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Chip
20 Jan 2007, 19:20
With the knowlage of the next beta around the corner with bigger maps, it has encouraged me to continue back with WA but I have encounted a few bugs which I hope can be fixed some time soon.
Also I will list the bugs that I menchioned a while back (Which may or may not have been fixed for the next update)
Sometimes after playing through a match and when you return back on the select teams screan, sometimes a team will not be displayed - so far I have only seen this happen to AI teams.
If a match contains multiple rounds then sometimes between round when I choose a map, the random map generator will only generate cavern maps. Either that or the highly inprobable chance of having 40 cavern maps in a row occured and with this happerning 3 times through multiple games. (same place - before the second round of a game)
The background for the tools terrain doesn't have the black set to transparrent so the background looks more like a black boader with pictures drawn on it.
There is no correct sprite frame for a Worm holding mole bomb while standing on slanted terrain - it uses the "standing on flat terrain" image.
I have seen the AI walk right up to a thin inpassible piece of terrain and yet shoot its bazooka through it. (The second time the AI worm tried it, it backfired and blew him self up)
The "Cad" team speech never will play "ohdear.wav" speech, this is because on the CD it is saved as "oh dear.wav" (there's a space in it). Perhaps allow the game to look for both "ohdear.wav" and "oh dear.wav"?

Melon
20 Jan 2007, 19:28
While we're mentioning bugs....
You cannot set the delay of the scales of justice.
Double-clicking the random team name button does not create random names for all of the worms in the team, like it should.
Anyway, the bit where the computer teams fire through the walls has always been present. I've seen it loads of times. It must be due to the collision masks of the objects and how far away from the gun they are created (I can only assume that they are not created at the worm's position, as this may cause it to instantly explode). I also heard (read?) once somewhere that they way they calculate their shots is by placing pixels along the possible trajectory to see if it will collide with a wall when the weapon is fired. If the pixels are too far spaced out, then it is possible that it will miss a pixel wide wall completely, hence the computer blowing himself up.
Or was that that it calculated it's trajectory using a line one pixel wide, not 5x7, the size of the collision masks? I've forgotten. Maybe DC/CS can enlighten us.

franpa
21 Jan 2007, 03:02
you talking about waypoints in its trajectory? they should just increase it to some insane number 0_o...

CyberShadow
21 Jan 2007, 10:59
Ok:
The map generator has known issues with generating many maps over time. This is related to how the random seed is chosen.
The mole sprite issue is officially acknowledged and is listed in the ReadMe as a known cosmetic issue.
Collision masks for projectiles (bazooka shells, grenades) are significantly smaller than worms' collision masks. Also, the CPU AI doesn't use a precise way to predict projectile trajectories - that's why it sometimes messes up (Melon's post is a nice approximative explanation).
Also, all known speechbank issues have been fixed for the next beta.

Lex
21 Jan 2007, 17:32
Collision masks for projectiles (bazooka shells, grenades) are significantly smaller than worms' collision masks.Also, bazooka shells start 13 pixels away from the centre of the worms' collision masks, enabling them to be fired through walls up to 6 pixels thick. Those are the numbers to the best of my memory, but those figures may be slightly off.

Chip
21 Jan 2007, 20:44
Another one that I just remembered:
The mail strike mail bombs only ever use 1 sprite (the back of envolope sprite - http://yoda.arachsys.com/worms/wa/anims/gfx/letter1.gif) but there are 2 sprites for the bombs which both were used in Worms 2.
The one not used in WA is the front envolope sprite: http://yoda.arachsys.com/worms/wa/anims/gfx/letter2.gif
Its possible to use the fiddler and set it back to using both sprites so 3 or so of the letters were showing the front while the other 2 or so shown the back sprite.

Chip
26 Feb 2007, 21:28
Another bug but this one is caused by the replay games.
When ever I run a replay and close it down, all the icons on my desktop of pushed somewhere to the top left of the screan as if I changed my desktop resolution down to a lower resolution and windows automaticaly moved the icons to fit them on screan.
The thing about this is that I run WA at the same resolution as my desktop and since the replays don't even open up the front end's main menu (which is said to be at a 800x640 resolution) I can't see how windows thinks my desktop resolution is being changed in any way.
Becuase of this I hate watching the replays since I have all my desktop icons set out in a nice neat layout at its annoying when I have to re set them back up after watching about 2 minutes of a replay.

KRD
26 Feb 2007, 21:44
Chip, that only happens to me when I run replays directly from the internet browser's Downloads window or from .zip and .rar archives without extracting the .WAgame files first. I use Firefox and WinRAR for the two tasks, respectively.
My solution was to get this nifty shell extension. It's incredibly simple to install and use: http://www.midiox.com/html/desktop.htm

franpa
26 Feb 2007, 22:07
frontend is 640x480 not 800x640

CyberShadow
26 Feb 2007, 22:15
W:A switches to 640x480 (the front-end resolution) when opening a replay regardless... the resolution change is part of the graphics subsystem's initialization, and can't be worked around easily.

Chip
28 Feb 2007, 20:23
Chip, that only happens to me when I run replays directly from the internet browser's Downloads window or from .zip and .rar archives without extracting the .WAgame files first.
I didn't use any internet browser, I just opened up the file from within WA's main directory.

KRD
28 Feb 2007, 23:47
Well, I think you should definitely have a look at the link in my previous post. Temporary, but very elegant solution.

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