how will a tee move without hook?
and is a tee without a hook and hammer a tee?
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how will a tee move without hook?
and is a tee without a hook and hammer a tee?
i made a teewars class for phgstats so that i can use it for my sidebar nad my jphgstats.
examples:
Unreal Sidebar
jphgstats
Download:
Teewars Class
i think the moving speed of teewars is to high, that enemy cursor would be helpfull
you must download this http://www.teewars.com/files/teewars-0. … x86.tar.gz
and then extract is with your filemanager
or in console with
tar -xvzf teewars-0.3.4-linux_x86.tar.gz
to start do what firearrow wrote
http://www.teewars.com/forum/viewtopic. … 4676#p4676
a dummy spawn point item for the editor that spawn a dummy tee would be nice for tutorialmaps etc.
many changes
example alpha test map added
update on test map
map moved to map forum
http://www.teewars.com/forum/viewtopic.php?id=550
first concept of a tutorial tileset
(yes i know text is not readable )
text are ripped from zach post and from the guide to movement that is included in the race_mod. thx
update:
coordinate fixed
screenshot added
text are gone because not readable
text replaced with example images
screenshots:
jtut1-01.jpg
jtut1-02.jpg
jtut1-03.jpg
jtut1-04.jpg
Example Alpha Test Map Download:
http://jeppo.de/wordpress/wp-content/up … ut1map.zip
map moved to map forum
http://www.teewars.com/forum/viewtopic.php?id=550
a serverside var like sv_not_allowed_nicks would be nice to prevent people with defamatory nicks to join a server
also a chat filter var like sv_chat_filter that unwandted words replaced by **** would be nice
i think animated gifs would be a good way to integrate the tutorials easaly in the teewars page.
quick and dirty example:
windows: virtualdub can export as gif
linux: ffmpeg and mencoder can convert to gif
can they see the skin when they have the skin installed?
yes
!!!untestet!!!
set tw_dir to teewars dir
mod.sh
#!/bin/bash
tw_dir=/usr/local/games/teewars
if [ ! -d $tw_dir ]; then echo 'Variable \$tw_dir is wrong!'; exit 1; fi
cd $tw_dir/data
for i in *game.png;do echo $i;done
echo -n "Mod Name? "
read mod_name
cp -f game.png old_game.png
cp -f $mod_name game.png
cd ..
./teewars
mv -f data/old_game.png data/game.png
im thinking over selectable effekts for game.png
so that the first 1 pixel row or column from a tile stands for an effect
example:
if the x=1 y=1 (from upper left) is a non alpha pixel the image will rotate ones +90°
if the x=2 y=1 (from upper left) is a non alpha pixel the image will rotate ones +180°
if the x=3 y=1 (from upper left) is a non alpha pixel the image will rotate ones +270°
if the x=4 y=1 (from upper left) is a non alpha pixel the image will rotate ones +360°
if the x=5 y=1 (from upper left) is a non alpha pixel the image will flip ones x achses
if the x=6 y=1 (from upper left) is a non alpha pixel the image will flip ones y achses
if the x=7 y=1 (from upper left) is a non alpha pixel the image will rotate loop in steps +10°
etc etc etc
the next release of jrace1 will be not finishable without rocketjumps
scriptable map tiles or arrays (Not so important 5.0 or so )
thats what i mean
But without arrows but with images (anim) depict and explain what to do.
maybe in 0.4 with the new editor i will made a tutorial map with tutorial content
yes common bank transfer will be nice
sry no cc, no paypal
nice work
vote 2 or 3
sv_name=PS1 Maps : http://korrigan33.free.fr/maps.zip
sv_gametype=dm
sv_warmup=10
sv_powerups=1
sv_sendheartbeats=1
sv_map=firstsnow
sv_maprotation=dm2 dm6 dm1 teetown raph_dm dm-ruin airen2_snow firstsnow simplerocks
sv_max_clients=100
sv_scorelimit=20
sv_timelimit=5
rcon_password=**********
masterserver=master.teewars.com
nice jumps
maybe nice for skilled race maps in 0.4
nice nice nice
waiting impatient for 0.4
camstudio on windows
recordmydesktop or xvidcap under linux
If race maps builders build rocket jumps passages they may also incorporate health and armor at accordingly places.
Live indefinitely, the cause too easy
^^ sry google translation
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