Page 2 of 5

Re: Interactive map

Posted: Tue Nov 01, 2016 5:17 pm
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?

Re: Interactive map

Posted: Tue Nov 01, 2016 6:48 pm
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.

Re: Interactive map

Posted: Wed Nov 02, 2016 6:16 pm
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 130 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 130 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.

Re: Interactive map

Posted: Wed Nov 02, 2016 8:09 pm
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

Re: Interactive map

Posted: Wed Nov 02, 2016 8:53 pm
by pixel
I wpuld do it like, on the block you are, on that you stay ... ._. so not likr stoppers ... not that sliding

Re: Interactive map

Posted: Wed Nov 02, 2016 9:03 pm
by mokuz
Cool! But you should move whit the tile?

Re: Interactive map

Posted: Wed Nov 02, 2016 9:16 pm
by pixel
mokuz wrote:Cool! But you should move whit the tile?
That's what i mean!

Re: Interactive map

Posted: Thu Nov 03, 2016 8:42 am
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.

Re: Interactive map

Posted: Thu Nov 03, 2016 12:18 pm
by fokkonaut
What is Stopa please?

Re: Interactive map

Posted: Thu Nov 03, 2016 4:45 pm
by mokuz
pixel wrote:
mokuz wrote:Cool! But you should move whit the tile?
That's what i mean!
Oh jeaa..