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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2020-11-04 00:00:00Z and 2020-11-05 00:00:00Z
04:37
is this too hacky
04:40
right, probably shouldn't do that, since you can enable case sensitivity in windows as well.
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closes #2802 For windows, find the file using given filename and get the real filename preserved in the filesystem. For unix, just check whether a file exists. If it exists, then return the given filename as the real filename. (Not sure if unix system allows case insensitive filesystem, or if there's a similar way to check.) Then use the real filename to find from and update to the skin list. if a file isn't found, use the given filename.
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You can also install macOS on a case sensitive or case insensitive fs
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A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
08:37
basically just copy the filename (without path) from how it is stored in filesystem to a buffer if there is one.
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Is this really a game issue when users give things the same names? (edited)
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If it only works on one platform it sounds like a bug ;)
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when I compile the recent master on windows and try to run it I get a segfault :C
11:49
*client
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like where did it segfault
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loading screen
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thonk i mean the code lol.
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i don't know, hard to debug <.<
12:02
does one of this get into the client: gamecore, collision, tuning.h, mapitems.h?
12:06
each of them as i remember (edited)
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this at least explains all my problems with the steam client xD
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Adds slippery hookable tiles and a nice client animation:
  • a new solid hookable tile
  • entities.png with new tile
!entities
  • tunings
  • ice_friction
  • ice_control_speed
  • ice_control_accel
  • removes smoke trails on ice
I already talked about it with Zatline, the only thing maybe missing is a rebounce on wall hits on ice, but this would be hard to do
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would Oy ever agree to this?
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@Assa there is a WIP checkbox on PRs on github
21:57
probably not since it's a PR to master, which is 0.7
21:57
for 0.8, from what he said, he's open to physics changes "if they're well done"
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is there anything to PR to for physics changes?
21:59
i only see 0.6, editor and master
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guess not
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I guess teeworlds 0.8 wont be able to run on a calculator anymore :<
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I don't see why ice should change that
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@ShootXen at least the ice physics don't use new calculations and don't change that
22:03
they are just normal ground tiles with different friction, control speed and accel (and a sligtly bit smarter like standing on ground and ice)
22:05
with basically the same code you could introduce soul sand
22:07
@Stiopa you could introduce lava as well xD should be a similar code
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@Assa that's the plan
22:12
I want several liquid types
22:12
all tunable
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How do I make an item that I created in the mapitems.h enum "connect" with the entities.png of the map?
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you see that the enum has TILE_AIR = 0 to TILE_NOHOOK=3? That are the first entities
22:16
ENTITY_SPAWN has #1, but all entities begin at the ENTITY_OFFSET which is 255-16*4
22:17
so you find the image of ENTITY_SPAWN in entities.png at ENTITY_SPAWN + ENTITY_OFFSET
22:18
you can already put all numbers from 0-255 into a map, but everything that is not in the enum is AIR
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So if I do TILE_TEST = 10 it will be in position 10? Sorry, I didn't get it right
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yes it is right
22:20
but remember to start to count at 0
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Wow!! Thank you so much
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extending water physics to include other types is one of the final "goals"
22:22
the stuff to be done once the "middle" part is all done 😄
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now I am thinking of a nice way to create randomly generated "water" particles
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you can take a look on how smoke particles (when stopping) are handled, it may help
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I am pretty sure smoke particles work off sprites, don't they?
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A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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yeah. and I basically want to create a semi particle that merges when it approaches water surface
22:50
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as long as you don't add a shader for it
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I did a bit of experimentation with particles already. But their "termination" algorithm worked off collision checks which means that they died over/under the water surface depending on the water level
22:51
so I thought that I could make a water particle an 8-sided polygon
22:52
and the points of the polygon under the water surface just merge with it and the particle is terminated when all of its vertices are under the surface
22:58
alternatively I could just sync the droplet particle collision to the vertices of the water surface... 😅 (edited)
22:58
but this polygon idea is... something
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can anybody tell me where the image slicing is done in tw?
22:58
looks like it's in generated but idk
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what do you mean by image slicing exactly
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particles.png contains multiple sprites
22:59
there must be some logic slicing them internally
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the code that governs splitting images themselves or where the data for how to split them?
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I know that datasrc/content.py has info regarding how many "squares" an image has in a grid
23:01
set_game = SpriteSet("game", image_game, 32, 16)
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lol datasrc contains scripts too 😮
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game image is split into 32x16 grid
23:01
and in the same file the coords and size of sprites are located
23:02
container.sprites.Add(Sprite("weapon_grenade_body", set_game, 2,8,7,2))
23:02
it also has some other game-related info
23:02
weapon = WeaponSpec(container, "harpoon") weapon.firedelay.Set(800) weapon.damage.Set(4) weapon.maxammo.Set(1) weapon.visual_size.Set(92) weapon.offsetx.Set(24) weapon.offsety.Set(0) weapon.muzzleoffsetx.Set(22) weapon.muzzleoffsety.Set(-0.5) container.weapons.harpoon.base.Set(weapon) container.weapons.id.Add(weapon)
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I see and a sprite can contain of multiple grid-splits
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sprite is formed by a few of the "squares" yes
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container.sprites.Add(Sprite("part_expl01", set_particles, 0,4,4,4) so explosion contains 16 sprites beginning from x=0, y=4
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exactly
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everything is split into 8 rows and 8 columns, now I understand (edited)
23:06
0,1,2,3,4,5,6,7
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interestingly there are unused images in particles.png
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@Assa can you check what those gray particles in game.png do? they don't seem to be used
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how do i do an endless?
23:36
I don't know where I can edit to do this (edited)
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wdym by endless? ;d
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I think he means endless hook in ddrace, there's a block you can place that gives you it
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unused sounds too
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I was wondering where I can change to make an endless
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well we can't be sure if that is what is meant D:
23:39
the unused sounds have the benefit that they can be used ^^
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I want to program an infinite Hook
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a lot of hook logic is handled in gamecore.cpp
23:40
I recommend looking into thtat
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@Spyry for ddnet maps? if so theres a tile
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@louis teeworlds
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ye but unused sounds take up space tbh and arent used ever to my knowledge @Stiopa
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mods use them from time to time (edited)
23:43
infection class & forks of it have the mercenary class with a jetpack that uses an unused sound
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can servers send custom sounds
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certainly not "custom"
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does vanilla client not get sound in ddrace maps
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but they can signal the vanilla clients to play a certain sound at a certain point
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some ddnet maps have music
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NetEvent("SoundWorld:Common", [ NetIntRange("m_SoundID", 0, 'NUM_SOUNDS-1'), ]), (edited)
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music in maps is useless
23:46
and annoying imo
23:46
onl some
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others its rly good atmosphere
23:46
like if u just loop some dumb mp3 over whole map its meh
23:47
like why does tw have that nasty main menu music if it wont allow music in maps lol
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i feel like music in maps is not something really needed
23:48
but if dev team would decide to add it then i would have nothing against it
23:48
i just see no real point in it
23:48
and i gotta agree that main menu music is not so great
23:49
especially that its really short and loud
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and you can't paste smth really good without half-cutting
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it gets really tiresome after a few years ^^
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i think vanilla maps should have bg music, but not a point with the music
23:51
it should be heard everywhere with only volume
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some intense music
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if sound system in maps would be done really good then we could maybe do some rythm maps
23:52
geometry dash style
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doom and quake like bg music
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some soothing music for underwater maps ^^
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two types of music on map: point/dot music, bg music
23:54
m-rpg has bg music in dungeons, sounds good
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