Search found 408 matches

by timakro
Sat Jan 28, 2017 2:48 pm
Forum: General Help
Topic: Graph bug
Replies: 5
Views: 2500

Re: Graph bug

Your prediction value is pretty high in the image. In that situation your connection probably was so bad that the client couldn't keep the prediction time smooth. It was really jumping that much. I don't think its a problem that the graph is rendered outside the box though.
by timakro
Fri Jan 27, 2017 1:12 pm
Forum: Tutorials
Topic: How many positions are there in a 1x1 spacetile?
Replies: 18
Views: 14442

Re: How many positions are there in a 1x1 spacetile?

Hook and unhook are filling out a full tile, a tee is just smaller than a full tile. I feel like stoppers are an excuse to make a bad designed part work somehow instead of coming up with good one, even if they were implemented correctly.
by timakro
Thu Jan 26, 2017 10:10 pm
Forum: Tutorials
Topic: How many positions are there in a 1x1 spacetile?
Replies: 18
Views: 14442

Re: How many positions are there in a 1x1 spacetile?

Code: Select all

	//character's size
	static const int ms_PhysSize = 28;
Character size is 28

Code: Select all

int CCollision::GetPureMapIndex(float x, float y)
{
	int Nx = clamp(round_to_int(x)/32, 0, m_Width-1);
	int Ny = clamp(round_to_int(y)/32, 0, m_Height-1);
	...
}
Tile size is 32


32-28=4
by timakro
Sun Jan 22, 2017 8:56 am
Forum: General Help
Topic: ZAF Trashmap
Replies: 9
Views: 2820

Re: ZAF Trashmap

Unfortunately I can't provide trashmap servers in other countries because I only own a server in Germany. There was the idea of hosting trashmap on the official ddnet servers some time ago but back then we only talked about GER. In my opinion this is a good idea also for the other locations. I don't...
by timakro
Fri Nov 18, 2016 3:49 pm
Forum: General Help
Topic: Interactive map
Replies: 44
Views: 35809

Re: Interactive map

Awesome
by timakro
Mon Nov 07, 2016 7:45 pm
Forum: General Help
Topic: Interactive map
Replies: 44
Views: 35809

Re: Interactive map

I'm even against breaking support for new features, but it seems like I'm in the minority there.
by timakro
Sun Nov 06, 2016 2:25 pm
Forum: Off Topic
Topic: SimplePlay2--MiniPlay2
Replies: 8
Views: 3989

Re: SimplePlay2--MiniPlay2

Nice idea, but the first part looks terrible ^^
by timakro
Sun Nov 06, 2016 2:21 pm
Forum: General Help
Topic: Interactive map
Replies: 44
Views: 35809

Re: Interactive map

I think vanilla client support shouldn't be dropped just because of the startline issue. Option 1 is obviously not practical and option 2 would require to drop vanilla support. I don't understand option 3, but it sounds promising. Apart from that I would suggest sending vanilla clients a game time t...
by timakro
Fri Nov 04, 2016 5:40 pm
Forum: General Help
Topic: Interactive map
Replies: 44
Views: 35809

Re: Interactive map

How did you solve the "startline issue"?
by timakro
Tue Nov 01, 2016 6:48 pm
Forum: General Help
Topic: Interactive map
Replies: 44
Views: 35809

Re: Interactive map

Seems like the client code uses the synchronized game time (the time displayed on the top of the screen, in ddrace used for the race time) if the synchronized option is on and otherwise uses the local time, which is not synchronized with the server. https://github.com/teeworlds/teeworlds/blob/3e1d02...