View Full Version : W:A v3.6.28.0 Released
Deadcode
29 Jun 2007, 13:49
Download Page (http://wa.team17.com/main.html?page=supp&area=upda&file=15)
MD5sums:
4e983f38a7f6c328ceb2a455f7f768d1 *WA_update-3.6.28.0_Beta_Installer.exe
be651fdebfe92cc3ede3edbac8db28e5 *GfxUpdate-3.6.22.1.exe (automatically downloaded by the installer if necessary)
Fixes
Occasionally, W:A would freeze while minimised, making it impossible to restore the game and continue playing. It would become necessary to kill the "WA.exe" process.
In the front end, pasting text from the clipboard could cause a crash later on if the pasted string had a length divisible by 16 characters.
A WormNET server could cause a client-side crash by sending a malformed scheme-configuration string when the client joined a channel.
The previous feature "The precise fuse display (introduced in v3.6.20.1) is now disabled at the minimum Info display level (pressing Delete cycles through Info levels)." was incomplete. At the minimum display level, fuses that exceeded 3 or 5 seconds (depending on the weapon) were still shown. This was particularly troublesome because the 4-digit fuse could not be hidden when playing back Super Sheep runs in which Sheep Heaven was enabled.
A mine with a random fuse that happened to be exactly n.00 seconds would be displayed as "n.100" during playback of replays.
The game no longer uses 100% CPU when minimised. (An earlier fix in v3.6.20.1 was meant to do this, but was incomplete and did not work on all systems.)
If, while playing a game, W:A is minimised by an external application or by a hotkey such as Alt-Tab, its colour palette will no longer be corrupted upon restoring.
The /me command now works properly while in the WormNET lobby (i.e., IRC).
Quit messages are now displayed in the WormNET lobby, along with the quit reason. A corresponding quit reason is also sent when hosting a game.
When loading a PNG map into the map editor that had been previously resaved within the map editor, its cavern border status would be reset, instead of being overridden by the header as it should be.
When loading a PNG map that hadn't been previously resaved within the map editor, the enabled/disabled status of "Placement Holes" was carried over from the last map. Now it defaults to being disabled.
The Map Editor refused to load PNG maps that didn't have a true black in the palette. Black is now automatically added when necessary, if there is room in the palette.
In the Map Editor's file list box, subdirectories with names matching "*.CUS, *.IMG, *.PNG, *.BIT, *.LEV" would be listed twice — once as a subdirectory with <> around its name, and once as a fake file.
After loading an incomplete PNG file in the Map Editor (resulting in the message "PNG Error: Invalid chunk length"), the incompletely-loaded picture would be committed upon exiting the Map Editor. Now, the notice "INVALID MAP FILE" is displayed instead.
Entering a line at least 256 characters long in the host/join chat caused a local crash.
If the host of a game chose an intrinsic map (e.g. Cars or Polar), and then someone joined later, the chosen map would not be communicated to them. Thus if the game was started with that map, it would desync.
It was possible, sometimes even likely, for certain intrinsic maps (Birthday, Fruity2, Paris, Polar, Shoes, Speccy, and Village) to be initialised with Placement Holes in them. This depended on the random seed; now, a host will automatically avoid seeds that would lead to the presence of Placement Holes.
There are some filename inconsistencies between the various Soundbanks on the W:A CD-ROM. Two of them were handled in v3.6.19.7. This version handles a few more variations, in soundbanks including "Cad", "Formula One" and "Russian".
The game did not range-check the number of worms per team when loading a WAgame file. Giving this a value greater than 8 (using a hex editor or memory editor) would have bizarre effects due to the resulting access of out-of-range array elements, and may have even caused a crash with certain values.
When a text notice appears in-game (e.g., "1x Ninja Rope") it is now shown immediately, rather than being delayed by 1 frame as it was before. Also, the "transparency" dithering effect that is applied to the text is now never purely vertical, whereas before, this depended on the width of the rendered text.
In certain circumstances, replay launching (e.g. Playback) would fail with a crash error. This was rare, but consistent for those who experienced it.
The game now runs properly from the Czech W:A CD-ROM, whereas before, it would give a "WARNING: No default Flag Found" message upon startup.
A compatibility switch for Wine has been added, which works around several Wine issues which may prevent large maps from working. To activate the workaround, import the file NoLandInVram_On.reg (from the Tweaks folder) into Wine's registry using Wine's Regedit tool.
The utility selection hotkey, intended to be the key located between Escape, Tab and 1, is now bound to that key regardless of the currently active keyboard layout. To revert to the old behavior, using the current layout's grave accent ( ` ) key for utility selection, import LegacyUtilityKey_On.reg (from the Tweaks folder) into your system registry.
If an error occurred while connecting to an online game, for example if the room was full or if your name was already in use, the mouse cursor would inappropriately remain in the "busy" state.
At the Next Round stage, if only players of a single ally remained after others quit or disconnected, the light-up button and text entry box would disappear, but it would still be possible to enter text into the chat. Now, these two elements do not disappear unless all players except for the local player have quit or disconnected.
The Exit button in the Next Round screen is now never greyed out or disabled in any way.
If a player quits or is disconnected in-game, you will no longer have to wait 60 seconds for them to time-out in the Next Round screen.
Since v3.6.19.7, right-clicking the scheme name in the Net Join dialog would erroneously bring up a Windows GUI context menu with an invisible mouse cursor.
In the Match Finished screen (where the stats are shown), if the user minimised before the fanfare finished and the music began, the game would crash upon being restored.
Fixes affecting game logic
If a player released Mad Cows from a Worm on the rope, jetpack, parachute or bungee (by pressing Enter), and then pressed Enter a second time, the Worm would instantly dismount and would not respond to player input for the remainder of the turn and retreat.
It was possible for a perfectly aimed Shotgun to miss, if the target was farther away than the width of a map. For example, Worms at opposite diagonal corners of a map would not be able to hit each other with a gun.
If an external scheme editor was used to make the Petrol Bomb a "zero power" weapon, and an attempt was made to start a game with that scheme, W:A would crash. (See Footnote 2.)
It was possible for the Pneumatic Drill to fail when used by one Worm atop another. This happened when the top Worm (the one doing the Drilling) had not left the floor since initial autoplacement or Teleportation directly on land, but the bottom Worm (the one being Drilled) had fallen or landed on the floor.
In a cavern map with Indestructible Borders enabled and no detected available positions for Worm autoplacement, the attempt at autoplacement would fall into an infinite loop, audible as a string of beeps. This could happen after starting a game with an empty (or nearly 100% full) colour map with Placement Holes disabled, if the timer was allowed to expire on the forced manual placement or a CPU team was present. The game now automatically drowns the Worm in this case, which is what was intended.
The crosshair angle for the Blow Torch was misleading; it pointed at a 30° angle, whereas the digging angle is 22.5°.
The v3.6.26.4 Scales of Justice bug fix introduced a new bug. If a dead ally created a "gap" in the original list of allies, the ally at the end of the list would not have any health deducted or added.
It was previously possible for an empty Donor Card to be created. Now an ordinary grave is created instead.
It was possible, when blowing up a large number of Oil Drums and Crates simultaneously, to invoke a bug in the flamelet code (specifically, the code that destroys an old flamelet to create a new one).
It is possible, especially in large maps, for a projectile or flying animal to reach the edges of the coordinate system. In previous versions, passing an edge would result in wraparound or odd behavior. Now, objects are prevented from going beyond an edge; objects that are player-controlled or respond to wind may turn around and come back from an edge.
Due to unnecessary rounding errors, the Kamikaze deviated from a 45° angle by about 3° upwards when fired down-left or up-right; it also stretched further when going up-left and shorter when going down-right.
A dormant Mine would be stripped of its horizontal velocity upon bouncing on the floor or ceiling. This would happen in situations where the mine was knocked by an explosion, punch, etc., while it was still dormant. (A Mine is dormant for 4 seconds after it has been dropped; during this period, proximity to a Worm will not trigger it.)
Deadcode
29 Jun 2007, 13:49
Features
Registry scripts that change game options have been moved to a new Tweaks folder.
Limitations relaxed or removed
It is now possible to play on PNG maps having dimensions other than 1920×696. A cavern map may now be up to 32504 pixels wide or 32600 pixels tall; an island is limited to being 28408 wide or 30552 tall. The minimum map size is 640×32. A map's width and height must be divisible by 8.
In the network join lobby, the game now displays a warning message when it begins receiving a map file larger than 512 kB. Also, if the map is a colour PNG, and the image area (width × height) is larger than 8 megapixels, the game will require confirmation from the user to load the map once it has been received. The warning limit for the map's area can be overridden by creating a value named "MapAreaWarnLimit" of type REG_DWORD in W:A's Options key (HKEY_CURRENT_USER\Software\Team17SoftwareLTD\Worm sArmageddon\Options), which specifies the image area boundary, above which the game asks for a confirmation before loading the image. You can quickly set this value to the default value or disable the warning by importing MapAreaWarnLimit_Default.reg or MapAreaWarnLimit_Unlimited.reg (from the Tweaks folder) respectively.
If you are using Wine, large map support may not work properly without the NoLandInVram workaround. See Fixes, above.
It is now possible to play with up to 48 Worms if all players are using v3.6.28.0 or later. Because of limitations in the network protocol of older W:A versions, if the total exceeds 18 Worms, clients using older versions will be shown only 1 Worm in each team and the game will not be allowed to start. Note that most randomly generated 1920×696 maps will not accomodate 48 worms without forcing manual placement, unless the host modifies the map to have lots of Placement Holes (see below; this can now be done by clicking the circled-girder icon in the Map Editor).
It is now possible to customise the inital number of in-game hazard objects (Mines and Oil Drums). The setting can be adjusted in the Scheme Options editor by Shift+clicking the Mine/Oil Drum button. The maximum number is 250, however this is limited by the rule which forbids two objects from being initially placed too close to each other.
W:A launching / command line parameters
People hosting Direct IP games may now offer links in the format wa://address-of-host, and launching this link will cause W:A to automatically launch and join the hosted game. This link format supports additional parameters (See Footnote 3). A port can be specified using the wa://ip:port syntax.
The command line "WA.exe /host" will cause W:A to automatically launch and host a Direct IP game.
The /play parameter required to play replays is now optional, as long as the replay has a .WAgame file extension. This allows associating .WAgame files with WA.exe directly.
The /playat parameter will now accept the starting time as an argument in the command line, bypassing the dialog box. With this parameter, playback starts paused. The syntax is: WA.exe /playat "filename.WAgame" time
Minimising
When the game is minimised, it will flash its taskbar button and produce a standard beep in the following circumstances:
At the start of a local player's turn
If the player has gone "away" using the /away or /afk command, the game will only produce a standard beep
When the user receives a private whisper
The game can now be minimised from both the front end and in-game by pressing Shift+Escape.
In-game
It is now possible to paste from the clipboard in the in-game chat, using Ctrl+V or Shift+Insert. Several other editing hotkeys have been added: Ctrl+Left and Ctrl+Right move the cursor word by word, Ctrl+Delete deletes the word starting at the cursor, and Ctrl+Backspace deletes the word before the cursor.
The Home key, which centers on the currently active Worm, now works regardless of whether it is your turn or not. When held down, it now maintains this centering continuously. The key has no effect during others' turns if the current worm is invisible.
Holding Shift now causes the mouse sensitivity to be multiplied by 4. Holding the middle mouse button does the same. With both combined, the multiplier becomes 16. This is useful (sometimes even necessary) when playing on a very large map.
If M is pressed during playback, the current frame will be marked as if "Playback at" had been used. Subsequently pressing R will fast-forward to that point after restarting the replay. As before, Shift+R resets the marker to the first frame of the replay. The marker is temporary and lasts only for the duration of the current playback session.
During a game, players may now use Ctrl+PageDown to initiate "chat pinning", in which the chat panel is displayed even when it is not "in focus". This allows a player to play while reading what the other players are saying. Since this could give users of v3.6.28.0+ an unfair advantage in situations where there is emulation, in online games with more than 2 players its absence is emulated.
The network chat panel can now be resized using Ctrl+Up and Ctrl+Down. The position is remembered independently for the panel's active and pinned states, but only for the duration of the game.
Cursor movement within the weapon panel, and the motion of the panel itself, is now smooth (as opposed to being updated only 50 times per second).
The player colour swatches in the right side of the in-game chat box are now slightly wider.
The Pause screenshot key now works in the front end.
If you have acheived a Gold Medal in a mission, you can now adjust the number of Attempts by left- or right-clicking the number. (A higher number of Attempts generally adds items and/or events to a mission to make it easier.)
The exact values of the Turn Time, Retreat Time, Round Time, Worm Energy and Health Crate Energy settings are now precisely displayed in all screens of the front end and can be fine-tuned. To adjust them in increments of 1, hold the Shift key while left- or right-clicking to increase or decrease the value. Without Shift being held, these settings will cycle through a set of values similarly to how they used to.
The Round Time is normally measured in minutes, however it can also be adjusted up to 128 seconds in steps of 1 second. The way this is done is a little strange — you need to go below 0 minutes, and then left- and right-clicking will have a "backwards" effect on the number of seconds.
In the Map Editor, you may now fine-tune the number of Placement Holes instead of being constrained to either 0 or 18. This is done by left- or right-clicking the circled-girder icon, which displays the current number of Holes; holding Shift allows you to fine tune the value, otherwise it skips from 0 to 18 to 32 to 48 and then to the maximum. The allowed range is 0-300, but hosting a game with more than 18 Holes requires all players to be using v3.6.28.0 or later. If a map is too small to accomodate the requested number of holes, the value will max out; for example, a solid 640×480 map can't have more than 8-13 holes, depending on its random seed; but if it maxes out at 10, further Reseeds will be limited to 10 Holes (and eventually as few as 8) unless you manually increment the count. Holding Ctrl while clicking Reseed will force it to try for as many Holes as it can get.
Various actions involving map rendering, such as clicking a map thumbnail to cycle through randomly generated maps or re-rendering a map preview in the Map Editor, will now be a bit more responsive. The progress indicator — a small flat piechart (not to be confused with the 3D piechart that shows during the loading of a game) — has been removed. It was never very meaningful anyway, and may possibly be reimplemented in a future version.
The quick description messages in the front end and some in-game text can be made to use a larger font, to improve accessibility. To enable this feature, import LargerFonts_On.reg (from the Tweaks folder) into your system registry.
In the "Playback at..." entry box, you may now use shortcuts such as "3:" instead of "3:00" for 3 minutes, or "1::" instead of "1:00:00" for 1 hour. Before, the best shortcuts for those were "3:0" and "1:0:0".
Using the "Playback at..." entry box, it is now possible to start playback in paused (single-step) mode.
An offline "multi-player" game can now be started with only one team, or with teams of the same allied colour. In such cases, the game can only be ended in a draw, when all teams surrender or are eliminated.
Maps from OnlineWorms (Korean, Japanese, and Chinese Worms) and WWP Aqua (Korean) can now be loaded from W:A's Map Editor. The land*.dat files must be placed underneath User\SavedLevels and are loaded just like other maps.
Note that WWP Aqua's maps use a full palette of 256 colours. The Map Editor will allow you to load them with the full palette intact, but exiting forces the map to be dithered to 113 colours so that it will be usable in-game.
W:A now auto-detects the user's IP address using a reply from the WormNET server. This should make manually configuring the external IP address unnecessary in most cases. The IP address can still be overridden using the "Force IP address" checkbox.
Background gradients are now rendered by the game. When a PNG map with more than 96 colours is used, this now replaces the old behavior of not having a background at all. The gradient is dithered and may include colours from the map's palette; if a 112 colour map is used, the gradient will only use colours from the map's palette.
In case of an unrecoverable error, W:A will save an error report to the file errorlog.txt.
In the Host/Join screens, entering "/v", "/ver", or "/versions" will display players' game logic versions. For clients, this will only include their own version and the host's version. For hosts, all players' versions will be displayed.
A rudimentary host/join chat logging feature has been added. Currently, this logs the hosting and joining of games, the player list upon joining, the chat, players joining and leaving, players kicked (in the host's log), and games initiated. GMT timestamps are included for each log entry, and in the filenames of the logs. The logs are stored in User\Logs.
Flags have been added for seven additional countries for a total of eleven, and all extended nation flags are now shown in the host/join screen and in WormNET's list of hosted games. These flags now include Chile, Serbia, Slovenia, Lebanon, Moldova, Ukraine, Latvia, Slovakia, Costa Rica, Estonia, and China.
Deadcode
29 Jun 2007, 13:49
Features (continued)
Previously implemented "test versions" can now be accessed. These are game logic versions which, when emulated, enable some options that are not yet official. If you are hosting a game, you may enable and disable the test versions using commands entered into the chat (see below). The game will then explain this mode change to all players present. Newly joining players will be informed if one of these modes is enabled. These modes persist both through multiple rounds and when the host clicks "Play Again". They are mutually exclusive (enabling one will disable others), although TestStuff is a superset of BattyRope. Access to the options enabled by these test versions should not be considered official at this time, as they are planned to be added to the scheme format (among many other new options that may be more useful) and will then be invidividually selectable, whereas in test versions they are grouped together and attached to a specific game logic version.
BattyRope: Toggled by entering "/batty" in the chat. Allows the Ninja Rope to stay connected during other players' turns, and also forces Rope Knocking to be enabled.
150% Speed: Toggled by entering "/150", "/fast" or "/speed" in the chat. Makes everything in-game go 50% faster; the engine's frame rate is changed from 50 fps to 75 fps.
TestStuff: Toggled by entering "/ts" or "/test" in the chat. Enables BattyRope, Rope Knocking, use of weapons during a rope roll, the Indian Rope Trick, worm selection without ending hot seat time, skipwalking facilitation (up/down/middle arrow keys act like right-clicking while walking), and Girder Radius Assist. Disables loss of control while roping. TestStuff4 doubles the maximum speed for projectiles, roping, and jetpacking. (Emulation of an older version may force TestStuff3, which abolishes the speed limits on projectiles and roping but leaves jetpacking alone, or TestStuff2, which doesn't touch the speed limits.) TestStuff4 also adds Circular Aiming (where weapon aiming can be continously turned 360 degrees without releasing the Up or Down arrow) and Anti-lock Power (where powering up a weapon doesn't automatically release the shot at maximum power, but rather powers the weapon back down, making it fire directly onto your Worm if you don't release the Space Bar).
It is now possible to set the TCP port used for hosting games. This setting is in the Network Configuration screen, and affects both WormNET and Direct IP games. Games hosted on a port other than the default one, 17011, will be inaccessible to game versions prior to 3.6.28.0.
Adjustments to previous features
Right-clicking the Water Level bar in the Map Editor sets the appropriate level for "water drops". However, since the water level is still stored as a percentage, "water drops" are only acheivable at certain map heights. At other heights, right-clicking the Water Level bar will result in a "can't click here" beep.
Export Log additions
Instances of the "alien" glitch are now logged. (This is where a Worm horizontally hitting a wall at a nearly vertical angle steeper than 87.138° (slope=20) and a vertical speed past the fall damage threshold will stop and twang as if it hit the ground, but will then continue to fall. If the worm fell from a rope dismount, it will not lose control of its turn.)
Features affecting game logic
Players may now view the weapon panel for their team during other players' turns. (Strictly speaking this change doesn't affect the game logic, but it is tied to the logic version for fairness.)
Chat pinning — see above. (Strictly speaking this change doesn't affect the game logic, but it is tied to the logic version for fairness.)
CyberShadow
29 Jun 2007, 13:58
Well, that's done with the official announcement, and doubtlessly mouthwater-inducing feature list.
After a lot of delay, bug-excruciating alpha testing, it's finally out! The wait has been quite suspenseful, especially due to the missed (unofficial) expected release dates, the various delays and the information/alpha leak. However, it was quite worth the time, and we didn't waste any even when the final release date was no longer in our hands - some of the stuff (mainly bugfixes) was added just before release :)
This release wouldn't have been possible without all the help from the alpha testers and the community - big thanks for your support!
Of course, the community went ahead of us and prepared for this release full-time. You can find plenty large maps to play on in this thread (http://forum.team17.co.uk/showthread.php?t=32697). The BnAs are best played with lots of instant mines ;)
ReadMe Translations
Here are some translations of the new ReadMe content:
French translation by Seita (http://worms2d.info/Worms_Armageddon_ReadMe_(French))
Russian translation by Mr.Bad (http://worms2d.info/Worms_Armageddon_ReadMe_(Russian))
German translation coming soon
Have fun with the new Beta ;)
one of the happiest days of my life!!! :D 2 bad i have an exam in a phew hours...
n work! the wait wasnt in vain...
i wanted to know if that test stuff like battyrope is allow to all user or just the alpha testers?
My God, after a long wait its finaly here...........um..........I can't think of anything to say, oh I know, "amazing job you two, thank you very much for this great gift" :)
Awesome! Good job programmers. ;)
absolutly amazing, /me dies of shock.
edit: http://wa.team17.com/main.html?page=supp&area=welc this does not mention the latest version -.-
ShOwTiMe
29 Jun 2007, 15:21
Good job guys I'm very happy about that. The next step will be to handle all the bugs since it's the Beta but no worries the people will help.
Don't know if it's only me but everytime the game is finished my sound gets killed.
Anyways the bug threads will come up autmatically which is good.
Awesome job guys!
It's cool :cool:
but... question... can you enable teststuff offline??
CyberShadow
29 Jun 2007, 15:37
It's cool :cool:
but... question... can you enable teststuff offline??
Yes - host a Direct IP game and type /test to activate it.
You can now start the game with only one team - so just team in and light up after that :)
Devoluti0n
29 Jun 2007, 15:38
Gj programmers !
Little bug : can't play while pressing CTRL I found this cause I often play with team speak.
CyberShadow
29 Jun 2007, 15:41
Gj programmers !
Little bug : can't play while pressing CTRL I found this cause I often play with team speak.
Ctrl+Up/Down Arrows is now used to resize the chat, and Ctrl+Left/Right is used to skip words with the chat text box. I suggest you change your hotkey to something else.
Ty... and one more question...
what is the "Indian Rope Trick"?
Ty... and one more question...
what is the "Indian Rope Trick"?
aim something down then jump and press F8 then spacebar to shoot rope down.
is it possible to disable the new gradient background effect? certain maps had a much better looking gradient then what they have in this version -.-
PsychoFrea
29 Jun 2007, 15:57
Yayness! :D
maybe add a /help or /? option that lists the /batty and/test etc. ?
I feel really dumb but I'm going to have to ask this - how can I import a large map?
The readme says that the game can now support PNG files of a size larger then the standard maps.
However, my game can't pickup PNG files at all. I even tried converting a standard working bmp map to a png but that to does not get picked up so its not the size or colours or anything like that and so it must be the format.
What am I doing wrong?
CyberShadow
29 Jun 2007, 16:25
aim something down then jump and press F8 then spacebar to shoot rope down.
is it possible to disable the new gradient background effect? certain maps had a much better looking gradient then what they have in this version -.-
The gradient will not be rerendered if the map has 96 or less colours and is of a standard height (696). Maps that have more than 96 colours will now have a dithered gradient, as opposed to not having a bankground at all in previous versions. You can still turn it off if the gradient is too ugly.
Hi Chip
Don't use the import feature to load the big map. Save it from your gfx editor as a .png in your User\SavedLevels folder, and load it like you would any other colour map.
GREAT WORK GUYS! =)
CyberShadow
29 Jun 2007, 16:27
I feel really dumb but I'm going to have to ask this - how can I import a large map?
The readme says that the game can now support PNG files of a size larger then the standard maps.
However, my game can't pickup PNG files at all. I even tried converting a standard working bmp map to a png but that to does not get picked up so its not the size or colours or anything like that and so it must be the format.
What am I doing wrong?
They still need to be paletted (8 bits per pixel, have a 256-colour palette, though the number of colours still has to be lower).
Djoszee
29 Jun 2007, 16:31
And what about single stepping and multistepping...? These were promised to be public like a year ago...
Nice new options, I'll update in case I ever feel like playing worms again :)
good job. but before i praise too much ima test it =)
Totally awesome, guys. :D
Hi Chip
Don't use the import feature to load the big map. Save it from your gfx editor as a .png in your User\SavedLevels folder, and load it like you would any other colour map.
GREAT WORK GUYS! =)
I guess that was what I was doing wrong :D
Amazing job, really. It's great to have so many new features after such a long period of time, not to mention the ability to run old experimental stuff.
Huge thankz to the people who made and helped it happen. :)
wohoo! GJ xD
-> AG, hehehe
AbdelioR
29 Jun 2007, 17:01
Awesome job. Congratz.
PsychoFrea
29 Jun 2007, 17:04
I'm playing a huge w2w at the moment. It's insane. :D
I am immensely pleased with your work! Great job, CyberShadow and Deadcode! I'm very glad you got it released today. :)
Diablo vt
29 Jun 2007, 18:33
What can I say? It's awesome. Great work indeed. I shall enjoy this later.;):D
BigBilly
29 Jun 2007, 18:38
Great!!! Kewl patch indeed :O
Dunno, if i found a bug... well, i played big map with Deekay. And in the game icq crashed.... then my WA was closed :/ (crash etc)
CyberShadow
29 Jun 2007, 18:53
Great!!! Kewl patch indeed :O
Dunno, if i found a bug... well, i played big map with Deekay. And in the game icq crashed.... then my WA was closed :/ (crash etc)
Did it write an error log?
Will the automatic updater be changed to accomodate this new patch in the coming days or is it best to advise using the auto updater and then this patch?
CyberShadow
29 Jun 2007, 19:01
Will the automatic updater be changed to accomodate this new patch in the coming days or is it best to advise using the auto updater and then this patch?
What automatic updater? If you mean the one I made for 3.6.26.5 - then this version comes wrapped of an updated version of said installer. All prior versions are obsolete.
So the exe for 3.6.28.0 is the only patch\updater anyone ever need install at any time?
I just tested the new beta and I must agree that it just Rocks.. especially the ability to play BIG maps :D.
I also played around with the /teststuff mode and found a bug. (not sure if it's already known) If you press and hold 2 arrow keys like up+left and then fire the rope, the up/down key is ignored until the left/right key is released. And it only happens in /teststuff, not even /batty mode.
CyberShadow
29 Jun 2007, 20:05
So the exe for 3.6.28.0 is the only patch\updater anyone ever need install at any time?
If you mean WA_update-3.6.28.0_Beta_Installer.exe and not the WA.exe inside it, then yes - granted, the computer you're installing it at has an Internet connection.
I just tested the new beta and I must agree that it just Rocks.. especially the ability to play BIG maps :D.
I also played around with the /teststuff mode and found a bug. (not sure if it's already known) If you press and hold 2 arrow keys like up+left and then fire the rope, the up/down key is ignored until the left/right key is released. And it only happens in /teststuff, not even /batty mode.
Aha, well spotted. That has to do with the new skipwalking facilitation, I believe.
xEMFxEmine
29 Jun 2007, 21:58
Awesome Update guys, you totally out done yourselfs here, the wait was so worth there so much more here them i expected.
Once Again, Very good job, much much much appreciated.;)
dilbert
29 Jun 2007, 22:29
Good job guys but the big maps are to big :P I like the chat options tho
Well I spent 2 hours on one map (after I got larger maps working for me)
I played on a map which was like 12000x16000 and it was fun, I mean this was the first time I've ever used "Armageddon" and actualy missed all worms :eek:
But I did notice something about the worm placement - although I had 48 worms in total on the map, they were all placed near the middle. Sure that's great and all but the thing is nearly half the map wasn't even touched through out the game and if the worms were placed too far apart then nothing would happen for liek the first 30 odd minutes int he game.
This got me thinking - how hard would it be to add more teams into the game? :p
6 Teams of 8 worms no longer seems like a huge war. :p
I know there will be big problems with more colours but why not make it so when more then 6 teams are added, the newly added teams MUST be allied with an existing team so they use an existing colour.
...............perhaps I'm thinking of something impossible?
karseet
30 Jun 2007, 00:07
[QUOTE=Chip;588025]
But I did notice something about the worm placement - although I had 48 worms in total on the map, they were all placed near the middle./QUOTE]
This is very true. On any map, worm placement is grouped up in one area, instead of being placed out randomly all over the map
Nice one guy's and thanks for your patience and hard work.
kikumbob
30 Jun 2007, 00:49
Fantastic work. Its made worms a heap loads better. And I can minimize without fear now:D
BigBilly
30 Jun 2007, 00:59
Did it write an error log?
no.
Its just gotta minimized automaticly, and after i closed all the errors doing by icq, the WA was also closed ... maybe it was just a one time error by XP or something^^ if it happend again i call ya :)
adamantium
30 Jun 2007, 02:42
It doesn't seem to want to start up for me. I ran the patch exe on top of 3.6.26.5 and got nothing, so I tried re-installing back to 3.0 and running the patch, but still no start-up. Anything else i should try?
the SlowFrontendWorkaround_AntiFlicker.reg fixes my speed problems like the old speed tweak in the previous build, the one that just says SlowFrontendWorkaround_On.reg
is the tweaks named correctly?
edit: oooh the SlowFrontendWorkaround_on.reg doesnt use 100% CPU? so that would explain why it has no improvement in speed compaired to the anti flicker one -.^
geforce 6600gt pcie with 162.15 beta drivers and winXP.
Joeyjoejoe
30 Jun 2007, 03:01
Yeah woo! I can now tell people that ask me for the leaked version to download this!
Metal Alex
30 Jun 2007, 03:23
YES! finally! I could also mention, that with the 1 team option, I have considered making my "Alex Challenge" again... :)
(search for it if you are curious, it's an OLD thread)
DocExplode
30 Jun 2007, 03:28
Sweet Team! You're the best!
Now I can spend my vacations playing a newer WA version :)
I have just one "complaint"...
When I use the MapAreaWarnLimit_Unlimited tweak and try to import a file in the terrain editor the game crashes to desktop. I don't know if this is normal, since I was trying to load bigger maps - more than 1920x696.
Greetings,
DocExplode
dont use the import feature for large maps.
When I use the MapAreaWarnLimit_Unlimited tweak and try to import a file in the terrain editor the game crashes to desktop. I don't know if this is normal, since I was trying to load bigger maps - more than 1920x696.
Huge maps are supported now. No need to import.
Handle them like any other BIT or PNG map.
[UFP]Ghost
30 Jun 2007, 04:42
just got home, so happy xD Good job guys.
The Standard Beep doesn't work for me, any help?
robowurmz
30 Jun 2007, 10:16
Great job, guys! *Much patting on backs*
whats a standard beep?
Minimising
When the game is minimised, it will flash its taskbar button and produce a standard beep in the following circumstances:
At the start of a local player's turn
If the player has gone "away" using the /away or /afk command, the game will only produce a standard beep
That's one.
The latest PC patches are also always available from ftp://team17.rinux.net/patches_pc
which is a Team17 FTP mirror that is updated daily.
The previous webmaster added Rinux as a patch mirror and it has been used quite extensively in the past. So may be it would be a good idea to list Rinux on the new download page for the current patch.
I'd be glad to help out again!
Clemens
CyberShadow
30 Jun 2007, 12:22
That's one.
Does the button flash?
It's the same beep you get when Windows pops up an information message box. You can configure it in Control Panel's Sound applet. It's called "Asterisk", and on XP systems it's located in "C:\WINDOWS\Media\Windows XP Error.wav".
Diablo vt
30 Jun 2007, 12:39
I tested it. It's EXCELLENT I LOVE IT! It's right nice.;):D Good work! I like the way you can increase the objects too. No bugs found yet hehe.;)
i havent tested yet, but i read the features list and i cant figure out how i can set teststuff number... it says 'Toggled by entering "/ts"', so it activates teststuff4 by default?
CyberShadow
30 Jun 2007, 12:45
i havent tested yet, but i read the features list and i cant figure out how i can set teststuff number... it says 'Toggled by entering "/ts"', so it activates teststuff4 by default?
Yes; you can't activate older TestStuff versions using those commands.
So may be it would be a good idea to list Rinux on the new download page for the current patch.
Well, it has always been that way before. Maybe Volcadmin forgot to upload there too.
CyberShadow once wondered if the Rinux patch mirror updates automatically. Obviously not.
Does the button flash?
It's the same beep you get when Windows pops up an information message box. You can configure it in Control Panel's Sound applet. It's called "Asterisk", and on XP systems it's located in "C:\WINDOWS\Media\Windows XP Error.wav".
Yes, i fixed it. I didn't have "Windows XP Error.wav" coz' i got the German Version of Windows XP, so it was different. Well, thanks, though.
GoDxWyvern
30 Jun 2007, 13:13
I don't believe that's the reason, as I also have the German WinXP version, and it worked for me from the first day on. Glad it does work for you now, though. ;)
CyberShadow
30 Jun 2007, 13:18
It might be possible if he installed a German MUI over an English version.
Girder Radius Assist. what's that???
redwraith
30 Jun 2007, 13:30
Awesome features!! Good work!
Unfortunately, I'll have to write my exams for this semester in a few days and thus don't have much time for testing the new version. Argh.
now wa doesnt eat all my cpu even in-game!!
CyberShadow
30 Jun 2007, 13:40
Girder Radius Assist. what's that???
When placing a girder, the mouse cursor won't be allowed to leave the area in which you can place the girder - thus, you won't have to guess where can you place the girder and where not.
nice. but why did you decide to release testuffs and the other thigs now?
It doesn't seem to want to start up for me. I ran the patch exe on top of 3.6.26.5 and got nothing, so I tried re-installing back to 3.0 and running the patch, but still no start-up. Anything else i should try?
After I got a new graphics card the game wouldn't work untll I enabled the slowfrontend workaround thing.....or disabled it?
Mess around with them and then try the game.
When placing a girder, the mouse cursor won't be allowed to leave the area in which you can place the girder - thus, you won't have to guess where can you place the girder and where not.
Ah, thought so.
We were playing a game with girder power on 5, so the radius was unrestricted though.
kikumbob
30 Jun 2007, 14:48
Just thought I'd point out that, since installing the game, I have been able to host a game easily as long as I have port forwarded my router and renewed and forced my IP when each internet session starts. Before, even with port forwding etc. I couldn't host.
I'm over the moon.:D
nooo setting its power to 255 would be unrestricte for it (based on scheme eddy 2)
BigBilly
30 Jun 2007, 15:18
Well, it happend again. Icq crashed, WA minimized automaticly and Wa closed without any errors.
Another question: Can i change the buttons setting anywhere? Coz the shortkey for LG etc sux for me. The old setting was better :O
CyberShadow
30 Jun 2007, 15:31
Well, it happend again. Icq crashed, WA minimized automaticly and Wa closed without any errors.
If it's ICQ that crashes first, you may want to contact Mirabilis / AOL about that. If a bug in ICQ causes it to crash and take W:A down with it, why should we be responsible? :)
Another question: Can i change the buttons setting anywhere? Coz the shortkey for LG etc sux for me. The old setting was better :O
The "old setting" was wrong, it was always supposed to be the key under Escape and above Tab. But if you can't live without the old setting, import LegacyUtilityKey_On.reg. This is well documented in the ReadMe.
Bug: I join a hosted game. I minimize, in the meanwhile (whilst I'm minimized) the host selects a map from the editor. I maximize and see the map already changed, I then can't light my bulb unless the host clicks on the editor to randomly change the map.
To be able to light up I must be witnessing the map change in real time or else I won't be able to light up (the /r command doesn't work, either).
DudexTm
30 Jun 2007, 17:01
You guys deserve medals for the work put into updating this game.
Long live WA :D
You made a happy man very old !! lol
wow amazing
gj @ new update :D
BetongÅsna
30 Jun 2007, 21:26
8 years since the game called 'perfect' came out, and still it's being improved. Keep it up, lads.
I have a question, is there a bug (Fire punch)? I was playing a Normal and my opponent had to used Fire punch - that didn't worked. Playback at 16.45.
Well, it has always been that way before. Maybe Volcadmin forgot to upload there too.
CyberShadow once wondered if the Rinux patch mirror updates automatically. Obviously not.
The Rinux patch mirror *is* updated daily and automatically. The day the new patch was released I have been noticed about it by the Rinux server because it checks for updates every night.
kikumbob
1 Jul 2007, 12:59
I am increasingly realising that the max number of crates on a map at any one time is just not high enough for very big maps, and it gets really hard to navigate your way to them.
I have a question, is there a bug (Fire punch)? I was playing a Normal and my opponent had to used Fire punch - that didn't worked. Playback at 16.45.
Dude. He didn't hit him period.
I am increasingly realising that the max number of crates on a map at any one time is just not high enough for very big maps, and it gets really hard to navigate your way to them.
I also noticed that big maps don't totally fit in my screen.
Explosive
1 Jul 2007, 16:58
Terrific job guys, thanks a lot.
I'm loving these huge maps now, something I've been waiting for for a longgg time. Lookin' forward to some huge new Fly maps and such.
where should I save th update file to? it doesnt show where when i trty to update... also now wheneveer i put the cd in drive D it says "preparing to install worms armageddon" but when it is in cd drive E it works just fine please help!!
CyberShadow
1 Jul 2007, 20:46
You can save the update installer anywhere you want. When you run it, it will try to autodetect the folder where you installed the game - if it didn't, just install it to the foldre where you installed W:A.
Good Job! :D
As I can see, all the 'glitches' of the game play were destroyed, right? I mean, girder glitch, bazooka/missile glitch, longbow/bat glitch etc.
CyberShadow
1 Jul 2007, 23:09
No, not quite. Some of them were fixed, some were left to one day become a scheme option. Check out http://worms2d.info/Tricks_and_glitches_(Second_generation) for some documentation on tricks / glitches.
When placing a girder, the mouse cursor won't be allowed to leave the area in which you can place the girder - thus, you won't have to guess where can you place the girder and where not.
I think I didn't understand it, because it's not working for me...
when getting the patch installed is it supposed to go to the screen that says "Preparing to install worms armageddon? please help because i dont wanna lose my progress...
CyberShadow
2 Jul 2007, 02:55
What do you mean? Can you post a screenshot?
when i start to install the patch is it supposed to take me to the installing worms armageddon screen?
CyberShadow
2 Jul 2007, 03:01
Can you post a screenshot of said screen?
Can you post a screenshot of said screen?
nevermind it stopped doing it thanks any way
nooo its just a standard installer... unlike the old ones that filled your screen with advertising and stuff. (this is still done today tho -.-)
when i try to use the options /test /batty etc. it does not do anything it says unreconized action i have the patch what should i do...
CyberShadow
2 Jul 2007, 04:57
You're either typing it in the wrong place or you didn't install the latest version.
adamantium
2 Jul 2007, 06:14
After I got a new graphics card the game wouldn't work untll I enabled the slowfrontend workaround thing.....or disabled it?
Mess around with them and then try the game.
Thanks for trying to help, chip, but worms is still not starting. Does anyone else have this problem? Are you all installing the new patch over top of 3.6.26.5? Are you reverting back to 3.0 first?
Cyber?
Help!! :eek:
CyberShadow
2 Jul 2007, 06:21
adamantium, what happens when you try to run the game? You get absolutely nothing?
Does WA.exe hang in the process list or just stays for a while then disappears without any visual feedback?
adamantium
2 Jul 2007, 07:50
Nothing happens at all. Doesn't seem to be hanging. There's no task that's not responding or anything.
CyberShadow
2 Jul 2007, 07:58
Hmm... how good are you with a debugger? :P
adamantium
2 Jul 2007, 08:40
Not very. If you can give me instructions, that'd be cool. Or is it something I'd just have to play with?
CyberShadow
2 Jul 2007, 08:47
Ehrm, it's too long to explain, takes a while to learn. Let's try another method.
Try running the latest game with this WormKit module (http://thecybershadow.net/dump/a3be030332e2b7cc1ce2c0f7a30a3fc4/wkCrashOnExit.zip). To do that, just install WormKit and put that DLL in your W:A folder, so it will be together with WA.exe and WormKit.exe; then run WormKit. Let me know the outcome.
adamantium
2 Jul 2007, 08:54
I've already tried that. No go.
I do love wormkit though, btw.
adamantium
2 Jul 2007, 09:15
Do you think i could screw around with a debugger without destroying things?
adamantium
2 Jul 2007, 10:00
Ok, here's a little update:
I noticed that WA.exe does appear in "processes" in the task manager, but not "applications". It uses about 80% cpu power for a second, then quickly dwindles to 0%. It sticks around for 30 or 45 seconds, then disappears. It never uses more than 2.8 megs of RAM.
Don't know if this helps, but I figure it's good to tell you the specifics.
Devoluti0n
2 Jul 2007, 13:24
Few bugs :
-In the mission cold as ice, you can get the gold medal even if you die.(I'm using an european version)
-In the mission library, once the nuclear indian test is launched, all worms are ill, but when the earth quake is launched, player isn't ill anymore and cpu still is.
-Sometime, the game crash while attempting to do a right clic when a player do a right clic on his own turn (some right clic on the others turn, and once it's our own turn, the game crash after 2 or 3 clics chich didn't have worked).
Suggestions for the next update :
-It would be great to be able to choose the game resolution in the wormnet game lobby, because for rr'cers it's nice to play on a big resolution for big RR, and on a lower one for normals rr.(So if it was possible to change the game resolution, it would be possible to adapt our resolution to the map size of the host).
-The possibility to accept to download the host's map (for slow connexions or pc with low ressources), instead of being able to accept the map once it is downloaded.
That's all for today :P, bye.
TheTrouble
2 Jul 2007, 14:40
Bug:
You are in edit terrain and preview terrain is turned on. Now when you try to import a custom terrain (Boats.jpg, logo1.tga...) game crashes every time!
You can try it out yourself but if needed I will update my errorlog.
placing the mouse curser on the bottom of the front end should make the message "Minimize?" appear.
CyberShadow
2 Jul 2007, 16:47
I've already tried that. No go.
I do love wormkit though, btw.
What do you mean - you already tried that? I just wrote that module - how could have you tried it before?
PsychoFrea
2 Jul 2007, 18:00
Is there any way to show the team's life bar at the bottom of the screen via a button?
CyberShadow
2 Jul 2007, 18:01
Try pressing Shift+Del.
When I start play a game there is always hide "Ctrl+PageDown". Can I make something it'll be start automatically? Same with "Ctrl+Down". I want always get big chat and Ctrl+PageDown and no all time press it.
CyberShadow
2 Jul 2007, 18:20
When I start play a game there is always hide "Ctrl+PageDown". Can I make something it'll be start automatically? Same with "Ctrl+Down". I want always get big chat and Ctrl+PageDown and no all time press it.
The pinned chat state and sizes are not saved between games.
When somebody host a big map they always are loading, if I have this map in my SavedLevels folder it still need loading. It's possible to make other option?
CyberShadow
2 Jul 2007, 18:33
Map caching is planned to be added at some point.
Well, ok. If my friend buying a Worms Armageddon and he is planning install it - he need to install 3.6.26.5 Update first (Or only the 3.6.28.0)?
CyberShadow
2 Jul 2007, 18:42
If you have an Internet connection, you don't need to install anything before this update - it will automatically download and install any previous updates it needs.
Since v3.6.19.7, right-clicking the scheme name in the Net Join dialog would erroneously bring up a Windows GUI context menu with an invisible mouse cursor.
This fix does not work, in Wine at least.
CyberShadow
2 Jul 2007, 18:52
This fix does not work, in Wine at least.
It works on Windows. Blame Wine?
What this mean?
"** xx ** has left the channel (ProSnooper Beta 2)."
Is there new Snooper maybe?
CyberShadow
2 Jul 2007, 18:56
Ask Si on #worms (http://worms2d.info/Worms_on_GameSurge).
PsychoFrea
2 Jul 2007, 21:57
Try pressing Shift+Del.
Thank you. ;)
adamantium
2 Jul 2007, 22:53
What do you mean - you already tried that? I just wrote that module - how could have you tried it before?
Oh, sorry. I didn't realize you were linking me to a separate module. Duh. Lol.
Well, it still didn't change anything.
kikumbob
2 Jul 2007, 23:55
Map caching is planned to be added at some point. Good. This may be sorely needed.:D
CyberShadow
3 Jul 2007, 00:01
Oh, sorry. I didn't realize you were linking me to a separate module. Duh. Lol.
Well, it still didn't change anything.
That most likely means the fault is outside W:A, and just a change in some W:A code (or linker settings, this is the first Beta to be built with Visual Studio 2005) surfaced this. If you have a 2nd partition you could try a clean Windows install on it, separately to your working installation.
Hi.
Is it at all possible to generate random "large" maps within WA, or will I just have to stick with creating maps and needing to send them each game.
Apart from that, loving the new patch.
CyberShadow
3 Jul 2007, 02:55
Generating large maps isn't yet supported - this will require some changes in the algorithm, as it's not capable of such a task as it is. It will be possible in the future.
adamantium
3 Jul 2007, 05:38
That most likely means the fault is outside W:A, and just a change in some W:A code (or linker settings, this is the first Beta to be built with Visual Studio 2005) surfaced this. If you have a 2nd partition you could try a clean Windows install on it, separately to your working installation.
I was afraid you'd say that. Meh... It's probably worth it.
There seems to be a bug with the weapons panel. When opening it during another player's turn, it stays open when one's own turn begins. However, it cannot be closed then. Right-clicking again then opens the panel a second time, but after closing it, the "old" panel still stays open and can't be closed.
CyberShadow
3 Jul 2007, 20:47
There seems to be a bug with the weapons panel. When opening it during another player's turn, it stays open when one's own turn begins. However, it cannot be closed then. Right-clicking again then opens the panel a second time, but after closing it, the "old" panel still stays open and can't be closed.
Do you have any details on this? Does it matter in which manner does the other player's turn ends?
I don't think that matters, but I'll do some more testing right away.
This bug happend to me once, too. But it wasn't yet possible for me to recreate it..
I'll try to find the replay in which this happened
I have reproduced the bug several times now. It happens only if you open the weapons panel "between" turns, i.e. after the other player's turn ended, but before one's own turn begins.
And yet another bug: The mole squadron goes crazy on large maps. When digging for a very long time without reaching the ground, the moles suddenly disappear, and then reappear high up in the sky.
CyberShadow
3 Jul 2007, 21:32
Does it happen only offline/online?
Also, does it matter which team it is?
I reproduced the issue offline with two allied teams, but the glitch only happens after the first team's turn is ending.
I haven't tested it offline yet. It definitely happens online. Didn't pay attention if I was first or second team, but I'll have a look at it.
wrv451nlp
4 Jul 2007, 10:57
vista BUG: sometimes when i play a match online offline AFTER the screen turns pitch black.
BEFORE MY GAME ON VISTA WORKED FINE
vista bugs are obsolete, the game isn't fully supported on vista so I think it's a waste of time reporting vista bugs, that doesn't mean you can't ask for help on the matter, though.
I didn't saw any in-game bugs except one that sometimes in online mode i can't view my weapons when others playing... dunno why.
I am realy happy couse you added Serbian flag onto wormNET to be displayed in main chat and host/join screen... but you draw it wery ugly... Red colour is looking like brown and blue is looking like combined green and blue...
And just to say that new option I most like is /150... When I frist tried it I was laughing like when I played worms first time :c]
CyberShadow
5 Jul 2007, 22:11
I didn't saw any in-game bugs except one that sometimes in online mode i can't view my weapons when others playing... dunno why.
These features are disabling when emulating older versions. If you must have them, don't play with people that haven't updated to the latest Beta.
I am realy happy couse you added Serbian flag onto wormNET to be displayed in main chat and host/join screen... but you draw it wery ugly... Red colour is looking like brown and blue is looking like combined green and blue...
You mean like this one (http://en.wikipedia.org/wiki/Image:Flag_of_Serbia.svg)?
kikumbob
5 Jul 2007, 23:35
I've noticed that theres now a HostingBuddy in the #ag. How do you use it?
CyberShadow
5 Jul 2007, 23:37
Well, try talking to it :)
this is so awesome! test stuff is gonna rock, and thx for answering the offline q, i was just gonna ask that :p. also, im so glad indian rope trick is enable with battyropes, because ive also wanted to do that but didnt want to revert to an older version.
THANKS TEAM17!:):):)
theres a little "bug" when you kill a large number of worms (like >18, havent tested it), at least in spanish it says something like "worm1 killed LANG_NUMBER worms"
maybe you could print a random large number so you dont have to translate that to every language :P
its most likely just a silly typo in the code.
CyberShadow
6 Jul 2007, 02:22
Yes, and it's been fixed already :)
I dont know if someone had this idea already, but anyway:
Everyone playing wXw or Shoppa should know it, when ur roping ur worm is in the first 1/4 of the screen (in wich way ur roping), for some maps it would be nice if u could set the view for the worm in the middle of the screen. I dont know how many times i bumped again a wall in a big w2w map just cuz i was too fast and couldnt see it ^^
I tried it already with a higher resolution, but i dont like playing worms in 1280x1024 :X its nice for big maps but for smaller ones or RR it's harder to concentrate on the details or small passages.
If there is already a way, pls send it me per pm, if not maybe an idea for a lil "upgrade" :)
I'm sorry for my gramma, im not a native english-speaking person ;)
I dont know if someone had this idea already, but anyway:
Everyone playing wXw or Shoppa should know it, when ur roping ur worm is in the first 1/4 of the screen (in wich way ur roping), for some maps it would be nice if u could set the view for the worm in the middle of the screen. I dont know how many times i bumped again a wall in a big w2w map just cuz i was too fast and couldnt see it ^^
I tried it already with a higher resolution, but i dont like playing worms in 1280x1024 :X its nice for big maps but for smaller ones or RR it's harder to concentrate on the details or small passages.
If there is already a way, pls send it me per pm, if not maybe an idea for a lil "upgrade" :)
I'm sorry for my gramma, im not a native english-speaking person ;)
Instead of asking for a change to suit your ineptitude, you should practice or adapt to how things work to improve.
Here is a tip: plan ahead.
Please if you will change map in next update... don't use the 2 headed eagle... just use colours and use sam colours you are using for russian map... I will give you pciture as attachment...
In fact... until next update Serbia maybe would not exist... but I'm giving you for every case :c]
These features are disabling when emulating older versions. If you must have them, don't play with people that haven't updated to the latest Beta.
I suposed that later... I don't have to use it but it was weird when first time I couldn't call manu while enemy turn... so I tought it is bug.
THANKS TEAM17!
*Redirects thanks to Deadcode and CyberShadow*
until next update Serbia maybe would not exist
You're a pessimist, aren't you? :D
*Redirects thanks to Deadcode and CyberShadow*
yeh well... pfft
anyways, i noticed a bit of an issue. lets say i enable battyropes, then i cant do the indian rope trick. but if i put on test, the aimer doesnt go straight down, but wraps around to the other side. so i dont think theres a way to do the perfect indian rope trick(rope is perfectly straight).
also, say you take out a bazooka and go far enough up or down that it wraps around; if you then switch to ninja rope, the controls are inverted
sry if these are old
You can still pull off the perfect IRT, but you have to line the aimer up perfectly. Look at the pixels along the horizontal bar of the aimer, if they line up perfectly straight then you know you have it.
Could also slap a Kamikaze into your Warmer scheme and use that to aim straight down. That's what I do.
Oh wait, I'm not supposed to like teststuff and batty. Bye!
o yeah, i forgot about kamikaze
well, using the editable barrels/mines thing, ive made a sweet replay, itll be up at BTP in a minute
adamantium
7 Jul 2007, 10:49
Hey Cyber, I've got good news. I found out why Worms wouldn't start for me after patching. There's a bad patch floating around out there. I'm fairly certain that I got it from the T17 ftp server originally, although they seem to have changed it since then.
It's a little over 6mb, it has a different icon than yours (just the plain W:A icon), and it's a WinZip Self Extractor file. Looks totally different than yours during install, and does not download any needed stuff like yours. Not sure why it should exist, but it does.
I'm sorry, but I deleted it from my comp. I'd send it to you if I still had it so you could see. My friend had the same problem, so maybe he still has it, if u care.
Thanks for all your help the last few days, and I'm sorry I wasn't aware of the simple solution at the time.
-Ruckus
XxDangerxX
7 Jul 2007, 13:55
Hey I just accidentally invented an innovative and and revolutionary new use for Indian roping. Check out my replay and play it from 5:41.92 You'll like it I guarantee. It'll be awesome for rr maps.
EDIT: It's too big. I'll post a link:
http://www.box.net/shared/9zplj5jp7k
DC & CS:
On another note, I noticed that in the past DC would release a major update and it would be followed up by a swarm of minor updates that were filled with fixes for all the minor things that the players noticed from the major updates that they believed needed to be adjusted. I hope this trend does not cease on account of this latest patch, because I have a couple of suggestions, both of which involve the new large maps addition:
I have recently played 2 or 3 times on a huge map (the one contained in my replay actually) for shopper games. It's an awesome map because it allows me to practise indian roping in a wide open space. But the problem lies in its size. because it's so big, it takes me literally half my turn to scan the map looking for the location of the crate drop.
I noticed (thanks to The Fiddler and WWP Mission Editor) that crates can be marked when off screen. That they can have a little arrow and a counter that shows how far away they are. I request that there be an option somewhere that makes all randomly dropped crates become marked. I'm not sure how easy that would be to code because afaik you can only mark crates that are dropped as part of an event that you've programmed into the game. Unfortunately, however difficult it may be to code, with the game advancing as it is, such a feature will very rapidly become imperative.
About a week ago, I tested the big map feature by making a (very) big map of my own. I used this map in a game of The Full Wormage. I used the Concrete Donkey and found to my expected disappointment that, alas, it's time limit was not high enough for it to blast through the entire terrain. The illusion of the Donkey's immortality is shattered. I request that there be feature that increases it's time limit based on the number of pixels on the y-axis.
Don't get me wrong; I love what you've done. In fact, the latest W: A update has temporarily drawn my attention away from Unreal Tournament, and that's saying something! :p
But surely you knew that posts like mine here were inevitable within days of the patch being released.
In fact, I bet you and CS were making bets on how long the peace would last! :D :rolleyes:
CyberShadow
7 Jul 2007, 14:04
The 1st item has already been suggested. As for the 2nd, we have a policy not to make any weapons depend on maps' size - people will start wanting to be able to throw grenades further, then more powerful explosions and bigger worms, just so the "conistency" of the "ratio"!
XxDangerxX
7 Jul 2007, 14:18
But surely you can make an exception for the concrete donkey on the grounds that it's already quite a special weapon? I mean think it's the only weapon that disappears when you make the land indestructible.
In that case, considering the player's perception of infinity has been shattered, it's only right that you should re-enable it in schemes with indestructible terrain. Was that perception not the reason it was disabled in the first place?
GoDxWyvern
7 Jul 2007, 14:24
Hey I just accidentally invented an innovative and and revolutionary new use for Indian roping.
That maneuver has been around since the existence of the indian rope trick!
There's a bad patch floating around out there. I'm fairly certain that I got it from the T17 ftp server originally, although they seem to have changed it since then.
It's a little over 6mb, it has a different icon than yours (just the plain W:A icon), and it's a WinZip Self Extractor file. Looks totally different than yours during install, and does not download any needed stuff like yours. Not sure why it should exist, but it does.
-Ruckus
I think you've downloaded the "Patch" and not the "Update" from the Team17 site. It's not dodgy, it's just the wrong file.
But surely you can make an exception for the concrete donkey on the grounds that it's already quite a special weapon? I mean think it's the only weapon that disappears when you make the land indestructible.
When we get the fiddler like program, you can do what ever you want to the concrete donkey, you don't need Dc or SC to do this for you. :)
XxDangerxX
8 Jul 2007, 03:04
When we get the fiddler like program, you can do what ever you want to the concrete donkey, you don't need Dc or SC to do this for you. :)
OK, but here's the point that you missed:
The Fiddler in W: A is not going to come out for a long time. What are we going to do with the Donkey until then?
adamantium
8 Jul 2007, 03:21
I think you've downloaded the "Patch" and not the "Update" from the Team17 site. It's not dodgy, it's just the wrong file.
Ah, ok. Thanks for clearing that up. I'm still not sure I see the point in offering a patch that makes the game stop working, but what do I know? LOL!
Hey Cyber, I've got another suggestion for upcoming patches:
Can we please give the host of a game the ability to kick someone while in-game? I'm sure this has been suggested in the past, but gosh darn it, it needs to happen.
Metal Alex
8 Jul 2007, 03:44
What are we going to do with the Donkey until then?
Wait. I'll go get coffee.
PsychoFrea
8 Jul 2007, 13:02
GAH! Something has been annoying me recently...
I equip the rope then I attach to a wall and equip the chute. When I fall and the chute opens, my "enter" weapon keeps changing to some random weapon. :S
Would it be possible in a future to add an option that allows the rope to be automatically placed in the secondary weapon slot when using the chute?
OK, but here's the point that you missed:
The Fiddler in W: A is not going to come out for a long time. What are we going to do with the Donkey until then?
The same thing we've been doing since the game release.
GAH! Something has been annoying me recently...
I equip the rope then I attach to a wall and equip the chute. When I fall and the chute opens, my "enter" weapon keeps changing to some random weapon. :S
Would it be possible in a future to add an option that allows the rope to be automatically placed in the secondary weapon slot when using the chute?
No, that's how the game works, anything else would be cheating, it changes to a set of weapons depending on what you've got, sometimes it's even handy.
Yesterday I have played with 5 players and one player in host haven't newest update. I tried use Ctrl+PageDown but that didn't worked. The problem is always when some players haven't a newest update?
CyberShadow
8 Jul 2007, 14:07
Yes, and it's not a problem - it's done on purpose. If you're playing a team game, and someone didn't update, he is in disadvantage since he can't read his teammates' advice while he's making his move (without stopping and opening the chat).
GrimOswald
8 Jul 2007, 14:07
Yesterday I have played with 5 players and one player in host haven't newest update. I tried use Ctrl+PageDown but that didn't worked. The problem is always when some players haven't a newest update?
Yeah, otherwise the people with the update would have an unfair advantage.
Ninja'd, as they say. He put it better than me anyway. >.<
Can we please give the host of a game the ability to kick someone while in-game? I'm sure this has been suggested in the past, but gosh darn it, it needs to happen.
You already can, you just need to minimise, do some tinkering somewhere, and disable the connection
I have no idea how but it's possible.
PsychoFrea
8 Jul 2007, 15:00
Yes. I want to be able to kick cows and assholes!
adamantium
8 Jul 2007, 16:48
You already can, you just need to minimise, do some tinkering somewhere, and disable the connection
I have no idea how but it's possible.
Well, using a program like X-NetStat Pro, you can easily see a list of IP's that you're connected to in any given application. At that point, you can disconnect from any one of them. The problem is figuring out which IP belongs to which player. Sure, you can figure out what country a person is in by their IP, but suppose there's 2 different players from the same foreign country, and you only want one gone. On that note, I should add that I never make a mental note of everybody's nationality before starting a game.
It ends up being more trouble than it's worth. If there's a better way to do it than the way I've just described, tell me. Otherwise, we should push for this feature.
But it's been said in the past that such a feature would do more bad than good and thus won't be implemented. Use search if you're going to make demands all the time.
A voting system perhaps, but I personally think that complicates matters more than it should. It's infinitely more elegant and positive for the community to talk to people, explain to them why they'd be better off behaving well and following rules and basically getting to know them. Kicking people just isn't productive in any way.
Instead of asking for a change to suit your ineptitude, you should practice or adapt to how things work to improve.
Here is a tip: plan ahead.
You should first play a map where u only have to Scroll, without any markings... Then rope with the maximum speed and then tell me how u plan ahead without losing ur speed after half of the way. Its just problem of view and i dont see a problem to do a Key for locking the view on the worm :rolleyes: (centered)
/PS.: Sry, forgotten to mention u should do it with a 640x480 resolution ;)
the home key could be changed to a switch instead of a toggle, thus keeping the camera centered without needing to hold it down...
/PS.: Sry, forgotten to mention u should do it with a 640x480 resolution
Are you saying you play on that resolution?
XxDangerxX
9 Jul 2007, 02:38
Wait. I'll go get coffee.
Are you saying that we're gonna get the Fiddler-like hosting very soon? If not, please post an informative reply instead of being a smart ****
The same thing we've been doing since the game release.
Which is?...
the home key could be changed to a switch instead of a toggle, thus keeping the camera centered without needing to hold it down...
But then the players who are in the habit of pressing home as a once-off function will become surprised and their turn will be disrupted.
What DC/CS should do is lock the view on the worm when you hold down home for 1 second. Or even half a second. And also produce a beep when it happens. I'm imagining the beep when you select a weapon...
or have a quick message appear just like when you get a crate.
fiddler support most likely wont be till W:A v4.0 is made or thats what i understand of it.
You should first play a map where u only have to Scroll, without any markings... Then rope with the maximum speed and then tell me how u plan ahead without losing ur speed after half of the way. Its just problem of view and i dont see a problem to do a Key for locking the view on the worm :rolleyes: (centered)
/PS.: Sry, forgotten to mention u should do it with a 640x480 resolution ;)
I should? What do you mean? I don't get it... Are you implying I wouldn't be able to do it?
Which is?...
Nothing.
Metal Alex
9 Jul 2007, 16:07
Are you saying that we're gonna get the Fiddler-like hosting very soon? If not, please post an informative reply instead of being a smart ****
I wasn't being a smart lower-torso-part, my answer was "wait", and I can't remember why I said "I'll go get coffee".
BUT, what I meant is not in a looooong time, or ask CiberShadow for the ssame answer.
XxDangerxX
10 Jul 2007, 02:10
Don't worry, I know it won't be out for a long time. In all my time lurking around over the last couple of years I've seen so many newbies ask the same question and receive the same answer.
It just sounded like you said "I'll go get coffee and by the time I'm back at my seat, Fiddling will be released".
Also, I've noticed that so far no-one's said "Hey Danger's back! we haven't seen him in ages! Welcome back Danger!" :rolleyes:
[UFP]Ghost
10 Jul 2007, 02:53
Hey Danger's back! we haven't seen him in ages! Welcome back Danger!
XxDangerxX
10 Jul 2007, 04:05
ROFL!!! :cool:
Hakfinn
10 Jul 2007, 11:44
If you will minimize in a host game you can't light on later. I don't know, maybe this problem was discussed before. :confused:
If you will minimize in a host game you can't light on later. I don't know, maybe this problem was discussed before. :confused:
http://forum.team17.co.uk/showpost.php?p=588280&postcount=82
PsychoFrea
10 Jul 2007, 15:41
Why are so many players allowed to join the game even though the amount of teams available is less?
Why are so many players allowed to join the game even though the amount of teams available is less?
There is one extra slot for spectators.
HariSeldon
10 Jul 2007, 22:33
Wow! I can't wait to try the new features out.
another bug, after minimizing:
http://img167.imageshack.us/img167/6263/immaginemw7.th.jpg (http://img167.imageshack.us/my.php?image=immaginemw7.jpg)
edit: damn i rebooted, some icons are persistently gone!
hey pisto, that looks like what i get sometimes, it might already be fixed in the next build.
It could work with shift + home to permanently lock the camera on a worm.
pisto, in regards to your edit, search for a IconCache.db file and delete it then reboot, this will fix your corrupt icons in most cases.
pisto, in regards to your edit, search for a IconCache.db file and delete it then reboot, this will fix your corrupt icons in most cases.
it works thank you
And the flag of Colombia? we're many players in this country :-P
Oh, I forgot it: WWP will have this updates too?
Hakfinn
11 Jul 2007, 22:58
Oh, I forgot it: WWP will have this updates too?
I don't think so. If you wanna all this features - choose W:A. :)
wwp will most likely have everything, tho it will be some time before wwp and W:A merge.
It could work with shift + home to permanently lock the camera on a worm.
Exactly what I was thinking.
Luckore
12 Jul 2007, 12:28
i didnt read the whole topic but i'd suggest an overviewmap for bigmaps. It would be nice if a small map appeared by using a key, where u can see where u are.
i didnt read the whole topic but i'd suggest an overviewmap for bigmaps. It would be nice if a small map appeared by using a key, where u can see where u are.
RTFM, or, in this case, RTFREADME, it tells you yo use the home key for this.
adamantium
12 Jul 2007, 16:24
Hey Cyber, worms has been crashing on me a lot lately. I'm using the "crash on exit" wormkit module you sent me. I can send you the errorlog.txt in case you wanna see it.
CyberShadow
12 Jul 2007, 16:33
LMAO... well, the whole point of that module is to make W:A crash when it tries to peacefully exit! I gave you that module for a purpose - and that was to find out why W:A won't start up - but not anything beyond that!
XxDangerxX
13 Jul 2007, 02:07
RTFM, or, in this case, RTFREADME, it tells you yo use the home key for this.
yakuza, I don't think that's what he was talking about. I think he meant to zoom out so you can really see where you are. Notice he said a SMALL map would appear by using a key.
AFAIK the home key only centres the view on the worm without any zooming...
In the future, please fully read a post before posting acronyms with implied expletives. Thank you.
RTFM, or, in this case, RTFREADME, it tells you yo use the home key for this.
home key when held down locks the camera on the current worm, this does not generate a map of any kind.
yakuza, I don't think that's what he was talking about. I think he meant to zoom out so you can really see where you are. Notice he said a SMALL map would appear by using a key.
AFAIK the home key only centres the view on the worm without any zooming...
In the future, please fully read a post before posting acronyms with implied expletives. Thank you.
My interpretation might be wrong in relation to what he really meant, but it was right in relation to what he said. So I can't be blamed for this, the home key will tell you were you are:
where u can see where u are.
He asked for a minimap to see were he is, pressing the home key will show him were he is. He didn't ask for a minimap to see the distance between his worm and X, he didn't ask for a minimap to see the whole picture and use it to think of a strategy, he didn't ask for a minimap to be able to measure a shot in bng, he asked for a mini map to see were he was, and the home key serves this purpose.
In the future please don't assume things.
yes but the home key shows no minimap :)
i think it would be a bit difficult implement, by why not a p2p transfert of big maps, like ed2k network? so the upload bandwith of all client (except when there are 2 behind a nat) can be used
steviez
13 Jul 2007, 16:05
Is there still no progress with the ability to choose which keys to be able to use in game?
I always figured the input for the game had to be one of the highest priority? A great deal of people are still having to remap their keyboards manually, thus having their entire windows experience affected by the new keys layout. Surely this can be taken care off before novelty features?
Note: I think the main priority for this is movement, Action, and Jump keys. The function keys can be dealt with another time, as I am sure different people want different things in that regard, such as separating each weapon to a different button (f1 for rope f2 for chute etc), so this debate can be left for later, but the fundamental movement and action keys can perhaps be dealt with first?
you can still upload data if your behind a NAT, it all depends on how it works, bitcomet works fine bhind a nat, tho your download speed suffers.
you can still upload data if your behind a NAT, it all depends on how it works, bitcomet works fine bhind a nat, tho your download speed suffers.
but the connection must be started by the computer behind the nat, and the other host must be public accessible.
you can receive on port 80 and send on port 17011 if need be. or must you receive on the same port the data is sent on?
you can receive on port 80 and send on port 17011 if need be. or must you receive on the same port the data is sent on?
well, i dont understand what you mean, maybe you dont catch the problem: if a host tries to estabilish a connection with another host behind a nat, the first host contact the router that keeps hidden the second host. the router doesnt have a entry in the table that tells the association between external host ip/port-internal host ip/port (that is, where to router that packet), so it drops the packet. such entry can be created only with an explicit forwarding of a port/ip, or if a host in the lan tries to connect an external host. that's why lots of wormers cant host, and why two lowid client (i'm talking about emule) cant connect togheter etc..
adamantium
14 Jul 2007, 17:39
LMAO... well, the whole point of that module is to make W:A crash when it tries to peacefully exit! I gave you that module for a purpose - and that was to find out why W:A won't start up - but not anything beyond that!
Oh! Pffft! :rolleyes: Sorry! Apparently, I'm a moron, cuz I thought that was a fix for a crash on exit. LOL! I'll take that out now!
Is there still no progress with the ability to choose which keys to be able to use in game?
I always figured the input for the game had to be one of the highest priority? A great deal of people are still having to remap their keyboards manually, thus having their entire windows experience affected by the new keys layout. Surely this can be taken care off before novelty features?
Note: I think the main priority for this is movement, Action, and Jump keys. The function keys can be dealt with another time, as I am sure different people want different things in that regard, such as separating each weapon to a different button (f1 for rope f2 for chute etc), so this debate can be left for later, but the fundamental movement and action keys can perhaps be dealt with first?
What's wrong with the default way the keys are mapped? What about those who consider using anything else cheating? Don't forget this is an old game we're dealing with. A lot of people got used to the way things are over the years, so when adding features there are a few extra things to watch out for. Like not stepping on loyal fans' toes, heh.
Same goes for the mini map, actually. What implementing it would do is further disadvantage people playing the game on smaller screens and perhaps open new cheating possibilities. I don't think I'd be comfortable with such a large change myself. At least not if there are simpler and less invasive ways of reaching the same goal. A scheme option that displays coloured arrows pointing to all the crates on the map, perhaps. White for health crates, red for weapon crates, blue for utilities.
What's wrong with the default way the keys are mapped? What about those who consider using anything else cheating?
Well I think the reason some people consider using external tools to remap your keys cheating is because in fact, you are using external tools.
If it would be a feature of the game to remap keys, I don't think anyone would have a problem with it.
A lot of people got used to the way things are over the years
But you shouldn't forget there are also lots of people who use external tools to remap their keys. Some people have to remap them and others just don't like the way the keys are mapped.
If someone asks for a keychanger in a public forum like this or the FB forums, there will be someone who gives out a link to it. Using google to find one isn't that hard either.
I also don't see how this feature could harm someone, it is to making life (actually playing W:A) more comfortable.
Imo the actual question should be: How far should remapping be possible, if it would be a feature?
I'll give some examples:
Remapping Level 1) You can remap funktional keys, e.g. the keys for opening chat, locking the camera, taking screenshots...
Remapping Level 2) The funktional keys + only Space? Or maybe Space + Enter + SHIFT + Backspace?
Remapping Level 3) You can remap every key WA uses, including the numberic keys (for selecting nade fuse, numbers of cows etc.) and the F-keys
Remapping Level 4) You can also specify keys for a weapon, e.g. 'b' for bazooka and 'm' for a mine.
Remapping Level 5) Combo scripting... some examples:
You press 'x' and WA will automatically select the rope, fire it and then select the chute. When you press 'c' you make two jumps in a row. Or (taking this more far) you could bind let's say 'v' to a series of some arrow presses, that in the game will excecute as flipwalking for 100px.
In my opinion 4 and 5 would go (a lot) too far, maybe it should be somewhere between 2 and 3.
well, i dont understand what you mean, maybe you dont catch the problem: if a host tries to estabilish a connection with another host behind a nat, the first host contact the router that keeps hidden the second host. the router doesnt have a entry in the table that tells the association between external host ip/port-internal host ip/port (that is, where to router that packet), so it drops the packet. such entry can be created only with an explicit forwarding of a port/ip, or if a host in the lan tries to connect an external host. that's why lots of wormers cant host, and why two lowid client (i'm talking about emule) cant connect togheter etc..
dont worry, i want thinking as much as i normally do, when i posted that.
steviez
16 Jul 2007, 10:16
A lot of people got used to the way things are over the years
Right...couldn't you say that about pretty much every new feature since the deadcode betas started coming out?
Besides it's not like a substantial portion of users already remap their entire keyboards just for this game. Hell, you can even download stuff to allow you to rope with a gamepad.
What about roping with the indian rope trick? What if someone decided to incorporate this into their roping method indefinitely, having to alternate between keys that aren't exactly next to each other, how much easier would it be to have the second rope as alt, next to the spacebar?
Also I think it is extremely bad to assume all players are as 100% able as you are. What about people that have disabilities?
Same goes for the mini map, actually
Well what if the minimap was only enabled for the new big maps? I'd actually prefer if it didn't leak onto normal sized maps. Trying to rope in a giant rr when you have no idea what the hell is above you because the map designer put the exits in random weird places. I also think any indication of crates is a totally wrong move. The user should see where the crate fell then work out how to get there when it is his turn.
Right...couldn't you say that about pretty much every new feature since the deadcode betas started coming out?
Big fat no, in fact, Cyber and DC are pretty limited as far as adding new stuff goes, team17 don't want their game changed, they only accept enchancing, even though the line between changing and enhancing might be thin and confusing at times, I'd say they did a pretty good job mantaining the spirit and gameplay that worms has had since it's launch.
Your examples come from the test stuff and shouldn't be taken into account.
Your examples come from the test stuff and shouldn't be taken into account.
I very much agree with that. Those versions are called as they are for a reason and I would hate their features polluting the standard schemes more than you can possibly hate a mini map on levels of default proportions.
The fact people have to either use a slightly inconvenient key or remap their keyboard is a neat filter from exactly that happening for the time being. Enter for shooting the secondary rope is the only key that makes sense for the job, though, as far as consistency and logic go. It isn't my call whether it stays that way or not, but I am allowed to like it the way it is now, right? And it's not like I just disregard all counterarguments either.
About people with disabilities [Hi, lefties!], Deadcode and CyberShadow have both shown great initiative to improve the game in that regard. You'll notice WA, when fully updated, comes with secondary team colours and a larger font. That happened as a result of people contacting them and explaining the game's shortcomings to the two from their point of view. I don't doubt they'll be prepared to listen to anyone having problems controlling the game and suggest or implement ways around them, but I simply don't think they should go all the way and make the game easier for everyone because of people with disabilities. There are always compromise solutions, I'm sure you can see where I'm coming from on this.
iirc, the secondary team colours was added because deadcode himself suffers from a illness.
iirc, the secondary team colours was added because deadcode himself suffers from a illness.
Sounds about right.
Hey... I had an idea, Im not sure if its possible coz I have no idea about coding tbh... but just throwin an idea:
New update could include an option that load disconnected game. I mean, same players join host, gives same teams and the game is loaded from the middle where it crashed, dunno from replay (loaded) or such... I think replay is just recorded screens and it wont work like that, but if it was possible it woulda b awesome. :> And dont call me crazy moron xlo ftw, just thinkinh around. ;P
already suggested xlo :) its a good idea too.
I think everything I'm about to say is right, but please correct me if I'm wrong.
Replays do recreate the game as they play through, because of this there is a private tool (or something like that) which can jump in and return control of the game to a user, I beleive Deadcode and perhaps one or two others have exclusive access to this for the purpose of creating tool assisted replays to demonstrate the possibilities. With all of this in mind, the idea of loading games from replays does seem possible, but might take a lot of effort to be stable enough for public release, that's if they even trust the public with something as powerful as this.
That's how replays and the tool-assisted version work indeed, Hurrell.
The only difference is that TA only does this offline and the amount of code needed to make it work online could be significant and quite different to what there already is. But yes, this has been discussed at length before and it was decided it would make it in at one point. As a league admin, that makes me a happy panda.
PsychoFrea
18 Jul 2007, 18:52
Please make it a main priority to fix the minimised sound bug. IT'S GOD DAMN ANNOYING!
define the bug psychofrea, i reckon no sounds should be heard while the game is minimized, but i hear that you ARE meant to hear sounds while minimized.
XxDangerxX
19 Jul 2007, 04:52
Yes, when I'm minimized, I hear a hell of a lot of wormlanding.wav and nothing else. Is it supposed to play all sounds ingame and just plays wormlanding.wav whenever any other sound is supposed to play or does it just play wormlanding.wav randomly?
it plays whatever was being played at the time of minimizing.
PsychoFrea
19 Jul 2007, 09:32
It keeps playing the sound of a worm hitting a wall while roping even when nobody is roping or it's the end of a turn.
It does my head in.
thats if batty ropes or teststuff is enabled and a worm is hanging against a wall.
WA crashes as soon as I start a game. I have used WormKit with wkCrashOnExit.dll. The resulting ERRORLOG.TXT and CRASH.DMP files are attached to message.
EDIT 1:
I tried to play a mission and got the same result--WA crashes. However, I received the following message before WA attempted to load the mission and crashed:
"The Mission Found is not the save as the mission set"
I believe there is a typo in the message string (should be SAME instead of SAVE)
EDIT 2:
I suspect that my original WA CD is damaged and the crash is a direct result of the game trying to read some data of the damaged CD.
EDIT 3:
I noticed that, even with the AntiFlicker workaround, the front-end flickers. I believe that this is due to the game refresh-rate. Is there a way to manually specify the refresh rate?
steviez
22 Jul 2007, 13:40
Bid, try creating an iso image from the disc, see if it has problems with any of the sectors.
Also it's generally better to run from disk, it minimizes read errors from scratches and dirt, plus it's faster.
Bid, try creating an iso image from the disc, see if it has problems with any of the sectors.
Also it's generally better to run from disk, it minimizes read errors from scratches and dirt, plus it's faster.
I will try creating an ISO from disk and let you know the results.
There is, however, no way to run from disk because of the CD-CHECK. I have a full install of the game but it still reads data off the CD.
If you make an ISO successfully you can just mount that in some emulation software and then it works the same way as running from an actual CD. (The added benefit of not having to put the actual disc in every time).
thats because everything isnt installed, there is NO full install.
as mentioned making a virtual CD drive and mounting a image on it will fool the game as well as most games into thinking its a real drive.
XxDangerxX
23 Jul 2007, 02:56
I recommend DaemonTools.
Don't use AlcoholSoft ware. It sucks. I mean, it's really good but you gotta pay after 40(?) days, and it's a nuisance to keep setting the date back to be able to use it.
or use the completely free alcohol 52% which is only for virtual drives and not burning discs.
Bid, try creating an iso image from the disc, see if it has problems with any of the sectors.
Also it's generally better to run from disk, it minimizes read errors from scratches and dirt, plus it's faster.
Yes, the disk is damaged. I fail to understand why WA still has copy protection. It's not like T17 is still making money off WA: It's just a bunch of die-hard fans that still play the game.
why do you think team17 have a online store? for laughs? no, its for people to buy the game so team17 make money.
And it's not copy protection either, it just needs the disc in the drive so it can load files from it during gameplay, which includes streaming the background music.
there is copy protection.
there is copy protection.
Indeed.
That's why I made my disk images with Clone CD, which can copy WA's outdated protection easily.
Besides that, Daemon Tools can emulate a wide range of copy protection systems too.
yep, i would hazard a guess at MOST of the cd images out on the net being made with vastly inferior programs that failed at copying the disc properly.
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