1 (edited by heinrich5991 2011-07-31 23:55:53)

Topic: Changelog 0.6.1

Changes that might be more interesting than others are marked green, the four most interesting changes are bold.

Menus
  • Reimplemented the menu music by teetow (1a5d7045)

  • Added spectate_next and spectate_previous to the control settings (2e09bd6b)

  • Fixed the map download dialog (ffe40db0)

  • Fixed the 'need restart' warning in settings (2179ae01)

  • Fixed a problem with line input (65d312fd)

Editor
  • Added the automapping feature (7bc07b61)

  • Added ability to name groups and layers (d78c0d66)

  • Added maximum zoom level for the editor (193fb192)

  • Added layer/image scrolling via mouse wheel (ef881a53)

  • Added possibility to collapse groups by double clicking on them (f7a9e801)

  • Fixed the <Shift> key only changing the time of the point and not his value for envelopes in map editor (876eac10)

  • Fixed an editor crash (bbd7a758, 694be7df)

  • Removed load/save binds in the editor because they were often accidently used (896ef2f2)

Browser
  • Added the strict game type filter (9fb36fd8)

  • Added ability to click on friends to show their servers (fb309436)

  • Added ability to filter by country (123eab41)

Client
  • Added different mouse sens for menus/editor (7648ba30)

  • Made envelopes synchronized between clients (7b87cfa6)

  • Fixed clipping issues on some machines (a3fec2f9)

  • Fixed, so chat and teamchat can be distinguished in console messages (15e1d4f1)

  • Fixed a tuning issue with demos (e18390fe)

  • Made tab completion using nicks with the typed begin first (e1ef01f6)

Server
  • Added moderator support for the remote console (1ae47468))

  • Added external console (a0a62bcd, b0fdc409, 2ba6fbd7)

  • Made rcon completion serverside (571dff62)

  • Added a message when an admin forces a vote (a6dc6f34)

  • Added possibility to deny team changing after a set_team for a certain time, added server setting to do the same for the spectator vote (14f98a9d)

  • Added server side automatic demo recording (e266c1b0)

  • Fixed, so that the chat emote can't be abused anymore (8d5badc2)

  • Fixed, so that spectator votes are aborted when the player leaves (348806d9)

  • Fixed ban for live (1705c90e)

  • Made it possible to restrict player information in spectator mode (957b81af)

Console
  • Fixed "no such cmd ''" on empty lines in cfgs (d5b38048)

Game
  • Made the dropped flag blink faster the last 5 seconds to indicate that it's about to return (ac9c3b8f)

  • Fixed a problem with player collision (7db6d1e0)

  • Improved sudden death in CTF (c10c7d9a)

Graphics
  • Added more than ~200 new country flags (38202d97)

  • Bug fixes for jungle doodads and death tiles (d5e065b6)

Code
  • Added a script to fix all header guards (e6f0318b)

  • Added emoticons names to the emoticons enum (instead of numbers) (63e059b8)

  • Added ability to call all the scripts from anywhere (1850851a, baa2e650)

  • Fixed header guards in some files (e6f0318b)

  • Fixed line endings and some whitespace (06115dd4)

  • Fixed, so 'structs are structs and classes are classes' (c2f75b00)

  • Fixed build on GNU/kFreeBSD and GNU Hurd (ee50ab5b, 40330fd7)

  • Fixed tcp (83d8422c)

  • Refactored editor file names (0c6f187e)

  • Updated scripts/tw_api.py for 0.6 (d6f34cba)

2

Re: Changelog 0.6.1

What does "Improved sudden death in CTF" mean?

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

3 (edited by KillaBilla 2011-08-01 00:52:11)

Re: Changelog 0.6.1

Landil wrote:

What does "Improved sudden death in CTF" mean?

If you were in Sudden Death and CTF you could win when someone grabs the flag. I think now you have to capture the flag at least one time to win.

Edit: The Github link for the automapping feature seems to be wrong.

4

Re: Changelog 0.6.1

Yes! Damn hammer fly Bug deleted !

5

Re: Changelog 0.6.1

Nice changes (:

// But it seems like (imho) the collision still isn't fixed 100%.
// There is sometimes a strange behavior if 2 tees fall near to each other.

6

Re: Changelog 0.6.1

.d1ce!* wrote:

Nice changes (:

// But it seems like (imho) the collision still isn't fixed 100%.
// There is sometimes a strange behavior if 2 tees fall near to each other.

did you test it on a 0.6.1 server?

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

7

Re: Changelog 0.6.1

Landil wrote:
.d1ce!* wrote:

Nice changes (:

// But it seems like (imho) the collision still isn't fixed 100%.
// There is sometimes a strange behavior if 2 tees fall near to each other.

did you test it on a 0.6.1 server?

Well looks like it was my fault :>
I thought he had already updated his srv.
ty

8 (edited by MAP94 2011-08-01 20:55:10)

Re: Changelog 0.6.1

First, nice version.

I am happy that some of the "new" features (friendlist) were available in the N-Client since 3 months.
And i am happy that some of my code (envelop sync) from github was used

MAP94

9

Re: Changelog 0.6.1

I am so happy TeeWorlds version 6.0.1 released SO fast and with SO good changes very good job to all of you guys NICE WORK. big_smile

If you want a perfect map for your own server you can PM me to make you one ^^

Please also try play nodes you may download it here!. And as always.Have a nice day

10

Re: Changelog 0.6.1

dremy wrote:

I am so happy TeeWorlds version 6.0.1 released SO fast and with SO good changes very good job to all of you guys NICE WORK. big_smile

You mean 0.6.1 right? I doubt Teeworlds 6.0.1 would ever be released..

Trust dies but mistrust blossoms. Sophocles
Landil was here, and wrote the above ^^
HOLY FUCK! Can't believe I met Landil tongue

11 (edited by dremy 2011-08-08 09:00:21)

Re: Changelog 0.6.1

xD yes i mean 0.6.1 if i mean 6.0.1 i was coming from the future xD big_smile

If you want a perfect map for your own server you can PM me to make you one ^^

Please also try play nodes you may download it here!. And as always.Have a nice day

12 (edited by TeePhoenix 2012-06-10 17:17:26)

Re: Changelog 0.6.1

Deleted.

The face of terrorism is called United States of America!

13

Re: Changelog 0.6.1

TeePhoenix wrote:
matiasmunk wrote:

You mean 0.6.1 right? I doubt Teeworlds 6.0.1 would ever be released..

Teeworlds only have to go the Mozilla way...

3 words: Not gonna happen. big_smile

14

Re: Changelog 0.6.1

(i'm french so sorry for false) I've just download teeworld 0.6.1 and I can't connect to a server.
Can you help me please ?

thanks

15

Re: Changelog 0.6.1

patatorus27 wrote:

(i'm french so sorry for false) I've just download teeworld 0.6.1 and I can't connect to a server.
Can you help me please ?

thanks

Please detail more, say why you can't connect. Also, you should open another topic, not pollute an official one.

Not Luck, Just Magic.

16

Re: Changelog 0.6.1

It's good that TeeWorlds version 6.0.1 released SO fast and good changes.
Really nice job.Thanks.

17

Re: Changelog 0.6.1

GOT A BUG FOUND IN 0.6.1, When there are 12 players joined (DM) than the tee with the lowest score (downest in scoreboard) is half out of the scoreboard, Please fix this bug.

ADD THIS IN 0.7:
Pres 'tab' (scoreboard), in the scoreboard you got to see when someone is joining, but not joined yet, like '(connecting)'  (the same when disconnected, pres a server, and go to 'info').

mushoku-no

18

Re: Changelog 0.6.1

siimon wrote:

ADD THIS IN 0.7:
Pres 'tab' (scoreboard), in the scoreboard you got to see when someone is joining, but not joined yet, like '(connecting)'  (the same when disconnected, pres a server, and go to 'info').

0.7? it is not even realesed hmm

Teecrusaders clan
Teenews!
Leefy's blog! Never give up! on the way of becoming a programer! wink

19

Re: Changelog 0.6.1

siimon wrote:

ADD THIS IN 0.7

Sir yes Sir!

siimon wrote:

Pres 'tab' (scoreboard), in the scoreboard you got to see when someone is joining, but not joined yet, like '(connecting)'  (the same when disconnected, pres a server, and go to 'info').

Impossible, since client hasn't already sent his info to the server. You would only know someone is connecting.

Not Luck, Just Magic.

20

Re: Changelog 0.6.1

'twould be handy to know if players are loading the map from within a server

21

Re: Changelog 0.6.1

Dune, everything is possible. Add a network state packet.
And there is something like m_pNetworkState (as byte) with these states

0 - Unknown - No information available
1 - Connecting - Client is connecting
2 - Playing - Client playing
3 - Disconnecting - Client disconnecting

So.. I guess you would add more, it would be funny when you add this packet (WHY NOT?! D:).
(eg. handle the packets which are allowed when state is unknown or connecting to prevent any kind of bots!).

22

Re: Changelog 0.6.1

powachill4 wrote:

Dune, everything is possible. Add a network state packet.
And there is something like m_pNetworkState (as byte) with these states

0 - Unknown - No information available
1 - Connecting - Client is connecting
2 - Playing - Client playing
3 - Disconnecting - Client disconnecting

So.. I guess you would add more, it would be funny when you add this packet (WHY NOT?! D:).
(eg. handle the packets which are allowed when state is unknown or connecting to prevent any kind of bots!).

You stand correct: Everything is possible. However the feature you are suggesting is not needed. Why would you wanna know when clients are connecting? oO

Power corrupts,and absolute power corrupts absolutely

23

Re: Changelog 0.6.1

DARK HUNTER wrote:

You stand correct: Everything is possible. However the feature you are suggesting is not needed. Why would you wanna know when clients are connecting? oO

Simple comfort. Still not worthy at all to rewrite the protocol for that imo.

Not Luck, Just Magic.

24

Re: Changelog 0.6.1

isnt there a networks.py, there you can simply add a "packet", or how to say that.
Just add something like.. "Cl_NetworkState" with a NetIntRange (all different codes like connecting, playing and all that).
And doesnt the server send the playerinfo to each other (scoreboard)?
Just add a little symbol for that.

25

Re: Changelog 0.6.1

hmm, i dont understand all what you are talking about, but it is possible for sure, when you pres at a server (you need to be disconnected) and than go to: 'info' you see: '(connecting)' when someone is connecting, the same info could be sended to the players IN the server. Pres tab, than you see '(connecting)' when there is still a problem, i think there is no way out of it.

mushoku-no