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[UFP]Ghost
5 Apr 2006, 12:26
but then i have to looks at the maps and see hwat they are in the folder and then rename them like that where if the game were to (if set) rename shoppas with a S_ in front and rr's with an RR_ in front it would be very simple and take less time.

bad rated maps would not be deleted just in the list it would be displayed what the rank was.

bonz
5 Apr 2006, 15:09
I almost exclusively play color maps and I get them from www.wmdb.org.
They have a neat system with preview & ranking.

So I only pick the good looking maps & save them in folders for different game types.
The maps are also tagged with the authors name at the beginning.

Lex
5 Apr 2006, 22:03
Ghost']the ability to set maps by type like shoppa, rr, proper, w2w so u don't have to organize by folder.

the ability to rate a map so i don't have to go through bad ones.The following map attributes would not be unwelcome additions to the header of the new map format, in my opinion: title, author, map pack name, genre, comments, original creation date, rating. You may have noticed that this information would not be unlike the ID3v2 tag of an mp3 file.

Deadcode may want to look at the customizable tagging format of an ogg (vorbis) file, with which you can create your own attribute names, as well as values. However, I think custom attributes would eliminate the point of having attributes on map files: conformity for ease of sorting.

Gold4tune
8 Apr 2006, 00:37
It could be cool to give the possibility to set the game like wwp ( with the 3 squares).

-Possibitity to set the number of crate dropping by round (1 to 5 or random, each round or random)

thx

Djoszee
8 Apr 2006, 10:18
you mean the wormpot. Deadcode will add all those features, enhanced that is :)

bonz
9 Apr 2006, 12:25
you mean the wormpot. Deadcode will add all those features, enhanced that is :)
And with the ability to save the options in schemes.
That's the thing that always annoyed me about the Wormpot, you always have to select them again.

[UFP]Ghost
11 Apr 2006, 22:05
how about the ability to talk to ppl in a game with a mic through worms. also in the lobby.

bonz
11 Apr 2006, 22:09
Ghost']how about the ability to talk to ppl in a game with a mic through worms. also in the lobby.
Ehrm...
There are already enough 3rd party tools for that.
http://www.goteamspeak.com
http://www.ventrilo.com
http://rogerwilco.gamespy.com
etc.

[UFP]Ghost
12 Apr 2006, 03:29
i use ts but i think that kind of thing should be int he game. especially since ud have to be playing specidic people and tell them to come to a specfic place while the game is on.......

It would be much easier if worms had it.

edit:
or maybe a side program could if u hade ts open make a server on the host computer (if it's open) and if players have it open, it would switch channels into there channel. - might not be easy or practical but i like it and talking would be nice.

Evil Bunny
12 Apr 2006, 17:24
why not have t17 set up a ts server for worms?

[UFP]Ghost
12 Apr 2006, 22:35
i'm coo with that.

bonz
12 Apr 2006, 23:23
why not have t17 set up a ts server for worms?
That could get a bit expensive for T17 though.
For Wormnet the (one single) server only needs to handle a bit of IRC traffic, after that all the traffic is just P2P.

Imagine the traffic a TS server would create. W:A & WWP combined.

Besides, for some people on earth, a local TS server would be much faster than one located in England.

[UFP]Ghost
13 Apr 2006, 04:17
if u can think of a good way to do it, i'm all for it.

Evil Bunny
14 Apr 2006, 11:37
oww! here's a good one: how about making it impossible for crates to contain anything you've already got an inf amount of.

[UFP]Ghost
14 Apr 2006, 13:46
nah, maybe as an option but it adds to the fun, especially in shopper when u get ropes and chutes lol.

Run
14 Apr 2006, 13:59
oww! here's a good one: how about making it impossible for crates to contain anything you've already got an inf amount of.

When advanced crate settings customisation comes along, that won't be necessary.

ShOwTiMe
23 Apr 2006, 16:58
I heard DC loves BRs so I thought>Lets put some new moves into w:a,here's my idea:why don't we take ALL the jumps the worms can do and make the opposite of them like backflip >>>>frontflip and so on!as the new button we could easiliy choose the right-shift!how you guys think abou that tell me your thoughts!

evilworm2
23 Apr 2006, 18:26
I heard DC loves BRs so I thought>Lets put some new moves into w:a,here's my idea:why don't we take ALL the jumps the worms can do and make the opposite of them like backflip >>>>frontflip and so on!as the new button we could easiliy choose the right-shift!how you guys think abou that tell me your thoughts!

nice but useless.

KRD
23 Apr 2006, 19:22
I heard DC loves BRs so I thought>Lets put some new moves into w:a,here's my idea:why don't we take ALL the jumps the worms can do and make the opposite of them like backflip >>>>frontflip and so on!as the new button we could easiliy choose the right-shift!how you guys think abou that tell me your thoughts!

It would diminish the use of bump jumps [as I believe we call them nowdays]. A lot of BR maps out there rely on having to place your worm on an edge correctly to be able to do a bump backflip, so I wouldn't outright implement them. Then again, it could make BR more interesting long-term. Defnietley material for a public-opinion poll before anyone starts coding it.

ShOwTiMe
23 Apr 2006, 21:05
I think my idea is good and bad at the same time but let's talk about the good side:for those who doesn't really like BRs it would be just something to have fun with like moonwalk,for those who like BRs it opens new doors in map making and playing!with different jumps you can reach different places ;)
I shall did some cheapy .gifs to show you what pictures are actually in my head for this idea! sry for my bad english aswell
http://suicideowners.su.funpic.de/test2.gif
http://suicideowners.su.funpic.de/test.gif

bonz
23 Apr 2006, 22:35
The question is, would such a reversed jump be any different?
I think they would be the same, like the low backflip and the backjump are the same right now, only with a different animation.

I have another idea:

Ability to use all weapons & tool during jumps and while in mid-air
This would for example enable hilarious matrix-style effects.

Imagine backflipping down a ledge with low gravity enable while pulling out your uzi and shooting at a worm below while flying by.

For the direction of the crosshair, the last used angle before jumping could be used. (similar to how the angle of the rope is determined when tarzaning [<--old-school terminology. hehe!])

Imagine aiming your minigun straight down, then backflipping over a worm with low gravity enabled and shooting down at it.

(I have talked with M3ntal about this, and he liked the idea.)

[UFP]Ghost
23 Apr 2006, 23:14
i remember i actaully tried that in one of my first games. we had just watched an arnold shwatzineggar film and i said asta lavista, jumped and tried to fire. quite embarassing that it didn't work :(. cept i was using the shotgun. we were on thin land and i wanted to backflip onto the thickerland drowning him. good times.

bonz
23 Apr 2006, 23:29
Ghost']shwatzineggar
Schwarzenegger

[UFP]Ghost
24 Apr 2006, 00:00
Schwarzenegger U forgot Arnold :P

bonz
24 Apr 2006, 00:18
Ghost']U forgot Arnold :P
Well, you (almost) didn't misspell it.

[UFP]Ghost
24 Apr 2006, 02:46
i should enter a spelling bee :D

Chip
27 Apr 2006, 13:32
This is what I suggest for the wish list - some actuall info about the patch soon.

Does anyone know if the patches are still in the making?
Has anyone heard from Deadcode?

Plasma
29 Apr 2006, 23:21
The question is, would such a reversed jump be any different?
I think they would be the same, like the low backflip and the backjump are the same right now, only with a different animation.

I have another idea:

Ability to use all weapons & tool during jumps and while in mid-air
This would for example enable hilarious matrix-style effects.

Imagine backflipping down a ledge with low gravity enable while pulling out your uzi and shooting at a worm below while flying by.

For the direction of the crosshair, the last used angle before jumping could be used. (similar to how the angle of the rope is determined when tarzaning [<--old-school terminology. hehe!])

Imagine aiming your minigun straight down, then backflipping over a worm with low gravity enabled and shooting down at it.

(I have talked with M3ntal about this, and he liked the idea.)
One problem:
The sprites!
(I have it in wormsfusion but without sprites, and it doesnt look good)

bonz
30 Apr 2006, 23:58
One problem:
The sprites!
(I have it in wormsfusion but without sprites, and it doesnt look good)
I don't see a problem there.

When re-fireing the rope while flying through the air, the rope simply comes out somewhere in the middle of the worm.
No animated hands holding the ninja rope shooting device.

The same with droppable weapons like sheep & cows, they simply jump out of the worms head. No hand animation throwing them.

Dando
9 May 2006, 19:38
If we are having more worms make it 48 that seems a nice and correct number 6 teams of 8. Howver we need larger game area also for this to work.

robowurmz
11 May 2006, 11:04
You all know the fiddler, right? I would love all the potions from it availiable in the update. BTW, hwen's it coming out? I've seen no updates as yet. Where's D.C?

EDIT EDIT EDIT EDIT EDIT

Potions
Options.
Oh yeah the sprites could be given names instead of numbers like in a drop down menu so it's like: (Sprite: Mole Bomb) instead of (Sprite:654)

XxDangerxX
11 May 2006, 12:33
Potions???

robowurmz
15 May 2006, 13:37
I would like it in the terrain editor, if you could choose different shapes of drawing tools, like circle, square...etc. Maybe an option to draw indestructable bits on it(like a circle which cannot be destroyed, so it is like a big rock in the dirt.).

wrv451nlp
20 Jun 2006, 21:54
playing worms w:a on a wwp disk only if you own both like i do

[UFP]Ghost
21 Jun 2006, 03:48
soon to be implimented if i'm correct, am i bonz?

wrv451nlp
21 Jun 2006, 07:25
and the new wepons shold be sheep-on-a-rope the .lost worms 2 wepons. like the homing cluster,homing,air stirke,clone sheep nuke just water riseing cuse sometimes i need it and it hurts my worms and sheep stirke non burning cuz like it jumps more in worm 2 than wwp and wa and .costom. water gun like flametrower but fills up holes and a good way to get worms to drown or fall into mines and slip into water and laser like bonz says and add make a thing if you own both make a combo of wa and wwp and join peaple that have worms wwp and wa in matchs and wwp can paly on the wa maps will be cool and add the patch to worms wwp for the wepons like as a popup in online paly telling you to get the patch


u see wa+wwp=ONLINE MADNESS and well have new wepons only for peaple who have who has patch witch adds all the stuff from WA to WWP and WWP to WA and all the new stuff cuz its something sold in soldout software and wwp needs some upgradeing its only for peaple who has both its a two part so no one will have the patch unless thay have them both and you add wa to the wwp disk and you can even chose the menu like to wa menu then change to the wwp menu and adds the thing in the opshins to change the thing wwp is defalt but its worms world party menu and it backs up all your stuff

edit man i get to cofuseing with these things

Seita
21 Jun 2006, 08:59
edit man i get to cofuseing with these thing

I second that.

KRD
21 Jun 2006, 12:44
It's probably posts like that that make Deadcode think: "Why bother... It's not like what I do is appreciated... People like that don't have the mental capacity to appreciate... I think I'll just go now, bye."

[UFP]Ghost
21 Jun 2006, 13:01
he owuld never leave u s:(, we would die without him, of starvation!

Metal Alex
21 Jun 2006, 13:57
Ghost']he owuld never leave u s:(, we would die without him, of starvation!

You eat updates?

bonz
21 Jun 2006, 14:30
You eat updates?
I do.
Luckily I've downloaded enough of them on 5th of January.
But I'll have run dry by September.

They taste best with salad & tomato.

wrv451nlp
21 Jun 2006, 15:10
mmmmmmmm updates had not had them in months like 4 im skin and bones and die make updates plzzzz passes out i had to eat my W:A i was so hungy

Metal Alex
21 Jun 2006, 16:30
i had to eat my W:A i was so hungy

Then now you don't need the updates...

O! wait! true... you... update eaters!!

Seita
21 Jun 2006, 16:33
but you know should carefully at phrases you because hard understand at that if you are sure that not using and punctuation is also help a lot thanks not know you understand laught completely i have jump wall thanks

Run
21 Jun 2006, 17:13
Well said that man.

realfoe
21 Jun 2006, 20:04
Put money in crates and shops around the maps wfw style but limited stock in each shops or editable stock.
would like land that wasn't completely indestructible so could make walls that crumble over a few shots.
raining mines each few turns please as well.


Got to go big brothers on cya.

evilworm2
21 Jun 2006, 20:19
Put money in crates and shops around the maps wfw style but limited stock in each shops or editable stock.

nice idea!

would like land that wasn't completely indestructible so could make walls that crumble over a few shots.

very nice idea!

raining mines each few turns please as well.

uhm, no...

I have one too:
Possibility to cancel connection attempt to wormnet. I hate when i am out of it and forgot to switch on internet. Have to wait at least until the last day.
Please...

realfoe
21 Jun 2006, 23:04
Don't no if anyone has suggested any of these i might have myself ,im going to read this after i have posted.

weapons

Smoke grenades: makes cloud of smoke to where it lands

alcohol bomb: makes the worms act drunk and hard to control for say 2 turns or more.

Teleport grenades: Teleports worms in blast radius to random places dropping them from random heights

Magnetic shrapnel Grenade: showers worms with magnetic shrapnel so if they walk near a mine it gets pulled towards them.

idea

Make the sick worms have a chance % of infecting other worms the more turns they stand by them

Maybe none of the above could be done, i unno what! what!

[UFP]Ghost
21 Jun 2006, 23:34
Put money in crates and shops around the maps wfw style but limited stock in each shops or editable stock.
would like land that wasn't completely indestructible so could make walls that crumble over a few shots.
raining mines each few turns please as well.


Got to go big brothers on cya.

1.love ur ideas
2. i agree with evilworm
3. moving terrian like you could make an elevator that goes up and down ever turn, that would be cool. or if the land could re arange itself, that would also be fun in my head, think about it. (of coarse i think which parts could switch should be specified per map, if not random.
4. realfoe, first thing weapons don't belong here, 2 i dun really like that idea, i dunno why i just don't.

Plasma
21 Jun 2006, 23:37
Don't no if anyone has suggested any of these i might have myself ,im going to read this after i have posted.

weapons

Smoke grenades: makes cloud of smoke to where it lands

alcohol bomb: makes the worms act drunk and hard to control for say 2 turns or more.

Teleport grenades: Teleports worms in blast radius to random places dropping them from random heights

idea

Make the sick worms have a chance % of infecting other worms the more turns they stand by them

Maybe none of the above could be done, i unno what! what!
1: smoke grenades wouldn't work well, due to the 3rd person view of worms.
2: Dunkeness would be pretty fun.

realfoe
22 Jun 2006, 13:40
Sound banks

more options for sound ie

Falling
Sound file when falling arnie would say "going down"
and another soundfile when landed "splat" or "oh my god im alive"

A sound file before each air strike gets fired. "look northern lights"and maybe some after they have been fired if they hit a target "ha ha burn burn burn"
These are the things i needed when making my last soundbank.

sound when crate drops in

option for Sound banks and and graves for each worm as well please.



So its just a few more options for the soundbanks please.

Yet Another new weapon

Tunnel digging machine: Same as blowtorch but puts land back behind you.

Rare utility
Worm cloning util: If picked up (or option used) splits worm into 2 with just under half hp each worm.

Worm Hit Points

hit in the tail less hp off, than being hit in the head or chest,also less for being hit in the back.


Online
It must have been said before but could whoever is dealing with the server make it so when the host of a game quits it passes over to the next fastest connection some hosts don't seem to think the game ends if they quit.

Also have it so when you hold your mouse pointer over a name in the lobby it says the type of games they play most often with the number of times they play that game type.
ie overall ctf(520) wfw(340) br(5952)n(3) t17(40)
or shift and mouse over for this month ctf(20) wfw(4) br(3000)n(3) t17(1)

Also a Friends list that tells you where m8s are or what games they have joined

Thanks and grovel



And btw thanks for all the great work you have done so far.... crawl.. crawl.

realfoe
22 Jun 2006, 16:40
I think my idea is good and bad at the same time but let's talk about the good side:for those who doesn't really like BRs it would be just something to have fun with like moonwalk,for those who like BRs it opens new doors in map making and playing!with different jumps you can reach different places ;)
I shall did some cheapy .gifs to show you what pictures are actually in my head for this idea! sry for my bad english aswell
http://suicideowners.su.funpic.de/test2.gif
http://suicideowners.su.funpic.de/test.gif


Should have new jumps or moves as an option so it dosnt ruin old maps.

How about you take a running jump. (running with util make a bigger jump)
Maybe also an option that makes you go slower the more stuff in your backpack.

Sorry about all the post but ideas just started popping into me head as was reading your posts.
im only upto page 5.



look run past the 300 mark

Metal Alex
25 Jun 2006, 15:58
maybe the state of being asleep could be fun (worm asleep for... say 2 or 3 turns, wakes up by: damage, being moved, or nearby explosion, no damage needed for the last one).

BUT it is so hard to do for a patch (new sprites, programming, maybe even new sounds) that I don't expect it to appear...

(but I hope :( )

realfoe
14 Jul 2006, 14:33
Each time i make a change making a battlerace i need to load the map in. can you make a folder that auto loads scheme map and the amount of worms when wa starts up from that folder, or by checking a box in wa map editor.


The really complicated sections need a lot of loading....... if changes need to be done.

yabmnl
1 Aug 2006, 10:58
sry, don't have time to read all the thread right now, so don't know if it's already suggested, but it would be great if there would be an option to enable/disable that would make some of the crates boobytrapped and they would explode when trying to collect...just like in worms 2...that made some fun and frustration to everyone :) really missing that in w:a...

bonz
1 Aug 2006, 13:33
sry, don't have time to read all the thread right now, so don't know if it's already suggested, but it would be great if there would be an option to enable/disable that would make some of the crates boobytrapped and they would explode when trying to collect...just like in worms 2...that made some fun and frustration to everyone :) really missing that in w:a...
Has already been suggested and AFAIK, it will get implemented, since that option is also availabe in the WWP mission editor.

MadEwokHerd
6 Aug 2006, 01:45
I would like to suggest that longbow arrows be able to hit gravestones. It'd be nice for gravestones to have at least some effect on gameplay, especially something this obscure.

bonz
6 Aug 2006, 03:08
I would like to suggest that longbow arrows be able to hit gravestones. It'd be nice for gravestones to have at least some effect on gameplay, especially something this obscure.
How would this be done when gravestones are blasted around?

XxDangerxX
6 Aug 2006, 06:19
That is by far possible, but only with Fiddler editing. You see, once the arrow hits the terrain, it becomes part of the map image in memory. And so just like with the rest of the map, an explosion would simply disintegrate the arrow. If a gravestone is blasted around, it means there would have had to be an explosion, which means, no arrow.

So in short: moving gravestone /=/ arrow*.

*That is the closest thing I could get to a "not equal to" symbol, seeing I can't put the slash through the equal sign.

Lex
6 Aug 2006, 06:58
In C++ syntax, "!=" is "is not equal to". In Visual Basic syntax, "<>" is "is not equal to". Also, I have seen some people use "=/=", which looks closer to the real thing than your symbol. ;)

MadEwokHerd
6 Aug 2006, 07:32
But when the arrow hits a mine, it vanishes, and the mine absorbs the arrow's energy. The same thing could happen with gravestones. Only I guess they could only move up and down..

Edit: Actually, I'm not sure Fiddler can do it. Some weapons let you specify which things they interact with, but I don't think Longbow was one of them. It definitely can't make an explosion.

XxDangerxX
6 Aug 2006, 12:23
Hmm, you're right. Disregard. I guess I should've CHECKED first, ay! :o

bonz
6 Aug 2006, 15:59
Why not use this character: ≠ ?

XxDangerxX
7 Aug 2006, 00:04
LOLOLOL wow that could work

Plasma
7 Aug 2006, 00:27
Why not use this character: ≠ ?
That's not a character; that's a roadkill snake!

[UFP]Ghost
13 Aug 2006, 21:27
maps to be able to have landscape or portrait, but only if he doesn't allow longer maps to be had.

Lex
14 Aug 2006, 06:01
Ghost']maps to be able to have landscape or portrait, but only if he doesn't allow longer maps to be had.Why not allow any-size maps? That's planned.

Run
14 Aug 2006, 08:47
I think his wish was something along the lines of "A, but if not A, then the inferior version of A"

Lex
14 Aug 2006, 08:49
Oh, that is a nicer interpretation; agreed.

[UFP]Ghost
14 Aug 2006, 12:31
I think his wish was something along the lines of "A, but if not A, then the inferior version of A"

exactly :)

iamgood
17 Aug 2006, 14:04
I wonder if Deadcode will ever return:-/ I hope he does, of cource, but it seems very strange that he's been gone so long.
(Oh, and hi everyone, wonder if anyone still remembers me :))

evilworm2
23 Aug 2006, 11:28
I am sure this was suggested before but i do it again, because it REALLY NEEDS to be implemented:

Possibility to disable double damage, if collected.

Itīs very annoying that you HAVE to use it. :(

[UFP]Ghost
23 Aug 2006, 12:25
1. why wouldn't u want to use it?

2. well same as question 1

Run
23 Aug 2006, 13:36
I've been in a similar situation. Sometimes a double damage crate can ruin your plans. What might have been an explosive that you could have retreated from safely turns into an explosive that you can't run from.

Plasma
23 Aug 2006, 14:35
I've been in a similar situation. Sometimes a double damage crate can ruin your plans. What might have been an explosive that you could have retreated from safely turns into an explosive that you can't run from.
Nah, I say that something like that would add more strategy into the game, requiring you to rethink your plan.

bonz
23 Aug 2006, 16:19
What about making those instant utilities manual ones? (Optional, of course.)

The other way round could be fun too: Imagine the low gravity is instant!

CyberShadow
23 Aug 2006, 16:53
Doesn't The Fiddler allow toggling the "instant" flag on utilities?

With the upcoming support of Fiddler schemes, this should also be possible.

MadEwokHerd
23 Aug 2006, 22:37
I think that option isn't useful for some reason.. Something like the utilities were numbered and the meanings of the numbers depended on whether it's an instant-use utility. I don't know, it's been too long.

[UFP]Ghost
23 Aug 2006, 23:58
i think it's also very straategical, wanted to drop a dyno and run, hope the iwnd is good and u got one hell of a chute.. a grenade, throw it farther waya then nromal but near him and run. i mean mostlikey it owuld have noo effect anyway.

Run
24 Aug 2006, 08:51
Not so easy in a holy war, though, where retreat is extremely limited (in my scheme doesn't even exist ;) ) and holies take out huge portions of the map.

evilworm2
24 Aug 2006, 09:19
Not so easy in a holy war, though, where retreat is extremely limited (in my scheme doesn't even exist ;) ) and holies take out huge portions of the map.

Full ack! I wrote my previous post after playing a holy war where i got a double damage and lost. [UFP]Ghost, letīs play one together and you know what we mean.

[UFP]Ghost
24 Aug 2006, 12:35
ike i said compensate for double damage by shooting a bit farther so ur out of the balst radious. but i would take u up on that game. i gotta go to work for like 10.5 hours and i'll be back at abour 6:00 est. if it's good for you i'll meet u there, i woudl really like to rpove my point.

Run
24 Aug 2006, 13:59
Ghost;527314']ike i said compensate for double damage by shooting a bit farther so ur out of the balst radious.

But that's not always possible!

As for "proving your point", that would require the situation actually happening, and it's not exactly commonplace.

Seita
24 Aug 2006, 14:34
Until replays continuation gets released.

[UFP]Ghost
24 Aug 2006, 23:43
i'm lost on what u just said but ok.

XxDangerxX
25 Aug 2006, 03:24
Replays Continuation - n. The option to continue playing after the end of a recorded game.

Recorded Game - n. (See also: .WAGAME file)

bonz
25 Aug 2006, 08:02
The option to continue playing after the end of a recorded game.
I.e. when the game has been terminated abnormally, like quitting of players or network drops.

Seita
25 Aug 2006, 11:27
Or replay cut before its end, so that you can continue it from a sooner point.

[UFP]Ghost
25 Aug 2006, 21:51
o i get it, just didn't grasp it in those words :p

franpa
2 Sep 2006, 03:17
how bout the ability to take screen captures within the menues of WA and after someone wins and all the worms are dying.

also how bout making it so that your turn does not end straight away after hitting your head when using the rope (this does not happen in worms 2 and as such worms 2 is much easier to rope in small confined spaces)... unless you fall far enough for fall damage or something obvious.

CyberShadow
2 Sep 2006, 13:16
also how bout making it so that your turn does not end straight away after hitting your head when using the rope (this does not happen in worms 2 and as such worms 2 is much easier to rope in small confined spaces)... unless you fall far enough for fall damage or something obvious.

Already done and in testing phase.

XxDangerxX
3 Sep 2006, 04:13
YESSSSS!! Finally! :D

franpa
3 Sep 2006, 04:23
Already done and in testing phase.

was this already suggested and if so how long ago approx. ?

late edit: can the sheep be made = smart as its W2 counterpart? cause at the moment it just runs constantly into a wall without turning around unlike in worms 2 where it does.

edit 2: the ability to retain a set number of objects on a level... for instance you set number of objects to 3 and in game you detonate a pre-placed mine... once it explodes a new one randomly warps in after that worms go. (same with oil drums)

KRD
3 Sep 2006, 12:18
Franpa.

Your turn ends on W2 just as well if you bump your worm's head into the ceiling. What's being tested [as part of the next beta update] for WA is the option of making it impossible to lose your turn on the rope as long as you have the parachute on. No matter how hard you hit the land/ceiling/floor.

The sheep on WA turn around too, unless the wall they're jumping against is perfectly vertical. "Fixing" that would make the knowledge of using sheep in the right spot obsolete. I know a few people who wouldn't approve.

As for mines being replaced, it's been suggested before aswell. No idea whether it's being worked on yet or not, though.

franpa
3 Sep 2006, 13:24
1) you are right it just must be because it is easier to get sidewards momentum in it that i didnt notice it...

2) dunno but you sound sure of yourself.

3) (new suggestion) make aqua sheep a seperate = customizable weapon to the super sheep... same with the super banana and the banana.

Chip
6 Sep 2006, 20:16
I wounder why Deadcode doesn't say anything?

He comes to these forums nearly every week, infact, he was on them today.
Maybe he doesn't like us :(

Squirminator2k
6 Sep 2006, 20:51
Because no one has said anything worth responding to.

charokee
10 Feb 2007, 01:24
Im still waiting for battyropes to be streamlined for everyone once the bugs are fixed.......EVERYBODY wants that patch lol

wink wink nudge nudge Deadcode lol

XxDangerxX
11 Feb 2007, 03:09
Agreed. And I'm no exception. In fact, let's have a vote. Everyone who wants batty ropes in an up-and-coming patch say AYE (all caps) in your subject.

franpa
11 Feb 2007, 03:41
eh, it would be great to have batty ropes, HOWEVER, im willing to wait for another update after the one coming shortly for batty ropes :)

SilPho
11 Feb 2007, 16:26
eh, it would be great to have batty ropes, HOWEVER, im willing to wait for another update after the one coming shortly for batty ropes :)

Seconded. Gives us more to look forward to.

Melon
14 Feb 2007, 15:39
I have no idea if this has been suggested before but here goes:

If we have a volume control for the game, is it possible to have 3 seperate volume bars? One for the sounds, one for the voices, and one for the music?

I ask this for 2 reasons. One is because some people like to listen to their own music but they'd still like to hear sounds like mines bouncing and explosions and so on. The other is because the music is comparitively too quiet in the game. I just heard some of the music on Dream17 and it's ace! I never realised how good it was because it was drowned out by all the sounds, and I'd like to boost the volume of it up a bit without making the sounds really loud.

Whaddya say?

Chip
14 Feb 2007, 16:33
I suggested something like this a long long time ago,
But back then I just wanted 2 volume bars, 1 for sound and speeches and 1 for the music.

But having 3 and 1 of them for the speeches would be better.

Alex64
4 Mar 2007, 01:40
I think cool idea is to create black hole weapon, which sucks in weapons with force, which is depending on distance to black hole. I dont wont it suck worms, or turn will never end. Also there can be some ''cruiser'' weapons, which will cruise landscape until they hit worm, and probably ''Astral Jetpack'' which also allows you to fly thru walls before shooting. I got some new ideas about weapons like vortex or some others........

XxDangerxX
4 Mar 2007, 02:09
Lol. Sorry man, any new weapons that will be made in later updates will be made with the logic that already exists in the engine. The weapons you're asking for will require quite a lot of new code, which is rather difficult. ;)

Chip
4 Mar 2007, 09:13
Back in this thread (http://forum.team17.co.uk/showthread.php?t=31403&page=23) where my post didn't post, I asked if it would be possible for the in-game fiddler thing to be able to create weapons beond the levels of the original fiddler and by that I mean do things which currently no other weapon can do, example:



Bullets from a rifle to be able to spawn fire droplettes on contact,
Rapid fire projectile weapons, think of a minigun but shooting out mortas,
Multi locations for homing weapons, example: I remake the worms 2 homing airstrike but I can choose 3 locations for it to launch its 6 missiles at so it'll shoot 2 missiles at each of the 3 targets. (remember, its homing)
Any weapon to release a gas cloud, the fiddler would only allow you to make roaming weapons like Sheep to release the gas cloud - but I wanted to make a gas grenade.
Weapons to shoot through the terrain but also damage it as well, all weapons that are set to blow up on terrain will blow up on forst contact, I would like to see something that'll shoot through the terrain and leave destruction behind it creating a large tunnel.
Sticky greandes, basicaly a grenade that doesn't bounce and it stick to the first wall, ceiling, floor, sprite it touches.

MadEwokHerd
4 Mar 2007, 19:07
I believe sticky grenades have been done in Fiddler, but they were functionally no different from a wind-less bazooka.

Chip
4 Mar 2007, 20:18
There was another part of my post which I did not add because I was just re-typing out the main points (I couldn't be botherd to re-type out the entire post after it got lost in the warp)


Anyway, basicaly when I said sticky grenades, they also were a proximity weapon.
In other words, think of a mine that you could throw and would stick on the terrain as soon as it touched it (even if it hit a wall - it would stick there)

The fiddler can eliminate bouncing but it couldn't make things stop in mid-air (giving the illusion that its stuck to something) also the only proximity weapon the fiddler could make was a mine which had everything preset. for it.




I think cool idea is to create black hole weapon, which sucks in weapons with force, which is depending on distance to black hole.

You never know, that may allready be in the game engine as a side effect from some glitch just like the black holes in Super smash bros melee :D

bonz
4 Mar 2007, 23:36
Any weapon to release a gas cloud, the fiddler would only allow you to make roaming weapons like Sheep to release the gas cloud - but I wanted to make a gas grenade.
I'm quite sure I played with someone's Fiddler made gas grenade before.

Weapons to shoot through the terrain but also damage it as well, all weapons that are set to blow up on terrain will blow up on forst contact, I would like to see something that'll shoot through the terrain and leave destruction behind it creating a large tunnel.

I still hope Deadcode is going to implement the Laser as a tunnel digging weapon.

MadEwokHerd
5 Mar 2007, 02:05
While you can't stop a weapon in midair, you can make it explode into a single clustlet that doesn't move. (Is clustlet a word? Firefox keeps underlining it in red.)

ItsYours
5 Mar 2007, 12:35
i fink dere shud b a scheme wer u hav ALL DA WEAPONS including t super bannana bom and da concrete monkeys

GrimOswald
5 Mar 2007, 12:39
concrete monkeys

omg hu tol u abt da secrt wep? :eek:

Run
5 Mar 2007, 17:20
i fink dere shud b a scheme wer u hav ALL DA WEAPONS including t super bannana bom and da concrete monkeys

http://www.nanacide.com/images/Emoticons/350.gif

Squirminator2k
5 Mar 2007, 18:16
i fink dere shud b a scheme wer u hav ALL DA WEAPONS including t super bannana bom and da concrete monkeys
I think there should be a feature where if you type like this either in-game or in WormNET that you are kicked from the server and are unable to connect until you install, run and complete a basic GCSE English Revision program.

bonz
5 Mar 2007, 18:41
I think there should be a feature where if you type like this either in-game or in WormNET that you are kicked from the server and are unable to connect until you install, run and complete a basic GCSE English Revision program.
Yeah. S2K has drilled proper English grammar and orthography into me before.
And English is not my native language.

Muzer
5 Mar 2007, 18:55
I think there should be a feature where if you type like this either in-game or in WormNET that you are kicked from the server and are unable to connect until you install, run and complete a basic GCSE English Revision program.

Seconded .

Metal Alex
5 Mar 2007, 19:20
How about a bazooka, but that launches like... 10 at the same time, with less explosive power... One will blow up the next part of terrain for the others. I don't know if they would blow up all at once, but it's an idea... :p

MadEwokHerd
5 Mar 2007, 21:54
They wouldn't blow up at once, and iirc this is possible with the fiddler. What you need is a weapon that "explodes" (but the explosion's numbers are all 0 so nothing happens) into N clustlets. It turns out that the velocity of the original projectile is transferred to the clustlets if and only if the clustlets are roaming. That means they can't skip (that would require bouncing). It also changes the way the clustlet sprites are animated, making the bazooka sprite look very weird (probably you'd want to replace it with a different one).

Edit: It'd probably be a good idea to remove things that aren't terrain from the collision mask, as those things WOULD cause all clustlets to explode at once.

Edit2: I just tried this. Apparently they only don't explode all at once if the clustlets are flying.

Edit3: Well, I don't see a way around this. How disappointing.

ItsYours
7 Mar 2007, 14:09
hahahah i alredy did dat n i got a b in english lang n a b in englsh lit

but seriusly i fink its wel gay dat u only get 2 use t cool weps sum times coz tey only come in the boxz and hardly eva

Melon
7 Mar 2007, 14:11
Unless of course you unlock the full wormage scheme, because then you can actually put super weapons into your scheme.

But I assume you already knew that. Right?

bonz
7 Mar 2007, 15:09
hahahah i alredy did dat n i got a b in english lang n a b in englsh lit

but seriusly i fink its wel gay dat u only get 2 use t cool weps sum times coz tey only come in the boxz and hardly eva
My guess it that you have congenital deformities in your face so you actually really talk like you type.

Run
7 Mar 2007, 15:17
ItsYours is just taking the mick; his posting history shows an ability to type.

Thomas1994
9 Aug 2007, 10:00
When will the mission editor for W:A come out? I can't wait :confused:

Plasma
9 Aug 2007, 11:00
Not until version 4.0

bonz
9 Aug 2007, 14:26
IIRC, someone managed to play missions made with the WWP mission editor via the help of the file override module in CS's Wormkit.
Was it Lex?

CyberShadow
9 Aug 2007, 17:15
Someone has done something like that, but only a few of the missions worked IIRC.

Acegikmo
12 Aug 2007, 20:38
I'd like to see more colors for maps.
It's kind of annoying beeing restricted to so few colors :)

bonz
12 Aug 2007, 20:54
I'd like to see more colors for maps.
It's kind of annoying beeing restricted to so few colors :)
Planned for v4.0.

Acegikmo
12 Aug 2007, 21:15
Planned for v4.0.

Cool, I didn't know that :)

Thomas1994
16 Aug 2007, 09:46
oh.
well, and is this 4.0 update planned to be made before the end of the year or we have to wait more?

Thomas1994
16 Aug 2007, 10:27
BTW, i forgot my wishlist:
- an official, Team17-made mapmaker
- a few more missions
- new trainings, like Bazooka. Euthanasia is sg like that but it does not involve 'ONLY' the bazooka. or Darksider training, like you have 40 secs to hide from an armageddon. or Movement training, like in WWP.
- new themes:
- Bedroom theme (beds, TV-s, curtains, wardrobes etc.)
- Computer theme (monitors, keyboards, CDs, microphones etc.)
- of course, my dream is the mission editor.
and an idea:
a new medal type. let's call it Platinum Medal.
for missions:
Platinum achieved for 1st or 2nd try.
Gold achieved for 3rd try.
Silver achieved for 4th or 5th try.
Bronze achieved for 6th< try
Nothing achieved for 50th< try

for trainings:
Platinum medal: ~ Gold Medal x 1.25 time (e.g. 3 min. earlier gold - 3 min 45 sec Platinum)
others should be the same.

Thomas1994
16 Aug 2007, 10:28
how can I attach pics to my post? i already have a picture of how shold the platinum medal look like.

Plasma
16 Aug 2007, 10:35
- an official, Team17-made mapmaker
...
Do you mean "an official, Team17-made mission maker?"

XxDangerxX
16 Aug 2007, 11:16
No, he meant a map maker. I think he was picturing an embedded editor for colour maps...?

Thomas1994
16 Aug 2007, 14:07
nope, a T17-made MAPmaker. however there are map makers already existing. what about the platinum medals? is it a good idea?

XxDangerxX
16 Aug 2007, 14:12
Not a good idea. Imo that would require waaay too much extra (or different, either way it's a lot of work) code.

bonz
16 Aug 2007, 15:06
- new themes:
There are these two unused themes on the WWP CD:
Dinos (http://img197.imageshack.us/img197/9175/screen00019ff.png)
Domestic (http://img197.imageshack.us/img197/5182/screen00025xh.png)

It's planned that they implement get implemented in the patch.
Furthermore, Deadcode once said that he wants to make the landscape themes customizable, which would enable users to create their own.
I'd think that all the old themes from W1, WR/WU, WDC and W2 will get converted soon.
- of course, my dream is the mission editor.
IIRC, that's planned.
I don't know if the existing one gets adapted to the new features, or if something new gets done.

Thomas1994
16 Aug 2007, 19:55
Not a good idea. Imo that would require waaay too much extra (or different, either way it's a lot of work) code.

ok i know it needs a lot of work. it's only the 1/3 of the work in the game... and well some more missions either as Platinum Checkpoint (you know, Bronze CP is 'Pumpkin Problems', Silver CP is 'Who left the flood-gates open?' and Gold Checkpoint is 'Countdown to Armageddon' (I'm not sure that is called that :()
Platinum CP is 'Spectral Recovery?'.
And then, the Basic Training needs extension. eheh... no way. i'm back with it now... let's see what will Team17 make in the update.
When will 4.0 come out???

Squirminator2k
16 Aug 2007, 20:17
When will 4.0 come out???

When it's done.

bonz
16 Aug 2007, 21:34
let's see what will Team17 make in the update.
No, not Team17, only two (2) people are working on the patch, namely Deadcode and CyberShadow.
When will 4.0 come out???
When Duke Nukem Forever is done.

DerTo
16 Aug 2007, 21:36
I have a big wish for the next update...

Kicking Players...
As you can see in This Replay: http://rapidshare.com/files/49415254/2007-08-16_19.56.34__Online__qL_CrazyBunny__duxy__lxByPass xl___DerTo.WAgame.html
There are a lot of players, who don't want to play with rules... They know them but they don't like them or something.

Is it possible, or will it be possible to kick players like this. It would be also good, if you can only kick them, when they already lost their team, then they cant spam in the chat.

Look in the Replay in the Chat-Window. Dixi or Duxy or something like that spammed all the time.

It would be also good, if you can make them "mutely", that they cant spam anymore.
It would be cool, if Worms would notice spammers by itself and make them mute.

Something like that would be cool.

In this replay dixi (doxi..??) said, he would know the rules, but he hates rules... I hate guys like him. Please let the host kick players like him. Maybe with one preliminary warning (i dont know the right word), that must be half a minute before the Kick or something like that.

Thank you,
DerTo

bonz
16 Aug 2007, 21:39
Kicking Players...
Has been discussed a lot.
Won't happen.
It would be also good, if you can make them "mutely", that they cant spam anymore.
You haven't heard of the /ignore <playername> chat command, have you?

franpa
17 Aug 2007, 03:01
mute a player while the chat window is open...

ctrl F1
ctrl F2
ctrl F3
ctrl F4
ctrl F5
ctrl F6
ctrl F7

Squirminator2k
17 Aug 2007, 04:01
Franpa's delightfully vague instructions actually boil down to opening the chat window, then holding Ctrl and pressing the F-key assigned to the player you wish to mute. That way you don't, y'know, mute everyone.

DerTo
18 Aug 2007, 18:33
It would be cool, if you could use folders in the schemes.
then you could order them to "challange base" etc.


...and a 2nd wish...
new background: pure black
for black or dark maps, that the guys who play the maps can't use a colored background, that they have to play with the black Bg.

franpa
19 Aug 2007, 08:38
i believe you can already do that last idea DerTo, just make all the colours after the 64th in the pallete be black...

GoDxWyvern
19 Aug 2007, 08:53
An 8-bit palette with 112 used colours + black will do the job.

eddy2000
21 Aug 2007, 11:45
my wish is include in worms wa: the possibility of play some turn in real time....so fo exsemple in shoppa game when is the last turn before the game go to end the worms compete in real time and the most speedy take the crate and then can attack...
synthetizing the possiblity to play in real time some turn together:D

sometime i ask me why no one good videogame exist in the videogame world(the money business is big,this is strange)
i love worms because is the best 2d game
hello

XxDangerxX
21 Aug 2007, 15:23
That idea has already been discussed and discounted many times over. It is quite the controversial topic...

eddy2000
21 Aug 2007, 17:02
and what is the reason from who it is contrary
why they not wanna this great option..?

Squirminator2k
21 Aug 2007, 17:34
The WA game engine simply isn't built for it.

bonz
21 Aug 2007, 19:34
It is quite the controversial topic...
Andy Davidson originally intended to add real-time play to WA, when it was still called Worms 2: Reinforcements during development.
The WA game engine simply isn't built for it.
Yep, it would be laggy ad nauseam.

Squirminator2k
21 Aug 2007, 20:03
I was going to comment on the network code, and how it wouldn't be able to handle real-time, but I don't know much about the network code for WA. I don't know much about any of the code for WA, but I do know that the engine wasn't designed with Real Time in mind, and trying to revers-engineer it in would be a technical nightmare. I seriously doubt whether it could be done.

The WormsDC engine, though? Who knows? ;)

eddy2000
21 Aug 2007, 23:05
if some house of videogames decided to make a new 2d game with wa: characteristics and to join turn based and real time play and many other option taking idea too from this thread ,maybe the gain money for my opinion is guaranteed
i will buy that for sure.....:cool:
but i see only new 3d game around:(

Plasma
22 Aug 2007, 23:12
I did try making a real-time worms fangame myself. It worked sort-of well, but I did have to change the speed and jumping ability and health of the worms. But even then, the screen in a 2D worms is too small to be able to see enemies from a far distance (moving the screen meant someone close could easily go behind you when you're not looking). Also, because you control the power of a weapon by holding down a button, it meant that you could shoot bazookas at close range a lot faster than if you were to try shoot them from a far distance.

If it were in 3D, then it would remove the long-distance sight problem. But the only way you could shoot would be in first-person mode, which meant that you wouldn't be able to see rockets coming from the side or rear.

Squirminator2k
22 Aug 2007, 23:16
But even then, the screen in a 2D worms is too small to be able to see enemies from a far distance (moving the screen meant someone close could easily go behind you when you're not looking).
That's incredibly stupid. That's like saying "all FPS games should take place in a square box of a room with no objects because sometimes your opponent is lurking down a corridor on the far side of the map."

Really, Plasma. You are excelling yourself at stupidity these days.

Plasma
22 Aug 2007, 23:23
That's incredibly stupid. That's like saying "all FPS games should take place in a square box of a room with no objects because sometimes your opponent is lurking down a corridor on the far side of the map."

Really, Plasma. You are excelling yourself at stupidity these days.
No, that's really how it works (I mean the small screen part, not the FPS part)! In regular turn-based worms, it's fine because you're prefectly safe to scroll the screen. In a realtime worms, you're not able to scroll the screen while being able to keep a watch on the area around you too!

I don't know how your example is relevant though.

Squirminator2k
22 Aug 2007, 23:28
Soldat handles it fine, as does Cortex Command.

Also:
the screen in a 2D worms is too small to be able to see enemies from a far distance
That's like saying "all FPS games should take place in a square box of a room with no objects because sometimes your opponent is lurking down a corridor on the far side of the map."

Think about it. Put those little grey cells of yours to use for a change!

Plasma
22 Aug 2007, 23:31
Oh wait, you mean that you think you shouldn't be able to scroll to see where opponents are.
Yeah, that doesn't work in a game of Worms. At all! There's a reason that landscapes are so big...

franpa
23 Aug 2007, 01:31
use a high resolution and play with loads of lag ;) ?

SilPho
25 Aug 2007, 18:38
Neither 2D nor 3D can provide a way for you to see the entire landscape at any given time.

In 3D if you look at the far reaches of the landscape it will probably be in a first person point of view, at which point any worm can come up behind you. The same is true for 2D games, if you scroll accross the map you will effectively not be looking behind you.

If you do use a third person POV in a 3D game you will still have blind spots, either that or the zoom will be so far out that you won't be able to actually see everything that's happening anyway. Then of course if there is landscape in the way you're back to square one.

Of course if you're good at the game and keep your wits about you, you'll have a sense of where most people are

Melon
8 Jan 2008, 16:50
I'm not trying to pointlessly bump a thread here, but I think this one should stay around because it's really useful.

Oh, and I think you can now remove the following from the first post (I may have missed some)
######
Wishlist
######

Chat facilities

Ability to lock the in-game chat window down, even when taking one's turn


Game Editor

Increase in maximum number of worms allowed in the game


Conveniences and Interface

Ability to view weapon inventory during others' turns


###########
Already Planned (not necessarily for next update)
###########

Editors

Derestriction of map sizes, or increase in map size limits

Run
8 Jan 2008, 18:53
true, though this thread is pretty redundant with worms2d.info anyway

especially this page http://worms2d.info/Idea_dump

XxDangerxX
9 Jan 2008, 04:57
Its good to have both of them. This thread isn't really redundant at all. That worms2d.info page hasn't got early as much content as this thread has. Also, this thread allows for elaboration and details of suggestions.

bonz
11 Jan 2008, 15:16
Its good to have both of them. This thread isn't really redundant at all. That worms2d.info page hasn't got early as much content as this thread has. Also, this thread allows for elaboration and details of suggestions.
I second that!

I think this thread needs to be reactivated, updated and then stickied.
With a link to the worms2d idea dump in the first post of course.