Re: [SUGGESTION] Ideas for the next version
What do you think of a map and gametype voting system like in Assassin's Creed:Revelations multiplayer?
Notice: This is not a suggestion just asking.
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Teeworlds Forum → Development → [SUGGESTION] Ideas for the next version
What do you think of a map and gametype voting system like in Assassin's Creed:Revelations multiplayer?
Notice: This is not a suggestion just asking.
What about Team colored Grenade Things? Would Be Better And Less Confusing, Same For The "Nade Launcher", also a checkbox in the setting to see teammates's hp and shield not/always/when hovering (like the show name's settings)
Edit: also a way to use these forum accounts as ingame accounts to prevent username stealing, and ranks (ranks are just for appareance and to have a reason to continue playing the game, when i was younger i got bored of teeworlds because it was getting boring without reasons to play it)
Also Something To Let Us Login Ingame With Our Forum Accounts To Prevent Name Stealing, Also If This Gets Done But With NON Forum Accounts, A Way To Connect These Accounts Would Be Great
Is it just me or is the new website icon pixelly?
I was wondering if the issue where running into other tees at high speed completely stops your movement. But if you run into them then "detach from them" you continue at your previous velocity?
I don't know if it's already implemented. But it would be very cool if we could increase the size of our font. For instance I found a very good font but in teeworlds it looks too small to be read clearly. (btw if you really want to know the font is "FortuneCity")
Pos 1 1 Index "y" XFLIP
Pos 1 1 Index "y" YFLIP
Pos 1 1 Index "y" XYFLIP
This ideas could be some improvements for the automapper.
XFLIP, YFLIP and XYFLIP to be the properties of the Pos command in the rule file.
greets, jxsl13
I Have an idea
-One`s Skin Can Be Seen By All Players (With custom skins)
Suggested and rejected hundred of times, as it will be abused to spread skins of naked tees (or other evil things)
I have an idea
- Rework of the skin system to make it more customizable, so you do not need custom skins anymore?
I have an idea
- Rework of the skin system to make it more customizable, so you do not need custom skins anymore?
If we would do so, I believe the possibilities of custom skins would still be very limited. Would be really sad, imo.
You should make it downwards compatible so the current skins still work aswell.
I think you will like this Idea,
Instead of the blank "downloading map" screen, a picture of the map pop up with its name should replace it, that way we can see how the map is gonna be. Plus some basic Tips in the bottom screen that sidescroll.
Something like this:
And if its Possible,
it should be really cool to port Teeworlds for the Xbox 360.
Reasons are:
-The Xbox 360 works almost like a Pc, since the developer is Microsoft. So it makes it easier to port.
-The camara stick should work pretty well with the aim in Teeworlds.
-we could use the headset for communticating instead of chatting.
-If the headstet is not avaiable. The Xbox has an add-on to the controller that has a mini-keyboard.
-Maybe the keyboard should come WITH Teeworlds, so everybody can chat
(the tips i put may be not considered a tip, its just an example)
Pls comment on what you think
I think it is better to increase the downloading speed so that you don't need to wait.
I think it is better to increase the downloading speed so that you don't need to wait.
Besides, it would not be possible to do that before loading.
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Isn't matricks' "bluesky" project about a alternative downoading system? Similiar to TeePhoenix third solution. I think I read something about it at Dunes (Daily) Journal.
//edit: http://teedune.wordpress.com/2011/09/14/bluesky/
It is possible...
You just have to save an prerenderd image in the map file in front of all other data, so that you just need the first bytes to show an image of the map.
Another way would be to place all data that is necessary to render a part of the map at the begin of the file and the rest after this. This would work similar as interlacing of images (png for instance).
The third way is to make maps streamable, so that the image gets more and more details, while loading the map file. For example: First layer and the tileset it uses is loaded => first layer is shown, second layer and the tileset it uses is loaded => second layer is shown. The data just have to be arranged in the right order.
Because the tilesets are the biggest part, you could just bring few lines of the image in front of the map file so that it can be rendered in a low resolution (=> interlacing). And append the other lines (to get the full resolution) at the end of the map file.
You also could combine some of this techniques.
But the downloading speed should really get increased. I really dont understand why it is SO SLOW. Some images in the web are much bigger than map files but took only 1/1000 of the time that a map file needs to get downloaded. It is like you would use a 56 KB Modem or slower. And no, the servers or my connection isnt that slow!
Also this would make the preview image useless.
Saving an preview image in the map will increased the map's size very much and delay the loading.
If the preview image has only 150 kb, and there are no other embedded images in the map you will be able to see the preview just before the download finished.
You need the whole mapfile to render the preview: images, tiles, quads, envelopes. You can't get a good preview without having the whole map loaded.
Streaming the layers would be non sence. The layers only use some kbs of memory. You would have to stream the images which take most of the mapfile. But that will look ugly and using a low resolution tileset will look ugly too.
The mapdownload is that slow because of the system used: server sends client the mapname and crc -> client does not have to map, requests the first chunk -> server send the mapchunk (896 bytes) -> client requests next chunk -> ...
Because both server and client have to wait for each other to respond, downloading will take much longer.
Preview will just be useless and to difficult to implement. I think it's planned that the downloadbehaviour is changed, so I hope that the speed will be increased, but with the current system it's not possible.
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Isn't matricks' "bluesky" project about a alternative downoading system? Similiar to TeePhoenix third solution. I think I read something about it at Dunes (Daily) Journal.
What matricks changed in bluesky for the map downloading, as far as I understood, was about getting in the game, and starting to play before all the particles could be rendered. Still does not make possible to have a preview image, only way to do that would be to change the map format and to download an image to print, what is definitely not worth to do.
Although you could have a preview of the maps you've already downloaded - I've seen that somewhere, was all in all poorly done but gives the idea.
And a map is not like a video, it's not just a bunch of images that you paste one to the other.
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You cannot reorganize the map format to make it able to give a viable preview from the first KiBs, unless you do a complete rework. period.
Btw, TeeKilla, do you know why they've rewritten the algorithms of data transfer from TCP? Teeworlds is using Stop&Wait for Ack for data downloading, and no window of transfered/acknowledged chunks, I believe that's why it's so slow...
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Let us take CTF5. It has a size of 270 x 120 tiles and let us show it in a screen size of 1890 x 840 which is close to full HD. For such a resolution each tile has a size of 9 pixels. In a tileset each tile gets a size of 64 pixels. So that you only need 1 / 7 of the image data to show a preview of the map.
Because not every player has a full HD screen you need less than this to show a preview where each pixel comes from the image data for most players. But even this isnt necessary in the first seconds to get a viable preview, so that you maybe just need 1 / 20 of the data to get a preview that is ok for the first seconds. But you should use bicubic filtering or similar to get a good image.
The good thing of interlacing is that it gets very quick very good and that you see from the very beginning a result. Just look at my example picture, it has very quick a very good image resolution but takes a little longer to get fully loaded. After 4 seconds (2 Mbit) I can hardly see a difference while it takes 20 seconds to get fully loaded.
Edit: There are 3 general solutions for this:
1. Improve the speed (I think this will have the greatest effect, because the transfer isnt optimal).
2. Make the maps smaller (most difficult, because it needs a better compression; or a quality loss, because of lossy formats for pictures).
3. Hide the time that is necessary for loading (preview / animations (the apple way) / start the game with a part of the map data).
Your idea is good, but the server would have to create a new map for every client with a different resolution. And that will be very hard to implement and I don't think that anybody wants to do that.
Makeing the map smaller is a good idea, but not really possible, even when compressed into a rar-archive with the best compression, the size will only be reduced by about 10-20%. And compressing the map in some archive file would be dangerous because it could contain malware too.
Imo bluesky is the best.
But with some small changes:
- not loaded doodads (and other images) shouldn't be white, but simply transparent
- for movement essential tilesets should be replaced with some default tilesets until the real tilesets are loaded
--> First the map looks like you would have "high details" turned off, then the map gets build up
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