1

(3 replies, posted in Support)

I can't tell you abut the bandwidth, that really depends on how much your server is used. However, I can tell you that your server is perfectly suitable to run a/several teeworlds server(s). I am currently running between 3-7 teeworlds servers on a vps with lower specs and i never even came near problems with ram or cpu. Storage is also neglectable, because the teeworlds server and the maps are really small.

2

(50 replies, posted in News)

For those of you who wonder: The bracket has changed a bit, because 2 more teams which obly had 1 member had to be removed. The bracket has not changed otherwise (i.e. it has not been reshuffled).

3

(50 replies, posted in News)

To me it looks like the teams have already been shuffled, if not, they will be.

You can find the settings.cfg file in

~/Library/Application Support/Teeworlds/

5

(50 replies, posted in News)

Jambi* wrote:

50% to the first and 25 to 3 and 2 was better

With the current amount of prize money, this would mean ~6€ for each player of the 2nd and 3rd place and we found that was ridiculously low...

6

(50 replies, posted in News)

Since we only received a little amount of donations so far, we decided to change the way the prize money is being split: The winner team will now get 100% of the prize money.

Also note that only half of the spots are taken at the moment (16/32) which means you can still sign your team in.

EDIT: Please also note the addition of a new rule/clarification:
You may not swap your team mate during the tournament.

This means, you are allowed to have more than 2 players in your challonge team, but you need to decide who of them are going to play at the beginning of the tournament. This decision is final, which means you can not swap players later on in the tournament. Also, all of the players you want to be able to choose from need to be in the challonge team with which you sign up for the tournament.

7

(5 replies, posted in Support)

You could try using a different mouse input method. Type in console (f1)

inp_grap 1

You could also try playing around with the settings for threaded rendering:

gfx_threaded

and

gfx_asyncrender

However, It's quite strange. I am on OS X 10.9 and I don't have any problems. I also had no problems when I was on 10.7 (I did not try 10.8 though). Have you considered upgrading to 10.9 (It's free anyways)?

This is the original thread for the infection mod: https://www.teeworlds.com/forum/viewtopic.php?id=8360. It seems that the author has lost the soruces, so there probably is no way getting them, except somebody else has them by chance (you could have found that out yourself by using the forum serch, plsease do so next time wink). Also I think that this thread should be moved to the mods section.

If the sources of the client mods, which you saw for windows/linux are public, you can simply compile them yourself.

10

(58 replies, posted in News)

nicolas9612 wrote:

._. I'm still waiting for an answer.

The mouse works in (0.6.1 and pre-release) but not in (0.6.2) :c

Sry for my bad english

Which version of Mac OS X are you running? I don't have any problems on 10.9 and I did not have any on 10.7.

11

(10 replies, posted in Discussions)

I have to say, that I agree with Tee Killa. However, it might be a better to switch dynamic camera off by default.

12

(13 replies, posted in Discussions)

Neox76 wrote:

Wut ? Matrix wasn't good written ? But yeah Mynus or Londil can code too. Go ahead Londil !

it's matricks...

13

(13 replies, posted in Discussions)

Actually, a lot of new things for 0.7 are already done, and some more interesting things are planned. For example, 0.7 will feature a new gametype, which is based on the survival mod. The main menu and the UI in general will get a complete overhaul to make it more intuitive and aesthetically pleasing. 0.7 will also feature new maps and a new skin system, which allows more customization.

As I said, a lot of these things are done already, but not everything is completed. At the moment, development is more or less stalled, because some core developers are not very active at the moment. However, a lot of patches have been sent in by other developers, they just need to get merged. I don't know when this will happen and when 0.7 is finally ready to be released. Actually, I believe, that it might still take quite a long time, even though a lot is already finished. I hope you find the patience to wait for 0.7, because it will feature some really great things, that are worth waiting for.

14

(14 replies, posted in Maps)

The link is working for me, here is a reupload though: http://ghost.crabdance.com/assets/files/ctf_2moons.map

15

(23 replies, posted in Developer Journals)

Proposal:

#Map name:
ctf 2moons

#Link to the map:
https://www.teeworlds.com/forum/viewtopic.php?id=10192

#Notes:
This map might need some more work (especially in pickup placement), but I think it's decent enough to suggest it here. As Zatline already mentioned in the map's thread, the map has a very interesting middle part.

16

(17 replies, posted in Support)

EDIT: Sorry, misread something, please ignore this post wink

17

(17 replies, posted in Support)

I suggest you try learning more about the teeworlds code before you start modding. It is really no use if we tell you how to do it exactly. You need to understand how to do it and for this, you need more knowledge. Is suggest you simply start looking through the teeworlds code and try to understand how things work. You can adjust the values of some variables and see what changes. I don't know how competent you are in c++, but it might be worth to work through some tutorials and read in some books, if you don't have a lot of experience.

Btw: this probably belongs in the modding section instead of support...

18

(39 replies, posted in News)

I'm sorry, but switching the server during a match (after a round) is not planned. It would be too much work for our small team to organize and control this. Also we'll be having 4 simultaneous games most of the time, but we only have a limited amount of servers in the respective country (e.g. only 2 in USA) which makes it impossible to reserve 2 servers for one match, because the second server might be needed for another match.

Before a match starts, you and your opponent will be asked which country you prefer the server you'll play on to be in. Then you'll be assigned to a server by our team (of course we'll take into account your preferences, but in case it is not possible to satisfy both players, our team will simply make a decision). The whole match needs to be played on that server.

Again, I apologize for any inconvenience this might cause you, but with a team this small, we do not have any other options.

19

(242 replies, posted in Community News)

You just contact the guys who run the clan, that you want to join. If they say yes, well, you are in. It's as simple as that. You might also want to have a look at this thread.

20

(13 replies, posted in Support)

tl;dr: It's probably not Teeworlds. If you want help, give us more detailed information about the error (errorcode etc.)

I have been using Teeworlds on different Windows versions (including 8.1 Pro 64 bit, 7 pro). I never encountered any of the Problems you mentioned. It really sounds very much like a driver, however if it is the really unlikely case, it's actually Teeworlds at fault here, we still can not help you in any way with the information you gave us. What we need in order to trace back, what is causing the blue screen, we need detailed information about the error codes. Every bit of information you see on your screen is helpful.

marik0502 wrote:

I dont have much knowledge about error codes from c++ but kernel security sounds more like a memory addressing issue to me...

I really dubt memory adressing issues would throw you a blue screen. There are things like stack protector and that sort of stuff nowadays. Things like that would simply cause teeworlds to stop running. Something that throws you a blue screen is something, that really fucks up something deep in the kernel, which again makes me think it's not teeworlds causing your problems, because teeworlds does not mess with things like this at all.

21

(39 replies, posted in News)

Rule 9 means you may not use any features, which are not in the official teeworlds client. This actually means, you can use custom clients, as long as you don't use any of the features, which are not in the official teeworlds version.

22

(4 replies, posted in Maps)

Some maps that might be noteworthy:

I looked in the maps forum for 1on1 maps, and a big problem for me is, that the links/screenshots for a lot of old maps, which I think might be good for 1on1, are dead e.g. dm_winter1 (by Chi11y).

23

(14 replies, posted in Discussions)

Slayer *gV* wrote:

ghost can cast and stream too (german).

I actually think that I might be able to cast in English, too.

24

(6 replies, posted in Development)

taken from the clang++ manpage:

-Fdirectory
    Add the specified directory to the search path for framework
    include files.

Note that on OS X 10.9 with Xcode 5 (which is the only version of Xcode running on OS X 10.9) calling gcc/g++ is actually calling clang/clang++.

EDIT: However, it seems that something strange is going on here. I just created a quick test application using SDL and when compiling it, it did not need to do the fix, I described here. This means, that when compiling teeworlds, something strange happens, don't know what it is though...

EDIT2: I am totally confused now, I can not reproduce the problem anymore... oO

25

(6 replies, posted in Development)

By the way, for 0.6.2 and also for the current master branch on github, you only need SDL1.2.