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Re: [SUGGESTION] Ideas for the next version

.d1ce!* wrote:

Would like to have some kind of 'marker' for demos:

while u are recording a demo, u can press a button and this position will be saved in the demo to have the ability to
watch this situation again (shown in the timeline of the demo) (:

Good idea, especially cool for longer demos. smile

burn the land and boil the sea, you can't take the sky from me.

677

Re: [SUGGESTION] Ideas for the next version

Is it possible to make an Inkscape extension for making teeworlds maps? Besides teeworlds there is another open source game that I play called X-Moto. They made an extension for Inkscape called Inksmoto and make levels using it.

So I was just asking is this possible with teeworlds? Perhaps map making would be easier with it?

Once in a century...

678

Re: [SUGGESTION] Ideas for the next version

Elite Tee wrote:

Is it possible to make an Inkscape extension for making teeworlds maps? Besides teeworlds there is another open source game that I play called X-Moto. They made an extension for Inkscape called Inksmoto and make levels using it.

So I was just asking is this possible with teeworlds? Perhaps map making would be easier with it?

I think the Teeworlds map editor is already well done and enough. Besides, with this, you don't need to download additional softwares, it's directly included into your game :)

Not Luck, Just Magic.

679

Re: [SUGGESTION] Ideas for the next version

Yea it's better cuz it's integrated. But I thought that with it it would open new doors and possibilities. (:

Once in a century...

680 (edited by Broken 2011-07-23 14:03:26)

Re: [SUGGESTION] Ideas for the next version

I really think the arguments for auto-weapon changing are strong. When a weapon is out of ammo, the next weapon should be switched to automatically. The game Dinosmash for iPhone, based off Teeworlds, uses this system succesfully.

Why it should be implemented: It makes the game more fun, both by ease of use, and rewarding lining up a shot without extra tricks.

There's only one argument I've seen against it: Changing weapons adds to the difficulty. To which I respond, playing standing on one's head adds to the difficulty, but is not very fun.

I might add, the game already allows the option of switch to weapon on pick-up, so those purists should say this is cheating as well.

681

Re: [SUGGESTION] Ideas for the next version

Addind an auto weapons changing system would create new issues:
- You lose perfect control about YOUR tee (thought i hate "Change weapons on pick up" either)
- An auto system isn't able to switch to the best weapon for the situation (f.e.: You hook your enemy close to you to kill him with shotgun, you run out of ammo and the auto system changes to grenade launcher instead of hammer).
Means your "skill" will get limited and only players who disable it can gain and use the full power of all weapons.


Broken wrote:

Why it should be implemented: It makes the game more fun, both by ease of use, and rewarding lining up a shot without extra tricks.

You can simply switch the weapons with the keys 1,2,3,4,5 (default). It can't be more easy, can it? And i think it isn't a "trick" to use keys :\

682 (edited by Broken 2011-07-25 10:44:36)

Re: [SUGGESTION] Ideas for the next version

Slayer *gV* wrote:

Addind an auto weapons changing system would create new issues:
- You lose perfect control about YOUR tee (thought i hate "Change weapons on pick up" either)
- An auto system isn't able to switch to the best weapon for the situation (f.e.: You hook your enemy close to you to kill him with shotgun, you run out of ammo and the auto system changes to grenade launcher instead of hammer).
Means your "skill" will get limited and only players who disable it can gain and use the full power of all weapons.


Broken wrote:

Why it should be implemented: It makes the game more fun, both by ease of use, and rewarding lining up a shot without extra tricks.

You can simply switch the weapons with the keys 1,2,3,4,5 (default). It can't be more easy, can it? And i think it isn't a "trick" to use keys :\

Realize that I said a game that already uses this sytem, I've played for two years on a pro level, and never heard one complaint "Oh I wish I could turn off auto changing weapons." Think about that fact.

Also think about that a Tee on Tee encounter can last less than a second. Combine that with remembering 5 different keys for 5 different weapons, pushing them before being able to fire, then firing, and yes, I'd call it a trick.

It would be no sweat to allow it to be an option for people that think they can't maximize their skill without pressing more keys.

And the last objection. That somehow it will switch to a "bad" weapon for the situation. Any firing gun will do more damage then "click click" when pointing at a Tee.

I don't want my arguments to sound like bickering, I just want their logic to be seen.

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Re: [SUGGESTION] Ideas for the next version

Broken wrote:

Realize that I said a game that already uses this sytem, I've played for two years on a pro level, and never heard one complaint "Oh I wish I could turn off auto changing weapons." Think about that fact.

As long as the game wasnt teeworlds i doubt you can compare it. Teeworlds isnt any copied sh*t, it is individual. Means that useless stuff, that works with other game, doesnt have to work here.

Broken wrote:

It would be no sweat to allow it to be an option for people that think they can't maximize their skill without pressing more keys.

I still dont see any reason to implement more and more useless options into a game following the KISS principle.
Thought, just few weeks ago some1 criticized that some options in teeworlds would slow down the gain of skills.

Broken wrote:

And the last objection. That somehow it will switch to a "bad" weapon for the situation. Any firing gun will do more damage then "click click" when pointing at a Tee.

If you can count to 10 or if you are able to look at the top left of your screen, you will see when you run out of ammo. Combined with the possibility to push buttons (1-5) you should be able to deal damage even when your current weapon runs out of ammo.
But: When you push the keys instead of any auto system, you can even decide which weapon will fits best (cool!)


Btw: You criticize that pushing 5 keys is too difficult, however you want to have more confusing options you have to deal with.

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Re: [SUGGESTION] Ideas for the next version

Broken wrote:

And the last objection. That somehow it will switch to a "bad" weapon for the situation. Any firing gun will do more damage then "click click" when pointing at a Tee.

Isn't that blind spamming?
Might as well keep track of your ammo instead of spamming.

685 (edited by Broken 2011-07-25 10:53:19)

Re: [SUGGESTION] Ideas for the next version

Slayer *gV* wrote:

As long as the game wasnt teeworlds i doubt you can compare it. Teeworlds isnt any copied sh*t, it is individual. Means that useless stuff, that works with other game, doesnt have to work here.

Invalid logic. Teeworlds isn't copied, but can be copied. Dinosmash uses Teeworlds engine, and I even developed a Teeworlds mod so it looks and sounds like TW. It is an extremely similar game. It switches to pistol when you run out of ammo, which is a nice game feature.

Broken wrote:

I still dont see any reason to implement more and more useless options into a game following the KISS principle.

This would add no extra hardship for people that like it the way it is. That whole argument is invalid logic. Extra options don't hurt anybody if you don't have to even look at them.

Thought, just few weeks ago some1 criticized that some options in teeworlds would slow down the gain of skills.

People shouldn't judge what will gain or lose skills, that is irrelevant. It's not up to others to make me gain skills. Skills is according to the rules of the game, you adapt. Irrelevant topic to this idea.

Broken wrote:

If you can count to 10 or if you are able to look at the top left of your screen, you will see when you run out of ammo. Combined with the possibility to push buttons (1-5) you should be able to deal damage even when your current weapon runs out of ammo.
But: When you push the keys instead of any auto system, you can even decide which weapon will fits best (cool!)

Invalid logic. Somehow, switching to the right weapon with a key press in less than half a second during intense combat trying to outmaneuver a very smart opponent is like counting to ten. If that were true, everyone would be pro. I get the feeling old-timers feel threatened by new features, and so throw out these weird arguments. This feature is really nothing new, it is the exact same logic of switching weapons on pickup. In fact they could be combined to one option, adding no new settings.

Btw: You criticize that pushing 5 keys is too difficult, however you want to have more confusing options you have to deal with.

See above. But it is a very simple option, somehow you tell me 5 keys are simple, but auto-switching is too complicated.  That logic doesn't even follow. If 5 keys is simple, auto-switching is even simpler.

Isn't that blind spamming?
Might as well keep track of your ammo instead of spamming.

Irrelevant topic. Criticizing a particular style of game play as unacceptable to you has nothign to do with the benefits of adding a feature. I could argue that the feature doesn't just benefit spammers. I could also argue that spamming is a valid tactic as anything else. But neither of those things even matter.

686

Re: [SUGGESTION] Ideas for the next version

======== Moving to separate post so it doesn't get lost ============

Also, I have a suggestion concerning frozen Tees, that moving, hooking, or firing is displayed and then corrected as not happening, which makes the game really really jerky. Couldn't the client not put through the movements before finding out they are invalid?

687

Re: [SUGGESTION] Ideas for the next version

Broken: you can diesable that by setting the variable cl_prediction to 0. However, your game will probably feel laggy then. The reason for prediction is that the client can make the moves without any lag.

688

Re: [SUGGESTION] Ideas for the next version

ghost wrote:

Broken: you can diesable that by setting the variable cl_prediction to 0. However, your game will probably feel laggy then. The reason for prediction is that the client can make the moves without any lag.

Ahh, that makes sense. At least I know why, thanks for that setting also.

689

Re: [SUGGESTION] Ideas for the next version

A new suggestion would be auto refresh # of players for highlighted servers.

Maybe useless given that not many servers are full all the time but it could be a feature.

690

Re: [SUGGESTION] Ideas for the next version

sorry if i was too argumentative..

691

Re: [SUGGESTION] Ideas for the next version

Franchan wrote:

A new suggestion would be auto refresh # of players for highlighted servers.

Maybe useless given that not many servers are full all the time but it could be a feature.

Auto refresh would put too much load for those servers. hmm

692

Re: [SUGGESTION] Ideas for the next version

Yea clicking each second on the refresh button is way better big_smile

____
Whats about an "Editor"-Tab in the server-browser? (Mb near the settings-tab)

693

Re: [SUGGESTION] Ideas for the next version

Whats stopping teeworlds from having an offline mode?
I'm sure it would be useful for those that want to practice maps on their own with no ping or for those that cannot host servers to create maps.

694 (edited by DARK HUNTER 2011-07-29 20:50:18)

Re: [SUGGESTION] Ideas for the next version

Franchan wrote:

Whats stopping teeworlds from having an offline mode?
I'm sure it would be useful for those that want to practice maps on their own with no ping or for those that cannot host servers to create maps.

Bots,if you wish to have an opponent

Once in a century...

695

Re: [SUGGESTION] Ideas for the next version

xavierp94 wrote:
Franchan wrote:

A new suggestion would be auto refresh # of players for highlighted servers.

Maybe useless given that not many servers are full all the time but it could be a feature.

Auto refresh would put too much load for those servers. hmm

It wouldn't.

696

Re: [SUGGESTION] Ideas for the next version

How about removing the team chat function in non team games? :?

I hope it wasn't suggested already.

697

Re: [SUGGESTION] Ideas for the next version

How about removing the chat function in all game modes? AFAI see it's only good for insulting others.

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!

698

Re: [SUGGESTION] Ideas for the next version

spectating tees cant read team chat msgs. even in non-team-games


Landil wrote:

How about removing the chat function in all game modes? AFAI see it's only good for insulting others.

[+1]

699

Re: [SUGGESTION] Ideas for the next version

How 'bout adding a new function in the editor?
I'd like to rename the group & the tile-layers :-)
So it would be way easier to organize complex maps.

Greetings Theo

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Re: [SUGGESTION] Ideas for the next version

Theolol wrote:

How 'bout adding a new function in the editor?
I'd like to rename the group & the tile-layers :-)
So it would be way easier to organize complex maps.

Greetings Theo

It has been already implemented ^^
Commit