First of all, please give topics you create names, that describe, what your problem is. PLEASE READF THIS does not give any idea what the topic is about(in my opinion this would be reason enough to just close the topic....). However, for your problem: I suggest you to consult a moderator, maybe they can help you(also I even doubt that, how to be sure that you are not faking and trying to steal someone else's nickname? Maybe you are not, but how can we know?).

402

(78 replies, posted in Support)

@ Toitoinne: Nothing against you, but you don't have to aks for everything here(I'm talking about the gametype question now wink). There are good FAQs and and a documentation available, so please, if you have a new problem, look in there first, and try to solve the problem that way. If you can't find a solution, please use the search function: Often a lot of other people have had the same problems before, and there are threads that offer solutions for those problems. Finally, if you still can't find any solution, of course we are very pleased to help you, but if you do what I mentioned above, the people that try to help others here do not have to answer the same questions over and over again, please keep that in mind smile
For example, the solution to the problem of changing the gametype can easily be found in the official documentation smile

403

(11 replies, posted in Support)

@ khubajsn: The problem really exists in 0.5.2: Some(not all!) commands are not executed when bound to mouswheel (e.g. +weapon1 or something). If you have not discovered any such problem, you probably have not tried binding one of the problematic commands to mouswheelup or mouswheeldown. However, I already said it will be fixed in the next release.

If you want to solve the problem now, either switch back to 0.5.1, or change the sources of this part back to the way they were in 0.5.2 and compile. This problem has already been discussed here earlier, in that thread i provided a patch that solved the problem. You an look for that thread if you want to know, what to change exactly.

404

(78 replies, posted in Support)

Why do you create those files in the teeworlds configuration folder? Do it in the normal teeworlds application folder, this should solve your problem.

405

(11 replies, posted in Support)

As buffer[] said this is an 0.5.2 related issue. However it will be fixed in the next release.

@ Scream.!*: No, what you are asking for is not possible. Demo files are not files of a video format, they just contain snapshot information. The Teeworlds client then renders the "video" from this data. The only possible solution to "convert" a demo to a video is the above mentioned one: Play the demo in teeworlds and record it with the capturing program of your choice. Usually that would be fraps or something.

407

(1,493 replies, posted in Development)

Why do all people excuse for repeating? Just look up the posts before your post so you don't repeat ideas! I believe it's not too much of work, if you are really interested in contributing to teeworlds. If everybody did that, other people would not have to waste their time saying "has been suggested before"..... hmm

So @ Bananbl4:

2. : No new gametypes planned for the next release, as I can read from trac, maybe at sometime a race gametype might be included, no idea though if this info is up to date.

4. : In the next version of tw there will be the opportunity to change the language, non standard symbolös are very likely to be supported.

5. : No need for that, use your own teamspeak/mumble/whatever server, or you other voip software like skype.

6. : In my opinion that is just crap: what about clanless people, what if clanmembers want to play against each other? It is good the way it is at the moment, no need for a change here.(It is like that in all major multiplayer games!)

408

(1,493 replies, posted in Development)

@Bananbl4: Has been suggested countless times, won't be done in nearer future.

409

(3 replies, posted in Support)

Trac is not open for public writing. If you found a bug, tell about it #teeworlds-dev or write to the mailing list, or create a post in the forum.

410

(28 replies, posted in Fan Art and Other)

i'm using version 0.27, and I'm quite sure, put the correct rights, but I'll check it again.

//EDIT: Ah, you were right, the reason was that the rights for the tmp folder were not put correctly, thx a lot smile

411

(28 replies, posted in Fan Art and Other)

No it is not forbidden, I even tested it with an own php script and it worked well there, so there has to be another reason...

412

(28 replies, posted in Fan Art and Other)

Thank You very much! This is indeed needed. I already tried it out, but I get get an error when trying to start a server: "An unknown Error occurred ...".... I have no idea, were this comes from....

There is: http://teeworlds.com/trac/teeworlds/

But it's quite a mess at the moment, it needs to be updated, there are a lot of things that are either outdated, or simply wrong. for example 0.6.0_lua is suspended right now, it is not the branch being worked on. The branch that is worked on atm is refactor(but as you see there are no tickets in it, which is obviously not correct...). But as far as I know, this feature has been thought about, and it will probably included in future releases:

matricks wrote:

I've had this idea for a while but not done it because lack of time... as usual....

Maybe you can ask one of the developers, that are active at the moment, if they consider implementing it. Talk to Oy or LordSkelethom on IRC on channel #teeworlds-dev at quakenet.

@ Dune: Please read before posting crap. Of course it is possible to access the cron while connected to the server as a client. But this is not what this is all about. AddiKT1ve wants to create a "program" that can manage servers from outside(meaning starting, stopping and so on). And one feature he'd like to add is rcon access. Thus he needs the possibilty to send rcon commands from the "outside" and not from the original teeworlds client. As far as I know the only possibility for this is using the patch i linked to before(or of course write your own modifiaction to the teeworlds server).

This is not included in the official server. However there is a patch that enables the possibilty to connect to the server via telnet and use rcon commands that way. You can find it here.

I was not able to take a look at it yet, because you uploaded it on rapidshare. Please upload it smewhere else, as rapidshare only allows very restricted downloads to non premium mebers, and is overstrained at the moment. However, your patch won't get implemented anyway, if it is written for 0.5.x sources, as this is not the version teeworlds is developed from, currently. If you want supply patches for the next release, adjust them to the sources in the refactor branch(which is going to be the next release). And of course you don't have the rights to upload on the svn repository, if everyone had, guess what shit some people might do... hmm. Finally I'm not really sure if this is needed, because your "trigger buttons" which you described above, are almost the same that can be achieved using the exec commad.

Example:

mode_1.cfg:

bind p exec "mode_2.cfg";bind mouse1 "+fire;emote 2"

mode_2.cfg:

bind p exec "mode_1.cfg";bind mouse1 +fire

and in console:

exec mode_1.cfg

This will result in exactly the same functionality, as you described it.

About the general thing: I don't think it is neccessary, the only thing you have in advantage to using normal binds is that you have a description. As you probably would define your own actions, you should know what they do anyway(and if you bind them, you don't see the description anymore, so no need for it).

Also I believe, like grummi, that recursions are possible, the way he described it. I don't think there is a way to get around it here.

All in all my opinion is, it should not be included.

417

(5 replies, posted in Development)

It's an idea, that maybe should be considered. But I doubt this is the right way to go. First of all it is quite complicated to do such a thing, because a lot of modifications you might want to do on the client dig into the code itself very deep. The plugins would need to "replace" parts of the client code. I believe this is very hard to do. Secondly, there have already been dicussions if using unofficial clients is cheating or not. The general outcome was that usng client's that abuse resources(autoreconnect e.g.) or provide the user with featuers that give him a clear advantage towards other players not using this modification should not be allowed. By implementing a system like you suggested, the problem about "cheating" client's would get even worse.

To get to the point: I don't think that this feature is worth work devs would have to spend on it. It could even create more problems, so I suggest not to implement it.

Well, maybe it helps some people, also i doubt it will, as caotic as it is structured, and there are just too many things one will never need. Also ayu is right, don't provide it as a exe file (self extracting archive). Rather pack it as .rar or zip!

419

(9 replies, posted in Development)

@ Stripe: Maybe read the other posts before posting yourself? The problem has been solved already, your post is both quite unneccesary and not problem related, so please stop creating useless posts.

Btw. I guess this thread can be closed as solved...

Scream.!* wrote:

many useless servers are online, wich makes very much laggs!

This is simply wrong. The ping of a server (and with that it's quality in terms of lags) depends mostly on the server's bandwidth and the player's distance to this server. But it is never affected by the number of other servers. Please keep to the facts when creating topics like yours.

About the post in general:
As Tee Killa allready said, there is not much one can do about it. Everybody is free to create his own clan, and everybody is free to create his own server. Anything other than this would not comply with the idea of teeworlds, and thus it should be kept like this. If you don't like some servers, because you considere them "bad" just don't play on them. If all the other people think like you in that manner, and don't play on that server,  the hoster is likely to shut it down anyway. Also i seriously doubt anybody would leave teeworlds because of too many "bad" mods. Every person that is not completly dumb will just not play the mods, instead of leaving teeworlds.

Once there was a project which tried to create a quality standard for maps. I don't know if it still exists, I think it was called TQ (Meaning TeeQuality), or something similar. The general idea was that people could send in maps, and the project management decided on if the map conformed with the standards. All maps that did conform were then listed in the first topic so they could be viewed easily by everybody. I believe the project management consisted of official mappers, developers and very good mappers of the community (I think Chi1 was beyond them).

In my opinion it would be a great idea to revive this project and maybe to extend it's scope to mods(not sure about that though).

421

(9 replies, posted in Development)

@ Lanta, which version of teeworlds are you trying to compile? If it is version 0.5.2 you must not use bam-0.3.2 but 0.2.0.

422

(2 replies, posted in Support)

You need to tell us, what exactly your problem is. Is the problem related to your map, does it not load or anything? if so, you should look, if it is in the correct folder (data/maps). Or is you problem server related, meaning you can join your server, but others can't, or anything similar. In that case you need to make sure your firewall let's through the port you specified in your .cfg file, and that you forward the port from your router to your pc. From your post I don't really get, what your problem is, so in future try to tell exactly about your problem. Also use the search function, before posting questions, that others might have asked before(There are 1000s of threads about problems with creating servers and maps).

What exactly do you want? Do you want to create your homepage yourself (meaning coding html/php/css and so on)? In that case you would need a free hoster. Or do you want something, where you can edit your page by choosing different templates and so on, like homepage-baukasten?

Again, you can't send parameters to a running programm, that is simply not possible, and should not be! All you can do is send data to a specified address(in your case probably localhost/127.0.0.1) on a specified port. But the program must have a routine that recieves this data, and interprets it. To achieve this you have to use network functions. Exactly this is done in the patch, it adds support for telnet connections to the teeworlds server. If the server recieves data (via telnet with the port you specified and so on...) it processes it, meaning if it is a correct rcon command it executes this command, otherwise it will send you a message back, that you have entered an invalid command. So what you need to do is apply this patch to teeworlds and add some code to your program that lets it work as a telnet client(at least sort of).
So if you want your teeworlds server be controlled by another program, while allready running the only solution for you is to dig deeper into how network coding works, so you can let your program connect to the teeworlds server(protocol should be tcp/ip) and this way execute commands there. There is no other practicable way of doing this. I doubt the teeworlds community can help you much more with this issue, as we allready have told you about a (probably the best) solution. If you have further more questions about how to realize this whole networkthing i suggest you to read a tutorial on networkprogramming for your programming language(C#, if I understand your topic correctly), and for further questions ask in a forum that deals with this language, the'll probably be able to help you better, as those questions are probably not really tw specific.

The official Teeworlds does not support sending rcon commands not from a client. I don't relly get what you mean by "sending parameters to a running tw sever", but if you mean to parse for example -f myconfig.cfg to a server, that's allready running, this of course not possible as well, simply because it is not the way parameters are being used. For real remote rcon access, Kottizen has allready provided a link to a patch.