26

(6 replies, posted in Development)

I had this problem, too. It seems like "/Library/Frameworks" is not in the default framework search part anymore. What I did to solve this problem is siply adding that path to the framework search path by the following line in bam.lua (right after line 155):

settings.link.flags:Add("-F/Library/Frameworks")

Here is my complete bam.lua:

http://pastebin.f3l.de/telemoreti.lua

27

(2 replies, posted in Support)

Are you using the binary provided by us? It should not require X11 at all. Also I have no idea where you're mouseproblems are comming from. I am also using OS X Mavericks, but I do not have any problems. Have you tried completely removing teeworlds (including the Folder ~/Library/Application Support/Teeworlds/)?

28

(3 replies, posted in Support)

It's done exactly as you wrote:

bind key "command1; command2; command3..."

As far as I know, there is no limit to the number of commands you can bind to a key.

29

(4 replies, posted in Graphics)

I guess if you've shown that you are capable capable enough for that, you will be asked to help by the team of official teeworlds artists.

30

(2 replies, posted in Discussions)

I have no idea, why they would reject teeworlds. Have you tried contacting those guys and asking them for the reason for the rejection?

31

(8 replies, posted in Discussions)

I agree, that they can be used for promotional purposes to some extent, however they are not specifically made for this and in my opinion are not suited that well. A promotional video should address the people (maybe some text like "defeat your enemies!", "stay alive!") imo. I agree that we can use some of the content from those videos, but I think it needs to be arranged in the correct way. I also think, that it should not only contain high level play, maybe some ffa gameplay with many players and a lot of action could be appealing to people, too.

32

(8 replies, posted in Discussions)

The problem with those videos is the same as with most videos: They are not made for promotional purpose, but mostly show highlevel gameplay and cool stuff. We need some of that, but the video needs to be made especially for promotional use. We need a short video, which you could also see in tv as advertisment. Something that shows a bit of the teeworlds gameplay and attracts people, so they take a look at the game.

I don't know how 2 identical servers should be starting. There seems nothing wrong in your config, but you do not nee to specify the masterserver. Just remove that line. If you use sv_register 0, the server will not be registered with the master server anyways (this means others cant see it in the server browser!)

the server is registered and everything should be fine. It is sometimes the case, that people are not able to see the server hosted on their pc in the internet tab. Try looking for it in the lan tab. Other peoplel should see your server in the internet tab just fine.

@heinrich5991: In the debian/ubuntu package, the teeworlds server binary is called "teeworlds-server", I looked it up wink

You also need to install teeworlds-server via your software center, they are 2 separated packages. Once this is done, you can start a server like this:

teeworlds-server -f /path/to/your/configfile.cfg

36

(2 replies, posted in Support)

As mentioned in a lot of other posts, there is nothing that can be done about guys like him at the moment. Simply play on vanilla servers (they have no know vulnerabilities, so I assume the servers, that are being crashed are modded servers). A future release of teeworlds might have opt-out global bans, but this is still in discussion.

37

(3 replies, posted in Community News)

It's great to have it back smile

I have translated the post into german, but I am not completely sure, if i got everything correct. I also was not able to come up with a good german version of the small poem. You can find the post here. I would greatly appreciate it, if anybody else could read through it and and improve it, before it get's posted on other websites.

Dune wrote:

It would be really awesome if anyone could at least translate it in German, to spread the word on other discussion places. You would have all my thanks.Again, was a nice read!

I can translate this post to German, but I don't have any accounts on other teeworlds community websites and I don't intend to create those. I can send you the translated post as a pm or per mail if you want, so you can post it onther websites.

This topic has been discussed several times already. There is not really much we can do against this right now. There is a ticket on github for opt-out global bans (https://github.com/teeworlds/teeworlds/issues/1136). If this gets into tw, it will be possible to have those guys banned from a lot of servers.

41

(58 replies, posted in News)

You can just download the binary package from our Downloads section.

EDIT: Oh, somebody was faster than me sad

42

(50 replies, posted in Development)

I am continuing testing on Mac OS X. I already found a crash connected to clipboard and already fixed it. I will let you know if I find anything else.

43

(50 replies, posted in Development)

Ok, I am now able to give a bit more detail about what happens: As long, as we are in MOUSE_MODE_NONE (in the menu, or even in game, if we did not move the mouse yet, since we had MOUSE_MODE_NONE active), everything is fine. So once you are in game and move the mouse, mouse mode is set to MOUSE_MODE_WARP_CENTER, as it should. you can also see the screen/crosshair move for maybe 2 ticks/frames (for these frames, SDL_GetRelativeMouseState() gives x and y values, that are different from 0). After these frames. nothing happens anymore. SDL_GetRelativeMouseState(&x, &y) returns 0 for both x and y, regardless how much I move the mouse. If I now open the menu (esc), still nothing happens upon moving the mouse (this is only logical, since nothing changes, because no mouse movement is recognized and thus CMenus::OnMouseMovement() is not called, which would set mouse mode to MOUSE_MODE_NONE again). However, once you open a console, it sets mouse mode to MOUSE_MODE_NONE and then everything is fine again.

To summarize it: Obviously there is a problem with the combination of SDL_GetRelativeMouseState() and MOUSE_MODE_WARP_CENTER.

However, as long as we are in MOUSE_MODE_NONE, everything works fine (including moving the cursor in and out of the window and everything).

EDIT: nevermind, I fixed the problem. The problem was, that in CGameClient::DispatchInput(), GetMousePosition() got called called before MouseMoved(). This made the cursor warp to the center everytime before MouseMoved() is called, and then of course SDL_GetRelativeMouseState() returns 0.

I do not understand why it worked on other platforms though oO.

44

(50 replies, posted in Development)

I would love to work on this, but I don't really know where to start. I can do basic stuff, but I have not tried working on some more complicated stuff yet. I'll try to do what I can, but I doubt I'll be able to achieve a lot. The problem is, that there is no really active developer that is specialized on Mac OS X.

I would appreciate any help you can give me.

One more note: this could easily be a bug of SDL. Is there even a lot of platform dependent code in teeworlds for the input stuff?

45

(43 replies, posted in Development)

Landil wrote:

http://i.solidfiles.net/2626c4aaaf.png
Please welcome a new splash tee.

It looks very nice, but I think there is one major flaw: The picture is very 3d like, with all that perspective stuff, but the chain looks very flat.

46

(50 replies, posted in Development)

Yes, you are correct, the issue is still the same.

47

(50 replies, posted in Development)

No, it points to some direction, and if I hit f1/f2, it moves shortly in the direction, I moved the mouse to. Also, if I press esc I get no cursor, but if I then press f1/f2, the cursor works like normal in the menus. However, pressing esc again and going back into game, it does not work again.

48

(50 replies, posted in Development)

No, it does not.

49

(50 replies, posted in Development)

Mac OS X i386 + amd64 (standalone): http://ghost.crabdance.com/assets/downl … ll-osx.dmg

EDIT: The cursor does not work correctly ingame on Mac OS X. It does not move at all. It moves for a very short duration, if you open one of the "terminals" in tw (f1, f2). Does it work correctly on other OS'es? This seems to be related to hardware cursor, because I'ts ok on your master branch.

However, the mouse is buggy there, too. If inp_grab is enabled, it's buggy ingame and If i start the game, I need to open one of the terminals once in order to make the mouse work (before that, the tw curser is in the upper right corner and I can see the Mac OS X cursor moving, if I move the mouse.

50

(50 replies, posted in Development)

I got it to work on Mac OS X, too (really easy..) and I'll make a pull request right now. However, I think there should be some more work, I don't think we still need platform dependent code to handle opengl contexts (we can use sdl's opengl contexts) now etc. Would be nice if somebody could look into that.

EDIT: It's very nice to see, that with sdl2, minimizing teeworlds works on Mac OS X just fine smile