View Full Version : feature request.
now im sure this has been requested before but... er um i wanna re-suggest it :)
enhance the ability to choose the level of detail, like instead of being forced to have a colour background with wind let us have wind with none of the other details...
and so on ans so forth.
kinda like what worms 2 had but make them check boxes which let you simply place a check necxt to what detail you want to show.
Is your insert key broken? Are you unable to differentiate the level of detail by looking at it? Why make something more complicating than it needs to be?
Even though I agree it's pointless you are currently unable to set the wind crap without all the other elements being visible the same way you can't have a full detailed background with waveless water. So his insert key is fine, his judgment on what would be worth adding on the other hand...
Is your insert key broken? Are you unable to differentiate the level of detail by looking at it? Why make something more complicating than it needs to be?
ah yes but in order to have wind you HAVE to have a colour background... why? because we cant change it o_O... hence my post.
i read fine and understand the insert key and its function quite fine.
Franpa, there's a wind level indicator constantly in the bottom-right corner of the screen in all three of the second-generation Worms games.
Surely I must not understand what you are trying to convey. Your post made it seem as if you think you must have the background debris displayed to have wind in the game. Or possibly so that you can see the strength of the wind. You know there is a left and a right wind bar that tells you exactly what the wind intensity and direction is?
Explain your thoughts again more clearly if I missed their meaning.
yes, however i find the speed of the debris in the background to be of greater help to me, especialy in a bng game.
im well aware of that short wind indicator that is short and cant be used to reliably determine the wind strength... maybe doubling the meter in length o_O
I'm sure most would rate the wind gauge as a much more reliable method of judging the intensity of the wind than the background debris. You actually get a definate wind marking with it that is always accurate. The background debris are each given a randomly determined speed that is roughly dependant on the strength of the wind. I would hardly call it a more reliable method.
I'm sure most would rate the wind gauge as a much more reliable method of judging the intensity of the wind than the background debris. You actually get a definate wind marking with it that is always accurate. The background debris are each given a randomly determined speed that is roughly dependant on the strength of the wind. I would hardly call it a more reliable method.
naw that aint right
Franpa, you're wrong again. Etho is correct. The background debris does not move at a constant horizontal rate. Using it to aim your bazooka shots is like trying to precisely aim a shotgun with a large bullet spread. It's quite unreliable.
The wind indicator in the bottom-right always displays a precise number of moving arrows, allowing a player to associate each number of moving arrows with an angle of bazooka shell descent. If anything, the background debris distracts and tricks players who have learned these constant descent angles.
i kinda knew i was wrong about that... BUT it was just an example of what i wanted to get added....
AndrewTaylor
9 Feb 2007, 12:42
I don't think it's an unreasonable request, though it doesn't sound terribly useful -- I can't imagine many people turn off background detail anyway. Anyone whose computer can't run decade old games in full detail has bigger problems than hard-to-judge wind.
I think with the revamped frontend it should be very easy to implement a bunch of checkboxes for each level of background detail, which, if checked, override the function of the insert key.
Or even better, only switch between the unchecked background details. Say, franpa only checks the floating debris, then all other details are disabled. Should he press the insert key in the game, only the unchecked details are cummulatively added, while the checked ones always stay.
AndrewTaylor
9 Feb 2007, 15:19
I think with the revamped frontend it should be very easy to implement a bunch of checkboxes for each level of background detail, which, if checked, override the function of the insert key.
Or even better, only switch between the unchecked background details. Say, franpa only checks the floating debris, then all other details are disabled. Should he press the insert key in the game, only the unchecked details are cummulatively added, while the checked ones always stay.
If you're doing that, it'd make more sense to utilise Windows' "indeterminate" state for checkboxes, so you could choose between on, off, and insert-togglable for all scenery layers. But to be honest, who ever presses insert other than by accident?
If you're doing that, it'd make more sense to utilise Windows' "indeterminate" state for checkboxes, so you could choose between on, off, and insert-togglable for all scenery layers.
True.
But to be honest, who ever presses insert other than by accident?
Well, franpa obviously did. :)
I can't imagine many people turn off background detail anyway.
A lot of people seem to like turning it all off. Before replays, people took screenshots and made videos, and you could see they turned as much as possible off.
Dunno why. I think it's a roper thing.
The answer is simple, less graphics more performance, also helps you focus when roping if the screen is plain and you don't have little things floating around.
It's also useful in any scheme where pixels can mess you up.
The answer is simple, less graphics more performance
I doubt many people still have such ancient computers where it would really make a difference.
I run W:A maxed out at 75 frames per second, which is the upper limit of my monitor's refresh rate. Changing the details doesn't have any effect.
also helps you focus when roping if the screen is plain and you don't have little things floating around.
It's also useful in any scheme where pixels can mess you up.
This may be true.
Evil Bunny
9 Feb 2007, 23:46
Well, I dont think it's ever been suggested actually. I'm doubt it would be too hard to make but I don'tsee the point of it. As these posts might show most people tend to rely on the indicator at the bottom of the screen. Features can't simply be added because a minority would like to have them. If that were done the game would be cluttered with features that only few people would like and use.
Personally I find turning the background on and off rather usefull. Although I'd rather see less different modes then more. There's off, and there's on, why keep an unantialiased background. That might have been usefull 10 years ago but it's not anymore. As well as keeping the image layer on and have the gradient background off... I've never had any use for the in-between modes.
I think with the revamped frontend it should be very easy to implement a bunch of checkboxes for each level of background detail, which, if checked, override the function of the insert key.
Or even better, only switch between the unchecked background details. Say, franpa only checks the floating debris, then all other details are disabled. Should he press the insert key in the game, only the unchecked details are cummulatively added, while the checked ones always stay.
have the insert key work like normal but add a custom level to it which is what you set in the frontend.
so..
level 1 - nothing
level 2 - extra waves
level 3 - extra colour background
level 4 - extra gradient background
level 5 - gradient background, wind, and xtra waves
level 6 - gradient background, wind, and xtra waves, back drop
level 6 - custom (as defined in the frontend)
have the insert key work like normal but add a custom level to it which is what you set in the frontend.
That's actually even better.
It is very distracting to have background parallax moving about and debris going along with or in the opposite direction of your worm while roping.
Also, like I said in an earlier post, since the debris doesn't move at a constant horizontal rate, it messes with the precise aiming of wind-carried bazooka shots.
Also, the background colour can easily camouflage small clusters of pixels in many terrain types.
Also, when roping under a low passage in a rope race, multiple wave layers are very distracting, and their parallax effect messes with the roper's subconscious understanding of his worm's speed.
Also, despite having new and fast computers, high detail on high resolutions (I use 1600×1200.) can still help to produce dropped frames, which can totally mess with any speed-based game type (mission records and intensely-competetive battle races, elites, and Team17s included) or the the precise release of a power-up-firing weapon like a bazooka or grenade.
For all of these reasons, I always use the lowest detail level. As a WA player for 7 years and the current holder of the most unassisted mission records, I hope I'm considered a good source for this sort of judgement, and the general lack of understanding of those who use the lowest detail level can be eliminated.
Yakuza is right, here, you know. He does have a lot of hardcore worming experience.
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