Recently I'm having some sort of weird problem when playing teeworlds.
As the title suggests, it has something to do with the hook.
Whenever I try to hook an edge or a tee, it doesn't quite grab and mostly misses.
You could say that out of 3 times, it misses at least once.
Furthermore it looks like the hook doesn't reach its full length and hence doesn't hit.
It appears as if it was some kind of lag.
I'm not really sure, though, since I'm not having any other sort of lag and my ping is constantly good around 30-50.
So what could I do to fix the problem? It's not really the most annoying bug, but it can get bothersome sometimes.
People told me to wait, but it's not getting any better...
Ping doesn't say all informations about ur internet connectivity. I had a similar problems with my old ISP with an high packetloss. My ping was 20-30 but with many packet loss the result was the same to have an high ping.
Check it with some online tools (speedtest).
Other thing, try the same on a local server (just start teeworlds_srv and join the server from the lan tab) and check the problem adding a dummy or joining with 2 client. If you still get the problem it's a bug, if not it's fault of your adsl. If you can, demorec it and post here the demo so all can see the problem.
I noticed that I tend to have it on certain servers more regularily. Like for example, i barely have it on the Gv Ctf 5, but almost always while playing on [xyz].
Note: This problem has just recently popped up.
This is called "lag" and happens when the connection between you and the server is poor. You can lag even with good ping because of the packet loss. You have nothing to do with this, just join another server.
I noticed that this problem has nothing to do with my internet connection or teeworlds at all.
It is indeed the fault of my five year old mouse. The right mouse button won't respond unless I click really heavily.
Teeworlds (formerly TeeWars) is a free, open-source sidescrolling multiplayer shooting game originally created by Swedish developer Magnus Auvinen and now maintained by the community. It features simple cartoon-themed graphics and physics and relies heavily on classic shooter weaponry and gameplay. Currently there are official versions for Microsoft Windows, Linux, macOS and it has been available via digital distributor Steam since 2015.[1] The source code is publicly available.
Teeworlds presents itself as a crossover between classic sprite-based shoot-em-up games of the arcade era and modern-day first-person shooters. It is played on two-dimensional, side-scrolling maps typical of the platformer genre, but uses FPS-style keyboard controls for moving, switching weapons and chatting. The game also sports a grappling hook and double jump mechanics for maneuvering. Grappling hooks can also be used to hook on other tees and pull them towards the player. Maps' landscape themes include: grass, cave, winter, desert, and jungle, which feature map elements such as spikes, pitfalls, and non-hook-able metal and rock in vanilla gametypes. Teeworlds works as a client-server system and the player can choose from a list of available game servers for multiplayer gaming.
The player maneuvers a "Tee", a ball-shaped 2D character, using the keyboard and aims and shoots at other players or objects using the mouse. Health and shields (acting as armor) are spread out along the map, which can be collected by players when needed. The only powerup in the game is a katana, which gives the player a better damage dealing and quickness for a short period of time. It changes the player's character to a ninja, enabling other players to notice the player's change in ability.
There are weapons inspired by FPS games such as the Quake and Unreal series.[3] Advanced weapons, such as the grenade-launcher, shotgun and laser, deal more damage than both the spawn weapons (Pistol) but only have limited ammunition. The grenade launcher is a powerful weapon with a quirk that allows players to shoot themselves up walls or higher in the air, enabling them to reach higher points in maps quicker, while also harming the player.
With the 0.6.x release in 2011 the non-commercial clause was dropped what made Teeworlds free and open-source software again;[11] additionally improved character encoding support with UTF-8 and introduced localization support for multiple languages was added.[12] In August 2012 the game's content and assets were released under the Creative Commons license CC-SA 3.0.[13]
The latest version 0.7.5 was released on 19 April 2020,[14] and was under continued development on GitHub. The last commit from the Github repository were from June 2023, leading to believe that the game's development has halted.
Because Teeworlds is open-source, a community actively develops it, using GitHub[15] with the main developer known as Oy. Teeworlds is mainly programmed in the programming languages C and C++.
As Teeworlds source code is public, many fan programmers can create their own versions of the game ("forks"), which generally has a strong influence on the game and its further development. Many players are attracted to the endless possibilities of changing the game to suit their own benefits. Slightly modified game servers are accepted by the official game, as long as they broadcast that they are. Most of the modified server versions feature new gametypes. Modified game clients are commonly used by the community.
The game includes a map editor, which is a simple tool to create own maps with. Many user created maps include their own tilesets that are downloaded with the maps from the game server Teeworlds uses simple image files for most of the games's graphical content. As a result, this content may be modified and extended. Customized game character skins can be seen by other clients, as long as the skins have the same name. Teeworlds can take screenshots and record demos that can then be viewed in the game. This has led to many Teeworlds videos on web platforms, such as YouTube.
Teeworlds has achieved broad usage in the open source game community, and it is available in many Linux distributions.[16][17][18][19] Teeworlds itself lists 2.3 million players and 630 servers in July 2016.[20] Teeworlds has been compared to the Worms series of turn-based strategy games,[21] and was noted in several gaming news outlets over the years.[3][22][23][24]
It blends two unique gameplay styles.[27] Teeworlds was praised for its innovative, surprising and an addictive gameplay that's easy to learn and real fun to play.[28] There is a lot of third-party content available with custom game mods making Teeworlds more worthwhile.[29]
Hookfly is a moderate technique to fly in the map by two tees. It is harder to master than Hammerfly, but is less common and requires decent aim. Sometimes the map force to hookfly by disabling the hammer.
Hammerfly is a simple and common technique to fly in a map in twos. The top tee drives by hooking the hammering tee on the bottom. You can find parts where hammerfly is necessary in race maps. Advanced players can transport a third tee with this method.
To begin the fly, one tee has to stand above the other. There are several methods to reach this. The easiest is that the first tee go to a wall and the other tee jumps on the first one or hammer him to get beneath him. Another method is by standing next to each other and the tee who drives hooks the other and jumps while holding the tee.
The driver uses the hammer to even get a higher speed. When you arrived your position in the hammerfly the driver has to doublejump but also has to hammer at the same time. The hammerhits should be spammed. The hitting tee under the driver spams it too.
Triplefly is an advanced technique allowing to fly in a map and transporting an additional tee. It is just like hammerfly, only the tee who hammer does not only hit to fly but also hooks a Tee with him.
DDNet client has a multitude of commands and settings that can be bound to nearly any key or mouse button. You can enter commands into the console, which by default is accessed by pressing F1.
You can find keycodes here, or just type the key temporarily into one of the controls in the Settings > Controls page in DDNet client and it will show the key name. You can also use modifier keys with binds.
It's important to know that when chaining things together like this, all commands/settings get executed by the game at the exact same time, meaning they will not execute sequentially in the order you write them. There is no sleep or delay type command to space things out the way you want them. The best way to make things happen in an ordered sequence is to either bind a different key for each step of the sequence, or to use config files to press one key multiple times to read multiple files sequentially.
To get the correct color values, go to Settings > Tee, and use the sliders to find the color you want. Go into the console and type the command for the color you're trying to set, by itself with no value. The number that comes after "Value:" is the relevant number.
In order to execute these files, you need to put them in correct directory and execute them with the exec command. The correct path depends on your operating system. To find the right path for your operating system, see Where is the DDNet config, config directory or save directory?
In this case, [key] would be the same key in both files. This way each time you press the key, it will switch to the other file. Once you have both of these files in the correct path, you can exec either one just once and they will be bound forever until you unbind them.
The deepfly bind is a way to make your dummy hammer/fire toward you whenever you fire with your main tee. If your dummy is deep frozen, they can hammer back at you when you hammer them with this bind on. You can use this to fly with your dummy, but it takes practice. If your dummy is not deep frozen, you can just use this as a alternative version of the regular Dummy Hammerfly bind included in the games settings, where you can fire your pistol each time you want to be hammered. It offers better control since you can control the timing of your dummy's hammers.
7fc3f7cf58