Interactive map

Request help for teeworlds-related subjects (mapping, servers, ..).
For client issues, see our repositories (https://github.com/ddnet/ddnet/issues).
QshaR
Posts: 86
Joined: Mon Feb 02, 2015 11:41 am

Re: Interactive map

Post by QshaR »

HMH wrote:I could extend this list even further, so I guess you get why i consider this as a complex task. But if you think you can get this done @QshaR i am open for your pullrequest :)
Well, I have a vision on most of the points that you mentioned, but I'd like to do it all step-by-step.
At first I'll try with moving freeze and STOPA tiles, because it should be easier. I already made a small POC and it really works.

I'm a bit stuck at synchronization of the Envelopes with the server time.
I thought that CMapItemEnvelope->m_Synchronized does it, but looks like I'm wrong. Am I?
When it is true everything works fine until the player cross the start line.

When CMapItemEnvelope->m_Synchronized is false then the time doesn't sync to Server at all.

Is there an option not to reset time for Envelopes when you cross the start line?
User avatar
timakro
Posts: 414
Joined: Mon May 05, 2014 6:05 pm
Location: Germany
Player profile: http://ddnet.tw/players/timakro/
Mapper profile: http://ddnet.tw/mappers/timakro/
Clan: unique

Re: Interactive map

Post by timakro »

Seems like the client code uses the synchronized game time (the time displayed on the top of the screen, in ddrace used for the race time) if the synchronized option is on and otherwise uses the local time, which is not synchronized with the server.

https://github.com/teeworlds/teeworlds/ ... #L103-L112

Using envelopes would probably be a pain anyways.
Last edited by timakro on Sun Nov 06, 2016 2:16 pm, edited 1 time in total.
QshaR
Posts: 86
Joined: Mon Feb 02, 2015 11:41 am

Re: Interactive map

Post by QshaR »

Ok, I put here the PoC (Proof Of Concept) .demo file. It shows how it works.
Qquads_2016-11-02_16-23-30.demo
(556.58 KiB) Downloaded 124 times
The modification is very far from releasing. There are much things to do and it will take much time, but on the .demo you can see the that it is possible and it really works. It was hard work, but I like the result.

TILE_FREEZE / TILE_UNFREEZE objects are the easiest to implement - they can be done quickly. As for TILE_STOPA /TILE_HOOK/TILE_UNHOOK - it will take much more time.


For developers to see the real picture: look at the second demo. It shows the blue dots on the place where the oblects are located.
Qquads_2016-11-02_16-24-39.demo
(618.13 KiB) Downloaded 128 times
ChillerDragon also kindly agreed to put this demo to his youtube channel. So you don't need to download it, just watch it on youtube:
https://www.youtube.com/watch?v=dMoYsr92II8

The modification is huge and it may take a lot of time to implement it.
Because of this, I need some feedback from the players. I don't want to spend much time on something that will not be used at all.


Please, share your opinion about Interactive map.
fokkonaut
Posts: 855
Joined: Wed May 13, 2015 5:59 pm
Player profile: https://ddnet.tw/players/fokkonaut

Re: Interactive map

Post by fokkonaut »

Really nice! If you can do the moving blocks more block like, it would be cool! Because you moving on them like on stoppers
pixel
Posts: 430
Joined: Sun Nov 22, 2015 8:44 pm
Player profile: http://ddnet.tw/players/pixel
Mapper profile: https://ddnet.tw/mappers/pixel/
Clan: Bitfighter

Re: Interactive map

Post by pixel »

I wpuld do it like, on the block you are, on that you stay ... ._. so not likr stoppers ... not that sliding
User avatar
mokuz
Posts: 755
Joined: Sat Apr 30, 2016 5:34 pm
Location: Finland
Player profile: https://ddnet.tw/players/Mokuz/
Mapper profile: https://ddnet.tw/mappers/Mokuz/
Clan: Legendary

Re: Interactive map

Post by mokuz »

Cool! But you should move whit the tile?
SpoilerShow
Nothing to see here uwu
mods banned my previous sig :( this is censorship freedom of speech is dead xoxox
pixel
Posts: 430
Joined: Sun Nov 22, 2015 8:44 pm
Player profile: http://ddnet.tw/players/pixel
Mapper profile: https://ddnet.tw/mappers/pixel/
Clan: Bitfighter

Re: Interactive map

Post by pixel »

mokuz wrote:Cool! But you should move whit the tile?
That's what i mean!
QshaR
Posts: 86
Joined: Mon Feb 02, 2015 11:41 am

Re: Interactive map

Post by QshaR »

fokkonaut wrote:Really nice! If you can do the moving blocks more block like, it would be cool! Because you moving on them like on stoppers
QshaR wrote:At first I'll try with moving freeze and STOPA tiles
These are stopa tiles. So far I was working only on stopa, freeze and unfreeze. Applying TILE_SOLID and TILE_UNHOOK will take much more time.

And I'd like to repeat that this is only PoC (Proof of Concept), nothing else. There are lots of things to do to make it work without bugs.
fokkonaut
Posts: 855
Joined: Wed May 13, 2015 5:59 pm
Player profile: https://ddnet.tw/players/fokkonaut

Re: Interactive map

Post by fokkonaut »

What is Stopa please?
User avatar
mokuz
Posts: 755
Joined: Sat Apr 30, 2016 5:34 pm
Location: Finland
Player profile: https://ddnet.tw/players/Mokuz/
Mapper profile: https://ddnet.tw/mappers/Mokuz/
Clan: Legendary

Re: Interactive map

Post by mokuz »

pixel wrote:
mokuz wrote:Cool! But you should move whit the tile?
That's what i mean!
Oh jeaa..
SpoilerShow
Nothing to see here uwu
mods banned my previous sig :( this is censorship freedom of speech is dead xoxox
Post Reply

Who is online

Users browsing this forum: Ahrefs [Bot] and 0 guests