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Between 2020-10-23 00:00:00Z and 2020-10-24 00:00:00Z
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Hardest to understand is probably the stuff in network.cpp. One of the few times I had to pull out a pen and paper to keep track of the packet flow
07:21
Sdl stuff you can usually grasp, if you know sdl to start with
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I agree with jxsl, if stuff were commented, it'd way easier tu understand whats going on.
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Commenting is harder
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Well I wouldn't call the ddnet tile system easy to extend 😅 It's just hard coding additional layers with a specific functionality
19:24
Allowing multiple game layers that can have additional parameters per tile (like teleport number) would be a start. Mods could use some identifier (uuid?) to actually use these parameters. That would at least reduce the required code but you still need a custom client to modify the maps and ofc a server that can make use of the parameters
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i just mean extensible tiles
19:27
just for game layer for start
19:27
thats better in ddnet than in vanilla
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well okay... one could restructure the collision code a bit yeah
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Do you have any good ideas for that?
19:30
Ah well, you said you dont have so much time yesterday :D
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didn't look at that code for quite some time =\
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i am working on a """kinda api""" (not really an API, just code exporting xd) for teeworlds modding, so merging with master works better and the whole source doesnt get bloated. For this, i of course also want tiles to be extensible in an easy way
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