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Add slopes #93

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oy opened this issue Sep 3, 2010 · 47 comments
Closed

Add slopes #93

oy opened this issue Sep 3, 2010 · 47 comments
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code-related feature forum discussion Issue should be discussed in the forum first. gameplay

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@oy
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oy commented Sep 3, 2010

It seems it was planned to add slopes in tw: http://www.teeworlds.com/forum/viewtopic.php?pid=4063#p4063

Is there still a plan to add them? I think it would be a great feature.

@Sworddragon
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Haven't matricks said he don't want slopes? Well, in my opinion this is a good feature.

@ghost
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ghost commented Oct 13, 2010

"We will experiment with slopes etc in the future."
"Slopes has been discussed and will probelby be added at some point but nothing decided yet."
matricks in 2008

@heinrich5991
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how do you want to display tees on slopes? and the walkspeed?

@Fisico
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Fisico commented Oct 20, 2010

i think slopes should be for sliding down not to run up

@JulianAssange
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I think slopes is a good idea, and even if there arent slopes, atleast somthing too make entities only over the sides : example of the glitch : http://b.imagehost.org/0035/diagonal.png

@ghost
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ghost commented Jan 27, 2011

i found a simple solution to create the slope in 45° 135° 225° 315°.
We just need 2 new tile in entities.png, 1 for hookable slope & 1 for unhookable.
For have 4 directions just use rotation or mirror(flip) in the map editor.
When collisions will be initialized, we must check also tile's flags, for interpretate in which type rotation the slope is drawed.
Will be easy on mapping, because we can use flip Vertical, Horizontal & rotation, and direction shown will corrispond to the effective.
I already thinked also how it should work, well integrated and calculated respecting Physic's laws, like gravity influence on climbs or descents....
i need some day to prepare a preview

@ghost
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ghost commented Feb 9, 2011

i done my idea, not perfect yet, but work enough well, if someone want to adjust my small error, or would optimize my code, ask me, that i will put a.patch file to download

@JulianAssange
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CarmineZ, Send the patch my way, Ill look for any bugs :-)

@fstd
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fstd commented Feb 10, 2011

disregard that troll. i PM you

@JulianAssange
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Kid, Shut up.

at carminez, I'll test it with some friends, Is it bad if more than 2 people see it? ( like for testing )

@Tsin
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Tsin commented Feb 10, 2011

"Kid, Shut up."

said 13 year old troll to 20+ year old guy

just hilarious

Demonul, Josh, Julian, Flamin or who ever you are you fucken FAKE stop wasting all our time

and get a life

@ghost
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ghost commented Feb 10, 2011

http://solidfiles.com/d/abee/ <--------- try
most important is to correct movebox, because not very good

@JulianAssange
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wtf u talking abou tsin? fake?? lol

@JulianAssange
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@carminez, Found 1 bug: You know somtimes you can be at the corner of a collision tile and u get stuck? well this happens alot on slopes.

EDIT1: I think going down should be faster than going up.

@ghost
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ghost commented Feb 11, 2011

i know, i tried & search a simple solution with minor stress for cpu, but will be better a stable solution.... going down is already more fast than going up!!! Main problem is the round(Position) that don't collide correct with slopes.....
i already thought too much for slopes creation (i don't sleeped the night for them!!!), so i hope someone will be able to create them correctly, i'm going in a reflection pause

@JulianAssange
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other than the 2 things i posted, i really like it ^.^

@JulianAssange
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I think mabye also you should "stick" too the ground, Like if ur going down hill, u somtimes just jump off... same thing happens with going up.

@ghost
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ghost commented Feb 12, 2011

i know that problem, than, have you thought a bit how to solve?

@JulianAssange
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im not really a coder oll... just saying a glitch i found, plz list all the things u know about so i dont re-post them.

@ghost
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ghost commented Feb 12, 2011

i created a branch --> https://github.com/CarmineZ/teeworlds/tree/slope
so will be more simple to communicate and to find a solution,
and i explained better what i edited, now entities.png with a sample map & slope.png are included into repository!

@ghost
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ghost commented Feb 20, 2011

i have found a my little error, now slopes are very better

@fstd
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fstd commented Feb 25, 2011

oops this was supposed to be a PM :S

@JulianAssange
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asi said on his commit, currently there is a really weird bug with walking on them.. u dont see urself moving until u stop, and it looks like you've teleported away!

@heinrich5991
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looks like you didnt download the latest client, you havent got the newest version, or CarmineZ updated privately

@ghost
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ghost commented Feb 25, 2011

my public branch is up-to-date, obviously need build/complile Server and also Client for a correct test

@heinrich5991
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flamin -.-"

@JulianAssange
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what hein? and also oo... ok gotta build new client..

@ghost
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ghost commented Mar 12, 2011

http://www.teeworlds.com/forum/viewtopic.php?id=7447
opened a server for massive testing, and a topic forum for opinions

@heinrich5991
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Found a little bug. http://min.us/mvj1sxo

@ghost
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ghost commented Mar 12, 2011

i know, because tee haven't his feet on ground, so can't jump, isn't a bug, i leaved it as is....normally you can use only one air-jump without retouch ground, so i though that a corner, can't be considered a stable ground to can jump from it, but my is only a suggestion to interpretate slopes, i hope official staff can make slopes for 0.6, based on my code or without my code

@Sworddragon
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I haven't tested your version but why don't we make it simple? Let's just "emulate" the slopes. This means the slope is just like a normal tile. There are no special physics for it. The only difference is that the height of the Tee changes on the slope.

For example: You can run hills up and down without jumping and without any speed changes or falling effects from fast downhill running.

@ghost
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ghost commented Mar 12, 2011

you haven't tested..., but have you read the code at least? My slope is already very simple, it is already a normal tile without any special physics or tuning..., so, test it before, could your help be very usefull to improve it, since i know here ther are many good programmers

@Sworddragon
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I haven't tested it because I read already in your thread that there are physics implemented. That's why I said we should keep it simple.

@ghost
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ghost commented Mar 12, 2011

it's only the standard physic of teeworlds rotated for the slope.....
... there isn't a way more simple, i tryed many ways before find this one,
now i thank "God", because i had lost the hope to be able creating slopes

but well, i am very happy if someone or we, will improve this feature

@ghost
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ghost commented May 18, 2011

slope HOPE is dead

@JulianAssange
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Why is it dead, CarmineZ?

Learath2 pushed a commit to Learath2/teeworlds that referenced this issue Nov 4, 2014
Prevent integer overflow (fixes segfault in the soundengine)
@tempral
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tempral commented Mar 30, 2015

i think needs do better the movebox, testbox and related functions

@pielover88888
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Since the published binaries are Windows only, and the source seems to be gone/missing, here's a video of the slopes from CarmineZ's mod: http://piecode.tk/video/uploads/?search=teeworlds%20slopes

"so i thought that a corner, can't be considered a stable ground to be able jump from it" ~CarmineZ (grammar tweaked)
I personally think this is a bad idea, because if you land on the corner of a normal tile (in 0.6, not sure about 0.7) you get your jump back, and corners are corners. Corners should be consistent with eachother regardless of how they are produced, because to the player..corners are corners.

@MegaManSec
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I have the source code of carminez final creation on a hard drive
somewhere. I'll attempt to find it some time, so people can see the code.

Sent from my phone.
On 31/03/2015 12:32 PM, "Jeffrey" notifications@github.com wrote:

Since the published binaries are windows only, and the source seems to be
gone, here's a video of the slopes:
http://piecode.tk/video/uploads/?search=teeworlds%20slopes

"so i thought that a corner, can't be considered a stable ground to be
able jump from it" ~CarmineZ
I personally think this is a bad idea, because if you land on the corner
of a normal tile (in 0.6, not sure about 0.7) you get your jump back, and
corners are corners. Corners should be consistent with eachother regardless
of how they are produced, because to the player..corners are corners.


Reply to this email directly or view it on GitHub
#93 (comment).

@Henningstone
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Arent't this his sources?: Teeworlds Forum
Or is that wrong?

@oy
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oy commented Mar 31, 2015

CarmineZ's slope mod isn't the one mentioned here https://www.teeworlds.com/forum/viewtopic.php?pid=110876#p110876

@tempral
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tempral commented Mar 31, 2015

In fact, I wanted to download your version to compare with mine, but I have not found... have you the source or the windows version (corresponding to Landil topic)?

@oy
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oy commented Mar 31, 2015

Didn't code the version in Landil's topic and unfortunately don't have a copy of that source.

@pielover88888
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@Henningstone those source links are dead/404 now, though. EDIT: CarmineZ updated the links, nevermind :).
I think it's time we make the landil/inherited slopes source public for review, extensive testing and polishing. Once it's made as well as it can be made, we should discuss the possibility of merging it with 0.7.
Teetime apparently had a copy of Landil/Inherited's slopes source and uploaded it here (edit: link down, use mirror) and I'm mirroring it here. Thanks Teetime :)

@MegaManSec
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Here's the source code for CarmineZ' slopes: https://github.com/MegaManSec/CarmineZ-Teeworlds-Slope

@H-M-H
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H-M-H commented Nov 1, 2015

In case you are still interested in slopes I put this here https://www.teeworlds.com/forum/viewtopic.php?id=10476 to github and merged it with current 0.7: https://github.com/H-M-H/teeworlds/tree/slopes_merge_try
(without merge: https://github.com/H-M-H/teeworlds/tree/slopes)
Binaries: https://github.com/H-M-H/teeworlds/releases/tag/slopes-0.7
(you need to add data folder manually atm as make_release.py does not work properly)

Bumble pushed a commit to Bumble/teeworlds that referenced this issue Mar 1, 2016
@oy oy added the forum discussion Issue should be discussed in the forum first. label Dec 21, 2018
@Dune-jr
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Dune-jr commented Dec 21, 2018

Gameplay discussions have been moved to the Development forum.

@Dune-jr Dune-jr closed this as completed Dec 21, 2018
@teeworlds teeworlds locked and limited conversation to collaborators Dec 21, 2018
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