Interactive map

Tell us what ideas you have and what features you would like to see.
QshaR
User
Posts: 86
Joined: Mon Feb 02, 2015 11:41 am

Interactive map

Post by QshaR » Fri Oct 28, 2016 4:22 pm

HI @all

I'm planning to start working on an interesting modification that can help to make teeworlds maps more interactive. Especially it will be interesting for Gores-type of maps.
Here is the core of the idea:

As you might know, the teeworlds map is very static. The only objects that can move are hearts, shields and few more.
I'd like to make it possible to create maps where tiles can move. Imagine gores map that changes all the time and it will have moving platforms, moving grass and moving freeze tiles.
So, I'd like to apply the moving effect only to collision tiles, unhook and freeze/unfreeze.

As far as I see there are 2 options to make it possible:

1. Very hard way: Make server recognize the Quads layers. Depending on the current position of every object in Quads layer, change the current game block to collision/unhook/freeze/unfreeze (depending on the name of Quads layer).

2. Easier and better way: Add new type of layer to the server and client side. I can explain it in more details if anyone is interested. The direction to move the tiles of the layer can be SPEEDER(64) and SPEEDER(65) tiles. The same ones that are using to move hearts and shields on the map.

The second option looks easier for me, but it requires a client modification to see the moving objects. The idea of creating a separate KoG Game Client sounds not effective at all. About 90% of KoG players are using DDNet client. So I thought it would be great if we could work together on this modification. I think it can be also useful on DDNet ddrace servers.

The modification is huge and it may take a lot of time to implement it, but I like the idea of interactive map.

Please, tell me your opinion about this idea in general and maybe you have some more options how to make it possible.

Q

clefairy'
Contributor Team: Skin Database Crew
Posts: 379
Joined: Mon Aug 10, 2015 2:19 pm
Location: France
Player profile: clefairy'
Mapper profile: clefairy'
Clan: ♋️

Re: Interactive map

Post by clefairy' » Fri Oct 28, 2016 5:08 pm

Looks cool.

User avatar
hi_leute_gll
User
Posts: 2532
Joined: Mon Jul 21, 2014 1:15 am
Player profile: hi_leute_gll
Mapper profile: hi_leute_gll
Clan: iMTG

Re: Interactive map

Post by hi_leute_gll » Fri Oct 28, 2016 5:41 pm

Has been suggested multiple times, but hasn't been implemented since it wouldn't be compatible to Vanilla.
.hi._.leute._.gll. | iMTGmember

Index
User
Posts: 1070
Joined: Mon May 05, 2014 7:30 pm
Player profile: ٭ıƞdex'<3
Mapper profile: ٭ıƞdex'<3
Clan: Eagle

Re: Interactive map

Post by Index » Sun Oct 30, 2016 1:17 pm

As hi_leute already wrote, this was suggested many times and it might actually be a nice feature.
But unfortuantely there are some disadvantages and problems. So, sure you can start working on it, I'm excited to see where this leads you. But don't have too high hopes :/

Oh, and just search for it, there are 5325 threads and also some further suggestions:
https://forum.ddnet.tw/viewtopic.php?f= ... les#p42034
https://forum.ddnet.tw/viewtopic.php?f= ... ving+tiles

User avatar
Ryozuki
User
Posts: 1742
Joined: Tue Feb 24, 2015 7:28 am
Location: Catalonia
Player profile: Ryozuki
Mapper profile: Ryozuki
Clan: Unique
Website: https://ryozuki.xyz/

Re: Interactive map

Post by Ryozuki » Sun Oct 30, 2016 4:41 pm

Index wrote:As hi_leute already wrote, this was suggested many times and it might actually be a nice feature.
But unfortuantely there are some disadvantages and problems. So, sure you can start working on it, I'm excited to see where this leads you. But don't have too high hopes :/

Oh, and just search for it, there are 5325 threads and also some further suggestions:
https://forum.ddnet.tw/viewtopic.php?f= ... les#p42034
https://forum.ddnet.tw/viewtopic.php?f= ... ving+tiles
As hi leute wrote, you simply can't do it without breaking teeworlds compatibility, and i don't think ddnet want to do this.
So, you can't do it. Though breaking compatilibilty would allow many new features
That's basically why I wrote, you can work on it but it will probably not be implemented :> ~Index

User avatar
stompie
User
Posts: 700
Joined: Thu Jun 18, 2015 2:40 pm
Player profile: stompie
Mapper profile: stompie

Re: Interactive map

Post by stompie » Sun Oct 30, 2016 4:48 pm

i might be wrong with this but i heard a little birdy a while ago that said ddnet wants to become its own game not just a "mod" for teeworlds and breaking compatibility is what needs to done if that is closer to happening this would somewhat split the amount of new players coming in cause ddnet isnt on steam but teeworlds is this would be a great feature the only time ive seen this is with the quads layer and entities being normal with bronoob's maps
\,,/(◣_◢)\,,/

[A] Awesome
User
Posts: 444
Joined: Sun Sep 14, 2014 5:15 pm
Player profile: [A] Awesome
Mapper profile: [A] Awesome

Re: Interactive map

Post by [A] Awesome » Sun Oct 30, 2016 5:42 pm

The only problem i see is that you need to force people to use the client for this modification and ddnet dont wants that but I dont see a problem if Qshar codes it and gives it to ddnet for his own purpose because most of his communtiy is using ddnet client. I mean you dont need this for ddnet, maybe only for kog? so people on Kog gets forced to use a client but qshar seems to have no problem with that and ddnet dont need to use this feature so they wont force anyone.
~+~Layout~+~
Signature Layout by [A] Awesome

fokkonaut
User
Posts: 854
Joined: Wed May 13, 2015 5:59 pm
Player profile: fokkonaut

Re: Interactive map

Post by fokkonaut » Mon Oct 31, 2016 2:03 pm

I think, the players without DDNet Client see this, if they enter a map wich includes the 'code' of this moving objects:

Broadcast: Download DDNet Client to play maps with moving objects.

And the 'normal players' (standard client) should be able to see the objects, and see other players playing. I think to see them, should be possible, but to play dont work. (because of the gametiles changes, wich is only possible with DDNet Client)

Players without DDNet Client should stay in 'Pause Mode' until they have the DDNest Client.

QshaR
User
Posts: 86
Joined: Mon Feb 02, 2015 11:41 am

Re: Interactive map

Post by QshaR » Mon Oct 31, 2016 9:03 pm

Index wrote:As hi_leute already wrote, this was suggested many times and it might actually be a nice feature.
But unfortuantely there are some disadvantages and problems. So, sure you can start working on it, I'm excited to see where this leads you. But don't have too high hopes :/

Oh, and just search for it, there are 5325 threads and also some further suggestions:
https://forum.ddnet.tw/viewtopic.php?f= ... les#p42034
https://forum.ddnet.tw/viewtopic.php?f= ... ving+tiles
Ye, I guess I should use search before posting such thread. I just didn't think anyone suggested it yet. Thanks for links.
Ryozuki wrote:As hi leute wrote, you simply can't do it without breaking teeworlds compatibility, and i don't think ddnet want to do this.
So, you can't do it. Though breaking compatilibilty would allow many new features
Ok, then this "very hard way" is my only path. Lets walk and see where it takes me.

HMH
Technical Team: Team Leader
Posts: 146
Joined: Mon May 05, 2014 8:41 pm
Player profile: HMH

Re: Interactive map

Post by HMH » Mon Oct 31, 2016 9:11 pm

First of all it is perfectly possible to implement moving tiles, the problem is that it will feel like laser-doors for players with vanilla client (aka horrible). However, I'm open for a feature like this and would probably include it into DDNet if it is well done. But doing it properly will surely be awesomely hard.

Just a few things that come to my mind:
  • what does happen if those moving tiles clamp a Tee: -->|O|<--
  • handle collision detection properly and don't fail like with stoppers or laser-doors
  • ground friction has to be adjusted for moving tiles
  • will there be something like moving airtiles, feeling like wind due to the friction being applied differently
  • if those tiles change direction, it probably shouldn't be done abruptly as physics dictates that an immediate change of velocity of an object say into the other direction is kinda impossible (should be softened somehow)
  • will there be a new front layer or will the frontlayer be applied to those tiles ?
  • how will graphics and platforms be synchronized (yes you could do funny stuff with envelopes but who wants to do that ?)
  • get /save and especially /load to work as one minute (default) will be added to gametime on /load which might confuse some things and you could end up with moving tiles pressing your Tee to death which were not there previously
I could extend this list even further, so I guess you get why i consider this as a complex task. But if you think you can get this done @QshaR i am open for your pullrequest :)

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest