BeaR wrote:

Just tried it with my smaller wacom and a quick hack (using absolute mouse position) and for me it's harder too play with it than with a normal mouse, exspecially to hook and shoot (:
(also exhausting^^)

You can still set the pen to mouse mode in your settings, but well I dont think it's worth 'abusing' a wacom tablet for playing hmm It's not cheap and the surface will have much scratches and you will probably have to buy a new pen after a while. A normaler mouse is cheaper and more effective imho

I'm using their cheapest model, Bamboo Pen, and it seems durable so far. Maybe the scratches thing is a problem with some other model, havn't noticed anything like that yet.

Mouse mode would kinda defeat the purpose I think, since it would ruin one of the main advantages a pen has over a mouse. Namely never running out of space to move physically in.

You say it was a quick hack? That's hope inspiring smile. Perhaps I could actually do it then. I havn't really contributed to any open source project yet though, so I don't really know how it works.

Aha, thanks for the explenation!

A pen tablet is actually not at all similar to a touch screen.

edit: second thought, I guess it is similar in the sense of using absolute positions. No reason the same solution wouldn't work.

Not sure what to write, sitting in the console now, and I get very little feedback when I try to write stuff. Just writing "inp_mousesens 10000" don't seem to do anything.

I recently aquired a Wacom tablet. It's a surface and an electronic pen that can be used as a replacement for a mouse. It was originally designed for artist work, but personally I got one cause I was curious to see if I could achieve better speed and precision with it than I could with a mouse.

When considering ways to test it's effectiveness, this was one of the games that came to mind. Been a long time since I used to play Teeworlds, but I distinctly remember being a bit frustrated at my equipment towards the end, so it would be nice to revisit the challenge with the pen smile.

Sadly though, this manner of cursor input is very buggy in the game, so it's not really playable it seems. It is not unique to this game, it's the same way in Awesomenauts too, and probably some other games I havn't tried. Works well in StarCraft II though, and everything else I've tried so far.

The general concept of the control method is that there is a rectangle on the surface that corresponds to the screen. The surface senses where the pen is if you hover it close enough, and that determines the cursor position. In other words, it operates in absolute positions rather than relative movements like a normal mouse does. I suspect the game doesn't understand this.

What happens is that the smallest movement of the pen sends the cursor flying in the direction of the movement, and it continues to move for a while after the pen stops moving, usually ending up at one of the edges of the screen. It's possible to navigate the menus by moving it extremely slowly and try to make it land in the right place, but it takes me a minute or two to click "Quit" and "Yes" this way, so I havn't even bothered actually entering a game.

Does anyone have any idea how to resolve this issue?

5

(84 replies, posted in Community News)

Seems very nice smile.

6

(17 replies, posted in Maps)

One thing I can tell you on canyon, deserttower and temple just by looking at the screenshots is that having an open sky is currently a bad idea. The game makes the right and left edges of the map into invisible walls that you can hook infinitely upwards on. Since people generally don´t stay away from such wierd possibilities - gameplay gets very wierd. I suggest that you make new versions of those maps, including a roof.

I might have more to say once I´ve tried the maps.

*goes to download*

7

(380 replies, posted in Development)

(seems like a near impossible task to read everything in this thread just to check if this is reported before, maybe these thinhgs could be sorted into cathegories? Now I´ve been hesitating to report this a long while, but I´ll just go ahead...)

using 0.4.2 on Windows xp

Issue on server map rotation.

When a server that is empty of players runs out of time on a map, it stops to wait for a player before rotating. Thus it will show the previous map in the server listing. The first person joining will have to download the previous map, and THEN when it´s finished the server will immediately rotate - starting a second download and putting the player on a map he/she didn´t expect, usually resulting in the player leaving.

(This phenomena gives my occational server that´s there to promote good custom maps some troubles with getting players)

It would be a lot better if a server running out of time would rotate immediately, just not start rolling the time til the next player arrives.

Moving tiles could be extremely cool. Imagine, for example, a ctf map where the flag is sealed behind  a vault door that ou have to pull a lever somewhere to open or close it. The defending team would of course be guarding both the lever and the door smile.

Though I agree that slopes should have higher priority.

9

(4 replies, posted in Community News)

I might be interested in buying such a service. Depends.

-It would need to be well explained somewhere how I start it up, close it down, change config files and upload maps remotely. I´m not experienced in that kind of stuff.
-How stable would it be and what pings would people get to it in different parts of Europe? It would need to be noticably better than hosting at my home computer to be worth the effort.
-What would it cost? I could definitely pay a few times more than "10 SEK per month", but it needs to feel worth it.

10

(12 replies, posted in Community News)

101kl: This thread has been sticky for half a year or so.

Chi11y wrote:

No, it is if you QUIT before having 10pts and/or 3 minutes have gone.

That isn´t what it sais. It might be what it was meant to say though, but I´d rather hear that from the source.

PSL.LordMartin wrote:

-         The winner of the game is the first player that scores 10 points. There is no time limit set.
-         Game must last at least 3 minutes to be count in ladder. If you quite or win the game earlier the game won’t be reported in ladder (result is draw). If you quite the game after 3 minutes you lost the game (even if you have more points!).

Sounds... impossible. So the only way you can win is if you score the 10th point at the exact time you reach 3 minutes?

13

(23 replies, posted in Development)

Pvpede wrote:

Aww come on guys .. There have been 100000 weapon requests, NONE of them came through...

Not entirely true. The laser is pretty much a mix of several suggested weapons (bouncing sludge gun, ray gun, sniper), so those did come through.

14

(13 replies, posted in Maps)

Very very pretty smile. I didn´t know the snow tiles could look that good.

I find it a little odd that there´s only hearts on the right side, and not the left. I suggest that you add two three-groups of hearts in the left regions too. Cause there´s no reason to promote being on the right side more than the left, right?

Also, very nice movement. You know what I mean.

Added it to the rotation of my semi-existing server.

15

(23 replies, posted in Development)

Roanoke wrote:

Maybe this should blind the person.

I would so hate that. One of the really good things with teeworlds is that you almost never wonder what the hell happened when you die.

16

(23 replies, posted in Development)

I think complete sleep for one hit would be overpowered. Think about it, it would leave the player completely unable to defend him/herself. A skilled player could turn that single hit into a complete kill with some well placed shots that will always be the same since, again, no dodging. This would make the game less interactive, more solitaire, and I don´t think that´s what anyone really wants. Or?

Might be nice with a drowse effect that doesn´t completely put to sleep, but rather just slows down. Dodging would get harder, but not impossible. It could slow you down and decrease your hook range for instance.

17

(18 replies, posted in Maps)

It does look nice. Looks like you successfully fixed the visibility issues with lost while at the same time making it look good.

I still don´t like that there´s so much open void in the nether regions though. Makes it so awkward to climb up.

18

(6 replies, posted in Maps)

Would also be nice if you used the tumbnails function that imageshack offers. Makes the sceenshots a bit visible directlt in the post, so you only need to click if you want to see more clearly. You get some page with links to use for such things just after you upload something to imageshack.

19

(23 replies, posted in Development)

catpaw wrote:

Have you ever noticed? There are many server out there providing maps which are not used, while other more wanted maps its a real difficulty to get a slot upon. Its a shame.

So how about this. A server can be configured to be able to run several maps/gamemodes. When no player is playing *all* of them will be listed in the meta server. As if it would be say 7 servers, with 7 different maps. When the first player joins 1 map. The server deregisters the other 6 maps, and server this map.

Pretty cool idea.

20

(7 replies, posted in Maps)

|X-treme|Bee wrote:
Chi11y wrote:

Looks nice, I don't like the open sky though, try to find another solution and it'll be a really good map.

Why, what's wrong with it? D:

Players can hide out there. The borders of the map are invisible hookable walls, except on the top, so you can hook endlessly upwards. In ctf that is horrible, since the flag carrier can hide up there being impossible to reach, but even in dm it gets really wierd when people start hooking the sky.

Maybe future releases of teeworlds will solve those issues though. I imagine it would be quite nice on this map is the map borders wern´t invisible walls but instead endless open air, and if you´d die if you fell down to the bottom.

21

(4 replies, posted in Development)

It´s hard enough to defend the flag already.

22

(23 replies, posted in Graphics)

Very nice doodads! Not sure where it would make sense to place the beach ball though, not something you expect to stand still smile.

Don´t like the main tiles as much though.
-Something about the color. Not the same feel as the reguar ones.
-Lacks some edgetiles.
-Edgetiles shouldn´t be perfect squares.
-Chest and shells lack the 3d-ish feel of regular Teeworlds graphics. Rather than having a black outlines, the bones and such of the original tilesets tend to have some shading with a slightly darker nyance of the same color.

23

(5 replies, posted in Maps)

By the way, I think you should apply these maps for TQ (top thread in the Community News forum).

24

(3 replies, posted in Maps)

Nice map. Decently balanced and a pretty unique look smile.

The huge filesize makes it less useful though, since a lot of people don´t have the patience to wait for the download. I took the liberty of fixing that.

Here´s jdm2 slimmed down from 157kb to 3kb:
http://filebin.ca/gfnnfa/jdm2_fix.map

All I did was this:
1. Removed all embedded graphics and referred the layers to the external counterparts.

2. Removed the embedded nametag.

Map still looks exactly the same.

25

(6 replies, posted in Maps)

Didn´t wanna wait anymore so I just did it.

Here´s jdm1 slimmed down from 230kb to 6kb:
http://filebin.ca/benqxp/jdm1_fix.map

What´s changed:
1. Removed all embedded graphics and referred the layers to their external counterparts. This is the main thing.

2. While I was at it I erased tiles on layers behind other layers that won´t be visible anyway. I imagine that makes the map easier for the computer to draw, though probably not by much. Can´t hurt, in any case.

3. Removed the extra background layer of shadows and added those shadows to the foreground shadow layer. There is no need for two shadow layers, you can have it as foreground while still being behind the main tiles simply by ordering the layers right nowadays.

4. Changed so the brown backround tiles get invisible with high details off. Didn´t seem like essential graphics to me.

5. Also removed the nametag. Sorry about that, but otherways the file would have been on 23kb or something hmm. Plus it wasn´t visible in the original anyway (it was placed behind the main tiles).