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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2022-07-22 00:00:00Z and 2022-07-23 00:00:00Z
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Is there EXPlorer mod for 0.7?
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Stiopa
Is there EXPlorer mod for 0.7?
⭐♥ST-Chara♥⭐ 2022-07-22 16:22:04Z
yes
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if yes show server or gib source :)
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⭐♥ST-Chara♥⭐ 2022-07-22 16:23:34Z
0.6 and 0.7 remake of the popular 0.5 EXPlorer modification - GitHub - GutZuFusss/EXPRemake: 0.6 and 0.7 remake of the popular 0.5 EXPlorer modification
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oh, never seen it on a server
16:25
last commits are from 2016 (edited)
16:25
soo... it is an older 0.7 build :D
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0.7 release was 2018
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⭐♥ST-Chara♥⭐ 2022-07-22 16:27:26Z
rly a good mod
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if you try to rebase on master you'll eat a huge diff, you probably want to target the oldest compatible version possible
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⭐♥ST-Chara♥⭐ 2022-07-22 16:28:01Z
i will try the newest first, but thank you ❤️
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0.7.5 will also be (much?) easier than master (edited)
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can confirm
16:34
@Robyt3 is like a machine pushing those PRs
16:35
well
16:35
probably a bit less lately
16:35
considering... you know
16:35
Oy disappeared for half a year!
16:37
I see that Robyt has accidentally fixed my PR ^^
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"accidentally" 😆
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what he probably means is that rebasing on master fixed the bug
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Zatline
"accidentally" 😆
it's a trick! send no reply.
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Dune
what he probably means is that rebasing on master fixed the bug
it was commit in regards to ddnet#2950
21:06
also I totally didn't dream about tw github being active again today
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@Robyt3 How does your minor CChat Refactor fit into the bottom issue? Just curious if the second one hasn't been fixed by it. 👀 https://github.com/teeworlds/teeworlds/pull/3071 https://github.com/teeworlds/teeworlds/issues/2568
Fix chat name completion ending on key release already (4a6e502). Previously, if you just pressed Tab once to complete the first name, the completion would already stop and pressing Tab again would...
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Stiopa
@Robyt3 How does your minor CChat Refactor fit into the bottom issue? Just curious if the second one hasn't been fixed by it. 👀 https://github.com/teeworlds/teeworlds/pull/3071 https://github.com/teeworlds/teeworlds/issues/2568
I'd say CChat is still a bit large compared to the other components but I don't have any concrete improvements. Maybe the chat command handling could be split a bit more.
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Some people in-game have requested the dynamic camera toggle bind to be in the controls menus: e.g. bind x +toggle cl_dynamic_camera 1 0 bind shift+x toggle cl_dynamic_camera 1 0 (not sure which one)
22:32
@Dune is this still relevant?
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"Also: make it an actual command that performs a smooth transition between static and dynamic"
22:33
this one?
22:33
cause this would be the toggle in the options, right?
22:38
making that transition is difficult
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so the smooth camera PR wouldn't resolve it either
22:40
I would assume?
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Ctrl+a input causes the chat to be replaced with the character under ctrl+a: !screenshot_2022-07-23_00-36-09 !screenshot_2022-07-23_00-36-18 This is especially problematic for Polish Speakers, whose ą character is under this combination :)
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Stiopa
so the smooth camera PR wouldn't resolve it either
I don't see one?
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oh I mean merged already
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well try switching from static to dynamic
23:01
is it smooth?
23:02
with the right setting, using my toggle bind, yes
23:02
I am not sure what cl_camera_smoothness is set to by default
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GitHub
Click to see attachment 🖼️
could this be the thing that causes my damn issue...
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Stiopa
could this be the thing that causes my damn issue...
yup and it's a conflict. yay
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GitHub
Click to see attachment 🖼️
Implement keyboard based selection in CLineInput and mouse based selection in CUI::DoEditBox, including all common text editing hotkeys. Fix rendering of hidden utf8 strings to show the number of ...
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Stiopa
with the right setting, using my toggle bind, yes
I mean, is the switch smooth or does it snap?
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Dune
I mean, is the switch smooth or does it snap?
smooth. But the default is 0, so by default new players will still see it snap.
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do you see a reason for defaulting to 0?
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myself? dunno which one I prefer, I Think the smooth one is more new player friendly
23:37
it's this PR merged, dunno why 0 was decided to be the default
23:39
(the side effect of this PR would be the camera not snapping on toggle)
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most likely @TsFreddie wasn't feeling confident enough to. looks like a good job, I didn't notice it was off by default. should turn it on if a few people try it and see no complaint
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Stiopa
(the side effect of this PR would be the camera not snapping on toggle)
what do you mean not snapping?
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not going back/forward to the proper position instantly
23:40
but instead transitioning from one position smoothly as per the smoothness variable :)
23:42
which is what I think you meant in your issue? by this
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yes, it is meant not to immediately snap
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so I guess it just needs to be enabled to some value by default ;)
23:45
One could make an issue out of that! (edited)
23:46
(I think that even smoothness of 1 makes it not "snap")
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