1

Topic: Unhookable tile, open sky

Please, please, please!

I really DO need an unhookable tile. Otherwise it is not possible to create an open sky in CTF-maps, because the flag carrier can get far way up and hide the flag. So please think of me, when you release 0.4 :-)

http://www.tecnosquad.com/wp-content/uploads/2007/08/shrek-cat.jpg

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!

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Re: Unhookable tile, open sky

Aww, isn't it cute.

http://ix.teewars.com/trac/ticket/308

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Re: Unhookable tile, open sky

Landil wrote:

Please, please, please!

I really DO need an unhookable tile. Otherwise it is not possible to create an open sky in CTF-maps, because the flag carrier can get far way up and hide the flag. So please think of me, when you release 0.4 :-)

As Matricks already pointed out, unhookable tiles are already coming...

However, it is already possible to create open sky! If the player attempts to hook a wall that is above the top border of the map it fails! test it and you will see...

4 (edited by Landil 2008-02-13 13:44:33)

Re: Unhookable tile, open sky

That is not completly correct munyul.
If you go the utmost left wall and there is an open sky, then you can climb upwards, as long as you want. and thaz crap for CTF

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!

5

Re: Unhookable tile, open sky

Landil wrote:

That is not completly correct munyul.
If you go the utmost left wall and there is an open sky, then you can climb upwards, as long as you want. and thaz crap for CTF

I've already created a map with open sky and it worked perfectly, players could only climb as high as the top edge of the map and then they'd fall back down. I do not know what you've done, maybe you've found a bug in the code - but I find it hard to believe that the game allows a player to climb a wall that is not really there!.

You do realise that the top, left, right and bottom rows are all repeated only visually and not in the map memory block (tile array)!? If I'm wrong I'm sure one of the dev's will tell me...

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Re: Unhookable tile, open sky

I´m not entirely sure the devs have explored this issue, it´s only relevant when using the (unsupported) editor.

Anyway, I know for a fact that Landil is right. Outside the borders of the mapfile only the graphics are copied infinitely, there minyul is correct. However, instead the left and right edge of the map acts as walls that go infinitely upwards.

So you won´t be able to hook infinitely upwards on the visible walls, but once youre high enough you will be able to jump into the visible wall and hook infinitely upwards on the invisible wall a bit further to the side.

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Re: Unhookable tile, open sky

Thx dreamy, that's it

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!

8

Re: Unhookable tile, open sky

Just a question about the ticket:
http://trac.teeworlds.com/trac/ticket/308

The history says changed from 0.4 to 0.5, but in the "by milestone" view of trac, it only shows up in 0.6. Is this just trac messing about, or do you only plan to include it for 0.6?

To be honest, I don't care about hurty-tiles, but I can think of a bazillion reasons to want non-hookable tiles (the most obvious being the creation of "training" or puzzle levels, and CTF-based "race to the finish" levels, with bits that require teamwork)

If you could shoehorn it into 0.5, I would love you forever big_smile.

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Re: Unhookable tile, open sky

Ive updated my mod to include no hook tiles as well. You can read more about it in my last post. http://www.teeworlds.com/forum/viewtopi … 9799#p9799

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Re: Unhookable tile, open sky

alsuren wrote:

Just a question about the ticket:
http://trac.teeworlds.com/trac/ticket/308

The history says changed from 0.4 to 0.5, but in the "by milestone" view of trac, it only shows up in 0.6. Is this just trac messing about, or do you only plan to include it for 0.6?

To be honest, I don't care about hurty-tiles, but I can think of a bazillion reasons to want non-hookable tiles (the most obvious being the creation of "training" or puzzle levels, and CTF-based "race to the finish" levels, with bits that require teamwork)

If you could shoehorn it into 0.5, I would love you forever big_smile.

The milestones are always a bit up-in-the-air, but right now 0.5.0 will most likely be a maintenance release -- albeit one that breaks the 0.4 protocol. Don't let the numbers fool you, they have no bearing upon how complex something is, or when that release is coming.