arionwt1997 wrote:
Dune wrote:
arionwt1997 wrote:

Password
== Пароль

Password incorrect
== Пароль

I don't know a shit about russian, but shouldn't there be a difference between those two?

Yes correct 'password incorrect', but when you come to a server with a password, it immediately gives the wrong password!

That is because you can set the password in your client settings. When connecting to a password protected server the client automatically sends this password (if there is none, it sends an empty string) and if it is incorrect, the user is prompted for the password with the "password incorrect" popup, so if you don't have set a password in the settings, you will always be prompted with the "password incorrect" dialog.

Maybe this behavior should be changed.

//Edit: It seems Dune was faster and is of course, too right.

Rayleigh: It is not possible.

203

(8 replies, posted in Support)

Mac OS X 10.6 includes freetype.

204

(1,493 replies, posted in Development)

@Elite Tee:
Read this: http://www.teeworlds.com/?page=docs& … ationIdeas

When I asked you to tell me your ideas about possible features, I wanted you to dig in a bit further, too.
For example, how should the client behave when you die? Will you have freeview, or will your camera be static, or should you be able to follow players, maybe only your team mates?
These are for example things I am still unsure about.
The survival gametype in it's core will not be altered that much, which means I won't really consider ideas like alias' one, because they are way to complex (Slayer *gV* was right about complying to KISS).

206

(1,493 replies, posted in Development)

In fact the profile thing is already present in Mac OS X and linux, as far as I know, As the settings are saved in the User directory. I don't know about Windows though.

As some of you might know, I am currently developing a version of the survival gametype based on the teeworlds 0.6 sources. You can find everything on my github repository and you can also find a server hosting the current version. I say gametype and not mod because the point of doing all this is to possibly integrate survival into vanilla.
Dune has posted something about integrating some new gametypes into vanilla here if you want some further information on why this should be done or what is necessary.

And this leads directly to the next point:
What exactly does a gametype, in this case survival, need to become official? I ask you to give me your opinions about which features should be included into survival so it can become an official gametype.
But before posting, please do really consider what you are trying to propose: This is not meant to be another feature-rich mod, that might be nice as a mod, but has no chance of actually becoming official. In fact most of the features should be very basic and should align very well with the features of the other vanilla gametypes (dm, tdm, ctf).

Now I hope to get a lot of productive replies that will help in creating a new wonderful gametype!

208

(30 replies, posted in Support)

Here is a decent tutorial on how to set the path variable in windows 7. Make sure the path to the visual studio libraries is included there.

209

(10 replies, posted in Support)

I would not do anything if it works correctly now.
autoexec.cfg is a config file that is loaded automatically, if it is present. You don't need it and as Elite Tee said, you can simply ignore that message.

@kneekoo: Use the stuff from this topic. It works as far as I know.

211

(104 replies, posted in News)

The documentation is already updated. You can use the settings/commands that are listed there. Be sure you notice the change for the vote command: it's not addvote anymore but add_vote now.

212

(30 replies, posted in Support)

Dune wrote:
FireFlash wrote:

Oh right, I have Visual Studio.
Okay, I'm trying with C++.

Visual C++ = Visual Studio. It's the same thing...

That's actually not true. Visual studio is a suite of different tools, e.g. visual basic, visual c#, and of course visual c++. Maybe he got the wrong package, as you don't have to download them all.

1. This is an English forum so write in English. Also please read the other rules before posting.
2. There is a topic where you can apply for clans, so don't create your own topic for that.
3. This topic is even in the wrong section.

214

(10 replies, posted in Support)

m!nus wrote:

Your driver doesn't seem to support OpenGL properly, you don't happen to have an Intel integrated graphics solution?
There's probably not much you can do then. Perhaps you can find drivers but I doubt it.

I agree that there seems to be some problem with OpenGL, however the graphics card seems to support it, because he was able to play Teeworlds 0.5 properly.

@Edsonmilan
Maybe try reinstalling your graphics drivers, that might help.

215

(1,493 replies, posted in Development)

Seriously, if you want to chat, do it elsewhere. And if sending a short message is that important, you should not care about being killed in that time anyways. Also what's soooo bad about being killed? You respawn... and the one who killed you get's 1 score... and? What's the problem with that, especially if you rather chat than play?

As said earlier, this thing makes more problems than it solves, and it will create some really strange and ugly behavior, so if we follow the KISS principle, the clear answer to this feature is no.
You can try going on github and create an issue there, but I can already tell you Oy's answer to that, and I guess you know the answer by now.

216

(1,493 replies, posted in Development)

It's exactly as Dune says: A feature like that is not really needed and it creates more problems than it solves.

217

(1,493 replies, posted in Development)

@Bee: If players want to chat, they should either go spec or, even better, use an instant messenger.

218

(1,493 replies, posted in Development)

@ghithor:

The thing is, not all players will play so much that they will reach the high level area. In fact it is only a very small percentage of all players. And for those who don't even want to try reaching that level but just want to play for fun a bit, dynamic camera will be a great thing. The game is just much more dynamic and all, and for those low-level/fun games, that's exactly what's making the game even more fun. If you go to the point of view that every player want's to be as good as possible and reach "near-pro-limit" disabling dynamic camera might be a good idea, but I think if you start the game for the purpose of just having a bit of fun, it is more practical to have it enabled. Especially as those players for sure won't take a deeper look into the settings tab while players who want to advance their level certainly will do so.

219

(15 replies, posted in Support)

@obstsalat: First of all I don't really get what you mean. Secondly I think your problem is DDRace related so it might be better to ask in the official DDRace forum then here.

Also don't just ask you question in any random thread. If you read the docs and used the search function and still did not ind an answer to your question, create your own thread.

220

(6 replies, posted in Support)

Don't ask for it. If the team feels you would be a good addition to the team, they will contact you. Support staff people btw. are not moderators or something like that. It's just a title for people who have been active in the forum for a long time and are trying to help other forum users in many matters.

221

(1,493 replies, posted in Development)

@Elite Tee: You are misunderstanding him. He aid if there is a way to enable/disable dynamic camera dynamically, we can remove from being a permanent option. However, it is not possible to enable it on key press and disable it on key release with the current bind system. Also I think it should still be a permanent option for those who want to play it permanently.

222

(1,493 replies, posted in Development)

It is a matter of fact that most pro players have dynamic camera disabled. It just fast moves a lot easier. However, there have been players using the dynamic camera on a very high level successfully (e.g. denial). If you master fast moves with dynamic camera switched on, it can give you a great benefit. This however is a hard task.

In my opinion it can be left activated as standard. Especially in low - mid level games it can help players. If players want to advance their playing style and try to reach a higher level, they are going to experience with the settings sooner or later anyways.

Maybe a thread in the forum which clarifies the benefits and disadvantages of certain settings would be useful. There are even some settings which are not accessible via the settings page which do have a massive effect on how the player uses the mouse (e.g. cl_mouse_deadzone, cl_mouse_followfactor, cl_mouse_max_distance). Those settings are listed in the documentation, but how changing these actually "feels" is not really documented. Maybe there should even be a part in the documentation for that.

ghithor wrote:

If the most of players playing the de facto without a dynamic camera, then why keep it enabled by default?

Only most "pro" players have it disabled. But the game is not only about pro players, and for low to mid level dynamic camera might be good.

223

(45 replies, posted in Modifications)

Retro wrote:

btw: I think its a little bit inconsequent to critizise (still removed) scripts like the lua reconnect and offer feaures like viewing the game layers in your gamer client – great to see all hidden ways, teleporter, etc ;-)

Just to clear things up:
Showing the gamelayers is not considered as "cheating", because it does not affect vanilla gameplay at all. Even more, maps that have hidden ways etc. are considered as bad.
Reconnect scripts on the other hand put a quite heavy load on servers thus causing them to lag which worsens the other players experience of the game, which means it does affect vanilla gameplay.
However, There should probably be a server side solution for this problem (i.e. ban client's if there have been too many requests in a certain time). Still it might be working as a very light DoS.

About your client: I think that people should put more effort in actually developing the game itself rather than more useless client modifications. I personally think that a LUA API can be very powerful (though it has to be handled with a lot of care, there is a reason why the standard client does not allow scripting), so instead of writing your own client, why don't you try contributing that to teeworlds. As you might know there was an attempt to create a server side API for LUA so new gametypes/weapons/etc. can easily be created in LUA so that the server binary does not have to be recompiled. Why don't you try working on something like that (would be of really great benefit, you know wink)?

1. Have a look at the Documentation.
2. Use the search function.

To your question: All you need is a usual linux/unix/whatever server (doesn't matter if vps or dedicated).

225

(3 replies, posted in Discussions)

We've had several attempts to do things like that and each single one failed. Some projects (e.g. funwar) were able to organize some nice tournaments, but all in all nothing was permanent. The problem is this: In order to make a good and permanent league system the project needs to be done in a very professional way and the people behind the project need to put in a lot of time. And this is the most problematic part, as most people don't want to put that much effort into that. The most promising league is (in my eyes) ESL. However, it seems the admins for the teeworlds ladders and cups are not that much into the high-level-scene, so the cups are not that interesting for many teeworlds players.