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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2020-10-13 00:00:00Z and 2020-10-14 00:00:00Z
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The already committed maps are in here again because i fixed some small differences (which have no effect whatsoever on the map itself), so that if you resave one of the maps in the teeworlds editor the binary diff is identical, except for:
  • the compression part of the datafile, since different libraries do it slightly different so the compressed size changes
  • if the size of a external mapres changed (like on ctf2 i think), the size will update on resaving. note that those values are neve...
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This is my attempt of making a dynamic camera option for people with motion sickness or high mouse sensitivity. The camera provides two new settings:
  • smoothness (cl_camera_smoothness): determines the speed of the camera
    • 0 being instant with no smoothness
    • 100 being the most smooth but slower camera movement.
  • stabilizing factor (cl_camera_stabilizing): determines how fast your cursor need to move before the stabilization kicks in
    • 0 being no stabilization, camera w...
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I realized smoothed dyncam may destroy your aim since your line of shot may not always pass the center of the screen now.tee_thinking (edited)
13:56
But I guess it can be fine if you use your character as the reference anyway.
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Smooth dyncam looks very nice. But doesn't it makes dyncam partly useless? I mean not even you cannot now peek into opposite direction while moving but also when you change direction of movement the whole next second you will see even less screen in the direction where you're moving now. I know that could be toggled or adjusted. But I think players who use dyncam will not use smoothing at all. At least I cannot imagine myself fighting in CTF with that. It looks cinematic and nice for demos though. (edited)
16:52
@TsFreddie
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what may cause a sprite to appear as game.png? :/
19:34
you edited content.py?
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I just played a round of DDNet and found a real nice tileset that would also fit very well for Vanilla: !screenshot_2020-10-13_21-44-09 !screenshot_2020-10-13_21-48-06 What do you think about this tileset? The author Pipou seemed willing to release it under a free license and work with...
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content.py was edited yeah
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@heinrich5991 what's the point of shipping a tileset if it has to be embedded in maps?
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I try to use a sprite from different image than game.png that works as a oncharacter texture
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@Dune can be released in a new version
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@Stiopa sounds like a typo in content.py to me
19:51
@heinrich5991 you mean in a compatibility-breaking version?
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new version 0.8
19:51
yes
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but it would work in a player texture but not as a pickup?
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what? I don't know what you mean (edited)
19:52
you try to import an image and it turns out to be game.png?
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I try to input the sprite x as pickup sprite. the sprite is already used in tee rendering and works well
19:53
but when I try to use it as pickup texture it is game.png
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Maybe you didn't set the texture before rendering?
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what does that entail?
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@Stiopa e.g. when rendering the hud* Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); (edited)
20:00
After that CRenderTools::SelectSprite selects the correct piece of the texture
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hmm, it is loaded as a raw texture
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Is this a sprite you are rendering? Like a real teeworlds sprite that is part of a sprite set?
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it's a new sprite that is loaded from a raw .png in skins
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Did you add a new sprite set for it?
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container.spritesets.Add(set_tee_diving_gear)
20:05
yep
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Did you add the image for it?
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it's using image_null
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That doesn't sound right at all
20:08
Anyway, whatever name you add the image with, you set the texture to IMAGE_<nameincapital>
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I mostly tried to copy how the christmas cap has been done
20:09
works on the tee char... somehow... otherwise, not really
20:10
thanks for the help, I will try something
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damn, egypt is really trending lately 🙂 @Zatline @Ravie
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The xmas hat isn't a sprite though @Stiopa
20:12
It's just an image thats loaded and rendered
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ah, so that's probably what my current texture is xD
20:12
the code seems to be using some SPRITE_, though?
20:13
switch(pInfo->m_HatSpriteIndex) { case 0: SelectSprite(SPRITE_TEE_HATS_TOP1, Flag, 0, 0); break; case 1: SelectSprite(SPRITE_TEE_HATS_TOP2, Flag, 0, 0); break; case 2: SelectSprite(SPRITE_TEE_HATS_SIDE1, Flag, 0, 0); break; case 3: SelectSprite(SPRITE_TEE_HATS_SIDE2, Flag, 0, 0); }
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Oh it is a sprite, but it's not an image added to content.py?
20:14
So odd, anyway, you need to set the texture to whatever texture you loaded your image into
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container.sprites.Add(Sprite("tee_hats_top1", set_tee_hats, 0,0,1,1)) container.sprites.Add(Sprite("tee_hats_top2", set_tee_hats, 0,1,1,1)) container.sprites.Add(Sprite("tee_hats_side1", set_tee_hats, 0,2,1,1)) container.sprites.Add(Sprite("tee_hats_side2", set_tee_hats, 0,3,1,1))
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like m_XmasHatTexture for the xmas hat
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set_tee_hats = SpriteSet("tee_hats", image_null, 1, 4)
20:15
well, yeah, I managed to get it into a texture I think considering it works on the char ^^
20:15
I was just trying to use the SPRITE_ thinking it would return the actual sprite...
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Yeah I didn't think image_null was used for anything except dynamically loaded textures, like skins
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well, thanks for the help. I have an idea on how to proceed and I will try to execute it now 😄
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SelectSprite only selects the correct offset in the image, you need to set the image yourself 😛
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oh my goodness, I just found out what has been causing me the graphics problems for the past weeks...!
20:41
I'm just dumbfounded... flattered as to how much frustration this simple thing lead me through (edited)
😅 1
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needless to say, I finally managed to get the pickup sprite working
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may I check it out
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just added it, need to tweak the size etc. 😄
20:44
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alright I wait
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and as an extension, I can finally set a proper sprite for my experimental harpoon
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sweeeet 🙂
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now, only to tweak the size
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ya that sprite appears a bit too small I guess :p (edited)
20:47
1:1 would probably make most sense but I fear it could look oddly big compared to other pickups
20:47
maybe a bit too large xD
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is that 1:1 ?
20:47
I just took the visualsize of the laser to see how much it would be
20:47
I will try to get it 1:1
20:49
not quite 1:1 yet
20:50
20:50
how does this feel? ^^
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looks nice imo
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gonna commit that then and update the download link
👍 1
20:53
should be updated. @Zatline also the tsfreddie's server is now visible on srv list under the name "water test"
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It should be possible to load any of those maps in the editor, save them again and get the exact same file. Feel free to try that out, if it doesn't work please let me know.
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