16:29 < bridge> [teeworlds] hey is there currently working sb on issue #2790 with the tile layer system? 16:29 < bridge> [teeworlds] this or the extended netcode for 0.8 16:30 < bridge> [teeworlds] don't think so cc @redix 16:31 < bridge> [teeworlds] bcc @Learath2 16:32 < bridge> [teeworlds] for water there will probably be a need for an m_pCollisionTiles that is split from the rest of the entities 16:34 < bridge> [teeworlds] I want to add another layer of abstraction, you only need an air tile with water properties 16:35 < bridge> [teeworlds] not a solid, deadly or unhookable tile 16:35 < bridge> [teeworlds] I'm not working on it. It's just my thoughts about it. Don't have time to work on it myself this year 16:37 < bridge> [teeworlds] Water should just be a normal tile. #2790 would allow multiple layers, so you can still place pickups, etc. in water 16:37 < bridge> [teeworlds] well. I needed to add m_pCollisionTiles for Water Layer. ๐Ÿ™‚ 16:37 < bridge> [teeworlds] with that logic I would say you may be allowed to put all entities (except spawns) in other tiles 16:38 < bridge> [teeworlds] I'm not working on it either. But I would love to have input on the direction you decide to take it. So whoever wants to take it up should probably make a proposal first 16:40 < bridge> [teeworlds] Yeah, that's def. the right way to approach gameplay stuff 17:47 < bridge> [teeworlds] isn't the issue already a proposal? Or do you mean a code proposal? 17:48 < bridge> [teeworlds] This would be more technical as it involves no actual gameplay changes. However, it would make gameplay changes much easier. You could even run old maps on new servers and vice versa if implemented properly. Itโ€™d also be a very important modability QoL change. Itโ€™s quite important to get this one right before it gets merged so itโ€™s useful for all of us 17:50 < bridge> [teeworlds] Well the issue proposes a couple things but it also leaves some things to the reader. A complete proposal would have to address things like what kinds of identifiers will be used, if applicable how will we handle identifier conflicts, whether there will be datafile format changes needed, versioning, the collision properties of the tiles on these layers 17:50 < bridge> [teeworlds] And probably a bit more that Iโ€™m missing 17:52 < bridge> [teeworlds] the easiest solution is to switch the map format directly to json xD 17:52 < bridge> [teeworlds] Human readable formats are god awful in space efficiency 17:52 < bridge> [teeworlds] The header being json I wouldnโ€™t really object to 17:52 < bridge> [teeworlds] but they are git-readable 17:52 < bridge> [teeworlds] Git is god awful for binary data pretending to be text 17:54 < bridge> [teeworlds] A json map would inevitably be larger than a binary map, so the diffs would be useless anyway. I donโ€™t see how one could make sense of a 5kb diff on a 500kb map without a tool 17:56 < bridge> [teeworlds] Besides embedding images would make our "json" more like a binary data with some json in front of it. 17:56 < bridge> [teeworlds] Which is more useless 18:29 < ChillerDragon> @Assa btw there is already a fully working twmap to json converter written in rust by @Patiga 18:29 < ChillerDragon> it is early wip and patiga will probably kill me for posting it here but it works fine https://gitlab.com/Patiga/twmap/-/tree/directory-map-format 18:49 < bridge> [teeworlds] chillinsky, you dead already? 18:52 < bridge> [teeworlds] don't say anything to confirm. 18:59 < bridge> [teeworlds] alternativly we can expand on the default format for maps 19:28 < ChillerDragon> im here 19:34 < bridge> [teeworlds] why should we support json? 21:03 < bridge> [teeworlds] there are reasons for and against it 21:05 < bridge> [teeworlds] Is there anywhere a documentation on how mapfiles work? 21:09 < bridge> [teeworlds] what are the reasons for is my question 21:09 < bridge> [teeworlds] there is no doc that I know of 21:10 < bridge> [teeworlds] - It's human readable 21:10 < bridge> [teeworlds] - well documented 21:10 < bridge> [teeworlds] - easy write and readable 21:10 < bridge> [teeworlds] - tw is already supports json files 21:11 < bridge> [teeworlds] I would have already wrote a mapconverter but I have no idea how to open older mapfiles 21:20 < bridge> [teeworlds] the map files contain mostly binary data (images and tile layers), even in json this is hardly readable 21:20 < bridge> [teeworlds] and maps files in json format would be bigger. right now most data inside the map files is compressed 21:20 < bridge> [teeworlds] supporting both formats just means more code to maintain 21:20 < bridge> [teeworlds] why should maps be human readable? they should be efficiently stored, they get downloaded over the network 21:20 < bridge> [teeworlds] and yeah there's going to be a lot of unreadable stuff within anyway 21:21 < bridge> [teeworlds] when changing map format i would rather use flatbuffers or something like that 21:22 < bridge> [teeworlds] what's the beenfit? 21:22 < bridge> [teeworlds] but i don't see a reason for that right now 21:22 < bridge> [teeworlds] standardized format and docs 21:23 < bridge> [teeworlds] and it does real serialization instead of just writing structs to a file ๐Ÿ˜„ 21:27 < bridge> [teeworlds] sounds nice yeah 21:27 < bridge> [teeworlds] not sure if worth breaking compatibility tho 21:30 < bridge> [teeworlds] completely breaking compatibility with old maps would kill the game ๐Ÿ˜ฎ 21:37 < bridge> [teeworlds] yeah 21:37 < bridge> [teeworlds] well let's that'd be a very unpopular update :D 21:37 < bridge> [teeworlds] map converters don't get adopted super well 21:40 < ChillerDragon> even more unpopular than 0.7? :D 21:48 < bridge> [teeworlds] https://github.com/heinrich5991/libtw2/blob/ba09b18d4cbb5632765bb520ec9b84d6539f8870/doc/datafile.md @๐“”๐“ผ๐“ผ๐“ฒ๐“ฐ๐“ช๐“พ๐“ฝ๐“ธ๐“ถ๐“ช๐“ฝ 21:48 < bridge> [teeworlds] for data files 21:48 < bridge> [teeworlds] plus the upcoming https://github.com/heinrich5991/libtw2/blob/7c26cb65a98501f3fc0e8ec1253f40dd175f1256/doc/map.md for maps (based on data files) 21:49 < bridge> [teeworlds] reminds me that I should look at that pull request, thanks 22:40 < bridge> [teeworlds] this is so helpfull 23:09 < bridge> [teeworlds] hdf5