Aha.

You get the program to set up a server with the regular Teeworlds download, so you most probably aloready have it wherever you have Teeworlds on your computer. It's the program called teeworlds_srv.

I assume you use Windows. If you don't I'm afraid I can't help you personally, since I don't really know how Mac or Linux works in detail.

If you just doubleclick on teeworlds_srv it will start an unnamed server with the default settings. Just like that. To get your own settings on the server, which I assume you want (otherways, what's the point of having your own server?),you need to take a slightly more complicated path.

1. Make a config file
A config file is just an ordinary plain text file really (NOT a word document), except it has .cfg in the end instead of .txt. You can make such a file using Notepad, save it in your Teeworlds directory and make sure to not save it as a regular textfile. Call it whatever you want, but have .cfg in the end.

2. The settings
You write your settings in the config file. For example, if you write "sv_map dm2", it means that the server should run the map dm2, and if you write "sv_gamemode tdm" it will be a team deathmatch server.

Read up on how you write the settings here:
http://www.teeworlds.com/forum/viewtopic.php?id=952

3. Starting the server using your config file
Don't start the server by just doubleclicking on it. You need to start it in some kind of terminal (using a text command) so that you can tell it to use your .cfg file. I think the easiest way is to use Run in the start menu. You could also use cmd (the dos prompt).

Another option is to make a windows shortcut so that you, later, only need to doubleclick on the shortcut to get a server with your own settings running. How to do that is explained here:
http://www.teeworlds.com/forum/viewtopic.php?id=1018

When I start a server, I write this in the startmenu Run thingy:
c:\teeworlds-0.4.1-win32\teeworlds_srv -f dreamland.cfg

The "c:\teeworlds-0.4.1-win32\" part is the the searchpath to where the program is, it might be different for you. In a terminal you start a program simply by writing it's name, in this case "teeworlds_srv". The " -f dreamland.cfg" part tells teeworlds_srv that it should run using the config file called dreamland.cfg, replace dreamland with whatever you call your file.

And that's pretty much it.

What is a toll?

78

(20 replies, posted in Development)

Somerunce wrote:

I think it would be better if everyone used the prefix [MOD] in server name, or something like that, so that you still know the gametype. Then you can filter by typing [MOD].

And how would you filter them out?

I think a more userfriendly possibility than using the search is neccessary, otherways I think many newbies won't know the difference between modded versions and the original game.

79

(20 replies, posted in Development)

Modded servers have gotten so common nowdays that if you just join a server casually it is very often a modded one. Personally I find this a bit troublesome. I don't mind the existance of mods, and they can be nice to play, but it's still annoying to join one by accident when wanting to play a normal game.

Therefore I suggest that you make it so all modded server register as gamemode MOD in the serverbrowser. So if it sais DM, TDM or CTF you would know it's a normal server, while if it sais MOD you can read the servername for hints of what it is. I'm thinking the browser could handle it exactly like the other gamemodes, so you can filter them out, filter so you only see modded servers and so on.

80

(8 replies, posted in Support)

Sort of the same question were asked and answered in this thread:
http://www.teeworlds.com/forum/viewtopic.php?id=1122

81

(10 replies, posted in Development)

Just tried increasing from 60 to 75 now, and wow, it really helps.

82

(7 replies, posted in Maps)

The sun in the background has sort of a skewed shape, I don't really like that.

83

(25 replies, posted in Graphics)

Useful emoticons would be nice, though I doubt emoticons is still the right word then smile. Personally I'd like to see some of the existing ones staying, like the hearts, since you can use them for expressing stuff like "well done!" for instance.

Your'e missing one quite important convention though. Teeworlds uses pictures rather than words to express things wherever it is possible within the actual game, this to make sure that people can understand them no matter what their language is. Just look at the kill messages, with the angry eyes on the killing tee, the picture of the weapon and the closed eyes of the killed tee. Emoticons should follow that standard.

84

(13 replies, posted in Development)

another tiny suggestion:
It would be nice with some visual representation of the delay between possible ninja attacks. You could use the magic shimmer around it for instance. Could be less stars swirling around just after and attack, and they could get many again at the exact time when you are able to attack again.

85

(1 replies, posted in Support)

Huh, the windows automatic update changed it. It's still the same, but now it stops on considerably higher numbers, so now it works more often than not except for the heavy maps. Also, once it said "timeout" instead of just freezing.

86

(1 replies, posted in Support)

The map download from a teeworldsserver starts and then it stops on a pretty low number, saying for examble "2/256 KiB". After that it just doesn't finish or move at all. It seems a bit random just on which number it stops, so for the small maps it still works... sometimes (I usually have to abort and reconnect a few times).

Before it happened only now and them, mostly on the big maps, but now it happens pretty much all the time. Due to this sneaky approach I can't remember exactly when it started, and I really don't know what could be causing it. I'm pretty sure it worked perfectly the first days I was trying out 0.4.1.

Just prior to posting this I tried deleting the config directory just in case it was something in there. It didn't help.

I use Windows xp home edition and Teeworlds 0.4.2. My ISP recently upgraded to offer higher bandwith to those willing to pay for it, so it is likely that they changed something in their hardware if that matters.

Any ideas of what could be causing it? Anyone having the same problem?

87

(4 replies, posted in Development)

I think there is a point with having to actually go to the places the stuff spawns, makes it more of a risk-reward or control thing.

88

(4 replies, posted in Development)

It is not really the time for this yet. The way I understand it, the skin system will be remade before support for custom skins will be truly considered.

This issiue is a lot trickier than the map download thing though. I wouldn't want to see any skins not conforming with the teeworlds style autodownloaded and becoming part of everyday playing. Plus there is the copyright issues.

When the time comes, I believe some kind of manual check of skins will be neccessary before they become publicly visible within the game. Pherhaps there could be a group of appointed trusted volenteers to whom you send skins you want approved or something like that.

89

(24 replies, posted in News)

stellit wrote:

Is the PPC version never been considered by Teeworlds?
If it is, is there any way to compile Teeworlds from source code myself?

http://www.teeworlds.com/forum/viewtopic.php?id=1144

90

(7 replies, posted in Maps)

No, it is because I have updated to 0.4.2.

The text by the download clearly states that maps now need a background to work properly. Now, if the devs wanted everyone to turn on "gfx_clear 1", don't you think they would have made it default? I see a quite clear message that all maps should have backgrounds, and I'm just pointing out that this one lacks it.

91

(7 replies, posted in Maps)

http://img259.imageshack.us/img259/6071/screenshot0001lz2.th.png

Needs a background.

92

(2 replies, posted in Support)

http://www.teeworlds.com/forum/viewtopic.php?id=1122

93

(11 replies, posted in Support)

You missed the "f" in "-f deathmatch_server.cfg".

94

(13 replies, posted in Community News)

If you use f10 to make the screenshot (the game's own screenshot feature) instead of printscreen the files get a lot smaller.

95

(11 replies, posted in Support)

You make a .cfg file in your Teeworlds directory and write all the stuff in it. If you use widowns you can make such a file using Notepad, just make sure you don't save it as a .txt file (which is default in Notepad), but write .cfg in the end instead.

Then don't start the server by just doubleclicking on it. You need to start it in some kind of terminal (using a text command) so that you can tell it to use your .cfg file. In windows, I think the easiest way is to use Run in the start menu. You could also use cmd (the dos prompt).

When I start a server, I write this in the startmanu Run thingy:
c:\teeworlds-0.4.1-win32\teeworlds_srv -f dreamland.cfg

The "c:\teeworlds-0.4.1-win32\" part is the the searchpath to where the program is, it might be different for you. In a terminal you start a program simply by writing it's name, in this case "teeworlds_srv". The " -f dreamland.cfg" part tells teeworlds_srv that it should run using the config file called dreamland.cfg, replace dreamland with whatever you call your file.

96

(380 replies, posted in Development)

Suddenly on a map reload I didn't see any ground:
http://img291.imageshack.us/img291/637/screenshot0008la6.th.png

Life and ammometers were missing too I notice in retrospect on the screenshot.

Seems it was only for me, since the others played on as usual. And it only happened, seemingly at random, once. Earlier and later times I joined everything worked fine.

I use windows xp home edition and this happened playing with Teeworlds 0.4.1

97

(6 replies, posted in Maps)

Very nice map. Didn't think it was from looking at the screenshot, but after trying it I think it plays very well.

Walls are very well tuned for hooking, which makes for unusually aerodynamic play smile. Only ecxeption is the vertical tunnel on the right side. I think that one needs something other than it's sides to hook on. Maybe a lower roof above it, like on the right side (where there is no trouble hooking at all).

Spawnpoints sure are well placed. Spreads out the fight nicely to all parts of the map. That and the fact that you spend so much time in the air makes sure that the map doesn't feels crowded eventhough it is small in size - nice work! Then again, I've only tried it with up to 5 players, maybe it still gets crowded at some point.

98

(4 replies, posted in Maps)

FireArrow wrote:
Dreamy wrote:

I think it would be a good idea if everyone did that. Maps by the same designer would then sort of promote eachother, and they would be easier to find since there would be less threads.)

...except people normally comment on each map, so after a while it will be a pain to find what comments are meant to what map...

But I see your point.

Good point, it has drawbacks too. Maybe it isn't worth it.

Do the mods (Primevil and KRD) have any opinion on this? I will post my maps one by one if you tell me to, but then it would be nice if you changed the headline for me smile.

99

(3 replies, posted in Maps)

Not a favourite, but yea, this map works out ok. Gets very crowded around the flags and on the upper route, sort of like dm1 chaos but with a purose, did you intend for it to be that way? Maybe I just played it with too many players smile.

100

(7 replies, posted in Maps)

Feels more nicely balanced than ctf2 at least. Fun map to play on.

I especially like the placement of the laser, perfect in the middle in a spot anyone taking the supply route will pass smile.

The map does sort of give the runner an advantage with there being so much hearts and armor everywhere, so once the flag is taken it is very hard to take back. Still, it's not as bad as on ctf2. On this map there are several places where it actually makes sense to stand guard, which I think is very nice.