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Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2020-10-23 00:00:00Z and 2020-10-24 00:00:00Z
Spyry joined the server. 2020-10-23 04:59:45Z
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Physics bugs will indeed stay for a long time. We might fix some of the sillier ones when switching to 0.7
07:17
A large upgrade is the best place to drop some of the stupid stuff
๐Ÿ‘ 1
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On several of my own mapped maps the flag sometimes bypass a death tile and only gets reset on the bottom of the map instead of the death tiles. And I mapped them on 0.7
@Rilla good find, it's the exact same problem, the flag checks every tick if it's in a deathtile and when it's fast enough it can just skip them. Maybe I do a PR fixing it
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Will it be a hot fix if we put more death tiles in a row? Or will the flag just get through the first one and ignore the next rows?
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It would be a hotfix, until it is fast enough to skip 2 deathtiles
09:03
more rows of deathtiles means lower likelyhood of skipping, this is true for Tees in 0.6 either
09:06
I see that flag code needs even more fixes, it checks for deathtiles even when it is at it's spawn point
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@Souly Fake
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So, is there an unofficial source code- or code structure documentation available somewhere?
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@Assa What do you mean? ๐Ÿค”
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there is some documentation and the clean sourcecode avaible
12:54
Teeworlds has 6 repositories available. Follow their code on GitHub.
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I know the repo, but I'm not sure what kind of documentation you're refering to?
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the one that is in heinrich's repositories and all over the place :D
13:05
a general understanding of modding can be seen in the mod.cpp/.h as a reference on how to make your own small modification (edited)
13:06
from my experience it's faster to ask in these channels instead of looking for documentation. (edited)
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I just want to understand how the code works and how everything is set up. I wabt to understand the structure and tinker with parts I feel lacking or missing
13:07
I'm fairly new to C++ so I'm kinda using Teeworlds (among others) to learn
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virtual functions everythere.
13:08
server code or client code?
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u have previous code experience? ^^
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just leaving that here: src/game/server/gamemodes
13:09
that's like the peak of the server code
13:10
from there you can go as deep as you want
13:10
by following the dependencies in either the cpp files or the corresponding h files
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u have previous code experience? ^^
@Stiopa yes. Although very little with C++
server code or client code?
@jxsl13 Both, actually
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by following the dependencies in either the cpp files or the corresponding h files
@jxsl13 I'm using the header files to orient myself and see which functions exist in each file pair, but a documented version of the source code would be helpful. Either way, there are some stuff that don't make sense to me like, what is handled server side and what client side? Where are the interface things for the client? Why is the map editor still the same as in early 0.6 instead of finally being made more user friendly for advanced features? (which is what I want to work on right now)
13:26
I also wonder what kind of encoding or file formatting the map files have
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there is a map editor refactor branch, @Blade
13:52
but it's a lot of work
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"what is handled server side and what client side" - client just sends inputs and the server does send positions and has the "real" view of the game. The server calculates (most of) the physics while the client does obviously do the rendering (Servers usually never render anything in any game) "Where are the interface things for the client?" - Netcode is generated and you can't change it easily, or do you mean the client ui? "I also wonder what kind of encoding or file formatting the map files have" - I always wondered that too, it's zipped, thats what I can tell
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in general, the answer to "why don't we have this feature" is "because no one volunteered to do it"
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@Rilla nothing afaik
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"Where are the interface things for the client?" - Netcode is generated and you can't change it easily, or do you mean the client ui?
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"I also wonder what kind of encoding or file formatting the map files have" - I always wondered that too, it's zipped, thats what I can tell
Zipped? Mhh
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A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
14:05
good luck
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This'll be interesting
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Something like this for the envelopes would be cool imo
14:27
Would be cleaner and would allow for more precision
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the map format is a custom binary format that is a little bit documented in heinrich's repository.
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It has a header after wich content is written
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ig the content itself is zipped. didn't come that far, tho.
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the good thing: it stores a version
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Why's that a good thing, @Assa ?
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imagine you save a file (without version). Now you update the method on how to read and write the file. Oh no, i can't read old files anmyore, because they don't have the right format and I can't find the format out easily
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In retrospective, that was a stupid question lol
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the map file format uses zlib compression
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someone plays tw?
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about 1000 players play tw 24/7 Oo
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what is float IClient::m_GameTickTime; about?
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synchronization with server tick?
19:30
dunno, tho
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i think it's the time since last tick in seconds. but in gametime instead of real time. gametime is sometimes running faster or slower to adapt to lags and ping fluctuations
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asking since it is screwing up my plans to slow down wateranimation ^^
๐Ÿ‘€ 1
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tees now fling their hammer in water slowly
21:34
but in a weird manner ๐Ÿคจ
21:36
agreeably experimental
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Thanks @Patiga ! Altough its important to note that not everything seems to be compressed
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yea, compressed are sound files, images, tiles, quads, sounds (in sound layers), some strings
21:41
wrote a map parser (and still doing stuff with it) the last couple of months
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Funny, I'm doing the same in node right now lol
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Tho I'm having mixed results
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if you want i will happily test your maps :)
21:43
oh
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Well, my goal right now is to be able to convert maps from and to .map files while handling them as JSON
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oh you are writing a json map format?
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More or less, yes
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im kinda doing the same thing right now
21:44
only that i split the map up in different files
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Planning to keep the data fairly raw tho
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i create a map folder, in which there is a image folder with all the images, sound folder with all the sounds in their native format
21:45
then a folder for layers and so on
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Yeah, I'll probably do the same for files, but keep the map data as JSON
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is your project in an open repository?
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Do you know what size of LE the size propperty in the header is? 16 or 32?
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you mean the size variable that tells you how large the data file is supposed to be?
21:49
Getting 10276 on ctf5, could you counter check that for me?
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each number is 32 bit / 4 bytes
21:49
sure
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Thanks! Mind if we continue via DM, this is fairly specific stuff? (edited)
22:03
explosions are now muffled
22:05
now...
22:05
water layer work again .-.
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looks like I might have to restart work on water layer as I had based the branch on the wrong one...
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Just put everything in one branch?
22:19
and call it water
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if I had put it on a single branch, then you'd be crashing on editor startup ^^
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Why? xf
22:23
xd
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editor and waterlayer...
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is it another layer or a tile?
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editor already crashes on tab despite me not having done anything to it on main branch
22:24
layer
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lol?
22:24
Why not simply a tile
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A second Game so to say
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ah no
22:24
ye
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pickups
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makes sense
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also, it just makes sense ^^
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yea true
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anyway, I shall go back to my efforts
22:25
also;
22:26
"maybe rename to m_Armored to m_Type and make some new variables named for example DAMAGE_ARMOR, DAMAGE_HEALTH, DAMAGE_BOTH"
22:26
old fokkonaut comment
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easily adding layers should also be included in the new tile system (if we ever get one)
22:26
lol
22:26
wym
22:26
So this is a proposal to include a Damage net event. This event contains the following: m_ClientID: ID of damaged tee m_Amount: amount of damage taken, from 1 to 9 m_Angle: angle from which damage...
22:26
you said that here ^^
22:26
and for purposes of drowning I added flags to TakeDamage()
22:27
for pure heart dmg, pure armor dmg and normal behaviour (edited)
22:27
Well makes sense i guess
22:35
so far so good...
๐Ÿ‘€ 1
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screwed up map save code oops
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nullptr my old friend
23:46
I have come to talk with you again
23:53
ok
23:53
managed to recover the ability to load 0.7 maps in editor
23:56
can't load the new map in 0.7 either
23:56
I suppose the map is incorrectly saved
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