26

Re: [Suggestion] Gravity/Watertiles

lordskelethom wrote:
shmafoozius wrote:

Afaik physics are controlled by gamecore.cpp and when changed also needs an edited client. In short: Players would need another Client just to play maps with water.

Correct me if this is wrong.

Sorry i haven't read all the topic, but that you have said is true, but you can control physics by another way wink.
(character.cpp -> tick() )

IF we can implement this in character.cpp, Then we can make it a SERVER MOD
That would be awesome big_smile

Bye.

27

Re: [Suggestion] Gravity/Watertiles

It is not a wise idea to create a server mod of this, since that'd cause weird prediction errors, and the devs have since long stated that watertiles will not be part of teeworlds, since it slows down the gameplay and have no real use. There are much more intresting things for gameplay that should be worked on, like slopes and weapon balance.

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28

Re: [Suggestion] Gravity/Watertiles

Chi11y wrote:

It is not a wise idea to create a server mod of this, since that'd cause weird prediction errors, and the devs have since long stated that watertiles will not be part of teeworlds, since it slows down the gameplay and have no real use. There are much more intresting things for gameplay that should be worked on, like slopes and weapon balance.

Yes. I can see the game lagging a lot and it's not absolutely necessary for this, maybe we need to think of smaller,simpler ideas that can make the game play smoother.
big_smile

Bye.

29

Re: [Suggestion] Gravity/Watertiles

Magnet wrote:
shmafoozius wrote:

Why is it illogical? Who said Tees could swim? tongue
Killing them instantly is much more human than letting them drown. xD

There's a difference between not being able to swim and sublimating when touching water.

just imagine there are police-tees with diving suits and oxygen bottles and laser riffles. whenever a tee from the game is touching the water the police-tees kill him instantly. that's how it works. that's human. that's logical.

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You just got pwnd!

30

Re: [Suggestion] Gravity/Watertiles

Chi11y wrote:

It is not a wise idea to create a server mod of this, since that'd cause weird prediction errors, and the devs have since long stated that watertiles will not be part of teeworlds, since it slows down the gameplay and have no real use. There are much more intresting things for gameplay that should be worked on, like slopes and weapon balance.

As always I ignored every criticism and implemented this server side. Have a look at the Blumentopf waterMOD server

31

Re: [Suggestion] Gravity/Watertiles

inherited wrote:
Chi11y wrote:

It is not a wise idea to create a server mod of this, since that'd cause weird prediction errors, and the devs have since long stated that watertiles will not be part of teeworlds, since it slows down the gameplay and have no real use. There are much more intresting things for gameplay that should be worked on, like slopes and weapon balance.

As always I ignored every criticism and implemented this server side. Have a look at the Blumentopf waterMOD server

Just played it. Wow.

That's close to the thing I suggested.

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http://www.teeworlds.com/forum/viewtopic.php?pid=39896