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CyberShadow
16 Nov 2010, 10:06
This update contains mostly fixes for regressions found in 3.6.30.0, as well as the new map complexity slider. Enjoy.

Download Page (http://wa.team17.com/main.html?page=supp&area=upda&file=15)

MD5sums:
25a49bd36c7a938319dc234f3b305910 *WA_update-3.6.31.0_Beta_Installer.exe

Fixes
[DC] In emulation, /version messages, and Export Log output, W:A v3.6.30.0 incorrectly called the test versions "v3.6.30.0" and "v3.6.30.0[TestStuff8]" "v3.6.30.0[BattyRope7]" and "v3.6.30.0[TestStuff7]", respectively. It incorrectly called "v3.6.30.0[BoomRacing]" simply "v3.6.30.0", whereas it incorrectly called "v3.6.30.0" itself an empty string, "".
[CS] Some features specific to internal testing (alpha) builds were accidentally left in v3.6.30.0.
[CS] The game would sometimes crash during the worm death explosion animation, if the Russian language was selected.
[CS] Sometimes, when exiting from a network game as a client, W:A would ask for a confirmation after switching to the front end. This only occurred if the "Back" button has been clicked (without actually leaving the game) since joining the current network game.
[CS] On some systems, there was no sound in the front end in W:A v3.6.30.0. Starting with v3.6.30.0, W:A checks if the sound parameters requested by W:A are supported by the sound card's DirectSound driver. On some systems, the DirectSound driver incorrectly reported the sample rate used by W:A as out of range of its hardware secondary sound buffer sample rate specifications. W:A now does not check if the desired sample rate is within these specifications.
[CS] If front end audio initialization failed, minimizing and restoring the game in the front end would result in various graphical artefacts, such as a mostly-black screen with white text and missing mouse cursor. This problem appeared for all users affected by the above problem.
[CS] A redundant display mode change is now avoided when launching replay playback.
[CS] On some systems, attempting to extract videos from replays at certain resolutions failed with a front end video initialization error message.
[CS] The Russian file type description for .WAgame files was not being correctly registered.
[CS] The Hungarian characters introduced in v3.6.30.0 could not be typed in the front end.
[CS] The WormNET news window was being cleared when returning from a game.
[CS, DC] LAN games hosted by v3.6.30.0 were only joinable via Direct IP due to Game ID checks and the fact that all versions before and including v3.6.30.0 did not send a correct Game ID for LAN games. Both problems have been fixed — v3.6.30.0 LAN hosts are now joinable by v3.6.31.0+ clients, and v3.6.31.0 LAN hosts are now joinable by older (v3.6.30.0 and earlier) clients.
[CS] On some systems, the smooth background gradient was not being rendered properly on very tall maps.
[CS] Map complexity and randomness
[CS] In v3.6.30.0, loading a particular .BIT or .LEV map caused mouse-click terrain generation to iterate through the same sequence of random maps every time that same map was loaded (either by the local user, by another user who downloaded that map, or by the host of an online game which the user joined). This behaviour is now changed — the sequence of generated maps will be different each time the respective W:A screen is opened, regardless of the initial map.
[CS] Worms Armageddon will no longer store the RNG seed used for map generation and other tasks in the registry. Instead, a new seed is generated on each start, using a cryptographically random buffer. This removes any possibility of persistent effects on a W:A installation's RNG.
[CS] When trying to connect to a v3.6.31.0+ game with a v3.6.31.0+ client using an incorrect Game ID, W:A will now show an appropriate error message instead of "Max Players".
[DC] The "team (player) forced out by reason" message that is printed in red in the in-game chat, and also printed in Export Log, is now more descriptive in cases where the cause may be a HostingBuddy bug or message injection.
[CS] The Italian translation for the "Prod" weapon has been changed from "Pungolo" (in the front end) and "Bastone" (in-game) to "Spintarella".

[B]Features
[CS] A slider has been added to the map editor, which allow controlling the range of complexity in randomly generated maps. This slider affects map generation outside the map editor as well, but not for Quick CPU and Deathmatch games (which will continue to be generated at maximum complexity). By default, the slider is set to the maximum complexity level, similar to the behaviour in versions v3.6.20.1 to v3.6.29.0.
[CS] A new registry script, ResetRegistryOptions.reg, has been added. Importing this script will reset all Worms Armageddon options from the Windows registry. The Reset button in Advanced Options (added in v3.6.30.0) also does this, but also clears the options stored in win.ini.

franpa
16 Nov 2010, 10:53
Nice work, a great list of improvements and fixes.

GrimOswald
16 Nov 2010, 11:05
It fixed my problems, so I'm happy. The complexity slider is a great little addition too; simple maps all day every day. :cool:

Keep up the good work!

Explorer
16 Nov 2010, 11:12
This one is so fast. Good job!

BTW, I noticed that these beta installers are pretty small. 1.44MB ! (Unfortunately this doesn't fit a 3 1/2-inch floppy.:))

p.s. I have a flash disk.

zookman
16 Nov 2010, 11:43
hmm, I'm getting a fatal error when joining #AnythingGoes with .31.
not on any of the other channels though.

edit: ah my bad.

CyberShadow
16 Nov 2010, 11:45
Module 17
C:\Program Files (x86)\Microprose\Worms Armageddon\wkRubberWorm30.dll

Nobody (neither users nor module developers) reads our blog posts (http://blog.worms2d.info/wormkit-and-3-6-30-0) :(

StepS
16 Nov 2010, 12:23
zookman, you know some physic-affecting modules will not work on new beta updates. I have said that to Kawoosh, please wait 4-5 hours until he updates it. Thanks.

CyberShadow
16 Nov 2010, 12:29
zookman, you know some physic-affecting modules will not work on new beta updates. I have said that to Kawoosh, please wait 4-5 hours until he updates it. Thanks.
Did you also tell him to add a version check so people don't crash when the next Beta comes out and think it's the Beta's fault?

Husk
16 Nov 2010, 12:29
great job! fixed all the front-end problems i had with 30.0 <3

StepS
16 Nov 2010, 12:45
Did you also tell him to add a version check so people don't crash when the next Beta comes out and think it's the Beta's fault?

Ok, thanks, I'll tell it.;)

CakeDoer
16 Nov 2010, 13:02
Lol, didn't expect it to come this fast. Nice.

edit: So does this emulate 3.6.30.0 for Batty, TS and RS?

Lex
16 Nov 2010, 13:19
edit: So does this emulate 3.6.30.0 for Batty, TS and RS?I sent a message to CyberShadow about that just now. Here's how it went.

08:15:54 <Lex> Vladimir: before i post a response, i want to know for sure. batty, teststuff, and racestuff just modifies the current version engine, right?
08:16:06 <CyberShadow> No
08:16:12 <Lex> oh
08:16:13 <Lex> okay
08:16:25 <Lex> good thing i didn't post that then!
08:16:25 <CyberShadow> I'm not sure what you made of that
08:16:42 <CyberShadow> BattyRope, TestStuff are "special" game engine versions
08:16:49 <CyberShadow> which have certain properties
08:17:21 <Lex> i see

CakeDoer
16 Nov 2010, 13:24
That was so epic.

KRD
16 Nov 2010, 15:23
Two Beta Days in such quick succession... a technological singularity is surely upon us! :eek:

Excellent work releasing this one so soon, seriously. The map complexity slider is one of my oldest dreams come true. :o

wowwow
16 Nov 2010, 15:48
I hope I helped you cyber :)

bonz
16 Nov 2010, 15:49
The map complexity slider is one of my oldest dreams come true. :o
Mine is the laser.
And it hasn't come true yet. :p

Ombodi77
16 Nov 2010, 16:55
[CS] The Hungarian characters introduced in v3.6.30.0 could not be typed in the front end.
Thánk yőű véry műch!

bandito
16 Nov 2010, 17:43
Wow ultra speed new update:)

Balee
16 Nov 2010, 17:57
Wow, nice! Awesome work! :)

StepS
16 Nov 2010, 20:57
the RubberWorm for 3.6.31.0 beta was released with all working features + some laserfix and kaosmod features that are going to be added soon. Make sure you deleted some of the old modules first. Read more here (worms.jcom.pl/forum/viewtopic.php?f=6&t=36&p=201).
The old-rubber players compatibility was fully done, you won't expect any desyncs or so. Have fun!:p

Domi
16 Nov 2010, 20:59
Great work.

The map complexity slider is particularly awesome. :)

The Tor
17 Nov 2010, 01:01
I guess this fixed my graphic issue as well. Thank you very much!

franz
17 Nov 2010, 06:25
Love the map complexity slider. it helps for finding elite maps, so thanks for this :)

as for a problem I've had previously with .30 and .31, here I'll quote my old post:

I've run into two times where my entire pc locks up completely frozen (unable to exit program, or use any key combinations to force quit), and this has happened while I was using the map editor.. I think cycling through map textures.

then you Cybershadow replied:

That's strange. If you press Num Lock, does the light toggle on your keyboard?

When this happens, no, Num Lock's light does not toggle when pressing it. The only active thing going on is the current song in my winamp playlist will finish playing and then nothing. Silence and frozen ;p so I have to hard reset with the button on my tower.

This has happened more times now, and in a new situation, but seemingly dealing with the same underlying problem. After watching multiple replays in a row, it froze right at the beginning of a replay when that color/palette flicker happens (which seems similar to the flicker I noticed in the map editor too).

franpa
17 Nov 2010, 06:58
It sounds like a hard lock which isn't the fault of W:A. Usualy only a hardware fault can cause such. W:A may be doing stuff that stresses components in a way that other programs don't or it could be utilizing RAM addresses most other programs don't. So it could be RAM or something else at fault.

Introvert
17 Nov 2010, 07:11
Love the map complexity slider. it helps for finding elite maps, so thanks for this :)

as for a problem I've had previously with .30 and .31, here I'll quote my old post:



then you Cybershadow replied:



When this happens, no, Num Lock's light does not toggle when pressing it. The only active thing going on is the current song in my winamp playlist will finish playing and then nothing. Silence and frozen ;p so I have to hard reset with the button on my tower.

This has happened more times now, and in a new situation, but seemingly dealing with the same underlying problem. After watching multiple replays in a row, it froze right at the beginning of a replay when that color/palette flicker happens (which seems similar to the flicker I noticed in the map editor too).

My computer also freezes with these new versions. May I ask of your hardware? I suspect my hard drive, Western Digital Caviar Green, to be the cause. People have reported similar problems with it.

franz
17 Nov 2010, 16:47
My computer also freezes with these new versions. May I ask of your hardware? I suspect my hard drive, Western Digital Caviar Green, to be the cause. People have reported similar problems with it.

well that's creepy.. I actually have a Western Digital Caviar Blue. how do you know it could be the hard drive's fault? and who reported similar problems.. worms players or just other users?

sebigut
17 Nov 2010, 17:09
I have a Caviar Green and don't suffer of those issues.

Thanks for this, CS =)

Introvert
18 Nov 2010, 06:28
well that's creepy.. I actually have a Western Digital Caviar Blue. how do you know it could be the hard drive's fault? and who reported similar problems.. worms players or just other users?

I have tried to fix the problem by changing some components but not the hard drive. If I do not reduce the background details while playing, I also experience flickering. When I search on Google, I see that others report problems with their Caviar Green drives.

In the thread called Jerky Display, I see that Ca Ta uses a Caviar hard drive. In the same thread Katie writes the following. Note that she mentions and suspects her Caviar Green.

Ok peepz


I had this exact same problem :( But guess what? Found a way to fix it :)


Symptoms: Your playing a game (with or without insert on/off) and during play it is like it pauses, flickers and jitters as if it is rendering/buffering while you are playing.

Basically this was so damn annoying and i tried everything.. Changing drivers (Id just updated to the new DX11 and as y'all know, Once dx11 is on, It CANNOT come off.. so i tried adding DX 8 and 9 extra updates (its ok to do this) but still the problem wouldn't go away..



How i play worms :

I have the original Disc. I used to use Daemon tools, but now i use Alchohol 120% to create disc Image and then Mount it to a virtual drive. Its the best way to load it quicker + not burn out drive + keep original Disc 100%

So when we install worms we usually just install it onto C: and then go from there, and for a while it works 100% but then this problem happened to me.

Sad to say, While fixing the presets wether you are with nvidia or Ati or whoever, And while going thru windows settings of Priority upon graphics MAY help in the short-term it will NOT fix the problem


NOTE: this fix will help people who use Multiple Hard drives. I you do not Have multiple HDD's it is a sign your HDD is having problems, And may be on the way out.

NOTE 2: When this happened to me i had just replaced a HDD so it was brand new. It was also a WD caviar green drive. DO NOT BUY THEM.



To fix this problem, Backup all your team info and maps etc ONLY..

Kill everything off including Reg keys if any

Clean clean clean :) Kill off Virtual Drive (if using one) then restart

Re image disc..

Install worms on your Other drive. Make sure this drive is Dedicated for backup.. I.E installing worms on a other HDD with another O.S on it May fix your problem but i only did it on a backup drive so i cannot confirm or deny.

Install wormkit (if desired) + Updates etc..

Configure prosnooper/Wheatsnooper to your liking (if used)




Thats it!!!!!:p


Sounds so simple doesn't it?. And this problem just screams graphics card/driver problem But its not the case.

I spent 3 days working on this and about 1.4 GB worth of drivers on and off trying to fix.. this solution fixed it in less than a hour : )






Katja:)

franpa
18 Nov 2010, 14:28
Did you check the WD website for a HDD firmware update since isolating the likely issue to the HDD?

franz
18 Nov 2010, 15:41
I have tried to fix the problem by changing some components but not the hard drive. If I do not reduce the background details while playing, I also experience flickering. When I search on Google, I see that others report problems with their Caviar Green drives.

In the thread called Jerky Display, I see that Ca Ta uses a Caviar hard drive. In the same thread Katie writes the following. Note that she mentions and suspects her Caviar Green.

well I have none of those problems with jerky display or really anything else other than my PC completely locking up, so I'm not sure what to think.

I've pinpointed 3 scenarios where my PC locks up, although it does take multiple tries, I haven't experimented how many:
cycling through textures in the map editor
the generate map preview button in the map editor
at the beginning of a replay (this happened only once recently, when watching multiple replays)

in each case, it seems to be related to whatever fix is in .30/.31 for the Windows7 color problem because this never happened with .29 plus that 3rd party registry fix.

Did you check the WD website for a HDD firmware update since isolating the likely issue to the HDD?

there's nothing there

franpa
18 Nov 2010, 17:35
are you using wormkit? Try playing without it.

franz
18 Nov 2010, 18:48
are you using wormkit? Try playing without it.

nope, stopped using wormkit months ago when I was able to solve my hosting problem.

Extremist2
18 Nov 2010, 23:30
I've set the slider to 55%, and I don't think I've ever seen better maps! :D

Thankee muchee, DC/CS! ;)

bonz
19 Nov 2010, 12:56
Excellent!

Someone who speaks German should translate the new slider tooltips though. ;)

jsgnext
20 Nov 2010, 01:29
Im happy to see that you guys are taking the patching seriously...
I got 2 fatal errors already.....a graphic one (it looked like the texture fix looped and the screen gone like a epiletic disco).....and another one tring to join AG in wormnet (same as zookman)

zookman
20 Nov 2010, 01:49
Im happy to see that you guys are taking the patching seriously...
I got 2 fatal errors already.....a graphic one (it looked like the texture fix looped and the screen gone like a epiletic disco).....and another one tring to join AG in wormnet (same as zookman)

Probably due to incompatible wormkit modules.

bloopy
20 Nov 2010, 12:37
The Italian translation for the "Prod" weapon has been changed from "Pungolo" (in the front end) and "Bastone" (in-game) to "Spintarella".

I don't speak Italian so I could be wrong, but I would think pungolo is a better translation than spintarella. I mean, the weapon is not called 'little push' or 'nudge' in English. If you call it spintarella you're losing prod's connotations of poking something (like with a stick/spur/goad/finger/whatever).

jsgnext
20 Nov 2010, 16:43
Seems like all the errors I described previously were produced by incompatible wormkit modules....
My bad....
I loved the slide bar, so far...

Alby1987
20 Nov 2010, 16:43
I don't speak Italian so I could be wrong, but I would think pungolo is a better translation than spintarella. I mean, the weapon is not called 'little push' or 'nudge' in English. If you call it spintarella you're losing prod's connotations of poking something (like with a stick/spur/goad/finger/whatever).

I'm Italian, and the one who suggested the change. Trust me, it's better "spintarella"; in Italian the word "nudge" is "spinta". Using a "vezzegiativo", we can trasform "spinta" in "spintarella", little nudge, giving also a smiling effect where the word is used: for example "Ti ho ucciso con una spintarella" it's a very umiliating quote to listen, if you are the subject :p

Also, the word "Pungolo" is not used anymore in Italian; so I've suggested a more common word :)

If you have other things to ask, just do it, I'll be happy to reply :cool:

Bye :)

mychaelo
21 Nov 2010, 14:10
Desync on gamestart. All players have 3.6.31.0; hosted w/o WormKit:
http://rghost.ru/3329081

CyberShadow
21 Nov 2010, 14:17
Please post the other player's replay as well.

CakeDoer
21 Nov 2010, 15:39
Cool, thanks.

CyberShadow
21 Nov 2010, 17:43
By the popular requests, the WormNAT2 module was simplified not to display the Greetings window.

I'm sorry, but who gave you permission to distribute altered versions of my modules? That reminder was there for a reason. What next, are you going to write a program to allow people to download torrents through the WormNAT2 proxy server?

StepS
21 Nov 2010, 18:04
I'm sorry, but who gave you permission to distribute altered versions of my modules? That reminder was there for a reason. What next, are you going to write a program to allow people to download torrents through the WormNAT2 proxy server?
oh, I'm sorry for that.:(

bonz
21 Nov 2010, 20:11
What next, are you going to write a program to allow people to download torrents through the WormNAT2 proxy server?
What if he adds rendered images of ninjas? ;)

Maver1ck
24 Nov 2010, 21:36
Two things:
1) When I'm in-game and I try to minimize the W:A, it freezes. I have to force close it through ctrl+alt+del.
2) Is there anything you need translated in portuguese for the new features? If there's any, lemme know. I speak brazilian portuguese.

CyberShadow
24 Nov 2010, 21:40
Two things:
1) When I'm in-game and I try to minimize the W:A, it freezes. I have to force close it through ctrl+alt+del.http://worms2d.info/Troubleshooting_FAQ#Attempting_to_minimize_the_gam e_seems_to_freeze_the_game
2) Is there anything you need translated in portuguese for the new features? If there's any, lemme know. I speak brazilian portuguese.We plan to set up a translation project eventually.

zookman
25 Nov 2010, 18:12
help hint vanishes while changing the map texture.
Seems to have been introduced in this beta.

Someone who joined my host wanted a specific map texture, and I had to keep re-hovering the button to see the name of the texture.

HeroHolger
26 Nov 2010, 01:00
Hi
i have seen many nice things in the latest both patches. But i have really some issues which are not so nice. (ok, i dont know how w:a would handle it within the Version29 because i never tried W:a before under Win7-64Bit)

1.) if i move the map horizontal (resolution about 1900x1000 ) i have the feeling of vertical gaps....the maps jumps more then it is a smooth scrolling. I dont know how to describe it better, but it isnt such smooth like under WinXP.

So i cant play roper games.

2.) the color help shift+pause is very usefull but in my mind it cant be a solution for long time. ( i will try the color-fix tools which are here supported in the forum)

3.) minimizing is very buggy. i need at least 2 tries to get the handle to the other Programmes which are available on my Win7 Desktop.

HeroHolger
26 Nov 2010, 01:59
after i tested more, patched my drivers to the latest version my problems are still there. (maybe in rope games the map is a bit smother but not realy)

but i found another one

if i am playing offline (maybe it will also happens online) and will place my worms at the beginning and move my mouse as fast as i can over my screen (1900x1000) i have very often a lag of about 2s in the offline game.

very strange.

{and for the admins: why i cant post my post without ur reading? are u having to much time to read my posts?}

Maver1ck
26 Nov 2010, 07:07
We plan to set up a translation project eventually.

Would it be unpolite to ask to have my name added to this project? I translate in my spare time to earn an extra buck, and I'm willing to help for no money.

Bananikus
26 Nov 2010, 18:44
It's possible to improve wine performance? My CPU is Athlon 64 3000+ 2.0GHZ - it's not modern, but i played WA on Pentium 200mhz. :) I have simply too low fps.

CyberShadow
26 Nov 2010, 19:14
Have you looked at the Wine installation guide (http://worms2d.info/Installing_WA_on_Linux)? Disabling compositing may really help with performance.

Bananikus
27 Nov 2010, 14:24
With and without composite - minimal or no difference. WA.exe just sucks 100% CPU. More background effects -> less FPS. With all background effects it's unplayable, without background effects it's really better, but still not so good.

This simply looks like emulating console or playing games with too weak processor. But 2.0Ghz is too low for WA? Something must be wrong.

franpa
27 Nov 2010, 14:52
Well you ARE virtualizing various Direct X API's/components and not running the game natively so there would be some kind of an overhead compared to running it under a supported Windows O/S.

Bananikus
27 Nov 2010, 17:15
No, no, no. :) Wine is not emulator, its only Win API replacement. Lots of wine apps works with same speed as on Windows. Slow working WA may be only wine side, but sometimes app developers can fix it or find reason in wine. :)

Directx is only translated to OpenGL. But this game doesn't use Directx...

Muzer
27 Nov 2010, 18:28
No, no, no. :) Wine is not emulator, its only Win API replacement. Lots of wine apps works with same speed as on Windows. Slow working WA may be only wine side, but sometimes app developers can fix it or find reason in wine. :)

Directx is only translated to OpenGL. But this game doesn't use Directx...
It actually does - it uses DirectDraw.

My netbook, which WA runs perfectly on, has a 1.6GHz Intel Atom, 1GB RAM and a rubbishy Intel GPU. I would try some of the following:

* Fiddle with the palette fix settings in advanced options
* As has been stated, ensure you don't have compositing enabled.
* Ensure you have the best drivers for your graphics card - I don't have any experience with ATi, but NVIDIA cards need the nvidia binary driver (as opposed to nv or nouveau), and Intel cards should work out of the box in most distros.

There may be other points, but I'm not thinking straight at the moment...

Bananikus
28 Nov 2010, 16:49
Composite disabled, no apps in background and nvidia driver 260.19.12. You're right, it uses DirectDraw, but DirectDraw is not Direct3D - it doesn't use hardware acceleration -> composite and my driver doesn't matter, it should run on vesa driver. :) I have no problems with native Linux 3D games. :) They works same fast as on Windows.

Muzer
28 Nov 2010, 17:20
Well, I'm pretty certain it should use acceleration for something, as enabling compositing causes a lot of lag in WA for me.

However, since you've got it enabled, we can probably ignore that... what version of wine do you have? Have you tried fiddling with the palette fix settings in the advanced screen of WA? You may also want to fiddle with some other options on that screen - but don't untick "Use desktop window" at your peril. If any of this helps, please post your findings here so I can add it to the installation guide.

franpa
28 Nov 2010, 18:14
DirectDraw is a hardware acceleration API just like Direct 3D. MS didn't decide to emulate it like it is DirectSound (with Vista/7).

HeroHolger
29 Nov 2010, 17:15
after more tests all of my written Problems are still there.
even if i run under several compatibility option nothing runs better.

tade
30 Nov 2010, 17:00
Well i got some problems with installing this new patch .31. The point is i already installed it 7 days ago and everything works perfect, but today my antivirus program (Avast) reported that virus has been found, Win32:Malware-gen. So now i cant play game, if i reinstall it to version .28 everything is working fine, and as soon as i start setup for newest version Avast bloks me and tell the virus has been found.

Please help anybody who knows where problem may be....
Thanks

tade
30 Nov 2010, 17:06
Hi guys, i have one problem with this version of the game .31 I installed it a week ago and everything works fine, but today my antivirus program (Avast) found a virus in WA.exe (Win32:Malware-gen) and i cant enter game anymore, cant do nothing... I Reinstalled the game to version .28 and everything works fine but as soon as i start setup for .31 version Avast bloks it with Virus alert...

If anyone know what may be the problem please hep me...

Thanks

CyberShadow
30 Nov 2010, 17:58
It is a false positive. Please report it to your anti-virus vendor.

Lei
1 Dec 2010, 03:48
Had the same problem here... using Panda Cloud AV.

Just add it to your AV's exceptions, if it has that feature.

tade
1 Dec 2010, 16:38
Thanks, i send them false positive, and i put to exeptions so now works fine...

lales
2 Dec 2010, 04:01
help hint vanishes while changing the map texture.
Seems to have been introduced in this beta.

Someone who joined my host wanted a specific map texture, and I had to keep re-hovering the button to see the name of the texture.

+1
i would like to watch names of map texture when im using new editing maps
bar

ty, silla ;)

Gnork
6 Dec 2010, 16:33
Hi guys, i have one problem with this version of the game .31 I installed it a week ago and everything works fine, but today my antivirus program (Avast) found a virus in WA.exe (Win32:Malware-gen) and i cant enter game anymore, cant do nothing... I Reinstalled the game to version .28 and everything works fine but as soon as i start setup for .31 version Avast bloks it with Virus alert...

If anyone know what may be the problem please hep me...

Thanks

Had the same problem here... using Panda Cloud AV.

Just add it to your AV's exceptions, if it has that feature.

It is a false positive. Please report it to your anti-virus vendor.



murgh.... Panda Internet Security for Netbooks 2011 is also going nuts about that installer.... I'm unable to add the file to the ignore list, since it "really thinks" there is a virus inside WA.exe inside the installer. :(

I've tried with TruePrevent disabled and Heuristic Scan disabled and Unknown Threats disabled in the antivirus options, but it STILL buggers about a generic troyan and won't let me run the installer nor put it into quarantine nor send it for exclusion to Panda Labs...

So the only way left is to uninstall the antivirus, because even closing automatic protection in the system tray after all those disabled options doesn´t allow me to execute the installer. Uninstalling antivirus for an application in order to let it work is not what i´m going to do, so i guess i´ll just stay with an older beta for now until this is solved...

franpa
6 Dec 2010, 17:37
Send them an email or use a better AV software product.

Gnork
7 Dec 2010, 11:13
Send them an email or use a better AV software product.

I've never seen problems with the very few false positives i've had in the past years, always have been able to exclude files (like wkpackets.dll) since the file would be analyzed again and marked as Ok in most cases... I cleaned out many nasty **** virusses with Panda products before, while other AV software on those systems wasn't able to. So I don't think Panda AV is bad and that I should use a better AV software product. Instead, I think a program should not be written in such manner that it seems to have SO many characteristics of plain virusprogramming that AV products will try to defend a computer at any costs to stop that malicious code from being executed, just my 2 cents. No offence, but programs can be written in less dirty code as well, no? ;)

CyberShadow
7 Dec 2010, 11:15
Instead, I think a program should not be written in such manner that it seems to have SO many characteristics of plain virusprogramming that AV products will try to defend a computer at any costs to stop that malicious code from being executed, just my 2 cents. No offence, but programs can be written in less dirty code as well, no? ;)Sorry, from a programming standpoint this makes no sense. It's pretty much like saying that a man is a criminal because his fingerprints look like those of a random criminal.

CakeDoer
7 Dec 2010, 19:15
Sorry, from a programming standpoint this makes no sense. It's pretty much like saying that a man is a criminal because his fingerprints look like those of a random criminal.

Pretty much. What AV companies should be doing is actually sampling and not identifying every second .exe as a false-positive. Sorry, but if your AV does that, it sucks balls and you should switch.

HeroHolger
11 Dec 2010, 14:12
i cant say how anoying it is, to play w:a under win7 64bit. So often the game freezes the PC so i have to restart the PC. Roping is really impossible cos game is lagging and Colors are lost to often.

GreeN
11 Dec 2010, 14:51
There are numerous players, including me, who play the game on Win7 x64 with absolute minimal problems. The game is better designed for the latest Windows operating systems than it ever has been.

franz
12 Dec 2010, 03:04
well I have none of those problems with jerky display or really anything else other than my PC completely locking up, so I'm not sure what to think.

I've pinpointed 3 scenarios where my PC locks up, although it does take multiple tries, I haven't experimented how many:
cycling through textures in the map editor
the generate map preview button in the map editor
at the beginning of a replay (this happened only once recently, when watching multiple replays)

in each case, it seems to be related to whatever fix is in .30/.31 for the Windows7 color problem because this never happened with .29 plus that 3rd party registry fix.


here's my update to anyone else using Windows7 64bit like me and are only having problems with the game freezing the PC, forcing the need to reset the PC.

I've experimented with the color palette settings under 'advanced settings' and pinpointed the "Re-set DirectX palette" option if it's turned on, causes the constant color flickering seen like when changing textures or menu screens. So as long as I keep this feature off, I have a lot less chance of freezing up (though not completely free of it).

no other combination of the other 'Palette fix' options when turned on produces a nice color stability, so I currently play with all of them off (so 'Palette fix' is Off). obviously this still means that you will occasionally have messed up colors like in game lobbies that are uncorrectable (neither minimizing or shift+break/pause work). but as long as shift+break/pause works while in the actual game, all is fine with me.

that's my 'kinda' solution, and I'm stickin to it

HeroHolger
12 Dec 2010, 12:01
@Franz: i will test it.

{your are right, the color in the gameslobby is not funny now}

Supervisor
14 Dec 2010, 15:23
I don't know if anyone have this problem on Win7 too but...

When i go minimize the game, the game crash in a black screen and only with crtl+alt+del Windows answer again to finish the process. Have any solution?

HeroHolger
14 Dec 2010, 18:34
@franz: no crash till now with your solution, but the lobby-Colors (is this still MFC ?) are pure **argh**

@supervisor: never seen with the latest patch under Win7

StepS
14 Dec 2010, 18:35
Supervisor
Rightclick your mouse.
By the way, try this registry tweak. I have found an ultimate solution for windows 7 users - no color bug at all. earlier, it was possible to appear after maximizing and triple flickering, and during the pie loading stage. now it doesn't leave the game with the messed up colors. Only the 2 features in the Palette settings are needed.
Also, at the 64-bit systems, there will be no stuck after a played round.
Get the tweak here (http://stepsfiles.tk/wa/fixes/palettefix31.reg). Will affect only 3.6.30-31.0 settings - make sure to be having it.
P.S. I recommend to delete the ColorFix, otherwise the colors will mess up after the pop-up appearance in the frontend.

Explorer
15 Dec 2010, 02:23
Get the tweak here (http://stepsfiles.tk/wa/fixes/palettefix31.reg). Will affect only 3.6.30-31.0 settings - make sure to be having it.
P.S. I recommend to delete the ColorFix, otherwise the colors will mess up after the pop-up appearance in the frontend.

Your tweak seems to do the same as the image below. Am I right?

StepS
15 Dec 2010, 18:34
Your tweak seems to do the same as the image below. Am I right?

of course, the other 2 features aren't needed, as they cover each other and leave you with messed up colors after maximizing.

Jarzka
16 Dec 2010, 20:48
This game lags on my computer with the latest patch :/ It didn't do it with 3.6.29. I have to run the game in XP compatibility mode and kill explorer.exe to play.

However I think that in XP compatibility mode the fps is a little bit better :o


My system:
MS Windows 7 64-bit
AMD Phenom II X4 965
4.0GB Dual-Channel DDR3 @ 666MHz (9-9-9-24)
ASUSTeK Computer INC. M4A79XTD EVO (AM3)
ATI Radeon HD 5700 Series

HeroHolger
18 Dec 2010, 11:45
after more tests, the workarround of Franz is still working but,

@Cybershaddow:
(1) can it be possible for the next Patch, to do a Flag into the advanced option, that the game automaticly each second do the shift+Pause-Workarround ingame?

(2) can there be a quick and dirty solution for a new QT-frontend. Needs no good design...just the possibility to join the lobby and to configure your games. Its very **argh** to configure the map, if you see it just in false-colors.

CyberShadow
18 Dec 2010, 13:02
(1) can it be possible for the next Patch, to do a Flag into the advanced option, that the game automaticly each second do the shift+Pause-Workarround ingame?It's a good idea for a tweak.
(2) can there be a quick and dirty solution for a new QT-frontend. Needs no good design...just the possibility to join the lobby and to configure your games. Its very **argh** to configure the map, if you see it just in false-colors.Even a very simple front-end is a lot of work - mainly because the existing front-end is very closely tied to the rest of the game. The time would be better spent working on 4.0.

HeroHolger
18 Dec 2010, 13:11
i don't know the code of w:a, but did you have libs for the interface or is it a "bad" code were HMI and logic mixed together? (i am just curios...i am not an HMI developer ... normally i develop physic and math engines for our simulator)

CyberShadow
18 Dec 2010, 13:26
Well, for example, the front-end network code is implemented right in the network lobby dialog classes.

Casso
21 Dec 2010, 14:09
it is unfortunate that modules of Wormkit as FkeyRearrange (http://worms2d.info/FkeyRearrange) does not work with latest update 3.6.31.0

I used it :-/

Karolis
21 Dec 2010, 16:33
well.. i clearly remember that you promised even in 2009 summer that in next upadte THERE WILL BE Lithuania flag at worm net (others Baltic states: Latvia and Estonia has their flags long time). and why its still not here??? :(((

CyberShadow
21 Dec 2010, 16:40
It's there. Don't forget to set your location in your OS settings.

StuTika
21 Dec 2010, 17:11
Hi

When I downloaded the latest (3.6.31.0) patch, my antivirus, BidDefender, says it contains a trojan:

http://i800.photobucket.com/albums/yy282/stuartsnow/Random%20Stuff/Trojan.gif

Is this anything, or another false-positive? It just unnerved me slightly...

CyberShadow
21 Dec 2010, 17:39
Yes, it's a false positive. Please report it to your antivirus vendor.

GrO
23 Dec 2010, 05:19
Many people say, that they have inverted colors bug with Win7, especially Win7 64 bit without killing the explorer.exe process.

And I must say, I have no such problems on my Win7 Ultimate 64 bit with updated Drivers and DirectX (without killing the explorer.exe process) at Default Advanced Options (changing them don't solves the bug below).

The only bug I have sometimes is caused by Maps with too many colors in it (probably too high Color Depth), but it's not bugging the map itself, just the background:

Wrong background's and stars' color (sometimes stars are unvisible):
http://desmond.imageshack.us/Himg819/scaled.php?server=819&filename=screen0001.png&res=gal (http://img819.imageshack.us/img819/8426/screen0001.png)

My temp fix for it is smple; pressing "Insert" key to Disable the Background, while I can live without it and it happens not too often.

Overall I must admit, that CyberShadow made a great work in last Updates. Thanks.

Lei
23 Dec 2010, 06:13
The first one is an actual background that you can choose. And that map has less or exactly 64 colors in it.

CyberShadow
23 Dec 2010, 08:13
In the 1) I mean this (it's not, as smooth, as it is on properly working maps):

This is the same gradient texture that's used in Worms 2 and Worms World Party. There is no bug here; only the colour limitation that forces using dithered gradients.

GrO
23 Dec 2010, 08:53
This is the same gradient texture that's used in Worms 2 and Worms World Party. There is no bug here; only the colour limitation that forces using dithered gradients.

Yes, i was wrong with case 1), just never looked so close to the background. I'll edit my first post then.

Explorer
24 Dec 2010, 06:58
The only bug I have sometimes is caused by Maps with too many colors in it (probably too high Color Depth), but it's not bugging the map itself, just the background:

Wrong background's and stars' color (sometimes stars are unvisible):
http://img819.imageshack.us/img819/8426/screen0001.png

That map ...
Is it the same as this one? http://forum.team17.co.uk/showthread.php?t=42506

I know it's not really a bug, but the white background is really annoying - when I can't distinguish the solid terrain from the hollowed (empty) area.

(I'm not sure if my wording is correct, sorry.)

EDIT: Also,
The readme says that the background layer (not the gradient), falling debris, and the destroyed soil would all be removed. However they are all white here. #FFFFFF
Strange.

GrO
3 Jan 2011, 14:49
That map ...
Is it the same as this one? http://forum.team17.co.uk/showthread.php?t=42506

I know it's not really a bug, but the white background is really annoying - when I can't distinguish the solid terrain from the hollowed (empty) area.

(I'm not sure if my wording is correct, sorry.)


Yes, it's the same map and the same problem. Which OS You're using?

Explorer
4 Jan 2011, 11:21
Yes, it's the same map and the same problem. Which OS You're using?

Not sure if you are going to troubleshoot my problem. :confused:
Anyway, Windows XP Professional SP3

CyberShadow
4 Jan 2011, 11:55
This is most likely a bug in W:A's map/palette code.

HeroHolger
4 Jan 2011, 18:54
after more tests my game crashed in the last few days 3 times inside of the gameslobby and freezed the PC... so need to restart the PC.


Did anyone has another workaround for it?

Lex
5 Jan 2011, 08:17
HeroHolger, if you couldn't get Task Manager or Process Explorer to run after said freeze, it's not WA's fault. In that case, it is most likely a component inside your computer overheating (CPU; video card?) or a component inside your computer improperly seated. Ensure everything inside your computer is connected securely to the motherboard and check for excessive dust or enclosed conditions.

HeroHolger
6 Jan 2011, 21:39
@Lex: cos i am not the only one with those crashes(like you can read in this thread) i don't think that its the hardware. and why a 12 year old software should bring a modern Hardware to a heat death but other software/games didn't? and btw..a Window-HMI dont uses much Resources.

StepS
9 Jan 2011, 09:10
I have this too, sometimes my computer gets freezed if the game was accidentally minimized in the gamelobby, and I see the gray 640x480 table of the game on my desktop. Everything freezes, but to unfreeze I rightclick the space where the "map" should be. It helps to close the game at least and to unfreeze the pc.
PS: I always use the highed up priority for wa.exe, as my game lags otherwise.

ppandp
9 Jan 2011, 16:04
omg, i cant download this one :C, is it only me who cant do it??

KRD
9 Jan 2011, 20:30
They're probably just doing something to the website. In the mean time, here's a direct link to the latest beta update:

http://worms2d.info/files/WA_update-3.6.31.0_Beta_Installer.exe

HeroHolger
14 Jan 2011, 18:37
for some reason, a minimized w:a isn't willing to restored to fullscreen.

Ive got yesterday an Win7 update...maybe this can match to the first time i have seen my problem.

Does anyone have an idea, what the problem can be?

[Win7 64bit]

best regards

GrO
14 Jan 2011, 19:07
for some reason, a minimized w:a isn't willing to restored to fullscreen.

Ive got yesterday an Win7 update...maybe this can match to the first time i have seen my problem.

Does anyone have an idea, what the problem can be?

[Win7 64bit]

best regards

You mean Update KB976902? I'm on Win7 64 too, but didn't install this update yet, while it's not highly required at the moment.

And I have fullscreen restoring problem too, but only for the first 2 tries, and then it starts to work properly. It looks the same, after each game reinstall:

Starting WA >> SHIFT+Esc >> restore fails >> killing WA.exe in Task Manager

Restarting WA >> SHIFT+Esc >> restore fails >> killing WA.exe

Restarting WA >> SHIFT+Esc >> restore works fine now and forever.

It's weird, but it always looks like that. Just try to use [SHIFT]+[Esc] instead of "Minimize Option".

HeroHolger
14 Jan 2011, 19:39
i will test it as soon as possible...thx!

(but as far i remember i have tested it about 3 times in a row (inside game, inside Lobby, inside start menu)

but till yesterday it were possible (more or less) to minimize and restore....but sometimes there were a crash.



can someone code the HMI for Win7 again..i will buy the game again for it !

update
========================
i ve tested it.....didnt worked for me.

CyberShadow
14 Jan 2011, 21:20
for some reason, a minimized w:a isn't willing to restored to fullscreen.This?

http://worms2d.info/Troubleshooting_FAQ#When_I_minimize_the_game.2C_I_ can.27t_restore_it

GrO
14 Jan 2011, 22:21
BTW

In my case I don't run W:A "As Administrator".

HeroHolger
16 Jan 2011, 16:39
This?

http://worms2d.info/Troubleshooting_FAQ#When_I_minimize_the_game.2C_I_ can.27t_restore_it

this works. but its just a bad workaround.

Plutonic
16 Jan 2011, 20:37
BTW

In my case I don't run W:A "As Administrator".

I often find that I cant restore WA from minimised while Firefox is running.

CyberShadow
16 Jan 2011, 22:30
this works. but its just a bad workaround.Do you mean using Task Manager to restore W:A, or not running W:A as Administrator? Because running W:A as Administrator is the bad workaround here.

GrO
17 Jan 2011, 04:28
I often find that I cant restore WA from minimised while Firefox is running.

I don't even use FF, cause I prefer IE and I don't run anything except ProSnooperFX in the background.

But I have no problems with restoring W:A except 2 very first tries on the fresh installed game. After that it works perfect even, if I run IE or any other app in the background.


And I have fullscreen restoring problem too, but only for the first 2 tries, and then it starts to work properly. It looks the same, after each game reinstall:

Starting WA >> SHIFT+Esc >> restore fails >> killing WA.exe in Task Manager

Restarting WA >> SHIFT+Esc >> restore fails >> killing WA.exe

Restarting WA >> SHIFT+Esc >> restore works fine now and forever.

It's weird, but it always looks like that. Just try to use [SHIFT]+[Esc] instead of "Minimize Option".

HeroHolger
19 Jan 2011, 22:20
Do you mean using Task Manager to restore W:A, or not running W:A as Administrator? Because running W:A as Administrator is the bad workaround here.

i mean running under a Non-Admin-Account because even under win7 there are too many programms which needs admin rights.

I wonder why this problem don't appeared before. (maybe luck)

CyberShadow
19 Jan 2011, 22:39
Suit yourself. Running W:A under administrator on a UAC-enabled system is not a supported configuration, and I can't help you with any problems you may experience with it.

GrO
20 Jan 2011, 05:06
Running any other app as Administrator in the background, makes W:A unrestorable.

I.e. if I run ProSnooper as Admin and W:A not, it will still make unable to restore it.

So if someone really needs to run any app with Admin rights in the background, he has a bad luck.

CyberShadow
20 Jan 2011, 08:30
This is the first I hear of this. I can't reproduce it either.

GrO
21 Jan 2011, 05:37
This is the first I hear of this. I can't reproduce it either.

My mistake. It makes W:A unrestorable, when You run ProSnooper (and probably any app, which runs WA.exe) as Administrator, so it works like running W:A with Admin rights.

DragonQ
22 Jan 2011, 15:11
I still get the colour bug (Windows 7 x64) after minimising and restoring but this is correctly fixed with the new Shift+Pause shortcut, which is great!

However, my friend who's using Windows Vista still cannot minimise the game - if he does, he cannot restore it. He's had this WA bug for years. :(

CyberShadow
22 Jan 2011, 15:12
Has he read the Troubleshooting FAQ? (http://worms2d.info/Troubleshooting_FAQ#When_I_minimize_the_game.2C_I_ can.27t_restore_it)

DragonQ
22 Jan 2011, 19:27
Thanks for that CyberShadow, he does indeed run as admin and turning that off fixed it. He vaguely remembers it only working when being set to run as admin, probably a few patches ago though so I guess things have changed.

franpa
25 Jan 2011, 10:46
Yes, programs which are specifically run as an administrator will spawn programs as administrator too. That is how UAC works.

HeroHolger
2 Feb 2011, 20:03
i mean running under a Non-Admin-Account because even under win7 there are too many programms which needs admin rights.

I wonder why this problem don't appeared before. (maybe luck)

i got a solution of my problem in the Windows-Config of w:a. Somehow the flag for "Start Program as Admin" was enabled. I can maximize the game again after disabling this flag...even as adminuser.

strange!

franpa
3 Feb 2011, 17:26
Even as an admin user you don't run programs with administrator priviledges, at least when UAC is enabled. Hence the various options to elevate programs for admin.

kosmos
9 Mar 2011, 22:58
hello

I was looking for this issue, but i didn't match with my problem.

I use The Wheat Snooper to host/join games and I think the problem has relationship.

I host a game, then play, then finish and return to the lobby. then, I minimize the game and host again (reopen host) from the snooper. the problem is here, a "max players" message appears when someone tries to join.

is this also caused by an incorrect game id? how can i fix it?


pd: thanks for this update ^^

GrO
17 Mar 2011, 03:30
hello

I was looking for this issue, but i didn't match with my problem.

I use The Wheat Snooper to host/join games and I think the problem has relationship.

I host a game, then play, then finish and return to the lobby. then, I minimize the game and host again (reopen host) from the snooper. the problem is here, a "max players" message appears when someone tries to join.

is this also caused by an incorrect game id? how can i fix it?


pd: thanks for this update ^^

Turn the game OFF instead of minimizing it.

kosmos
19 Mar 2011, 02:55
lol, good joke (was it a joke, right?). I had not post anything if I looked for your solution. Anyway, thanks for your reply, GrO.

> I would like to reopen the host as I did always, not rehost it <

I was talking with lookias, but he doesnt know anything about. Then, I suppose the wheat snooper is not the cause.

Waiting for more replys and looking for a own solution.
Thank you all

CakeDoer
19 Mar 2011, 06:39
Turn the game OFF instead of minimizing it.

What's so hard to understand?

StepS
19 Mar 2011, 09:25
hello

I was looking for this issue, but i didn't match with my problem.

I use The Wheat Snooper to host/join games and I think the problem has relationship.

I host a game, then play, then finish and return to the lobby. then, I minimize the game and host again (reopen host) from the snooper. the problem is here, a "max players" message appears when someone tries to join.

is this also caused by an incorrect game id? how can i fix it?


pd: thanks for this update ^^

This isn't possible since 3.6.30.0, and the host checks the gameid of joiners. If you could configure wormnet to make a specific gameid for you, then it would be possible, but it's not. It's an auto increment value. I hope this will be added in the next updates.

GrO
19 Mar 2011, 17:03
lol, good joke (was it a joke, right?).

Nope, if I'd joke, You wouldn't have to ask "(was it a joke, right?)" so, as You can read above, rehosting doesn't work atm and You have to turn the game OFF, and make a new game.

kosmos
19 Mar 2011, 20:38
I didnt read nothing about this, and i looked for (there are only 5 pages of thread). I also readed the update contents for this latest version (I updated from .29 to .31 directly).

Anyway, CakeDoer and GrO, isnt neccesary to be bad-mannered. You can explain the cause as Stepanesss did (thanks man).

I asked if you were joking because you don't explain nothing, not for wicked purposes. Maybe my English is too bad, dunno. If it is, then sorry.

Well, finally I know I have to wait for next update to reopen my hosts again. Thanks and have fun.

franpa
20 Mar 2011, 09:05
By "Off" he means closing the game entirely.

CakeDoer
20 Mar 2011, 14:41
Why should I try to explain something if I don't know the cause? Isn't telling you how to fix it enough for you, or what?

kosmos
20 Mar 2011, 19:25
I see there are a friendly-family here and i am the strange... If you cant help why do you reply that? -.-" C'mon man, turn off the game is just what I was doing since I updated, because I can't reopen the host, of there my asking.


Anyway, forget all please. I don't want to discuss or anything ^^ I already have the answer to my question.

Thank you all. Regards.

Korrupshen
21 Mar 2011, 00:04
I don't know if this ever will be seen or not so I'll put it here.

http://feedback.worms2d.info/forums/5998-worms-armageddon/suggestions/1613437-new-option-and-possible-gametype

Korrupshen
22 Mar 2011, 23:18
Off Topic:
How come UserCP, when I change my avatar it says my account is disabled ?

Back On Topic:
btw, any confirmed release date on 4.0 not to be annoying or anything ? Just curious...

franpa
23 Mar 2011, 11:14
You need to have made a certain number of posts before you can edit your forum account settings.

CyberShadow
23 Mar 2011, 11:27
btw, any confirmed release date on 4.0 not to be annoying or anything ? Just curious...Release dates are set by marketers and executives that order programmers around and will often release an unfinished product simply because they named a specific date a while ago (and because they need to recover investments of development costs). The answer is same as here (http://worms2d.info/FAQ#When_will_the_next_Beta_update_be_released.3F) .

Someone asked me the same question once, and when I replied with "I don't know", I was mocked and ridiculed. I can't imagine what was his conception of a gratis software development "process". So please, stop asking that question. (http://wqdb.org/index.php?564)

Korrupshen
23 Mar 2011, 14:49
Release dates are set by marketers and executives that order programmers around and will often release an unfinished product simply because they named a specific date a while ago (and because they need to recover investments of development costs). The answer is same as here (http://worms2d.info/FAQ#When_will_the_next_Beta_update_be_released.3F) .

Someone asked me the same question once, and when I replied with "I don't know", I was mocked and ridiculed. I can't imagine what was his conception of a gratis software development "process". So please, stop asking that question. (http://wqdb.org/index.php?564)

You need to have made a certain number of posts before you can edit your forum account settings.

Thank you both for the replies, I appreciate it. :)

Shtirlitz
23 Mar 2011, 19:57
You should just understand us, Cyber. For now we've got nothing to play at all. So we're quite eager to play this good game. I'm not pleased to hear there's only two of you working at the 4.0 patch. I think 'Team17' can create a special team for you to join and support you all with money. Even if we have to buy 'W:A 4.0' that will be much better than making us waiting and walking on http://wormsng.com from time to time.
Moreover I consider it possible to call people from this forum and moddb.com to create a stable development team to finish the project up.

Zeraan
23 Mar 2011, 22:00
You should just understand us, Cyber. For now we've got nothing to play at all. So we're quite eager to play this good game. I'm not pleased to hear there's only two of you working at the 4.0 patch. I think 'Team17' can create a special team for you to join and support you all with money. Even if we have to buy 'W:A 4.0' that will be much better than making us waiting and walking on http://wormsng.com from time to time.
Moreover I consider it possible to call people from this forum and moddb.com to create a stable development team to finish the project up.

What's wrong with the current version (3.6.31) in that it's "nothing to play"? Team17 won't finance something that it will lose money on. The guys working on this game aren't paid for their efforts, and you expect them to hurry up on 4.0? Fine, pay them EACH ~$40,000, at least, per year to allow them to work on this game full time.

If Team17 were to finance their efforts (by hiring them and giving them a salary), they'd need to sell 16,000 copies of Worms Armageddon (assuming 40k per guy, with 50% profit through digital distribution with $10 price tag) to break if 4.0 was released within a year (so only one year of payment to the two guys). But if it took 2 years, the amount of copies to break even would double, and so forth. Do you honestly think Worms Armageddon would sell 16,000 copies with 4.0 release? Many people that play it already own it. Some may buy it again for the digital distribution, but I'd be surprised if it broke even.

Making a game isn't easy, I know from personal experience. I'm a professional programmer, and I work on a game in my free time (http://beyondbeyaan.blogspot.com). It took me over a year to get the game in its current state, and I don't expect to finish it in another one or two years.

In your words from their perspective: "You should just understand us, Shtirlitz. For now we've got nothing to pay us for this work. I'm not pleased to hear there's fans demanding unpaid full-time work from us. I think 'fans' can create a special donation for them to donate to us and support us all with money (if it's not an issue with Team17). Even if we have to put this game on hold due to real-life issues and employment, that will be much better than stopping all work on this game.
Moreover I consider it impossible to call people from this forum and moddb.com to create a stable development team to finish the project up."

Have you looked at open source projects? About 99% of them fizzled and died because of lack of good leaders with motivation, or lack of funding for participants. CyberShadow has the motivation and knows what to work on, and is willing to work on it without any compensation. So don't complain about 4.0 taking a while. If you're really desperate, learn how to program and create your own worms clone.

Lex
23 Mar 2011, 22:49
Zeraan, I didn't know who you were before now, but you are now my hero.

Squirminator2k
23 Mar 2011, 23:04
Let's elope.

hoppi
30 Mar 2011, 00:10
This probably isn't the right thread for this, but I don't know a better one. I just played a Intermediate game in WormNet and the opponent shot an arrow, but instead of hitting me he hit himself, even though there wasn't anything in the way of the arrow. I wasn't close to him.. there was a lot of empty space between us. Is it some common bug or just random weirdness? Should be fixed. I can upload the replay later if that helps :)

Lex
30 Mar 2011, 09:12
Please upload the replay. It definitely helps. All can be explained in detail from the replay.

hoppi
30 Mar 2011, 14:38
Here comes: http://www.mediafire.com/?ake4vnrh3aylk1n

At about 9min20sec . He's actually trying to hit the barrell next to me, from a steep slope.

GreeN
30 Mar 2011, 14:57
First time I've seen that one!

CyberShadow
30 Mar 2011, 15:41
It looks like the tip of the feather just barely stuck out from behind the worm when it was fired, which caused it to hit the land behind it.

http://dump.thecybershadow.net/563f5f5778809f2bca9879285e98239c/backfiring-arrow.png

hoppi
30 Mar 2011, 18:31
Hmm, ok. I figured it had something to do with that slope.

coste
31 Mar 2011, 18:40
By the way, it will most likely work when you shoot an arrow 1-2 pixels off your lowest bow angle possible, from nearly vertical cliff. Note that it will work on a few terrain themes, like in hoppi's case Gulf terrain, unless you draw the slope by hand or

<GreeN> it will work any time there is a pixel of terrain in the position the arrows mask pokes out behind the worms mask

AL1
2 Apr 2011, 13:20
Have a version of your WA.exe which isn't a virus? I love worms, been playing it for maybe 8 years, hate viruses though.

GrO
2 Apr 2011, 21:44
Have a version of your WA.exe which isn't a virus? I love worms, been playing it for maybe 8 years, hate viruses though.

We all have our wa.exe clean. Where did you get the game?

Gnork
2 Apr 2011, 21:59
yesterday I sent an email to Panda antivir to notify about the false positive, today I got an email back saying:

Dear customer,

After checking in our laboratory the message you submit, we inform you it contains no virus. The detection was caused due to a string coincidence.

The incidence is already solved in a Beta version of our Signature File (PAV.SIG), that you can download from the following URL:http://www.pandasecurity.com/homeusers/security-info/disclaimer/disclaimer

* If you have CloudAV, you don’t need to download the Beta version of our signature file (PAVSIG), it will be automatically updated in a few hours

We hope this answer has been helpful and do not hesitate to contact us should you need any suspicious file analyzed in future.

Best regards,

PandaLabs
virus@pandasecurity.com

woho0 so now I can play the game with newest update as well


edit: CS and DC -> thanks again for a marvellous update on worms - reading the updates document took quite some time lol

regarding to the email: according to VirusTotal scanreport (http://www.virustotal.com/file-scan/report.html?id=cf1d917f5f60be495adc81cfffabc6909d5 8f1735d8a901811dc088f95afea16-1302392649), people who are using antivirus products from CAT-QuickHeal, Ikarus, McAfee, Prevx, Rising, Symantec, VIPRE and VirusBuster are also advised to send an email in order to report this false positive, if the latest update can't be applied.

hoppi
27 Apr 2011, 16:04
I just played with my friend offline. I shotgunned his worm into a instant mine which blew his worm right back, hitting my worm. My turn ended from that hit even though my worm didn't get damaged, it just slided a little. That's first time I've seen that, I didn't know that it's possible :)

Lex
28 Apr 2011, 03:25
I didn't either. The replay would be useful.

hoppi
28 Apr 2011, 11:16
I didn't either. The replay would be useful.

Here comes (turn starts at 3:02):

hoppi
28 Apr 2011, 19:10
I didn't either. The replay would be useful.

I posted a replay about 10 hours ago, but the message never appeared here :eek:

Nevertheless, here it is (turn starts at 3:02) :

StepS
28 Apr 2011, 20:07
Here comes (turn starts at 3:02):

You rolled on the ground too fast. This is usual and makes you to lose the control. The only way to prevent this is to use TestStuff or /ldet feature of RubberWorm.

hoppi
28 Apr 2011, 21:24
You rolled on the ground too fast. This is usual and makes you to lose the control. The only way to prevent this is to use TestStuff or /ldet feature of RubberWorm.
Ok, thanks for clarification! I knew about the rolling, but I never had my turn end becouse of a rolling caused by other worm hitting me.

KRD
28 Apr 2011, 22:04
You rolled on the ground too fast. This is usual and makes you to lose the control. The only way to prevent this is to use TestStuff or /ldet feature of RubberWorm.

That's not it at all. The cause of this is in the interaction between the flying worm with the worm that shot it, on the exact frame in which they first touch. It happens even if the flying worm falls straight down onto a standing worm without moving it at all.

And why would he want to prevent the game from working as intended?

StepS
29 Apr 2011, 16:52
That's not it at all. The cause of this is in the interaction between the flying worm with the worm that shot it, on the exact frame in which they first touch. It happens even if the flying worm falls straight down onto a standing worm without moving it at all.

And why would he want to prevent the game from working as intended?

It was just a thought, however, not a wrong one "at all". You know, if I had source code, then I'd say precisely:cool:

Thurbo
1 May 2011, 20:31
Hm, is this actually going to be fixed? I mean, that high speed sliding and touching ceilings makes your turn end? It sort of makes no sense and it can be very annoying, especially in rope races.

CyberShadow
1 May 2011, 23:33
No. Rope race players use this to their advantage to end their turn early when they're close to the finish.

zookman
11 May 2011, 12:47
My game crashes when I close the lid of my laptop (even though it's set to 'Do Nothing' when the lid is closed).

I have these magnets I like to play with when it's not my turn, but unfortunately when in close proximity, they trip the magnetic switch which senses whether my laptop's lid is closed, resulting in a fatal error.

I realise this is quite idiotic, but I thought I'd bring it to your attention; it might just be an easy fix afterall.

pisto
15 May 2011, 13:53
I noticed this bug a while ago. they said that it's not on the top of their TODO list.

hoppi
29 May 2011, 11:50
Is there a topic for random little questions about the game? I'll ask one here now: what's the maximum damage can you do with cluster bomb?

I remember I once got 125 against a CPU worm, but now I'm thinking is it even possible, maybe I remember wrong? I was new to the game back then and thought it was normal, so I didn't save the replay, it might be somewhere but would take days to find it.
If it wasn't 125, maybe 120, 115, 112 or 110?

GreeN
29 May 2011, 14:25
You may find this interesting: http://worms2d.info/Cluster_Bomb

StepS
31 May 2011, 20:27
My game crashes when I close the lid of my laptop (even though it's set to 'Do Nothing' when the lid is closed).

I have these magnets I like to play with when it's not my turn, but unfortunately when in close proximity, they trip the magnetic switch which senses whether my laptop's lid is closed, resulting in a fatal error.

I realise this is quite idiotic, but I thought I'd bring it to your attention; it might just be an easy fix afterall.

Mine crashes when I open it (maybe the same in your case?).
At my previous system, when I did something with my drivers, Windows stopped to react for laptop lid openings/closenings, so the game didn't crash, and the screen backlight wasn't turned off.
Usually, not to crash the game by opening the lid, I did this::D
I opened it very slowly, not to reach the border (at which the screen activates again), and slipped my hand inside the hole to press Shift+Esc. http://forum.team17.co.uk/images/icons/icon10.gif The game would be minimized then, and I could safely open the lid and maximize the game again. Was a very idiotic job, but it was worth it.:D

franpa
1 Jun 2011, 02:15
So basically, minimize the game when first closing the lid to save the hassle of doing what you did when opening the lid and to also resolve the crash?

StepS
1 Jun 2011, 10:22
So basically, minimize the game when first closing the lid to save the hassle of doing what you did when opening the lid and to also resolve the crash?

Well, yeah, first minimize when you are going to close the lid, to avoid crash and this stupid way:o But in extreme situations it helps, you know. Closed accidentally etc.

hoppi
5 Jun 2011, 11:15
You may find this interesting: http://worms2d.info/Cluster_Bomb
I've read that page before and it doesn't answer my question though. 3-power Cluster bombs have 5 clusters, but there's not mention how much is the maximum damage of each cluster.

edit: If the maximum damage is 20, then 5 clusters + the initial explosion could take maximum damage of 120 + possible falling damage.

KRD
5 Jun 2011, 13:54
That sounds about right.

dorkam
9 Jun 2011, 09:14
hi

When i install the latest update i can´t open WA and send me this error...

Front-end initialization failure.
Some graphic files failed to load
Try reinstalling the game.

I have reinstall the game and i can play, but not online, and when i instal the update send the same error...

What can i do??

Thanks and sorry for my english

CyberShadow
9 Jun 2011, 11:04
What's the publisher of your Worms Armageddon CD?

d3rd3vil
15 Jul 2011, 16:44
Can someone implement an ingame kick feature in the next patch? Some assholes have to be kicked!

KRD
15 Jul 2011, 18:25
Just kick them before the game starts if you feel that strongly about it and all will be well.

d3rd3vil
15 Jul 2011, 21:03
No thats not an option. Well I have to kick many players before the game starts :D But once it starts there are assholes I can't describe! So just implement a kick feature and everything will be fine :)

CyberShadow
15 Jul 2011, 21:05
So just implement a kick feature and everything will be fine :)It's not that simple.

Phantom
31 Jul 2011, 14:55
Maybe not a right topic to ask but...
Why is there more people in Armageddon than in World Party?
I mean, WWP is newer and stuff...

GreeN
31 Jul 2011, 15:58
W:A has received semi-official updates from a couple of developers in the community. There have also been numerous mods, tournaments and leagues all provided by the community that cherish this game.

WWP is considered by most as an inferior game, now. The community there will likely never grow as large as this one.

Phantom
31 Jul 2011, 16:46
That sucks, I like WWP better. :X

matteobin
31 Jul 2011, 16:57
So do I, but the world is a strange place...


P.S.
On the other hand, I really like your updates Cybershadow. Thank you! :D

raffie
31 Jul 2011, 21:59
That sucks, I like WWP better. :X

You'll start to like WA once you learn about all it's possibilities

http://worms2d.info/RubberWorm
http://worms2d.info/Projectx

Phantom
31 Jul 2011, 22:26
I know all of it's possibilities... I just don't like it as much as WWP...

CyberShadow
1 Aug 2011, 00:06
There is a sticky thread in the WWP forum answering this question:

Why Deadcode Is Not Patching WWP (http://forum.team17.co.uk/showthread.php?t=27160)

StepS
2 Aug 2011, 07:01
When I came back into W:A in 2009, I was excited as I didn't know that exactly this game which I own and played in 2003 is still getting updated. You've all done a huge job! :D

bandito
2 Aug 2011, 10:26
cyber when we are gonna get worms armageddon 4?
i thought we were gonna get it in 2011

franpa
2 Aug 2011, 15:55
It comes once they are finished with version 3.

StepS
2 Aug 2011, 17:11
It comes once they are finished with version 3.

I think it' enough for 3.x, there are no reasons to keep them right now. It's just a waste of time. I have looked some posts and found out that there was a talk about 4.0 even in 2002. Think better, should we enlarge the delay that is already too big?:-/

hoppi
2 Aug 2011, 23:19
Eeeeeeek! I just encountered a very weird glitch (?) during online game. It was normal type scheme with battyrope on. First, one guy shotguns red team's 26hp worm (which is equipped with Jetpack that he used in his last turn [battyrope]), but suddenly after first sg shot, this worms hp rises from 26 to over 100. Whaaat? Then later in the game I shot the red team's other 1hp worm with uzi, it didn't die even though I hit him, no hp was lost.

The host hadn't seen this ever before, I haven't either. Something to do with battyrope? I'm not too familiar with it.

Here's the replay.
(http://www.mediafire.com/?q0h8edjbyt1h35c)

The jetpack one is at 11m30s and the uzi one at 27m20s.

:eek:

GreeN
3 Aug 2011, 00:26
The first instance was simply a display error (related to the jetpack bug). The worm had 111hp and the "26" you saw was the remaining Jetpack fuel.

The second instance looks as though the worm was in the perfect position to be affected by one of the uzi bullets blast radius, but not its damage raidus.

hoppi
3 Aug 2011, 09:53
The first instance was simply a display error (related to the jetpack bug). The worm had 111hp and the "26" you saw was the remaining Jetpack fuel.

The second instance looks as though the worm was in the perfect position to be affected by one of the uzi bullets blast radius, but not its damage raidus.
Ok :D Thanks! I didn't know about blast radius.

Deadcode
3 Aug 2011, 22:54
The first instance was simply a display error (related to the jetpack bug). The worm had 111hp and the "26" you saw was the remaining Jetpack fuel.
There's no "display error". When a worm is in the "Batty Jet Pack" state, its Fuel display is inserted below the HP.
http://i.imgur.com/HENPD.png
In the replay, after 11:50 when the batty-jetpacked worm is shot, the jetpack is unequipped and the "26" (fuel) disappears from below the "111" (hp). If you had Detail high enough that the "111" was visible, it will stay visible and you'll clearly see it reduce from 111 to 86; if it was not visible, then the "26" will simply disappear and you won't see the HP change (just the "25" damage floating up).

There used to be a display bug, in which the fuel overwrote the hp on screen, but that was fixed in 3.6.30.0 along with the endless loop bug. (It seems I forgot to document the display bug fix in the Readme.)

The second instance looks as though the worm was in the perfect position to be affected by one of the uzi bullets blast radius, but not its damage raidus.
It's more complicated than that. Gun damage is worked out by orthodistance (sum of the horizontal and vertical distance), while Blast velocity is worked out by straight distance (Pythagorean theorem). Essentially the zones of higher and higher gun damage are a series of nested "diamonds" (45 degree tilted squares), and the outermost diamond is "1 point damage". Outside that diamond, no damage is done — but the outermost Blast Circle goes beyond the outermost Damage Diamond in the diagonal areas.

I worked out how this works for the Shotgun a while ago and created a chart illustrating the strangeness (click to see full-res version):
http://i.imgur.com/juk4p.png (http://kingbird.myphotos.cc/worm-shotgun-zones+shotguns.png)
It's different for hitting terrain near a worm (although the red diamonds stay the same), and also of course different for Uzi than for Shotgun.

JHel
4 Aug 2011, 15:25
Does this work well in win7 nowadays?

StepS
4 Aug 2011, 15:41
Does this work well in win7 nowadays?

yes, of course.

Deadcode, did you read my PM which I have sent a long time ago?

zookman
19 Aug 2011, 18:17
When the stereo effects is set at 0-4% the game crashes on start.
confirmed by 3 systems.

franpa
19 Aug 2011, 20:10
Confirmed via runing WA.exe, no Wormkit. Just run the game, set Stereo Mix within Disabled and 5% range then start a match.

Deadcode
20 Aug 2011, 00:54
yes, of course.

Deadcode, did you read my PM which I have sent a long time ago?Yes. Answered.

When the stereo effects is set at 0-4% the game crashes on start.
confirmed by 3 systems.Confirmed via runing WA.exe, no Wormkit. Just run the game, set Stereo Mix within Disabled and 5% range then start a match.
The range that causes a crash increases as you raise your chosen in-game resolution. For example at 2560x1600 the crash happens even at 7%.

Now fixed for the next release. In the meantime, the workaround is of course to fully Disable stereo effects instead of reducing them to a low level.

DarkShad0w
20 Aug 2011, 14:03
So the other day I was playing some hysteria tourney when this strange thing happened to me. I wanted to do a suicide by falling but I missed and wow, there was no fall damage! How is this possible? Watch from 4:04.
Replay (http://wormolympics.com/tournaments/replay/5423)

GreeN
20 Aug 2011, 16:11
It's a known bug: http://worms2d.info/Alien_glitch

See the relating info in the game log:
[00:04:19.38] ••• 7-UP (`RS`DarkShadow) ends turn; time used: 0.66 sec turn, 5.00 sec retreat
[00:04:21.02] ••• Alien Glitch

DarkShad0w
20 Aug 2011, 16:23
Yeah, I know about this bug but anyway it's weird how it could occur in such a common situation without wall or anything.

Lex
22 Aug 2011, 02:03
There is a wall. It's 1 pixel tall, and is a part of the hole. You got really lucky and happened to move to the right 1 pixel at exactly that spot.

rukiddinme
3 Sep 2011, 19:25
I just encountered two ninja rope related bugs, not sure if you know about them yet or not. I've attached the replay; the two bugs occur at around the 8:50 mark.

For the first one, the sight is visible even after I've shot the ninja rope. For the second one it looks and sounds like the ninja rope attaches, but it turns out it's not attached (in this case I guess it could be that I accidentally pressed the space bar quickly, but I don't remember doing so).

Lex
4 Sep 2011, 02:23
I watched from 8:50 until the end of the match and didn't see either of the bugs or situations you described. Did you upload the right replay?

If you mean the one where you shot the rope while you were too close to the wall, that's just because the rope can't be attached below minimum length; not a bug.

GreeN
4 Sep 2011, 02:51
http://img607.imageshack.us/img607/5126/screen0069.png
00:08:51.46

Lex
4 Sep 2011, 02:54
Oh. That's not abnormal. That just happened because you shot the rope at the same time the landing animation finished. It's purely graphical; affects nothing gameplay-wise.

rukiddinme
4 Sep 2011, 03:26
If you mean the one where you shot the rope while you were too close to the wall, that's just because the rope can't be attached below minimum length; not a bug.
Yes, that's what I was talking about. It just seemed weird that it made the "rope attached successfully" sound if it didn't actually attach.

cheeser
7 Sep 2011, 19:17
you seem to know a lot so i was wondering if you can help me?

i downloaded the wormsarmageddon with the 'V3.6.28 Beta' update and then applied the
v3.6.31.0 Update .exe and extracted the files and ran the wa.exe but i get this

ERRORLOG
WA caused an Access Violation (0xc0000005)
in module WA.exe at 001b:004094ab.

Exception handler called in ExceptionAttacher.cpp - AfxWinMain.
Error occurred at 9/7/2011 11:06:10.
C:\Users\Home\AppData\Local\Temp\Rar$EX47.400\Worm s\WA.exe, run by Home.
Operating system: unknown Windows version (6.1.7601).
2 processor(s), type 586.
76% memory in use.
1015 MBytes physical memory.
238 MBytes physical memory free.
2039 MBytes paging file.
894 MBytes paging file free.
2048 MBytes user address space.
1911 MBytes user address space free.
Read from location 00000000 caused an access violation.

Context:
EDI: 0x00001db1 ESI: 0x00000002 EAX: 0x00000000
EBX: 0x00000001 ECX: 0x00000000 EDX: 0x00657070
EIP: 0x004094ab EBP: 0x0012aff0 SegCs: 0x0000001b
EFlags: 0x00010246 ESP: 0x0012afe4 SegSs: 0x00000023

Bytes at CS:EIP:
8b 11 a1 3c 5f 6b 00 50 8b 4a 2c ff d1 89 45 fc .... :(

CyberShadow
7 Sep 2011, 19:25
downloadedPlease buy the game.

Phantom
7 Sep 2011, 20:08
i downloaded the wormsarmageddon


Well I think that explains why the game won't work...

franpa
8 Sep 2011, 06:19
Well I think that explains why the game won't work...

That, and the manner in which he tried to launch the game.

'HHC
8 Oct 2011, 22:19
I played a T17 today and used a nuke with 0:01 on the clock left. The nuke fell, worms got sick and at the end of the turn the SD-nuke set in. Odd thing was, in SD only 2 energy was deducted from the worms rather than the regular 5 (or in this case, the regular 7).

I think 'you' mentioned it somewhere else, about worms not being able to do 2x 'skunk'-damage in one turn. But I'm not sure, anyway, thought i'd report just in case it's an unknown bug.

KRD
9 Oct 2011, 01:26
Hm, this sounds awfully similar to something that was fixed in 3.6.29.0. Here's the line from the ReadMe:

[CS] If a worm had 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.

Let's see the replay, HHC. Maybe you were emulating an old version for some reason? Better not be a regression, I'll fire Vladimir on the spot!

GreeN
9 Oct 2011, 12:48
It's reproducible in 3.6.31.0

Deadcode
20 Oct 2011, 20:41
I played a T17 today and used a nuke with 0:01 on the clock left. The nuke fell, worms got sick and at the end of the turn the SD-nuke set in. Odd thing was, in SD only 2 energy was deducted from the worms rather than the regular 5 (or in this case, the regular 7).

I think 'you' mentioned it somewhere else, about worms not being able to do 2x 'skunk'-damage in one turn. But I'm not sure, anyway, thought i'd report just in case it's an unknown bug.

I can reproduce this easily, but only when the SD timer has gone down to 0:00 and turned red (it doesn't happen with 0:01 left on the clock). It's a legacy bug — not introduced by CS or me, but not fixed by us either (yet).

I noticed another bug while investigating this. After the last turn finishes before SD begins, all worms lose however many points they've already been poisoned by — but then the SD nuke happens, and they lose their poison points again. So for example, with the bug, they lose 2, and then 2 again, all in one turn (for a total of 4). Without the bug, they lose 2, and then 7, all in the same turn (for a total of 9).

What I think should happen: After the nuke weapon is triggered, they lose 2 points, and then after the SD nuke happens, they lose 5 points. On each subsequent turn, they lose 7 points.

Tomi92
22 Oct 2011, 19:44
Hi everybody!

First of all I tried to use the finder, but I haven't found a solution for my problem.
My problem is that my computer freezes in the menu sometimes. But this is not a similar freezing.. the reset button doesn't work either! I can only turn my computer off. I watch sometimes TV on my computer.. when I try to play W:A and the program of my TV-card is opened, then my computer hardly ever freezes. Is my CD wrong maybe? I haven't got any problems with the older updates, this started after I installed v3.6.31.0.

Thanks for the answers in advice!

LTKiller
30 Oct 2011, 13:32
Hi everybody!

First of all I tried to use the finder, but I haven't found a solution for my problem.
My problem is that my computer freezes in the menu sometimes. But this is not a similar freezing.. the reset button doesn't work either! I can only turn my computer off. I watch sometimes TV on my computer.. when I try to play W:A and the program of my TV-card is opened, then my computer hardly ever freezes. Is my CD wrong maybe? I haven't got any problems with the older updates, this started after I installed v3.6.31.0.

Thanks for the answers in advice!

Maybe try reinstalling the patch?

hoppi
6 Nov 2011, 23:42
How does red team's worm make 53 damage (instead of 50) with kamikaze to blue team's worm in this replay at 19:20?: http://wormolympics.com/tournaments/replay/7030

Does the blue worm take 3 additional damage from hitting the wall? Kamikaze power is supposed to be 3 in that scheme.

SgtFusion
7 Nov 2011, 03:56
I couldn't say for sure, but I think it's because he got hit by the worm performing the kamikaze and then by the explosion from the kamikaze.

KRD
7 Nov 2011, 04:46
I've looked at it frame by frame and I think that's precisely what's not happening there, heh. It's true that the best way of optimising Kamikaze damage is to first hit the worm while flying toward it and then make sure to catch it in the final blast as well, but if that had happened in this case, the damage done would have been significantly higher (because of how close to the target worm's centre the kamikaze exploded); 30 from the flight and somewhere between 40 and 50 from the blast.

Rather, I think this has to be a pretty specific case of something Darío's Intermediate tutorial refers to as speed damage. See for yourself:

http://www.normalnonoobs.com/forum/viewtopic.php?p=5#p5

On a side note, it's not at all uncommon for perfectly aimed or placed weapons to deal less than the supposed maximum-damage-as-quoted-in-the-manual, simply because it's in most cases impossible to detonate them at the very middle of a worm's collision mask. So with that in mind, we can't say for sure that the kamikaze damage component was 50 and speed damage 3 in the above case. The ratio between the two might have been something like 46/7 instead. If my theory on what went on is correct in the first place.

Post temporarily redacted due to preliminary results of ongoing experiment. None of the above seems to be true!

Deadcode
11 Nov 2011, 02:10
How does red team's worm make 53 damage (instead of 50) with kamikaze to blue team's worm in this replay at 19:20?: http://wormolympics.com/tournaments/replay/7030

Does the blue worm take 3 additional damage from hitting the wall? Kamikaze power is supposed to be 3 in that scheme.
Hitting a worm with Kamikaze does 30 points of damage, and the final explosion does a maximum of 30 points if it's perfectly centered. So in that replay the centering of the explosion was close, but still imperfect, doing 23 points of damage out of the maximum 30.

zookman
11 Nov 2011, 13:52
So if 'speed damage' isn't true, how do you explain the 31 damage dealt to the worm only hit by the kamikaze and not the final explosion? (In the same instance hoppi spoke of)
http://wormolympics.com/tournaments/replay/7030

coste
11 Nov 2011, 14:22
So if 'speed damage' isn't true, how do you explain the 31 damage dealt to the worm only hit by the kamikaze and not the final explosion? (In the same instance hoppi spoke of)
http://wormolympics.com/tournaments/replay/7030

But theres no 31 dmg kamikaze in this replay, did you have something else in mind?

zookman
11 Nov 2011, 16:05
But theres no 31 dmg kamikaze in this replay, did you have something else in mind?

Watch again, 19:20, the 31 damage is to his own worm.

franpa
11 Nov 2011, 16:27
You sure he didn't suffer 1 (Or more) point from fall damage?

Deadcode
11 Nov 2011, 16:56
So if 'speed damage' isn't true, how do you explain the 31 damage dealt to the worm only hit by the kamikaze and not the final explosion? (In the same instance hoppi spoke of)
http://wormolympics.com/tournaments/replay/7030
The 1 point of fall damage is from hitting a "ceiling". This does exactly the same damage as hitting a "floor", depending on the absolute value of the vertical component of the velocity of the hit.

I put "ceiling" and "floor" in quotes because a diagonal wall, even a steep one, can act like a ceiling or floor if a worm has a vertical collision with it.

coste
11 Nov 2011, 21:51
Watch again, 19:20, the 31 damage is to his own worm.

Sorry, completely forgot he damaged own worm

Triver
1 Jan 2012, 15:23
hi everybody, I'm not sure if this has already been asked or discussed (probably yes but I couldnt find anything about it) but I would like to know if it is possible to make also fixes for Worms World Party?

It doesnt necessarily have to be as much updates as WA got (which is a really huge list, really awesome of you guys ;) ), just an update to make the game start properly under a newer OS would be enough for me (and I think also for many other people).

I know that there is a fix available for WWP (http://forum.team17.co.uk/showthread.php?t=38883) but to me it seems like that is really only a provisional fix which is only solving the colour problems (and not even that in some cases).
Also I still cant start the game as it instantly crashes on startup, also many other people have this problem as you can read in the thread (and no I dont have an ATI graphics cars).

If it is not possible to do that I would like to know why as you also managed to do that with Armageddon.


Also I would like to report that the loading screen in Worms Armageddon is still most of the times in strange colours, its not something important to fix but it would be nice if you can fix it, thx ;)

StepS
1 Jan 2012, 21:21
If it is not possible to do that I would like to know why as you also managed to do that with Armageddon.

because of the source code.

Also I would like to report that the loading screen in Worms Armageddon is still most of the times in strange colours, its not something important to fix but it would be nice if you can fix it, thx ;)
That's pretty hard to prevent from an often appearance with the integrated palette fixes. Another solution for it would be using Project X (which uses 32-bit colour depth in-game), colorfix (which is old and obsolete), or killing explorer.exe (which is really old to be used in WA)

Pac-Man
1 Jan 2012, 22:03
Too bad I lost my WWP CD or I would try fixing the startup stuff with reverse engineering if possible ;)

Triver
1 Jan 2012, 23:06
because of the source code. ok right after my post I found the thread in the WWP forum :o

so I read that the plans are to actually merge WA and WWP together? (or more like to make WWP into WA). I know that there are only a few differences between those games but for some reason I like WWP better, probably because I played it before WA.
Afaik these differences are only the menu style and the improved Create Multiplayer screen where you can select some special things like double damage or aqua sheep, etc.
Would it be difficult to put these "features" into WA? I mean users are not forced to use the special features for their game but still it makes the whole game more customizeable and offers more opportunities.

And the menu pictures (as well as the background) look kind of primitve and empty to me compared to WWP so as long as it doesnt make problems with some copyrights I would find it very great if we could use the menu screens from WWP...just a suggestion :p

I believe if those two features (menu screens and custom mutliplayer options like in WWP) were included into WA then one couldnt really tell anymore whether its WA or WWP and therefore all oldschool Worms players would be happy ;)

Pac-Man
2 Jan 2012, 11:10
Yeah they may get merged in a 4.x version, e.g. in a leap year with an odd year number ;)

Most Wormpot features can be replaced by RubberWorm yet.

I dislike the childish cloud background of WWP and love the earnest (setup like) black-to-blue gradient of W:A (those graphic artists got too much money in my opinion) :S But the buttons are ordered better in WWP (ready near start for example).

If you like WWP better you never played W:A 3.6.31.0 :P

StepS
2 Jan 2012, 11:48
Afaik these differences are only the menu style and the improved Create Multiplayer screen where you can select some special things like double damage or aqua sheep, etc.
Would it be difficult to put these "features" into WA? I mean users are not forced to use the special features for their game but still it makes the whole game more customizeable and offers more opportunities.

Everything like this is already possible in W:A. Read this (http://worms2d.info/RubberWorm). Being an external module, it's going to be included officially to the next patches.
There's also such a powerful tool like Project X (http://wormspx.com), which allows new weapons (like these (http://forum.team17.co.uk/showthread.php?t=49903)), new game styles (completely new or a bit different from usual ones), anti-aliasing, 32-bit colours, etc.
Also, double damage and aqua sheep are possible without any add-ons, see the "Cheats" button if you passed the Campaign well. :cool:

Pac-Man
2 Jan 2012, 11:52
(Where I never understood the AA feature of PX, it doesn't look any better for me and just wastes cpu :P)

KRD
2 Jan 2012, 23:46
To Triver and anyone else who might stumble upon this thread in the future:

Make sure you disregard any and all posts by user StepS on account of them containing so much misinformation and so many irrelevant factoids that they are rendered wholly unhelpful and possibly harmful.

Good day.

Pac-Man
3 Jan 2012, 00:29
Uhmm... problem?

StepS
3 Jan 2012, 11:38
To Triver and anyone else who might stumble upon this thread in the future:

Make sure you disregard any and all posts by user StepS on account of them containing so much misinformation and so many irrelevant factoids that they are rendered wholly unhelpful and possibly harmful.

Good day.

did I refer to you or mention in any manner?:confused: That's not a reason to start trolling me once I want to list anything that WA ever can do. I'd rather ignore that buddy's message, in your opinion? Then I wonder why do some still play WWP.
As about misinformation - sorry, but I know way more than you on this subject, as from positive side, as from negative. Not even a reason ;)
If you hate PX - that's your opinion, and please leave this out of the thread. I personally don't like or hate it, I've just said that such a tool exists. You think I shouldn't? Sorry, but then this should be left to a moderator to be solved.

b1llygo4t
3 Jan 2012, 17:29
@Triver

So much effort has gone into updating WA that there is no point to update WWP. Most of the options WWP had that WA didnt have will be included when the two games are "merged" and most of them can be replicated right now with the two wormkit modules wkRubberworm and wkPX(Project X).

The Worms Armageddon front end will eventually get a face lift with the various new options. you can actually modify the front end with your own images, but you will have to search and find that info on your own.

Triver
3 Jan 2012, 20:11
well thats great news then ;)

If you like WWP better you never played W:A 3.6.31.0 :P as you might have noticed, I said that the only difference between WWP and WA is imo only the menu interface (with the pictures and everything) and well the optional gameplay features but I notice no difference in gameplay (except the advantages that WA got).

So much effort has gone into updating WA that there is no point to update WWP.even though if WA and WWP will get merged together I believe that a proper quickfix could be possible for WWP, only to solve the colour issues and (most importantly) the startup crash that many users experience.
call me optimistic but I believe that it would only take one or two days to fix these things which would make WWP moreless playable for the public again.

but if there are no plans for that then I guess I have to live with that.

The Worms Armageddon front end will eventually get a face lift with the various new options. you can actually modify the front end with your own images, but you will have to search and find that info on your own.I just want to have these three pictures in the "create game" menu where you could choose what "features" the game would have :p

KRD
3 Jan 2012, 23:21
As about misinformation - sorry, but I know way more than you on this subject, as from positive side, as from negative. Not even a reason ;)

If you knew more than me about why WWP isn't getting updates and what is or isn't going to be included in future updates, surely you wouldn't be saying things that aren't true about both of those in this very thread.

Surely.

:confused:

StepS
4 Jan 2012, 07:56
If you knew more than me about why WWP isn't getting updates and what is or isn't going to be included in future updates, surely you wouldn't be saying things that aren't true about both of those in this very thread.

Surely.

:confused:

No, not about that. About what you don't like to discuss - the external modules for WA.

As about what's going to be included - I don't know everything, but RubberWorm is in progress of being included, that's what Deadcode said.

Pac-Man
4 Jan 2012, 10:22
Hey KRD! It's so simple to play W:A without even thinking of additional stuff like WormKit modules!!!! :D That's so awesome! Here are step-by-step instructions:
1. Install W:A
2. Install additional modules
3. Start and play the game!
I hope I helped you to stop your idiotic flaming and blaming about people who support WormKit and its modules :D

I just want to have these three pictures in the "create game" menu where you could choose what "features" the game would have :p
Surely useful for beginners in 4.0 - However, you can set up that stuff much more exact with textual commands and even save those settings inside schemes.

Triver
4 Jan 2012, 12:52
Surely useful for beginners in 4.0 - However, you can set up that stuff much more exact with textual commands and even save those settings inside schemes.and where/how can I enter these text commands (I hope its not the ingame chat because that would be imo kind of useless to change the game settings during the game)? also is there by chance a list of commands available that I can enter (with descriptions to them)?

and what I actually forgot to say:
I noticed that the when the game goes into (main) menu, the resolution still changes to 640x480 or 800x600 (or whatever it is), no matter which resolution is set in the options.

Since the main menu wouldnt look good stretched to a 1920x1080 I suggest a window mode for the game (which would be useful anyway) that can either be toggled in the options or by starting the game with the parameter -window.
Or maybe there is a better solution for that, I dont know but I would really like the game not to switch the resolutions all the time...

Pac-Man
4 Jan 2012, 15:36
and where/how can I enter these text commands (I hope its not the ingame chat because that would be imo kind of useless to change the game settings during the game)? also is there by chance a list of commands available that I can enter (with descriptions to them)?
When RubberWorm is installed, just type /help to get a list of available commands. Or have a look here: http://worms2d.info/RubberWorm. As you can see, the W:A community keeps everything very well documented!

and what I actually forgot to say:
I noticed that the when the game goes into (main) menu, the resolution still changes to 640x480 or 800x600 (or whatever it is), no matter which resolution is set in the options.
Of course, the menu doesn't work in other resolutions now. The resolution change only takes effect ingame, like in WWP too.

Since the main menu wouldnt look good stretched to a 1920x1080 I suggest a window mode for the game (which would be useful anyway) that can either be toggled in the options or by starting the game with the parameter -window.
Or maybe there is a better solution for that, I dont know but I would really like the game not to switch the resolutions all the time...

With the ProjectX add-on, it is possible to play ingame windowed, but the menu stays fullscreen. All this is planned for this century, e.g. 4.0. If you want to run the W:A menu windowed now, either use virtualization (http://worms2d.info/Emulating_Worms_Armageddon) or mess around with DxWnd (http://forum.team17.co.uk/search.php?searchid=3051538).

CyberShadow
6 Jan 2012, 00:06
As about misinformation - sorry, but I know way more than you on this subject, as from positive side, as from negative. Not even a reason ;)

I hope I helped you to stop your idiotic flaming and blaming about people who support WormKit and its modules :D

These posts sadden me greatly.

I'm sorry, but I see no way how the first quote can be true. I understand that some people are very enthusiastic and inquisitive about W:A's future, but please don't turn statements regarding vague plans and unfinished features into prophecies.

The harsh words were inappropriate. I like to think better of the W:A community in general.

b1llygo4t
9 Jan 2012, 20:36
No kidding! someone comes in here to get help and has to see a bunch of bickering!

As far as wkmodules and the people that love/loath them:

physics adjustments, new weapons, capture the flag, color changing wxw walls, etc. whats not to like?

i run wormkitds with like 10 modules running all the time. i never desync. PX wont conflict with wormkit unless you load settings in both. neither ever effect my ability to play normal games. the only time my computer lags when using RW or PX is when someone slaps together some stupid scheme with a bunch of craziness going on. any scheme worth playing wont do that. it only happens when you have a screen full of explosions and 255 mines, crates and barrels spawning every turn.

i think people are hesitant to use RW and PX because of a few reasons. they were buggy when they first came out. some people are afraid of change. old school elitism. ignorance/laziness. bad experience with stupid schemes.

Pac-Man
9 Jan 2012, 20:38
the only time my computer lags when using RW or PX is when someone slaps together some stupid scheme with a bunch of craziness going on. any scheme worth playing wont do that.

But... WeaponSexpress is worth it... I spent my whole brain on it :(

hoppi
4 Feb 2012, 16:03
Thanks for answers regarding my last question here.

I came here to write about a problem I had. I had had crappy fps in games with a lot of worms on screen. Then I realized that the fps lowered as I added more info about the worms (health, name, team). With all the info presented, framerate was 10-15 when much worms on screen. With no info at all it was constant 60 fps, with just health showing about 30 fps, etc.

I played around in Advanced options and found out it was "Use double buffering" that caused it. Now I have it disabled and have constant 60 fps all the time. There's still some screen tearing though, but I don't know cure for that. GPU of mine is nvidia GTX 460 Cyclone, latest drivers (I've tried with latest stable version and the betas as well).

I just thought I'd share, becouse I've met other players with the same problem.


edit: Yeah disabling double buffering causes the very noticeable tearing, but it's definitely better than the low fps slideshow.

CyberShadow
4 Feb 2012, 16:09
Did you make your labels transparent (Alt+Del)?

FPS-measuring tools like FRAPS may not be able to detect actual frame rates in games without double-buffering, because drawing without double-buffering simply involves drawing to a memory bitmap, then copying it to the screen row-by-row (which is why you get tearing).