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Deadcode
5 Jan 2006, 15:05
Main Download Page (http://wa.team17.com/main.html?page=supp&area=upda)

MD5sums:
329d91a53e7628e8c9dccc56ed8d562d *WA_Update-3.6.26.5_Beta.exe
b29f3ac1b38a7ceb80fbe033fb387ec6 *WA_Update_from_3.6.22.1+_to_3.6.26.5_Beta.exe

Fixes
The "slow front end" fix, introduced in v3.6.26.4, actually slowed down or stopped WA from working for some people, especially those using Windows 9x/ME. It is now optional. By default it is now disabled, so if you experience a slow front end without it, execute the registry script SlowFrontendWorkaround_On.reg.
The word "Language" was not properly translated in the Options screen, and "Français" was misspelled.
In the Options screen, the Volume percentage is now displayed in all languages.
In Swedish (Svenska), Worm Death comments referred to "_LANG_STRING_" instead of the dead worm's name.
The logic for determining whether or not to display the background layer and background debris in a colour map with holes disabled was incorrect; unless a map had 32 or fewer colours, these backgrounds would not be displayed. Now it works as described in the v3.6.25.1a history entry.
Export Log fixes
Unsuccessful attempts to fire weapons (usually resulting in a warning beep) were logged as if they were successful. They are no longer logged.
When starting an offline game with an intrinsic map (e.g. Cars or Polar), the incorrect map was embedded in the recorded game file, resulting in instant desynchronisation upon playback. Past games that were incorrectly recorded due to this bug can now be repaired — see Features.
Bug introduced in v3.6.25.1: The Scheme Editor in the Options menu was unusable due to an inactive Save button. In v3.6.26.4 it was completely disabled due to this. It has now been restored to full functionality.
The maximum length of the Direct IP entry box has been increased, so that domain names can be used.
When playing back old replays recorded with old pre-release versions (v3.5β3pre7 to v3.6.18.8), /anon messages were not shown (and the same happened when exporting a log).
In the Map Editor, clicking the Trash icon then exiting the editor would result in the wrong map being selected. This has been fixed; now you can easily use an entirely empty or entirely full map without having to restort to the kludge of toggling a pixel. (Note that unless you convert such a map to colour with Holes disabled, it will not truly be entirely empty or full when played.)
Fixes affecting game logic
If another worm is damaged during the current player's turn, the game waits for a lull in activity before subtracting the damage points. Normally, this happens when the current player's Worm stops jumping, or lands from the Rope. But if the player was on a certain kind of stationary vertical rope (see Footnote 1), the Rope would immediately disconnect the moment the Worm was moved into direct contact with the floor, and the game would pause while the damage was subtracted.
Under certain circumstances, a very fast-moving rope, when bounced against a wall, would dampen its speed even if Left or Right was being held.
A glitch was introduced in v3.6.20.1: While walking, if a player switched between holding Left and Right with no time in between (some keyboards force this even if the keypresses interlap) at the same time as a second condition was satisfied, the Worm would skip as many as 18 pixels in one frame. Export Log now logs this glitch when it is emulated. The following are the two ways in which the second condition could be satisfied:
Pressing Space with Bungee or Parachute selected
Releasing Shift after having walked backwards

Features
Camera lock (enabled by turning on Scroll Lock) now works during one's own turns. It is reset at the beginning of each local turn to prevent accidents or confusion caused by unexpectedly moving offscreen.
The list of intrinsic maps is now sorted in alphabetical order, and is complete regardless of which missions you've completed.
Export Log additions Instances of the glide glitch (where a Worm moving down-left, passing over a pixel of terrain at certain velocity ranges in certain fractional positions, will have its vertical velocity nullified and friction applied to its horizontal velocity) are now logged.
Instances of the walk skip glitch (in v3.6.20.1 to v3.6.26.4 — see Fixes) are now logged.
There is now a Repair feature which can be applied to recorded games. Right-click on a .WAgame file and choose "Repair", and W:A will attempt to repair it; if successful, a new file will be created with " {repaired}" appended to its name. Currently, only one type of repair is done, for offline games that used an intrinsic map but had the wrong map embedded in the replay due to being recorded with a version earlier than v3.6.26.5 (see Fixes). A replay that needs repairing will play back incorrectly, displaying "Checksum Mismatches" when you pull down the chat bar with PageDown.

GoDxWyvern
5 Jan 2006, 15:15
Oh, nice job again. But may I ask what happened to the old alt+f4 function for online/offline games? It was going to be disabled only for the missions, if I remember correctly. Or will that be implemented in a later patch?

Deadcode
5 Jan 2006, 15:56
GoDxWyvern, I will implement that in a later patch. It'll be a two-pronged solution.

Djoszee
5 Jan 2006, 16:12
dum (http://forum.team17.co.uk/showpost.php?p=463791&postcount=26) dee dum (http://forum.team17.co.uk/showpost.php?p=463796&postcount=27)

Sn!perWorm
5 Jan 2006, 16:20
FINALLY!!! Thanks a lot for the no auto camera following feature!:D

Mil2
5 Jan 2006, 16:39
Nice work Deadcode. Even though i didn't have a problem with last patch. :-)
Ehem, we are still waiting for some flags. Perhaps a tip, Chilean flag. :-D <3

M3ntal
5 Jan 2006, 17:03
Good work Deadcode, not even 2 months since the last one yet! Cheers for uploading it to SFX, i've made a news post about it there.

http://www.clansfx.co.uk/downloads/WA_Update_from_3.6.22.1+_to_3.6.26.5_Beta.exe
http://www.clansfx.co.uk/downloads/WA_Update-3.6.26.5_Beta.exe

KRD
5 Jan 2006, 17:32
Hah, Liam. Might aswell ask Dave to put in a new comment calling you leet for when you pixel float. And perhaps a counter for all floats done by one team. New scheme options out of nowhere!


Under certain circumstances, a very fast-moving rope, when bounced against a wall, would dampen its speed even if Left or Right was being held.

Aaah! That's an oldie, I remember it being weirdly annoying on some of my favourite roping maps. Care to explain why it occurred?

bonz
5 Jan 2006, 20:29
Hah, Liam. Might aswell ask Dave to put in a new comment calling you leet for when you pixel float.
hehe.
when you achieve the maximum in pixel float something like "stop cheating liam!".

Run
5 Jan 2006, 22:17
With the latest update I've noticed that my front end has become very flickery. When it loads a new page, each button and box instantaneously flashes bright white in turn until they've all done it. Bringing down a drop-down menu causes it to flash like that too.

Also the cursor is a little bit laggy, though not so much that it prevents me using it. The stars in the background are similarly 'laggy'.

bonz
5 Jan 2006, 23:26
With the latest update I've noticed that my front end has become very flickery. When it loads a new page, each button and box instantaneously flashes bright white in turn until they've all done it. Bringing down a drop-down menu causes it to flash like that too.

Also the cursor is a little bit laggy, though not so much that it prevents me using it. The stars in the background are similarly 'laggy'.
haven't you read the readme? :D

the slowmenu fix is disabled by default now!
enable it via the registry workaround (.reg file in the w:a directory)

i did that & the flickering has gone again.

rafcor
6 Jan 2006, 00:40
the Direct IP worked fine for me, that's great :)

bloopy
6 Jan 2006, 00:48
(see Footnote 1) No, no I don't see it. :p

Not until I've got the readme anyway.

bonz
6 Jan 2006, 03:10
the Direct IP worked fine for me, that's great :)
indeed, it is.
it now supports 128 characters instead of 16.
so i can now use my globefish.no-ip.info adress.

Run
6 Jan 2006, 10:33
haven't you read the readme? :D

the slowmenu fix is disabled by default now!
enable it via the registry workaround (.reg file in the w:a directory)

i did that & the flickering has gone again.

Oh yeah, so it does. I assumed I didn't need to use a workaround because I never had a slowfrontend problem before anyway :P

Hauserfriz
6 Jan 2006, 15:05
goodjob

http://www.razer-gaming.de/news/index.php?action=show&id=51

;)

bonz
6 Jan 2006, 15:07
http://www.razer-gaming.de/news/index.php?action=show&id=51
ist einem Briten zu verdanken
deadcode is from california. ;)
and that's the australian flag in front of his name.

Hauserfriz
6 Jan 2006, 15:46
say it to Luckore :D

i will tell him, thx ;)

iamgood
6 Jan 2006, 16:29
Cool! :) And now the logos appear like I like it again:)
Oh and of course the Swedish bug : ))))))

Ciantic
6 Jan 2006, 17:53
Try putting ScrollLock-effect on and hit the right mouse button while playing: mouse does not move :eek:, caused me some serious complications. Though I like locking the screen but when I click right mouse button, I'd sure like to move mouse in the weapon map too.

This causes that I'll have to choose the weapon first and turn the mapscrolling off after that. It sure is intelligent but sometimes you'll have to do some fast decisions and you end up clicking first scrolllock and after that right mouse button. But in hurry you can't just handle the first scrollock and after that...

Waiting for the fix :)

Luckore
6 Jan 2006, 18:24
i thought he is from GB, because some guys saw him with a uk flag.

the australian flag was a mistake by me...both flags are side by side^^

bonz
6 Jan 2006, 19:06
Try putting ScrollLock-effect on and hit the right mouse button while playing: mouse does not move
indeed, i can confirm this. :-/
i thought he is from GB, because some guys saw him with a uk flag.
well...
deadcode's public profile (http://forum.team17.co.uk/member.php?u=1703)

Anne
6 Jan 2006, 22:38
Deadcode is from USA but at least for a while was living in the UK to work for t17.

I thought there was a chilean flag already...

26.4 was laggy at random times for me, maybe that's fixed now :crosses fingers:

also, what the heck is this pixel glide thing.

Alien King
6 Jan 2006, 22:58
after having downloaded the patch, when i go onto the menus on wormnet, all the boxes where text appears start flashing white for a while, then return to normal. it's only a small thing but i'm curious as to what is causing it

my OS is win2k if that's any help

bonz
6 Jan 2006, 23:29
aall the boxes where text appears start flashing white for a while
http://forum.team17.co.uk/showpost.php?p=472268&postcount=11
at least for a while was living in the UK to work for t17
what? really?
what the heck is this pixel glide thing.
this:

Metal Alex
7 Jan 2006, 01:33
New patches are always welcome :D


Oh... one more thing! about the spanish translation ingame... The concrete donkey is shown as "Burro de hormigÜn" when it should be "Burro de hormigón"... Try to fix that minor thin in the next patch...

Edit: I also noticed that there's only descriptions for all weapons in english... Could we get those too for other languages if it isn't too much? (I can translate if you want...)

bonz
7 Jan 2006, 02:38
I also noticed that there's only descriptions for all weapons in english... Could we get those too for other languages if it isn't too much? (I can translate if you want...)
i did the german translation, jabba did the french one and, iirc, djoszee is doing the dutch one.
so go ahead and contact deadcode.

KRD
7 Jan 2006, 10:08
after having downloaded the patch, when i go onto the menus on wormnet, all the boxes where text appears start flashing white for a while, then return to normal. it's only a small thing but i'm curious as to what is causing it

my OS is win2k if that's any help

The GeForce compatibility is off by default now; you'll have to manually run the registry file within the WA folder. At least I think that fixes it.

Alien King
7 Jan 2006, 10:26
i ran the registry, and now the whole screen flashes white once when the screen loads, then thats it

Run
9 Jan 2006, 20:14
The fix:

• The Scales of Justice included dead allies (team colour groups with no remaining worms) when dividing the total worm health by the number of allies to calculate an average. For example, if out of 5 players, 2 had died off, Scales would multiply the total health by 3/5. Another result of this bug was that if at least one ally had died off, and the remaining ones each had one worm with 1 health point, Scales of Justice would kill every worm, drawing the game.

appears to no longer be working.

Lex
10 Jan 2006, 02:59
Do you have a replay which proves this, RunFYL?

MBReptiles
10 Jan 2006, 07:49
does anyone know where I can get the file Dxmfc.dll for some reason my w:a won't even install because it says I am missing this file. When I put the cd in it registers that my cd-rom has w:a in but won't run not even if I open it and click install

bonz
10 Jan 2006, 11:35
Dxmfc.dll
http://www.windll.com
http://www.dynamiclink.nl
...

Run
10 Jan 2006, 18:52
Do you have a replay which proves this, RunFYL?

Here we go. Right at the very end.

Deadcode
10 Jan 2006, 19:43
does anyone know where I can get the file Dxmfc.dll for some reason my w:a won't even install because it says I am missing this file.This makes utterly no sense. The only thing that uses DXMFC.dll is Worms Armageddon (versions 3.0 and below) and even then, only WA.EXE uses it, and the installer does not use it, it only installs it. No other application uses this DLL; it was made specifically for WA's frontend.

Exactly what error message are you getting, and when?

Deadcode
10 Jan 2006, 20:15
The fix:

• The Scales of Justice included dead allies [snip]

appears to no longer be working.Here we go. Right at the very end.Parker was using 3.6.25.1 :p

Run
10 Jan 2006, 23:41
Oh yeah. I need to pay more attention to that.

But not as much as I need to get Parker to update :mad: I bet it was all a cunning ruse to draw the game, too. ;)

dimi_rodos
15 Jan 2006, 21:42
Hi , nice job with the patch ! i got a wierd problem though ! Before the latest patch my wa was fine ! What i got now ( got win xp and ati x800 xt )
is after a mission or a deathmatch game is finished , the results or any other comments are black and white , and very hard to read !
Any ideas why is that happening ?>
forgive my bad english , as i come from greece
regards

Chip
21 Jan 2006, 13:59
I'm downloading the patch now but when I read the read me I didn't see anything about the "non transparrencey" on the tools terrain background. Has it been fixed or is it not meant to have transparrent parts?

Lex
21 Jan 2006, 17:24
The Tools terrain on the WA CD doesn't have black (0,0,0) for its holes, but instead, has a very dark reddish colour (16,8,2) so it doesn't automatically revert to walkable space in WA. I'm not sure if the Tools terrain on the WWP CD has black (0,0,0) for its holes, but I think it does.

[UFP]Ghost
29 Jan 2006, 05:27
I was jsut wondering if there were any plans to download maps to ur maps folder after using them online? Probobly already been asked somewhere else, but i'm curious. :D

Lex
29 Jan 2006, 20:35
Right-click on the replay of the game from which you want to get the map, then click "Extract Map".

VickeX
4 Feb 2006, 08:31
TOTALY SUCKS. Last patch made my select/choose map screen work.

And with this. Its back to the old problem. BLACK FLICKERY SCREEN.

How the **** can a newer patch be worse then older ones?

This sucks. Where can i download the one i had before? I think it was 3.6.25.1

Lex
5 Feb 2006, 02:25
Have you tried toggling the "Slow Frontend Fix"? Use the .reg file that comes with the update. You should find it in your main WA folder.

KRD
5 Feb 2006, 10:44
And the readme file will tell you why "the newer patch is worse than the old one".

Patrick_
10 Feb 2006, 18:40
A few bugs:

W:A version: 3.6.26.5
WinXP

#1: Load up a W:A replay. While doing so, double-click it again. W:A will crash. It happens if you click two different saved games, also. However, one version always stays at the bottom. It can be loaded, but the graphics are all screwey 256 colors.

#2: Load up W:A, press "ESC" while in the game, which brings up the menu. Minimize it, and kill the process (I right clicked the icon in the taskbar and clicked "Close". Window$ gives the ol' "W:A has encountered a problem and needs to close" shpeal. :)

It happens every time I try for both, by the way.

Lex
10 Feb 2006, 22:34
It happens if you click two different saved games, also. However, one version always stays at the bottom. It can be loaded, but the graphics are all screwey 256 colors.What are you talking about? Saved games? What are those, if they're not replays?

Oh, upon review, it looks like you meant to emphasize the words "two different" rather than "saved games", by which you meant replays. I see.

Well, I don't think Deadcode has that problem much because his computer is fast enough to load the game nearly instantly, giving him not-much time to double-click another game. However, my computer takes a while to load WA also, so I can give myself the same bug.

Patrick_
10 Feb 2006, 23:12
Well, I don't think Deadcode has that problem much because his computer is fast enough to load the game nearly instantly, giving him not-much time to double-click another game. However, my computer takes a while to load WA also, so I can give myself the same bug.

Well, the PC I used was fast also... however, it has more to do with the speed of the CD-ROM drive, or the hard-drive, if the ISO is mounted on a virtual drive. :)

Deadcode
15 Feb 2006, 20:06
Well, I don't think Deadcode has that problem much because his computer is fast enough to load the game nearly instantly, giving him not-much time to double-click another game. However, my computer takes a while to load WA also, so I can give myself the same bug.Actually, I have experienced what Patrick_ describes, mainly when I accidentally launch the same WAgame twice (due to a bouncy key or mouse button). But it's a "Doctor, it hurts when I do this" "Then don't do that" problem, so I haven't given it priority.

bonz
15 Feb 2006, 20:13
Actually, I have experienced what Patrick_ describes, mainly when I accidentally launch the same WAgame twice (due to a bouncy key or mouse button). But it's a "Doctor, it hurts when I do this" "Then don't do that" problem, so I haven't given it priority.
I hope i never accidentally press enter on a highlighted selection of my 1,000+ replays... :eek:

Run
15 Feb 2006, 21:48
I hope i never accidentally press enter on a highlighted selection of my 1,000+ replays... :eek:

Believe me, you don't want that to happen.

Though with me it was just extracting logs.

Even so, it required a hard restart :P

bonz
15 Feb 2006, 21:58
Believe me, you don't want that to happen.

Though with me it was just extracting logs.

Even so, it required a hard restart :P
I don't even want to know what happens if you try to extract video in such a case...

Seita
16 Feb 2006, 10:51
It will pop up all the windows for extracting, and You'll just have to Hold ESC until they all get closed.

IsraAlien
1 Mar 2006, 20:18
Deadcode I think the new update is the reason but I cannot be sure of it.

every time I put in a new soundbank and then try to use it in a game,
it crashes in the loading part. somehow I tried to change and mess with the sb's names and sometimes it works and other times it doesn't.
I'm trying to find out if it has something to do with certin words or letter combination but I don't think its the case cause sb's that used to work now don't.
If you get the time please check it out... I'll post if I come up with anything new. thanx ;)

RastaMahata
1 Mar 2006, 21:10
I have a soundbank, that according to the soundbank editor, it works ok. But when loading a game, if a team has that soundbank, the game collapses en quits to the desktop. Do you want me to send you the soundbank?

iamgood
1 Mar 2006, 22:15
The PowerPack is 70% WORTHLESS if you don´t remove the grave/flag/etc. limit. Please... Please... Fix it...:rolleyes: :rolleyes: :rolleyes:

bonz
2 Mar 2006, 01:22
Who would need more than 127 flags/graves simultaniously anyway?
I bet there is a similar limit for teams too.

Chip
10 Mar 2006, 12:50
I just haven't posted in a while so here is my newest post.

Greenskin
12 Mar 2006, 17:43
thanks for the info!!

akyra
20 Mar 2006, 16:23
Hi

Ever since i have downloaded the patch, i cant get into the team editor, whenever i try, it just shuts the game down.

Any thoughts or help pls??

evilworm2
20 Mar 2006, 16:51
Hi

Ever since i have downloaded the patch, i cant get into the team editor, whenever i try, it just shuts the game down.

Any thoughts or help pls??

No double posts please.
http://forum.team17.co.uk/showthread.php?t=28521

akyra
20 Mar 2006, 17:04
posted it here then thought it might not get enough views to get me any help.

sorry, dont look like there is many people on here anyway

Seita
20 Mar 2006, 17:35
sorry, dont look like there is many people on here anyway

Currently Active Users: 172

Indeed.

Chip
24 Mar 2006, 13:54
On some of the forums I've been to, 172 users is a lot :p


Anyway a suggestion for a future patch,
If we do get an ingame weapon editor just like the fiddler then could I suggest that we have some sort of sprite importer or something. Basically were we could draw up our own sprites - import them into the game then they could be used by the weapons editor for weapon projectiles or new frames for worms.
If we were to use the fiddler now and say I made a new weapon where my worm could drop down an oil drum then when standing still the worm would be invisible as there is no frames for worms holding an oil drum.

Basically a sprite importer would allow you to go beond the curent limits of the game and have new cool ideas. Whereas at the moment any new weapons will either have to be shot out of a bazooka barral or a cluster from an existing projectile. Which doesn't really help to make the game more interesting.

Dando
30 Apr 2006, 01:10
Don't understand why the following:

a. for novicies (not me) the updates aren't all just done for you from the installation file rather than extracting. believe me naive novices have a real hard time understanding overwriting files! SOMEONE PLEASE make the installation easier!

b. There are 2 beta's? Why the heck are there 2 updates Beta 2 and this update here by deadcode. Why 2 and why can't it all be done for you in 1 simple easy installation!

c. Joypad support? I am using keyboard emulator at the minute...

d. Worm amount. I could be wrong but worms is hardly CPU intensive! Why can't we have a maximum on screen worm amount of say 48. The amount we have at the moment is too low, why the restriction? If crowding is a problem why not increase game area restriction! Come on deadcode I bet 100000 ppl want this!

e. When u cancel a game , usually its cause u made a mistake with settings. Why must it go back to the room selection area instead of just keeping current teams and going back to settings area! Exit and cancel should take you back to the room with the bulbs not back out of it all!

Thanks.

bonz
30 Apr 2006, 23:54
a. for novicies (not me) the updates aren't all just done for you from the installation file rather than extracting. believe me naive novices have a real hard time understanding overwriting files! SOMEONE PLEASE make the installation easier!
Maybe people should learn to read the readme files first.
ftp://ftp.team17.com/pub/t17/patches/pc/WA_Readme-3.6.26.5_Beta.zip
b. There are 2 beta's? Why the heck are there 2 updates Beta 2 and this update here by deadcode. Why 2 and why can't it all be done for you in 1 simple easy installation!
What are you talking about?
There is the official v3.0 patch and the official v3.0.5.0 update.
All other updates from there on are in beta stage.
c. Joypad support? I am using keyboard emulator at the minute...
A planned feature.
d. Worm amount. I could be wrong but worms is hardly CPU intensive! Why can't we have a maximum on screen worm amount of say 48. The amount we have at the moment is too low, why the restriction? If crowding is a problem why not increase game area restriction! Come on deadcode I bet 100000 ppl want this!
Those 2 features have been discussed and could get implemented.
BTW, I doubt that there are 100,000 wanting this. Heck, I guess not even that much copies of the game have been sold.
e. When u cancel a game , usually its cause u made a mistake with settings. Why must it go back to the room selection area instead of just keeping current teams and going back to settings area! Exit and cancel should take you back to the room with the bulbs not back out of it all!
A planned feature.

Dando
1 May 2006, 06:36
Thankyou. The 100000 thing was obviously exaggeration for emphasis. You knw that :)

Other things/bugs

I have nvidia geforce crappy 2, Pentium prescott 2.5GHz CPU, GIGABYTE motherboard, 768 MB 3200 DDR RAM

B1. Game loads slowly, the little nuclear sign seems to take ages to complete. PPl are moaning at me in wormnet lol I am thinking this is maybe a CD issue so will rip worms to an image file see how it goes

B2. Disconnections as stated in readme happen often when I am host, ppl drop like flies. I have nothing running and sufficient broadband connection firewall properly configured and half the time disabled. Thre is no excuse for D/c on worms, its hardly halo.

B3. After game has ended and the stats are shown, sometime my screen goes completely black except for the text in the message box....I have to use crtl-alt-del to force app to minimize then maximize again

B4. I am on a map with suffient space and areas for 18 worms. I play with 18 worms with all land based objects disabled yet I get 2 girders added to the landscape. Obviously the game thinks I need more land to accomodate the worms. It thought wrong.

B5. Game jitters during play, frames skip.

Other requests
--------------

R1. No need to have to use CD, surely noone is too concerned about piracy of this game now? Is there any way to put the musics into the worms directory along with all other essentaisla dn play game with no cd?

R2. Ability to boot annoying arses in game...the ones that don't obey rules and laugh til the end are annoying. an option to boot em ingame would be nice.

R3. Why are there game time outs? Anyone should be able to join my game until say 20 minutes after i first added it.

R4. Someone make the way to get full wormage legit known better. I didn't understand why I was stuck on 85% after everything was completed or so I thought . I didn't know I had to survive deathmatch without losing a worm and how could I have? Its a pity I cant now reset deathmatch data without resetting my records and mission data.

----

P.S> love these forums nice super fast editing and loading pages. I hate forums that take 9 years (exaggeration again) to load.

bonz
1 May 2006, 11:37
I have nvidia geforce crappy 2, Pentium prescott 2.5GHz CPU, GIGABYTE motherboard, 768 MB 3200 DDR RAM

B1. Game loads slowly, the little nuclear sign seems to take ages to complete. PPl are moaning at me in wormnet lol I am thinking this is maybe a CD issue so will rip worms to an image file see how it goes
That system should be more than powerful enough to play W:A.
You do have (correctly) patched & update your game to the latest v3.6.26.5, do you?
B3. After game has ended and the stats are shown, sometime my screen goes completely black except for the text in the message box....I have to use crtl-alt-del to force app to minimize then maximize again
Hmm...
Don't do that, instead click on the very bottom of the menus to minimize and use always use the mimizing options in the Esc menu in-game.
B4. I am on a map with suffient space and areas for 18 worms. I play with 18 worms with all land based objects disabled yet I get 2 girders added to the landscape. Obviously the game thinks I need more land to accomodate the worms. It thought wrong.
Do you mean the small girders where one worm or barrel is placed on (sometimes in a hole in the ground)?
On a color map you can right click on the terrain button to toggle placement holes/girders on and off. With the Reseed button you can switch between differen layouts.
R1. No need to have to use CD, surely noone is too concerned about piracy of this game now? Is there any way to put the musics into the worms directory along with all other essentaisla dn play game with no cd?
I use a CD image and mount it with Daemon tools.
Game loads much faster that way.
R2. Ability to boot annoying arses in game...the ones that don't obey rules and laugh til the end are annoying. an option to boot em ingame would be nice.
This has been discussed and rejected by Deadcode.
R3. Why are there game time outs? Anyone should be able to join my game until say 20 minutes after i first added it.
I have no idea.
But Deadcode plans to add the ability for other to join your game after you have played a few rounds (game appears on the list again).
R4. Someone make the way to get full wormage legit known better. I didn't understand why I was stuck on 85% after everything was completed or so I thought . I didn't know I had to survive deathmatch without losing a worm and how could I have? Its a pity I cant now reset deathmatch data without resetting my records and mission data.
You can use an external team editor.
e.g. Annelid's TeamEd (http://www.blamethepixel.com/filedownload.php?id=0029)

KRD
1 May 2006, 14:15
So basically, Dando, if you like the forums so much, try searching trough them when you encounter a problem or have a request. It's all been suggested and cried about before.

Also it's hardly the game's fault that frames skip and that people drop from games you host. The game worked flawlessly on a P3 500MHz computer with a decent monitor and a Voodoo 3 card attached to it for me, so blame AMD, Intel, nVidia, the LCD technology and what's left of those modern pennymakers.

Dando
1 May 2006, 16:33
So basically, Dando, if you like the forums so much, try searching trough them when you encounter a problem or have a request. It's all been suggested and cried about before.

Also it's hardly the game's fault that frames skip and that people drop from games you host. The game worked flawlessly on a P3 500MHz computer with a decent monitor and a Voodoo 3 card attached to it for me, so blame AMD, Intel, nVidia, the LCD technology and what's left of those modern pennymakers.

alwaysa smarta ss like you isn't there!

Its funny that this poxy computer can run quake 2 and halo flawlessly but has trouble with worms.

Wouldn't you agree?

----

Bonz:

B1. Yes it is patched/updated properly and my version is Soldout

B4. I mean the game is starting with girders placed on my custom made map and I have set the options to no girders. So yeah the small girders. and not a colour map:(

R4. I meant that it should be widley known how to achieve it the real way, Ihad to hunt these forums to figure out why I was stuck at 85%.

KRD
1 May 2006, 16:53
Its funny that this poxy computer can run quake 2 and halo flawlessly but has trouble with worms.

Wouldn't you agree?


No, not really.

Both Quake and Halo are based on 3D graphics, which is practically the only thing nVidia and ATI graphic cards are good for. The [decent part of the] Worms franchise has no use for the amazinly bright explosion effects and thousands of polygons new graphics cards seem to be based on.

From my experience, the newer the computer, the worse this game will run on it. With LCD screens, the response time is a large issue. I know for a fact the game ran ten times smoother on my 7-year-old CRT than it does on any of the LCD screens I've seen it played on so far [which doesn't only include this crappy laptop]. Also basically all the LCD screens run at a low refresh rate, misalinging the hard-coded rate of 50 FPS the game uses with the screen's output. Or something.

bonz
2 May 2006, 01:11
B4. I mean the game is starting with girders placed on my custom made map and I have set the options to no girders. So yeah the small girders. and not a colour map:(
AFAIK, the toggling of the girders only works for color maps.
Color maps are much nicer anyway.
Both Quake and Halo are based on 3D graphics
Indeed. These games use Direct3D, while Worms only uses Direct Draw.
You might want to check if everything is alright with your DirectX.
Click Start -> Run -> Enter dxdiag and then run all the tests.
If some errors occur, you might want to update DirectX and/or your drivers.
With LCD screens, the response time is a large issue.
Mine LCD screen only has problems with those one pixel "grey" patterns used mainly in oldschool .bit maps.
And sometimes with large areas in one color (mainly red), e.g. Mr. Krabs from Spongebob Squarepants in close-up. :)
Also basically all the LCD screens run at a low refresh rate, misalinging the hard-coded rate of 50 FPS the game uses with the screen's output. Or something.
That was a problem before too.
Only people that liked getting nauseous would run their CRT monitor at 50Hz, while only few monitors would support a refresh rate of 100Hz on higher resolutions. (Well mine didn't.)
And only multiple's of 50 provide the best results. 75 is actually better than 85 in this case.

Dando
2 May 2006, 10:20
cheers, I also guarentee when i get a 6600GT from those penny makers (you know the ones that experts tell you are the gods of graphics cards) this game will run fine.

anyway, I am gonna set monitor to 100 Hz at 800 by 600 see how that goes.

Also thanks for the help bonz.

and:

C1. Bug again, someone exploited it to wind us up, kept teleporting and doing sommert that made the teleport go in random areas for about 1 minute.

KRD
2 May 2006, 11:46
That was a problem before too.
Only people that liked getting nauseous would run their CRT monitor at 50Hz, while only few monitors would support a refresh rate of 100Hz on higher resolutions. (Well mine didn't.)
And only multiple's of 50 provide the best results. 75 is actually better than 85 in this case.

Yah, but I still find that it's much more obvious on LCDs. Or maybe this LCD, uhh.

Try something for me, Bonz. Load up a replay with one of those grey .BIT maps with a texture and pause it with S. Then move the mouse around and see if the texture still flickers like mad, mm'kay?

bonz
2 May 2006, 13:13
Try something for me, Bonz. Load up a replay with one of those grey .BIT maps with a texture and pause it with S. Then move the mouse around and see if the texture still flickers like mad, mm'kay?
Yes, it does of course.
That's because if you move your mouse, the pixels have to switch from white to black (or something very dark) and vice versa. That's something very stressful for an LCD monitor.
And mine has a response time of 8ms.

Chip
3 May 2006, 11:21
R1. No need to have to use CD, surely noone is too concerned about piracy of this game now? Is there any way to put the musics into the worms directory along with all other essentaisla dn play game with no cd?

That's actually what I would like - my first worms armageddon disk was destroyed by my old CD drive.....don't ask how.
Ever since then I've been parranoid about continueas use of disks for games. So ones that use the disk heavyly such as WA I don't tend to play much in one day.

The Worms armageddon disk is used for the muisc - mission maps and the sound schemes which are team speech and fanfare.
It could use other things as well, anyway they all do take up quite a bit of memory and I think over 300MB (I think) yes that's nothing now with todays computers so I say yes why don't we have a no CD feature added on.

bonz
3 May 2006, 17:29
That's actually what I would like - my first worms armageddon disk was destroyed by my old CD drive.....don't ask how.
Ever since then I've been parranoid about continueas use of disks for games. So ones that use the disk heavyly such as WA I don't tend to play much in one day.

The Worms armageddon disk is used for the muisc - mission maps and the sound schemes which are team speech and fanfare.
It could use other things as well, anyway they all do take up quite a bit of memory and I think over 300MB (I think) yes that's nothing now with todays computers so I say yes why don't we have a no CD feature added on.
My disc image of the W:A CD is 541MB large.
I mount it with Daemon tools.

Dando
3 May 2006, 17:39
Yeah well thats a temporary solution, you still have to account for the space taken up by the actual game data installed as well as the image file. In the end it is easy to add this feature and has already been done.

There are no-cd cracks avalible with an earlier 3.* update however it would be nice to know Team17 had made it legit. An install file could easily be made that both updates and fully makes the game NoCD (by fixing the exe and copying essential files) all in 1 go.

Has deadcode ever considered this?>

bonz
3 May 2006, 17:57
My W:A install folder is 249MB large.
190MB of that are .png & .bit maps and replays.

BTW, I have almost 1/2 TB of HDD capacity... :D

Dando
3 May 2006, 20:52
as do I.

Actually with all 4 harddrives I make it 80+40+200+200 = 520 GB :)

[UFP]Ghost
4 May 2006, 03:58
my folder is 1.21 gb lol

HariSeldon
4 May 2006, 09:10
Yeah well thats a temporary solution, you still have to account for the space taken up by the actual game data installed as well as the image file. In the end it is easy to add this feature and has already been done.

There are no-cd cracks avalible with an earlier 3.* update however it would be nice to know Team17 had made it legit. An install file could easily be made that both updates and fully makes the game NoCD (by fixing the exe and copying essential files) all in 1 go.

Has deadcode ever considered this?>

There is no CD crack needed if you mount the US (not UK) version disk image with Daemon tools. Perfectly legal, no fixing exe needed.

bonz
4 May 2006, 11:27
There is no CD crack needed if you mount the US (not UK) version disk image with Daemon tools. Perfectly legal, no fixing exe needed.
Why no the UK version?
The UK version = European Multilanguage version, and I can mount it fine.

Dando
4 May 2006, 14:48
So can I...but the point is we need an updated fixed exe from somone like deadcode:) and hariseldon you missed the point entirely.

Mounting an image increases the usage of your hard disk drive more than is needed. You still need the core files on your harddrive and then the image file as well is a double whammy.

All you should really need is the core files and needed files from the actual disk with the exe fixed with the latest update and made so it recognises the music on the HD rather than the disk.

It is not rocket science and there is no reason for us still to be living in the "cd needed" medievil times with worms:)

bonz
4 May 2006, 23:28
Mounting an image increases the usage of your hard disk drive more than is needed. You still need the core files on your harddrive and then the image file as well is a double whammy.
Huh?
If you use a no-cd feature and copy all the needed files from your CD to your HDD, you have the same HDD usage, as if you run a mounted CD image.

Someone has made an extremely stripped down CD image of the game with everything not needed removed, which resulted in a file size of only several MB.
No music, speechbanks, graves, flags & fanfares then though.

Dando
5 May 2006, 00:52
Huh?
If you use a no-cd feature and copy all the needed files from your CD to your HDD, you have the same HDD usage, as if you run a mounted CD image.

Someone has made an extremely stripped down CD image of the game with everything not needed removed, which resulted in a file size of only several MB.
No music, speechbanks, graves, flags & fanfares then though.

We need a No-CD exe with the updates included. The ones on the web are from an earlier update.

Shouldn't really need a stripped down version:) I want the music included etc...but anyway where can I get this stripped version

bonz
5 May 2006, 01:41
We need a No-CD exe with the updates included. The ones on the web are from an earlier update.
You seem to want it. "We" don't need it. ;)

Why not simply use a mounted CD image?
You have exactly the same HDD usage that you get if you use a no-cd version with all the stuff from the CD copied to the HDD.

Deadcode has been absent for a few months now.
And a no-cd feature is definitely not high on the priority list.

Shouldn't really need a stripped down version:) I want the music included etc...but anyway where can I get this stripped version
A bit contradictory.
On the one hand you say that a mounted CD image uses too much space on the HDD, but you want to copy all the stuff from the CD to the HDD, which ends in the same result (almost).

Someone posted a list of the files that have to be left in the CD image to run the game.
And where's the problem really with 520GB HDD capacity?

Dando
5 May 2006, 02:03
back to the main point. 1 person on here as already agreed with me and wants a nocd option.

The idea being we dont need to start messing around with images anyway, just leave them in 1 nice folder and there you go. no cd's, no images. I mean come on its much simpler in the long run.

Also, couple it with the mssing around making the image file in the first place (knowing of course most naive users don't have a clue what one is or how to make one) I think its safe to say the majority want this featire maybe you could do a poll.

Yeah I am used to having good ideas ignored or not considered. Hope he considers this sometime though ;)

Also, another total ******** on worms again a few hours ago, laughing that I couldn't boot him after he wound me and the others up. I really wish deadcode would reconsider that :(

I am still looking for this list;)

bonz
5 May 2006, 03:10
I can make an image of a 700MB CD with CloneCD with less than 10 clicks in under 5min.
The image of my W:A CD has been on the HDDs of two computers for the last 4 years.

Besides, providing an official no-CD "crack" implemented in every single beta update, will certainly provide more piracy.
People could also simply share their install folders and still be able to play with any further update.

Dando
5 May 2006, 03:12
yeah but is that a huge loss to Team17 even if piracy suddenly became 100% for this game? I think not

Run
5 May 2006, 09:43
"I'm too lazy to use a cloning program, despite the fact that it's actually very simple, so I demand that T17 allow me to install their games entirely to the hard drive!"

Dando
5 May 2006, 13:53
"I'm too lazy to use a cloning program, despite the fact that it's actually very simple, so I demand that T17 allow me to install their games entirely to the hard drive!"

You missed the point again, read my last messages.

I have already made an image file, clearly this isnt the point. and i am not demanding, I am asking that deadcode atleasts considers it. And i dont want "their games" I just want this very old game given the option.

Please dont be silly, next time read before you write

Run
5 May 2006, 16:03
If you've already done it, then why the need for the feature? Just "on behalf" of those who don't know how to do it?

If they don't know how to do it then I have a tutorial for them. It's hardly complicated. In fact its easier than installing and updating the game.

Dando
5 May 2006, 19:35
If you've already done it, then why the need for the feature? Just "on behalf" of those who don't know how to do it?

If they don't know how to do it then I have a tutorial for them. It's hardly complicated. In fact its easier than installing and updating the game.

When the final beta arrives it could have afeature which automatically copies the files off the disc and updates. It really is as simple as that.

There are very good reasons for a nocd option:

1. No need for CD, 2. No need for image files 3. No need for illegal CD cracks, it also puts people who make them in less popularity 4. Believe me the real naive users have no chance at making image files.

I am sure there are many more but really lets see what deadcode thinks afterall, without his say so this is a pointless argument.

robowurmz
11 May 2006, 11:11
Thankyou. The 100000 thing was obviously exaggeration for emphasis. You knw that :)

Other things/bugs

I have nvidia geforce crappy 2, Pentium prescott 2.5GHz CPU, GIGABYTE motherboard, 768 MB 3200 DDR RAM

B1. Game loads slowly, the little nuclear sign seems to take ages to complete. PPl are moaning at me in wormnet lol I am thinking this is maybe a CD issue so will rip worms to an image file see how it goes

B2. Disconnections as stated in readme happen often when I am host, ppl drop like flies. I have nothing running and sufficient broadband connection firewall properly configured and half the time disabled. Thre is no excuse for D/c on worms, its hardly halo.

B3. After game has ended and the stats are shown, sometime my screen goes completely black except for the text in the message box....I have to use crtl-alt-del to force app to minimize then maximize again

B4. I am on a map with suffient space and areas for 18 worms. I play with 18 worms with all land based objects disabled yet I get 2 girders added to the landscape. Obviously the game thinks I need more land to accomodate the worms. It thought wrong.

B5. Game jitters during play, frames skip.

Other requests
--------------

R1. No need to have to use CD, surely noone is too concerned about piracy of this game now? Is there any way to put the musics into the worms directory along with all other essentaisla dn play game with no cd?

R2. Ability to boot annoying arses in game...the ones that don't obey rules and laugh til the end are annoying. an option to boot em ingame would be nice.

R3. Why are there game time outs? Anyone should be able to join my game until say 20 minutes after i first added it.

R4. Someone make the way to get full wormage legit known better. I didn't understand why I was stuck on 85% after everything was completed or so I thought . I didn't know I had to survive deathmatch without losing a worm and how could I have? Its a pity I cant now reset deathmatch data without resetting my records and mission data.

----

P.S> love these forums nice super fast editing and loading pages. I hate forums that take 9 years (exaggeration again) to load.
Game jitters coz ur graphics card stinks like poo.

Dando
11 May 2006, 13:59
Game jitters coz ur graphics card stinks like poo.

Idiot. Crawl back under a rock

A geforce 2 is more than enough for worms. Why quote the entire passage to put something that silly at the end of it.

XxDangerxX
11 May 2006, 23:01
I agree. That wasn't very smart.

Um, have you tried MOUNTING the image onto a virtual CD drive? I had a program that worked for me. You can download Daemon Tools here (http://www.daemon-tools.cc/dtcc/download.php?mode=Download&id=81).

P.S. Who likes my avatar?

Dando
12 May 2006, 02:16
QUOTE=XxDangerxX

"Um, have you tried MOUNTING the image onto a virtual CD drive? "

We had this discussion out in the above posts hehe ;)

and I like your avatar

robowurmz
12 May 2006, 11:37
Idiot. Crawl back under a rock
Excuse me? I'm not the one who is an idiot here!
Yes, I know that his graphics card is enough, but it's not compatible with such a fast motherboard. So there.

Dando
12 May 2006, 15:33
You quote a whole passage to be sarcastic at 1 of the points at the end of it. I think you need to reevaluate what an idiot is. Next time don't do it.

Chip
12 May 2006, 22:38
FIGHT!!!!!! FIGHT!!!!!! FIGHT!!!!!! FIGHT!!!!!!


Sorry, I havn't said anything for a while.

robowurmz
13 May 2006, 21:57
FIGHT!!!!!! FIGHT!!!!!! FIGHT!!!!!! FIGHT!!!!!!
Ladeez and gentle men, in the red corner we have... oops, sorry. :p

Darnit, why doesn't VBl code work on my compy?

Lex
13 May 2006, 22:38
It's not your computer that's the problem.

KRD
14 May 2006, 13:52
It's not your computer that's the problem.

Ahaha. Hooray for the numerous ways and harshness-gradients of expressing opinions in the language of l'English.

robowurmz
14 May 2006, 14:11
It's not your computer that's the problem.
Then why is it not working?

robowurmz
14 May 2006, 14:12
Oh, I see it's the American Spelling of colour.
RED

bonz
14 May 2006, 16:22
RED
Those tags have been disabled on this forum.
(Although they are still listed here (http://forum.team17.co.uk/misc.php?do=bbcode).)

Lex
15 May 2006, 06:17
Ahaha. Hooray for the numerous ways and harshness-gradients of expressing opinions in the language of l'English.In my own defence, that was not an opinion. It was a fact. It's not his computer's problem that this forum has colour vB tags disabled.

Dando
15 May 2006, 08:25
*I am scoping for the day deadcode returns.*

robowurmz
15 May 2006, 13:20
Those tags have been disabled on this forum.
(Although they are still listed here (http://forum.team17.co.uk/misc.php?do=bbcode).)
Although at the bottom of the screen it says Vb code is ON
and if it's off, how does Quote work then? Example: TA DA!

KRD
15 May 2006, 18:21
In my own defence, that was not an opinion. It was a fact. It's not his computer's problem that this forum has colour vB tags disabled.

"It's not the computer that's the problem, it's the person sitting behind it."

Seita
15 May 2006, 18:51
The problem usually lies on the keyboard - chair interface.

Lex
15 May 2006, 22:08
"It's not the computer that's the problem, it's the person sitting behind it."I wasn't thinking that at all! :o <-- That's meant te be a surprised-looking face, not a blushing face. o:

bonz
16 May 2006, 02:33
ON
Give it up!
Those tags don't work on this forum.

Have you actually ever used the "Preview Post" button?

MonkeyforaHead
16 May 2006, 05:46
See, this is why I don't really come here anymore.

KRD
16 May 2006, 17:12
I wasn't thinking that at all! :o <-- That's meant te be a surprised-looking face, not a blushing face. o:

I know you didn't, you're too nice for such horrible thoughts!

I did, though.

Chip
31 May 2006, 12:24
Is this the end of the WA beta patches?
Nothing has been said about it and the community seems to be dying down.

This can't happen to Worms armageddon. :eek:

bonz
31 May 2006, 17:05
Is this the end of the WA beta patches?
Yep.
Nothing has been said about it and the community seems to be dying down.
This can't happen to Worms armageddon. :eek:
I'm falling into a coma in 5, 4, 3, 2,

Lex
31 May 2006, 23:33
Note for newbies: Bonz is lying.

bonz
1 Jun 2006, 01:00
Note for newbies: Bonz is lying.
Yes, I'm lying... in a coma, now that the patching has ended prematurely.

[UFP]Ghost
1 Jun 2006, 04:03
Note for newbies: Bonz is lying.

Really :eek: I don't believe u :mad:

Run
1 Jun 2006, 11:48
Yes, I'm lying... in a coma

lol. I enjoyed that more than i should have.

bloopy
2 Jun 2006, 11:57
"It's not the computer that's the problem, it's the person sitting behind it."

"Oh really? Why would there be a person sitting behind my computer? I looked behind my computer but I can't see anyone. How do I find this person, and will getting rid of the person solve this problem I am having?"

Lex
2 Jun 2006, 15:39
"LoL!!!!!"

bonz
2 Jun 2006, 15:50
The person is actually very small and will immediately hide inside the case of your computer if you try to look for it. (Through holes where the fans blow)

KRD
2 Jun 2006, 17:05
Here's one method of extracting the little devil. All hail to Spork for posting it on CL2K:

http://www.davesgonemental.com/stuff/mybabybotfly.html

Note: Do not click on that link unless you enjoy extremely gross things. The kind that gives you nightmares. Thank you.

Alien King
5 Jun 2006, 21:49
Note: Do not click on that link unless you enjoy extremely gross things. The kind that gives you nightmares. Thank you.

Well nothing happend in the video and the text wasn't very graphic so...

Plasma
5 Jun 2006, 21:59
http://www.davesgonemental.com/stuff/mybabybotfly.html

Note: Do not click on that link unless you enjoy extremely gross things. The kind that gives you nightmares. Thank you.
OH GOD! Why did you have to post that! I wont be able to sleep for weeks now. It was the grossest thing I've ever seen! There were flys on his skin! FLYS ON HIS SKIN!!! aarghhhhhh

bonz
5 Jun 2006, 23:33
There were flys on his skin! FLYS ON HIS SKIN!!!
No, actually under his skin.

Lex
6 Jun 2006, 10:39
Funny that this is the bug report forum. ;)

Metal Alex
8 Jun 2006, 21:07
Funny that this is the bug report forum. ;)

XD

You get 100 points for that

TheLord
25 Jun 2006, 20:43
On each start, v3.6.26.5 (and probably previous versions too) seems to use the executable name from the command line to add the shell commands for the replay files in the registry.
So if you run with just "wa.exe" from the WA directory you will get entries like:
"wa.exe" /dir "X:\Games\Worms Armageddon" /play "%1"
Which will obviously cause trouble, unless you add WA.exe to the App Paths (which will still not work if you simply use "wa" and not "wa.exe" to run)

Although in most cases this can be avoided by being careful not to run WA this way, I would recommend using something like GetModuleFileName instead.

CyberShadow
26 Jun 2006, 02:24
Although in most cases this can be avoided by being careful not to run WA this way, I would recommend using something like GetModuleFileName instead.

Indeed. I have already reported this bug to DC. This bug was causing running W:A with WormKit to break the registry associations for some people - my resolution was to fully extend WA.exe's path.

TheLord
26 Jun 2006, 22:40
Yes, it's most noticable with things like WormKit.
Right now WA refuses to work if the current working dir is something else anyway, so path extending (using this current dir) would work too.
But putting a nice combination of GetModuleFileName, trim to path only, then SetCurrentDirectory at the beginning would be the best and a very easy solution to make it work no matter which dir it is run from.

As for WormKit, although according to the source it should extend the path for WA.exe when run without arguments, in practice it doesn't seem to do so, consequently resulting in the registry messup.

But, there seems to be a feature (?) in it that if you try to add command like arguments, it will don't put the WA.exe to the command line it runs.
So something like "WormKit.exe /nointro" will give an error, but "WormKit.exe WA.exe /nointro" will run it fine (just an example, as WormKit always runs with /nointro if there are no arguments).
You can actually use this to run WA with full path like:
WormKit.exe X:\Path\to\WA\WA.exe /nointro
This way it won't mess up the registry entries.

CyberShadow
27 Jun 2006, 14:42
The optional command-line parameters allow you to not only specify custom WA.exe command-line arguments, but also the executable to run. For example, I have several versions of WA.exe, each hard-coded to emulate a different version of the game logic. This, in fact, makes it possible to run some modules with WWP (e.g. the wkFileOverride module might work well with WWP).

franpa
2 Sep 2006, 12:53
just a note copying the required files into your game folder is less then a cd image which contains what was installed in the first place and the installed files them self... also if a no-cd option was added i would like mp3 support added and the music compressed to ultra high quality mp3's that are 8x roughly smaller then the ultra high quality wave files.

Dando
2 Sep 2006, 17:01
The waves on the actual WA disc are not excellent. The playstation music (XA format) is much better, so I ripped them. I don't believe a full OST of WA is avilable.

ASs for mp3's in game, I figure that requires codec installation (if we are to believe there are some without it) and I am not sure if Team 17 has to pay for that right? In any case, it is not necessary to have ultra high quality music. It is the game that is important and the music is a good tradeoff between quality, compatibility and performance.

I hope there is a nocd but I also hope there is an official OST one day by Bjorn Lynne

franpa
3 Sep 2006, 04:20
i did not say the music was good i said it was good quality... meaning bigger file better bass, trable, and middle reproduction... mp3's can sound just as good as the original and be tons smaller.

Lex
3 Sep 2006, 08:32
I also hope there is an official OST one day by Bjorn LynneThere is. (http://lynnemusic.com/worms-armageddon.html)*

Dando
3 Sep 2006, 18:51
There is. (http://lynnemusic.com/worms-armageddon.html)*

That is not a full OST, it contains a mere 4 tracks,. :p which is why I ripped a full OST off the PSX version

As for you franpa, the music on the disc is not very good quality either, as I say the PSX version is better which is why MP3's made would have to come from the master versions to be better and for optimal quality.

Lex
4 Sep 2006, 04:01
What problem do you have with the quality of the streams on your PC WA CD? The ones on my disc are crisp, clean, completely uncompressed WAV files. They sound smooth and nice.

franpa
4 Sep 2006, 06:25
That is not a full OST, it contains a mere 4 tracks,. :p which is why I ripped a full OST off the PSX version

As for you franpa, the music on the disc is not very good quality either, as I say the PSX version is better which is why MP3's made would have to come from the master versions to be better and for optimal quality.

are you sure its only 4 tracks??? after thinking about it for a bit it seemed like there 4 cd's each with there own mix/remix of songs on them.

Dando
4 Sep 2006, 15:06
completely uncompressed WAV files. They sound smooth and nice.

I am not sure if they are uncompressed wav's, and they certainly are not crisp, mostt are sampled at 16000 Hz (to cut down on disc space) which is awful! Cpmpare them to psx version, XA encoded and at around 38000 Hz, and instantly PSX version is the winner (believe me I am a game music collector, and I have gone through WA alot). Obviously CD quality 44100Hz PCM wav would be ideal.

I can supply a bonus track I made called PSX Vs PC which shows just how much better the PSX version is.

Alien King
4 Sep 2006, 16:39
are you sure its only 4 tracks??? after thinking about it for a bit it seemed like there 4 cd's each with there own mix/remix of songs on them.

No, it's only 4 tracks.

Lex
4 Sep 2006, 19:23
I can supply a bonus track I made called PSX Vs PC which shows just how much better the PSX version is.Please do.

Dando
4 Sep 2006, 19:54
ftp://anyone:anyone@dlpb.kicks-ass.net

SHOULD ANYONE ASK FOR ME TO PUT THIS GAMERIP UP I WILL DO SO IF ALLOWED.

Download file. I made a full release OST since that is what I am best at: releasing OST's that were not released;) Note PSX games are usually 37500Hz XA's, so I was wrong, but not much diff anyway since its still 32500 Hz

You will better see the differences in quality with a decent audio system.

Regardless, an offcial CD quality release would beat either.

---README----

Worms Armageddon - Unreleased [Game-Rip]
---------------------------------

I have released the full Worms Armageddon Unreleased musics because there is no official soundtrack. Well there is but only contains 4 tracks which is pathetic.

These musics were ripped from the PSX game disc, normalised and sorted out using PSound and Adobe Audition. I also upsampled at the highest quality from the PSX 32500 Hz SR to 44100 Hz. Whilst this means absolutely no increase in quality it is easier to work with when wanting to put tracks on CD and has no (or insignificant) decrease in quality.

I have made the last track "PC Vs PSX" which quite clearly illustrates the Playstation versions superior quality over the heavily compressed or low sample rate music of the PC version. The first sample played is the PC version followed by the PSX equivalent.

I therefore ripped the PSX version , all apart from the award musics (Gold Medal etc) which sadly are in mono on the PSX version.

Thankyou and enjoy this release!

franpa
5 Sep 2006, 01:28
it does not matter what sample rate is so long as bitrate is set to counter the low sample rate...
you can have 22050hz at 320kb/s and a 11025hz at 640kb/s both should sound equal in quality from what i can tell.

this was done with the WA music... if you look at the bitrate you will see it be around 800 or so kb/s

-----

title.wav
sample rate: 28000Hz
Bits per sample: 16
Bitrate: 896kb/s

-----

to clarify... a 44.1khz at 320kb/s is equal in quality to a 22.05khz at 640kb/s.

(i migt be wrong tho)

Dando
5 Sep 2006, 11:27
Franpa that is total baloney man. The sample rate is equally important as the bit depth. Anyone with any knowledge of music will tell you that. And the file I supplied sufficiently proves the PSX version is better.

The title of WA is slightly better on the PC version to the rest of them, but the PSX version still beats it. If you sample something at 11025 Hz it doesnt matter what the hell you do, it will sound CRAP.

You are lowering the bandwidth. Human hearing is around 22000 Hz, so with 44000 you are sufficiently supllying a decent bandwidth.

XA music encoded 16 bits @ around 32000 Hz. WA PC 16000 @ 16 bits.

The PSX version is better, not just on paper but in hearing tests, especially if you have a decent system like mine where the differewnce is absolutely obvious.

---

"22050hz at 320kb/s and a 11025hz at 640kb/s both should sound equal "

you fail to see that the bytes a second change regarding the bitdepth (i.e 16) and the sample rate (i.e. 44100). A wave at 32 Bit @ 11025, WILL sound much worse than one of 16 bit @22050.

If you want I can supply another to demonstrate that too, it will not be even close.

22 KHz = Radio Quality and sounds OK. 8 KHz = Phone quality and let us not go there.

franpa
5 Sep 2006, 13:40
yep i was wrong... had me dad explain why.... and i am indeed wrong.

DragonQ
13 Oct 2006, 19:50
I would like to download those higher quality WAVs...but the ftp site does not work :(

Any chance you could fix it please?

Dando
13 Oct 2006, 20:40
I would need permission to put the link up here. Perhaps some people think it is copyright infringement for me to put them up on my server?

I will do so. And if i am told to remove this link of course I will. (p.s. I have already converted to MP3...since the format was XA (PSX), converted to wav's.

Regardless, the mp3's are high quality and i could not tell difference between them and the original PSX source. (i suppose you could convert back to wav, which would mean some loss, but they would still sound better than PC version). You could also find PSound and a PSX worms armageddon disc and rip them yourself too:)

The MP3's can be found here>

FTP://anyone:welcome@dlpb.kicks-ass.net:2121

A little music alarm I made is also there (SMA). I have also released this soundtrack to the boys at #gamemp3 hopefully it will become more well known.

DLPB

DragonQ
14 Oct 2006, 23:54
Still doesn't work...

Dando
15 Oct 2006, 00:38
certainly does because someone has already been on my server and downloaded it;)

Use an ftp client like filezilla or try and use firefox to connect. This isn't the placve for this, use PM

Dando
15 Oct 2006, 00:38
double post

DragonQ
15 Oct 2006, 00:54
Well when I posted that message, it wasn't accepting the Username/Password. Now it just never connects (times out)...

Dando
15 Oct 2006, 00:56
use PM (i.e. private message me, i can't use a beta forum to explain download procedures lol)

DragonQ
15 Oct 2006, 11:26
No worries, tis working now. When it was timing out, it was my wireless router that wasn't working, not the FTP site.

But the Username/Password was definitely not working before that...:confused:

DragonQ
15 Oct 2006, 23:12
Wow, I must say the difference in quality is huge! I am a bit of an audiophile and even I probably wouldn't have noticed that the ones on the PC game are poor quality without something to compare them against!

Thank you very much, I shall put them in my ISO now :)

Dando
16 Oct 2006, 00:43
np:) PC ones aren't too bad (but yes not as good as PSX ones and it shows) considering the sample rate. I am making a game and have had to resort to MP3 because the tradeoff between quality/size is not working

franpa
16 Oct 2006, 02:23
are they the same songs and stuff just recorded at a higher quality?

Dando
16 Oct 2006, 02:33
They are taken from the PSX version. As I said, they were put onto the PSX disc (from master copies) at higher sample rates and are therefore better than the PC version:) I extracted them from the Playstation disc and converted to MP3. They are the same as PC versions but better quality yes:)

DragonQ
18 Oct 2006, 14:46
My ISO is now ~850MB big, but the ambience is so noticably better - the music has stuff going on that I never even notice before!

Interestingly, my friend has a "Sold Out Software" version of WA, and his CD is only 300MB big, whereas mine is 550MB IIRC. Any idea why this could be? I can't physically compare the files at the moment, although I will at some point...

bonz
18 Oct 2006, 17:02
My ISO is now ~850MB big, but the ambience is so noticably better - the music has stuff going on that I never even notice before!
I still haven't done that yet.
Though I had the music turned of for the last few years anyway.
Guess it's time again.
Interestingly, my friend has a "Sold Out Software" version of WA, and his CD is only 300MB big, whereas mine is 550MB IIRC. Any idea why this could be? I can't physically compare the files at the moment, although I will at some point...
Hmmm...
I remember someone having a (Sold-Out ??) version of Worms 2 that had the CD audio tracks missing.
Or was it W:A? I can't remember.

franpa
19 Oct 2006, 03:36
worms 2.... theres a v1.17 out there, my copy that i payed for is v1.17 ;) it lacks the audio tracks wich is awesome... i tested out a copy from a freind that did have the audio tracks and hated the pauses caused by the disc spinning up and down all the time...

bonz
19 Oct 2006, 09:37
worms 2.... theres a v1.17 out there, my copy that i payed for is v1.17 ;) it lacks the audio tracks wich is awesome...
Ah, that's the one.
i tested out a copy from a freind that did have the audio tracks and hated the pauses caused by the disc spinning up and down all the time...
Not if you use a disk image.

franpa
19 Oct 2006, 11:32
im aware of that... its just that there really is no pauses when i play it thus i never saw the need to make an image for worms 2 :)

bonz
19 Oct 2006, 17:41
im aware of that... its just that there really is no pauses when i play it thus i never saw the need to make an image for worms 2 :)
Well, you miss out on Bjørn's amazing soundtrack though.

Really good game music. Iactually like it a bit better than W:A/WWP's more ambient soundtrack.

Check here (http://www.dream17.co.uk/goodies_audio.php) for all the W2 audio tracks as MP3s plus 5 unused tracks and 2 remixes.

Dando
19 Oct 2006, 17:52
Yeah I got worms 2 also (very good)..i believe the tracks were in Full CD quality Audio?

As for Worms3d Lynne didnt do coconuts lol hehe

bonz
19 Oct 2006, 18:00
Correction to my previous post: Track 11 ("Yesterday's Hero") from the game CD is not (yet) available at Dream17.
i believe the tracks were in Full CD quality Audio?
Yes.
As for Worms3d Lynne didnt do coconuts lol hehe
No, that one was made by the Danish duo "Junior Senior" and forced as the title music by publisher SEGA. :p
There's an official fix on the W3D page to switch to the original title track made by Bjørn. :D

bloopy
21 Oct 2006, 01:51
The Wormsong he did for W3D is awesome. :cool:

Dando
21 Oct 2006, 01:57
The Main Theme of armageddon is awesome as we all know;) :p

franpa
21 Oct 2006, 09:55
do you allow hotlinking dando :) as my downloader times out.

Dando
21 Oct 2006, 10:24
The file is on my computer via FTP. I have no means of putting a file that size onto a website.

A better idea is to get an FTP client such as Filezilla which will also resume downloads if cut off.:)

I can see you here having trouble...ISP Brisbane?

Also the max speed you were dl at was about 5 kb/s meaning it take you 5 hours. is this normal for you? My server has an upload rate (and thus max dl rate for you) of 80 Kbyte/s

franpa
21 Oct 2006, 10:56
can you make the music availible via http? and i was playing a game at the time :) um 26 kbytes/s is my d/l speed.

the reason is that i cant put the password:username part in my downloader as it causes it to just time out...

Dando
21 Oct 2006, 19:22
Use an FTP client like Filezilla, as I said I cannot put it on HTTP. And you should never play an online game whilst trying to download a large file.

Firefox browser should just connect and download if you clic on the link, otherwise use filezilla, bulletproof ftp and the like...There should be 0 timeouts.

franpa
22 Oct 2006, 02:21
heh, i use nget.exe (a tool provided with zget v4 which is a n00b compiling tool for ZSNES) for large file downloads but it doesnt support the login stuff for ftp :) (it does support ftp tho)

ah well ill look at filezilla or something...

Penguins
22 Oct 2006, 15:24
Can someone post a picture of the latest WA?

bonz
22 Oct 2006, 15:36
Can someone post a picture of the latest WA?
Why? You won't see any difference.

franpa
23 Oct 2006, 00:00
maybe he means an image... you know... a cd :)

franpa
23 Oct 2006, 05:20
ty for it.... whoooooo 950mb cd image :)

Dando
23 Oct 2006, 06:18
Pity they werent allowed or didnt get license to use MP3. I am using that in my game regardless.

i suppose they could have used ADPCM but maybe they were concerned over full compatibility so opted for unc. wav

bonz
23 Oct 2006, 13:34
The new sounds are awesome!
I never really heard most of the stereo effects before.

Dando
23 Oct 2006, 18:15
The ones on my PC disc are also stereo, but so crap they have no real fidelity. Ones on PSX version are so much clearer and that is what you prob mean:)

I want full OST releasing on CD from master but until then we have this;)

bonz
23 Oct 2006, 18:57
The ones on my PC disc are also stereo, but so crap they have no real fidelity. Ones on PSX version are so much clearer and that is what you prob mean
Yes, the PSX version has no metallic sound and much more boom.

Dando
23 Oct 2006, 22:22
Is someone distributing besides me? I hope so:)

franpa
24 Oct 2006, 00:30
i would but alas i only got 64k upload which gets used for when i play games :)

Dando
24 Oct 2006, 03:18
Thats ok, I will live, I used to have a fully fledged server for game music, now I just take requests;)

Melon
4 Nov 2006, 13:20
Im not sure where to post this so I'll post it here...

It seems that double-clicking the random team name button to get a completely random team doesn't work any more. It's not a problem, as I can just click the random button by each worm's name, but I just noticed it wasn't working. That is all.
Oh, and it has nothing to do with whether or not the SlowFrontEndWorkaround is on or off, not that it probably makes a difference.

Also, if you try to play on an empty map (with random starting girders on) and have worm placement on, the match instantly quits and results in a draw. -EDIT- Not a bug, just my error.

Sorry if these have been mentioned before.

bonz
4 Nov 2006, 14:53
It seems that double-clicking the random team name button to get a completely random team doesn't work any more.
That's true, it doesn't work anymore.
I have just tested with v3.00 and it did work there.
I can't remember if it still worked in any of the previous beta versions, as I haven't created random teams/worms for a long time.
Also, if you try to play on an empty map (with random starting girders on) and have worm placement on, the match instantly quits and results in a draw.
Hmm, seems to work fine for me.
To get it right, with "worm placement" you mean that the worms are automatically placed, instead of manual placing with the teleport?

franpa
4 Nov 2006, 15:04
bonz he meant no ground at all (so girders are randomly generated) and you place your worms manually at the start.

this = game over at the begining... i myself have not tested this tho.

bonz
4 Nov 2006, 15:16
bonz he meant no ground at all (so girders are randomly generated) and you place your worms manually at the start.
Ehrm, yes.
I read his post and he said "empty map (with random starting girders on)".
But his "worm placement" isn't really explicit. Could be manual or auto.
this = game over at the begining... i myself have not tested this tho.
You should have.

Both works fine for me. Empty map, random girders, manual placement on or off.

Melon
4 Nov 2006, 16:12
I did mean manual placement on. Sorry for being unclear.

Anyway I have found that my problem is un-related to that. The problem I have seems to be with my scheme.

In my scheme I have infinite girder packs, infinite mine strikes and indestructable ground. I also have instant sudden death on.

It seems that regardless of what map you play on, the game is ended instantly. The first team wins and does their victory dance/jump thing, and the game quits and calls it a draw. If I turn off instant sudden death (ie. give the match a round time), then it works fine. It even remains fine when sudden death then triggers in the round.
Manual worm placement is irrelevant.
Have I found a bug? I can upload my scheme if it helps.

-EDIT- Again, not a bug but my fault entirely.

franpa
4 Nov 2006, 16:15
seems the game treats the mine strike as not an attack and treats the scenario as un beatable due to lack of weapons... even tho you do have weapons.

Melon
4 Nov 2006, 16:32
Maybe, but I tried a scheme with no weapons and no crates and it ran perfectly fine (not that I could do much in this match mind you)... So it can't be that.

-EDIT- Ahem, I found what the problem was. It seems that I had put 'draw the round' under the sudden death conditions. As it was activating sudden death instantly, it was instantly drawing the round. When I changed the round time before, I noticed this and changed the conditions, but then forgot I had done this and forgot to save it, so when checking the scheme again I had the same problem. That's why it confused me so much.

Sorry about that. I feel really really stupid and I wasted your time. You can slap me if you want.

bonz
4 Nov 2006, 16:59
seems the game treats the mine strike as not an attack and treats the scenario as un beatable due to lack of weapons... even tho you do have weapons.
Franpa, your speculations are ridiculous.
I also have instant sudden death on.
Which sudden death settings and what round time setting do you have?
It could be you have a misconception of these options.

If you set the round time to 0 (time after which sudden death sets in) and set the sudden death to "game ends at sudden death" (the image where it is crossed out), the game will of course end instantly.

Melon
4 Nov 2006, 17:05
Yes that was my problem. I'd just edited my last post saying that was the case. Again, sorry.

Melon
14 Dec 2006, 23:35
Yes, this may be a double post, but the time difference is long enough for it not to count.

Has anybody noticed yet that you can't set delay on the scales of justice?
If you try to give it a delay, it just ignores it, and is always available on the first turn. I haven't tried it on ALL 9 delay settings, but I've tried it on a few, and none of them have worked.

I searched to see if this had been said already, and it came up with no results. Have i found a new bug? (I'm using the latest update).

Lex
14 Dec 2006, 23:47
Melon, the same is true for every other super weapon. The delay, power, and crate probability for super weapons aren't read from the scheme yet.

Melon
14 Dec 2006, 23:51
Not true. I could set delay for all of the other super weapons. Power and crate chance can't be changed, but delay can, and it doesn't work for the scales of justice.

Just to double check, I made a scheme with all weapons and max delay. Every weapon had delay, EXCEPT for the scales of justice, although I originally noticed it on a different scheme I had made.

GrimOswald
15 Dec 2006, 01:08
It would appear Melon is right. I tried every delay setting, different ammo ammounts, and an external scheme editor, but nothing works. The Scales Of Justice never has a delay.

Interesting....

franpa
15 Dec 2006, 03:45
i did that using schemeworks and the girder failed to have infinite delay xD it always became availible after 9 turns... and i try various values like 100, 255, 50 etc.

Chip
15 Dec 2006, 15:07
Well I havn't had the full wormage for long (I only offically unlocked it a few months back) but from when I used it I noticed straight away that you could not set the secret weapons crate probabilities or powers but it allowed you to set their delay time.

I can't remember if the delay actually worked in game but I do remember something strange with it which could be what you guys have mecnhioned about it.

ebonlocke
16 Dec 2006, 19:06
I'm at the end of my patience with WA. I simply cannot get this game to work. I have the US Microprose disc (just to be clear) and have the following rig:

- WinXP SP2
- Asus A8N SLI Premium Mobo
- 4800+ X2
- Plextor PX-712A DVD (could this be a issue?)
- 2 GB Corsair XMS
- eVGA 8800GTX (97.44 drivers)

I have had problems with this game for 5+ years since I've bought it and I REALLY would like someone to finally nip this game in the bud once and for all.

I can load the game and get to the menu and all that, but as soon as I start the game, (where it would normally show the little pie pan filling up with the nuclear symbol) it totally locks/freezes my system, and I have to hard reboot.

This is driving me nuts because I love this game and want to play on my LAN with a friend.

Thanks for any help.

P.S.

Over the years I've tried ALL the patches in some form or another, and half work and half cause problems, I just can't remember which one worked anymore.

bonz
16 Dec 2006, 22:47
Have a look here to see FAQs to the most common problems:
www.nanacide.com/wahelp

Metal Alex
16 Dec 2006, 22:47
I guess it should be the last one... let me try to find...

oh!, you get help there

HyPeR09
21 Dec 2006, 00:03
I found a bug with the new patch, or it could just be my messed up computer. Basically, when playing on wormNET (haven't really played offline for a while) and the game ends, WA crashes and it comes up with "Send Error Report?" thing. Then, when I click "Don't Send" my computer crashes and does NOT regain consciousness. I can Alt-Ctrl-Del but the task manager just stays on the screen when I click the "X" and every window I open (even the start menu) stays on the screen when I close it. Yess, I have the latest patches and upgrades and I'm running on WinXP.

Any help would be great 'cause I'm sick of restarting after every game.

PS: It doesn't matter whether I host or not and because of all my networking and game related problems I turned OFF my DMZ.

[UFP]Ghost
24 Dec 2006, 17:06
I would need permission to put the link up here. Perhaps some people think it is copyright infringement for me to put them up on my server?

I will do so. And if i am told to remove this link of course I will. (p.s. I have already converted to MP3...since the format was XA (PSX), converted to wav's.

Regardless, the mp3's are high quality and i could not tell difference between them and the original PSX source. (i suppose you could convert back to wav, which would mean some loss, but they would still sound better than PC version). You could also find PSound and a PSX worms armageddon disc and rip them yourself too:)

The MP3's can be found here>

FTP://anyone:welcome@dlpb.kicks-ass.net:2121

A little music alarm I made is also there (SMA). I have also released this soundtrack to the boys at #gamemp3 hopefully it will become more well known.

DLPB

could somebody upload these again?

Dando
24 Dec 2006, 23:23
Complient.:p

FTP://anyone:welcome@dlpb.kicks-ass.net:2121

I prefer FTP client but that info into the address bar will suffice for you.

Will be up by 25/12/2006 01:00 BST

[UFP]Ghost
25 Dec 2006, 13:50
thanks, downloading now :o

Dando
25 Dec 2006, 14:00
So has someone else it would seem:p

Chip
26 Dec 2006, 12:04
What?
No christmas pressent from Daedcode?

I was hoping he would have something for us in the form of an update to some game,

GrimOswald
26 Dec 2006, 12:08
*Crosses fingers for the 6th of January*

Metal Alex
26 Dec 2006, 13:24
*crosses toes for the 31st*

XxDangerxX
26 Dec 2006, 21:35
Hey Metal Alex, I noticed your avatar. Are you a fan of Portal?

Metal Alex
30 Dec 2006, 20:50
yeah, I am. I just came back from a trip, so I might look if they released another video or something...

XxDangerxX
1 Jan 2007, 12:25
Cool! Hey, I don't suppose you would know when they're gonna release a demo of it?... :-/

Metal Alex
1 Jan 2007, 20:16
no idea :(

But look on google for a game called "narbacular drop"

It's the game that some students did... and then they where hyred by valve, to make portal. It's the same thing, but bad graphics and some bugs. Nice, anyways.

JayK
5 Mar 2007, 19:41
Hello everyone,
just installed W:A one week ago again after one year. Tried out the in the meantime newly released patches. I think there's been put great work into the game. But there are still some bugs like the - very earlier in this thread already mentioned - menus etc. turning black and white and hardly readable, after the actual game has finished. This happens to me every time and so it is really kind of annoying even though it's revertible with minimize and restore...
I tried to read a great part of this thread but it came to topics that were really apart from what I've been searching for ;)

Will there be another patch or update released in the future or do I wait and hope for something that definitely isn't going to happen?

Metal Alex
5 Mar 2007, 20:10
Actually, 4.0 is on the way... but that way might be long.

anyways, there was a new beta patch scheduled for xmas, but it was delayed because of some probelms, and it might take some time...

franpa
6 Mar 2007, 00:51
a v3.6.27.x (where x stands for a #) version is in the works and should be nearing completion eventually (we've been waiting for awhile since it was mentioned)

evilworm2
7 Mar 2007, 18:04
Latest is 3.6.27.3i (binary) atm.
But things change frequently. ;)

Edit:
Forgot that very special version for only one of the alpha testers... XD

Chip
7 Mar 2007, 20:53
Latest is 3.6.27.3g atm.

My patch number is 3.6.26.5
Is mine not the current latest?

evilworm2
7 Mar 2007, 20:59
My patch number is 3.6.26.5
Is mine not the current latest?
Yours is the latest official one. I was speaking about an unofficial alpha version.

CyberShadow
7 Mar 2007, 21:54
Latest is 3.6.27.3g atm.
But things change frequently. ;)
That's not even true.

Latest is Deadcode's source version. After that, it's SVN revision 62. After that, it's 3.6.27.3i. And only after that is the 3.6.27.3g alpha. (I have no idea what happened to the h version.)

evilworm2
7 Mar 2007, 22:01
Latest is Deadcode's source version. After that, it's SVN revision 62.
Was speaking about binaries. ;)
I have no idea what happened to the h version.
I just wanted to ask you.

CyberShadow
8 Mar 2007, 00:11
Was speaking about binaries. ;)
Well, programmers tend to keep the source code in compilable state, and compile it periodically to check - especially before making an SVN commit.

Madmaxquinn
11 Mar 2007, 19:45
Just tried running W:A on Vista.

Without Compatibility mode set menu colours are all screwed.

I get with Vista the exact opposite of what I do on my XP machine: with Vista I have fast menus, slow game.

My specs if it helps.

Vista ultimate
4GB RAM
P4D 3.2GHz
GeForce 7900GS TOP (x2 running SLI)
Latest Nvidia Beta drivers.

franpa
12 Mar 2007, 05:27
wait for vista SP1... hopefully by then nvidia will have good driver support.

CyberShadow
12 Mar 2007, 05:36
Or W:A 4.0. Whichever comes first. ;)

bonz
12 Mar 2007, 11:59
Whichever comes first.
And with less new bugs. :)

Mirux
7 Apr 2007, 17:19
CyberShadow, I was wondering if the flags will get fixed with this new patch. I am from Chile and my flag works fine while I'm in WormNET but when I host or join someone's game my flag doesn't show anymore. This is not happening just for Chilean Flag, it also happens to others (Deadcode knows more about this).

I hope you guys fix this tiny bug, please. Chilean community will really appreciate it.

Cheers.

PD: Oh! I forgot asking about this new feature that could allow us to continue a game after a crash? Of course with the same (Destroyed), health, weapons, etc.

CyberShadow
8 Apr 2007, 08:31
I'm not aware of this bug being fixed in the current source version, but I'll make sure to remind DC about it when he returns.

The feature to resume a game after a crash isn't trivial to implement. It's planned to be implemented in or before 4.0.

Mirux
8 Apr 2007, 20:48
Thanks CyberShadow.

callamullo
8 Apr 2007, 21:18
It's a good patch, because safe much problems.
Es un buen parche, porque te salva muchos problemas.
:)

realfoe
11 Apr 2007, 02:25
Patches used to come all the time ,is it because people kept asking for 4.0 that the rest of us gamers havnt had an update.

Mirux
11 Apr 2007, 04:43
Hey CyberShadow, I was wondering. Why don't you help linux user with this new patch eh? For example in my case, I use Edgy Eft, and I'd like to import the png frame files to make a movie or something and I can't under linux or I can but I don't know what command I must use with wine.

Do you think this is possible or you'll stick to windows?

CyberShadow
11 Apr 2007, 06:33
Try using Wine's port of Windows Explorer. I believe that one should display the context menu entries that W:A adds automatically to the registry.

Alternatively, just look at what W:A adds to HKCR\Team17.WAgame - the parameters for the context menu entries are stored there.

Mirux
11 Apr 2007, 19:07
Thanks again CyberShadow.

Aww, I think there's nothing there CyberShadow. I'll try the winexplorer.exe.

I'm sorry but none of the options works Cyber.

I just want an easy way to check replays under linux w/Wine.

CyberShadow
11 Apr 2007, 20:57
To play a replay:
# wine wa.exe /play my_replay.WAgame
To extract a movie:
# wine wa.exe /getvideo my_replay.WAgame

You can use your file manager's file association settings to add a context menu item manually to .WAgame files.

Mirux
11 Apr 2007, 21:09
Humm, I'll take a look at that CS, thanks again. :)

Oof, I'm sorry but it doesn't work. Perhaps I should ask this to madewokherd.

zidane
2 May 2007, 04:31
i also face this problem till now ... i downloaded the missing file but no changes

S_G_P
21 Jun 2007, 05:36
haven't you read the readme? :D

the slowmenu fix is disabled by default now!
enable it via the registry workaround (.reg file in the w:a directory)

i did that & the flickering has gone again.

God after months of watchingt those crazy stars speed through my screen at 1000 miles an hour, giving me epeletic fits. The fix is like visine too my eyes. I did not know that i had the fix all along. Thanks a lot.

Chip
23 Jun 2007, 12:17
I have 2 questions about this next patch (the bigger maps one) - the offical one that is.

1. Will it support true colours meaning a map can have more then 64 colours without having any problems?
2. Has any progress occured on the patch since the locking on the thread "The upcoming update" (http://forum.team17.co.uk/showthread.php?t=31403) ?

franpa
23 Jun 2007, 14:02
true colour support would need a pretty huge engine update so imho it most likely wont be there till WA 4.0

breedybag
23 Jun 2007, 20:06
Is true colour support really planned for the update? That would be very nice, however might make the game a bit slower, especially on big maps?

franpa
24 Jun 2007, 01:39
definatly a lot more memory intensive.

Chip
24 Jun 2007, 12:46
Yeah but WA is a really old game, I'm sure that even if its demand for more performance increased, it'll still run fine especially when used on the average modern day computer.

CyberShadow
24 Jun 2007, 20:14
The latest W:A features already allow you to push your hardware to the maximum - not many of today's PCs can take on a 30000x30000 pixel map :)

bonz
25 Jun 2007, 00:45
The latest W:A features already allow you to push your hardware to the maximum - not many of today's PCs can take on a 30000x30000 pixel map :)
How about someone creates a wormkit module that automatically lets WA participate in the SETI and Folding@home projects?

breedybag
25 Jun 2007, 09:58
The latest W:A features already allow you to push your hardware to the maximum - not many of today's PCs can take on a 30000x30000 pixel map :)

Oh, ahem, I hear rumours of a release today? :p