Interactive map

Request help for teeworlds-related subjects (mapping, servers, ..).
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HMH
Posts: 145
Joined: Mon May 05, 2014 8:41 pm
Player profile: http://ddnet.tw/players/HMH/

Re: Interactive map

Post by HMH »

@QshaR: Can you show us the sourcecode of your modification ? Like that we could also test locally and (at least) try to understand what you did exactly to make this work.
QshaR
Posts: 86
Joined: Mon Feb 02, 2015 11:41 am

Re: Interactive map

Post by QshaR »

I sent a PM, we can continue there.

p.s.
I managed to solve the envelopes issue at startline with a special way, you can see it on Tournament. There is no need to change it on DDNet Client anymore.

Only one major thing left that can't be done only on server side: Hook & Collision Prediction.
It is playable at the moment and working fine, but it looks not perfect. It concerns only for moving hookable (collision) objects. (I never played, but I think it is similar as playing DDNet map using client without Hook-Throw support).
I can modify the DDNet Client to make it look better, but it will take some time to do that.
QshaR
Posts: 86
Joined: Mon Feb 02, 2015 11:41 am

Re: Interactive map

Post by QshaR »

FYI Interactive modification is now working fine with Entities. Do do that you need go to Settings -> DDNet -> Map -> %current%
fokkonaut
Posts: 855
Joined: Wed May 13, 2015 5:59 pm
Player profile: https://ddnet.tw/players/fokkonaut

Re: Interactive map

Post by fokkonaut »

QshaR wrote:FYI Interactive modification is now working fine with Entities. Do do that you need go to Settings -> DDNet -> Map -> %current%
U know current from me right? ^^
QshaR
Posts: 86
Joined: Mon Feb 02, 2015 11:41 am

Re: Interactive map

Post by QshaR »

fokkonaut wrote: U know current from me right? ^^
Ye, I saw your post about using %current% in settings and decided that this is a good idea to make interactive quads visible. There were only few changes to the source
fokkonaut
Posts: 855
Joined: Wed May 13, 2015 5:59 pm
Player profile: https://ddnet.tw/players/fokkonaut

Re: Interactive map

Post by fokkonaut »

you can use q-move.map as bg too. (not tested but should work because its the same as current. current uses just the actual map as bg)
fokkonaut
Posts: 855
Joined: Wed May 13, 2015 5:59 pm
Player profile: https://ddnet.tw/players/fokkonaut

Re: Interactive map

Post by fokkonaut »

QshaR wrote: I can modify the DDNet Client to make it look better, but it will take some time to do that.
do that please :) would be awesome if @deen is ok with this
Chairn
Posts: 400
Joined: Sat Apr 11, 2015 5:05 pm
Player profile: http://ddnet.tw/players/Chairn/
Clan: QuintessenZ

Re: Interactive map

Post by Chairn »

Wow, my modification is at least useful for something, not just as a decoration ^^.
QshaR
Posts: 86
Joined: Mon Feb 02, 2015 11:41 am

Re: Interactive map

Post by QshaR »

fokkonaut wrote:do that please :) would be awesome if @deen is ok with this
This is a very old topic and the quote is old too.

Its hard to modify the client and make such hardwork only for several maps on KoG is not the bast waste of time.
Chairn wrote:Wow, my modification is at least useful for something, not just as a decoration ^^.
if you made %current% possible - then thanks for that! It really helped to play with entities on Interactive maps. Many players asked for such thing.
fokkonaut
Posts: 855
Joined: Wed May 13, 2015 5:59 pm
Player profile: https://ddnet.tw/players/fokkonaut

Re: Interactive map

Post by fokkonaut »

QshaR wrote: if you made %current% possible - then thanks for that! It really helped to play with entities on Interactive maps. Many players asked for such thing.
does work with q-move.map as bg too. tried this before but didnt work. u Changed something and now Works. the envelopes qfrz etc didnt work but now work
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