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Remove "weak" hook #2148
Remove "weak" hook #2148
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I know it is clearly a bug. |
For ctf this isnt even noticeable chiller |
awful for ddrace, |
This doesn't fix the issue completely, it just makes its impact lower. The order of players still matters with this, because |
@notiv-nt I don't think making it optional is the way to go. I like that teeworlds physics are pretty consistent even over mods. And introducing such a config in vanilla seems wrong. As @fokkonaut said it is barley noticeable in vanilla and even if it can be seen as feature. |
Most physics were designed to be tuneable. |
@Dune-jr yes a tune would be fine. But tunes are not normal configs. They only work on modded servers. Im not sure how this fix could be implemented as a tune. But imo adding it as a normal config results in more harm than value. |
I mean, I don't think this is a controversial setting in vanilla, mods can set tunings however they want so where is the problem? |
@Dune-jr the nice thing about teeworlds is that the core physics are perfect. And they work well unchanged in all kinds of modifications. So if a player knows how to play the game he can easily switch between gametypes. It just feels good/right to have them the same. It holds this small communitys together. It is nice to trains specific skills in modifications and use them in vanilla for example. And since decades of ddrace maps depend on this "bug" the most popular modification is forced to reimplement that and thus would differ from vanilla. Which is sad. Plus I never saw anyone complaining about it in vanilla. So why change it? |
Because there is no an explanation for this
Rly? it depends on the order of user spawn? Even with a difference in 1ms?
in the context of dm and ctf its ok, but what about ddrace? No one plays it? Do I need to create this issue in every mod in which it is not needed? |
Nice to see that you agree on that point.
I don't get the "1ms" part. Everything in teeworlds depends on difference in time intervals of ticks. It makes sense that only one tee wins the game if both have score 9 out of 10. And both would have killed each other with the shot they fired but one tee was 1ms faster. Do you want both tees to win?
I wouldn't see ddrace as default gametype. But don't get me wrong I support ddrace. I really don't think this is the place to go into depth of mods.. so feel free to ignore the following text:
And that is the point. In that long time every bug has been used as a feature in a map. Players are nostalgic and we still play maps in 0.6 that came from 0.5 and we will continue playing those maps in 0.7. But for these maps to work ddrace 0.7 has to add the weakhook agian. Because some parts require weak hook. Since it is a 2+ player game you always have a weak and a strong in your team. Sometimes you have to use brain to see who has to do what part.
Its not you rushing alone through a map. DDrace (dummy drag race) requires a team to finish the map (usually). Thus your team has no worse conditions. It has enough weak and strong tees to finish the map like everybody else. You can't have a team of only weak or strong tees if your team is bigger than 1 tee.
If a mod really suffers from weakhook and it has no benefit. Than this can still be changed in a mod. |
Hard to make that configurable. |
Well, maybe it should be mod based? |
It's not possible to mod the physics properly. That would be lots of work. |
@ChillerDragon what I meant with "its barely noticable in vanilla" is that you can just keep it in teeworlds, so that ddrace doesnt break. It was an argument for not removing weak Hook |
I'd be very pleased if we finally get a fixed hook. Yes, the weak/strong hook in ddrace is a thing, but who cares? Simply fix the maps or continue as it is right now (modded in the server, custom client). Whats the problem? |
@Stitch626 could you explain why weak/strong hook bothers you? :) |
fixed by #2478 |
This fixes #541
Depending on the order of character spawn, players have stronger or weaker hook on each others.
The reason is that velocity calculation of characters is order dependent:
Example: player a has spawned before player b and b is hooking a:
a.vel *= friction
...
b.vel *= friction
b.vel += hookforce
a.vel += hookforce
b has spawned before a:
b.vel *= friction
b.vel += hookforce
a.vel += hookforce
...
a.vel *= friction