View Full Version : New RubberWorm
This is a thread about RubberWorm which is currently being developed by Kawoosh (KMZ).
The latest stable version is 0.0.1.16 (20 March 2013).
Download (http://worms2d.info/RubberWorm/Download)
To do:
[!]A major update with the versioning of rubberworm replays, remote rubberworm check, and more! :D
[!]New command which will force starting of the next turn even if there are weapons, flames or worms flying around the map (/ndbt)
All of the remaining LaserFix features if possible
Being able to check if the client has RubberWorm or not (by typing /v).
A non-breaking invisibility feature
Weapons jumping out from crates while those get exploded
And fix the /usw camera issue.
No object limit (may be hard to do)
An in-game menu (weapons editor)
Once you type the command in the lobby, you will see the notification that it was enabled. done
Custom rope knocking (like in WormNET channels - 0 - off, 5 - normal, 10 - extra. Currently presents only in #TestStuff channel of StepS' WormNET server, also in Direct IP games) done
Extend the grenade and other weapons' selectable fuse to 9 done
Non-limit, fully unlocked TestStuff. done
wkTrastulloPerAtrox features to be inside done
3-weapons unlock (Indian Nuclear Test, Earth Quake and Armageddon) to be used with sdet. done
Short version history:
Update: Compatible with both CD and Steam editions. /version command extended to 65535 (top-level byte ''Freeze'' crate probability); the /ts9 alias now points to 297 (3.7.2.1[TestStuff9]). Restored the feature pop-ups and the fix setting removed.
0.0.1.16: Fully fixed fuseex zero, added clarification for "wrong revision" users. You must update, my sir
0.0.1.15: Fixed fuseex jump/hook issue (desynchronization).
0.0.1.13-14: Ported to 3.7.0.0.
■ /fuseex has been extended to support 10 cows in one herd, and also zero-second grenades, cluster bombs and bananas. The remaining parts of this feature are still compatible, and also an older user can't activate the unavailable option by pressing 0.
■ RubberWorm now informs you (invisible to others) when you enable some feature.
■ The actual W:A version number is now shown near the value of /version command (after typing /show or /showme)
■ Due to the crash bug discovered in W:A 3.7.0.0 (comboboxes randomly causing crash after closing the scheme pop-up), by default RubberWorm now disables pop-ups that appear after clicking on the scheme to prevent the crash. This doesn't affect /showme feature as there's no combobox involved. This can be re-enabled by using SchemePopupOff=0 in the [Fixes] section of RubberWorm.ini, though the potential danger of a crash (anytime and unpredictably) should be taken into consideration.
0.0.1.12: Added /knock[1-255] - custom knocking force. Using it you can set any force from 1 to 255 (where 100 is the normal, 254 is the max and 255 forces no knocking). This does not depend on a channel/TS/batty. Note: like always, a knock is treated by W:A as a "rope knock" until you lose your turn (lose control), i.e. losing turn by rolling on landscape and then touching a worm doesn't qualify as a rope knock.
0.0.1.11: Added in-game command /colormod - team-colored rope, outlines of worm bars and lasersight. Best with darker team colour scheme (PX users will have to install wkPXColorРwnage (http://myfiles.my1.ru/wa/wk/wkPXColor%50wnage.dll) to make darker colour scheme work).
0.0.1.10: Added /swat - select worm any time during the turn - let it be mid-air, fall, sliding, or etc. Just press Tab when you wish. If "selectworm" option is enabled in the scheme, swat will be working during the whole game. If "selectworm" option is disabled, you can call swat by using a SelectWorm weapon - this will last till the end of your turn!
0.0.1.9: Added /fuseex - up to 9 seconds selectable fuse of grenades, bananas, madcow herds, etc.
Also kaosmod4 and kaosmod5 by request of DreamTrance,
0.0.1.8: Added:
/speed[value] - speed limit for roping and objects (16 - default, 32 - TS, 255 - unlim (like in ts3))
/ts8 - TS8 aliase command (version164) which can be directly integrated into the scheme file.
These features have been ported from italian wkTrastulloPerAtrox.dll module:
/reaim: auto reaiming at the turn start
/cira: circular aiming (ts-like)
/alp: antilock power (ts-like)
/usw: unlock sdet weapons (armageddon,earthquake,nuketest)
Also, the crateshower can now be used together with craterate.
0.0.1.7: Added /wdca - weapons don't change automatically.
0.0.1.6: Added the /kaosmod2 feature, which was needed for the kaos league (http://kaos.ugu.pl). An explanation table is here (http://kmz17.ho.ua/kaosmod.png).
0.0.1.5: Added /ope - all objects are pushed by explosions, like in the one of previous versions. This one doesn't use emulation.
0.0.1.4: Minor rubberbounce fix (at 255 value)
0.0.1.3: Added /flames and /kaosmod features. /flames allows you to increase the limit of persisting flames at the map in the same time.
The previous versions before 0.0.1.0 were part of RubberWorm30, and didn't have all the basic features inside.
Note:
The /tellv and /show features work like in LaserFix, you can look the parameters while being a client, and can tell the version with /tellv.
Cueshark
2 Jan 2011, 13:45
Ok.
So as I understand it, you still need to apply the /kaosmod2 command to stop crate showers coming?
I see the flame setting has been added to the new official kaos mod scheme.
I think perhaps the indimask module might be compatible with the new rubberworm. At least offline everything seems ok.
Explorer
2 Jan 2011, 14:52
Hello.
May I suggest renaming the new version of the module?
"wkKawooshRubber" or something like that.
Simply calling it "RubberWorm" will be confusing in the future.
(please see my original request here) (http://worms2d.info/Talk:RubberWorm#Confusing_versioning_.28please_sol ve.3F.29)
May I suggest renaming the new version of the module?
this might decrease the popularty so much :(
Better first to ask Kawoosh's opinion. As for the versiontag fix, we are ok.
/kaosmod2 command to stop crate showers coming?
Yeah, requested by kaos league (http://worms.jcom.pl) players.
Good news. Thanks for the work!
To do: being able to check if the client has RubberWorm or not (by typing /v).
A new version - 0.0.1.7. Added /wdca - weapons don't change automatically.
Steps, enter #worms. I wish to have words with the ambassador of RubberWorm.
Cueshark
6 Jan 2011, 22:10
A new version - 0.0.1.7. Added /wdca - weapons don't change automatically.
Very nice!!!!! So glad this feature was added :<
eddy2000
11 Jan 2011, 21:16
Today Kawoosh did a new RubberWorm module for 3.6.31.0 version. Some little features, described below.
You can download the installer here (http://stepsfiles.tk/wa/build/RubberWorm-0017-L-installer.rar) (may help with deleting old modules) or just the module here (http://stepsfiles.tk/wa/wk/wkRubberWorm31.dll).
To do:
Wormy HP up to 65536 (needs the show-up fix)
Being able to check if the client has RubberWorm or not (by typing /v).
Short version history:
0.0.1.7: Added /wdca - weapons don't change automatically.
0.0.1.6: Added the /kaosmod2 feature, which was needed for the kaos league (http://worms.jcom.pl). An explanation table is here (http://kmz17.ho.ua/kaosmod.png).
0.0.1.5: Added /ope - all objects are pushed by explosions, like in the one of previous versions. This one doesn't use emulation.
0.0.1.4: Minor rubberbounce fix (at 255 value)
0.0.1.3: Added /flames and /kaosmod features. /flames allows you to increase the limit of persisting flames at the map in the same time.
The previous versions before 0.0.1.0 were part of RubberWorm30, and didn't have all the basic features inside.
Note:
The /tellv and /show features work like in LaserFix, you can look the parameters while being a client, and can tell the version with /tellv.
I noticed that with /wdca option when use the girder or other weapons with mouse pointer to target (napalm , automatic missile ecc..) this option block the worm and inhibit the retrat time turn.. unless press the left mouse speedy to have the reatrat time.
maybe i have no undestand the use of this option but i suppose it is very useful (if it will be correct )for elite scheme, when use the parachute and not show the super weapon or other weapons.
Playing Elite with RubberWorm is a cardinal sin punishable by some of the most vile medieval torture techniques that you can think of.
RubberWorm is an opt-in deal. If someone doesn't want to play with it, they can just choose not to load it.
eddy2000
14 Jan 2011, 23:23
RubberWorm is an opt-in deal. If someone doesn't want to play with it, they can just choose not to load it.
Playing Elite with RubberWorm is a cardinal sin punishable by some of the most vile medieval torture techniques that you can think of.
What you are saying ?
The problem is that when you use this rubberworm option with some weapons (weapons with mouse target pointer)the worm is blocked in retrat time unless you click the mouse two time.
Then I asked if explain what this wormkit option is useful.
For me, this option may be useful to use into elite or other scheme to hidden your weapons.
hi all
my new scheme are avaible
http://worms.jcom.pl/forum/viewtopic.php?f=3&t=82
preotolla
30 Jan 2011, 18:03
Hey Nin, how badly will i get ***ed if i just jump straight into MP?
Does new wkPathOverride work on XP? There are mentioned some issues with Vista and 7, nothing about XP though. It doesnt override for me (im logged as admin if it matters).
DarkLord22
3 May 2011, 23:47
Yes it works, but you shouldn't need it for XP. I don't use it and associations are just fine for me.
Everything you need to know is here (http://worms2d.info/WkPathOverride).
Also, this thread is about RubberWorm. So, next time please create a new thread instead of bumping an old, unrelated thread. Thanks.
You can use WormKitDS. It works with wa without wormkit.exe, and PathOverride no more needed...
http://kmz17.ho.ua/WormKitDS.rar
The next version of RubberWorm is planned for June. It may include some of the upcoming features like Extended Wormy HP (up to 65536), versioncheck without needing of /tellv (the hoster will know it himself), non-limit unlocked TestStuff, weapons out of crates after explosion (like Sheeps who jump from crates when it gets exploded) and 3-weapons unlock (Indian Nuclear Test, Earth Quake and Armageddon) to be used with sdet. We aren't sure that every feature will be inside, it will most likely be step by step integrated to the next and next versions. Also there is a probability that an object limit will be unlocked, but this is not yet known due to possible hardness of implementing, probably in autumn.
Pac-Man
16 May 2011, 16:50
You forgot to add
- Mines automatically exploding at max. distance.
(up to 65536)
Is that your credit card number?
Is that your credit card number?
that is 256 x 256 a.k.a. 16-bit (2^16).
From here you can assume (if you understand what I'm talking about) that the feature will take two bytes of the scheme file.
You forgot to add
- Mines automatically exploding at max. distance.
We are thinking about it, I think that it will concern worms too, a worm who reached the maximal distance will be teleported to the lowest pixel of the water (not lower than it because it's a death even with antisink, so to keep antisink this will be done). Any other object will explode depending on their power settings in the scheme (for example a grenade with zero power disappears) etc.
The command will be /maxdistance
Pac-Man
16 May 2011, 19:16
The command will be /maxdistance
Isn't Kawoosh deciding that. You sound like being the programmer.
Isn't Kawoosh deciding that. You sound like being the programmer.
Yep, it's up to me to decide the name and the command of a new feature (for example, /ope); only /wdca he made himself (and I wanted /wdas)
Pac-Man
17 May 2011, 10:30
Didn't know that :cool:
I'd like to order arrows for mines too.
I would love /mdds (movement doesn't delay start of next turn) xD
Means that if the turn ends , the next starts yes or yes , not matter whether there are weapons , flames or worms moving around the map.
Pac-Man
18 May 2011, 07:51
I would love /mdds (movement doesn't delay start of next turn) xD
Means that if the turn ends , the next starts yes or yes , not matter wether there are weapons , flames or worms moving around the map.
awsum idea
Pac-Man
19 May 2011, 11:57
What about Donkrete Conkey on indestructible maps since it explodes after 20 seconds anyways (just think of weaponsexpress).
DarkLord22
20 May 2011, 01:35
What about Donkrete Conkey on indestructible maps since it explodes after 20 seconds anyways (just think of weaponsexpress).
"Donkrete Conkey"? Unintentionally hilarious typo! :D
Obn3g0n
20 May 2011, 06:12
I would love /mdds (movement doesn't delay start of next turn) xD
Means that if the turn ends , the next starts yes or yes , not matter wether there are weapons , flames or worms moving around the map.
This would be great. It could be almost like real time worms, if everyone had a very fast connection. That's assuming all the hotseat time & other wasted delay for speechbanks and such was also eliminated.. a worthy feature on its own..
In an unanchored bng you'd have time to jump out of the way. If you were playing with 2 second turns, it would be a choice - either shoot back or jump out of the way.
And just think.. player 1 shoots a lofty zook directly at player 2, but then the wind changes, and it comes back and hits him in the face :). Bonus points if player 2 uses low gravity. Come to think of it the wind would change immediately as soon as the zook is fired.. so /mdds would also mean random wind effectively unless /sdet is on too.
Pac-Man
20 May 2011, 09:21
"Donkrete Conkey"? Unintentionally hilarious typo! :D
It was made intentionally ;D
@Obn3g0n: Lol @ hysteria
A new version has been released - 0.0.1.8.
New features:
/kaosmod3 (from 0.0.1.7[KM3test2])
/speed[value] - speed limit for roping and objects (16-default, 32-ts, 255-nolim (like in ts3))
/ts8 - TS8 aliase command (version164) which can be directly integrated into the scheme file.
These features have been ported from italian wkTrastulloPerAtrox.dll module:
/reaim: auto reaiming at the turn start
/cira: circular aiming (ts-like)
/alp: antilock power (ts-like)
/usw: unlock sdet weapons (armageddon, earthquake, nuketest)
Also, the crateshower can now be used together with craterate feature. The only annoying thing is crateshower's checksum mismatches in replay (which doesn't affect the gameplay itself or replay watching, but may annoy), which is going to be fixed.
Download fast installer (http://myfiles.my1.ru/wa/build/RubberWorm-0018-L-installer.rar) or the module (http://myfiles.my1.ru/wa/wk/wkRubberWorm31.dll) itself.
RubberWorm will get updated very often now! And the other features from ToDo list will be implemented step by step into the next releases.
Soon the installer will contain some schemes and maps.
Impossible
18 Jun 2011, 11:01
weeeeeeeeeeeee :D
eddy2000
18 Jun 2011, 11:13
for me this is very good update...ty again...for you and kawoosh... bye
Pac-Man
18 Jun 2011, 11:23
Some things missing rite? Like the new version command which you promoted so heavily.
Some things missing rite? Like the new version command which you promoted so heavily.
Which version command? Remote version recognizing? Will be added later, not the current goal sadly
And as I said, new versions will come out often with new features
Very good Job ;)
Thanks StepS and Kawoosh
Pac-Man
18 Jun 2011, 12:35
Which version command? Remote version recognizing? Will be added later, not the current goal sadly
And as I said, new versions will come out often with new features
Yeah, I meant that.
Will like the max. distance command.
Nice! Hopefully the version check wont be too far off!
I forgot to say: the /speed command is not just for objects, but also for roping!
Plus a /ts8 command (version164) which can be integrated directly into the scheme file.
The /speed overrides the TS' integrated speed setting, so use it wisely :)
Are all the issues with aliased bounces etc. worked out so the game doesn't encounter dead lock situations where a mine just refuses to blow up or land?
where a mine just refuses to blow up or land?
What do you mean, I don't understand this a little. Could you give me the replay:)
May i suggest being able to use the command /show in-game? :D
Anti Aliased bounces used to sometimes result in mines knocked around, ending up in a situation where they constantly bounce slightly causing the game to never progress to the next players turn.
Anti Aliased bounces used to sometimes result in mines knocked around, ending up in a situation where they constantly bounce slightly causing the game to never progress to the next players turn.
Well as I don't know how is this going, most likely not...
We found some bugs:mad:.
The /cira, /alp and /reaim work correctly, but if there are no other rubber features enabled, they won't appear in any form in the /show list, and also cannot be /clear'ed unless you change the scheme... fixed 18 Jun 21:56 GMT
And the camera bug with /usw - after using Earthquake or Armageddon (but not the Indian Test, what is interesting) the camera will not move until the turn ends, because it wasn't calculated to be used with /sdet natively. - will be fixed later
Well as I don't know how is this going, most likely not...
We found some bugs:mad:.
The /cira, /alp and /reaim work correctly, but if there are no other rubber features enabled, they won't appear in any form in the /show list, and also cannot be /clear'ed unless you change the scheme... fixed, download (http://stepsfiles.tk/wa/wk/wkRubberWorm31.dll) again
And the camera bug with /usw - after using Earthquake or Armageddon (but not the Indian Test, what is interesting) the camera will not move until the turn ends, because it wasn't calculated to be used with /sdet natively.
Nice and fast bugfixing :D awesome work
Anti Aliased bounces used to sometimes result in mines knocked around, ending up in a situation where they constantly bounce slightly causing the game to never progress to the next players turn.that feature was a preview of a neat algorithm idea that I had, but the implementation had to improve to be playable. I'm not going to finish it ever, I don't have those sources anymore. You should rather wait for px 0.8 to come.
eddy2000
24 Jun 2011, 12:24
there are two problem with rubberworm.
The first is this string into replay log file:
[00:38:26.24] *** Checksum Mismatch in Frame 115312
[00:38:28.34] *** Checksum Spurious in Frame 115417
it many frequent into all match ....
the second problem is:
when play NormalKaos scheme with option /rubber at 0% sometime the game block with the worm continue rolling on himself and never stop so we need to close the game.
there are two problem with rubberworm.
The first is this string into replay log file:
[00:38:26.24] *** Checksum Mismatch in Frame 115312
[00:38:28.34] *** Checksum Spurious in Frame 115417
it many frequent into all match ....
Are you using crateshower? This problem is known and we are currently working on it. It doesn't affect online gameplay or replay watching, just annoys.
when play NormalKaos scheme with option /rubber at 0% sometime the game block with the worm continue rolling on himself and never stop so we need to close the game.
This is a known and a very old bug, and currently there's no way to fix it. Or at least without touching compatibility
zookman
24 Jun 2011, 21:02
Out of interest, how is the /speed property set within the scheme?
I was playing a rubber mole scheme with someone and kept desyncing when I used rope, turned out the host was using 0.0.1.7 with a scheme incorporating /speed.
Out of interest, how is the /speed property set within the scheme?
I was playing a rubber mole scheme with someone and kept desyncing when I used rope, turned out the host was using 0.0.1.7 with a scheme incorporating /speed.
It's stored in the Mine Strike probability byte. Sometimes users touch scheme settings (in SchemeEddy) without caring what it can lead to - for example, non-rubber users which can put any dirty parameter into their scheme just to seem cool, will make the whole (!) host be desynchronized if someone has rubberworm.
This is a known and a very old bug, and currently there's no way to fix it. Or at least without touching compatibility
/mdds would be the only way to fix it
/mdds would be the only way to fix it
this feature will be named /ndbt.
this feature will be named /ndbt.
D: ok xD
Can i know what do all the letters mean?
i bet that the t is turn
CakeDoer
26 Jun 2011, 20:16
No delay before turns?
Or something. Dunno.
Pac-Man
27 Jun 2011, 12:24
why not something shortener like
/ntd - no turn delay
/its (sounds funny) - immediate turn start
/isot /ist - immediate start of turn
/ntldr for those windows guys
but since acronyms are not as easy to remember as words, what about
/nodelay /noturndelay
/ttbomk - make a squirrel drop from the tree onto the hood of car
why not something shortener like
/ntd - no turn delay
/its (sounds funny) - immediate turn start
/isot /ist - immediate start of turn
/ntldr for those windows guys
but since acronyms are not as easy to remember as words, what about
/nodelay /noturndelay
:eek:
I think there will be aliases, as usual, nothing to worry about.
Also, don't forget that (maybe) Kawoosh will finish the Rubberworm options menu and the commands will no longer be needed (they will still be available to input)
Pac-Man
27 Jun 2011, 16:07
because i was working with DOS so much faster than with windows
e.g. who needs a gui
/ttbomk - make a squirrel drop from the tree onto the hood of carFor those wondering what's going on in Bonz' crazy noggin, see http://forum.team17.co.uk/showthread.php?t=31640.
Pac-Man
29 Jun 2011, 11:41
i still dont get it why .P
DarkLord22
5 Jul 2011, 18:57
RubberWorm-related question:
Is there any plan to include a fix for the antisink bug in a future update? (The bug where antisink doesn't save you when your worm goes off the edge of the screen while rope is attached. Instead, it teleports you back to that point off-screen so you can magically watch yourself die twice.)
Also, an idea for a new feature:
Similar to /wdca, but for "worm doesn't change automatically". Would need a different abbreviation. The idea is that it would be used in races where there is more than 1 worm. It would eliminate the need to tab at the beginning of every turn, instead going back to the worm you were using the previous turn (unless that worm died of course, then logically it would select the next worm). Anyone else agree?
Oh, before you say "well just use antisink and play with one worm, then you wouldn't need to tab", think of the case above as one example where that would be a problem.
These are definitely good ideas, DarkLord22. Although they may seem minor, conveniences like these piled together make nice schemes. :)
FoxHound
19 Jul 2011, 01:16
I know that the thread is not for ideas, but if people are suggesting and receiving answers, I think I can post some ideas, right?
I think the most important thing for RubberWorm is DumbBongChow's idea:
Since unlimited weapons usually are good for schemes (if you run out of weapons the game will be horrible) and sdet with unlimited ammo can kill and destroy everything (making the game boring and the other weapons useless), in many sdet schemes the crates are required to control the usage of weapons. However, crates make the schemes depend too much of luck even if the crates are well balanced. Also collecting crates costs a lot of time or are very hard to be collected in many cases. Many rubber schemes are using unlimited zero damage super sheeps to collect the crates fast. Doing this every turn (just to control the usage of weapons in sdet games) is boring, but necessery for the schemes.
Finally, to fix this problem RubberWorm could receive a command which will let firing the weapons only X times per turn (you would choose the number). This would be perfect for RubberWorm, because even with the "Custom Wormy HP" planned feature, unlimited weapons with sdet would still easily kill worms (specially in destructable randomly-generated maps).
Besides this important suggestion, I added there (http://worms2d.info/Talk:RubberWorm#Idea_dump) some new suggestions for RubberWorm, they are:
1. More separated TS features (Attack From Air, BattyRope, Girder Radious Assist, etc.) in scheme.
2. Permanent wind (choosing values, default = zero) - Useful for (parachute) races, or for future new schemes (specially using windy worms).
3. /race and /boomrace in scheme
4. AFR rule command. If ON, it will be impossible to fire AFR weapons from the ground.
5. Explosions don't interfere the Fall Damage (http://forum.team17.co.uk/showthread.php?p=723112#post723112) (command)
6. Sudden Death poison: choosing values
One more thing: the Reaim new feature doesn't work well with sdet, because it will reaim only in the beginning of the turn. It would be better reaming each time you fire, and not each new turn.
Thank you and sorry for this bible.
A little update - 0.0.1.9.
Added /fuseex - up to 9 seconds selectable fuse of grenades, bananas, cow herd etc.
Also kaosmod4 and kaosmod5 by request of DreamTrance.
Download fast installer (http://myfiles.my1.ru/wa/wk/RubberWorm-0019-L-installer.rar) or just the module (http://myfiles.my1.ru/wa/wk/wkRubberWorm31.dll)
The /ndbt feature will be added soon, stay tuned!
FoxHound, Im not sure about the value-features, as we have too few bytes free. Probably this will need a new scheme format...
FoxHound
23 Jul 2011, 02:41
Very nice Steps! And thank you for replying my post! No problem if my suggestions are impossible or very hard to be implemented, at least now I received an answer. I'm so glad to see this post! And I'll try this new rubber update! Good job!
Very nice work steps!!
Also im proud of my idea , which became very popular :D
/ndbt ftw!
A little update - 0.0.1.9.
Added /fuseex - up to 9 seconds selectable fuse of grenades, bananas, cow herd etc.
Also kaosmod4 and kaosmod5 by request of DreamTrance.
Download fast installer (http://stepsfiles.tk/wa/wk/RubberWorm-0019-L-installer.rar) or just the module (http://stepsfiles.tk/wa/wk/wkRubberWorm31.dll)
The /ndbt feature will be added soon, stay tuned!
FoxHound, Im not sure about the value-features, as we have too few bytes free. Probably this will need a new scheme format...
Right now, your site is down, so I can't download the new version.
Right now, your site is down, so I can't download the new version.
hmm, seems like somethiing happened to the DNS.
Use my mirror (http://myfiles.my1.ru/wa/wk/wkRubberWorm31.dll)
EDIT: the DNS is fine now :D
gnardogjay
5 Aug 2011, 06:15
So if this /nbbt command comes into being. Would it be possible to make the turn times so short that the game would feel real-time. So that the turn would pick up where it left off and seem like its always on.
Maybe If one clicked in the off moment when it wasn't their actual turn to act it would act automatically when it next was...
Or your on a batty rope and its your turn so fast you get to keep swinging with minimal interference.
Maybe it could be someones turn every .025 seconds :)
So if this /nbbt command comes into being. Would it be possible to make the turn times so short that the game would feel real-time. So that the turn would pick up where it left off and seem like its always on.
Probably, that's what most of users say. Currently Kawoosh only did 40% of it (i.e. the game doesn't wait for crates and mines to fall), but another checks still remain (worms, graves, popups) which aren't hard to turn off, and weapons/flames which are a bit hard. I'm not sure also if it will be possible in Project X 0.8.0, but we are hoping so.:D
Making the turn every 0.025 seconds is not an option. The game still needs to sync data, and there would be some cuts in your input.
Didn't real time worms prove you don't need something like nbbt?
Didn't real time worms prove you don't need something like nbbt?
Realtime is realtime. Ndbt is ndbt. Ndbt is meant to be helpful in the turnbased mode, as we don't have realtime publicly released yet.
Well yeah my comment was more or less directed at gnardogjay who suggested using ndbt to simulate real time gameplay by making the turns so incredibly short. Real time worms proves that you can stream game data in real time so would there be a problem using ndbt to simulate real time worms?
would there be a problem using ndbt to simulate real time worms?
yes. Because you will anyway have a 1-second delay between turns (2 if a worm says "missed"). That's not that simple at all. All this has to be found here and there, and then the checks which delay the turn have to be turned off.
There is a byte in WA.exe which is very close to fully emulate ndbt, but it makes some unexpected behaviour and a crazy gameplay; also unplayable online, should I tell it?
Pac-Man
10 Aug 2011, 12:39
gogo translate it
I don't remember how to use RubberWorm, it was one year ago. I do like this:
1. Install and put the .dll in the WA-folder
2. Host a game without HB
3. Use the options that i want (/stoicworm, /ir, /ts8 AND SO ON!)
4. Go for normal shopper also, and then play
5. No options are on.
What am I doing wrong?
zookman
24 Sep 2011, 15:17
Using the rubberworm commands changes the scheme settings, so you must select the scheme before applying the rubberworm options.
CyberShadow
24 Sep 2011, 16:21
1. Install and put the .dll in the WA-folderYou need to start the game via WormKit (unless you use the DDraw hack).
You need to start the game via WormKit (unless you use the DDraw hack).
dsound (http://worms2d.info/WormKitDS). :) it is included in the installer, that was one of the reasons to do it (to eliminate possible problems for newbies). There is still a link to a dll file.
And yes, you have to choose the scheme before applying the features.
So if I understood correctly, Windows programs load dsound.dll if found in the executable folder directly? I've seen some similar behavior with the IP helper library iphlpapi.dll.
So if I understood correctly, Windows programs load dsound.dll if found in the executable folder directly? I've seen some similar behavior with the IP helper library iphlpapi.dll.
yes, the priority is given to the program folder. Want to discuss? Feel free to write to the WormKitDS thread (http://forum.team17.co.uk/showthread.php?t=46030). :)
oh well yeah, I forgot that Worms uses DirectSound at all and then loads the DLL from the best position x_x me dumb me kill me die
and nice idea
The Tor
14 Nov 2011, 18:30
I'm getting a crash when using bow and multi-shot together specifically. Could someone look at my Errorlog and explain what's happening?
btw. I can easily reproduce it.
I'm getting a crash when using bow and multi-shot together specifically. Could someone look at my Errorlog and explain what's happening?
btw. I can easily reproduce it.
I don't get much from the log... Does it fatal crash when playing back replay too? If so, post the replay. If it doesn't crash on my side, then the problem is clearly yours
The Tor
16 Nov 2011, 03:01
I don't get much from the log... Does it fatal crash when playing back replay too? If so, post the replay. If it doesn't crash on my side, then the problem is clearly yours
My replays clearly don't remaking my crash, you can check my replay below. Basically when the turn is over, the game ends all of sudden and I get the error.
My replays clearly don't remaking my crash, you can check my replay below. Basically when the turn is over, the game ends all of sudden and I get the error.
doesn't crash for me... Well, perhaps it is related to your settings, drivers or external programs (check the Module List in your errorlog, some for me seemed weird). Integer Divide By Zero never happened to me...
The Tor
16 Nov 2011, 20:41
doesn't crash for me... Well, perhaps it is related to your settings, drivers or external programs (check the Module List in your errorlog, some for me seemed weird). Integer Divide By Zero never happened to me...
By now I've found my wormkit modules and wa settings not related to this. Perhaps you should try extracting my scheme and play around with it. What modules did you find weird?
By now I've found my wormkit modules and wa settings not related to this. Perhaps you should try extracting my scheme and play around with it. What modules did you find weird?
I didn't mean the wormkit modules precisely. "Modules" are all DLLs that are loaded together with WA, in the errorlog there's a list of them (which is comparatively big, in my opinion)
The Tor
17 Nov 2011, 14:32
I didn't mean the wormkit modules precisely. "Modules" are all DLLs that are loaded together with WA, in the errorlog there's a list of them (which is comparatively big, in my opinion)
I know. You think I should check up my start-up programs?
Deadcode
17 Nov 2011, 21:14
My replays clearly don't remaking my crash, you can check my replay below. Basically when the turn is over, the game ends all of sudden and I get the error.
I can reproduce the crash (and it's the same crash as happens in both ERRORLOG.TXT files). The reason it doesn't happen in WAgame playback is, it's an Instant Replay bug.
Because there was never any circumstance in the unmodified game when Arrows would be in an Instant Replay saved state, the game didn't actually support loading Arrow objects. This caused it to load the state wrongly, overwriting object state variables with the wrong information, including what triggered the Division by Zero.
This bug can only occur in offline play, because Instant Replays don't happen online. The Tor's "Online" game was actually Offline, because it had only local players.
I've fixed this now, but of course the fix won't be available until the next beta release. The workaround in the meantime is to disable Instant Replays in a RubberWorm scheme with Longbows (or the possibility of Longbows in crates) and Shot Doesn't End Turn.
The Tor
22 Nov 2011, 00:06
I can reproduce the crash (and it's the same crash as happens in both ERRORLOG.TXT files). The reason it doesn't happen in WAgame playback is, it's an Instant Replay bug.
Because there was never any circumstance in the unmodified game when Arrows would be in an Instant Replay saved state, the game didn't actually support loading Arrow objects. This caused it to load the state wrongly, overwriting object state variables with the wrong information, including what triggered the Division by Zero.
This bug can only occur in offline play, because Instant Replays don't happen online. The Tor's "Online" game was actually Offline, because it had only local players.
I've fixed this now, but of course the fix won't be available until the next beta release. The workaround in the meantime is to disable Instant Replays in a RubberWorm scheme with Longbows (or the possibility of Longbows in crates) and Shot Doesn't End Turn.
Now that sounds interesting. The replay was indeed taken offline. Usually I sometime also play new schemes before playing them online, that way I likely stumbled across this bug. Disabling Instant Replays surely did the trick, you have my thanks. Also to you Steps.
RubberWorm 0.0.1.10 has been released!
A new feature:
/swat - select worm anytime during the turn, let it be a mid-air, falling, sliding, plopping or else! Just press Tab when you wish. If the Selectworm option is enabled in the scheme, swat will be working during the whole match. If the Selectworm option is disabled in the scheme, swat can be called with the Select Worm weapon, and will last till the end of the turn (like an utility).
Coming soon:
A major upgrade, including the remote version check, replay number versioning, and many more!:D
PS: credits to Pac-Man for originally finding the swat thing.
Pac-Man
27 Feb 2012, 18:49
PS: credits to Pac-Man for originally finding the swat thing.
:o oh well *ashamed*
...
BUT YOU COULD'VE GIVEN ME CHOCOLATE PRALINES FOR THAT AT LEAST :mad:
just kidding :p
Pac-Man
13 Jan 2013, 22:59
The 0 sec feature can be "exploited" very nicely for cluster bombs or bananas: if your worm stands on the far edge of terrain, shoot the cluster downwards and all clusters immediately explode at the same place, causing full damage to the shooting worm.
The 0 sec feature can be "exploited" very nicely for cluster bombs or bananas: if your worm stands on the far edge of terrain, shoot the cluster downwards and all clusters immediately explode at the same place, causing full damage to the shooting worm.
http://forum.team17.co.uk/images/newsmilies/happy.gif
RubberWorm 0.0.1.13 has been released!
RubberWorm 3.6.31.0 and 3.7.0.0 users can play online against each other! :D
Great news, but not working for me :-/ I have 3.7.0.0 installed and I now get a "Critical failure" -popup when starting the game: "wkRubberWorm: Wrong WA Revision!"
EDIT: Nevermind, I ran the 3.7.0.0 installer again and now it works :) Don't know what was the problem :eek:
Great news, but not working for me :-/ I have 3.7.0.0 installed and I now get a "Critical failure" -popup when starting the game: "wkRubberWorm: Wrong WA Revision!"
EDIT: Nevermind, I ran the 3.7.0.0 installer again and now it works :) Don't know what was the problem :eek:
you had a wrong 3.7.0.0 :) the 3.7.0.0 was released twice, and you got the first release.
upd: RubberWorm has been pulled. delete it immediately
You should probably strike out the "Just released" portion of your previous message to reduce confusion. (And the original post in the start of this thread)
http://forum.team17.co.uk/showpost.php?p=788029&postcount=98
RubberWorm 0.0.1.16 has been released!
RubberWorm 3.6.31.0 and 3.7.0.0 users can play online against each other! :D
0.0.1.16: Fully fixed fuseex zero, added clarification for "wrong revision" users. You must update, my sir
0.0.1.15: Fixed fuseex jump/hook issue (desynchronization).
0.0.1.13-14: Ported to 3.7.0.0.
■ /fuseex has been extended to support 10 cows in one herd, and also zero-second grenades, cluster bombs and bananas. The remaining parts of this feature are still compatible, and also an older user can't activate the unavailable option by pressing 0.
■ RubberWorm now informs you (invisible to others) when you enable some feature.
■ The actual W:A version number is now shown near the value of /version command (after typing /show or /showme)
■ Due to the crash bug discovered in W:A 3.7.0.0 (comboboxes randomly causing crash after closing the scheme pop-up), by default RubberWorm now disables pop-ups that appear after clicking on the scheme to prevent the crash. This doesn't affect /showme feature as there's no combobox involved. This can be re-enabled by using SchemePopupOff=0 in the [Fixes] section of RubberWorm.ini, though the potential danger of a crash (anytime and unpredictably) should be taken into consideration.
0.0.1.12: Added /knock[1-255] - custom knocking force. Using it you can set any force from 1 to 255 (where 100 is the normal, 254 is the max and 255 forces no knocking). This does not depend on a channel/TS/batty. Note: like always, a knock is treated by W:A as a "rope knock" until you lose your turn (lose control), i.e. losing turn by rolling on landscape and then touching a worm doesn't qualify as a rope knock.
0.0.1.11: Added in-game command /colormod - team-colored rope, outlines of worm bars and lasersight. Best with darker team colour scheme (PX users will have to install wkPXColorРwnage (http://myfiles.my1.ru/wa/wk/wkPXColor%50wnage.dll) to make darker colour scheme work).
Pac-Man
15 Jan 2013, 14:19
this version mmd
Perhaps someone could guide me to the latest rubber for WA 3.6.31.0?
There are 2 links for .31 on worms2d.info
RubberWorm 0.0.1.12 for 3.6.31.0 (files)
and
RubberWorm 0.0.1.12 for 3.6.31.0 (installer)
The first gives me wrong WA version error so I assume it's really the rubber for 3.7, while the installer just installs rubber version .12 instead of .16...
latest rubber for WA 3.6.31.0 is 0.0.1.12
latest rubber for WA 3.7.0.0 is 0.0.1.16
RubberWorm Update has been released!
Compatible with both CD and Steam editions of 3.7.2.1.
''/version'' command extended to 65535 (top-level byte ''Freeze'' crate probability); the ''/ts9'' alias now points to 297 (3.7.2.1[TestStuff9]).
Restored the feature pop-ups and the fix setting removed.
Obn3g0n
21 Mar 2013, 01:47
Wow!!! Great work!
Makers_F
29 Mar 2013, 13:37
Great work!
Is it possible to make it work with hosting buddy, or does this not depend on you?
Can it be possible to have the same functionality of HostingBuddy /map that loads a random map of the specified game type?
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