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Re: Teeworlds Trailer - Preview for everyone
Posted: Tue Aug 18, 2015 4:51 pm
by Savander
I didn't made a trailer for this guy, i made trailer for this game.
Re: Teeworlds Trailer - Preview for everyone
Posted: Tue Aug 18, 2015 7:28 pm
by Fifi
Savander wrote:I didn't made a trailer for this guy, i made trailer for this game.
Great work. :3 I would only change the "open source" label to "open source\naddictive mods" ('\n' = new line), because people may not understand that being open source means huge possibilities of modding.
Re: Teeworlds Trailer - Preview for everyone
Posted: Tue Aug 18, 2015 8:30 pm
by imp
So that community is against those mods in the trailer but play them daily cause CTF is dead. Someone needs to clarify...
Re: Teeworlds Trailer - Preview for everyone
Posted: Tue Aug 18, 2015 10:14 pm
by hi_leute_gll
No, not the community is against the mods, the developers are.
Re: Teeworlds Trailer - Preview for everyone
Posted: Tue Aug 18, 2015 10:52 pm
by Ryozuki
hi_leute_gll wrote:No, not the community is against he mods, the developers are.
open source game and they are against
Fck the logic

Re: Teeworlds Trailer - Preview for everyone
Posted: Tue Aug 18, 2015 11:07 pm
by imp
First I don't feel that these developers contributed anything in the past years and then I wonder why they only want to see CTF in the trailer when they didn't even wrote any code of that. Wasn't it that old guy who coded all TW stuff alone and then stopped developing it after there were severe attacks on servers and such stuff?
Re: Teeworlds Trailer - Preview for everyone
Posted: Wed Aug 19, 2015 1:33 am
by Fifi
Personally, I sometimes feel like the vast majority of players is being discriminated by a small minority who happened to be in charge. At some point they will have to admit that Vanilla had been outrun by its own descendants, anyway.
But for now, I noticed a lot of unfair behaviour:
- The voices to ban custom clients - which are insane, especially if we compare feature-rich and actively-maintained DDNet client with the Vanilla one.
- Accusations of DDRace "destroying" Vanilla - which are another examples of a biased viewpoint, blaming the mod which kept the game alive for the lack of its popularity. It's especially tragic, considering that I know a lot of people who didn't forget about Teeworlds only because of this gamemode... and this is the gratitude it receives. Sure, DDRace might stolen some of the players, but the overall effect seems to be rather positive.
- Making weird improvements in 0.7. Please, don't get me wrong - some of them are cool, but some of them may destroy the game's cute style. I've been told that tees with double ears are "feature" instead of glitch and that flashy, eye-hurting colours are ok. Oh, and the "happy" eyes will be separated in 0.7. :c
As a result, I even considered to propose forking Teeworlds (or puting DDNet to Steam ^^) in hope of making it the new Teeworlds base - which, on the other hand, could rescue it from the bad parts of 0.7.
I had to admit, though, that some of their points are valid - mods are not official, therefore they should be separated in trailer, but to defend so much against showing them at all is unfair and hurtful... :c But I'm happy that we could at least show this grid of various mods for a few seconds.
Re: Teeworlds Trailer - Preview for everyone
Posted: Wed Aug 19, 2015 2:28 am
by deen
Fifi wrote:I had to admit, though, that some of their points are valid - mods are not official, therefore they should be separated in trailer, but to defend so much against showing them at all is unfair and hurtful... :c But I'm happy that we could at least show this grid of various mods for a few seconds.
I'm more concerned that only non-mod servers are shown when you start TW for the first time. Most players who try the game will never even find out that there ARE mods, because they don't happen to notice that they can untick the boxes in the server filter.
(DDNet does something similar, we search for "Novice" servers when you start the client for the first time and never had TW before.)
Re: Teeworlds Trailer - Preview for everyone
Posted: Wed Aug 19, 2015 3:25 am
by Fifi
deen wrote:Fifi wrote:I had to admit, though, that some of their points are valid - mods are not official, therefore they should be separated in trailer, but to defend so much against showing them at all is unfair and hurtful... :c But I'm happy that we could at least show this grid of various mods for a few seconds.
I'm more concerned that only non-mod servers are shown when you start TW for the first time. Most players who try the game will never even find out that there ARE mods, because they don't happen to notice that they can untick the boxes in the server filter.
(DDNet does something similar, we search for "Novice" servers when you start the client for the first time and never had TW before.)
Yep, that bothers me a lot too. :c Fortunately, if the 0.7 ever happens, the mods will be clearly visible because of having a separate group in the server list (at least that's what I saw the last time I compiled 0.7 snapshot). But it would be nice if mods could have a clearly visible tab or something.
Re: Teeworlds Trailer - Preview for everyone
Posted: Mon Aug 24, 2015 1:12 am
by kamillentee
I have to agree with your comment but I have to point this out:
Fifi wrote:
- The voices to ban custom clients - which are insane, especially if we compare feature-rich and actively-maintained DDNet client with the Vanilla one.
Wouldn't this be very self-defeating for the vanilla guys. I mean if the ddnet client would get banned, we could set up another DNS-server to get access to the ddnet-servers (and other mods). But if the ddnet client got banned on vanilla servers it would split teeworlds in 2 games. And I guess without the support of ddrace/ddnet vanilla teeworlds would finally die.
Its just it makes me angry the vanilla mods try to deny the modifications whenever they could to let vanilla seem like fully alive. Just like in this thread:
https://www.teeworlds.com/forum/viewtopic.php?id=11408