51

(50 replies, posted in Development)

@heinrich5991: Look here: http://www.libsdl.org/hg.php

I will try to compile and test the stuff on Mac OS X if I find the time.

One big problem I encountered with init scripts for teeworlds is, that they are not very flexible. Many people are running several teeworlds servers on their server and which servers are online often changes. What I want to say is this: If you use an init script, you want to write/configure it once and then just use it, as it is. This is not applicable for teeworlds, because often you find yourself in the situation of creating a new server or removing one etc. It's very inconvenient to edit the init script everytime.

Another problem is, that teeworlds is not that stable and crashes sometimes, so you probably want an autorestart feature for teewolrds.

For both of those reasons, I am currently using supervisor to start/stop/control my teeworlds servers.

I agree with you about the use of external libraries, they should be removed. In binary releases, we should keep them in however (SDL.dll etc.)

@m!nus: In what way is using our pnglite/zlib better/easier/whatever than using system one? I mean, we have to install sdl, too, to compile, why not those libraries, too?

53

(7 replies, posted in Support)

Third party programs won't be able to just "convert" .demo files. .demo files are not videos, instead, they are files, which contain all the information of what happened. In the demo file there is something like "player A moves from location (x,y) to location location(x',y') while pointing the pistol upwards..." etc. I don't think there is a program other than teeworlds, that is able to interpret this data. The main reason for this is that it saves a lot of disk space. High quality videos are always big, and the demo files are quite small in comparison. Another pro for demos is, that third party programs are able to extract much more information from the file than from a video (and much easier). Think about tools, that are able to automatically detect the outcome of recorded games, if they are given the demo file (this would be quite difficult with video, because the image of the endgame screen would have need to be analyzed, which is kind of complicated for software).

If you need to somehow "export" the demo to some video format, your only option is using screencapturing software (e.g. FRAPS). You could also use the n-client, which has a built-in demo-to-video feature (as far as I know, this also is just screencapturing).

To conclude: demo files are the best way to record games, and that's the way it's done in other games, too, e.g. SC2, Dota 2, Counter-Strike. However, in other games they are often called "replays", which may be a more appropriate name.

54

(6 replies, posted in Support)

Are you sure your server is running on port 8303? Maybe you have a firewall blocking ingoing traffic, try disabling it. Also, please post your config file, so we can check if there is anything wrong.

55

(10 replies, posted in Support)

see this here: https://www.teeworlds.com/forum/viewtop … 05#p106305

56

(58 replies, posted in News)

I created a working version, whichwas also uploaded by m!nus already. Just redownload teeworlds and all your problems should be fixed.

57

(7 replies, posted in Support)

You have enter the key combination in "Finder". Actually, the first step is only there to make sure you are in your user folder. However, the Library folder might be hidden, so I suggest a different approach: Open Finder and press ⌘⇧G (Alternatively, you can click on "Go To" in the top bar and then click on "Go to folder"). A dialog should open up. You enter

~/Library/Application Support/Teeworlds/maps

Then you press "open". Finder should now show the correct folder, which contains your map.

58

(10 replies, posted in Support)

I did a bit of research and I found out, that the problem is not the included version of sdl being not universal or anything, but that the teeworlds binary can't find the included version. If I have SDL installed manually (in /Library/Framworks) everything runs fine, so it seems teeworlds can find it there. If it is not there however, I get the exact same message clockworkman.

I also tried replacing the included version of SDL with the version I had installed with no success.

I am running 10.7.

@m!nus: How did you build a universal binary on 10.8? I don't think 10.8 is capable of compiling for ppc, or is it?

EDIT: I think I found out, what the problem is, and I also found a fix for it, but I am not sure if that's the best way to do it: The problem is that somehow SDL does not have "@exectuable_path/../Frameworks" set for it's "rpath". However, "@rpath/SDL.framwork...." is used to find the location of SDL. That means, if we compile teeworlds with SDL in /Library/Frameworks like it is, the teeworlds binary will look for SDL in "@rpath" and that contains only "/library/Frameworks". I tried to fix this and get "@executable_path..." also in there, but I am not very experienced with this stuff, so I did not succeed. However, I found another fix: Before compiling, on has to use the following command:

install_name_tool -id @executable_path/../Frameworks/SDL.framework/SDL /Library/Frameworks/SDL.framework/SDL

After this, compiling will create a binary, that finds the bundled SDL. I also uploaded a working .app bundle, that contains a binary running on 32/64 bit, but not on ppc: http://ghost.crabdance.com/assets/downl … ng-sdl.zip

Edit2:Maybe you could give some feedback, if this solved your problem?

@m!nus: If it does actually solve the problem, would you mind uploading a new (fixed) binary?

59

(8 replies, posted in Development)

https://github.com/teeworlds/teeworlds/ … state=open

60

(4 replies, posted in Support)

I don't think it has anything to do with the threaded gfx, because he is talking about 0.6.1 and this was only introduced after 0.6.1.

61

(1,493 replies, posted in Development)

safaalfulaij wrote:

the curent files is OK, but it will be better if we use the plural formats...
in the po file you can see:
"single: %d book"
"plural: %d books"
and the translation (if arabic) will be:
"[0] لا كتب"
"[1] كتاب واحد"
"[2] كتابين"
"[3] %d كتب"
"[4] %d كتابا"
"[5] %d كتاب"
the [n] is the plural format to use...
of course you must put the plural formula first of the file.. wink
see this: http://wiki.arabeyes.org/Plural_Forms for the arabic Plural, and this: http://translate.sourceforge.net/wiki/l10n/pluralforms for all formulas wink
you can see that Belarusian have 3 ways.. as Russian wink

Ok, so I see that GNU gettext is actually capable of doing this, so we could do this on linux systems. But does this also work on other platfomrs like Windows, Mac OS X, BeOS? GNU gettext is not necessarily available there.

Also would you handle a case where you have several variables in one text string?

//EDIT: It seems this will work on all Unix-type systems, however I don't see how it would work on windows, which is a blocking issue in my opinion. However, maybe we could improve the teeworlds way of doing these things (teeworlds currently uses an own function called Localize, which is responisble for returning the correct translated string). I think it would be possible to add the functionality of using plural forms at least for simple cases.

62

(1,493 replies, posted in Development)

safaalfulaij wrote:

Hi all
Can teeworlds 0.7 use the .po files for languages ?
so it can be added the plural formats to make language beter smile
I'm a translateor, so i speak about languages only tongue
If teeworlds 0.7 used the .po files....
I hope that each of : "0 of 0 servers, 0 players" be separateed
like: "0 of 0 servers,"
and " 0 players"
and so on...
note: my Eng bad!

Those .po files are a way to implement localization (wikipedia link). However, after reading through the wikipedia article, I don't see where this differs in any way from what teeworlds is currently using. I don't think what you want (using plural forms of words depending on variables in teeworlds itself)  is possible with .po files (GNU gettext). Actually I think the way teeworlds handles this is quite good, I like the design of the language files, and I see no reason to change to a new system, when our system works perfectly fine.

63

(5 replies, posted in Discussions)

The content is released under CC-BY-SA 3.0 (http://creativecommons.org/licenses/by-sa/3.0/). As far as I can tell, this license does not require you to name the original creator of the content at all. If you want to be completely sure, just read through the license text.

Frostworker wrote:

Hence the "going out on a limb part"...

Was just wondering if there are similar games that you guys know about?

Did you try google? Sorry, but I think this is really not the correct place to discuss this.

65

(5 replies, posted in Development)

The best way to learn about the teeworlds code is just reading through it and trying to modify simple things. That's how most of us have started. I don't think it would be very effective if we tried to teach it to you directly. However, feel free to ask specific questions, if you encounter problems or don't understand some things.

Frostworker wrote:

Hey guys, so im going out on a limb here.

I want to know if you guys can think of any new games that may need hosting!

If you do feel free to comment!

Regards,
Frostworker

This is a teeworlds forum. Maybe you should ask that question in a more general forum.

PhOen!X' wrote:

I have Visual Studio 9.0 so how i compile it with it...?
i not good compiler... and i lazy too ^^
and what the use of python on compiling?

Seriously.... Did you read this thread? did you read the documentation? Did you watch the tutorial video? You got to be kidding me...

68

(8 replies, posted in Development)

As posted by sushi, this was a decision matricks made very early and I support this decision.

I agree that some of your points are valid. You have to see though, that we have tons of things to do, and our Time is very limited. Have you ever had a look at the issues list on github...? I think before we can focus on advertising stuff and so on, we first have to make the game itself "perfect". On the other Hand, things like the higher resolution icon and a Windows installer can easily be implemented and should he in my opinion.

70

(32 replies, posted in Development)

@Ryomou Hentai Girl: Well, of course this is a little thing, but if the devs don't know what's best (even in this very unimportant case), why not ask the community...?

71

(1,493 replies, posted in Development)

I am really sick of this god damn discussion. We do not prevent people from playing mods at all. We just want new players to try vanilla first. We also want the server browser to be organized a little more and we want to separate official stuff from community stuff. Thats all there is to it (no "oh, we hate mods, so lets make sure people dont play them"). I think the new server browser is a good approach to these goals.

72

(32 replies, posted in Development)

I like the small size, because I personally believe, it fits best into the new slim, modern menu style.

73

(1,493 replies, posted in Development)

It seems some of you still forget what we are actually developing. Sure, teeworlds is an open source game, but does that mean we need to leave all things open for mods? No, it does not, since we are NOT developing a 2d game engine. We are developing only teeworlds, and we want teeworlds to be as much fun as possible and we also want people to play the real teeworlds.

Sure, there are some quality mods out there, but compared to the number of "crap" mods, the chance for a new player to enter a server that hosts a really bad mod, which then makes the player immediately stop playing teeworlds at all is quite high. The new system of how the servers are displayed might change this at least a little.

On the other hand, if you want to play a certain mod, there is still nothing at all that keeps you from doing it. In fact I think with the new way how things are displayed, it might be even easier to find a good server hosting the mod you want to play.

As I mentioned before, if you are not happy how things are going, just do a fork and do the stuff on your own.

74

(1,493 replies, posted in Development)

And I think this is really good. If you want to play a mod, you still can easily do that, but especially new players will more likely try vanilla servers. Also there is now organization in the serverborwser list, it's now much more easy to go through it in my opinion. I don't see any drawbacks. And as you said, teeworlds IS open source, so you can easily revert that if you want. I don't really see in what way this takes away freedom from users and coders? oO

75

(8 replies, posted in Support)

Do we really need to make a war of everything...? -.- well, whatever, i believe the main questions of this thread have at least been answered...

Please use the report function next time, posts deleted // heinrich5991