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Between 2020-11-05 00:00:00Z and 2020-11-06 00:00:00Z
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hey is there currently working sb on issue #2790 with the tile layer system?
15:29
this or the extended netcode for 0.8
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don't think so cc @redix
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bcc @Learath2
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for water there will probably be a need for an m_pCollisionTiles that is split from the rest of the entities
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I want to add another layer of abstraction, you only need an air tile with water properties
15:35
not a solid, deadly or unhookable tile
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I'm not working on it. It's just my thoughts about it. Don't have time to work on it myself this year
15:37
Water should just be a normal tile. #2790 would allow multiple layers, so you can still place pickups, etc. in water
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well. I needed to add m_pCollisionTiles for Water Layer. 🙂
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with that logic I would say you may be allowed to put all entities (except spawns) in other tiles
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I'm not working on it either. But I would love to have input on the direction you decide to take it. So whoever wants to take it up should probably make a proposal first
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Yeah, that's def. the right way to approach gameplay stuff
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isn't the issue already a proposal? Or do you mean a code proposal?
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This would be more technical as it involves no actual gameplay changes. However, it would make gameplay changes much easier. You could even run old maps on new servers and vice versa if implemented properly. It’d also be a very important modability QoL change. It’s quite important to get this one right before it gets merged so it’s useful for all of us
16:50
Well the issue proposes a couple things but it also leaves some things to the reader. A complete proposal would have to address things like what kinds of identifiers will be used, if applicable how will we handle identifier conflicts, whether there will be datafile format changes needed, versioning, the collision properties of the tiles on these layers
16:50
And probably a bit more that I’m missing
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the easiest solution is to switch the map format directly to json xD
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Human readable formats are god awful in space efficiency
16:52
The header being json I wouldn’t really object to
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but they are git-readable
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Git is god awful for binary data pretending to be text
16:54
A json map would inevitably be larger than a binary map, so the diffs would be useless anyway. I don’t see how one could make sense of a 5kb diff on a 500kb map without a tool
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Besides embedding images would make our "json" more like a binary data with some json in front of it.
16:56
Which is more useless
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[quakenet] ChillerDragon BOT 2020-11-05 17:29:06Z
@Assa btw there is already a fully working twmap to json converter written in rust by @Patiga
17:29
it is early wip and patiga will probably kill me for posting it here but it works fine https://gitlab.com/Patiga/twmap/-/tree/directory-map-format
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chillinsky, you dead already?
17:52
don't say anything to confirm.
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alternativly we can expand on the default format for maps
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[quakenet] ChillerDragon BOT 2020-11-05 18:28:55Z
im here
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why should we support json?
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there are reasons for and against it
20:05
Is there anywhere a documentation on how mapfiles work?
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what are the reasons for is my question
20:09
there is no doc that I know of
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  • It's human readable
  • well documented
  • easy write and readable
  • tw is already supports json files
20:11
I would have already wrote a mapconverter but I have no idea how to open older mapfiles
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the map files contain mostly binary data (images and tile layers), even in json this is hardly readable and maps files in json format would be bigger. right now most data inside the map files is compressed supporting both formats just means more code to maintain
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why should maps be human readable? they should be efficiently stored, they get downloaded over the network
20:20
and yeah there's going to be a lot of unreadable stuff within anyway
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when changing map format i would rather use flatbuffers or something like that
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what's the beenfit?
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but i don't see a reason for that right now
20:22
standardized format and docs
20:23
and it does real serialization instead of just writing structs to a file 😄
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sounds nice yeah
20:27
not sure if worth breaking compatibility tho
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completely breaking compatibility with old maps would kill the game 😮
20:37
well let's that'd be a very unpopular update :D
20:37
map converters don't get adopted super well
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[quakenet] ChillerDragon BOT 2020-11-05 20:40:46Z
even more unpopular than 0.7? :D
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Some Teeworlds stuff in Rust. Contribute to heinrich5991/libtw2 development by creating an account on GitHub.
20:48
for data files
20:48
Some Teeworlds stuff in Rust. Contribute to heinrich5991/libtw2 development by creating an account on GitHub.
20:49
reminds me that I should look at that pull request, thanks
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this is so helpfull
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We could build the mapconverter directly into the server, besides the community need not care about the map conversion, only the hosters do
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the hosters have shown they're not great at keeping up with map converters
23:37
so it should at least be made easy/obvious
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Well what maps are hosted anyway? ddnet would convert the entire collection of ddrace/race maps and vanilla seems to mostly revolve around the official maps anyway
23:38
fng people will convert the 3 or so fng maps that exists, and that's about the entire community
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