Landil wrote:
spl0k wrote:

Are you applying for the golden shovel award? I'm sure you can do better.

http://www.sigmirror.com/pfiles/3441/shovel_award.png Woooooohooooooo I got it, I got it

It's not golden, the shovel.

30 minutes left for the match to start - http://teetv.info/stream

78

(15 replies, posted in Community News)

TeeTV show - delayed - 22/10-2008
The TeeTV show will be delayed to friday 19:00 GMT+2 because some of the staff are not able to be here today. so it would probaly be pretty boring for you guys to watch the stream with Golvmopp missing as commentator, also we would have to use worse quality on the stream because we dont have anyone with all the tools needed that have a good internet connection.


We also got some good news, we might broadcast a spaceball match between |*BB*| and [S/E] on saturday, time and such aren't decided yet but we will tell you all as fast as we know!  Read more

79

(80 replies, posted in Developer Journals)

Magnet wrote:
matricks wrote:

Regarding the hammer, I don't want to make it weaker, I just want to remove that it's exploitable. As I said, the worst case scenario is that you spew out 100dmg over 1 second. This is the possibility that I want to remove. I think I will go with a reload time only when you hit someone. This would remove the possibility of exploiting it.

Alright then, but will you "feel" a reload time like with the shotgun or will it be just like right now, only with silent systems that prevent it from being exploited? Because I saw some hammer kills during the ESL finals and they all seemed to me legit. The outcome of a hammer rush is so unpredictable that there should be a reward for the risk: I hope the weapon feeling doesn't change too much.

teeworlds != lottery. you shouldnt rush with hammer and think you have 50/50 to kill/die. its really lame when you got 15 hp and some guy rushes you and get 4 hammerhits in 0.5s because of luck or "exploits".

80

(29 replies, posted in Community News)

esl is in a hour, the stream is already up but were just testing some stuff. will probaly start the broadcast "for real" in about 45 minutes.

check http://teetv.info/stream if you want to watch it!

81

(29 replies, posted in Community News)

http://www.justin.tv/clip/39c1a0fb68d?thanks=true <-- quality preview, it will be a little worse quality but better fps in the stream than this example and the on2 logo wont be there + there are support for multiple commentators. also it should be noted that the site isnt 100% done yet.

82

(31 replies, posted in Developer Journals)

Finally i can record when i frag Chi11y over and over again in a easy way, thank you matricks!

83

(5 replies, posted in Maps)

kukurice as 1on1 map o_o?

84

(4 replies, posted in Fan Art and Other)

Fuzzie wrote:

I noticed there was nothing like a rambling topic or anything like that.. tongue
Why not?
Because everyone is on IRC or something? XD
I just want to post off-topic discussing random things with other tees.
Sharing experience or challenging other for training duels or hardcore cash (Teeworlds cash duel, rofl).

Could there be like an off-topic section or just one topic (this one?) that we use as rambling topic ? smile

Greets,
Fuzzie smile

most people is on irc, join us at #teeworlds @ quakenet, its barely active on the day though, so come by at night if you want to discuss teeworlds.

85

(84 replies, posted in Community News)

ctan wrote:
Magnet wrote:

I played on Lost for some time, and I think that when you play on Lost you have to put more thoughts to the map rather than playing. This map has zero user-friendliness. Especially the "ladder" at each side in which fights are only won by the one who trained laser bounce there (and better ping obviously). Other bad aspects include the lack of variations in the spawn points, the terrible graphics and their lack of consistence... but those are fixed by Lost Landil that everyone should use if they're going to play Lost.

If you compare it to CTF2, both maps have a learning curve but CTF2 isn't treacherous. Someone playing TW well will find his marks on CTF2 way faster than on regular Lost. That's why imho the instagib tournament should be CTF2 only.

Don't take it badly, but who said that instagib, and by extent instagib maps, were the easy way to play teeworlds? To go further in this discussion, I would say that Lost is an awful map when you don't know it. I have hated this map som much at first! But you know, I'm a magician, and as a magician, I learnt from my art that training is everything. And that's the point on Lost. Lost needs a lot of training in order to get the right path and hook spots. And it requires a lot of training and brain if you want to keep the flag and take it back in your base. The only thing I would blame CTF2 for is that if someone gets the flag and go out of the base in highspped without being killed, it is quite surely a capture. This is  not true for Lost, and I guess that's why scores can be very large on Lost if a team has experienced players. I hope I'm clear with my english smile

im a magician and i can stand still and shoot blue laser at the same spot and be the best in the server!!11

http://www.teeworlds.com/forum/viewtopic.php?id=1301

"learn how to host"-part

87

(44 replies, posted in Fan Art and Other)

Hellow wrote:

What should you put into the config file? Just standard CTF stuff or what?

standard TDM stuff

88

(7 replies, posted in Maps)

0³7 wrote:

yeah nice map but i wouldnt call one of your first maps "best" wink

even if it was his first map it could have been the best, but it isnt anyway.

make it abit smaller (not as much air between the platforms as it is now) because i would guess its pretty hard to move around right now since your hook isnt long enough to hit a wall, and your map will probaly get a little better. smile

b0rsuk wrote:
Chi11y wrote:

Now write a detailed description for every one of these weapons where you explain why the weapons are totally unique and fills an aspect that isn't already filled by another weapon.

Simply: No. Teeworlds is and should be as simple as possible, 5 weapons is more than enough, imo we would prolly have been fine with only the original four(hammer,pistol,rocket,shotgun), as they fill the needs in every aspect.

I'm not going to write a detailed description if your repply is going to be as unimaginative as this one. Besides, you should never balance stuff on paper. Without actual playtesting, numbers are meaningless. I don't know C well enough to write it on my own (nevermind c++).\
Fills every role ? Join an instagib server. Every weapon there fills every imaginable role. You have close quarters laser, middle range laser, long range laser. Who needs more ? The mod even simplifies the game so that tactics are not needed. Just stay on the edge of the battlefield, it's safer than in the middle. No items to pick up and resources to manage.

If simplicity was all that mattered we'd be still playing Quake1 and worshiping rocket launcher, rocket launcher, rocket launcher, lightning gun and grenade launcher. Once in a while someone tries something new despite the "I can't see the point of it" people and the world becomes a better place.

...while regular teeworlds has 5 weapons and a hook (+ katana) that you can make several tactics with, and need alot of skill to use properly. The pistol reloads itself when having it active, its a really good gun in 1on1 if you use it properly since you mostly damage 2+ damage every clip you spend, which is quite alot if you use it every 20 seconds. The hammer can also be good sometimes, but its quite rare for it to be usefull. All other weapons is needed to pick up and resource manage, you can pick up all weapons as a tactic in smaller games.

What chi11y stated was that 5 weapons is simple and enough. You talk about instagib in your post, instagib has 1 weapon, instagib dont have any items to pick up and resources to manage, instagib (almost) have no tactics while regular teeworlds have all of that.

90

(4 replies, posted in Maps)

             Bringing you yet another mysterious map.
                     Map created by : Daniel.
     Tileset created by : Golvmopp.
            Thanks to the people at : #teeworlds-maps @ quakenet.


                                  Presents...
                                 Zombiemajs!

Mapname : Zombiemajs
Recommended Modes : Survival, Ictf and ctf.
Recommended Players : 2on2~4on4
Map Size : 104 X 35 (small/medium)
Notes : The screenshot is old and the pickups has been moved around etc.
Notes : If you want to use the tileset, please ask Golvmopp for permission, you can find him in the forums or at irc : #teeworlds-maps @quakenet.
Notes : I wont be hosting a survival server 24/7 with this map on, but ill definitely have one up every now and then, help with hosting appreciated.

http://i36.tinypic.com/qobn10.png

Download (~400kb)

~enjoy!

2014 edit: Fixed spelling error.

l0lz

Why not.

91

(80 replies, posted in Fan Art and Other)

Teemaps
Teeskins
Teesets
Teestuff

best sites imo

92

(22 replies, posted in Support)

Viper wrote:

Ok, i made a Screenshot of my graphic bug. It seems that it differs but I think it's the same.
Bugged:
http://serpens.se.funpic.de/Bild19.png
http://serpens.se.funpic.de/Bild20.png
http://serpens.se.funpic.de/Bild21.png

And that is the map how it should look:
http://serpens.se.funpic.de/Bild22.png

its the maps fault, tried to fix that for a half hour then gave up and just released the map x)

(if you try opening the map in mapeditor and start envelopes, the sun will just look normal, not sure why it happens ingame tho)

93

(5 replies, posted in Fan Art and Other)

For debbuging, it probaly shows x,y positions, speed, direction and "ghost" tee (ghost tee = where the server thinks you are) Nothing you really need if youre not creating a mod/developing the game, not even needed for any of these things sometimes. Just makes it easier to figure out why glitch X is happening when you do X thing.

94

(13 replies, posted in Maps)

1. Change name of the map (ctfX, dmX and tdmX are reserved for official maps, where X is a number)

2. Map is too big.

3. There are too many different ways to go from your base to enemies base, there shouldnt be more than maxium of 5 ways to go through the map or it will be too hard to memorize and you will just end up fragging people randomly.

4. It has teleporters, nuff said.

Basicly it looks like a big tdm map that you placed red flag/spawns on, then mirrored the map and put blue flag/spawn on the other side.

95

(15 replies, posted in Maps)

Screenshot
http://i30.tinypic.com/29bzear.png


Download:
kukurice.map

Info:
Map for ~3on3 ctf.

Can you find the hidden kukurice?

96

(8 replies, posted in Fan Art and Other)

Roanoke wrote:

Could you post your whole grenade code?

that was the whole one o_o

http://filebin.ca/jokdtx/gs_server.cpp

97

(8 replies, posted in Fan Art and Other)

Roanoke wrote:

That doesn't actually do anything. Here is my current code:

...

It only sends out one grenade. I thought this was because the shotspread was equal to 1, so I changed it to three with no luck.

o_o when i compiled and runned the code i posted, it shot 5 grenades when i fired.

98

(8 replies, posted in Fan Art and Other)

Dani wrote:

any *.patch files ?

row 1238 to 1260 in src/game/server/gs_server.cpp ( http://trac.teeworlds.com/trac/browser/ … .cpp#L1238 )

99

(8 replies, posted in Fan Art and Other)

case WEAPON_GRENADE:
        {
            int shotspread = 2;

            msg_pack_start(NETMSGTYPE_SV_EXTRA_PROJECTILE, 0);
            msg_pack_int(shotspread*2+1);
            
            for(int i = -shotspread; i <= shotspread; i++)
            {
                float spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
                float a = get_angle(direction);
                a += spreading[i+2];
                float v = 1-(abs(i)/(float)shotspread);
                float speed = mix((float)tuning.shotgun_speeddiff, 1.0f, v);
                projectile *proj = new projectile(WEAPON_GRENADE,
                    client_id,
                    projectile_startpos,
                    vec2(cosf(a), sinf(a))*speed,
                    (int)(server_tickspeed()*tuning.grenade_lifetime),
                    this,
                    1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, SOUND_GRENADE_EXPLODE, WEAPON_GRENADE);

                // pack the projectile and send it to the client directly
                NETOBJ_PROJECTILE p;
                proj->fill_info(&p);
            
                msg_pack_start(NETMSGTYPE_SV_EXTRA_PROJECTILE, 0);
                msg_pack_int(1);
                for(unsigned i = 0; i < sizeof(NETOBJ_PROJECTILE)/sizeof(int); i++)
                    msg_pack_int(((int *)&p)[i]);
            }
            msg_pack_end();
            server_send_msg(client_id);

            create_sound(pos, SOUND_GRENADE_FIRE);
        } break;

just change int shotspread = 2;
to int shotspread = 1;

and float spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
to float spreading[] = {-0.070f, 0, 0.070f};

if you want 3 and not 5 grenades.

100

(13 replies, posted in Support)

how would you view the page if it doesnt let the browser download it to display it?