FAQ: Difference between revisions

From DDraceNetwork
Prepared the page for translation
Marked this version for translation
Line 1: Line 1:
<languages/>
<languages/>
<translate>
<translate>
<!--T:1-->
Here you can find a collection of '''''frequently asked questions'''''. If you want to know how to contribute to this wiki, you can take a look at [[Special:MyLanguage/How to contribute|How to contribute]].
Here you can find a collection of '''''frequently asked questions'''''. If you want to know how to contribute to this wiki, you can take a look at [[Special:MyLanguage/How to contribute|How to contribute]].


<!--T:2-->
If you don't find the answers you want here, you can go to the [https://ddnet.org/discord official Discord]
If you don't find the answers you want here, you can go to the [https://ddnet.org/discord official Discord]




== Technical Questions ==
== Technical Questions == <!--T:3-->




===Where is the DDNet config, config directory or save directory?===
===Where is the DDNet config, config directory or save directory?=== <!--T:4-->


<!--T:5-->
'''<u>Windows</u>'''
'''<u>Windows</u>'''


<!--T:6-->
Old: <code>%appdata%\Teeworlds</code>
Old: <code>%appdata%\Teeworlds</code>


<!--T:7-->
New: <code>%appdata%\DDNet</code>
New: <code>%appdata%\DDNet</code>


<!--T:8-->
'''<u>Linux</u>'''
'''<u>Linux</u>'''


<!--T:9-->
Old: <code>~/.teeworlds</code>
Old: <code>~/.teeworlds</code>


<!--T:10-->
New: <code>~/.local/share/ddnet</code>
New: <code>~/.local/share/ddnet</code>


<!--T:11-->
'''<u>macOS</u>'''
'''<u>macOS</u>'''


<!--T:12-->
Old: <code>~/Library/Application Support/Teeworlds</code>
Old: <code>~/Library/Application Support/Teeworlds</code>


<!--T:13-->
New: <code>~/Library/Application Support/DDNet</code>
New: <code>~/Library/Application Support/DDNet</code>


<!--T:14-->
Inside the <code>settings_ddnet.cfg</code> file will be your configurations/settings. The config directory can also be used as data directory to replace skins or other files, without modifying the client's data directory (Note: it has the same directory structure as the data directory)  
Inside the <code>settings_ddnet.cfg</code> file will be your configurations/settings. The config directory can also be used as data directory to replace skins or other files, without modifying the client's data directory (Note: it has the same directory structure as the data directory)  




===How to save and load a run?===
===How to save and load a run?=== <!--T:15-->


<!--T:16-->
With /save you can save your run in Team and get a code.
With /save you can save your run in Team and get a code.


<!--T:17-->
Inside the config directory there is a file called ddnet-saves.txt, it will contain the save codes.
Inside the config directory there is a file called ddnet-saves.txt, it will contain the save codes.


<!--T:18-->
The run can be restored again with /load "code" in the chat.
The run can be restored again with /load "code" in the chat.


<!--T:19-->
Make sure that every player has the same name to load. You and your team members need to be in a team and not have touched the start line to load a save game. Each save game can only be loaded once, so repeat the above steps if you need to save again.
Make sure that every player has the same name to load. You and your team members need to be in a team and not have touched the start line to load a save game. Each save game can only be loaded once, so repeat the above steps if you need to save again.




===My game skin, entities, autoexec or any other file was overwritten by an update, why?===
===My game skin, entities, autoexec or any other file was overwritten by an update, why?=== <!--T:20-->


<!--T:21-->
During development we regularly replace, update, or remove files. The updater will overwrite any changes made to the data and binary directories. To make sure that your personal modifications don't get lost use the config directory instead, it has the same directory structure as the "data"-directory that comes with the client.
During development we regularly replace, update, or remove files. The updater will overwrite any changes made to the data and binary directories. To make sure that your personal modifications don't get lost use the config directory instead, it has the same directory structure as the "data"-directory that comes with the client.




===The game warns me about images, whose width or height are not divisible by #number, which causes visual bugs, what does it mean?===
===The game warns me about images, whose width or height are not divisible by #number, which causes visual bugs, what does it mean?=== <!--T:22-->


<!--T:23-->
The game tries to give you and graphic designers the best experience. In order to archive that, it defines what the layout of its graphics should look like, so the artists can rely on consistency during their creative work.
The game tries to give you and graphic designers the best experience. In order to archive that, it defines what the layout of its graphics should look like, so the artists can rely on consistency during their creative work.


<!--T:24-->
For example: In Teeworlds the tile maps are small 16x16 images inside a bigger image. In order to render these tile maps correctly the game needs the image width and height to be divisible by 16, otherwise it can not determine where to split the tilemap into smaller tiles, else something called "texture bleeding" occurs, which is quite common in texture atlasses.
For example: In Teeworlds the tile maps are small 16x16 images inside a bigger image. In order to render these tile maps correctly the game needs the image width and height to be divisible by 16, otherwise it can not determine where to split the tilemap into smaller tiles, else something called "texture bleeding" occurs, which is quite common in texture atlasses.


<!--T:25-->
You can search the internet for more information about that.
You can search the internet for more information about that.




=== Is there any documentation about the DDraceNetwork code? ===
=== Is there any documentation about the DDraceNetwork code? === <!--T:26-->


<!--T:27-->
See [[Special:MyLanguage/Development|Development]].
See [[Special:MyLanguage/Development|Development]].


<!--T:28-->
You can find auto-generated docs from Doxygen here: https://codedoc.ddnet.org/
You can find auto-generated docs from Doxygen here: https://codedoc.ddnet.org/


<!--T:29-->
There are also some [[Special:MyLanguage/Resources#Blog Posts|blog posts]] that may help you.
There are also some [[Special:MyLanguage/Resources#Blog Posts|blog posts]] that may help you.




=== "The width of texture ... is not divisible by 16, or the height is not divisible by 16, which might cause visual bugs." ===
=== "The width of texture ... is not divisible by 16, or the height is not divisible by 16, which might cause visual bugs." === <!--T:30-->


<!--T:31-->
The game wants to give you and the image designer the best possible experience, so it specifies the dimensions of the image's appearance so that the designer can be consistent in his creation. In Teeworlds, the grid map is made up of small 16*16 images, so the length and width of the image needs to be divisible by 16 in order to render successfully, otherwise there will be what is called "texture/pixel bleeding". You can search for yourself to learn more.
The game wants to give you and the image designer the best possible experience, so it specifies the dimensions of the image's appearance so that the designer can be consistent in his creation. In Teeworlds, the grid map is made up of small 16*16 images, so the length and width of the image needs to be divisible by 16 in order to render successfully, otherwise there will be what is called "texture/pixel bleeding". You can search for yourself to learn more.




=== "No answer from server yet."? ===
=== "No answer from server yet."? === <!--T:32-->


<!--T:33-->
It is likely the server is down or not reachable from the client, probably due to DoS attacks.
It is likely the server is down or not reachable from the client, probably due to DoS attacks.


<!--T:34-->
You can try again later.
You can try again later.




=== Problems related to the graphics renderer? ===
=== Problems related to the graphics renderer? === <!--T:35-->


<!--T:36-->
Check out [[Special:MyLanguage/GFX Troubleshooting|GFX Troubleshooting]]
Check out [[Special:MyLanguage/GFX Troubleshooting|GFX Troubleshooting]]




==Gameplay Related==
==Gameplay Related== <!--T:37-->




===How to play with my friends only?===
===How to play with my friends only?=== <!--T:38-->


<!--T:39-->
There are multiple ways to achieve this:
There are multiple ways to achieve this:


<!--T:40-->
# Join an empty official DDNet server, and vote any map you want in Escape -> Call Vote, or use "/map" in chat to search for a map. Join a team using "/team 23" in chat, you can /lock the team and /invite others to join it too. This means others can watch you play, and you get official ranks when you finish the map.
# Join an empty official DDNet server, and vote any map you want in Escape -> Call Vote, or use "/map" in chat to search for a map. Join a team using "/team 23" in chat, you can /lock the team and /invite others to join it too. This means others can watch you play, and you get official ranks when you finish the map.
# Use a public service to host a public server, like Trashmap: https://trashmap.ddnet.org/ You can upload any map you want, but you won't get official ranks this way.
# Use a public service to host a public server, like Trashmap: https://trashmap.ddnet.org/ You can upload any map you want, but you won't get official ranks this way.
Line 95: Line 124:




===What's weak and strong hook?===
===What's weak and strong hook?=== <!--T:41-->


<!--T:42-->
You can find information about this at the [[Special:MyLanguage/Hook#Weak Hook - Strong Hook|Hook]] page.
You can find information about this at the [[Special:MyLanguage/Hook#Weak Hook - Strong Hook|Hook]] page.




== Design Related ==
== Design Related == <!--T:43-->




=== How to make a map or skin? ===
=== How to make a map or skin? === <!--T:44-->


<!--T:45-->
See [[Special:MyLanguage/Mapping|Mapping]], [[Special:MyLanguage/Skin creation|Skin creation]] and [[Special:MyLanguage/Resources|Resources]] in general.
See [[Special:MyLanguage/Mapping|Mapping]], [[Special:MyLanguage/Skin creation|Skin creation]] and [[Special:MyLanguage/Resources|Resources]] in general.




=== How do I upload my map to the official server? ===
=== How do I upload my map to the official server? === <!--T:46-->


<!--T:47-->
If you want to upload your map to the official server, your map should comply with and follow the map creation guidelines. Once you think your map meets all the requirements, you can submit it for review in the submit-maps channel on Discord.
If you want to upload your map to the official server, your map should comply with and follow the map creation guidelines. Once you think your map meets all the requirements, you can submit it for review in the submit-maps channel on Discord.




=== How can I get other players to see the skin that I created? ===
=== How can I get other players to see the skin that I created? === <!--T:48-->


<!--T:49-->
There are two ways to get other players to see your custom skin:
There are two ways to get other players to see your custom skin:


<!--T:50-->
# Others manually add your skin to their game files by pasting it in the skins folder in the config directory.
# Others manually add your skin to their game files by pasting it in the skins folder in the config directory.
# Your skin gets added to the official skin database and automatically downloaded for all other players.
# Your skin gets added to the official skin database and automatically downloaded for all other players.


<!--T:51-->
If you are interested in the second option, your skin must meet a set of requirements in order to keep consistency with other skins in the database and the game's style:
If you are interested in the second option, your skin must meet a set of requirements in order to keep consistency with other skins in the database and the game's style:


<!--T:52-->
* Resolution is 256x128
* Resolution is 256x128
* Outline sizes consistent with other skins
* Outline sizes consistent with other skins
Line 132: Line 168:
* No elements that could be considered offensive
* No elements that could be considered offensive


<!--T:53-->
If you think your skin meets all of them, send it to one of the Skin Database Crew on discord for evaluation.
If you think your skin meets all of them, send it to one of the Skin Database Crew on discord for evaluation.
</translate>
</translate>

Revision as of 19:04, 11 February 2023

Here you can find a collection of frequently asked questions. If you want to know how to contribute to this wiki, you can take a look at How to contribute.

If you don't find the answers you want here, you can go to the official Discord


Technical Questions

Where is the DDNet config, config directory or save directory?

Windows

Old: %appdata%\Teeworlds

New: %appdata%\DDNet

Linux

Old: ~/.teeworlds

New: ~/.local/share/ddnet

macOS

Old: ~/Library/Application Support/Teeworlds

New: ~/Library/Application Support/DDNet

Inside the settings_ddnet.cfg file will be your configurations/settings. The config directory can also be used as data directory to replace skins or other files, without modifying the client's data directory (Note: it has the same directory structure as the data directory)


How to save and load a run?

With /save you can save your run in Team and get a code.

Inside the config directory there is a file called ddnet-saves.txt, it will contain the save codes.

The run can be restored again with /load "code" in the chat.

Make sure that every player has the same name to load. You and your team members need to be in a team and not have touched the start line to load a save game. Each save game can only be loaded once, so repeat the above steps if you need to save again.


My game skin, entities, autoexec or any other file was overwritten by an update, why?

During development we regularly replace, update, or remove files. The updater will overwrite any changes made to the data and binary directories. To make sure that your personal modifications don't get lost use the config directory instead, it has the same directory structure as the "data"-directory that comes with the client.


The game warns me about images, whose width or height are not divisible by #number, which causes visual bugs, what does it mean?

The game tries to give you and graphic designers the best experience. In order to archive that, it defines what the layout of its graphics should look like, so the artists can rely on consistency during their creative work.

For example: In Teeworlds the tile maps are small 16x16 images inside a bigger image. In order to render these tile maps correctly the game needs the image width and height to be divisible by 16, otherwise it can not determine where to split the tilemap into smaller tiles, else something called "texture bleeding" occurs, which is quite common in texture atlasses.

You can search the internet for more information about that.


Is there any documentation about the DDraceNetwork code?

See Development.

You can find auto-generated docs from Doxygen here: https://codedoc.ddnet.org/

There are also some blog posts that may help you.


"The width of texture ... is not divisible by 16, or the height is not divisible by 16, which might cause visual bugs."

The game wants to give you and the image designer the best possible experience, so it specifies the dimensions of the image's appearance so that the designer can be consistent in his creation. In Teeworlds, the grid map is made up of small 16*16 images, so the length and width of the image needs to be divisible by 16 in order to render successfully, otherwise there will be what is called "texture/pixel bleeding". You can search for yourself to learn more.


"No answer from server yet."?

It is likely the server is down or not reachable from the client, probably due to DoS attacks.

You can try again later.


Problems related to the graphics renderer?

Check out GFX Troubleshooting


Gameplay Related

How to play with my friends only?

There are multiple ways to achieve this:

  1. Join an empty official DDNet server, and vote any map you want in Escape -> Call Vote, or use "/map" in chat to search for a map. Join a team using "/team 23" in chat, you can /lock the team and /invite others to join it too. This means others can watch you play, and you get official ranks when you finish the map.
  2. Use a public service to host a public server, like Trashmap: https://trashmap.ddnet.org/ You can upload any map you want, but you won't get official ranks this way.
  3. Create a LAN Server, and set it up to be public.


What's weak and strong hook?

You can find information about this at the Hook page.


Design Related

How to make a map or skin?

See Mapping, Skin creation and Resources in general.


How do I upload my map to the official server?

If you want to upload your map to the official server, your map should comply with and follow the map creation guidelines. Once you think your map meets all the requirements, you can submit it for review in the submit-maps channel on Discord.


How can I get other players to see the skin that I created?

There are two ways to get other players to see your custom skin:

  1. Others manually add your skin to their game files by pasting it in the skins folder in the config directory.
  2. Your skin gets added to the official skin database and automatically downloaded for all other players.

If you are interested in the second option, your skin must meet a set of requirements in order to keep consistency with other skins in the database and the game's style:

  • Resolution is 256x128
  • Outline sizes consistent with other skins
  • Fits the tee hitbox well
  • No missing, misaligned or cut off parts
  • No sharp or floating pixels
  • No effects that clash with the game's art style (blur, glow etc.)
  • Not too detailed or too plain
  • Not an edit of an existing skin
  • No elements that could be considered offensive

If you think your skin meets all of them, send it to one of the Skin Database Crew on discord for evaluation.