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Joeyjoejoe
16 Dec 2006, 06:04
Hey I recently got WWP and in game on my team it has the worm's name, then a big space, then the team name. Is it possible to change this?

Lex
16 Dec 2006, 06:28
Can you provide a screenshot of what you mean? Use Fraps to take a screenshot while in WWP.

Joeyjoejoe
16 Dec 2006, 06:50
Fixed. Turns out it was something I did in TeamEd that enables 17 letter names.
New question:
Could someone please tell me what the points for weapons thing is?

GrimOswald
16 Dec 2006, 07:15
Quite simple. Each team has one hundred points to distribute amongst a weaponry list. Move your mouse over the weapons to find out how much they cost, then choose how much of what weapons you want your team to have. Then when you choose the Points for weapons mode in Wormpot, that team will begin the game with those weapons instead of the scheme ones, and the other teams in the game. will begin with the weapons they have chosen.
I hope I explained that well.

Joeyjoejoe
16 Dec 2006, 10:22
Ok thanks.
Next question:
Why is it when I put all my WA maps in to the WWP SavedLevels folder that they don't show up ingame?

GrimOswald
16 Dec 2006, 10:52
If you're talking about .BITs, I guess they're just not interchangable between games due to some sort of compatability problem. If you're talking about .PNGs, WWP doesn't support the png format. (Not even in import...sniff)

Etho
16 Dec 2006, 19:15
The .BIT files used for w:a and for wwp are cross-compatible. The .LEV files used for w:a and for wwp are not cross-compatible. .PNG maps are not supported by wwp. The only way to get .PNG maps working in wwp is by encoding them into a SuperBit file using the external hack program, CutWorm.

bonz
16 Dec 2006, 22:40
The only way to get .PNG maps working in wwp is by encoding them into a SuperBit file using the external hack program, CutWorm.
Well, converting them into a supported file format (jpg, bmp, tga) and importing them will make them work in WWP too (offline only though).

Joeyjoejoe
17 Dec 2006, 00:08
Dammit because I got heaps of maps and I'd have to do that one by one wouldn't I?

GrimOswald
17 Dec 2006, 04:07
Converting the pngs? No, no you wouldn't (http://www.irfanview.com/).

Joeyjoejoe
21 Dec 2006, 07:13
Next question:
Is it possible to convert my PNG and BMP maps in CutWorm and make them keep their colour?

Etho
21 Dec 2006, 16:50
Yes, it is possible to use .png maps of upto 113 colors.

Lex
21 Dec 2006, 19:30
That's 112 plus black (0,0,0).

Joeyjoejoe
22 Dec 2006, 01:31
How do you do it though?

Shockdude
22 Dec 2006, 21:59
well...
1. download cutworm (http://forum.team17.co.uk/showthread.php?t=30703)
2. open cutworm
3. click SuperBit
4. in the "layer 1" section, click the "..."
5. open your landscape
6. click "save" at the bottom and give it a name
7. click "test"
8. do NOT modify the landscape. it is already loaded, even though it looks just like a regular bit landscape
9. play
10. when you want to load the landscape again, click "load" at the bottom of the superbit screen
note: superbits don't work on my computer for some reason, and it may not work on yours
something like "runtime error 56"

Etho
23 Dec 2006, 04:38
Make sure the image you are using is an 8-bit *.bmp or *.png file.
A new version of CutWorm will be released soon that will be easier to use and will hopefully be close to bug free. I would appreciate it if you could find out exactly what error you get Shockdude, so that I may be able to fix it. (error 56 doesn't exist)

Seita
25 Dec 2006, 19:02
That's 112 plus black (0,0,0).
That's only if you want to use black, but you don't have to.

Etho
26 Dec 2006, 00:22
I have never yet seen a worm's map that doesn't have RGB(0,0,0) in the palette. I find it better to tell people that the palette dimensions are 65, 97, and 113 if true black is included so that those numbers are stuck in their head instead of 64, 96, and 112. I have processed the palettes of many maps and noticed that most players color reduce their maps to 1 color below the recommended color counts because everyone uses the numbers 64, 96, and 112 in their explanations of what the palette limitations are.
Edit: I would recommend rewording the wiki explanation for the map palettes so that it uses the numbers 65, 97, 113.

Lex
26 Dec 2006, 05:03
Someone analytical would see that "112 plus black (0,0,0)" means 113, but only if you include black. The wiki tries to be as truthful as possible. Also, it tries to tell all the information, instead of leaving some out so that newbies understand. At least, when I'm writing in it, I try to do that.

Etho
26 Dec 2006, 08:15
I wasn't suggesting that you omit the information about true black. I was suggesting it be reworded in a way that the numbers 65, 97, and 113 are used in the explanation instead because they are what people remember on a simple glance. The number of maps out there wasting 1 palette spot give evidence to this.

Lex
27 Dec 2006, 10:03
So, Etho, you mean the phrase, "113 if including black (0,0,0)" would be more desirable than "112 plus black (0,0,0)"?

Etho
27 Dec 2006, 18:10
I admit it doesn't roll smoothly off the toung. But yes, I personally think it would be better. Even some well respected map makers (ex. Bloopy in a few of his older maps) have gotten the numbers wrong. It might sound a little better if an astrix is placed after the numbers 65, 97, and 113 with a footnote following that explains what happens if true black is not in the palette.
Really though, I am content with the way it is. It was just an idea... I don't want to be pushy about the matter if you do not agree.

Shockdude
29 Dec 2006, 01:07
I would appreciate it if you could find out exactly what error you get Shockdude, so that I may be able to fix it. (error 56 doesn't exist)sorry, error 76

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