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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2021-06-13 00:00:00Z and 2021-06-14 00:00:00Z
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Just to metion the project: https://github.com/Matodor/TeeSharp
Implementation of Teeworlds / DDraceNetwork server in .NET 5.0 - Matodor/TeeSharp
02:21
This user called matador is rerwritted the teeworlds code in c#
02:21
and its now making a refactoring (refactoring branch)
02:22
I think it could be a good start point to change the teeworlds scenario 🙂
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i don't think teeworlds itself would switch to C# 😅
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I dont mean the teeworlds itself
02:23
but this could be a new code base to code servers & mods
02:23
the way he is refactoring the code will be extend a class and modify the functions to create your mod
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My own server already contains gamemode in a single class
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Its not the same thing :/
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What's so different, you create a class, override the base functions and vola, a mod.
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you could just compare both code
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I've done that. Otherwise I wouldn't start making my own base code
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where is your code base?
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DDNet based server designed for PvP. Contribute to TeeworldsCN/ddnet-pvp development by creating an account on GitHub.
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thanks
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Are you guys pro c/c++ devs ?
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I wish
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redix
Designing a modding API at this stage of the game is basically impossible. You could never fulfill all requirements of the modders and most of them would never even adapt to a new standard as most peolple use ddnet anyway. No matter whether one used lua, wasm, js/ts, a native interface or whatever, there would always be someone who (thinks he) knows better, or misses some feature and implements it on his own. The game would need an extensible protocol, flexible physics code, a scripting interface and a modifiable UI to be really useful for modding. I still love to play vanilla from time to time, but besides a few people who play the game for over a decade now, it is basically dead. But even getting back to a common codebase is unrealistic, since ddnet depends on countless physics bugs in their code...
I strongly agree. The interface must be in such a form of API that will be able to bind symbols and the structure of the project. This seems to be possible when building a project with open interfaces. But this is a delicate topic. But with this kind of API, I came across but I personally did not implement this. The maximum that I could do was some functions from the controller itself. And this will require development, only then it will be possible to achieve the relationship between the APIs, as it should be in reality.
07:00
Moreover, this is c.c++. This already speaks for itself.
07:03
lua js., +. This is the simplest implementation of some kind of api.
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redix
Yeah teeworlds is not a game engine, but due to its very static coding style it has a lot of restrictions which could definitely be relaxed a bit. At the moment both projects are getting contributions, though on tw side its mostly Robyt3 against an army of people on ddnet side. Both projects are missing fixes and improvements that were added to the other one years ago... A standardised API would probably get some attraction but due to the different policies of ddnet and tw I would not bet on it, and implementing an API without the support of ddnet is not worth the effort imo.
those are very good points :/ and because of Robyt3, the Teeworlds codebase has changed a ton, this makes any merger efforts very difficult. When you're talking about fixes and improvements missing for years ago, I assume you include the entirety of 0.7 anyway, and that's something that can't be caught up with.
10:03
If Teeworlds became mod friendly with a well-made, open API, I doubt many modders would switch from ddnet to Teeworlds 0.7(8?), even if it's "better"
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  • Break a very long line.
  • Rename pointer variable.
  • Replace CEffects::GetEffectsSpeed with existing, more generic CGameClient::GetAnimationPlaybackSpeed.
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maybe lure them in with features?
10:26
😉
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mod friendly with a well-made, open API
those are big features
10:28
otherwise there is the editorv2, etc. but I doubt even this would be enough
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TsFreddie
i don't think teeworlds itself would switch to C# 😅
It won't, but at least it's some kind of development in Teeworlds. And to write a server-mod in C# is quite possible with TeeSharp. Progress. Convenience. Potrubleness.😆
11:00
Well, at least according to Matodor he can run it already. I do not know at the moment.
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Dune
otherwise there is the editorv2, etc. but I doubt even this would be enough
I don't know why, but this v2 editor gives me the creeps. Most likely because I'm already used to the regular editor
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yeah, that's a problem when something stays the same for a decade
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Where in the client code does the end of a game happen ?
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Which editor do you use ? 🇪 eclipse 🇻 visual studio 🇨 clion 🇸 vscode 🇴 other
🇸 7
🇻 2
🇪 1
🇴 2
🇨 1
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I use visual studio, but now that I think about, I should've gone for vscode.
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Vscode lacks a function call hierarchy
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use for what purpose.
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Almost all my life Visual Studio. VS Code only for Linux development
12:39
Or i used VS Code as sync with a dedicated server. Worked in Windows and tested in Linux
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Almost all games allow changing the volume for some categories of sounds separately. I suggest to distinguish between the following volume settings:
  • Global/master/main volume (the existing snd_volume, applies to all sounds multiplicatively)
  • Game/Ingame volume (all sounds that you need to play the game or record gameplay footage)
  • Notification/Social volume (chat messages, highlights etc.)
  • Music/Background music volume
The names are up to debate, I listed a few alternative...
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