Topic: #93 Add slopes

#93 Issue: Add slopes
Labels: code-related, feature, gameplay

oy opened issue at 2010-09-03 00:18:

It seems it was planned to add slopes in tw: http://www.teeworlds.com/forum/viewtopi … 4063#p4063

Is there still a plan to add them? I think it would be a great feature.

Sworddragon commented at 2010-10-11 20:50:

Haven't matricks said he don't want slopes? Well, in my opinion this is a good feature.

Ubu- commented at 2010-10-13 15:39:

"We will experiment with slopes etc in the future."
"Slopes has been discussed and will probelby be added at some point but nothing decided yet."
matricks in 2008

heinrich5991 commented at 2010-10-19 18:22:

how do you want to display tees on slopes? and the walkspeed?

Fisico commented at 2010-10-20 09:26:

i think slopes should be for sliding down not to run up

JulianAssange commented at 2011-01-15 07:31:

I think slopes is a good idea, and even if there arent slopes, atleast somthing too make entities only over the sides : example of the glitch : http://b.imagehost.org/0035/diagonal.png

ghost commented at 2011-01-27 21:59:

i found a simple solution to create the slope in 45°  135°  225°  315°.
We just need 2 new tile in entities.png, 1 for hookable slope & 1 for unhookable.
For have 4 directions just use rotation or mirror(flip) in the map editor.
When collisions will be initialized, we must check also tile's flags, for interpretate in which type rotation the slope is drawed.
Will be easy on mapping, because we can use flip Vertical, Horizontal & rotation, and direction shown will corrispond to the effective.
I already thinked also how it should work, well integrated and calculated respecting Physic's laws, like gravity influence on climbs or descents....
i need some day to prepare a preview

ghost commented at 2011-02-09 22:27:

i done my idea, not perfect yet, but work enough well, if someone want to adjust my small error, or would optimize my code, ask me, that i will put a.patch file to download

JulianAssange commented at 2011-02-10 07:08:

CarmineZ, Send the patch my way, Ill look for any bugs :-)

van fstd commented at 2011-02-10 08:19:

disregard that troll. i PM you

JulianAssange commented at 2011-02-10 10:42:

Kid, Shut up.

at carminez, I'll test it with some friends, Is it bad if more than 2 people see it? ( like for testing )

Tsin commented at 2011-02-10 15:51:

"Kid, Shut up."

said 13 year old troll to  20+ year old guy

just hilarious

Demonul, Josh, Julian, Flamin   or who ever you are you fucken FAKE stop wasting all our time 

and get a life

ghost commented at 2011-02-10 19:10:

http://solidfiles.com/d/abee/      <---------  try
most important is to correct movebox, because not very good

JulianAssange commented at 2011-02-10 23:33:

wtf u talking abou tsin? fake?? lol

JulianAssange commented at 2011-02-10 23:43:

@CarmineZ, Found 1 bug: You know somtimes you can be at the corner of a collision tile and u get stuck? well this happens alot on slopes.

EDIT1: I think going down should be faster than going up.

ghost commented at 2011-02-11 08:00:

i know, i tried & search a simple solution with minor stress for cpu, but will be better a stable solution.... going down is already more fast than going up!!! Main problem is the round(Position) that don't collide correct with slopes.....
i already thought too much for slopes creation (i don't sleeped the night for them!!!), so i hope someone will be able to create them correctly, i'm going in a reflection pause

JulianAssange commented at 2011-02-11 13:43:

other than the 2 things i posted, i really like it ^.^

JulianAssange commented at 2011-02-12 01:19:

I think mabye also you should "stick" too the ground, Like if ur going down hill, u somtimes just jump off... same thing happens with going up.

ghost commented at 2011-02-12 08:56:

i know that problem, than, have you thought a bit how to solve?

JulianAssange commented at 2011-02-12 10:56:

im not really a coder oll... just saying a glitch i found, plz list all the things u know about so i dont re-post them.

ghost commented at 2011-02-12 19:39:

i created a branch --> https://github.com/CarmineZ/teeworlds/tree/slope
so will be more simple to communicate and to find a solution,
and i explained better what i edited, now entities.png with a sample map & slope.png are included into repository!

ghost commented at 2011-02-20 11:05:

i have found a my little error, now slopes are very better

van fstd commented at 2011-02-25 19:40:

oops this was supposed to be a PM :S

JulianAssange commented at 2011-02-25 21:07:

asi said on his commit, currently there is a really weird bug with walking on them.. u dont see urself moving until u stop, and it looks like you've teleported away!

heinrich5991 commented at 2011-02-25 21:10:

looks like you didnt download the latest client, you havent got the newest version, or CarmineZ updated privately

ghost commented at 2011-02-25 21:21:

my public branch is up-to-date, obviously need build/complile Server and also Client for a correct test

heinrich5991 commented at 2011-02-25 21:27:

flamin -.-"

JulianAssange commented at 2011-02-26 17:27:

what hein? and also oo... ok gotta build new client..

ghost commented at 2011-03-12 13:44:

opened a server for massive testing, and a topic forum for opinions

heinrich5991 commented at 2011-03-12 14:08:

Found a little bug. http://min.us/mvj1sxo

ghost commented at 2011-03-12 14:28:

i know, because tee haven't his feet on ground, so can't jump, isn't a bug, i leaved it as is....normally you can use only one air-jump without retouch ground, so i though that a corner, can't be considered a stable ground to can jump from it, but my is only a suggestion to interpretate slopes, i hope official staff can make slopes for 0.6, based on my code or without my code

Sworddragon commented at 2011-03-12 16:17:

I haven't tested your version but why don't we make it simple? Let's just "emulate" the slopes. This means the slope is just like a normal tile. There are no special physics for it. The only difference is that the height of the Tee changes on the slope.

For example: You can run hills up and down without jumping and without any speed changes or falling effects from fast downhill running.

ghost commented at 2011-03-12 17:55:

you haven't tested..., but have you read the code at least? My slope is already very simple, it is already a normal tile without any special physics or tuning..., so, test it before, could your help be very usefull to improve it, since i know here ther are many good programmers

Sworddragon commented at 2011-03-12 19:29:

I haven't tested it because I read already in your thread that there are physics implemented. That's why I said we should keep it simple.

ghost commented at 2011-03-12 20:59:

it's only the standard physic of teeworlds rotated for the slope.....
... there isn't a way more simple, i tryed many ways before find this one,
now i thank "God", because i had lost the hope to be able creating slopes

but well, i am very happy if someone or we, will improve this feature

ghost commented at 2011-05-18 19:57:

slope HOPE is dead

JulianAssange commented at 2011-05-21 10:17:

Why is it dead, CarmineZ?

AltGen commented at 2015-03-30 11:50:

i think needs do better the movebox, testbox and related functions

pielover88888 commented at 2015-03-31 01:32:

Since the published binaries are Windows only, and the source seems to be gone/missing, here's a video of the slopes from CarmineZ's mod: http://piecode.tk/video/uploads/?search … s%20slopes

"so i thought that a corner, can't be considered a stable ground to be able jump from it" ~_CarmineZ (grammar tweaked)_
I personally think this is a bad idea, because if you land on the corner of a normal tile (in 0.6, not sure about 0.7) you get your jump back, and corners are corners. Corners should be consistent with eachother regardless of how they are produced, because to the player..corners are corners.

Joshua Rogers commented at 2015-03-31 01:34:

I have the source code of carminez final creation on a hard drive
somewhere.  I'll attempt to find it some time, so people can see the code.

Sent from my phone.
On 31/03/2015 12:32 PM, "Jeffrey" notifications@github.com wrote:

Since the published binaries are windows only, and the source seems to be
gone, here's a video of the slopes:
http://piecode.tk/video/uploads/?search … s%20slopes

"so i thought that a corner, can't be considered a stable ground to be
able jump from it" ~CarmineZ
I personally think this is a bad idea, because if you land on the corner
of a normal tile (in 0.6, not sure about 0.7) you get your jump back, and
corners are corners. Corners should be consistent with eachother regardless
of how they are produced, because to the player..corners are corners.

Reply to this email directly or view it on GitHub
https://github.com/teeworlds/teeworlds/ … -87894639.

Henningstone commented at 2015-03-31 09:12:

Arent't this his sources?: Teeworlds Forum
Or is that wrong?

oy commented at 2015-03-31 15:54:

CarmineZ's slope mod isn't the one mentioned here https://www.teeworlds.com/forum/viewtop … 76#p110876

AltGen commented at 2015-03-31 16:52:

In fact, I wanted to download your version to compare with mine, but I have not found... have you the source or the windows version (corresponding to Landil topic)?

oy commented at 2015-03-31 17:24:

Didn't code the version in Landil's topic and unfortunately don't have a copy of that source.

pielover88888 commented at 2015-03-31 20:43:

@Henningstone those source links are dead/404 now, though. EDIT: CarmineZ updated the links, nevermind :).
I think it's time we make the landil/inherited slopes source public for review, extensive testing and polishing.  _Once it's made as well as it can be made_, we should discuss the possibility of merging it with 0.7.
Teetime apparently had a copy of Landil/Inherited's slopes source and uploaded it here _(edit: link down, use mirror)_ and I'm mirroring it here. Thanks Teetime :)

Joshua Rogers commented at 2015-07-27 12:11:

Here's the source code for CarmineZ' slopes: https://github.com/MegaManSec/CarmineZ-Teeworlds-Slope

H-M-H commented at 2015-11-01 12:24:

In case you are still interested in slopes I put this here https://www.teeworlds.com/forum/viewtopic.php?id=10476 to github and merged it with current 0.7: https://github.com/H-M-H/teeworlds/tree … _merge_try
(without merge: https://github.com/H-M-H/teeworlds/tree/slopes)
Binaries: https://github.com/H-M-H/teeworlds/rele … slopes-0.7
(you need to add data folder manually atm as make_release.py does not work properly)

Not Luck, Just Magic.

2 (edited by CarmineZ 2019-02-19 22:36:58)

Re: #93 Add slopes

Hello, I am the "ghost" in this discussion!
I was in my firsts times of using GitHub, one day I erased my account thinking that I will never more use GitHub,
instead now, after many years, my interest for programming is grown :-) and I am back also in that wonderful place like GitHub
with my actual nickname: AltGen
I changed again, now I am "tempral"


Re: #93 Add slopes

pls add