76

(8 replies, posted in Support)

You can find the terminal in "Programs/Utilities".
You can also use spotlight to search the terminal app. Just hit cmd+space and enter "terminal" (without the "") and it will be found immediately (you can also start it from there directly).

DARK HUNTER wrote:

To the topic:
His question was how to install teeworlds on mac and not why there are no letters and numbers on screen. So why did you guys bring up freetype?

Well, you are kind of right, we just assumed that he did try simply downloading the teeworlds app and noticed that it did not work (and the reason for that would probably be the missing freetype). If our assumption was wrong, here is how to just install teeworlds on a mac:
1. Go to the downloads page of the teeworlds website and download the mac os x universal binary (0.6.1).
2. click on the downloaded .dmg package to open it.
3. Drag the teeworlds app to the applications folder (or to some folder inside the applications folder, if you prefer to have your stuff organized properly)

77

(8 replies, posted in Support)

You have 2 options to install freetype2.

1. Option
The most easy and probably best solution is to use macports. Simply follow the instructions here to install macports properly. After you have done this, you open a terminal and type the following command:

sudo port install freetype

This will automatically download and install freetype2 on your system (it might take a while, since freetype2 and all it's dependencies will get compiled).

2. Option
The second option is to download the freetype2 sources and compile and install them manually (this is much more complicated, so you will probably just want to go for option 1). To do this, you will first need to install Xcode (you can get this from the mac appstore). After XCode has sucessfully been installed, run it and go to its preferences. Open the "Downloads" tab and you will see a list of additional tools you can install. Install the "Command Line Tools" by clicking on the install button right next to them. After they have been installed, download the latest version of the sources of freetype2 from here and extract the downloaded files. Now open a terminal and change to the folder in which the sources are now, this will look similar to this:

cd Downloads/freetype-2.4.10

(note that 2.4.10 is currently the most recent version, it might be a different number for you)

Now continue typing in the Terminal:

./configure
make
sudo make install

This will compile and install freetype2 on your system.

Again, I would strongly reccomend you to use the first option, because it is much more convenient and you are also able to update freetype (and a lot of other useful programs) using macports, instead of recompiling and manually installing everything on your own.

Note that this will not only work on 10.7, but on all systems lacking freetype (I think 10.8 does, too, e.g.)

I hope my instructions will help you.

78

(23 replies, posted in Graphics)

You really should read the date of the Last Post, before you Post in a topic... This One is from 2008.

79

(11 replies, posted in Maps)

@lamefun: You know pretty damn well that such an idea is not helpful (people would just post their maps on other forums) at all. Oppositely, it creates annoyance and angry discussions here in the forum, which is not what we want here. I know your problem can be a pain in the ass, but there is really no way to get around this, that's life. We can't (and also should not!!!!) force people to use a specific license for their stuff.

Just one other thing: Could you please stop naming your topics like "[COMPLAINT] Super extra mega complaint"? Nobody knows what the topic will be about actually, it only again creates annoyance even before one starts reading the topic. Please give your topics meaningful names (if I am not mistaken, there is even a forum rules that tells you to do so....).

80

(8 replies, posted in Development)

AvidTeeworlder wrote:

Also everyone has a google account, and all is required is to use a credit card.

This is so NOT true... I have neither of those. Actually I think paypal quite a good option, because it's very easy to use if you own a creditcard, but it's still easily possible to use it, if you don't.

81

(9 replies, posted in Community News)

What would be the use of running a local master server? If you are in a lan, the servers will appear in the lan tab anyways...

82

(10 replies, posted in Support)

I don't Know the reason for your server not showing up on your internet tab, so I don't know if it will be possible for you to connect to it. You can try entering your ip address manually, I'm quite sure this will work.

83

(10 replies, posted in Support)

Do you host the server locally on your computer? If so, have somebody else check if your server really does not appear in the server list, because it happens quite often that only for you, your server will only be listed in the lan tab, but it will be available for all the others in the internet tab.

84

(30 replies, posted in Maps)

lamefun wrote:
yemDX wrote:

I agree

Maps such as the ones featured in https://www.teeworlds.com/forum/viewtopic.php?id=8620 need to be banned forever

I fail to see what's wrong with these maps. Properly made maps with bad gameplay are OK, but maps with unhookable hookables, invisible death tiles, secret passageways must be legally sued for. My idea is, with copyright, tileset authors should mandate how their tilesets should be used, which tiles are hookable, which are unhookable, which tiles kill, etc. and legally sue mappers for failure to abide the conventions.

Sorry, but for gods sake, are you kidding...? Take the default teeworlds tilesets for example, they will be released under the creative commons license, which allows you to do much more than just use the tileset in a wrong way for a map.... And as I said before, this is not something we want. We don't want to limit people in the way they are creating their maps.

BTW: I think yemDX was kidding with his post...

85

(30 replies, posted in Maps)

I agree that there is some problem with this. It's true that low quality custom maps often discourage people from playing custom maps at all, which is a bad thing in my eyes. However, I believe there is not much we can do about it. People are free to host their own servers with the maps they want on them (even if they are really bad) and this is not something that should change.

There was a project called "Qualitee" or similar some time ago which worked on exactly this problem. People could hand in their maps here on the forum and if they met certain criteria (i.e. some quality standards, like no graphic bugs, no hidden paths etc. were met) the map got the tag "QT" (I believe it was like this, don't be mad if I am mistaken). Servers which only hosted "Qualitee" maps were allowed to have the tag "QT" in the server name.

I think it would be a good idea to continue this project, but officially. We could implement something like a "quality maps list" that is automatically by the client retrieved from some server (e.g. the master server) and then the client will display a "QT" sign (maybe an icon or whatever...) in the server browser. This way you can at least find quality maps already in the server browser. People could apply for their maps to be listed on that "quality maps list" here on the forum (or somewhere else) where it will be reviewed by certain authorized people, (like moderators, official map developers etc.) who then judge if the map will be put in the list and if they accept the map, they will put the map on the list.

Please let me know what you think about this idea.

86

(52 replies, posted in Development)

@Dune: It is still problematic, I don't know if that was one of the reasons why it was abandoned, but it is still easier in LUA then in c++ imo.

AvidTeeworlder wrote:

In terms of the sandboxing approach, which would definitely be the safer option, you said  that it would take a lot of time, but what if someone else offered to do the programming of it; freeing you guys up to work on other more important things. The only thing you would need to do is just to go through the code to make sure that it is legit and is up to standard.

That would be very nice of course. Teeworlds is open source and everyone is free to send in their own patches and if they are quality material, they will surely be integrated.

87

(52 replies, posted in Development)

Dune wrote:

I pose this question to you guys. If someone were to edit the teeworlds client to include a mod loader that pulls a list of official mods from online and lets the player download it and play it. Would you consider adding it to the original client, if not why not?

Probably not, for the sole reason of security issues.

The problem here is, that with this feature, you make it easy for the bad guys, to get their malicious code executed on the victims machines. We would need to find some way to "sandbox" these "mods" so they are very limited in the damage they can do. On the other hand, this might again limit the possibilities of those client mods. However, all of this would be a lot easier in LUA, and the other good thing about lua is that it is a interpreted language, which means you won't get a binary as mod, but you will have the source files, which means you could actually have a look at them and check if they do anything bad, before you execute them. I still think this would be quite a good approach, but it requires a lot of work, and I think we need to do more important stuff first.

lamefun wrote:

I just want modders to be able to implement stuff properly instead of relying on workarounds.

This will always need client mods, and if we implement a client mod downloader, well see above what I wrote about that. You said earlier, that the protocol is quite restrictive which makes it hard to implement some things. Could you please name some examples and maybe give some possible solutions? I don't think it would hurt anybody to alter the protocol a bit so that it is easier to implement new things (this would actually be quite nice for vanilla development, too, because we would not need to break compatibility with the old version so fast, when developing).

88

(52 replies, posted in Development)

lamefun wrote:

Dune, you can't fight the community. This is a game of freedom. People are just coming with workarounds when implementing their mods (for example, vehicles consisting of hearts and armour). Why do you try to fight the community instead of helping it? Implementing client mod downloading could let people to make more of their modding desires reality, without being limited by the protocol. Seems like your dream is to make Teeworlds proprietary.

We don't want to fight the community, we just want to develop teeworlds. We don't care about mods, we care about teeworlds. and we want teeworlds to stay teeworlds. Teeworlds is a simple fast paced 2d shooter with creatures that look similar to kirbies and what makes it unique is the hook. and ths what tw should stay (imo). I Don't want big complicated mods with tons of extra features. I want a simple and fun game, and this is what teeworlds is right now, and what i hope it will be in the future, too. And feel that most of the developers/modertors/etc. Feel the same way as i do. We put a lot of effort in making this game, like it is now and we don't want it to become something we don't like. If you are not happy with fw the way it is now, i suggest you create a fork, which focuses more on nodding or whatever...

89

(52 replies, posted in Development)

I think you want too much. Some of your ideas are ok, but it would be kinda hard to realize them. I would just leave things like they are, it's not so bad actually. You say fw is not nice for nodding, well you are right, but I Don't think this is that bad. we are developing "vanilla teeworlds" and not teeworlds, w"world of the mods"...

90

(153 replies, posted in Developer Journals)

Just to throw in my opinion on this discussion: I like the idea of getting good new maps into the game. There are quite a few maps right now, that could need a little workover, too... However, this is not (or should not be) a possibility to get in a lot of community maps, just because some people like them. I know there are some quality maps out there, but I really believe this map working group should have high standards...

91

(153 replies, posted in Developer Journals)

Pi_ wrote:

What do you think about adding more tactical gametypes like defending and attacking an objective witout respawning like in css or SnD in cod? I think giving us more gametypes we could play in vanilla would make it way more interesting and maybe we would get more people playing it. smile
I'm not playing teeworlds anymore but I'm still very interested in it and i would like to help where i can. I even would help with a cup or a league or whatever. smile

This is definitely not the right topic to discuss this. Feel free to talk about it in this thread.

92

(31 replies, posted in Discussions)

I currently do not see any need for a conversion tool (and I think I can asure you that something like that will never be inside of teeworlds). If you really need to make videos (e.g. to upload them on youtube), just record the demo and then use fraps or something similar while viewing the demo (maybe something to disable the hud would be nice here...). I know it takes some time, but it's simply the easiest and best solution.

You are probably missing libsdl1.2-dev and maybe libfreetype6-dev.

Edit: Haha BeaR, I was faster tongue

94

(32 replies, posted in Discussions)

kittyPL wrote:

And a question to developers:
Will account system prevent from fakers and botters?

It will not prevent botting. It might prevent faking to some extent.

95

(3 replies, posted in Modifications)

1. No we can't.
2. This is not related to vanilla teeworlds, so please place discussions about this in the corresponding mod thread.

96

(23 replies, posted in Support)

After reading through the whole thread, I still don't see one reason do do this. Almost every "pro" you mentioned for javascript can also be mentioned as a "pro" for C++. On the other hand, java script is not designed to write fast programs, that use opengl rendering. As you mentioned, it's a language used for websites, and that's what it does best. C++ on the other hand works very well with opengl and that stuff. One big problem for example when trying to port tw, is the fact that tw heavily relies on SDL, which is not available for javascript, if I am not completely mistaken, so a huge amount of code would need to be rewritten completely. Also take this fact into account: Most known security holes in Web browsers are closely linked to JavaScript.

Learath2 wrote:

It took me a total of one week to teach someone C++ completely networking to graphics. So nope i don't think C++ is hard to learn. If you are making desktop games (in my opinion) C++ is a MUST.

I completely agree to this. Of course, you don't learn C++ that good in that time, but you can easily learn the basics (and if you are familiar with programming already, you might learn more). However, I really don't see where C++ is a difficult language. Actually I think it's one of the easiest ones.

lamefun wrote:

Secure and very fast engines for JavaScript are being developed by Google(R), Mozilla(R), Apple(R), Microsoft(R), so JavaScript is a reliable language in long-term! It's so common that virtually anybody knows it! It's also platform-independent! Come on, it's used not only in free software, but also in proprietary software you all love so much!

I need to comment on this, because it's just so absurd:

So you say, those engines are very fast and secure, did you ever ask yourself why? Well, the SquirrelFish Extreme, the WebKit JavaScript-Engine (apple) and V8 JavaScript-Engine (Google) are written in C++, maybe that's the reason? That also makes me believe, that C++ is even much more reliable in the long term. About platforms: teeworlds is platform independent, guess why: C++ is platform independent... And why the hell, are you saying we all love proprietary software? And why is the fact, that js is used in proprietary software a reason for us to port tw to js? "Let's just do it, because the commercial softwares do it, so it must be good!!!1!"? Just no comment on this.

Now let's stop this senseless discussion. It won't be done by us. you know tw code is opensource and all that stuff, so if you want it to be done, do it yourself.

97

(5 replies, posted in Support)

This is what you need to type in the console (f1):

bind key minimize

(key is the key, you want to bind minimize to)
But as I already told you, the "minimize" command will not work on Mac OS X (at least in fullscreen mode, it does work in windowed mode however).

98

(13 replies, posted in Development)

So, if I get this right, what you are saying is this: In Iran, the internet will be separated/filtered from th rest of the world, so it will not be possible to connect to the master servers that are provided by the teeworlds team. Thus you will not be able to get the ips from game servers (even if they are hosted in Iran) and will not be able to connect/play. You want to know how to host a master server (in Iran) and how to configure your game server to use that master server, so people from inside Iran will be able to use it and play on it. Is that correct?

99

(5 replies, posted in Support)

It is not possible currently. Teeworlds does implement a function to minimize the window (it is provided by SDL actually) but it does not work on mac osx. We need to wait for SDL 1.3 for this to work sadly.

100

(12 replies, posted in Support)

Renekton wrote:
TeePhoenix wrote:

Start it from the terminal. Navigate to the correct directory (with cd) and use this "./teeworlds_srv -f config_file"

You should replace config_file with the real path of the config_file. If this still doesnt work, copy and paste the output of the terminal into this thread.

what do you mean by "navigate to the correct directory (with cd)" ?

That means you use the following command in your terminal:

cd /path/to/your/teeworlds_folder

Just to remember you, this is done on linux. On Windows the syntax may be different, but in this topic we are talking about using the teeworlds_srv binary on linux.

HeroiAmarelo wrote:

Try to use the Windows executable with Wine. (It will work with many mods and official gametypes... I know it cuzz' I use it wink

I strongly recommend you NOT to do that. It is totally NOT necessary and from my experience, the teeworlds server runs much better on linux than on windows.
As it has been suggested before, try running the teeworlds_srv binary from the terminal. This will give you the error messages, if the server fails to start. It my be possible, that the binary is not executed from the correct path, if you just klick it in your file browser, which means the server won't find the data/maps folder, and thus won't find the map  you want to load and thus will not start (happened to me before). I believe this is the problem here and executing teeworlds_srv from the terminal after changing to the correct path will solve your problem.