significantly quicker
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I guess.
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but i think i spin my mouse around all the time like you do ^^
08:29
*dont spin
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@TsFreddie same and very nice πŸ‘
08:30
Talking about ur dyncam behaviour
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I think it could still be better. I'll try some other solutions before I submit a PR for comments.
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I'm surprised how much of the file size was dedicated to envelopes. removed 107 envelopes. note: whenever a map gets appended to another map, all envelopes will be copied, this is probably also how this map gathered so many. All my changes were done with a script from my map parsing library (link).
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@Patiga thanks for removing all those useless envelopes πŸ˜„
10:53
might be a good start. but it is still pretty jarring.
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It would have been a pain in the ass to remove them one by one using the editor
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oops, forgot to turn off the music (edited)
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Looks interesting @TsFreddie
10:55
Did you ease up the toggle between static and dynamic too?
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as a side effect yes
10:56
there're no toggling in the video just to be clear
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Yeah I know, can you show a video of that too if u don’t mind
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Not bad, I remember there was an issue about easing up the toggle between the cams
11:02
This could be a good solution
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i saw that too. but my solution probably won't work with normal dyncam. this "smooth dyncam" should be a seperate option imo.
11:04
but I guess you can always use this if you want smooth toggles.
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Dyncam spectrum
11:05
Horizontal scroll bar
11:05
Smoothness
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thonk more like scroll speed
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I tried to do smooth dyncam transitions and failed
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tbh i just want a solution that allows me to use the dyncam. i don't care much about the toggling transition.
11:14
I need a better way to calculate how much movement there is for the cursor (entropy?)
11:14
currently it is somewhat framerate dependent (edited)
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Here's my solution: remove dyncam from the game!
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thonk then old clients op
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if you'd do that you'd restrict it server wise too
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but you can't with a back compat solution i think?
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yes, you can't
11:35
still can't play fng with smoothed dyncam. I think i'm just bad.
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Imagine playing fng! #openfngGang
12:48
@TsFreddie have u tried doing the saem thing except just keeping ur mouse closer to ur tee (in the deadzone)
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i don't think you can do that (
12:49
it'll be more dramatic of a scroll i think
12:50
is the deadzone not a thing for u with smooth movement? (edited)
12:51
i feel like it should start this smooth movement once the mouse has gone further than the deadzone
12:51
because otherwise itl mess up the gameplay of dyn players
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idk, with dyncam you get camera offset even with in the deadzone tho
13:05
u dont
13:05
@TsFreddie if u keep ur mouse within the deadzone it feels like dyn is turned off
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thonk but u do tho
13:09
i didn't touch deadzone at all
13:11
also i'm not replacing the old dyncam
13:15
13:16
see, i didn't change anything other than smoothing the camera
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what is ur dyncam deadzone set to
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default, didn't change anything
14:24
ahh i see
14:24
ye
14:24
thats good then
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thonk huh?
14:26
>
shouldnt this be MAX_SKIN_LENGTH * UTF8_BYTE_LENGTH?
@fokkonaut oy made the change himself, you should ask him
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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ye, he prolly forgot this one
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What is UTF8_BYTE_LENGTH?
14:46
xd
14:47
its his latest commit, so that MAX_NAME_LENGTH really is 16 for example, not the memory size
14:47
but the character amount
14:47
to support utf8 correctly if i understand correct
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Ah I guess something more akin to UTF8_MAX_BYTES_PER_CHARACTER
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check these commits then you should get why i think he missed that one * UTF8_BYTE_LENGTH
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Yep, I see the idea
14:51
You are probably right
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The ServerInfo packet size can be greater than the the max allowed packet size. Basically, a ServerInfo packet is composed by : - header (18) - packet flags (1) - client token (4) - server token (4...
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I have no idea how to work with network stuff
14:58
😩
14:58
@heinrich5991 that comment made my day
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I fixed that bug 2 times in an unsatisfactory way, so it's up to somebody else to try
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tee_thinking what did you do
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First attempt was a complete rehaul, then I remembered we can't have compatibility breaks
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There is an off by one error here, I'm sending 32 clients the client thinks it receives 33. I'm having trouble debugging it and it's getting on my nerves so I'm leaving this here.
15:02
I scrapped it because I was having trouble getting the backwards compatibility code in there without making it look like a donkeys ass
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😩 sounds out of my league
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Nah, it should be fairly simple compared to your textrender rework
15:03
And it's based off of existing work, you just need to port over @heinrich5991's extended serverinfo protocol and tack on some backwards compatibility
15:05
Oh and I think(tm) you can scrap the token since 0.7 connless packets are already token'd
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I should take a look at how the network stuff works before touching any of that
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The lower level networking stuff is really hard to understand as it's sooort of peer2peer where peers are equal
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that's a lot of o's
16:17
5f3625e remove unused envelopes, no invalid utf8 in env... - Patiga 87a8856 Merge pull request #22 from Patiga/pr-fix-dm3-e... - Sonix-
16:19
9987d87 remove unused envelopes - Patiga f297ef1 Merge pull request #24 from Patiga/dm8-remove-u... - Sonix-
16:20
62732ce add edited maps - Patiga dcf60d4 Merge pull request #23 from Patiga/pr-minor-map... - Sonix-
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why can i type anything into the host address and be able to connect to localhost server
16:22
is it suppose to do that?
16:22
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should happen the same with any other server u connected to last
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i see
16:24
but it does hang the client for a few seconds if the hostname does not exists
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dunno if that should be the correct behaviour tho
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I use ./teeworlds "connect ." a bunch πŸ˜›
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^ so do I
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i see
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'connect .' is blessed. (edited)
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but it shouldn't hang tho
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maybe it checks if its valid
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πŸ‘ 1
ban8Shyzer 1
❀️ 1
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ayy. feels pretty nice
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feels a little weird to play tho, might be just me not being used to dyncam in general
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@TsFreddie it tries to do dns lookup and if it fails, it connects to localhost instead
16:46
it's intended in the code, but whether it's good behavior… probably not
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thonk it is possible to do dns lookup in a non-blocking way
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yep
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dyn cam looks nice @TsFreddie
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Thanks. I'll try to make a prototype with three different smooth behaviors tomorrow for ppl to try.
πŸ‘ 2
Exported 140 message(s)