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CyberShadow
28 Jul 2008, 14:26
Download Page (http://wa.team17.com/main.html?page=supp&area=upda&file=15)

MD5sums:
f18207ae453b83a327eb2d3e6aa24cb9 *WA_update-3.6.29.0_Beta_Installer.exe

Fixes
In Windows Vista, if the game was minimised in the front-end, attempting to restore it would result in a non-functional black screen. Restoring the game now works, but may be complemented by a corrupted colour palette; minimizing and restoring it again usually fixes the problem.
Pressing the Apps (context menu) button while a text edit field is focused no longer brings up the Windows context menu (which was non-functional and appeared discoloured).
In a combo/listbox (e.g. Levels, Schemes) with too few entries to allow scrolling, moving the mouse wheel down would clear the entire list (whereas moving it up would make the list reappear). Now the mouse wheel does nothing in this case.
If the game resolution has been set to a value that the current display driver does not support, in the Options screen it was supposed to revert to 640?480; it did so, but still displayed "Custom Resolution" in the button. Now, it reverts to the highest available legacy resolution (1024?768, 800?600 or 640?480), and the button is synchronised with the reverted resolution.
The Language and Resolution list boxes in the Options menu were disabled if there were no teams present (i.e., if the WG.WGT file was missing or empty).
If the font "Small Fonts" didn't match the size of the standard English version, W:A would crash when opening the Host/Join screen, and would display the Weapon Options screen incorrectly (widely spaced, with many of the buttons off-screen).
After a Quick CPU game, in-game options such as volume and detail level were not being saved.
The Map Editor's Import function (which is mostly obsolete) is supposed to show an empty black map while prompting the user whether to Shrink or Crop a bitmap larger than 1920?696, but if Placement Holes had been enabled in the previously loaded map, that map would continue to be displayed. It was also possible for the Import function to crash under certain circumstances.
Upon exiting the Map Editor, it would sometimes falsely claim that the map had too many colours (more than 113) and needed to be dithered.
W:A would crash if a player tried to join WormNET if someone else was connected with the same nickname.
WormNET lobby (IRC)
After W:A was minimised while in the WormNET lobby (especially after a long time), it would often crash upon being restored.
Due to a parsing bug, occasionally random pieces from the user list (and potentially other text from the server) would be printed out of context in lime green. In some cases, the same piece would be printed repeatedly.
Entering a very long line reportedly caused a local crash for some users. We were unable to reproduce this bug, but assuming it is related to the crash in the host/join chat that was fixed in v3.6.28.0 (with a crash-inducing line length of >=256 chars), it has now been fixed.
In WormNET, if a game was hosted with exactly the same name as another game, only one of them would be listed. The one listed would not necessarily be the same as the one joined by double-clicking.
If someone attempted to join a game that was already full, the connection would time out; W:A would also stop accepting connection for that game, making it unjoinable (even if someone left or was booted, making room for new players).
The emulation message for a test version recommended downloading the latest version of W:A from http://wa.team17.com, even if the test version in question was based on the latest game logic version.
In the Host/Join screen, if the host changed the map while a client was minimised, that client would not be able to light up. (This bug happened consistently on some systems, and not at all on others.)
The Host/Join screen for a client in a network game now centers the name of an intrinsic map under the picture of the map, rather than left-justifying it.
On some systems, a network game started with an intrinsic map (Cars, Polar, etc.) would pop up an "The parameter is incorrect" message and desynchronise.
Some improved or missing Spanish translations were contributed by OutofOrder.
In Spanish language mode, the in-game comment for 14+ kills had "LANG_NUMBER" printed inside it instead of the number of kills.
The game used nearly 100% CPU during online play and offline playback (this was linked to the rendering of the chat panel, even when it was hidden).
When the game was minimised, sounds from in-game would sometimes play at 100% volume.
The sounds "Perfect", "Amazing", "Excellent" and "Brilliant" were being played inappropriately. Due to a bug, they were never being played as they were intended to - but enabling the "correct" functionality caused them to be played after every turn where the total damage dealt from an exploding projectile was greater than 50% of the maximum damage possible from such an explosion, thus altering the gameplay too much. They have been currently completely disabled.
In a game where the local player had more than one team of the same colour, if the weapon panel was opened when it was not the local player's turn, and kept open, the panel would become "stuck" during the local player's turns (of any of its teams except the first of that colour), and attempts to access the panel would result in a second, glitchy panel appearing. (The "stuck" panel could only be closed when it was not the local player's turn, or automatically at the beginning of the local player's first team's turn.)
When opened at certain times in team games, the weapon panel wasn't being redrawn.
The "Tools" terrain will now appear with a correct background.
In playback of recorded game files, custom soundbanks were being ignored and replaced with the default soundbank.
The "ally group / team color" field was unchecked when loading a WAgame replay file. Playing back replays with hacked team color fields could result in crashes and strange or unpredictable behavior. W:A now refuses to play back a WAgame file with out of range team color values. Range checking has also been added to the "online player slot / CPU intelligence" field.
Replays of "online" games that were actually played offline would play back with checksum errors.
In an Exported Log, the total turn times included turn time used during Worm placement. (This did not always make a difference, because the 10 seconds of "turn time" during placement are preceded by Hot Seat time). Also, 0.02 sec was being added to the total retreat time for each worm placed.
Crashes
W:A would sometimes crash due to the front end receiving focus while a game was in progress. This bug was quite rare, but on the systems on which it occurred, it did so regularly.
For some users, W:A crashed upon starting a game (during the piechart loading stage).
With ambient music enabled, W:A would sometimes crash upon starting a game (after the piechart loading stage had finished).
Having a 24-bit bitmap image in the "User\Flags" or "User\Graves" folder will no longer crash the game.
A Wine compatibility change has been introduced, which works around a crash with some Wine configurations.
If W:A fails to initialize the video mode, it will display an error message instead of crashing.
W:A now works on some virtual machines without requiring additional guest-side software (e.g. Guest Additions for VirtualBox).
TestStuff
Girder Radius Assist was meant to be enabled, but was not. This feature will be delayed until it is added to the scheme format or TestStuff6.
There was a bug in skipwalking facilitation. If a player held Up or Down while walking and then shot the Ninja Rope (while continuing to hold the Left/Right and Up/Down arrow keys), the rope would not extend or retract until Left/Right had been released.
Fixes affecting game logic
If a roping Worm was damaged or skimmed water exactly at the same moment as its rope attached, and if its vertical velocity component did not exceed a certain speed, the rope would successfully attach (whereas in other circumstances the damage or skim would destroy the Worm's rope and result in a loss of control).
It was possible to continue roping after a skim. (This kind of skim is revealed by the sound effect and slight loss of speed.) This ability has been preserved.
With the "invincible Worms" option enabled, it was possible to survive a explosion and continue roping. This glitch has been fixed.
With BattyRope enabled, if a Worm was fatally damaged at the same moment as its rope attached, it would cause the game to fall into an endless loop; the Worm would continue hanging from the rope with zero health, and the next turn would never begin.
With Stockpiling or Anti-Stockpiling enabled, it was possible for two types of "invalid" weapons to appear during a Crate Shower: Strikes (in a Cavern landscape), and superweapons (with superweapons disabled in the scheme). This bug was introduced in v3.6.25.1.
When "Draw Round" was activated in an offline game before all worms had been placed, stockpiling carried across an additional 1? Teleport for the team that was active when "Draw Round" was activated. This only applied to schemes with manual placement and either stockpiling or anti-stockpiling.
When landing from the Jetpack, the worm's sprite was not being updated to reflect the land slope it landed on.
If a worm has been poisoned during the turn directly before Sudden Death and the Sudden Death action was set to be a nuclear explosion, the nuclear explosion poison was not being added to that worm's poisoned status.

CyberShadow
28 Jul 2008, 14:26
Features

The game has been fully translated to Russian, thanks to Mr.X's effort. W:A uses a custom encoding for Cyrillic characters - characters that do not have visually identical latin characters were placed in the unused code points.
In-game sound effects are now played in stereo. Stereo effects can be disabled or reversed using the StereoEffects_Disabled.reg and StereoEffects_Reversed.reg registry tweaks respectively. The intensity of the stereo effects can be adjusted by tweaking the StereoFactor value in W:A's registry options - higher values augment the stereo effects, lower values attenuate them, negative values reverse the channels; 65536 (0x10000 in hexadecimal) is the default.
A /quiet (or /q) command-line option has been added to facilitate processes such as batch replay log extraction. This option suppresses various message boxes and progress windows, and disables bringing console windows to the foreground.
If you have achieved 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.) [This feature was meant to be included in v3.6.28.0, but was accidentally disabled.]
The Scheme combo box now allows you to navigate to subfolders under the User\Schemes folder.
The 13 intrinsic schemes (Intermediate, Pro, Blast Zone, etc.) have corresponding scheme filenames beginning with "{{nn}}". These are "fake" scheme files; they are placeholders for the intrinsic schemes. In the combo box the "{{nn}}" will not be displayed, and the intrinsic schemes' names inside "[ ]" brackets will be substituted for the filenames; you may move these placeholder files to whichever folder you want underneath User\Schemes. If these files are deleted or moved outside the User\Schemes folder, they will be recreated by W:A on start-up.
The Scheme and Map combo boxes now automatically refresh every time they are opened. This allows adding and selecting a new scheme or map file to the folder without having to navigate to a different folder or re-open the current screen.
W:A will now attempt to automatically forward the port used for hosting using UPnP when hosting WormNET and Direct IP games. A supported operating system and configured UPnP-compliant routing device are required for this to succeed. This behaviour can be disabled in the network options dialog.
The player list in the WormNET IRC lobby has been made taller.
Players in the WormNET IRC lobby are now sorted alphabetically.
A "Snooper" pseudo-rank has been added for WormNET. Snooper users will be displayed at the bottom of the user list.
Flags have been added for Colombia, Ecuador, Uruguay and Venezuela.
In the Host screen, entering the command "/u" or "/url" will now copy a wa://address-of-host URL into the clipboard. Additional parameters are automatically included if necessary, including Game ID, Scheme, and Password. Other players will be able to join your game directly by clicking this pasted URL, even if you hosted from WormNET.
Network games are automatically reopened in-between matches. It is possible to join a WormNET game using the URL given by the /url command, provided that the game's state is on the game options screen.
It is now possible to play a match which lasts exactly one round, even in the event of a draw.
"Random worm order" can now be selected using the "Worm select" option. Enabling this mode will cause worms to be selected in a random order.
It is now possible to specify the amount of Jetpack fuel, however currently this can only be done using external scheme editors. The Jetpack "power" setting must be set to 5 + the desired amount of fuel. A setting of 5 (0 fuel) means infinite fuel.
Holding Shift while activating the camera Scroll Lock function will cause it not to be deactivated at the beginning of your next turn.
Holding Control while activating the camera Scroll Lock function will make mouse movement not move the game camera, unless the left mouse button is held down.
The phone icon will now no longer block the off-screen pointer of a Super/Aqua Sheep.
Pressing the R key to restart playback of a recorded game will no longer incur a delay for reloading the terrain, provided there have been no terrain changes (explosions, girders, etc.)
It is now possible to use the "chat" in offline games. While the chat bar is pulled down, the game will be paused. All messages typed will be displayed and recorded in the .WAgame file as "anonymous" messages.
Added a new section to the ReadMe enumerating important additions in the Beta versions - 2.0 Supplementary Beta Documentation.
Changes affecting game logic
The contents of crates is now determined when the crate is picked up or destroyed, rather when the crate is created. This prevents "crate spy" cheats, making it nearly impossible to predict the contents of a crate in an online game.
Similarly, when the scheme setting for mine fuse is set to "random", the fuse of pre-placed mines is determined when the mine is triggered.
Laser Sight can no longer be locally enabled using a memory editor without causing a desync.
Note: like all game logic changes, these changes only affect the latest logic version, and will not function when emulating previous versions, including TestStuff versions. If you would like to exclude the possibility of cheats for earlier W:A versions, make sure the game is not emulating an older logic version.
When a Worm is activating Armageddon from Rope, Bungee, Jetpack, etc. the camera will no longer focus on the center of the map.
Export Log additions
Turn endings are now logged, along with the turn time and retreat time used during that turn.
The amount of damage dealt to teams in every turn is now logged.
In the player team list, CPU teams are now identified, including skill level. Since CPU skill level can be "fractional" in Missions, it is expressed with two decimal places, e.g. "[CPU 5.00]".
Used Jet Pack fuel is now logged. This is tailored to TCB (The Challenge Base) Jet Pack challenges, and is designed to replace manual counting of used fuel; it is rounded to the nearest integer fuel unit in the same way. The total fuel is reported at the end, but this total is reset every time Teleport is used (it is assumed that this is a teleport back to the start). If a weapon is fired from the Jet Pack, it is assumed that 30 units of fuel were used (this is tailored to challenge #60 - Fly For Punctuation); the actual fuel used before the retreat is noted in parentheses, but 30 is added to the total.
Automatic Parachute activation is now logged.

CyberShadow
28 Jul 2008, 14:26
You may be wondering where Deadcode is and why I'm the one posting the announcement this year. Well, for one thing he's celebrating his birthday! Happy Birthday, David!

This Beta is mostly a bugfix release, but there are some new features to keep you busy. There's also a bunch of changes to counter the recent emergence of various cheating utilities out there (luckily, none have leaked out into the wild).

Enjoy :)

Devoluti0n
28 Jul 2008, 14:52
Happy birthday David !!! ;) :cool:

Thx a lot for this new patch! You and all the alpha tester team are great !
I was thinking w:a were slowly dying and I'm happy to see that I was wrong !!


This Beta is mostly a bugfix release.


And that's a good thing ! now there is just this rope collision's mask which has to be made correctly and it's gonna be close to be perfect.

There's also a bunch of changes to counter the recent emergence of various cheating utilities out there (luckily, none have leaked out into the wild).


There is nothing to do with luck here. If theses kind of cheats have been made, it was to increase our self hacking skill and nothing more (we don't even use them in game) ;).
We know that this is enough to ruin a lot of online game and that's why it's never gonna be released. You probably know what I'm talking about, as you have accomplished this kind of work too, a long time ago before us ! :)


Enjoy :)


Thx again for all what you accomplish for us !
Peace, Alann.

MihaiS
28 Jul 2008, 14:59
Happy Birthday, David!



When the game was minimised, sounds from in-game would sometimes play at 100% volume.

Great! Decreased chances to being caught by our bosses. =D

X-Ray99
28 Jul 2008, 15:15
very good job guys
as I read trought the new and fixed features, I was wondering how many times I thought about these things =)
thank you all guys
and Happy Birthday dude!

adamrigdon
28 Jul 2008, 15:45
Great work guys. :)

adamrigdon
28 Jul 2008, 15:47
Happy Birthday, David!



Great! Decreased chances to being caught by our bosses. =D

Indeed! :cool:

MihaiS
28 Jul 2008, 16:12
Q: Does Wormkit work with the new release?

CyberShadow
28 Jul 2008, 16:14
WormKit works, but certain modules that are hard-coded to certain versions of the game, like wkMagic and wkRubberWorm, won't.

Chip
28 Jul 2008, 16:18
I looked at this thread and thought that it seems a little small - where had all those many pages of posts gone?

Then I realised, its a new update thread :D
Happy birthday Deadcode and great work to both of you. I like the sound of that random worm order but I have a question relating to that: Is it possible for the game to choose the same worm twise in a row?

Metal Alex
28 Jul 2008, 16:23
Wow, a new patch! I should reinstall the game now... Forgot to since my hard drive exploded :p

Anyways, wasn't there a spy crate utility? Will that still work? It's technically not a cheat...

for the game to choose the same worm twise in a row?

My guess is that the game thinks an order, and keeps it for the rest of the game, but a random order... like:

123412341234

could become

214321432143

oh, yeah, and happy birthday :D

MihaiS
28 Jul 2008, 16:28
Why does WA crash when launching WormKit.exe after having v3.6.28.0 replaced by v3.6.29.0?

Note: WA doesn't crash if launched using WA.exe v3.6.29.0
Do I have to remove wkMagic and wkRubberWorm in order to use the new release with Wormkit?

EDIT:
Okay! Got it! Problem solved. I just renamed wkRubberWorm.dll to something else and it crashes no more. Sorry. I could've also removed it, but I want to know the module there... =D

GREAT NEW FEATURES!

xGISxKuarK
28 Jul 2008, 16:28
Hi.

Great job to all developers and testers !!!

Where should we report bugs about this new version ?

GoDxWyvern
28 Jul 2008, 16:37
Why does WA crash when launching WormKit.exe after having v3.6.28.0 replaced by v3.6.29.0?

Note: WA doesn't crash if launched using WA.exe v3.6.29.0
Do I have to remove wkMagic and wkRubberWorm in order to use the new release with Wormkit?

WormKit works, but certain modules that are hard-coded to certain versions of the game, like wkMagic and wkRubberWorm, won't.

Also: Good job, both sirs, and happy birthday, one sir. :)

CyberShadow
28 Jul 2008, 16:41
I like the sound of that random worm order but I have a question relating to that: Is it possible for the game to choose the same worm twise in a row?

It's possible but very unlikely. The chance is about 1/n² instead of 1/n, except when n≤2.

Dario
28 Jul 2008, 16:43
Jetpack fuel -> I LOVE YOU
Names listed alphabetically -> I LOVE YOU EVEN MORE!

Happy birthday Mr.!!

Thanks so much again!

xGISxKuarK
28 Jul 2008, 16:50
Seems we report bugs here then.

I have a weird behaviour. My screen is 24" 16:10 wide TFT screen. Its native resolution is 1920x1200. In previous WA version, the resolution was not appearing in the custom resolution list so I had to enter it manually in HKEY_CURRENT_USER\Software\Team17SoftwareLTD\Worms Armageddon\Options. It was working fine.
Now, as soon as I enter the option menu of the game to set my audio parameter for example, it changes my screen resolution too!

My question is how could I prevent this as I don't want to open regedit everytime I change an audio param or create a new team ...

Many thanx for your kind answer.

CyberShadow
28 Jul 2008, 16:54
Seems we report bugs here then.

I have a weird behaviour. My screen is 24" 16:10 wide TFT screen. Its native resolution is 1920x1200. In previous WA version, the resolution was not appearing in the custom resolution list so I had to enter it manually in HKEY_CURRENT_USER\Software\Team17SoftwareLTD\Worms Armageddon\Options. It was working fine.
Now, as soon as I enter the option menu of the game to set my audio parameter for example, it changes my screen resolution too!

My question is how could I prevent this as I don't want to open regedit everytime I change an audio param or create a new team ...

Many thanx for your kind answer.
I'll look into this. For now, you can prevent the game from modifying registry options by modifying the key's permissions. There's a guide on how to do this (but for another key) here: http://worms.thecybershadow.net/misc/ ("Shell extension" page).

xGISxKuarK
28 Jul 2008, 16:57
I'll look into this. For now, you can prevent the game from modifying registry options by modifying the key's permissions. There's a guide on how to do this (but for another key) here: http://worms.thecybershadow.net/misc/ ("Shell extension" page).

Thanx. That was what I was considering to prevent it.

Dario
28 Jul 2008, 17:39
"It is now possible to specify the amount of Jetpack fuel, however currently this can only be done using external scheme editors. The Jetpack "power" setting must be set to 5 + the desired amount of fuel. A setting of 5 (0 fuel) means infinite fuel."

At least here with etho's editor v2.05 setting the power at 5 gives you 30 fuel, while setting it at 6 gives you infinite fuel (the counter starts at 0 and increases as fuel is used).

Another old thing, most likely because of my OS than because of worms:
When watching replays, sometimes the icons of my desktop will be re-organized as if I had set the desktop resolution to 640x480 and then back to a higher one.

Besides that: finally the distinction between the verb "host" and the noun "host" were corrected in the spanish translation :), and other details (thanks autito!!).

CyberShadow
28 Jul 2008, 18:10
At least here with etho's editor v2.05 setting the power at 5 gives you 30 fuel, while setting it at 6 gives you infinite fuel (the counter starts at 0 and increases as fuel is used).
Etho's editor shows the value in "stars" as they would appear in the game's front-end. The ReadMe specifies the raw values as they appear in the file.
When watching replays, sometimes the icons of my desktop will be re-organized as if I had set the desktop resolution to 640x480 and then back to a higher one.
I don't know what causes that. I'm not sure it can be fixed in W:A.

Melon
28 Jul 2008, 19:11
Another old thing, most likely because of my OS than because of worms:
When watching replays, sometimes the icons of my desktop will be re-organized as if I had set the desktop resolution to 640x480 and then back to a higher one.
As far as I'm aware, lots of other programs that go full screen and change the resolution of your monitor do this, at least they do to me. It really irritates me when games go full screen by default. I can understand why worms does and I can live with it, but games like TF2 that decide it's a good idea to do that when they're perfectly capable of running in a window need the developers to be smacked in the face. Other than that, I'm not sure what causes it. It doesn't seem to happen for some people.

Anyway, great job with the update. It's just a shame I can't play it anymore :(

Paul.Power
28 Jul 2008, 19:32
Happy birthday :)

I keep meaning to play some more WA... stuff like Team Fortress 2 and SSBB keep distracting me :p

GoDxWyvern
28 Jul 2008, 19:49
It really irritates me when games go full screen by default. I can understand why worms does and I can live with it, but games like TF2 that decide it's a good idea to do that when they're perfectly capable of running in a window need the developers to be smacked in the face.
Guess what, I hate it when games don't go into full screen by default. :p Games always need to fill the entire screen for me. So as you see, there are two sides to it!

Plainplane
28 Jul 2008, 19:54
Thanks for the update! :D

Morgoth
28 Jul 2008, 20:34
Thanks Cybershadow for your hard work .

Vandral
28 Jul 2008, 20:35
Great job, thanks guys :)

GreeN
28 Jul 2008, 20:39
Scheme and map list auto-refreshing, the new "/url" command, game re-opening, random worm order, editable Jetpack fuel, scroll lock functions (BnG has become even more beautiful), the fixed map loading (Whilst minimised) glitch, CPU usage fix, and the sound fixes.; These features have specifically and instantly heightened my feelings of adoration for this game! I am absolutely delighted at these, and all the other additions/fixes!

Very nice job, guys! This is a really nice update :D

Happy Birthday, DC!

balver
28 Jul 2008, 20:54
OK. There's Russian version. So straight to the point. How can I help with making Polish version come true? The only additional characters needed are: ĄąĆćĘꣳŃńÓ󌜯żŹź. It's much less than in Russian and Óó are already there. If any bmp fonts are needed I can provide them.

lookias
28 Jul 2008, 21:05
is this a bug?

Gnork
28 Jul 2008, 21:24
erm - I didn't bother to rtfm yet (sssooo much english and it's late)... but, I cant host via ProSnooper anymore? huh? :P


[22:21:04] [xDMxGnork] !host pro
[22:21:05] Join: Raditz.
[22:21:06] <- [HostingBuddy] Sorry, your game version is too old. You can download the latest version from http://wa.team17.com.
[22:21:07] [Kali] !host shopper
[22:21:07] [wall] im playing ur map xD
[22:21:08] Quit: greeny (Joined Game)
[22:21:09] Join: Nullum`sW.
[22:21:11] [xDMxGnork] mmk
[22:21:17] [xDMxGnork] why cant i host via prosnooper anymore?

yes, even after installing the update, same message :(

Bawb
28 Jul 2008, 21:39
Awesome work yet again, CyberShadow/Deadcode.

:D

CyberShadow
28 Jul 2008, 21:40
is this a bug?
Yeah. Happens quite randomly. Cause not yet determined (the only thing that changed is the message history's width).

KRD
28 Jul 2008, 21:55
Yippie!

Dario, Melon and anyone else having problems with applications messing with your desktop icons: http://www.midiox.com/html/desktop.htm

Not sure if I've linked you two before, but it never hurts to spread the word about a nifty utility like that. :o

GreeN
28 Jul 2008, 22:42
Nice find, KRD! My desktop is a huge unorganised mess, but I know many who will benefit from that tool :P

[UFP]Ghost
28 Jul 2008, 23:05
Good job, nice features.

Happy Birthday David. :D

Plasma
28 Jul 2008, 23:15
Good job, nice features.

Happy Birthday David. :D

Koen-ftw
28 Jul 2008, 23:26
Good job, nice features.

Happy Birthday David. :D

G-Lite
28 Jul 2008, 23:29
Good job, nice features.

Happy Birthday David. :D

NickyNick
28 Jul 2008, 23:31
Happy Birthday David. :D

Good job, nice features.

bonz
28 Jul 2008, 23:35
sometimes the icons of my desktop will be re-organized
Check out this neat trick (http://www.howtogeek.com/howto/windows-vista/save-and-restore-desktop-icon-layout-in-windows-vista/).
Never lose your icon order again.
Works on XP too.

Mablak
29 Jul 2008, 03:50
Great jawb, CS.

Features
The contents of crates is now determined when the crate is picked up or destroyed, rather when the crate is created. This prevents "crate spy" cheats, making it nearly impossible to predict the contents of a crate in an online game.


There's something that intrigues me here. When playing t17, there's at least one anomalous crate pattern that people have noticed for years, the tendency for banana bombs to more frequently appear within a few crates of each other than seems probable. So I wonder if this change might affect that in some way... do you know roughly how the random algorithm works for crates?

SgtFusion
29 Jul 2008, 08:13
Nice work, DC and CS!
By the way, I've noticed a few spelling/grammar mistakes in the ReadMe. They occur in three or four places:
It was possible for a Mission Attempts counter to overflow past 127 into negative numbers. If a mission was started with "negative" attempts, some objects such as crates would not appear, in some cases causing the mission to be subsequently unwinninable unless the counter was forced to increment up from -128 to zero.
Quick CPU games were recorded with the incorrect terrain, [missing "and"] therefore were nonsensical when played back.
In the Map Editor, clicking the Trash icon then exiting the editor would result in the wrong map being selected. This has been fixed; now you can easily use an entirely empty or entirely full map without having to restort to the kludge of toggling a pixel. (Note that unless you convert such a map to colour with Placement Holes disabled, it will not truly be entirely empty or full when played.)

Shirdel
29 Jul 2008, 09:10
http://forum.team17.co.uk/showthread.php?t=36816&page=1 Awesome! I was waiting for this to come so I can put all my random hysterias in one part! Thanks a million CS/DC! :D Oh, and happy late birthday Deady! :) Now, if you don't mind me, I'm gonna test out the new stuff with Franpa. Cya! ;)

SgtFusion
29 Jul 2008, 09:15
I just did some testing with SchemeEddy, and I found that the formula for setting the jetpack's fuel by changing the power is: desired fuel + not 5, but 6.

CyberShadow
29 Jul 2008, 12:11
When playing t17, there's at least one anomalous crate pattern that people have noticed for years, the tendency for banana bombs to more frequently appear within a few crates of each other than seems probable. So I wonder if this change might affect that in some way... The selection of crate contents uses the same random number generator as the rest of random game events. In either case, the selection algorithms weren't changed, it's just that they were deferred to when the crate is picked up or destroyed.
By the way, I've noticed a few spelling/grammar mistakes in the ReadMe.Thanks.
I just did some testing with SchemeEddy, and I found that the formula for setting the jetpack's fuel by changing the power is: desired fuel + not 5, but 6.See here (http://forum.team17.co.uk/showpost.php?p=662497&postcount=22).

CyberShadow
29 Jul 2008, 13:39
OK. There's Russian version. So straight to the point. How can I help with making Polish version come true? The only additional characters needed are: ĄąĆćĘꣳŃńŚśŻżŹź.
There are only 10 unused code points left :(
It's much less than in Russian
Yes, but Russian and other languages that use Cyrillic have considerably more speakers than Polish.

Diablo vt
29 Jul 2008, 15:28
Great job guys and it works on my Vista now! Happy late birthday David!

eddy2000
29 Jul 2008, 16:27
vn ...and ty.....;)

but ...why the wormkit with rubberworms not work?

Bawb
29 Jul 2008, 16:47
If crate contents aren't decided until collected/destroyed, how will the crate spy utility know?

Dario
29 Jul 2008, 17:18
Now that the language thing was brought up again:
If you added chinese and korean translations we could easily get +200 players :P

CyberShadow
29 Jul 2008, 17:33
but ...why the wormkit with rubberworms not work?
WormKit works, but certain modules that are hard-coded to certain versions of the game, like wkMagic and wkRubberWorm, won't.
If crate contents aren't decided until collected/destroyed, how will the crate spy utility know?If someone collects a Crate Spy utility, the crate contents are determined for everyone. That would mean that a cheater could see the contents of all crates once any team collects Crate Spy. It doesn't affect most schemes that rely on random crates (like Shopper and Team17), since they don't have Crate Spy in the scheme anyway :)
If you added chinese and korean translations we could easily get +200 players :PI wish we could do that, but there is a lot of stuff that needs to be rewritten before we can support languages with a wider character set.

robowurmz
29 Jul 2008, 17:59
Thanks guys!

Happy Birthday, David Deadcode!

SilPho
29 Jul 2008, 18:07
Ahhh, foldered schemes, brilliant! Thanks so much you guys!

Dario
29 Jul 2008, 19:52
Something that could be nice to have for schemes with long retreat time:
An option to make the retreat time countdown visible in-game (just like when watching a replay).

balver
29 Jul 2008, 20:13
There are only 10 unused code points left :(

OK. So for now W:A can be translated to Polish without our national characters (using for example "a" instead of "ą"). I'm sure people will be happy even with such translation (in history of IT industry there were many problems with encoding of our characters so many people even now don't use them in chats, e-mails, etc.). And when finally W:A 4.0 with unicode support will be released it will be easy to upgrade.
I still offer my help (when I'm not at work :D).

Yes, but Russian and other languages that use Cyrillic have considerably more speakers than Polish.

My random thoughts:
1. Yes, they have. Nevertheless Polish people are big part of W:A community and cannot be ignored.
2. We had Polish W:A version when it was 3.0, so it's hard to resign (maybe not so hard - the features of beta updates are worth the price :D)
3. As far as I know there are more Cyrillic characters than used in Russia. See here (http://en.wikipedia.org/wiki/Cyrillic_alphabet_variants). So W:A still can't be translated to many, other than Russian, languages with Cyrillic alphabet. Eh, you're probably well aware of that (better than me :D), since you're from Moldova.

And one important thing, that I forgot. Happy birthday Deadcode. I wish you regular payment from Team 17 ;)

Edit:
sample translation (http://balver.freehost.pl/wa.xml) - just for beginning

Kilobyte
29 Jul 2008, 23:24
Hi Cybershadow,

You said there could be errors with WormKit - I found some :) without WK it works fine.

I would like to use WK with "fileoverride" (for custom water) and "kick" modules. I tried on laptop, Windows XP with SP3, all fixes, newest WA patch. After some minutes when a game starts, WA crashes. I attached the files and two replays. I hope this will help you.

A suggestion: I would integrate all important function into WA from WK (such as kicking module, or the water modifier :)

Happy coding :cool:

Koen-ftw
30 Jul 2008, 00:20
A suggestion: I would integrate all important function into WA from WK (such as kicking module, or the water modifier :)

wkFileOverride should work with the latest beta, it should work regardless of what version you are using.
wKick is not supported by a big part of the community and this will definately NOT be added to a newer version of the game (thank god!).

CyberShadow
30 Jul 2008, 05:39
You said there could be errors with WormKitPlease take all problems with 3rd-party extensions to their respective authors. Note that in the case of WormKit modules, it's the author of the module (probably pisto (http://forum.team17.co.uk/member.php?u=43331)), not the author of WormKit (me)! If a problem manifests itself only with a certain WK module, the problem lies with that module. I hope I'm repeating this for the last time.
I still offer my helpAre you willing to translate about 200kb of text? (that's about 1/5 of a book)

balver
30 Jul 2008, 08:03
Are you willing to translate about 200kb of text? (that's about 1/5 of a book)

Yes. Little by little I could manage it.

Masol
30 Jul 2008, 10:52
Yes. Little by little I could manage it.

I wish to remind that almost all strings (with exception of added in betas) are already translated. WA.EXE with these strings is available to download: http://www.gram.pl/pliki_szczegoly.asp?id=925
The problem may be with copyrights to these translations, but it is official translation of WA, so maybe re-use them in update may be possible?

And one more thing - before 3.6.22.1, when new GFX.DIR was introduced, it was available to write ą, ć, ę, ł, ń, ś, ź and ż in chat during game. Also, before 3.6.29.0 after deleting Gfx0.dir and Gfx1.dir ability to write these characters was restored. But in 3.6.29.0 with deleted Gfx0.dir and Gfx1.dir when I try to write some Polish diacritics I get Cyrillic characters. :)

balver
30 Jul 2008, 15:14
I wish to remind that almost all strings (with exception of added in betas) are already translated. WA.EXE with these strings is available to download: http://www.gram.pl/pliki_szczegoly.asp?id=925
The problem may be with copyrights to these translations, but it is official translation of WA, so maybe re-use them in update may be possible?

I'm aware of that and I intended to reuse them.

CyberShadow
30 Jul 2008, 15:24
I'm aware of that and I intended to reuse them.
I don't think that's a good idea. By all accounts, those translations are the intellectual property of whoever translated them - and their owner is entitled to initiate legal action should we just "re-use" their work without authorization. For instance, there are two different publishers that translated W:A to Russian, however none of those translations were used - all strings were translated independently. Thus, you should either get permission from the authors of that translation to allow integration into W:A, or do the translation on your own.

balver
30 Jul 2008, 16:03
I don't think that's a good idea. By all accounts, those translations are the intellectual property of whoever translated them - and their owner is entitled to initiate legal action should we just "re-use" their work without authorization. For instance, there are two different publishers that translated W:A to Russian, however none of those translations were used - all strings were translated independently. Thus, you should either get permission from the authors of that translation to allow integration into W:A, or do the translation on your own.

I'll contact CD Projekt (owner of Polish translation) then.

Masol
30 Jul 2008, 23:00
I'll contact CD Projekt (owner of Polish translation) then.
Good luck. :)

[UFP]Ghost
31 Jul 2008, 00:47
Thar be a bug. If I play a game offline, when the game ends the scheme field says intermediate if i click play again. But it isn't set on that, it just says that. If i click play it's the old scheme.

SgtFusion
31 Jul 2008, 09:03
I found another spelling error:

If a worm has been poisoned during the turn directly before Sudden Death and the Sudden Death action was set to be a nuclear explosion, the nuclear explosion poison was not being added to that worm's poisoned status.

yakuza
31 Jul 2008, 09:17
I found another spelling error:

Care to explain? I don't understand it.

SgtFusion
31 Jul 2008, 09:47
If it's left as it is, it seems to change verb tense from present perfect to past. If you say "has" (or any present tense conjugation of "to have") before a verb in English, it implies that you're talking about the past in relation to the present. For the intended meaning, it should be "had" instead of "has". That would make it past perfect (past time in relation to another past time), which would be consistent with the rest of the sentence (past tense).
EDIT: In addition, the "being" in the "was not being added" should not be there.
EDIT2: In fact, the "was not being" should be "would not be".

robowurmz
31 Jul 2008, 10:25
If it's left as it is, it seems to change verb tense from present perfect to past. If you say "has" (or any present tense conjugation of "to have") before a verb in English, it implies that you're talking about the past in relation to the present. For the intended meaning, it should be "had" instead of "has". That would make it past perfect (past time in relation to another past time), which would be consistent with the rest of the sentence (past tense).
EDIT: In addition, the "being" in the "was not being added" should not be there.
EDIT2: In fact, the "was not being" should be "would not be".

Ding! Somebody's been paying attention! You get a star of approval from the Grammar-Nazis.

Metal Alex
31 Jul 2008, 11:10
Ghost;662754']Thar be a bug. If I play a game offline, when the game ends the scheme field says intermediate if i click play again. But it isn't set on that, it just says that. If i click play it's the old scheme.

Maybe the other guy used an older version...

franpa
31 Jul 2008, 12:24
he played OFFline.

Shtirlitz
31 Jul 2008, 13:52
More bugs added. Menu resolution problem still not fixed.

Metal Alex
31 Jul 2008, 14:11
he played OFFline.

whoops... D:

Meszka
31 Jul 2008, 15:14
I think there's an error in the feature list. You need to hold Shift AND Control while pressing Scroll Lock to block the camera (and least that's the way it works on my friend's computer and mine).

Nelson
31 Jul 2008, 16:36
Only works with STRG+SHIFT for me aswell...

Verisumi
31 Jul 2008, 18:50
Good work on the patch. Any word on when we'll get in-game kicking?

CyberShadow
31 Jul 2008, 19:16
I think there's an error in the feature list. You need to hold Shift AND Control while pressing Scroll Lock to block the camera (and least that's the way it works on my friend's computer and mine).

Only works with STRG+SHIFT for me aswell...

Looks like Ctrl+Scroll Lock is a reserved keyboard shortcut for PS/2 keyboards on some Windows versions.

MilesTP
31 Jul 2008, 23:20
Very nice job guys

BUT, I'm not very happy with 3.6.29.0 then I was with 3.6.28.0. First of all, WormKit (wkRubberWorm and wkFileOverride, to be more precise) doesn't works with this new version: the game crashes. Also, like WWP, I can't load more then the flag with the name CPUX.bmp. So if I've flags with names style "Sonic Battle.bmp" (my true flag now), I can't load it, because I can't see it into the list. And, the most bigger, when we play with Intermediate scheme, we can see some replays of our best moves. In 3.6.28.0, you press space, and you do a fast forward. In 3.6.29.0, when you press space, IT CRASHES! So, I don't know if it's my computer, or more people has those SAME bugs, but I hope some patches correcting that will come soon.

btw, nice one. The new "Snooper" ranking, the distanced sound, in different channels, are awesome. With 3.6.28.0, W:A menus were running with a pathetically frame rate (in my NVidia GeForce FX5200 128Mb AGP). Now, the menus are faster as my old graphic card (a Number9 16Mb AGP, the menus were super fast). Nice job, but still some things to do.

MilesTP

franpa
1 Aug 2008, 02:30
is this a bug?

occurs without the scroll bar too.

CyberShadow
1 Aug 2008, 15:19
First of all, WormKit (wkRubberWorm and wkFileOverride, to be more precise) doesn't works with this new version: the game crashes.
I doubt wkFileOverride causes any crashes, as it doesn't depend on the W:A version. It's possible that W:A is crashing because you are overriding a file that is no longer valid, or something like that. As for wkRubberWorm and similar modules, the fault is with that module. This has been mentioned several times in this thread, please read my previous replies for more information.

Also, like WWP, I can't load more then the flag with the name CPUX.bmp. So if I've flags with names style "Sonic Battle.bmp" (my true flag now), I can't load it, because I can't see it into the list.
Make sure that the flag is of the correct format. See http://worms2d.info/Custom_team_flag for more information. If you're positive that the same flag file works in 3.6.28.0 and doesn't in the new version, please post the flag here.

And, the most bigger, when we play with Intermediate scheme, we can see some replays of our best moves. In 3.6.28.0, you press space, and you do a fast forward. In 3.6.29.0, when you press space, IT CRASHES!
Does this happen only when TestStuff is enabled?
If not, please post the generated error log.

MilesTP
1 Aug 2008, 19:06
I doubt wkFileOverride causes any crashes, as it doesn't depend on the W:A version. It's possible that W:A is crashing because you are overriding a file that is no longer valid, or something like that.
I'm trying to override W:A background in-game soundtracks with my custom soundtracks (WAV PCM16Bit 22Mhz @ 708Kbps, like original files). When WormKit tries to override them, the game crashes

Make sure that the flag is of the correct format. See http://worms2d.info/Custom_team_flag for more information. If you're positive that the same flag file works in 3.6.28.0 and doesn't in the new version, please post the flag here.

My flag name is "MilesPrower - Sonic Heroes (flag).bmp" The format is a BMP 8Bit (256 colors) 20 x 17. I still can't see it with 3.6.29.0. Here is: http://i305.photobucket.com/albums/nn212/MilesPrower13/T17/MilesPrower-SonicHeroesflag.jpg



And, the most bigger, when we play with Intermediate scheme, we can see some replays of our best moves. In 3.6.28.0, you press space, and you do a fast forward. In 3.6.29.0, when you press space, IT CRASHES!
Does this happen only when TestStuff is enabled?
If not, please post the generated error log.

It happens in a normal local game (like Single Player/Fast game, Single Player/Deathmatch, Single Player/Missions, Single Player/Training and MultiPlayer (Local). I don't tested with TS, I didn't tested in LAN. If you want ERRORLOG.TXT, you'll need to wait a while: I reinstalled 3.6.28.0 because I was more happy with that one. You'll need to wait before I recreate the bug. Thank you.

CyberShadow
1 Aug 2008, 20:28
Here is: http://i305.photobucket.com/albums/nn212/MilesPrower13/T17/MilesPrower-SonicHeroesflag.jpgThat's a JPEG image.

I'll need error logs for the other two crashes.

MilesTP
1 Aug 2008, 23:21
That's a JPEG image.

I'll need error logs for the other two crashes.

>_< Photobucket converted it to JPEG and I didn't see that "Manage Attachments" button. Let's use it!

I'll need to recreate the bugs (as I don't remember if I said, I reinstalled 3.6.28.0 and deleted all my WA folder, so I lost new errorlog.txt)

MilesTP
2 Aug 2008, 00:37
BTW, forget about the fast forward bug. I don't know what I did, but it doesn't happens anymore. Maybe reinstalling 3.6.29.0 helped.

For flag problem, that's what I can see MAX into my flag list. I also included a screenshot of my "Flags" folder to show it's not normal to see only to there. (note: I put my resolution as 640x480 in that screenshot so you'll see better) I've more then 600 flags into WA folder (all 20x17 @ 256Colors) and 3.6.28.0 saw them all. WWP, like WA 3.6.29.0, locks at same place.

About wkFileOverride. Now, this module doesn't loads! Why? No clue.

It ends my bug report. Thx to help me :)

CyberShadow
2 Aug 2008, 04:05
Could you compress and upload your entire User\Flags folder?

By the way, there's a flag file name length limit, so "MilesPrower - Sonic Heroes (flag).bmp" wouldn't appear in the list for either versions.

MilesTP
2 Aug 2008, 07:35
Due to T17 forum limits (365/100Kb), I need to upload it elsewhere (I hate to use school servers) Here you got (http://web.csdc.qc.ca/~1102938/Flags.zip)

And 3.6.28.0 could see exactly the same flag with the same name, and ever MORE long. So why now a flag file name length limit?

me_potter_
2 Aug 2008, 08:38
Great new version well done! no problems to report so far...

balver
2 Aug 2008, 11:23
Due to T17 forum limits (365/100Kb), I need to upload it elsewhere (I hate to use school servers) Here you got (http://web.csdc.qc.ca/~1102938/Flags.zip)

And 3.6.28.0 could see exactly the same flag with the same name, and ever MORE long. So why now a flag file name length limit?

These flags are 24-bit (I've attached all of those flags converted to 8-bit):
2-pacFlag.bmp
AmericanSheep.bmp
Bunt.bmp
chainsaw.bmp
Devil2.bmp
eye.bmp
German.bmp
Kugeln.bmp
Lightening.bmp
littleworm.bmp
Meatmean.bmp
Meatmean2.bmp
Meatmean3.bmp
Meatmean4.bmp
mkdragon.bmp
MongoMeatmean.bmp
n.alien2.bmp
n.beard.bmp
n.blood_river.bmp
n.crunch.bmp
n.evil.bmp
n.fire.bmp
n.freeze.bmp
n.gorge.bmp
n.grid.bmp
n.Infire.bmp
n.infreeze.bmp
n.inoops.bmp
n.lizard.bmp
n.oops.bmp
n.Sky.bmp
n.swirl.bmp
Nazi.bmp
OleBrun.bmp
Scots.bmp
sephiroth.bmp
SickMeatmean.bmp
Smilee.bmp
Smilee2.bmp
Stars.bmp
The Devil.bmp
thing.bmp
USSR.bmp
Wu-Tang.bmp
Wu-TangMerke.bmp
Xflag.bmp

These flags have wrong size (I've attached new, better and properly named):
German.bmp
USSR.bmp

I've checked all of flags uploaded by myself in W:A 3.6.29.0 and they work like a charm. On the other hand most of them are pretty ugly, so it wasn't such a loss :)

Edit:
As for "MilesPrower - Sonic Heroes (flag).bmp": rename it to "MilesPrower - Sonic Heroes.bmp" and it will work (I've checked).

pisto
2 Aug 2008, 11:32
Vista bug.

when I minimize in the menus before the game, I can restore, but then I can't click and type anywhere. If the mouse passes over a button, it lights normally.

Muzer
2 Aug 2008, 11:58
Vista bug.



when I minimize in the menus before the game, I can restore, but then I can't click and type anywhere. If the mouse passes over a button, it lights normally.
That sounds like a bug in Wine, except in Wine it is triggered by a dialogue box appearing and after dismissal the screen staying in the same section (for example, if joining fails, or loading a map fails)

CyberShadow
2 Aug 2008, 15:03
Vista bug.

when I minimize in the menus before the game, I can restore, but then I can't click and type anywhere. If the mouse passes over a button, it lights normally.
Previously you couldn't minimize at all without crashing though, right?

pisto
2 Aug 2008, 15:07
Previously you couldn't minimize at all without crashing though, right?

If I remember correctly, restoring gave black screen.
anyway, I found that 'esc' works: goes back to the network menu, then you can click things again.

MilesTP
2 Aug 2008, 16:49
A big thanks to Balver, who corrected my flags :D

As wkFileOverride.dll, I got the ERRORLOG.TXT, Here is attached

Konar6
2 Aug 2008, 17:07
Don't load wkick with 3.6.29.0...

MilesTP
2 Aug 2008, 17:22
The first thing I did after wkFileOverride bug is to move wkICK.dll into WormKitModules folder.

subas
2 Aug 2008, 17:25
I am so sad and angry and to see, that Lithuania flag hasn't been added yet :( :( :(
I have posted twice (http://forum.team17.co.uk/showpost.php?p=661382&postcount=12) in the forums but.. sigh :( 3rd year now, hopeless requests :(

Bye all.

splitfire
2 Aug 2008, 21:20
the game its now asking for the CD, and i have it!! im using windows vista Sp1
:S:S:S:S

bonz
2 Aug 2008, 22:32
the game its now asking for the CD, and i have it!!
Congratulations!
That means you can play the game with the latest version online. Legally even.

CyberShadow
2 Aug 2008, 23:50
The first thing I did after wkFileOverride bug is to move wkICK.dll into WormKitModules folder.
Please provide an error log with wkFileOverride being the only WormKit module loaded (delete or move away any other wk*.dll files).

the game its now asking for the CD, and i have it!! im using windows vista Sp1
:S:S:S:S
Can you prove that you have a real CD (not a downloaded ISO) from a publisher that is legally licensed to distribute Worms Armageddon?

MilesTP
3 Aug 2008, 00:07
Please provide an error log with wkFileOverride being the only WormKit module loaded (delete or move away any other wk*.dll files).
I can't provide it: wkFileOverride doesn't load alone. In other words, I can't TRY to override files without another module who will crash wkFileOverride, and the game :p

So, or I crash the game trying to override files, or I don't override files. Hum... hard choice...

CyberShadow
3 Aug 2008, 00:09
In that case, the whatever other module you have that's "causing" wkFileOverride to crash is incompatible with wkFileOverride, and the fault is in that module.

MilesTP
3 Aug 2008, 00:20
Any module I load PLUS wkFileOverride crashes wa.exe
If else, wkFileOverride doesn't loads.

CyberShadow
3 Aug 2008, 00:27
The crash you posted could have only occured when a sloppily-written module, such as wKick or wkRubberWorm, patches regions of memory without checking what it's patching. W:A's code has been corrupted - all of a sudden there's a jump to a non-existing address in the middle of the game logic code. wkFileOverride does not touch the game code at all, all it does is hook imports to routines that handle files.

What do you mean by "doesn't loads"?
And, did you try with a module that does not depend on the current game version? Try with some other modules that come with WormKit.

MilesTP
3 Aug 2008, 00:57
I tested with wkDirectWormNET.dll and wkFileOverride.dll
Results: wkFileOverride.dll did the same bug as alone: it looked as it didn't loaded.

CyberShadow
3 Aug 2008, 01:19
But it works with 3.6.28.0?

MilesTP
3 Aug 2008, 02:17
But it works with 3.6.28.0?
yep, it does

CyberShadow
3 Aug 2008, 03:03
Try this version.

MilesTP
3 Aug 2008, 06:54
Try this version.
Nope, sound is still not overriden.

Test this: I want to override original "%WACD%\Data\Streams\ingame-04-battlezone.wav" by my own "ingame-04-battlezone.wav" who should be stored in
"%WAFOLDER%\Data\Streams" (it's like the original [a PCM Signed 16Bit Stereo 22Mhz @ 708kbps] but with another song added before. The better way to test it is loading a "Training" game mode.) Due to T17 upload limits (my file is ~27Mb), I need to upload it elsewhere (again). Here is (http://www.zshare.net/download/16444760ada378b7/). Please test it.

CyberShadow
3 Aug 2008, 15:02
Try this version.

MilesTP
3 Aug 2008, 19:57
Succes! It works! Thank you, CyberShadow! :D

CyberShadow
3 Aug 2008, 20:34
I think the problem was that you were using an old version of wkFileOverride. The one on the website should have worked fine...

MilesTP
3 Aug 2008, 21:03
I think the problem was that you were using an old version of wkFileOverride. The one on the website should have worked fine...
I downloaded WormKit from your website and used wkFileOverride originally included into.

eddy2000
3 Aug 2008, 21:34
the wormkit module replayshark not work with 3.6.29.0:(

pisto
4 Aug 2008, 08:13
the wormkit module replayshark not work with 3.6.29.0:(
http://forum.team17.co.uk/showpost.php?p=663367&postcount=23

sergelac
4 Aug 2008, 19:45
why when i use batty or TS or 150% speed, the game emulate 3.6.28.0 ?

Muzer
4 Aug 2008, 20:35
Because those versions have not been updated for the latest version, it takes time to update game logic for 4 versions.

eddy2000
4 Aug 2008, 23:20
http://forum.team17.co.uk/showpost.php?p=663367&postcount=23

ty again..... you are the most useful worm ;)

hehe

Cheltspy
5 Aug 2008, 12:51
WA now works on Intel 946GZ chipset under Vista...Hurray I can now sleep at night....Many Thanks

MilesTP
8 Aug 2008, 00:37
Is it normal if I play with someone who has 3.6.28.0 or 3.6.29.0 and I enable TS, the other player is disconnected due to network drop?

CyberShadow
8 Aug 2008, 02:20
I don't see why that would happen regularly.

N3xWriggla
8 Aug 2008, 02:43
I'm getting far, far more crashes with the new Beta than the previous from minimizing on XP. I now get a "black screen" when force restoring via Task Manager when W:A won't restore from Windows. I've heard several other Wormers report the same. What's up?

Is there a way to downgrade to the previous Beta?

CyberShadow
8 Aug 2008, 04:23
I'd be happy to help resolve the problem if you could post more details about the crashes and your system configuration.

There's a Beta Updates (http://worms2d.info/Beta_updates_(Worms_Armageddon)) archive at the WKB.

StoneFrog
8 Aug 2008, 15:37
For me, if I launch W:A and it starts at the same time I call up the task manager (don't ask how - W:A was taking longer to launch and I Ctrl+Alt+Del'd to see if something was wrong), it'll get all minimized and 16-color-ish, and W:A can't be opened again.

But it's not a major (or common) problem.

CyberShadow
8 Aug 2008, 18:42
That would probably be because Task Manager is taking focus from W:A while W:A is initializing its video systems. Is this preventing you from playing the game or is a major annoyance for you?

StoneFrog
8 Aug 2008, 18:48
It's not. I was just saying.

And, at least in my case, it causes W:A to be a black screen if maximized again.

And I think you're right about the focus, although other programs in focus don't do that.

Deadcode
9 Aug 2008, 05:10
To everyone who said thanks — you're welcome! :D

is this a bug?

http://forum.team17.co.uk/attachment.php?attachmentid=31725&stc=1&d=1217275529The cause of this bug is well-understood. See the entry in the Readme, under 5.0 Known Issues/Bugs — Cosmetic issues:
In the WormNET and host/join lobbies, the wrap width for previously entered long lines in a message history will not be readjusted when a scrollbar appears, causing some characters in the previously wrapped lines to be hidden from view.

By the way, I've noticed a few spelling/grammar mistakes in the ReadMe. They occur in three or four places:Thanks for pointing out the mistakes. I've fixed them now.

franpa
9 Aug 2008, 07:13
deadcode, parts of text appear off the screen even without the scroll bar being present.

Deadcode
9 Aug 2008, 07:36
Yep, it turns out that's a different scroll bar bug, which seems to be specific to colour-coded text.

franpa
9 Aug 2008, 08:50
Ok, glad you know about it :)

MilesTP
10 Aug 2008, 22:58
I discovered W:A 3.6.29.0 isn't anymore compatible with Windows 9X/ME. Why?

CyberShadow
11 Aug 2008, 05:15
Could you please be more specific as to what doesn't work?

MilesTP
11 Aug 2008, 06:07
Well, I installed WA on a computer's friend who has Win98, and when I installed 3.6.29.0 and launched WA.exe, it said "Worms Armageddon requires Windows 2000 or later. Please upgrade your Windows Version." Do you really think I'll put Win2K on a computer with 133Mhz processor and 64Mb ram? Luckily, I had old 3.6.28.0, so I downgraded. It was just a bit sucky because 3.6.29.0 has nice features, like UPnP forwarding.

btw, is it normal that I'm limited up to 96 custom flags in new beta? I recleaned them (yeah... batch conversion rocks! All BMP 20x17 @ 256Colors, 8Bit, like it should), but I only see 96/613. If I remove the 96 first ones, I see the 96 others I don't saw before, and so on. In old beta, I can see them all.

To be sure of all I say, I installed both 3.6.28.0 and 3.6.29.0 in the same machine. There's some stuffs I can't do anymore with new beta :(

Wormetti
11 Aug 2008, 06:56
I can confirm that 3.6.29.0 doesn't work on 98.

http://gtamp.com/images/wa-98.jpg

MihaiS
11 Aug 2008, 08:43
WTF?! It doesn't work on 95 either. :rolleyes:

MilesTP
11 Aug 2008, 15:42
I can confirm that 3.6.29.0 doesn't work on 98.

http://gtamp.com/images/wa-98.jpg
Yes, that's what I saw.

WTF?! It doesn't work on 95 either.
And ME too. I created a virtual machine, and I saw the same bug.

BuRnInG5
14 Aug 2008, 12:32
/me confirms the same issue. (windows me)

I dunno if it was planned or only some kind of bug, but Worms is a great game that can be played on older computers so in my opinion this shouldn't be "destroyed" by compatibility issues.
Judging by CyberShadow's post, it seems that it was not planned, luckily.

CyberShadow
14 Aug 2008, 14:07
This was an unforeseen side effect of switching to a newer compiler. Microsoft's new development tools no longer allow development for 9x-based platforms...

Squirminator2k
14 Aug 2008, 16:25
Despite the fact that, on this instance, the 9x incompatibiltiy appears accidental, isn't 4.0 planned to only work for XP higher or above? I seem to recall a discussion about this some time ago.

CyberShadow
14 Aug 2008, 16:37
Yes, but for good reasons (proper Unicode support, and higher system requirements unproportional to systems running Windows 9x). There is no point in breaking 9x compatibility in 3.x, though.

Squirminator2k
14 Aug 2008, 16:43
I know. Just wanted to remind everyone, I guess. I'm still not awake yet.

BuRnInG5
14 Aug 2008, 17:33
So, would we have to wait for x.30 or can you maybe suuply an alternative x.29 update for 9x/ME?

Squirminator2k
14 Aug 2008, 17:41
I imagine it'd be a future update rather than an entirely new version of x.29. Because, y'know, fixing this means it's no longer x.29 anymore.

EsamHossam
14 Aug 2008, 23:12
I have updated and patched Worms Armageddon from 3.6.28.0 to 3.6.29.0, but 3.6.28.0 was working fine with no problems but when i patched it to the newer one (3.6.29.0) i had a problem with the loading screen that doesn't show up when i begin any game whether it's single or online NO LOADING and the game shutdown and i really want to play with this 3.6.29.0 version so can any1 help me with this problem? :(
This game is downloaded not purchased (i have posted 2 posts but they didn't show up)

Thanks In Advance.

CyberShadow
14 Aug 2008, 23:27
Where did you buy your game CD?

EsamHossam
14 Aug 2008, 23:32
oh i downloaded the game btw is this the problem?
btw i don't think that is the problem cuz i asked some1 do u have it purchased or downloaded he said downloadedand it was working fine to him, is he lying to me then?

EsamHossam
14 Aug 2008, 23:40
i have it downloaded not purchased,
but i don't think this the problem cuz i asked some1 do u have this game downloaded or purchased he said downloaded and the game was working fine to him, was he lying to me then?

Squirminator2k
15 Aug 2008, 05:11
Apparently EsamHossam is quite happy to come back and edit his post after you ask the Important CD Question, but not happy enough to answer it.

EsamHossam
15 Aug 2008, 06:51
Apparently EsamHossam is quite happy to come back and edit his post after you ask the Important CD Question, but not happy enough to answer it.

well if u see what did i edit my post for u'll see that that's my answer to cyber shadow cuz i post replies and they don't show up.
The Answer Is: I didn't Even Buy This Game , i have just Downloaded it.

franpa
15 Aug 2008, 06:52
If he downloaded it then it logically can't be updated with betas newer then 3.5* (*?).

Squirminator2k
15 Aug 2008, 06:55
Er, actually...

CyberShadow
15 Aug 2008, 08:55
This game is downloaded not purchasedThat's your problem.
Buy the game and everything will work fine.

Shirdel
17 Aug 2008, 17:50
I have encountered another bug on the latest version. When I had 3.6.28.0, the volume was working perfectly. But when I play on 3.6.29.0, only the background music was at normal volume. This makes it highly annoying, for when I turn the volume up, the music becomes much louder, and highly frustrating.

CyberShadow
17 Aug 2008, 18:50
That's due to how the stereo system works. Try disabling it.

pisto
17 Aug 2008, 20:11
the russian translation screwed up the vocals with the accent, and the apostrophe (some cirillic characters are shown). this happens only in-game.

some people told me that in online games using bow with laser sight causes desynch.

CyberShadow
17 Aug 2008, 20:28
the russian translation screwed up the vocals with the accent, and the apostrophe (some cirillic characters are shown). this happens only in-game.Could you please provide an example? I'm pretty sure we only used unused code points.
some people told me that in online games using bow with laser sight causes desynch.yeah, I think I messed that one up...

pisto
17 Aug 2008, 21:06
I cant take screenshots and the log shows those characters correctly, and I can't either recognize cirlillic chartacters, forgive me;):
è ("is" in italian....) shows as a sort of mirrored n
é as above with an accent (?) on its top
ò a little t
ù an upside-down m
ì like an m

CyberShadow
17 Aug 2008, 21:24
That doesn't make much sense... why can't you take screenshots?

So when does the incorrect translation happen? During keyboard input, or when it's sent over the network?

pisto
17 Aug 2008, 21:28
during keyboard input (it's bugged both on the being written line and in the chat).
I cant take screenshots, stamp rsist key doesn't work, I dont' find any screenshot in captures folder

CyberShadow
17 Aug 2008, 21:50
The thing is, in previous versions of the game you couldn't even type those characters. Now, you get Cyrillic. This has caused false bug reports in the past, so I guess we should remove that behavior.

I cant take screenshots, stamp rsist key doesn't work, I dont' find any screenshot in captures folderPeople who read the ReadMe know that the button that takes screenshots is Pause/Break. ;)

pisto
18 Aug 2008, 07:58
People who read the ReadMe know that the button that takes screenshots is Pause/Break. ;)
d'oh:rolleyes:
in this chat I typed: ìùèéòçà


could it be that the russian keyboard layout "overrides" the accented vocals with the same scan codes?

CyberShadow
18 Aug 2008, 11:19
I can type those letters (lowercase versions of them, in any case) just fine... I installed the Italian keyboard layout just to test that.

W:A does Windows 1251 -> internal Cyrillic encoding translation if PRIMARYLANGID(GetKeyboardLayout(0)) is one of the following: LANG_BELARUSIAN, LANG_BULGARIAN, LANG_MACEDONIAN, LANG_RUSSIAN, LANG_SERBIAN, LANG_UKRAINIAN. Otherwise, it leaves the character codes intact, even if they fall on the ones that are currently designated for Cyrillic characters (but were unused before).

pisto
18 Aug 2008, 11:25
You're right, I'm on a Vista pc now and it works fine.
I wonder how I can fix this problem if it's my fault.
Normally I run windows home sp3, normal ps2 keyboard, any hint?

CyberShadow
18 Aug 2008, 11:29
What does GetKeyboardLayout(0) return when you switch to the Italian keyboard layout?

I'm thinking that such behavior could be caused with the following odd configuration:

http://thecybershadow.net/dump/13b11c6ec3f256e7337249636385fbb0/000000B7.png

(adding the Italian keyboard layout to a Cyrillic-using language)

Konar6
18 Aug 2008, 20:41
I can confirm this behavior, typing all czech accented characters (ěščřžýáíéďťňúůóÉĚŤÚŮÍÓŇČŽÁŠĎÝŘ) gives this, but i thought it was intended behavior so I didn't give a **** about that because cyrilic is far more important to have than some czech or italian accented characters, we can use standard characters without any problems. Btw I've included my screenshot of keyb layouts too and as you can see, I have a normal settings (CZ and EN layout).

CyberShadow
18 Aug 2008, 20:50
Yes, but the characters that appear in Cyrillic for you weren't typeable at all previously, no?

Konar6
18 Aug 2008, 21:08
Please explain the term "unused code point". I understand it as some free "slot" in character table that isn't used by any writtable letter, so if you say you used only those that were "free", how could have happened that letters which previously you could type, now you can't and are replaced by cyrilic?

CyberShadow
18 Aug 2008, 21:21
You understood correctly, and that should not happen. I can't reproduce this and can't understand why would it happen.

pisto
18 Aug 2008, 22:35
because cyrilic is far more important to have than some czech or italian accented characters
:eek::mad::rolleyes:

CyberShadow
19 Aug 2008, 00:14
Maybe this will help clear some things up:
http://worms2d.info/WA_character_table

yakuza
19 Aug 2008, 08:13
because cyrilic is far more important to have than some czech or italian accented characters

I'm not sure. Italian only uses one accent. And that same accent is used by French and Spanish, amongst other languages.

Konar6
19 Aug 2008, 21:39
pisto, yakuza: Well what I meant to say was that people whose native character set is cyrilic can now type fully in their language. Unlike them, we could always easily type the desired letter without accents.
I was just implying that *IF* I had a choice between cyrilic and english letters with accents, I'd choose cyrilic. Don't take it as insult/flame/anything ;)

Twyrfher
21 Aug 2008, 17:48
This is a Rope Bug that I found (and possibly many other players), maybe isn't a bug but is quite annoying in some cases, you have to waste a tap if you wanna keep roping from the floor:

http://www.youtube.com/watch?v=CXJf9hx_QZo

Dario
21 Aug 2008, 18:05
Sometimes I need to see a specific sprite but it is behind another one and the transparency isn't good enough, is there a way to manually do this?:

http://imageposter.com/storage/t124/22496screen0010.gif (http://imageposter.com/uploads/get/505243)

(It is an animation, you'll have to follow the link because this stupid image posting service sucks so much that won't show you the image correcly on the forum)

If not I think it would be a nice addition to a future patch.

CyberShadow
21 Aug 2008, 19:59
Twyrfher: while I'm not sure what caused that change, I see it as a bugfix - previously, you were able to walk with a rope shooting out of your back. :rolleyes:

Dario: we'll think about it.

Dario
21 Aug 2008, 21:35
Reading it again I see wasn't quite clear; what matters the most is being able to see all the worms names and energy when they are piled up, since the transparency doesn't help many times.
Thanks for considering it :) .

GoDxWyvern
21 Aug 2008, 23:13
A hotkey that puts each worm positioned in the hindmost layer in the foreground should do the job, shouldn't it? You could nicely cycle through each worm in a no-matter-how-big pile then.

Twyrfher
22 Aug 2008, 01:03
previously, you were able to walk with a rope shooting out of your back. :rolleyes:


yes, the old "shark" move :p but that movement wasn't a problem in roping, now you have to tap twice if you want your rope get connected.

A hotkey that puts each worm positioned in the hindmost layer in the foreground should do the job, shouldn't it? You could nicely cycle through each worm in a no-matter-how-big pile then.

but if there're more than 1 pile, what about 3 or 4 (all with different number of worms) ?

franpa
22 Aug 2008, 01:54
just make a button that cycles between each and every worm or cycle through whole teams that are shown in the forefront.

Dario
22 Aug 2008, 13:22
I think Wyv's idea still works perfectly, because all those worms on the hindmost layer will be brought to the from, no matter in which pile they are or how big it is. In the worst case you will have to press the same key a few times until you get to see what you want.
I have no idea what is easier to make, but with one key that cycles between all the worms individually it might take a while before the exact worm/s you want to see pop up. Also many times the pile consists of worms of the same team, then a "whole team cycling" might not work as well as a "hindmost to front".

franpa
22 Aug 2008, 15:30
True, I accept that A "hindmost to front" is the best approach.

DragonQ
24 Aug 2008, 15:29
Regarding the sound being quieter than the music...is that because you used linear volume adjustment for the new stereo sound effects feature CyberShadow? Using such a technique will mean far left/right are quiter than they should be and can be fixed by using a more complicated method.

CyberShadow
24 Aug 2008, 16:49
I used 3D positioning by placing the "microphones" for the left and right channels a certain distance away from the "game" plane, in front of the vertical center of the screen's left and right edges. The distance from the plane is directly proportional to the screen width. The value of that proportion has been calculated so that sounds playing at the vertical center of a screen's edge will play at 100% volume in the respective sound channel, while sounds playing at the center of the screen will play at 75% volume (in previous game versions, all in-game sounds played at 75% their normal volume, not counting the global volume slider). Sound volume decreases with 1/r² the distance from the sound source (see Sound intensity (http://en.wikipedia.org/wiki/Sound_intensity)).

d3rd3vil
25 Aug 2008, 11:46
Any new update soon? :D

I mean there could be new weapons or alot new maps or sth. like that :D

Bawb
26 Aug 2008, 00:26
It's not even been a month since this update came out, be patient.

If you want maps, try www.wmdb.org because no maps will ever be released officially (why would they be?).

pisto
26 Aug 2008, 20:07
What does GetKeyboardLayout(0) return when you switch to the Italian keyboard layout?

I'm thinking that such behavior could be caused with the following odd configuration:

http://thecybershadow.net/dump/13b11c6ec3f256e7337249636385fbb0/000000B7.png

(adding the Italian keyboard layout to a Cyrillic-using language)
that window for me shows the same of konar6 screenshot, of course with italian layout/keyboard instead of czech.

I bet the problem is in the "advanced" tab of the language options window. I once installed a character conversion table (one of those checkbox) to visualize non-unicode russian characters, and I now remember that also in that occasion strange things occured with normal characters.
Unfortunatly, I dont' know if I did it on this pc, neither what table I installed.
Can you help me?

CyberShadow
26 Aug 2008, 20:28
What does GetKeyboardLayout(0) return when you switch to the Italian keyboard layout?

. .

pisto
27 Aug 2008, 01:37
0x4100410
seems full italian.

steviez
29 Aug 2008, 02:19
CyberShadow, is there any chance of changing the registry stuff to an ini file instead? I'm not talking about win.ini but a worms.ini in the games folder.

This way you would no longer need to provide these cluttering .reg files for options, also it would allow us folks using the game at work (lunch break only honest ;]) having trouble with permissions and such, and allows a player to have a separate folder with different settings to n9ot disturb another players settings when sharing a computer. Also it makes backing up before a format much easier (I don't think I've ever remembered to export the team17 registry key before a format, but I always backup the worms folder in the program files!)

Additionally, how about a wordpress blog for updates? This forum is very tired and messy, and having a wordpress blog for it would allow rss subscription enabling us to always be up-to-date despite no being on the forums everyday (yes you can subscribe to threads but it's not the same and is useless when the thread changes).

Please do give these some consideration. Love everything you've done for the project, and don't forget the community are always here to help.

sergelac
29 Aug 2008, 14:15
i found a bug in .29

when i use a scheme with a custom jetpack fuel,
players with .28 cannot play

the game should emulate .28 and use standard jetpack fuel instead

Muzer
29 Aug 2008, 14:34
I assume that is intended, otherwise the host might not realise and you may end up having a different scheme from what was expected.

CyberShadow
29 Aug 2008, 18:10
i found a bug in .29

when i use a scheme with a custom jetpack fuel,
players with .28 cannot play

the game should emulate .28 and use standard jetpack fuel instead
Not a bug, it's by design. Some schemes depend on that setting, and are unplayable without it. The host would be surprised that their scheme is broken just because there was a player with an older version.

CyberShadow
29 Aug 2008, 18:28
This way you would no longer need to provide these cluttering .reg files for optionsDouble-clicking a file is simpler than editing an option in a .ini setting.
also it would allow us folks using the game at work (lunch break only honest ;]) having trouble with permissions and suchWhat trouble with permissions? The settings are stored in HKEY_CURRENT_USER. Those in win.ini are a problem, but they typically involve just having to enter your WormNET nickname every time you start the game.
and allows a player to have a separate folder with different settings to n9ot disturb another players settings when sharing a computer. You can create several Windows user accounts and launch the game with "Run as..." to use separate Windows user profiles (you can also hide them from the logon screen). You can also write some batches to automatically export and import registry settings for various users. In either case, I don't see why you need this, since I can't think of any settings that would be a personal preference and aren't immediately adjustable in-game (except, maybe, screen resolution if you're using CRTs, and stereo effects). Also it makes backing up before a format much easier (I don't think I've ever remembered to export the team17 registry key before a format, but I always backup the worms folder in the program files!)I always back up Windows' registry hives before I do an OS reinstall. You can access them later with certain software and extract the settings of any programs you didn't specifically save.

Conclusion: considering the amount of existing information and documentation regarding registry tweaks and troubleshooting, and that all of your problems are either minor or can be worked around, I don't see a reason to make this change.

Additionally, how about a wordpress blog for updates? This forum is very tired and messy, and having a wordpress blog for it would allow rss subscription enabling us to always be up-to-date despite no being on the forums everyday (yes you can subscribe to threads but it's not the same and is useless when the thread changes).Considering that our current release schedule is once a year :rolleyes:, I don't see the idea being worth it :)

Inferpse
1 Sep 2008, 10:33
CyberShadow, the ini or xml file is much better than registry settings I think,

For example, I don't like FAR FileManager because it stores all it's settings in the registry and I can't take it configured with all plugins to another computer -
I need to create reg-file or thinstall it, but that's not good solution as I think.
TotalCommander use old-style .ini file, and it's handful - all the settings are in the same folder as the program itself and it's much easier to edit them.

If game need different settings for user accounts it's not hard to make folder like: Config\%USERNAME% for each account, but something like Config\allusers.ini is better I think... And any actions like "RUN AS" or exporting registry hives, or smth else - just simple file in game directory...

CyberShadow
1 Sep 2008, 11:20
CyberShadow, the ini or xml file is much better than registry settings I think,
There is no point in changing something that has worked for a decade, after all the documentation and references in regards to it, just because it creates a minor inconvenience for a minority. The settings will remain in the Windows Registry.

CyberShadow
1 Sep 2008, 11:23
0x4100410
seems full italian.
Well, that doesn't make any sense. Let's see what does W:A get, maybe a Windows compatibility setting is causing it to get another value.

Run W:A with the attached WormKit module. Reproduce the problem (typing Italian characters that were typeable before produces Cyrillic characters), and press Shift+F12. Check the KeyboardLayoutLog.txt file in the W:A directory.

CyberShadow
1 Sep 2008, 11:42
btw, is it normal that I'm limited up to 96 custom flags in new beta? I recleaned them (yeah... batch conversion rocks! All BMP 20x17 @ 256Colors, 8Bit, like it should), but I only see 96/613. If I remove the 96 first ones, I see the 96 others I don't saw before, and so on. In old beta, I can see them all.

I can't reproduce this. Can you compress and upload your User\Flags folder?

Malevol3nt
2 Sep 2008, 03:46
Hey cyber, here's a question:

Could it be possible for W:A to stop taking focus from the current player's camera view when explosions or other triggers happen?

I know there's a home key which can center the camera on the worm and not let go of it. What I was thinking of is rather make the camera work as usual, progressively focusing on new areas as the worm moves but without taking focus away when explosions occure. This would only work for the camera of the current player of course.

This would also be rather handy in wkRubberWorm games, for example the "globewars" scheme (a spinoff of the blackhole scheme), where a player kicks himself with the rope, he flies around a central point and unleashes weapons (weapon doesnt end turn & ts is activated). Since the goal is to deploy as more mines or nana's as possible, they tend to steal the focus of the player alot as they explode everywhere.

Using home key is one solution, but wouldn't it be much smoother if the camera acted progressively like it normally does, only that it doesn't take the focus away for the current active player when explosions occure?

bonz
2 Sep 2008, 10:17
Could it be possible for W:A to stop taking focus from the current player's camera view when explosions or other triggers happen?
Good suggestion!
I suppose the key combination Shift+Home could be used to toggle focussing on the active worm, in consistency with the other camera options.

MilesTP
2 Sep 2008, 21:50
I can't reproduce this. Can you compress and upload your User\Flags folder?
Ah nevermind. I deleted flags I don't use and I put only those ones I need

pisto
2 Sep 2008, 22:15
Well, that doesn't make any sense. Let's see what does W:A get, maybe a Windows compatibility setting is causing it to get another value.

Run W:A with the attached WormKit module. Reproduce the problem (typing Italian characters that were typeable before produces Cyrillic characters), and press Shift+F12. Check the KeyboardLayoutLog.txt file in the W:A directory.

lol.
now everything works fine. I can type accented vocals. I don't know when it started to work correctly because I noticed just now, testing this module.

lol.

franpa
3 Sep 2008, 03:23
I can't reproduce this. Can you compress and upload your User\Flags folder?
did you test with flags that have long file names?

CyberShadow
3 Sep 2008, 07:59
did you test with flags that have long file names?
Flag file names are limited to 32 characters, because that's the length of the field in the team file.

Vanguard
5 Sep 2008, 15:51
Hey guys! A big fan of worms, loved it since the very first on the original Playstation.

Just been given Worms Armageddon for the PC a few days ago by a friend. I previously had it on the DreamCast.

I played it for a few hours last night and it worked fine, (apart from the various issues with playing quite an old game on windows Vista 64, as i expected there would be). However today every time i loaded a level i was presented with a strange colour issue. Either the level terrain was just black, or everything was psychedelic acid colours. No matter how many times i restarted i would get one or the other.

So any way, after i came here and got the latest patch and installed it, i can no longer run the game at all. As soon as i click the .exe i get "Worms Armageddon has stopped working"

Any help would be greatly appreciated, thankyou!

And thankyou for continuing your support for such a fantastic game after all these years.

CyberShadow
5 Sep 2008, 16:12
Try running the game as an administrator.

There are several workarounds for the palette problem on Vista; try having a folder open in Windows Explorer.

Vanguard
5 Sep 2008, 16:18
Hey again, in the time it took for my last post to get posted i did some more messing around, and i discovered something odd.

What's the difference between this : http://wa.team17.com/main.html?page=supp&area=patc&file=11

And this?: http://wa.team17.com/main.html?page=supp&area=upda&file=15

The first time i installed the first one, with the filename 'WAPatch'. That caused the game to not run. So then i installed the second one after i noticed i had it on a tab in firefox and wasn't sure where it came from. This actually allowed the game to run. "Huzzah!" I thought. So I set up a game and hit play, however now the game crashes to desktop before the loading animation even plays.

CyberShadow
6 Sep 2008, 14:30
The "Patch" is the latest official update from Team17. All Beta updates were written by programmers recruited by Team17 (Deadcode and myself).

bonz
7 Sep 2008, 03:10
All Beta updates were written by programmers recruited by Team17 (Deadcode and myself).
I liked the Buffalo Of Lies builds.
Indigo and Avacado [sic!].
:D

eddy2000
2 Nov 2008, 12:04
can't w:a have a personalized keyboard layout during game? That is, the ability to bound any key to a specific function (e.g. t for backflip, w a s d as arrows) only while playing not chatting.
most of the videgames around can.

is this a features of worms armageddon 4.0 ?

Muzer
2 Nov 2008, 12:06
is this a features of worms armageddon 4.0 ?
Most likely.

jsgnext
5 Nov 2008, 20:23
The next WA ver will be 3.6.30 or 3.7?

Squirminator2k
5 Nov 2008, 20:42
That's up to Deadcode and CyberShadow, really. The next version could have whatever number they like.

bonz
5 Nov 2008, 23:03
The next WA ver will be 3.6.30 or 3.7?
What S2K said.

But anyway, since they introduced a two-digit number after the second comma, it could at least go up to 3.6.99.0 before changing to 3.7. :p

jsgnext
6 Nov 2008, 00:17
What S2K said.

But anyway, since they introduced a two-digit number after the second comma, it could at least go up to 3.6.99.0 before changing to 3.7. :p

plz no i wanna WA 4.0 =P

Squirminator2k
6 Nov 2008, 00:19
So does every other bugger, jsg. Have patience.

franpa
6 Nov 2008, 00:33
But anyway, since they introduced a two-digit number after the second comma, it could at least go up to 3.6.99.0 before changing to 3.7.
whats the extra digit for then?? they can go up to 3.9.99.9 before releasing 4.0 :) or 3.6.99.9 will be the next version xD.

yakuza
6 Nov 2008, 11:56
whats the extra digit for then?? they can go up to 3.9.99.9 before releasing 4.0 :) or 3.6.99.9 will be the next version xD.

Each digit (after and before a period) is for an important feature/part of code/way something works/etc in order of relevance.


1.0.0.0 is worms
2.0.0.0 is real time worms
2.1.0.0 is real time worms with weapons
2.1.1.0 is real time worms with weapons you can choose the fuse for between 1-3s
2.1.1.1 is real time worms with weapons you can choose the fuse for between 1-5s
3.0.0.0 is 3D real time worms

That's how it works, I think.

bonz
6 Nov 2008, 12:46
http://en.wikipedia.org/wiki/Software_versioning
whats the extra digit for then?? they can go up to 3.9.99.9 before releasing 4.0 :) or 3.6.99.9 will be the next version xD.
The last set of digits is used for alpha versions.
The second to last is used for the betas.

Alphas are not released (only leaked), thus all betas have a zero at the end.

jsgnext
6 Nov 2008, 13:15
http://en.wikipedia.org/wiki/Software_versioning

The last set of digits is used for alpha versions.
The second to last is used for the betas.

Alphas are not released (only leaked), thus all betas have a zero at the end.

oh....so that means that the next beta version will probably be 3.29.# ?

MihaiS
6 Nov 2008, 13:29
oh....so that means that the next beta version will probably be 3.29.# ?

I would like to know that too, as this is of extreme vital importance to my gaming experience. :rolleyes:

franpa
6 Nov 2008, 13:36
oh....so that means that the next beta version will probably be 3.29.# ?

If you actually read what you quoted, you would know the next version is more likely to be 3.6.30.0

MihaiS
6 Nov 2008, 14:34
P.S. irony

Run
6 Nov 2008, 18:38
Each digit (after and before a period) is for an important feature/part of code/way something works/etc in order of relevance.


1.0.0.0 is worms
2.0.0.0 is real time worms
2.1.0.0 is real time worms with weapons
2.1.1.0 is real time worms with weapons you can choose the fuse for between 1-3s
2.1.1.1 is real time worms with weapons you can choose the fuse for between 1-5s
3.0.0.0 is 3D real time worms

That's how it works, I think.

4.0.0.0 is 3D real time worms that makes you breakfast in bed

Squirminator2k
6 Nov 2008, 18:41
5.0.0.0 offers sexual favours, but also requires a monthly subscription.

MihaiS
6 Nov 2008, 19:24
6.0.0.0 is illegal.

balver
6 Nov 2008, 20:45
6.0.0.0 is illegal.

But when you have 7.0.0.0 it doesn't matter anymore if it's legal or not, because you're probably a god and you can do whatever you want :)

Plasma
7 Nov 2008, 22:01
And in 7.0.1.0, they added a feature where it whitens your teeth while you sleep.

Of course, people will still be complaining about how the game is 2X years old by then and demand a new worms game. One where everyone wins on their first go by blowing up the entire universe, several times over, in real life. And has more bloom.


Upcoming 7.0.2.0 is planned to be able to exterminate those people. CyberDeadcode and Yakuza sure are slow at making this update...

bonz
8 Nov 2008, 11:55
CyberDeadcode and Yakuza sure are slow at making this update...
Yakuza?
Will he get hired to phrase insults and verbal assaults instead of conventional prompts and error messages? ;)

minute55
8 Nov 2008, 12:19
and 8.0.0.0 will give you everything you ever wanted.

knock it off.

yakuza
8 Nov 2008, 13:28
and 8.0.0.0 will give you everything you ever wanted.

knock it off.

1.1.1.0 neva 4get edition

franpa
8 Nov 2008, 13:38
W:A SE, with ninja's!!! (or whatever it was...)

Squirminator2k
8 Nov 2008, 14:12
WA II Turbo Hyper Fighting Edition will stop us from continuing this silly joke, because it was alright when two or three people did it once but now everyone wants to be funny and it's killing the (admittedly not very funny) original joke in the first place.

yakuza
8 Nov 2008, 14:18
WA II Turbo Hyper Fighting Edition will stop us from continuing this silly joke, because it was alright when two or three people did it once but now everyone wants to be funny and it's killing the (admittedly not very funny) original joke in the first place.

WWP. Worms World Petty

Run
9 Nov 2008, 02:47
what...

what hath i wrought

Plasma
9 Nov 2008, 17:09
You have doomed us all into making the same really bad joke over and over! Damn you, Run.0.0.0!

David_VII
10 Nov 2008, 23:30
Thanks so much for this!

I have an issue now though.. After leaving a game or finishing a game a lot of the time I end up with a black screen where Isee some white text and I can't get it back, hard to find where to click to get anywhere else?

Is this known.. I remember my girlfriend (whom i bought worms so we could play while shes at uni) had this issue on the previous version but I didn't..

Thanks
David

CyberShadow
11 Nov 2008, 01:58
It's a problem with DirectX. To fix the colour palette, minimize by clicking at the bottom of the screen or pressing Shift+Escape, then restore the game.

I have added this to the troubleshooting FAQ:
http://worms2d.info/Troubleshooting_FAQ#When_returning_from_a_game.2C_ I_get_a_black_screen_with_some_white_areas

David_VII
12 Nov 2008, 20:14
Doesn't seem to work.

I got into #partytime then hosted, shift+esc then back and its black, few more times still no colour coming back?

Any idea?
I didn't have this until this patch.. which is confusing

franpa
12 Nov 2008, 23:01
I have this issue too, I just don't minimize in the Front End now :/

what_smell
12 Dec 2008, 01:21
I have heard there were/are plans to make W:A playable with a WWP cd. I am not sure if I understand correctly. Would this mean: although I do not have W:A, I have WWP, but by means of some patch or something, my WWP game would play W:A instead, since they are virtualy the same, however I don't know if that is the case. Also, does W:A have wormpot?

Muzer
12 Dec 2008, 18:48
I have heard there were/are plans to make W:A playable with a WWP cd. I am not sure if I understand correctly. Would this mean: although I do not have W:A, I have WWP, but by means of some patch or something, my WWP game would play W:A instead, since they are virtualy the same, however I don't know if that is the case.
Yes.
Also, does W:A have wormpot?
No, but I think by the time they are merged, it will do.

jsgnext
12 Dec 2008, 20:03
No, but I think by the time they are merged, it will do.

no.....it will be before that with the new schemme format.

Myselff
7 Feb 2009, 09:29
Keep up the good work...

Believe it or not im still playing the game from time to time, and i wish in future
if you could remove that useless (and silly) copy protection & cd check...
Can you?

P.s. Armageddon is the last worm game in the 2D era?

Once again...
Keep up the good work.

CyberShadow
7 Feb 2009, 11:46
This topic has been discussed at length already; see here (http://forum.team17.co.uk/showthread.php?t=38048).

franpa
7 Feb 2009, 12:00
P.s. Armageddon is the last worm game in the 2D era?
WWP is, for the pc. there are newer 2d games for the Wii etc.

Muzer
8 Feb 2009, 10:38
WWP is, for the pc.
Don't get that, it isn't as good as W:A.

jsgnext
9 Feb 2009, 20:27
Don't get that, it isn't as good as W:A.

If u compare WWP v1.0 with WA v 1.0......WWP is better....but with the new updates i think WA is better coz WWP is too outdated.

Chip
18 Feb 2009, 18:27
I think the original WA is better then WWP because I bought it!
WWP didn't offer anything truely new so I never bought that and just ignored it.

yakuza
18 Feb 2009, 18:39
If u compare WWP v1.0 with WA v 1.0......WWP is better....but with the new updates i think WA is better coz WWP is too outdated.

You mean WA 1.0 with seasonal in-game leagues, ranked channels, secure logins, website with standings et al?