Re: [SUGGESTION] Ideas for the next version
It was rejected…
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Teeworlds Forum → Development → [SUGGESTION] Ideas for the next version
It was rejected…
It was rejected…
it's a pity ;(
A smoother video looker (dont know what else to call it) The ability to jump to any point in the video, not just 10 seconds apart. Maybe a bigger demo bar?
I second this. Also frame by frame.
>Add the chat effects from TDTW
>Add the Antiping feature from TDTW
>Add the Weapon HUD from TDTW
With the ability to enable/disable these features ofc..
>Option to view clear entities in game (something like the gamer client and DDRace clients have)
add/merge tileset grassmain2 (by pocram)?
I think it fits into teeworlds well
How about you gave your opinion for once in stead of downvoting all the time?!?!?!?!?!!
How about you gave your opinion for once in stead of downvoting all the time?!?!?!?!?!!
People give their opinion by downvoting the suggestion.
>Add the chat effects from TDTW
What is this? I never tried the client, explain it please.
>Add the Antiping feature from TDTW
The current Quality of this feature is definitely not high enough to be official. It's more like a random shadow spazzing around.
Add the Weapon HUD from TDTW
I also don't know what this is.
Option to view clear entities in game (something like the gamer client and DDRace clients have)
Viewing clear entities? What?
People give their opinion by downvoting the suggestion.
What you just said has no sense at all...
Elite Tee wrote:>Add the chat effects from TDTW
What is this? I never tried the client, explain it please.
Elite Tee wrote:>Add the Antiping feature from TDTW
The current Quality of this feature is definitely not high enough to be official. It's more like a random shadow spazzing around.
Elite Tee wrote:Add the Weapon HUD from TDTW
I also don't know what this is.
Elite Tee wrote:Option to view clear entities in game (something like the gamer client and DDRace clients have)
Viewing clear entities? What?
1. Play and you will see (just a nicer chat-line appear)
2. OK
3. A hud that shows all the weapons you have; the weapon that is in use is highlighted;and you can quickly see the ammo status of a weapon based on it's colored square: green=full ammo;red=no ammo
4. It can be found in the options of both clients. In gamer it's something like:"View clear entities" and in DDRace client it's:"Cheat:View clear entities (not available in non-race gametypes)" or something like that...
El Psy Congroo
ok,
1. The idea is OK, but it's very ugly as it is in TDTW and it's a bit useless.
3. This was already discussed somewhere and considered as a cheat and again, it's ugly as it is in TDTW
4. Do you mean this:
?
I think none of these suggestions fit Teeworlds.
Dune wrote:People give their opinion by downvoting the suggestion.
What you just said has no sense at all...
You're the senseless one. When people downvote your suggestions, it simply means they dislike them? There is your feedback.
1. I just thought it will be nicer but as I said there should be an ability to enable/disable this.
3. Yes. DDRace client has something similar.
2 Dune: You misunderstood me (as usual).
People give their opinion by downvoting the suggestion.
When I said opinion I didn't mean an opinion in the format: good/bad. But why is it good/bad. A reason.
El Psy Congroo
I'd like to suggest the spawn *areas* instead of single spots, so that the spawn place is random. Also in many gametypes there is to me what seems a bug, that the respawn time is variable. It always seems to delay me at the worst times and give my opponent instant respawn at the best times! Is respawn time a variable? If not, I think it should be.
I'd like to suggest the spawn *areas* instead of single spots, so that the spawn place is random. Also in many gametypes there is to me what seems a bug, that the respawn time is variable. It always seems to delay me at the worst times and give my opponent instant respawn at the best times! Is respawn time a variable? If not, I think it should be.
Firstly, the spawning time is always the same (you need to click on the fire button after 1 second). Secondly... well, the spawn place is already pseudo-random, isn't it? Drawing 5 spawn points next to each other will only contribute to make the spawning more predictable.
I think spawn is as far away as possible to groups of tees. You usually spawn alone.
Firstly, the spawning time is always the same (you need to click on the fire button after 1 second).
What the...? How would you possible know to push the fire button AND *why*?!! I'd like to request this strange feature of need to click fire at random respawns to be removed.
Secondly... well, the spawn place is already pseudo-random, isn't it? Drawing 5 spawn points next to each other will only contribute to make the spawning more predictable.
I think you misunderstood me. I'm talking about teh difference between 5 distinct separate points, and an area of about 40 to 50. There's no way that could possibly be considered "more predictable." There's plenty of instagib games where people know to laser exactly at a respawn, and often multiple times.
I think spawn is as far away as possible to groups of tees. You usually spawn alone.
This is true the game does actually try to find the farthest spawning point away, but it ends up making it even more predictable. In a small map, an opponent can sometimes fire at teh farthest spawning position, and in a big map, I always know where the spawn will occur.
You aren't making any sense
random spawn=bad/unbalanced
you also mentioned variable spawning is a bug then you say you want it to be official..
What do you want exactly?.
You aren't making any sense
random spawn=bad/unbalanced
you also mentioned variable spawning is a bug then you say you want it to be official..
What do you want exactly?.
I'm sorry for any confusion. I'm talking about two different kinds of variation, placement variation and time variation. I'm saying time variation is a bad, and placement variation is good. Those are two very different things, and I'm making perfect sense.
Right now, the placement is predictable and the time is unpredictable (except for the fire trick which I didn't know about).
The time is also predictable. After one second (or so, it's a constant time) you can click to respawn. If you haven't clicked within four more seconds, you will spawn anyway.
Its not really variable because everyone clicks to spawn anyways
people who don't, do not help their team and they dont get to play
Ok , you guys are right about clicking to respawn, but I played Dinosmash for two years and Teeworlds for 2 months, and didn't know you could click to respawn, nobody on dino ever figured that out, and I've seen some Teeworlds players wait because they didn't know.
Also many times it is instant without any clicking.
Could you explain the logic of that for me just so I know there's a reason?
Also, just to clarify the two different issues so the water isn't muddied, the logic behind random placement respawning is the unpredictability of the opponent knowing where you are, as well as greater variation in your starting locations.
Ok , you guys are right about clicking to respawn, but I played Dinosmash for two years and Teeworlds for 2 months, and didn't know you could click to respawn, nobody on dino ever figured that out, and I've seen some Teeworlds players wait because they didn't know.
Also many times it is instant without any clicking.
If you click at any moment during this 1s laps, it will make you spawn, not instant, but one second after your death. It often happens that you try to fire after dying, and that's why you get the quick respawn. There is no random factor.
I'd like to suggests smth.
It's about the map-editor:
It would be very restorative if the layers were already in hinged position if you open the map.
It's always a horror to open a map with about 15+ layers 'coz u need to click at least once on every layer to hide it.
Normally u won't need all layers simultaneously but one to work with. :>
[It may be implemented as an option in the settings.]
Greetingz
Theo
[Feature-Request] More Startparameters to make this game available on Gameserver Hosters and easy Webinterface implementation
I think the best way would be to simply let all config variables also be set using the startparameters of the server (maybe with an +variable xy), this would make the game be available for gameserver hosters and it will get a little marketing effect also i think.
If it is not possible to make all variables available in the startparameters, i think at least these one should be available:
./teeworlds_srv -f config.cfg +sv_bindaddr 127.0.0.1 +sv_port 8303 +sv_max_clients 16
If neccessary also the variables needed to load any mod, or change the gameplay mode would be great. So a better webinterface integration could happen.
Also a huge step would be that any config variable set in the start parameters cannot be set (overwritten) in the configuration file or ingame again. This would prevent users from changing the ports or ip addresses (when running multiple servers on one system this would be bad) and also changing the max clients.
However, i would really like to see this feature in the next release of teeworlds to finally start offering teeworlds servers using my webinterface.
Please let me know if there is any chance to get this thing running in the next release and what you think about it.
No need for a new release for this. I answered you there: http://www.teeworlds.com/forum/viewtopic.php?id=8503.
Teeworlds Forum → Development → [SUGGESTION] Ideas for the next version
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