Interactive map

Request help for teeworlds-related subjects (mapping, servers, ..).
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timakro
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Re: Interactive map

Post by timakro »

How did you solve the "startline issue"?
fokkonaut
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Re: Interactive map

Post by fokkonaut »

+1 timakro
QshaR
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Re: Interactive map

Post by QshaR »

timakro wrote:How did you solve the "startline issue"?
I didn't. The problem still presents. As far as I see there are 3 major options:
1. Make the start line after the parts with moving tiles.
2. Complete the mod, see if players like it and then talk to DDNet team. This option is easy to implement in DDNet client. Just adding one variable that will not change sync on starting the game to gConfig as a map setting should solve the problem. It should be only very few lines in code.
3. Ugly way. Make something like Q-Portal map. When players are near start line - force them to "wait" until The time is syncronized with all the envelopes. Then players massively can start the race.
fokkonaut
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Re: Interactive map

Post by fokkonaut »

Lol Okay
Welf
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Re: Interactive map

Post by Welf »

We already have 8 different types of ddnet servers, for me a ddnet client only server wouldn't harm our server system that much (especially if we only do it on testing purpose)
if this mod gets hyped, more and more players will download the ddnet client and allow more changes which arent possible for the vanilla client
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timakro
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Re: Interactive map

Post by timakro »

I think vanilla client support shouldn't be dropped just because of the startline issue. Option 1 is obviously not practical and option 2 would require to drop vanilla support. I don't understand option 3, but it sounds promising.

Apart from that I would suggest sending vanilla clients a game time thats just used to keep the envelopes synchronized and displaying the race time somewhere else. In the worst case as a broadcast, maybe there is a better location I didn't think about.

Keeping vanilla support would probably require some other quirks to keep the vanilla experience as clean as possible so I don't know if your willing to do it. Personally I think it's worth it though.
QshaR
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Re: Interactive map

Post by QshaR »

timakro wrote:I think vanilla client support shouldn't be dropped just because of the startline issue. Option 1 is obviously not practical and option 2 would require to drop vanilla support.
Adding a map setting will definitely NOT break vanilla support xD. Vanilla clients will just ignore it and DDNet client will use it.
It is the same as adding jetpack or wall jump to map settings =)
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timakro
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Re: Interactive map

Post by timakro »

I'm even against breaking support for new features, but it seems like I'm in the minority there.
QshaR
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Re: Interactive map

Post by QshaR »

Ok, I finished with the modification. Made it possible to use next type of Quads: Freeze, Unfreeze, Stopa, Hookable.

Dear DDNet client developers, can you write me in PM so we can discuss a little addon to the Client? We can arrange a meeting on the server or in live-chat.

p.s. The movement is not tile-based, as many think. So it doesn't feel like tile-based game anymore =)
p.p.s. Client modification will NOT break support for vanilla. Besides, vanilla clients will be also able to play Interactive maps. The only thing is that playing with new client will look a bit better and such players don't need to wait for time synchronization at the start line.
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timakro
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Re: Interactive map

Post by timakro »

Awesome
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