Project X 0.8.0 Released [Archive] - Team17 Forum

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Entuser
16 Aug 2011, 18:26
After many months of work, we are proud to present a new version of our W:A modification: Project X 0.8.0. We've come a long way from 0.6.5, so we hope everyone really likes what we've done this time round! Remember that PX is a powerful modification tool that anyone with the necessary skill can use. The stuff that we're releasing with this version is just an example of what can be done for the public to enjoy. Head to http://wormspx.com for more info on Project X (you will miss important stuff if you don't) and drop by our forums for any questions, comments, ideas, bug reports (if that section doesn't get flooded and drop) and so on.
Cheers
-The PX team
Download link :Here (http://wormspx.com/px080.rar)
The download package contains a few schemes to play along with their respective libraries and maps:
- PX CTF: Capture the flag and return it to your base. Heavy strategy - 3vs3 recommended, with one worm per team. Worms that die will respawn; the game will only end when one team successfully captures the enemy flag.
- PX RR: Interactive rope racing with special traps and obstacles.
- Glider Race: Use the Hangglider to reach the finish in style.
- PX Intermediate: Basic scheme played with PX weapons.
- Jump Race: Use the new jump ability to reach the finish.
Fog Of War: An additional mode that can be added to any game. The map is under a shroud of darkness, and players can only see what is within their worms field of vision. For CTF, the flag chambers are illuminated at all times.
More information about each gamemode here: http://wormspx.com/px080wiki/index.php/Gamemodes
Some examples of gameplay:
http://www.youtube.com/watch?v=2aoP2DBZ2JM
http://www.youtube.com/watch?v=-xe0MFdr3fQ&feature=related
http://www.youtube.com/watch?v=s2Hu9k_umEQ&NR=1
Special thanks to Gran PC for longstanding contributions to the project.

CakeDoer
16 Aug 2011, 18:32
Ooooh, cool, finally! Good job you guys!
This should be interesting, downloading it now.

yakuza
16 Aug 2011, 18:43
http://forum.team17.co.uk/retropurple/images/icons/icon14.gif

Obn3g0n
16 Aug 2011, 19:17
Wow!!!! Great work! Huge day for worms, this is. Incredible that you made your own programming language just for PX. Love the auto-updating feature.. genius. This might push me to buy a new PC so I can play worms again..
Found a slight bug: part of the last map you played online is used when you "play a quick game against the computer" but with the invisible collision mask of the randomly generated map it would have used, and the normal 1920x696 size. Don't know what other game modes this applies to if any, I haven't tested. Worms and objects appear to float in the air or go through terrain, making it hard to play. Hope this explanation makes sense..

Entuser
16 Aug 2011, 20:00
Windowed mode affects game only, not frontend.

franpa
16 Aug 2011, 20:04
Yup. Could you add support for manually specifying a resolution via the ini file? Would be annoying doing it via the registry (Current method). The game lists a predefined list of resolutions to choose from, I'm after 1920x1040 (which the game won't list) so I can play in a Windowed mode and have the game occupy the whole screen and not be covered by the taskbar. This would allow me to play and alt tab etc. more quickly.
Also a borderless/title barless mode would be nice. (No title bar when in a window)
Anyways what IS there is pretty good and I can't wait to see what people do with it. Good job finalizing and finishing the project after so many set backs!

StepS
16 Aug 2011, 20:12
There is a mistake on the site:
You will need to install WormKit from Cybershadow
Project X works perfectly fine on WormKitDS, also it helps Linux users to play PX on Linux.
Don't forget to fix this:o
Yup. Could you add support for manually specifying a resolution via the ini file?
There you go: http://worms2d.info/WkPrivateCfg:D

DarkLord22
16 Aug 2011, 20:27
WOW, this is great! Can't wait to try this out... :cool:
One quick question:
PX is still not compatible with RubberWorm right? Will I have to disable that dll or will it just override it when PX is running?

StepS
16 Aug 2011, 20:30
PX is still not compatible with RubberWorm right? Will I have to disable that dll or will it just override it when PX is running?
PX 0.8.0 is compatible with RubberWorm:D None of the RubberWorm features will affect the PX's work. When the features are disabled - for 100% sure.

franpa
16 Aug 2011, 20:33
There you go: http://worms2d.info/WkPrivateCfg:D
Thanks very much, works like a charm :)

raffie
16 Aug 2011, 21:14
Beyond amazing :eek:

DarkLord22
16 Aug 2011, 21:50
PX 0.8.0 is compatible with RubberWorm:D None of the RubberWorm features will affect the PX's work. When the features are disabled - for 100% sure.
Great! Thanks.
I noticed that when tried to load "Capture The Flag.pxs" or "PX_NormalFoW.pxs", I get the following error message:
http://img69.imageshack.us/img69/9816/screenzyr.png
Any idea what is causing this?

Undefined
16 Aug 2011, 21:58
Means you have wrong libraries, try re-updating.
BTW http://worms2d.info/Project_X has to be updated. Let's work for it!

DarkLord22
16 Aug 2011, 22:04
Means you have wrong libraries, try re-updating.
Ran PXupdater. It tells me "All files are up-to-date! Version: 272", but I still get the error.

Undefined
16 Aug 2011, 22:07
Ran PXupdater. It tells me "All files are up-to-date! Version: 272", but I still get the error.
hm, laser.pxl isn't on the Updater then.
Download this http://www.mediafire.com/?wh0ai49shzra5eg and replace your old laser.pxl on Worms Armageddon/Libs

DarkLord22
16 Aug 2011, 22:13
hm, laser.pxl isn't on the Updater then.
Download this http://www.mediafire.com/?wh0ai49shzra5eg and replace your old laser.pxl on Worms Armageddon/Libs
Done, error still persists... :confused:

Undefined
16 Aug 2011, 22:24
Done, error still persists... :confused:
Add me on msn : ouazzany4@hotmail.fr I'll help you...
Edit : looks like everyone has the same error message. I'll upload a fix...

Undefined
16 Aug 2011, 23:17
Alright here it is.
Replace your old Libs folder by this one.
http://lesterriblestesticules.fr/px/CTF_and_normal_fix.zip

CyberShadow
16 Aug 2011, 23:42
Congratulations on the release! And for beating the 4.0 release date ;)
By the way, I would like to remark the technical excellence of this project. Project X uses a scripting language (EAX (http://px.worms2d.info/px080wiki/index.php/EAX)) which compiles scripts directly to machine code!

DarkLord22
16 Aug 2011, 23:45
Alright here it is.
Replace your old Libs folder by this one.
http://lesterriblestesticules.fr/px/CTF_and_normal_fix.zip
It works now! Thanks very much. :D
EDIT: Found a bug (maybe). See the replay at 5:20.
http://www.megaupload.com/?d=PHRMJOCK
Worms respawn and die because there is no floor and then respawn again in an infinite loop. Maybe I was using the wrong scheme/map combination, but this shouldn't happen. There is also an error message in the replay. BTW - Ignore the fact that I had no idea what I was doing in the dark lol.:o

Vad0
16 Aug 2011, 23:54
can be played rope race in real time (two players at once) .. yes? good but how? xD

Vandral
17 Aug 2011, 00:13
I'd just like to take a moment, and congratulate you guys on this great release, I'm amazed by every little detail I discover and I can't think of how much this will change the worms scene (also the competetive one).
Very nice, that work is purely genious. Good job.

Undefined
17 Aug 2011, 00:31
It works now! Thanks very much. :D
EDIT: Found a bug (maybe). See the replay at 5:20.
http://www.megaupload.com/?d=PHRMJOCK
Worms respawn and die because there is no floor and then respawn again in an infinite loop. Maybe I was using the wrong scheme/map combination, but this shouldn't happen. There is also an error message in the replay. BTW - Ignore the fact that I had no idea what I was doing in the dark lol.:o
There are a few problems with CTF actually. Just wait, and tomorrow Entuser will upload a new Update with fix (run PXUpdater.exe).

Masta
17 Aug 2011, 02:48
I played some PX earlier today and I must say that it is pure awesomenes.
Thank you very much for this release, I can now play worms armageddon on 2 monitors. This might be the coolest thing that happend to wa thanks again.

Metacooler
17 Aug 2011, 05:21
can be played rope race in real time (two players at once) .. yes? good but how? xD
RTW isn't included in this release. Be patient!
It works now! Thanks very much. :D
EDIT: Found a bug (maybe). See the replay at 5:20.
http://www.megaupload.com/?d=PHRMJOCK
Worms respawn and die because there is no floor and then respawn again in an infinite loop. Maybe I was using the wrong scheme/map combination, but this shouldn't happen. There is also an error message in the replay. BTW - Ignore the fact that I had no idea what I was doing in the dark lol.:o
Hah, that CTF is meant to be played with indy terrain, so there's your problem.
Also from the looks of that, addsprite failed for you. There could be a couple of causes, it'd be helpful if you dropped by the bug report section on our forums and posted your pxcrashlog.txt and so on.
Congratulations on the release! And for beating the 4.0 release date ;)
Oh god flashbacks
"I'm gonna have fun with the new compiler"
http://i109.photobucket.com/albums/n78/GriffieF/Emoticons/emot-byodood.gif

DarkLord22
17 Aug 2011, 07:52
There are a few problems with CTF actually. Just wait, and tomorrow Entuser will upload a new Update with fix (run PXUpdater.exe).
Another bug?
I was playing a Jump Race online with 2 other players (awesome scheme btw) and we got right to the end (over 1 hour match) and I jumped and missed land and flew off the screen into the water. The worm was supposed to respawn, but didn't. The health bar was still showing though. The game continued, but crashed when it got back to my turn. I would upload the replay, but it is 31.5MB (we played the big map).
I will check tomorrow with the update and see if this is fixed. Still, the gameplay is amazing. Much thanks for your hard work.

GranPC
17 Aug 2011, 08:23
Congratulations on the release!
Seems like your release wasn't too smooth though :eek:

Entuser
17 Aug 2011, 08:40
Update is out! Problems with PX Normal / PX CTF should be fixed (it was happening because of missing laserray.pxl) , as well as problems with FoW mode and invalid WA schemes selected after PX scheme selection. Use PXUpdater.exe to get it.
I was playing a Jump Race online with 2 other players (awesome scheme btw) and we got right to the end (over 1 hour match) and I jumped and missed land and flew off the screen into the water. The worm was supposed to respawn, but didn't. The health bar was still showing though. The game continued, but crashed when it got back to my turn. I would upload the replay, but it is 31.5MB (we played the big map).
Thanks for the report, but i couldn't find the source of the problem yet. I will try to fix it later.

_Kilburn
17 Aug 2011, 10:06
Oh hi there. :cool:
Glad you finally got around releasing that thing, at last. I wish I had more time to work on more weapons, but I have so many projects that I need to take care of first. I hope I'll find some time and motivation to finish that laser I promised to bonz, it even works properly, I only need to work on the effects and fix some bugs.
http://uppix.net/2/9/a/2807e7e6a3c04557bbcfea96c02a6.gif
So... now that it's out, who's going to try and figure out how to script decent weapons with it? :cool:

DrMelon
17 Aug 2011, 10:41
As a tester of this project I can say that there is nothing quite so singularly fun as destroying an enemy team with only your trusty bowling ball.
Oh, or perhaps flinging them into a section of the map which has some kind of crazy gravity vortex / explosive trap.

Melon
17 Aug 2011, 11:14
I have only one thing to say about this:
:eek:

_Kilburn
17 Aug 2011, 11:33
The bowling ball launcher is awesome:D
It's lame, the cool thing about the bowling ball is the satisfaction you feel when you manage to get it exactly where you want using only gravity and the landscape (and optionally, magnets). Where's the satisfaction if you can launch it so easily wherever you want?

raffie
17 Aug 2011, 12:52
Would it be possible to make the glider have the team's colour? Just an idea i'm throwing out there which might be a nice touch, I have no idea about the work it would require

_Kilburn
17 Aug 2011, 13:01
Would it be possible to make the glider have the team's colour? Just an idea i'm throwing out there which might be a nice touch, I have no idea about the work it would require
That's reasonably easy but you'll either need one extra animation per team colour, or a separate sprite which has all the parts that aren't team coloured removed. I'll give it a try, just need to reinstall WA on my new computer. :p
Which part should be team coloured, the yellow strip or the rest?

raffie
17 Aug 2011, 13:14
I made this crude example, whadya think?
(Or perhaps the stripe could be a shade lighter than the rest of the glider)

CakeDoer
17 Aug 2011, 13:38
Can anyone make a real Hang Glider Race scheme? I'm too dumb (and lazy) to do it myself. With the current scheme (it has a ton of weapons), you'll have a lot of trouble selecting the hang glider while you're gliding, if you're in a tough section.
Also, WA crashes when I use a sticky mine. I've used TestStuff in all instances, so it may be that interfering... but I wasn't on a rope or jet pack when I fired them, so I guess not. :confused: Otherwise, this stuff is good. Great. Awesome! OUTSTANDING. AMAZING!
Here's ERRORLOG:

Entuser
17 Aug 2011, 13:55
Can anyone make a real Hang Glider Race scheme? I'm too dumb (and lazy) to do it myself. With the current scheme (it has a ton of weapons), you'll have a lot of trouble selecting the hang glider while you're gliding, if you're in a tough section.
Also, WA crashes when I use a sticky mine. I've used TestStuff in all instances, so it may be that interfering... but I wasn't on a rope or jet pack when I fired them, so I guess not. :confused: Otherwise, this stuff is good. Great. Awesome! OUTSTANDING. AMAZING!
Here's ERRORLOG:
Are you using latest PX update? Included Hang Glider Race.pxs should work fine, only with tp ,rope, and the glider on the 2nd page. Sticky mine issue should be fixed in the latest update too.

bonz
17 Aug 2011, 15:03
I hope I'll find some time and motivation to finish that laser I promised to bonz, it even works properly, I only need to work on the effects and fix some bugs.
http://uppix.net/2/9/a/2807e7e6a3c04557bbcfea96c02a6.gif
Laz0r for the win!!!1! :D
Excellent job creating that sprite animation from only the single frame in my avatar.
By working properly, do you mean the way that I suggested?
Nudging worms?
Cooking up oil barrels?
Burning tunnels for projectiles and animals?
Reflections from girders?

NAiL
17 Aug 2011, 15:06
well done guys, bravo!

_Kilburn
17 Aug 2011, 15:07
Laz0r for the win!!!1! :D
Excellent job creating that sprite animation from only the single frame in my avatar.
By working properly, do you mean the way that I suggested?
Nudging worms?
Cooking up oil barrels?
Burning tunnels for projectiles and animals?
Reflections from girders?
Nudging worms: check
Cooking up oil barrels: check
Burning tunnels for projectiles and animals: check
Reflection from girders.... pretty much sure that's not possible. :(
It still feels a bit boring because it lacks sounds and cool effects, right now it's just a flickering red line.

wowwow
17 Aug 2011, 15:19
Is there a way to play a normal scheme without having to delete wkPX.dll ?
If not , i would like a way to desactivate PX in-lobby in order to not to have to remove wkpx.dll

Undefined
17 Aug 2011, 15:22
Is there a way to play a normal scheme without having to delete wkPX.dll ?
If not , i would like a way to desactivate PX in-lobby in order to not to have to remove wkpx.dll
Yes. Use /px_toggle command.
BTW I'm improving the Project X Rope Race actually. Check this out if you want to create your own PX RR! http://px.worms2d.info/px080wiki/index.php/PX_RR

krdrt5360
17 Aug 2011, 15:39
Version 3.6.31.0 fatal error start run in-game ProjectX bug versions? Please help... :( (pxlog.txt)

Undefined
17 Aug 2011, 15:48
Version 3.6.31.0 fatal error start run in-game ProjectX bug versions? Please help... :(
Can you post pxlog.txt ?
Use PX forums for bug report / help next time : http://wormspx.com/forum/index.php

Metacooler
17 Aug 2011, 15:57
I'm not sure if we mentioned this anywhere in official documentation, so I though t I should post it here; although W:A will tell you it has to dither your 32-bit maps to 112 colours, that's just an automatic message. If you've got PX installed, your map will be full-colour in game.

raffie
17 Aug 2011, 16:22
Nudging worms: check
Cooking up oil barrels: check
Burning tunnels for projectiles and animals: check
Reflection from girders.... pretty much sure that's not possible. :(
It still feels a bit boring because it lacks sounds and cool effects, right now it's just a flickering red line.
How about one of these sounds?

Kretino
17 Aug 2011, 17:00
When i select wepons scheme (btw. shouldn't that be weapons? :D) which i was told that it's showcase of all weapons in PX i only get fan, bowling ball and pixel builder (or something similar).
Is it really "full wormage" in PX or somebody trolled me?
Also, i have bug to report. When i played hangglider race, and after that disconnected and tried 2-team wepons.pxs scheme in offline mode and on different map, i got map from hanglider from before but i think my worms were moving on that new map i selected (so no way near the ground in map i saw on screen)

Entuser
17 Aug 2011, 17:36
Version 3.6.31.0 fatal error start run in-game ProjectX bug versions? Please help... :( (pxlog.txt)
Make sure that you've launched updater before. If it won't help , try updating DirectX :
http://www.microsoft.com/download/en/details.aspx?id=35&WT.mc_id=MSCOM_EN_US_DLC_CAROUSEL_121LSUS007776
also, if it still won't work, try updating C++ runtime :
http://www.microsoft.com/download/en/details.aspx?id=5555
if it still won't work.. post pxcrashlog too.

Undefined
17 Aug 2011, 17:50
Version 3.6.31.0 fatal error start run in-game ProjectX bug versions? Please help... :( (pxlog.txt)
Oh you are using a bunch of wk modules too. Try disabling them.

Entuser
17 Aug 2011, 17:51
Oh that too. I've forgot about that. Check it before downloading directX , it can help.

bonz
17 Aug 2011, 19:41
Nudging worms: check
Cooking up oil barrels: check
Burning tunnels for projectiles and animals: check
I'm starting to drool. :)
Reflection from girders.... pretty much sure that's not possible. :(
It still feels a bit boring because it lacks sounds and cool effects, right now it's just a flickering red line.
Well, technically a laser is silent. ;)
But yeah, a electrical humming sound will be nice, as well as some sound effect for the burning of terrain.
Maybe also some frizzling sound when a worm is hit and nudged.

_Kilburn
17 Aug 2011, 20:11
When i select wepons scheme (btw. shouldn't that be weapons? :D) which i was told that it's showcase of all weapons in PX i only get fan, bowling ball and pixel builder (or something similar).
Is it really "full wormage" in PX or somebody trolled me?
Also, i have bug to report. When i played hangglider race, and after that disconnected and tried 2-team wepons.pxs scheme in offline mode and on different map, i got map from hanglider from before but i think my worms were moving on that new map i selected (so no way near the ground in map i saw on screen)
It's supposed to be the showcase of all my weapons. I named it wepons for joking purposes, as a reference to this video (http://www.youtube.com/watch?v=OHxyZaZlaOs). All the scheme does is replace weapons with others, it doesn't actually have an influence on how much ammo you have for each weapon. You should use the Full Wormage scheme (talking about WA schemes there, not PX schemes), or download one if you haven't unlocked it yet. For scheme editing purposes, here's the list of weapon conversions:
Laser Sight -> Hang-Glider
Sheep Launcher -> Magnetic Missile
Longbow -> Tazer
Dynamite -> Bowling Ball
Mole Bomb -> Electromagnet
Napalm Strike -> Bunker Buster
Mail Strike -> Super Bunker Buster
Mole Squadron -> Bowling Ball Strike
Old Woman -> Lightning Strike
Ming Vase -> Sentry Gun
Skunk -> Fan
Surrender -> Pixel Builder (it's more a test weapon than anything, not something you should actually use in gameplay because of how easy it is to drown every worm on the level with it)

wowwow
17 Aug 2011, 21:20
Would be possible to make a scheme with for example all the weapons of a normal hysteria scheme + some of the new weapons?
If possible , how?

Undefined
17 Aug 2011, 21:24
Would be possible to make a scheme with for example all the weapons of a normal hysteria scheme + some of the new weapons?
If possible , how?
I'll make a tutorial for this soon (3-4 days).

Domi
17 Aug 2011, 22:13
I was expecting 0.8.0 for a long time. Thank you very much for it!

hoppi
17 Aug 2011, 23:44
Just played CTF FOW and it was completely amazing :eek: until my damned connection dropped me out :(
Seriously Worms with FOW is a completely new thing, a new unique dimension. I was lost there the whole time, the map was new to me, but wow, amazing work guys!

SgtFusion
18 Aug 2011, 06:35
I can't run Project X 0.8.0. It comes up with an error saying that d3dx9_33.dll is missing.

GreeN
18 Aug 2011, 06:56
What OS are you using?
Make sure you have the latest DirectX components installed:
http://www.microsoft.com/download/en/details.aspx?id=35

Phantom
18 Aug 2011, 13:17
@SgtFusion
Try downloading the .dll file from here (http://www.dll-files.com/dllindex/dll-files.shtml?d3dx9_33).

GreeN
18 Aug 2011, 13:37
It is not advisable to download any dll files unless you know exactly what they are for and you trust the source entirely. The file you are apparently missing is part of the latest DirectX runtime available from the Microsoft website.

Phantom
18 Aug 2011, 13:54
I download all the .dll files from that site, it's a trusted source.

Undefined
18 Aug 2011, 14:29
Don't download from this site it will install on your computer most annoying program ever on startup..

GreeN
18 Aug 2011, 14:41
It doesn't matter whether you trust it or not. There is next to no reason to ever download a single dll file that is otherwise included in/with its original software. It is unreliable, unsafe and irresponsible to recommend it to others.

DrMelon
18 Aug 2011, 16:05
That and often the DLLs you download will not be optimised toward the software in question or may be outdated and become a security vulnerability.

Phantom
18 Aug 2011, 21:37
@Undefined
What are you talking about?
@GreeN
Well, I don't have problems with any .dll file there, why should anyone else have them?
I don't wish to argue though, I am just always downloading from there and don't have any problems.

Undefined
18 Aug 2011, 21:47
@Undefined
What are you talking about?
dll-file fixer. It will tell you you have ~1000 errors on your computer and that you have to register to correct them. lol

Phantom
18 Aug 2011, 21:57
Lol I don't know what that is.

CyberShadow
18 Aug 2011, 22:58
Well, I don't have problems with any .dll file there, why should anyone else have them?
As I've seen, the people who (among other things) recommend downloading DLL files from random websites are the same kind of people who complain how buggy and unstable Windows is and how you need to reinstall it every few months. Don't do this.

Phantom
18 Aug 2011, 23:13
Using the same Windows since February and no problems, yet.

SgtFusion
19 Aug 2011, 00:07
Thanks for your help, guys. I downloaded a DirectX update from the Microsoft™ website and now it works for me. Sorry, Phantom, but I have an instinctive mistrust of websites like the one you recommended.
I've been playing around with some of the weapons in the "wepons" scheme, and the one I had the most fun with was the Electromagnet (place an "attract" mode magnet on the CPU team's worms and watch as they shoot themselves again and again). I also thought it was cool how the Bowling Ball can be electrified. The coolest thing I saw, though, was a situation in which I used the bowling ball in conjunction with an electromagnet placed near an enemy worm. The enemy worm went flying really high.

Undefined
19 Aug 2011, 00:30
Thanks for your help, guys. I downloaded a DirectX update from the Microsoft™ website and now it works for me. Sorry, Phantom, but I have an instinctive mistrust of websites like the one you recommended.
I've been playing around with some of the weapons in the "wepons" scheme, and the one I had the most fun with was the Electromagnet (place an "attract" mode magnet on the CPU team's worms and watch as they shoot themselves again and again). I also thought it was cool how the Bowling Ball can be electrified. The coolest thing I saw, though, was a situation in which I used the bowling ball in conjunction with an electromagnet placed near an enemy worm. The enemy worm went flying really high.
You should also try the gamemodes, there are a few peoples hosting them on #AG.

jsgnext
19 Aug 2011, 02:24
I have been waiting for this for so long......and Im not disappointed at all....
It runs smoothly....but, for some reason I can see the borders of some sprites (including some vanilla ones like the rope hook) maybe is a GPU related problem of mine....
Edit: for some reason the border thing fixed itself (maybe it was a first-run bug or something :P)

DarkLord22
19 Aug 2011, 03:28
What we need now is a dedicated section for PX maps on wmdb.com! ;)

pokkai27
19 Aug 2011, 09:24
This is too awesome! BTW, where is the PX scheme editor? I can't seem to find it =(

eddy2000
19 Aug 2011, 14:47
congratulation for this fantastic mod.
there one page to post find bug?
what is the pc requisite to play good px ?
i have 3 pc and with 2 pc px work but in desktop pc it don't work.
this is no work desktop pc:
cpu amd 1.8 ghz
ram 1 giga
video card nvidia 6200 564 mb. memory
10 giga hard drive space free.
maybe is under power limit ?
again very nice work.
If you had the source code can imagine what would you have done...:D
i attach log file...
cya

Entuser
19 Aug 2011, 15:45
BTW, where is the PX scheme editor? I can't seem to find it =(
In the Editors folder :D it's downloaded when you launch updater.
2eddy2000 Seems like it doesn't support SSE or something.. Try with that px3d DLL :
http://www.mediafire.com/?7au7y8mnu3fnckl
(note this dll is for testing only and can work weird with some scripts)

eddy2000
20 Aug 2011, 02:18
i find a bug.
when use building pixel over one worm it go down over the map and if not exist land go down in the water.

Deadcode
20 Aug 2011, 02:24
i find a bug.
when use building pixel over one worm it go down over the map and if not exist land go down in the water.
That's an old glitch in W:A, not Project X's fault. Also it's already known:
Surrender -> Pixel Builder (it's more a test weapon than anything, not something you should actually use in gameplay because of how easy it is to drown every worm on the level with it)

_Kilburn
20 Aug 2011, 08:21
Actually I wasn't even aware that PX was released, no one really warned me or asked me for the latest version of my scripts, and I've been out of the whole thing for a while.
So it looks like you guys all have a rather outdated version of my weapons.
That explains the tazer sounding nothing like a tazer and the bowling ball not being affected by magnets. Guess I'll have to fix some stuff up, remove the pixel builder, and give everything to Entuser.

pisto
27 Aug 2011, 22:07
cheers:D
[yes, this message is meaningful even if it would be shorter than 10 characters, you dumb bb :rolleyes:]

Jarzka
28 Aug 2011, 10:58
This is superawesome. Thank you so much for making it :D

pisto
30 Aug 2011, 17:51
it doesn't work in wine. The module is loaded for sure, because the logs file appear in the WA folder, but I can't find any drop list for selecting the px scheme.

StepS
31 Aug 2011, 16:41
it doesn't work in wine. The module is loaded for sure, because the logs file appear in the WA folder, but I can't find any drop list for selecting the px scheme.
Entuser and MEDVED have reported it to work, but to be sure you can ask Entuser yourself.
The drop-down lists exist in the offline multiplayer and online lobby

franpa
2 Sep 2011, 17:23
Who else experiences mouse input lag? Would this be eliminated by implementing hardware accelerated mouse courser support? At the moment I can't use Project X practically. I use Vsync as I loathe screen tear.

zookman
2 Sep 2011, 17:46
Who else experiences mouse input lag? Would this be eliminated by implementing hardware accelerated mouse courser support? At the moment I can't use Project X practically. I use Vsync as I loathe screen tear.
If you have NVIDIA, Try reducing "Maximum prerendered frames"
ATI people can download ATI Tray Tools and change "Flip queue size"
I have ATI and changed Flip queue size to 1, and this seemed to fix it for me.
There's a thread detailing this problem here:
http://px.worms2d.info/forum/viewtopic.php?f=16&t=293&sid=817ce6c9c84b1fb3d5f0b443fa4e7e82

raffie
2 Sep 2011, 19:15
For me, the input lag was solved by disableing Anti-aliasing (setting AAState=0).

franpa
2 Sep 2011, 19:30
Neither of those suggestions resolve it.

StepS
3 Sep 2011, 06:41
Neither of those suggestions resolve it.
I have it too, this only concerns windowed mode in my opinion, it goes crazy sometimes, but I don't use windowed atm, because of a slow key response in chat bug when there are many explosions or objects/worms (but it didn't happen before 300th rev)

franpa
3 Sep 2011, 17:08
I've tried both Windowed and Fullscreen. The reason I ask about hardware accelerated mouse courser support is that it's often what I see requested on forums for games that also suffer from mouse lag. (Most recently, The Witcher 2, which is getting a major update on the 29th, I'm curious if they'll implement support for it then and if it resolves every ones issues with the mouse)
An alternative method I've heard about is to run input in a separate thread and Windows will likely process it on a separate CPU/Core automatically..

Iannu
3 Sep 2011, 17:12
hi guys,
i'm also having problems getting PX to work on my laptop. It works fine on another computer I have, and I have followed all the instructions/walkthrough contained in this and other related threads. I have posted my error log for you to see. Note that it says i have windows XP, while I have win7, i don't know why it does that!
Thanks in advance for your help!
Francesco

franpa
3 Sep 2011, 18:19
Right click the game, click properties, then the tab relating to compatibility and lastly change it to not run in a compatibility mode.

Iannu
4 Sep 2011, 09:40
Unfortunately, it still gives me an error, albeit changing the OS to Win7 now.
:-/

MihaiS_
30 Oct 2011, 15:49
Why do some PX games save/extract maps automatically to Team17\Worms Armageddon\User\SavedLevels ?

Phantom
30 Oct 2011, 18:04
I barely got it to work. /phew
Now all that needs to be added are good shopper maps. :(

pisto
7 Nov 2011, 00:31
I borrowed my mom's laptop with vista, so I finally managed to install px.
What can I say? Impressive.
But there are a few problems IMHO:
1) windowed mode is useless as it is now: if you can't alt+tab and keep it in the background instead of minimize only, there's not much more you can do than in fullscreen mode.
2) It's not clear at all how px schemes interact with standard schemes: I've been clicking all the time px schemes, but intermediate weapons, which belong to the standard intermediate scheme, kept appearing alongside px weapons.
3) Documentation. Seriously, how are we supposed to script without a clue on how many hooks to the W:A engine there are, what do they do, what libraries are there already? As it is now, it would take way too much time in learning by reading the libraries before writing the first useful piece of your own code.
4) The editor is not very functional. I don't want Entuser to code an IDE, but it lacks of very basic tools like find in code. Later, tooltips appearing when you hover on a function, reference highlighting and such are welcome.
Remember also, that many px users have some coding experience, but if you want to get to the masses, it has to be much simplier. The EAX tutorial is clearly targeted to the former, because it basically underlines the similarity to c++, and assume that the reader knows what's a variable, a field, a class. By personal experience, I can assure that these concepts are very hard to understand for people at first time in computer programming. I believe that an additional tutorial should these concepts.

SgtFusion
7 Nov 2011, 04:29
I just played a game using Project X. I picked up a utility crate, which gave me 0x Jet Pack. I assume that that's not supposed to happen.

StepS
7 Nov 2011, 04:36
I just played a game using Project X. I picked up a utility crate, which gave me 0x Jet Pack. I assume that that's not supposed to happen.
Is the count in crate setting set to 0?

SgtFusion
7 Nov 2011, 05:49
I think so, yes.
Also: how do I get Project X to recognise the sprites for my new weapons in my weapons scheme? I've set the icon for one of my weapons to a .PNG file in a library that my scheme uses, but when I try to use the scheme Project X produces an error file saying that it couldn't load the image file. Are there specific requirements as to the bit depth the image has to be, or something?

StepS
7 Nov 2011, 07:24
I think so, yes.
Also: how do I get Project X to recognise the sprites for my new weapons in my weapons scheme? I've set the icon for one of my weapons to a .PNG file in a library that my scheme uses, but when I try to use the scheme Project X produces an error file saying that it couldn't load the image file. Are there specific requirements as to the bit depth the image has to be, or something?
probably you entered an invalid name for the grid icon or forgot to attach the library to the scheme. The icon must be rgb 32x32 (but the rightclick grid cuts it to something like 24x24 - so ensure to leave some free space). The sprites must be rgb with transparent background and the height and width must be the same for each frame (height div width = frame num)

MihaiS_
9 Nov 2011, 13:12
1) windowed mode is useless as it is now: if you can't alt+tab and keep it in the background instead of minimize only, there's not much more you can do than in fullscreen mode.
I use wkAntiKeyboardHook.dll to overcome the problem.

StepS
9 Nov 2011, 19:41
1) windowed mode is useless as it is now: if you can't alt+tab and keep it in the background instead of minimize only, there's not much more you can do than in fullscreen mode.
You are wrong.
It's not clear at all how px schemes interact with standard schemes: I've been clicking all the time px schemes, but intermediate weapons, which belong to the standard intermediate scheme, kept appearing alongside px weapons.
First table - the WSC scheme adds all weapons that are present in the WSC, and takes positions from a PX scheme. 2nd table is configured especially with PX editor. You can however "force" the amount of weapons for some weapons of 1st table (and they will appear in any WSC scheme).

The Tor
14 Nov 2011, 17:55
When minimizing the game and going back, keys and movement are usually locked for me until I first move my cursor. It's annoying. Any fix?

StepS
14 Nov 2011, 19:47
When minimizing the game and going back, keys and movement are usually locked for me until I first move my cursor. It's annoying. Any fix?
this isn't currently easily possible to fix, as the same technique is used in both Fullscreen and windowed mode in PX, just fullscreen hides the header of a "window" while being it

The Tor
16 Nov 2011, 03:26
this isn't currently easily possible to fix, as the same technique is used in both Fullscreen and windowed mode in PX, just fullscreen hides the header of a "window" while being it
Thanks for the explanation Steps.
You know what's causing desync between non-PX games/players? Some of my friends experience this quite common.

Lex
17 Nov 2011, 15:46
If your scheme contains PX settings which change the game's state in some way through use of PX, that state will not synchronize with players who aren't running PX. You have 3 choices. Either fix your scheme(s) to use no PX settings, disable PX, or tell your friends to run PX.

The Tor
17 Nov 2011, 17:07
If your scheme contains PX settings which change the game's state in some way through use of PX, that state will not synchronize with players who aren't running PX. You have 3 choices. Either fix your scheme(s) to use no PX settings, disable PX, or tell your friends to run PX.
I should point that people with PX getting disconnected during the game like randomly. Some of use tried uninstall PX and it works.

StepS
17 Nov 2011, 18:43
I should point that people with PX getting disconnected during the game like randomly. Some of use tried uninstall PX and it works.
depends on how buggy one of the scripts you're playing on is.

Trop
21 Nov 2011, 19:15
Hello!
I have a trouble running a PX script. When This script is played by more than 2 people online a desync occurs.
The script draws a moving platform each frame. It works offline with any number of teams. But in online match only for 2 teams. Please advise.
This is my code.
require utils;
CBitmap32* colour;
CBitmap1* colour_rem;
CBitmap1* GUIBitmap;
int X;
int Y;
int SizeX;
int SizeY;
int d;
int dX;
int MaxX;
int MinX;
int dFrame;
int T_;
int CurrentTick;
bool Iteration;
bool IsKeyFrame;
void tblox::InitGraphic() {
X=1132;
Y=686;
SizeX=200;
SizeY=4;
MaxX = 2985;
MinX = 1132;
d = 1;
dX = 2;
dFrame = 1;
T_ = GG->GS->Tick;
colour = MakeBitmap(SizeX+1, SizeY+1);
colour_rem = new CBitmap1(SizeX+1,SizeY+1);
FirstIteration = true;
}
override void CGObject::Message(CObject* sender, EMType Type, int MSize, CMessageData* MData)
{
if(Type == M_FRAME) {
super;
CurrentTick = GG->GS->Tick;
if (CurrentTick >= T_ + dFrame) {
IsKeyFrame = true;
} else {
IsKeyFrame = false;
}
if (IsKeyFrame == true) {
if (d > 0) {
colour_rem->Rect(0,0,dX,SizeY,0);
colour_rem->Rect(0,0,dX,SizeY,1);
} else {
colour_rem->Rect(SizeX-dX,0,SizeX,SizeY,0);
colour_rem->Rect(SizeX-dX,0,SizeX,SizeY,1);
}
GG->land->ApplyCustomMask(colour_rem, X, Y, CM_CLEAR);
X = X + d*dX;
if (X > MaxX || X < MinX) {
d = d * (-1);
}
colour->Rect(0, 0, SizeX,SizeY, ARGB(0,0,0,0));
colour->Rect(0,0,SizeX,SizeY,RGB(100,100,100));
GG->land->Draw(colour, X, Y);
T_ = CurrentTick;
}
if (CurrentTick == T_) {;
Iteration = true;
} else {
Iteration = false;
}
if (Iteration == true) {
if ((PosX < X + SizeX && PosX > X) && PosY >= Y-10 && PosY <= Y+3) {
PosX = PosX + d*dX;
}
}
super;
}
}

Entuser
25 Nov 2011, 13:39
2Trop
Hi! I think it's becase your script uses GG->GS->Tick variable, that is not synchronized in multiplayer (it exists for usage in rendering functions only) Btw http://wormspx.com/forum/ is better place for discussing scripting problems.
When minimizing the game and going back, keys and movement are usually locked for me until I first move my cursor. It's annoying. Any fix?
I'll try to fix it, but i'm not sure about the date of the next update.
1) windowed mode is useless as it is now: if you can't alt+tab and keep it in the background instead of minimize only, there's not much more you can do than in fullscreen mode.
Hm? I can minimize and keep it as background here, maybe it's another OS related issue..
3) Documentation. Seriously, how are we supposed to script without a clue on how many hooks to the W:A engine there are, what do they do, what libraries are there already? As it is now, it would take way too much time in learning by reading the libraries before writing the first useful piece of your own code.
4) The editor is not very functional. I don't want Entuser to code an IDE, but it lacks of very basic tools like find in code. Later, tooltips appearing when you hover on a function, reference highlighting and such are welcome.
Remember also, that many px users have some coding experience, but if you want to get to the masses, it has to be much simplier. The EAX tutorial is clearly targeted to the former, because it basically underlines the similarity to c++, and assume that the reader knows what's a variable, a field, a class. By personal experience, I can assure that these concepts are very hard to understand for people at first time in computer programming. I believe that an additional tutorial should these concepts.
I know.. I'm going to do a major rewrite of EAX engine (with backward compatibilty), and work on the better manual for it after.

Trop
27 Nov 2011, 16:35
2Trop
Hi! I think it's becase your script uses GG->GS->Tick variable, that is not synchronized in multiplayer (it exists for usage in rendering functions only) Btw http://wormspx.com/forum/ is better place for discussing scripting problems.
Thank you for the information and link to the forum.

marcelolir
1 Dec 2011, 02:05
Hello. I have installed WA with the patch v 3.6.31.0, installed the Wormkit and the Project X 0.80. Almost everything is fine, but the project X maps are not opening when I select a Project X scheme in the drop box. It just load the weaponry, but the map opened is the one which was selected before the selection of Project X scheme.
What am I missing?
(on the WA weapon scheme it appears "Embedded"

StepS
2 Dec 2011, 11:16
Hello. I have installed WA with the patch v 3.6.31.0, installed the Wormkit and the Project X 0.80. Almost everything is fine, but the project X maps are not opening when I select a Project X scheme in the drop box. It just load the weaponry, but the map opened is the one which was selected before the selection of Project X scheme.
What am I missing?
(on the WA weapon scheme it appears "Embedded"
open the map editor (right click on the yellow landscape) and choose your map.

marcelolir
2 Dec 2011, 21:53
open the map editor (right click on the yellow landscape) and choose your map.
thank you sir!

SgtFusion
21 Dec 2011, 06:23
Hey, how would I make something like an explosive weapon that poisons every worm within its blast radius?

DarkLord22
21 Dec 2011, 07:40
Hey, how would I make something like an explosive weapon that poisons every worm within its blast radius?
You mean like 'Gas Canister'? Sorry, that exists already.

SgtFusion
21 Dec 2011, 10:00
I asked how I could make one, not whether something similar exists. I also don't think you understand what I mean. I don't mean that I want the worms poisoned by gas, I mean that I want the worms to be poisoned as if the weapon emitted a blast of radiation along with the explosion.

StepS
21 Dec 2011, 18:31
Yes that is possible. You need to set M_POISON for every worm in the radius.
You mean like 'Gas Canister'? Sorry, that exists already.
Gas Canister is an unreleased weapon made by Team17. I just revived it in integrity :D not sure of the damage that it was meant to have, so it's like dynamite.

SgtFusion
21 Dec 2011, 22:18
Yes that is possible. You need to set M_POISON for every worm in the radius.
Thank you very much! How do I get the game to check for worms in the weapon's blast radius?

_Kilburn
23 Dec 2011, 20:29
Thank you very much! How do I get the game to check for worms in the weapon's blast radius?
You could just do that manually and search for every worm in a given radius. Assuming that PosX and PosY are the position of your exploding object and R is the radiation radius, for every worm W, check if (W->PosX - PosX) * (W->PosX - PosX) + (W->PosY - PosY) * (W->PosY - PosY) < R * R.
You can store W->PosX - PosX and W->PosY - PosY in temporary variables so you don't need to do the calculation twice.
That's pretty much the Pythagorean theorem (http://en.wikipedia.org/wiki/Pythagorean_theorem), you will use it very often in PX and game programming in general and you probably know it already if you went past middle school. :p
Gas Canister is an unreleased weapon made by Team17. I just revived it in integrity :D not sure of the damage that it was meant to have, so it's like dynamite.
Haha, the Gas Canister was recreated way before PX came out, I remember the good old times when the only way to edit weapons was The Fiddler. The default scheme that came with it had a recreation of the Gas Canister.

StepS
23 Dec 2011, 22:08
Haha, the Gas Canister was recreated way before PX came out, I remember the good old times when the only way to edit weapons was The Fiddler. The default scheme that came with it had a recreation of the Gas Canister.
Yeah I know. I used fiddler to get the offsets for the Canister's parameters, since the PX editor doesn't include Canister & Flamethrower settings window. I did it because I wanted to revive it in integrity, keeping the object class it belonged to (so the Collision flags as 'Canisters' work for it). :D The only thing I am unsure is damage. I don't know the default one, so I just put the dynamite's (75).
PS: christmas surprise soon (very)!:D

Pac-Man
24 Dec 2011, 00:18
I always thought it was about 30. Like the skunk.

Zedvery
2 Jan 2012, 16:59
I've made little tf-like mod for WA on project x.
http://px.worms2d.info/forum/viewtopic.php?f=12&t=400&sid=5d9210d7bfffd530e843095e81b29263
And why my previous account (Zedeg) and previous previous account (dont remember its name already) are banned for no reason D:

b1llygo4t
2 Jan 2012, 21:49
hey zed, i have been eyeballing this over on the PX site. ill check it out and upload some replays for you when i get a chance later. is there a specific place people meet up for PX schemes?

Zedvery
3 Jan 2012, 10:06
No, idk if there are such place.
But you can contact me on skype "verygooder1"

StepS
11 Jan 2012, 21:53
Painter 1.0 released!:D
More details here (http://px.worms2d.info/forum/viewtopic.php?f=13&t=407)

krdrt5360
22 Aug 2012, 13:54
Replay file restart press R with ProjectX the game crashes fixed. :mad:

Noobddd3
6 Sep 2012, 23:23
Every time I use the Bunker Buster, if it hits a worm it explodes as normal. But if it hits the dirt. Rather than burrowing through as It should the game freezes and has to be closed using task manager.
I looked for an error log but one was not recorded, even tough I had game logging on.
I installed project X using the exact instructions on the download site: http://px.worms2d.info/
I am running wormkit in compatibility mode for XP service pack 3.

StepS
7 Sep 2012, 09:02
Every time I use the Bunker Buster, if it hits a worm it explodes as normal. But if it hits the dirt. Rather than burrowing through as It should the game freezes and has to be closed using task manager.
I looked for an error log but one was not recorded, even tough I had game logging on.
I installed project X using the exact instructions on the download site: http://px.worms2d.info/
I am running wormkit in compatibility mode for XP service pack 3.
try replacing some libs in /Libs/ folder with these ones:
http://forum.team17.co.uk/showpost.php?p=767673&postcount=215

raffie
7 Sep 2012, 11:15
I've noticed attaching the Bovine Blitz (also in the above link) can fix the problem.

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