FAQ/ko: Difference between revisions

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<languages/>
<div lang="en" dir="ltr" class="mw-content-ltr">
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]].
</div>


해당 페이지는 '''''자주 묻는 질문'''''에 대한 내용을 찾을 수 있습니다.
<div lang="en" dir="ltr" class="mw-content-ltr">
== 기술적인 질문 ==
If you don't find the answers you want here, you can go to the [https://ddnet.org/discord official Discord]
===DDNet 구성, 구성 디렉토리 또는 저장 디렉토리는 어디에 있나요?===
</div>
 
 
<div lang="en" dir="ltr" class="mw-content-ltr">
== Technical Questions ==
</div>
 
 
<div lang="en" dir="ltr" class="mw-content-ltr">
===Where is the DDNet config, config directory or save directory?===
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
'''<u>Windows</u>'''
'''<u>Windows</u>'''
</div>


과거: <code>%appdata%\Teeworlds</code>
<div lang="en" dir="ltr" class="mw-content-ltr">
Old: <code>%appdata%\Teeworlds</code>
</div>


현재: <code>%appdata%\DDNet</code>
<div lang="en" dir="ltr" class="mw-content-ltr">
New: <code>%appdata%\DDNet</code>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
'''<u>Linux</u>'''
'''<u>Linux</u>'''
</div>


과거: <code>~/.teeworlds</code>
<div lang="en" dir="ltr" class="mw-content-ltr">
Old: <code>~/.teeworlds</code>
</div>


현재: <code>~/.local/share/ddnet</code>
<div lang="en" dir="ltr" class="mw-content-ltr">
New: <code>~/.local/share/ddnet</code>
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
'''<u>macOS</u>'''
'''<u>macOS</u>'''
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Old: <code>~/Library/Application Support/Teeworlds</code>
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
New: <code>~/Library/Application Support/DDNet</code>
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
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)
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
===How to save and load a run?===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
With /save you can save your run in Team and get a code.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Inside the config directory there is a file called ddnet-saves.txt, it will contain the save codes.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
The run can be restored again with /load "code" in the chat.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
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.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
===My game skin, entities, autoexec or any other file was overwritten by an update, why?===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
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.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
===The game warns me about images, whose width or height are not divisible by #number, which causes visual bugs, what does it mean?===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
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.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
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.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
You can search the internet for more information about that.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Is there any documentation about the DDraceNetwork code? ===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
See [[Special:MyLanguage/Development|Development]].
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
You can find auto-generated docs from Doxygen here: https://codedoc.ddnet.org/
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
There are also some [[Special:MyLanguage/Resources#Blog Posts|blog posts]] that may help you.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
=== "The width of texture ... is not divisible by 16, or the height is not divisible by 16, which might cause visual bugs." ===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
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.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
=== "No answer from server yet."? ===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
It is likely the server is down or not reachable from the client, probably due to DoS attacks.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
You can try again later.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Problems related to the graphics renderer? ===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Check out [[Special:MyLanguage/GFX Troubleshooting|GFX Troubleshooting]]
</div>


과거: <code>~/Library/Application Support/Teeworlds</code>


현재: <code>~/Library/Application Support/DDNet</code>
<div lang="en" dir="ltr" class="mw-content-ltr">
==Gameplay Related==
</div>


<code>settings_ddnet.cfg</code> 파일 안에 구성/설정이 있습니다. config 디렉토리는 클라이언트의 데이터 디렉토리를 수정하지 않고 스킨이나 다른 파일을 교체하기 위한 데이터 디렉토리로 사용할 수도 있습니다.(참고: 데이터 디렉토리와 동일한 디렉토리 구조를 가집니다.).


===게임 도중 저장/불러오기는 어떻게 하나요?===
<div lang="en" dir="ltr" class="mw-content-ltr">
Team 모드 내에서 /save 명령어를 사용하면 게임 도중을 저장할 수 있고 세이브 코드를 얻을 수 있습니다.
===How to play with my friends only?===
config 디렉토리 안에는 ddnet-saves.txt라는 파일이 있으며 여기에는 저장 코드가 포함됩니다.
</div>
채팅창에 /load "세이브 코드"를 사용하여 저장해 놨던 기록을 다시 복원할 수 있습니다.
주의: 모든 플레이어가 로드할 '''이름'''이 같은지 확인해주세요. 만약 이름이 틀리시 로드가 되지 않습니다.


===내 게임 스킨, 엔티티, autoexec 또는 기타 파일을 업데이트로 덮어썼습니다. 이유가 무엇인가요?===
<div lang="en" dir="ltr" class="mw-content-ltr">
There are multiple ways to achieve this:
</div>


개발 중에는 정기적으로 파일을 교체, 업데이트나 제거를 합니다. 업데이터는 데이터 및 이진 디렉터리에 대한 모든 변경 사항을 덮어씁니다. 개인 수정 사항이 손실되지 않도록 config 디렉토리를 사용하십시오. 클라이언트와 함께 제공되는 "data" 디렉토리와 동일한 디렉토리 구조를 갖습니다.
<div lang="en" dir="ltr" class="mw-content-ltr">
# 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.
# Create a [[Special:MyLanguage/LAN Server|LAN Server]], and set it up to be public.
</div>


===게임에서 '너비나 높이를 특정 #number로 나눌 수 없는 이미지에 대해 시각적 버그를 유발합니다.' 뜨는데 무슨 뜻인가요?===


이 게임은 당신과 그래픽 디자이너에게 최고의 환경을 제공하려고 합니다. 이를 위해 그래픽 레이아웃의 모양을 16x16 픽셀 단위로 정의하기 때문에 그 크기에 맞게 이미를 넣어주세요.
<div lang="en" dir="ltr" class="mw-content-ltr">
===What's weak and strong hook?===
</div>


예시:Teeworlds에서 타일 맵은 더 큰 이미지 안에 있는 작은 16x16픽셀 이미지입니다. 이러한 타일 맵을 올바르게 렌더링하려면 게임에서 이미지 너비와 높이를 16으로 나눌 수 있어야 합니다. 그렇지 않으면 타일 맵을 더 작은 타일로 분할할 위치를 결정할 수 없습니다. 그렇지 않으면 "텍스처 블리딩"이라는 현상이 발생합니다.
<div lang="en" dir="ltr" class="mw-content-ltr">
You can find information about this at the [[Special:MyLanguage/Hook#Weak Hook - Strong Hook|Hook]] page.
</div>


인터넷에서 이에 대한 자세한 정보를 검색할 수 있습니다.


=== DDraceNetwork 코드에 대한 문서가 있습니까? ===
<div lang="en" dir="ltr" class="mw-content-ltr">
[[Development]] 를 확인해 보세요.
== Design Related ==
</div>


Doxygen에서 자동 생성된 문서는 여기에서 찾을 수 있습니다: https://codedoc.ddnet.org/


도움이 될 수 있는 [[Resources#Blog Posts|블로그 게시물]]도 있습니다.
<div lang="en" dir="ltr" class="mw-content-ltr">
=== How to make a map or skin? ===
</div>


=== "서버에서 응답이 없습니다."가 뜹니다. ===
<div lang="en" dir="ltr" class="mw-content-ltr">
DoS 공격으로 인해 서버가 다운되었거나 클라이언트에서 연결할 수 없는 것 같습니다.
See [[Special:MyLanguage/Mapping|Mapping]], [[Special:MyLanguage/Skin creation|Skin creation]] and [[Special:MyLanguage/Resources|Resources]] in general.
나중에 다시 시도하시길 바랍니다.
</div>


=== 그래픽 렌더러와 관련된 문제는 뭔가요? ===
[[GFX Troubleshooting]] 를 확인해 주세요


==게임플레이 관련 질문==
<div lang="en" dir="ltr" class="mw-content-ltr">
===특정사람들과 따로 게임을 하고싶으면 어떻게 하나요?===
=== How do I upload my map to the official server? ===
이를 하기위한 방법에는 여러 가지가 있습니다.
</div>


# 빈 DDNet 서버에 가입하고 ESC -> 투표에서 원하는 맵에 투표하거나 채팅에서 "/map"을 사용하여 맵을 검색합니다. 채팅에서 "/팀 23"을 사용하여 팀에 가입하면 팀을 /lock을 하시고 /invite로 다른 사람도 해당 팀에 들어올 수 있도록 초대할 수 있습니다. , 초대된 사람들만 당신과 함께 플레이가 가능하고  맵을 완료하면 팀 랭크를 얻을 수 있습니다.
<div lang="en" dir="ltr" class="mw-content-ltr">
# 쓰레기맵: https://trashmap.ddnet.org/과 같은 공용 서비스를 사용하여 공용 서버를 호스팅합니다. 원하는 맵을 업로드할 수 있지만 이 방법으로 공식 순위를 얻을 수는 없습니다.
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.
# [[LAN 서버]]를 만들고 공용으로 설정합니다.
</div>


===약한 훅과 강한 훅은 뭔가요?===
이에 대한 정보는 [[Hook#Weak Hook - Strong Hook|훅]]  페이지에서 확인하실 수 있습니다.


== 디자인 관련 질문==
<div lang="en" dir="ltr" class="mw-content-ltr">
=== How can I get other players to see the skin that I created? ===
</div>


=== 내가 만든 스킨을 다른 플레이어가 볼 수 있게 하려면 어떻게 해야 하나요? ===
<div lang="en" dir="ltr" class="mw-content-ltr">
다른 플레이어가 사용자 지정 스킨을 볼 수 있도록 하는 두 가지 방법이 있습니다.
There are two ways to get other players to see your custom skin:
</div>


# 다른 사람들은 스킨을 config 디렉토리의 skins 폴더에 붙여넣어 수동으로 게임 파일에 추가합니다.
<div lang="en" dir="ltr" class="mw-content-ltr">
# 스킨이 공식 스킨 데이터베이스에 추가되면 다른 모든 플레이어를 한테 자동으로 다운로드됩니다.
# 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.
</div>


두 번째 옵션에 관심이 있는 경우 데이터베이스의 다른 스킨 및 게임 스타일과의 일관성을 유지하려면 스킨이 일련의 요구 사항을 충족해야 합니다.
<div lang="en" dir="ltr" class="mw-content-ltr">
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:
</div>


* 해상도는 256x128 여야 합니다.
<div lang="en" dir="ltr" class="mw-content-ltr">
* 다른 스킨과 일치하는 외곽선 크기
* Resolution is 256x128
* Tee 히트박스가 잘 맞아야 합니다.
* Outline sizes consistent with other skins
* 누락된 부위, 오정렬 또는 잘린 부위가 없어야합니다.
* Fits the tee hitbox well
* 선명해야하며 쓰이지않는 픽셀이 없어야 합니다.
* No missing, misaligned or cut off parts
* 게임의 아트 스타일과 충돌하는 효과 없어야합니다.(흐림, 빛 등)
* No sharp or floating pixels
* 너무 상세하거나 너무 단순하지 않아야 합니다.
* No effects that clash with the game's art style (blur, glow etc.)
* 기존 스킨을 편집해서는 안됩니다.
* Not too detailed or too plain
* 공격적으로 여겨질 수 있는 요소 없어야 합니다.
* Not an edit of an existing skin
* No elements that could be considered offensive
</div>


skin이 모든 조건에 부합한다고 생각되면 discord의 Skin Database Crew 중 한 명에게 보내 평가를 받으시면 됩니다.
<div lang="en" dir="ltr" class="mw-content-ltr">
If you think your skin meets all of them, send it to one of the Skin Database Crew on discord for evaluation.
</div>

Revision as of 19:05, 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?

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?


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.