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Gnork
26 Mar 2007, 11:09
Franpa's right here. The whole point of 4.0 is so we could finally do everything we wanted to do - hence a complete redesign of almost everything is needed.

Sounds like you're gonna be busy with this for at least another year or even two... And who said that the final thing is 100% done is wrong, software is never 100% done :rolleyes:

franpa
26 Mar 2007, 13:57
they are most likely doing 2 things at once, A) updating stuff within the confinements of the current engine and B) writing a new engine for future development.

Metal Alex
26 Mar 2007, 19:05
B) writing a new engine for future development.

I think it'll be more like a engine update...

franpa
27 Mar 2007, 01:58
scripting would most likely require a new engine built mostly from scratch most likely.

adamantium
28 Mar 2007, 11:16
I've had a couple ideas that may or may not be worth doing. The first, I'd really like to happen if possible.

1. On the subject of soundbanks, I fully understand that if people have shabby internet connections, then having soundbanks transferring all over the place won't be possible, but what if it was optional? You could add a button next to a team with a custom soundbank which starts the download. For us who have fast DSL/Cable connections, it'd be no time at all to beam 3 to 6 megs through at the start of a game (and if MP3 support was added, it'd be a meg or less). The soundbank could then be permanently stored in the game (and added to your list) so that the transfer won't need to happen a second time. I spend time perfecting my soundbanks, and hate having to ask friends to download them.

2. Somewhat like batty or windy ropes, how about godly ropes? A mode which allows you to fire off a rope no matter if you've hit the ceiling, a wall, have started to fall... anytime. Seems like it could get really fun. If this is too hard to do, that's ok. Just an idea. I may not be a programmer, but I can see the possible problems with it.

franpa
28 Mar 2007, 11:31
maybe add a number near the water height indicator in the map editor? so we can more accuratly adjust it etc. (no i dont mean a editable number... just a numerical representation of the water bar)

AndrewTaylor
28 Mar 2007, 12:27
scripting would most likely require a new engine built mostly from scratch most likely.

I don't see why. The game already has support for some very limited scripting, in missions and the like, so I'd imagine that could be ripped out and replaced with a more versatile scripting engine. It depends how abstracted the code is, though, and what you want your scripts to be able to do.

I think generally every one of the planned features would be easier to add into W:A than to redo the engine to support, but when you look at them all together redoing the engine looks more and more like the only practical way.

But then you're looking at a year with no updates to do that or three years with many updates adding them individually* to get to the same place, so who knows which'd be most popular?

_________________
*These numbers are entirely made up.

bonz
28 Mar 2007, 12:59
MP3 support
MP3 support needs licensing from Fraunhofer/Thompson and thus is costly.
OGG Vorbis is the way to go.

Also, I think some labelling/watermarking needs to be done for speechbanks, similarily to what is planned with PNG maps, so you can exactly identify a speechbank and don't need to download it multiple times.

franpa
28 Mar 2007, 15:06
a hash of a file will solve the issue with downloading it multiple times...

the game surrounding the current scripting engine will most likely need a complete overhaul to support the more larger varied scripting engine.

SilPho
28 Mar 2007, 15:23
Surely just having the right folder title works for sound banks? I play online now and again and if someone online is using a custom soundbank that I happen to have as well, it works fine.

bonz
28 Mar 2007, 16:27
a hash of a file will solve the issue with downloading it multiple times...
Ah, yes! A hash function. That are the words I was looking for.
the game surrounding the current scripting engine will most likely need a complete overhaul to support the more larger varied scripting engine.
I have no idea how much CS's proposed "WormsML" scripting language can work with the current code.
Surely just having the right folder title works for sound banks? I play online now and again and if someone online is using a custom soundbank that I happen to have as well, it works fine.
Yes, if the folders are kept the same it'll work.
Still, it would be better if speechbanks (and more so maps) can be distinguished differently.

AndrewTaylor
28 Mar 2007, 16:33
Yeah, I doubt speechbanks are renamed much, but I bet lots of people rename maps for their own preferres sorting methods -- or just because they've been downloaded with arbitrary filenames or something.

KRD
28 Mar 2007, 17:04
Or extracted from replays!

Mr.Bad
1 Apr 2007, 12:47
W:A users and WWP users will both be able to install W:A 4.0 using their W:A or WWP CDs. The resulting installation will be identical in content.


Actually, experimental support for ranks is already in the game. The WormNET servers have been patched up for it, but it requires a client-side registry setting to activate.
The corresponding setting is EnableRanking, and it's stored in the game's Options key (which is in HKEY_CURRENT_USER\Software\Team17SoftwareLTD\Worms Armageddon\Options for W:A and HKEY_CURRENT_USER\Software\Team17SoftwareLTD\Worms WorldParty\Options). DC told me that this was an experimental alternative systems for rankings introduced by Team17 and then abandoned in favor of a somewhat different system, so don't be surprised at it being present in WWP as well.

This system is still somewhat glitchy, and we wanted to introduce it as a surprise with the next W:A beta, with the current bugs fixed. But since it's taking long already, feel free to play around with it now.
WOW! i never thought it can be possible!
/me gone testing...

SilPho
1 Apr 2007, 13:05
This has definitely proven to be an.... interesting day with some rather unique ideas.
still not falling for it though

Lex
1 Apr 2007, 13:11
Go try it out! You may be surprised.

SilPho
1 Apr 2007, 13:18
If it works, why is there no indication as to what we are supposed to set it to? ;)I'm on to you

franpa
1 Apr 2007, 14:16
is this right? and uh i see no difference :( (if i did it right)

http://i63.photobucket.com/albums/h133/franpa/untitled-15.png

SilPho
1 Apr 2007, 15:12
If I'm wrong I'll eat my worms disc, but there's basically no way that this is true, if it was it would have been brought to our attention much sooner, like in January when it was first "posted". But since that post was edited "Today"...

Of course if me eating my worms disc is to happen, at least it'll be for a good reason. :)

Muzer
1 Apr 2007, 16:41
I wonder if T17 have done an "official" april fool's joke

Mr.Bad
1 Apr 2007, 17:33
it is working with me
and don't worrking with few of my friends
probobly because of the teams statistics.
it is unknown how it should work if i have one team with a 1000 wins and no loses and another team with a 500 loses and no wins for example

pisto
1 Apr 2007, 17:51
and how does it work with my edited teams file (all gold-1337 minutes in crazy crates etc thanks teamEd:o)?
and, what is ranking:p (i didnt know wa before 2000)? is it the medals shown in the lobby? if so, i think people would mistake it as a cheat that some noobs like to do with known utilities

Chip
1 Apr 2007, 20:52
I wonder if T17 have done an "official" april fool's joke

If I were Deadcode, I would release the next patch on April fools day because it would sound too obviouas to the average forum user that its an April fools trick but then they realy get fooled when they see that they're wrong and there realy is a patch released :p

Metal Alex
1 Apr 2007, 22:29
If I were Deadcode, I would release the next patch on April fools day because it would sound too obviouas to the average forum user that its an April fools trick but then they realy get fooled when they see that they're wrong and there realy is a patch released :p

that's a magnificent theory, but then again, he could fool us putting rendered ninjas in the download.

Melon
1 Apr 2007, 23:42
that's a magnificent theory, but then again, he could fool us putting rendered ninjas in the download.

AHAHA!!! Give this guy a prize!

Plasma
1 Apr 2007, 23:58
If I were Deadcode, I would release the next patch on April fools day because it would sound too obviouas to the average forum user that its an April fools trick but then they realy get fooled when they see that they're wrong and there realy is a patch released :p
Team17 did that two years ago, but for Worms4 content.

Melon
2 Apr 2007, 04:02
May sound like a silly thing to ask, but I take it that with the new larger maps, Armageddon won't launch more meteorites if the map is bigger.

I hope not. It'll make it less powerful, and maybe people will finally want to use it.

bonz
2 Apr 2007, 11:25
May sound like a silly thing to ask, but I take it that with the new larger maps, Armageddon won't launch more meteorites if the map is bigger.

I hope not. It'll make it less powerful, and maybe people will finally want to use it.
There are several weapons that need adaption to the larger maps.

Chip
2 Apr 2007, 13:16
There are several weapons that need adaption to the larger maps.

For starters, the air strike weapons would need to launch from higher up in the sky and because the missiles don't drop directly below, they would need to release their missiles earlier so they would actualy hit the marked target.

Armageddon's missiles would need to appear from the screan edge so they wouldn't appear inside the bigger terrains.


Actualy I think thats about it for the weapon side of bigger map compatibility.

kikumbob
2 Apr 2007, 14:39
If I were Deadcode, I would release the next patch on April fools day because it would sound too obviouas to the average forum user that its an April fools trick but then they realy get fooled when they see that they're wrong and there realy is a patch released :p...Why have you just told them to release the patch a whole year from now?:p

SilPho
3 Apr 2007, 17:48
Who said anything about it being one year from now? Although I still cling to the illusion that I'll wake up one morning during this Easter period and find the patch, thus rendering my plans the rest of that day (if not week) obsolete... I need to get out more.

pisto
3 Apr 2007, 22:50
there's a strange little bug in the current update: in the in-game chat, if you press very quickly some keys (it happens with all number keys and 'k', afaik), the characters appear in the chat a bit delayed. i know, it isnt important, but i'd like to know if some check is made for the input character, or something else happens, if you know.

franpa
4 Apr 2007, 02:10
chat works fine for me, maybe you pc can't handle w:a properly? are you running it in a compatibility mode?

[UFP]Ghost
4 Apr 2007, 02:33
i find if your computers sluggish and low on memory for w/e reason, there can sometimes accompany chat lag

bonz
4 Apr 2007, 10:47
Ghost;572475']i find if your computers sluggish and low on memory for w/e reason, there can sometimes accompany chat lag
I find if you're a commuter flying across the globe for w/e reason, there can sometimes accompany jet lag.

pisto
4 Apr 2007, 12:47
no, i mean: while you type a message, the characters appear in the chat line a bit delayed. i have to press it about 15 times/sec to see the lag.
i discovered typing in this text box that it's not a wa bug, but it happens also here, so it may be a problem in the keyb

ArcBeetle
4 Apr 2007, 17:17
if so, i think people would mistake it as a cheat that some noobs like to do with known utilities


that is in wwp, due to wwpipe

Mirux
8 Apr 2007, 04:53
Oh dear, I can't be arsed to read 536 replies so please be patient and answer these newp questions to me.

Check the link (http://forum.team17.co.uk/showthread.php?p=573100#post573100).

Thank you very much.

yakuza
8 Apr 2007, 19:13
Having reached this point in the school year, it's obvious Deadcode is the bad boy slowing the whole class down, the next step should be obvious. Lex should prove his worthiness as an Alpha Jedi Tester and cut Deadcode's head in two with a laser sword and stick his brain into Cybershadow's head to create the ultimate worms coder, at the same time he should resurect Karl Marx, only to cut his head in two and get his brain, and again, insert it into Cybershadow's head, so then, we will all be able to enjoy the new beta, alpha, charly or whatever.

Run
8 Apr 2007, 19:42
A modest proposal.

bonz
9 Apr 2007, 01:22
I propose someone gets a big bird costume and sits on a tree in the Los Angeles area.
When you hear the clicking of a camera, jump down, grab DC and drag him back to his computer and tie him there.

pisto
9 Apr 2007, 10:31
does wormkit work with this next update or are you going update also wormkit? (i assume you keep it up that splendid framework:cool: )

Devoluti0n
9 Apr 2007, 15:08
I think that a part of the WormKit work will be included in the new beta release...

CyberShadow
9 Apr 2007, 17:49
WormKit won't be included in any official W:A releases. Most modules will work with the new versions, however ReplayShark and wkMagic1 won't. It's possible that ReplayShark will be updated to work with the next beta.

Devoluti0n
9 Apr 2007, 19:23
Oh ok, sorry, I just tough that for exemple, the SOCKS hosting system would be included, or something like that to allow hosting easily.

pisto
9 Apr 2007, 21:05
WormKit won't be included in any official W:A releases. Most modules will work with the new versions, however ReplayShark and wkMagic1 won't. It's possible that ReplayShark will be updated to work with the next beta.

:( not longer windy worms?

Metal Alex
10 Apr 2007, 00:17
:( not longer windy worms?

Let's pray for it to become a scheme option...

Devoluti0n
15 Apr 2007, 14:31
Is the patch still in work ? Or have you stopped its developement for a while ?

bonz
15 Apr 2007, 15:10
Is the patch still in work ? Or have you stopped its developement for a while ?
No, Deadcode and CyberShadow have secretly made tens of thousands of dollars with the patch and now the alpha team is constantly having parties with lots of beer. http://www.trailerparkboys.org/forums/Smileys/default/beer.gif

SilPho
15 Apr 2007, 15:47
No, Deadcode and CyberShadow have secretly made tens of thousands of dollars with the patch and now the alpha team is constantly having parties with lots of beer. http://www.trailerparkboys.org/forums/Smileys/default/beer.gif
Which as far as I can tell translates into "Still a work in progress".

CyberShadow
15 Apr 2007, 16:09
I've been swamped with work in the last few weeks. Hopefully will get a window of free time next week and release the patch, whether or not DC shows up.

ArcBeetle
15 Apr 2007, 17:43
*marks the next week in calendar*

Chip
15 Apr 2007, 20:02
Hopefully will get a window of free time next week and release the patch, whether or not DC shows up.

Wooot!!!!, party week!!!
Just a pitty Deadcode wont show up. :(

kikumbob
15 Apr 2007, 22:08
I'm swamped with work in the last few weeks. Hopefully will get a window of free time next week and release the patch, whether or not DC shows up. I love you.

Plutonic
16 Apr 2007, 00:02
I'm swamped with work in the last few weeks.

Damn that sounds familiar...

CyberShadow
16 Apr 2007, 00:06
Oops, typo.
Anyway, I sent DC an e-mail with my plans. I think it's fair for me to give him a week or so to see if he can find some time for W:A, so we could release it together :)

Mirux
16 Apr 2007, 04:43
Nice, so the patch is done? You're just waiting for DC to release it together? Kind CyberShadow. :)

robowurmz
16 Apr 2007, 07:07
Squeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeeeeeee!

I can't wait for the release!

This.
Is,
GUNNA ***!!!

GrimOswald
16 Apr 2007, 09:54
Let us all take a moment to rub our hands together sinisterly and say in a slow, breathy voice, "Excellent..."

Muzer
16 Apr 2007, 09:56
Good idea!
*rubs hands together sinsiterly and says in a slow, breathy voice, "Excellent..."*

Chip
16 Apr 2007, 11:21
*rubs hands together sinisterly and says in a slow, breathy voice, "Exactly!!!"..............do'h!!!*

KamikazeBananze
16 Apr 2007, 12:19
*jumps on the bandwagon*

Eeeexcellent.

SilPho
16 Apr 2007, 12:36
None of us seem to make much sense after hearing about such good news

GrimOswald
16 Apr 2007, 14:54
Is it just me, or is every single typo made on this forum noticed and made fun of?

Oh, and now, we can all begin asking when the update after this one will be out. :p

Acid0057
16 Apr 2007, 15:20
Long Time Player of the US Worms Armageddon Version! Man Cyber and Deadcode you guys do awesome work! Just wanted to say kudos for the replay feature, my friends and I use it all the time. Can't wait for the new patch!

kikumbob
16 Apr 2007, 18:18
None of us seem to make much sense after hearing about such good news Whats more, I have only seen this kind of behaviour on the team17 forums.

Muzer
16 Apr 2007, 19:12
*rubs hands together sinisterly and says in a slow, breathy voice, "Exactly!!!"..............do'h!!!*

Oh, I should have remembered that episode.

Metal Alex
17 Apr 2007, 00:05
None of us seem to make much sense after hearing about such good news

GLARGOL Tinckle? Bwah!! DOODA!!

adamantium
17 Apr 2007, 09:01
That's such good news, I think I just nutted in my pants a little...

yakuza
17 Apr 2007, 17:11
is it this week?

SilPho
17 Apr 2007, 17:17
I've been swamped with work in the last few weeks. Hopefully will get a window of free time next week and release the patch, whether or not DC shows up.

As posted on April 15th, being a Sunday that technically implies the week starting on the 22nd, but many would assume it would be sometime in the next 4 days.

As much as I hate to dim hopes, it's a not a release date or a promise, just a hopefully.

(Of course, we're all pretty much salivating at the idea of an imminent release).

yakuza
17 Apr 2007, 17:35
I know the thing is done, and it probably takes very little time to relase. CyberShadow should not delay it hoping for DC to come back, no matter what circustances are holding him from being online, posting a message or better telling your companion you are busy with life or whatever takes 10 seconds.

I understand you don't live off from making wa patches, and that this isn't your job or anything, but that doesn't mean you do not have responsibilities, and you have people who depend on you even if its for something as small as entertainment, you can't give the back to the people like this, specially with all the teasing there's been from collectives that have been enjoying the patch for ages now. You accepted taking the project, and that doesn't mean you gotta meet any standards besides your own, nor deadlines, nor anything, but if I was doing this myself and people where already tired of waiting I'd consider myself failing in what I stepped up to do.

It's not your fault you generate hopes but you might as well make those hopes happen if its in your hands.

SilPho
17 Apr 2007, 17:54
Since I'm guessing DeadCode played at least an equal if not much larger part in the development of this patch I think it's fair to wait an extra week so that he can see the community revelling in his hard work.

In my opinion it is only failing what you step up to do if you give up on it, dropping enthusiasm (particularly over this immense time period) is inevitable, but they have never given up, and that is really something.

D3v1L
17 Apr 2007, 17:59
It's not your fault you generate hope.

Agree...

But totally desagree with all the rest of te post... :p

Lets give a few days to DC, we have been waiting for months, what are a few days more??

Muzer
17 Apr 2007, 19:13
I agree with D3v1L and yakuza, I think we should wait for a few days, two weeks at the most, but if Deadcode still doesn't become a Livingcode then you should just release it...

yakuza
17 Apr 2007, 19:26
Last time I heard people have made efforts to try and contact deadcode and he never answered back. Also, as far as I'm concerned the patch can be released and has been releaseable (?) for some time now, but Deadcode dissapeared, it's ok, the lad is busy with life or whatever, totally acceptable, but updating at least Cybershadow about where he is and what he is doing is the minimun he could have done., after all and again (afaik) CyberShadow has only been waiting for him out of respect so they could both release the patch together.

Muzer
17 Apr 2007, 19:41
good point

pisto
17 Apr 2007, 20:28
is this bug going to be fixed in the next release? watch 2:15

grrr@100kb limit
http://www.mediafire.com/?2nnnuh5hwkk

SilPho
17 Apr 2007, 21:19
That was.... different.

GoDxWyvern
17 Apr 2007, 22:03
is this bug going to be fixed in the next release? watch 2:15

grrr@100kb limit
http://www.mediafire.com/?2nnnuh5hwkk

Naw, it won't. I doubt that it'll ever be fixed, it has quite a bunch of fans and doesn't do any harm anyway. ;)

AndrewTaylor
17 Apr 2007, 22:10
Seems like the polite thing to do would be to post a vague description of events so we don't all have to download a replay and load it up and skip to the right time...

GoDxWyvern
17 Apr 2007, 22:23
Can't do! Someone's gotta make sure you're kept in the dark.

That won't be me, though. It's about that bug that lets grenades fly through terrain after they hit the one-pixel-high water surface above the bottom border.

yakuza
17 Apr 2007, 22:30
That's not a bug, if we're talking about the skim ghost nade bug. At least, not what I consider a bug. It's been part of the game forever and sometimes it's even useful in ropers, sometimes.

AndrewTaylor
17 Apr 2007, 22:58
That's not a bug, if we're talking about the skim ghost nade bug. At least, not what I consider a bug. It's been part of the game forever and sometimes it's even useful in ropers, sometimes.

Of course it's a bug.

It might be one you like, but it's still a bug.

CyberShadow
18 Apr 2007, 01:56
as far as I'm concerned the patch can be released and has been releaseable (?) for some time now
It's not ready yet. A few issues need to be dealt with first.

Metal Alex
18 Apr 2007, 11:43
It's not ready yet. A few issues need to be dealt with first.

And what are you doing here, typing instead of fixing? D: GO

nah, seriously, take your time, everyone has a life, and it's humans, not worms. Also, if it becomes like a homework, it'd be all rushed and screwed... Trust me, I do it with my homework :p

pisto
18 Apr 2007, 12:31
omg does it take so long time to see 5 secs of a replay??? i didnt know the bug's name so i thought that would be the fastest way to ask my question...
so touchy

Chip
18 Apr 2007, 12:40
Some of us don't like clicking random links especialy when it starts downloading things.

I was expecting to see a screan shot of the bug in action, not to download a replay (which I never watch anyway :p )

CyberShadow
18 Apr 2007, 12:42
And what are you doing here, typing instead of fixing? D: GO

If I weren't, I'd get shouted at for not maintaining PR ;)

Regarding if the "ghost grenade skip" bug: it is a bug, because it is an omission by Team17 which led to unpredicted behavior. Even if the bug has no negative effects (doesn't crash the game or break the gameplay), it's still an effect caused by circumstances unexpected at development time. It wouldn't be a bug if Team17 would specifically make the "ghost skim" possible and a game feature, which I highly doubt.

SilPho
18 Apr 2007, 13:08
*wonders if DeadCode has had a scolding* Still no word from him since the start of April?

Metal Alex
18 Apr 2007, 13:10
I hope he's not dead.

yakuza
18 Apr 2007, 14:59
Is the fall damage bug gonna be fixed? You know when worms only receive fall damage when hit if they hit a wall or something...

GoDxWyvern
18 Apr 2007, 15:22
Before a bug like that will be fixed, I'm pretty sure the community will be involved in a discussion about the pros and cons, because it would be a change of the way people expect the game to behave, whether it's illogical or not.

yakuza
18 Apr 2007, 15:33
Does fall damage work like that too in worms2?

xDMxUnit
18 Apr 2007, 16:37
I hope he didnt got hit by a truck or something...

all i can say is..RELEASE TEH FURYYYY!! :o :D



http://www.cartoonstock.com/newscartoons/cartoonists/cga/lowres/cgan389l.jpg

Devoluti0n
19 Apr 2007, 10:06
No news -> good news ?

Devoluti0n
21 Apr 2007, 17:33
Yo,will be released tomorrow ?

CyberShadow
21 Apr 2007, 17:41
Deadcode has returned :)
I think he's working on W:A now.
I'm trying to finish HostingBuddy (http://forum.team17.co.uk/showthread.php?t=31424#post554223), which is not of much less importance.

Devoluti0n
21 Apr 2007, 20:14
Sounds Great !! Let's hope for the new patch comes quickly !!
Happy to see you again DC, we all were worried !

About HostingBuddy, This project is important, and would help a lot of people to solve their problems about hosting.
So good luck for your work, and try to achieve the patch before Hb :P.

kikumbob
21 Apr 2007, 21:10
which is not of much less importance. This phrase takes a while to process. You mean its just as important as the rest?

Is it me or does deadcode feel like some sort of mysterious saviour nowadays?

SilPho
21 Apr 2007, 21:25
Interpret savior how you will, in the lead up to his presence the forums are a flurry of activity, but if all goes according to plan, once he releases the patch the forum may end up being a bit quieter as everyone leaves to enjoy the best 2D worming of their lives.

Then of course everyone will be back to pester about v4 :rolleyes:

bonz
22 Apr 2007, 00:33
Is it me or does deadcode feel like some sort of mysterious saviour nowadays?
I guess you don't understand the spirit of Davidsonian Wormology. :rolleyes:

Devoluti0n
23 Apr 2007, 00:04
And finnaly, what about the update ? :¨)

bonz
23 Apr 2007, 01:33
And finnaly, what about the update ? :¨)
Who said something about an update? :confused:

xJoEx
23 Apr 2007, 03:33
Dev buddy give it a rest... it'll be out as soon as it is done and the more questions CS has to answer on here the longer it will take!

Speaking of buddies, I'm really excited about HostingBuddy... nobody seems to be able to host these days and it's been killing wormnet.

kikumbob
23 Apr 2007, 19:46
Its really odd. Theres just something wrong with the computers of about 30% of the worming population which mean that they just. cant. host.

xJoEx
23 Apr 2007, 20:26
30? I'd say more like 75

SilPho
23 Apr 2007, 20:52
I wouldn't say it's their computers, more their setup, such as not having access to port forwarding features on the routers or being behind school firewalls.

kikumbob
24 Apr 2007, 16:57
I wouldn't say it's their computers, more their setup, such as not having access to port forwarding features on the routers or being behind school firewalls. Theres certainly something wrong with my laptop. Ive tried it on several different connections and it dosnt even work without a router.

pisto
24 Apr 2007, 19:52
Theres certainly something wrong with my laptop. Ive tried it on several different connections and it dosnt even work without a router.
checked the firewall?

kikumbob
24 Apr 2007, 21:41
Well, duh. Thats the first thing I check if I get any problem. Why isn't miscrosoft word spelling this correctly? It might be the firewall...

And the scary thing is it usually is the firewall. But no, even with my firewall turned off I can't host. And frankly I don't care anymore, as long as hosting buddy is, infact, my buddy I'm set to go :D

Mirux
25 Apr 2007, 00:34
What's thaty buddyhosting? =oo I'm afraid I've lost something this few days away from these forums.

GoDxWyvern
25 Apr 2007, 01:38
In short: HostingBuddy is a bot that will host games for people who can't do it themselves for whatever reason. When it's done, it'll be online 24/7, so #AG won't be filled with "shoppa plz" calls anymore - hopefully. ;)

franpa
25 Apr 2007, 01:46
Well, duh. Thats the first thing I check if I get any problem. Why isn't miscrosoft word spelling this correctly? It might be the firewall...

And the scary thing is it usually is the firewall. But no, even with my firewall turned off I can't host. And frankly I don't care anymore, as long as hosting buddy is, infact, my buddy I'm set to go :D

i seriously doubt hosting buddy will be able to bypass firewalls.

[UFP]Ghost
25 Apr 2007, 01:52
i seriously doubt hosting buddy will be able to bypass firewalls.

why would it need to?

CyberShadow
25 Apr 2007, 07:22
It wouldn't be able to bypass firewalls that prevent people from joining any game (outgoing connections to port 17011 blocked for whatever reasons, happens very rarely in real life), but it would host games for anyone who can't host them themselves.

Chip
25 Apr 2007, 12:32
When I last went online there was just about no games being hosted (only 2 - 1 by a French guy and 1 buy a German guy) but as soon as I hosted a game, all 5 availble places were filled up straight away by people determined to play and this happend every time I hosted.

I was thinking to myself that if people wanted to play the game them selves that badly then why don't they host?



And now after reading this thread it all becomes clear to me now. :)

Mirux
26 Apr 2007, 03:14
In short: HostingBuddy is a bot that will host games for people who can't do it themselves for whatever reason. When it's done, it'll be online 24/7, so #AG won't be filled with "shoppa plz" calls anymore - hopefully. ;)

Fantastic!

Jerry
26 Apr 2007, 13:47
I got router AirLive WL-5460AP v2. I unblocked port 17011 (Virtual Server) and notching (can't host). I have internet from my brother, he got one router - he lives 500m from my house. 3 routers + antennas. Last router is under his antenna. Why i can't host? It's probably i'll can? ;)

franpa
26 Apr 2007, 13:52
open the port on all routers.

Devoluti0n
26 Apr 2007, 15:41
Don't forget in The wormnet configuration to put your Online IP
(http://www.whatismyip.org)

And tick force IP.

Any news about the patch ? rofl :)

Jerry
26 Apr 2007, 17:17
I did and didn't worked ;)
Btw: I did 4 big rr maps :cool:
CyberShadow & Deadcode want maps for promise update?

kikumbob
26 Apr 2007, 18:21
The best place for your maps is very possibly here:
http://www.wmdb.org/

I think thats the biggest map database around at the moment.

TonY
26 Apr 2007, 19:36
It should have its own map database searchable by scheme / author. It might be hard to let people select the EXACT map they want unless they know the exact file name already, which is doubtful if they cant host! So maybe it should just be decided by a series of questions: Type? Scheme (variations)? Author? And then the bot would choose a random map by that author. If once people joined the game they didn't like it they could ask it for another one.

franpa
26 Apr 2007, 23:37
I did and didn't worked ;)
Btw: I did 4 big rr maps :cool:
CyberShadow & Deadcode want maps for promise update?

did you delete your firewall configuration for your game then recreate it? (just in case like mine it saves a hash of the program, thus if he updated to the leaked alpha it would stop working :) )

hopefully when the frontend is rewritten there will be a interface for hosting buddy that does not rely on the user knowing trigger commands. (i am thinking of another frontend specifically for hosting buddy)

franpa
27 Apr 2007, 01:15
2 small suggestions, is it possible to have it so that worms are 'always' shown in front of worm/team names? and er, when saving a PNG in GIMP you get several options... ticking any will make W:A not load the map... why? why can't it just ignore the extra info in the PNG?

ShootMe
27 Apr 2007, 01:26
hey if you want an easy way to save png maps for WA you can use my program franpa =) http://www.wmdb.org/WormMM.zip just open up the image and save it as indexed format with anywhere from 64-113 colors =)

franpa
27 Apr 2007, 01:58
k, i will look at it =)

Jerry
27 Apr 2007, 09:26
Look at bigger rr map: http://www.wmdb.org/4872
Btw: I'll make a new scheme for new update ;)

robowurmz
27 Apr 2007, 13:23
Oh when...when shalt this be releaséd?

breedybag
27 Apr 2007, 15:34
About the port forwarding problems: I was unable to host just like most people on wormnet these days for a very long time. The solution to the problem was the following:

1. Click "run" in the start menu and enter "cmd".
2. In the new DOS window enter "ipconfig"
3. Two internal IP numbers will show up: your computer's ip and the router's ip. You may find that these I.P. numbers are different to the ones you have used to forward the ports needed for WA.

Alot of the online tutorials just assume that the internal IP is "192.168.0.x", however if yours is different the entire process of forwarding the ports is pointless, as it would be sending data to the wrong i.p. adress. Hope will might work for most of you...

About the patch: will it support large maps, or will that only come with the update? And when exactly will this patch (not the update) be coming out?

SilPho
27 Apr 2007, 18:42
A lot of online tutorials say that your internal IP will be "192.168.0.something" not actually an X.

The upcoming patch will support large maps, but there is still no confirmed date for release, it is however supposed to be nearly completion.

breedybag
28 Apr 2007, 16:59
A lot of online tutorials say that your internal IP will be "192.168.0.something" not actually an X.


Well "something" is usually what x would stand for ;)
Anyway, the point is that I hadn't realized this, even though I followed all the online tutorials, so I am sure the same thing has happened to alot of other people having trouble hosting... Also, one has to make sure that the winxp-firewall is switched off in the "security" panel.

Dando
28 Apr 2007, 23:30
yes it is true, x means a number, same as y and any letter. Algebra. But, prob best way is also to say ## since hash is number also:)

plaf
29 Apr 2007, 00:02
Well "something" is usually what x would stand for ;)
Anyway, the point is that I hadn't realized this, even though I followed all the online tutorials, so I am sure the same thing has happened to alot of other people having trouble hosting... Also, one has to make sure that the winxp-firewall is switched off in the "security" panel.
uhm... if you didnt know your ip wasnt "192.168.0.x", how did you get the x? or did you just write "x" in the forwarding options?


in unrelated news, is there still time for "feature" requests? of course if this isnt 1-minute-implementable then save it for a (more) future patch, but if it is, can you make it so that unrecognized flags (i.e. chilean flag) are shown as some other showable country instead of a "?" in the game lobbys? (unless its already fixed, of course) because there are many paranoid hosts around that just kick anyone with a "?" flag thinking theyre h4xx0r evil players or something, which can get really annoying :\

CyberShadow
29 Apr 2007, 00:07
can you make it so that unrecognized flags (i.e. chilean flag) are shown as some other showable country instead of a "?" in the game lobbys?

You can override your country flag using the "Location" setting in Control Panel's "Regional Settings" applet, in Windows XP.

plaf
29 Apr 2007, 00:15
You can override your country flag using the "Location" setting in Control Panel's "Regional Settings" applet, in Windows XP.

i know, but its not the idea. it isnt THAT much of a problem anyway, its not like i get kicked everytime, or at least it still doesnt happen with enough frecuency to compensate the fact of having the flag of my real country shown in wormnet (and keeping my windows settings with my real location, which i dont know what difference does it make besides wa but you never know...)

robowurmz
29 Apr 2007, 13:21
RE-LEASE! RE-USE! RE_CYCLE!

Well. Reduce, reuse, recycle?

I can't wait for the
issues that need addressing
to be addressed...

breedybag
29 Apr 2007, 14:55
Man, I can't wait for the new patch (not to mention the update) :) Every day I come here and every day the suspense is greater :eek:

yakuza
29 Apr 2007, 16:57
Man, I can't wait for the new patch (not to mention the update) :) Every day I come here and every day the suspense is greater :eek:

Well, try doing that for 8 years

xJoEx
29 Apr 2007, 17:34
Rofl Yakuza... your life must be a constant veil of tears.

NeoDement
30 Apr 2007, 00:59
Support for animated graves/flags would be nice.

But hardly a necessity, so ignore me at will :)

bonz
30 Apr 2007, 01:41
Support for animated graves/flags would be nice.

But hardly a necessity, so ignore me at will :)
Ignored .

Chip
30 Apr 2007, 09:43
Ignored .


Also ignored :p

NeoDement
30 Apr 2007, 12:45
Wow, you lot are friendly.

bonz
30 Apr 2007, 13:18
Wow, you lot are friendly.
Meh, I was merely joking.
But these and many other things have been suggested multiple times before and animated graves could be quite tricky, as people could abuse them.

Run
30 Apr 2007, 17:54
Wow, you lot are friendly.

yeah not the best first impressions there. They're not normally like that though and i think you'll find this forum plenty friendly if you stick around

kikumbob
30 Apr 2007, 18:20
not the best first impressions there. They're not normally like that though and i think you'll find this forum plenty friendly if you stick around....What?

Lets be serious here. When any developer says "I might be able to release it next year" it usually comes out next month. The same is with A level work. I said i would finish my coursework for this week and I'm not even half way through yet. So I can understand whats happening on the "otherside" and we just need to be patient, really. Its not like Worms dosn't work without it.

NeoDement
30 Apr 2007, 22:01
Meh, I was merely joking.
But these and many other things have been suggested multiple times before and animated graves could be quite tricky, as people could abuse them.

Oh, sorry about that :)

GrimOswald
1 May 2007, 03:28
....What?

Lets be serious here. When any developer says "I might be able to release it next year" it usually comes out next month. The same is with A level work. I said i would finish my coursework for this week and I'm not even half way through yet. So I can understand whats happening on the "otherside" and we just need to be patient, really. Its not like Worms dosn't work without it.

yeah not the best first impressions there. They're not normally like that though and i think you'll find this forum plenty friendly if you stick around

Huh? :confused:

Joeyjoejoe
1 May 2007, 06:16
I heard somewhere that there would be a new update this/next week. Is this true?

robowurmz
1 May 2007, 07:02
Well, that was last week, and the week before maybe...or was it next week?

I can't really remember, but I'm sure I heard that somewhen.

Oh and welcome to the forums, NeoDement!;)

pipes100
1 May 2007, 08:01
I think its been 12 days since the "next week" thing. But who's counting. :p

SilPho
1 May 2007, 08:59
It wasn't a release it was a "maybe next week we'll work on it". It is supposed to be near completion, but DeadCode hasn't been here since April 19th.

Fingers crossed it will be soon.

yakuza
1 May 2007, 12:02
Give us big maps already so we can start demanding useful features

bonz
1 May 2007, 12:23
DeadCode
It's Deadcode (http://forum.team17.co.uk/member.php?u=1703), with a lower-case C.
It's your fault now if the update gets delayed any further. Ha!

Chip
1 May 2007, 14:26
Yes, slay the unholy one!!!!!!

SilPho
1 May 2007, 14:36
I appear to have angered the masses.

adamantium
1 May 2007, 18:56
It seems to be hard not to around here!

Gnork
1 May 2007, 19:54
I heard somewhere that there would be a new update this/next week. Is this true?

I think its been 12 days since the "next week" thing. But who's counting. :p

It wasn't a release it was a "maybe next week we'll work on it". It is supposed to be near completion, but DeadCode hasn't been here since April 19th.

Fingers crossed it will be soon.

In Holland we have a nice Dutch proverb for this situation: iemand blij maken met een dode mus... anyone who knows the proper english translation for that one? :mad:

SilPho
1 May 2007, 20:14
Something tells me babelfish's result of "someone glad makes with a dead sparrow" is probably not the literal translation, but I'm guessing it means something along the lines of "Happy people make the most of a bad situation"

Run
1 May 2007, 20:39
Well, a dead sparrow might be depressing but it can double up as a free meal i suppose

kikumbob
1 May 2007, 21:00
Something tells me babelfish's result of "someone glad makes with a dead sparrow" is probably not the literal translation, but I'm guessing it means something along the lines of "Happy people make the most of a bad situation" Babelfish isnt far off apparently. I asked my dad. They are two phrases that he could just not link together:

"making someone happy, a dead sparrow"

And when I told him it was a proverb he gave me one of those horrible glares.

Gnork
1 May 2007, 21:02
Something tells me babelfish's result of "someone glad makes with a dead sparrow" is probably not the literal translation, but I'm guessing it means something along the lines of "Happy people make the most of a bad situation"

hehe, not quite -> there used to be a lot of sparrows over here - nobody cared about these plague birds. So when u make someone happy by giving him a dead sparrow.. well... u get the point I hope ;) A new version of the proverb involves a pigeon in stead of a sparrow, since the pigeons took over their territories in the cities.

pipes100
1 May 2007, 21:57
I've been swamped with work in the last few weeks. Hopefully will get a window of free time next week and release the patch, whether or not DC shows up.

Well here's the quote. I was'nt saying anything except it was supposed to be within 7 days and it been 17. I think all of us have been waiting for so long that this kinda made it worse. It's not a big deal but rather, "It will be released real soon, so stay tuned" might have been better for all of us waiting. I know they don't have to give us anything and I know it's ready when its ready, but it sounded, 17 days ago, that it was done and it just needed to be released. That's all I'm saying.

kikumbob
1 May 2007, 23:57
17 What? Where? Oh, and give them some slack. They're only human after all. And not even paid humans at that.

pipes100
2 May 2007, 00:12
I know all that. There's nothing wrong with stating the facts. God, I even said they don't have to give us anything in my last post, did'nt I? I'm simply saying that stating something is coming out "next week" and then it doesn't gets people hopes up. If it were more ambigious then that would not be the case. How can anyone argue with that? I'm not whining, I'm just saying I got my hopes up for last week. That's all!!!

Metal Alex
2 May 2007, 01:17
neither Deadcode or CiberShadow are posting like before now... that may be because of:

-They are ****ed off from our complaints.
-They are near to release it, and they don't wanna give new hopes, just in case.
-They lost interest in the patch.
-They encountered a HUGE bug, hard to repair.
-They changed homes.
-They have been abducted periodically by Aliens, having their memories erased from time to time.
-They are just bots from a computer that got broken down.
-They managed to reach the gods' place, and they are now laughing at us insignificant humans from their thrones.
-They discovered how delicious potatoes are.
-They joined the T17 crew at the beer garden.
-They changed their sex.
-They traveled in time to the stone age, got frozen, and found and revived in our own era again, and they want some days to rest and recover frozen limbs.
-They are working on a secret project with the FBI concerning exploding bananas, and explosive sheep.
-They have a life too, and they are the ones doing it.
-They enjoy more reading stupid things like this one.
-How are you still reading this crap?


Choose your favourite, and let's make a poll about they day it comes :D. Meanwhile, let's let them live in peace... or they'll end up hating this place :p

GoDxWyvern
2 May 2007, 02:05
I'd say point 2 comes closest to the truth. ;)

adamantium
2 May 2007, 02:16
No, I'm pretty sure they just discovered how delicious potatoes are. :D

Chip
2 May 2007, 11:17
Perhaps they've obtained Pokemon Diamond or Pearl and have gone off playing that instead of this :D

Since I've had Diamond, I havn't even once turned my own computer on - its just that much of a great game :D

Dando
2 May 2007, 13:05
I know all that. There's nothing wrong with stating the facts. God, I even said they don't have to give us anything in my last post, did'nt I? I'm simply saying that stating something is coming out "next week" and then it doesn't gets people hopes up. If it were more ambigious then that would not be the case. How can anyone argue with that? I'm not whining, I'm just saying I got my hopes up for last week. That's all!!!

Agreed. Nothing wrong with saying it how it is. Should only say it is being released when it is. That isn't moaning at them to release it NOW or anything else.

We have been waiting for quite some time. So honesty be best policy

CyberShadow
2 May 2007, 13:17
Agreed. Nothing wrong with saying it how it is. Should only say it is being released when it is. That isn't moaning at them to release it NOW or anything else.

We have been waiting for quite some time. So honesty be best policy

I never said when would it be released. I did work on W:A that week, but then Deadcode showed up, alas just for a day. That was when I've shifted my effort towards HostingBuddy.

Also, I don't understand you people. When I say when I am working on W:A, you're unhappy because it puts you in too much suspense (especially when the update has been "nearly done" for some time now - you can't really blame anyone for that one). If we don't say anything, we get shouted at for not maintaining PR. :confused:

P.S. Potatoes are delicious :p

Metal Alex
2 May 2007, 13:21
P.S. Potatoes are delicious :p

So we now know the reason. Case closed.

Melon
2 May 2007, 14:33
To be honest, seeing as an update has't been out for nearly a year and a half, having to wait an extra month or so is nothing. Take your time please.

I'm particularly looking forward to large map support and Hosting Buddy, if only for the ability for me to host "make your own fort" games with a large open play area to build in.

I know it's probably far too late to be giving ideas and suggestions now, but I've been thinking (which is always dangerous for me).

I've always wondered why mines that we place as a weapon were always fixed as 3 second. It would be nice to be able to choose the times ourselves, similar to a grenade, perhaps by pressing 0 - 3 on the keyboard. The reason I say this is because at 3 seconds I personally don't think they are as tactical as they could be. 3 seconds is enough time to trigger the mine and escape to safety before they detonate. If I could set the time to 0 or 1, I could effectively use them as an impassable trap, allowing me to block off areas on the landscape from invading enemies. Of course, they can still knock them out of the way, but I think you'd be able to make some nice defensive schemes with it.

Finally, if you don't mind me asking a question, how big are the collision masks for crates? The reason I ask is because I assume a crate will not drop in an area it is too big to fit in. This way, I could make a map consisting mainly of small tunnels, with some larger areas scattered around that act as "drop-zones". By being able to force crates to drop in specific ares, you could make all sorts of game types. Of course, the bigger the collision mask, the larger I can make the tunnels, which would make them easier to move around in. My guess is that the crates are somewhere around 25x25, but I think utility crates are smaller.

D3v1L
2 May 2007, 14:57
So we now know the reason. Case closed.


Damn, i was sure it was this "They are working on a secret project with the FBI concerning exploding bananas, and explosive sheep."

well, i think i will have to wait a little more before seeing soldiers with bananas and sheeps going to the war... :rolleyes:

GoDxWyvern
2 May 2007, 15:02
I've always wondered why mines that we place as a weapon were always fixed as 3 second. It would be nice to be able to choose the times ourselves, similar to a grenade, perhaps by pressing 0 - 3 on the keyboard. The reason I say this is because at 3 seconds I personally don't think they are as tactical as they could be. 3 seconds is enough time to trigger the mine and escape to safety before they detonate. If I could set the time to 0 or 1, I could effectively use them as an impassable trap, allowing me to block off areas on the landscape from invading enemies. Of course, they can still knock them out of the way, but I think you'd be able to make some nice defensive schemes with it.
Definitely a good idea to put in use for the new scheme format.

bonz
2 May 2007, 15:07
I've always wondered why mines that we place as a weapon were always fixed as 3 second. It would be nice to be able to choose the times ourselves, similar to a grenade, perhaps by pressing 0 - 3 on the keyboard. The reason I say this is because at 3 seconds I personally don't think they are as tactical as they could be. 3 seconds is enough time to trigger the mine and escape to safety before they detonate. If I could set the time to 0 or 1, I could effectively use them as an impassable trap, allowing me to block off areas on the landscape from invading enemies. Of course, they can still knock them out of the way, but I think you'd be able to make some nice defensive schemes with it.
That has been suggested multiple times before and, IIRC, has been considered to get implemented when the new fiddler-like scheme options are done.
Finally, if you don't mind me asking a question, how big are the collision masks for crates? The reason I ask is because I assume a crate will not drop in an area it is too big to fit in. This way, I could make a map consisting mainly of small tunnels, with some larger areas scattered around that act as "drop-zones". By being able to force crates to drop in specific ares, you could make all sorts of game types. Of course, the bigger the collision mask, the larger I can make the tunnels, which would make them easier to move around in. My guess is that the crates are somewhere around 25x25, but I think utility crates are smaller.
IIRC, the scripting engine that is planned can handle such stuff easily.
Also, I have suggested something similar with my "wind affected parachute crate drops" idea.

AndrewTaylor
2 May 2007, 15:07
I've always wondered why mines that we place as a weapon were always fixed as 3 second. It would be nice to be able to choose the times ourselves, similar to a grenade, perhaps by pressing 0 - 3 on the keyboard. The reason I say this is because at 3 seconds I personally don't think they are as tactical as they could be. 3 seconds is enough time to trigger the mine and escape to safety before they detonate. If I could set the time to 0 or 1, I could effectively use them as an impassable trap, allowing me to block off areas on the landscape from invading enemies. Of course, they can still knock them out of the way, but I think you'd be able to make some nice defensive schemes with it.
I agree. I've always played on zero-second or random mine fuses. It's the only way. Little half-second ones would be fun, too -- I love the little sound they make when you set them off, and it's even more fun when that sound means "it's too late to avoid this, but here's some token time to try anyway".

Finally, if you don't mind me asking a question, how big are the collision masks for crates? The reason I ask is because I assume a crate will not drop in an area it is too big to fit in. This way, I could make a map consisting mainly of small tunnels, with some larger areas scattered around that act as "drop-zones". By being able to force crates to drop in specific ares, you could make all sorts of game types. Of course, the bigger the collision mask, the larger I can make the tunnels, which would make them easier to move around in. My guess is that the crates are somewhere around 25x25, but I think utility crates are smaller.

As I understand it the Ultra Long Term v4 Goal is that that kind of thing could be totally scripted anyway, but that'd be a good way to do it in the meantime. It might even say in CS' wiki or on of Deadcode's old posts.

Melon
2 May 2007, 15:15
I personally can't see the selectable mine fuses needing to wait for the new schemes, and just always have it turned on. Maybe some people will complain, but I personally can't see any benefits from forcing mines to always be 3 seconds. The option to have them 3 seconds is always available to you.

Of course, maybe it's always better to have these things as options anyway.

bonz
2 May 2007, 16:10
For the sake of consistency I propose making the fuse from 1-5 seconds, like all grenade fuses are.
Could come in handy if you want to baseball bat a mine across the terrain.
"it's too late to avoid this, but here's some token time to try anyway".
Hohoho. :D I like that very much.
Maybe only a half-second step when holding down Ctrl and one of the keys 1-5?

pipes100
2 May 2007, 17:46
I never said when would it be released. I did work on W:A that week, but then Deadcode showed up, alas just for a day. That was when I've shifted my effort towards HostingBuddy.

Also, I don't understand you people. When I say when I am working on W:A, you're unhappy because it puts you in too much suspense (especially when the update has been "nearly done" for some time now - you can't really blame anyone for that one). If we don't say anything, we get shouted at for not maintaining PR. :confused:

P.S. Potatoes are delicious :p

What?! You did say when it would get released. Your quote here said when you were going to release it. I underlined it so we can't stop arguing about it. "Hopefully will get a window of free time next week and release the patch". Did you mistype that? I'm not being mean here, I'm simply stating that you said the patch would be released last week. But I can wait just fine, it's again not a big deal. I'm just letting you know what you said. Don't hurt me...

kikumbob
2 May 2007, 18:03
What?! You did say when it would get released. Your quote here said when you were going to release it. I underlined it so we can't stop arguing about it. "Hopefully will get a window of free time next week and release the patch". Did you mistype that? I'm not being mean here, I'm simply stating that you said the patch would be released last week. But I can wait just fine, it's again not a big deal. I'm just letting you know what you said. Don't hurt me... That whole post is one big contradiction:D

CyberShadow
2 May 2007, 18:05
A-ha. That's not what I had in mind, though.
I've been swamped with work in the last few weeks. Hopefully will get a window of free time next week and release the patch, whether or not DC shows up.
What I meant is that I will get some free time next week (so I could work on the patch), and I will not be waiting for DC to show up forever before releasing it (whenever it'll be ready). I do admit that that's one ill-placed comma (http://www.google.com/search?q=misplaced+comma), though.

pipes100
2 May 2007, 18:24
Thanks for clearing that up. I think alot of people took it like that and that's why alot of people were so excited afterwards. :p Anyway, look foward to the patch WHENEVER it gets released. :)

And kikumbob, there's nothing contradicting there idiot. I was simply repeating what I've been saying. Not a big deal but it sounded like the patch was coming out last week. Some of you guys are really brutal around here, I swear, just calm down and be logical Bob.

Melon
2 May 2007, 18:44
Finally, if you don't mind me asking a question, how big are the collision masks for crates? The reason I ask is because I assume a crate will not drop in an area it is too big to fit in. This way, I could make a map consisting mainly of small tunnels, with some larger areas scattered around that act as "drop-zones". By being able to force crates to drop in specific ares, you could make all sorts of game types. Of course, the bigger the collision mask, the larger I can make the tunnels, which would make them easier to move around in. My guess is that the crates are somewhere around 25x25, but I think utility crates are smaller.

In case anybody is interested, I did some tests, and weapon crates will only fall if there is an area at least 24x29 free on the map. Therefore, I assume that weapon crates are 24 pixels wide and 29 big.

Of course, it could be that they aren't this big, but need this amount of space to fall.

So if you want to make tunnels that weapon crates will never fall inside, you can make them 28 pixels tall or 23 pixels wide maximum. I've yet to test the other crates. I assume utility crates are shorter.

yakuza
4 May 2007, 17:48
It probarbly has been suggested already but...

How hard would it be to add the ability to mark things on the map? Or at least, being able to see your teammate's cursor, so he can tell you where to teleport or explain you his next move...

adamantium
4 May 2007, 22:46
I don't understand you people. When I say when I am working on W:A, you're unhappy because it puts you in too much suspense (especially when the update has been "nearly done" for some time now - you can't really blame anyone for that one). If we don't say anything, we get shouted at for not maintaining PR. :confused:

P.S. Potatoes are delicious :p

Allow me to be the first to say:

Thank you so much for all your hard work!!!! Seriously, you rule! Patience is a virtue not many possess, as it appears. You've got the geeky wrath of the Worms community to deal with, and you're doing it alone, since it seems Deadcode is AWOL. A commendable effort. Sure... I join the ranks of those who are eager to do my daily worming on enormous maps and fiddle things up a bit, but I'll wait. Obviously, if it's released too early, it'll be full of bugs that will really p!ss the geeks off!

So take your time, keep your chin up, yell at Deadcode for vanishing when he re-appears, and be sure to eat yer spuds.

We love you man!

bonz
4 May 2007, 23:22
Deadcode has been spotted.

adamantium
4 May 2007, 23:57
Deadcode showed up, alas just for a day.

Spotted, but immediately lost again.

Melon
4 May 2007, 23:59
Actually, he's popped up twice today.

But more time here = less time working on the update.

Metal Alex
5 May 2007, 01:27
Actually, he's popped up twice today.

But more time here = less time working on the update.

why don't we point a gun to his head? :p

Gnork
5 May 2007, 11:08
why don't we point a gun to his head?
You mean, drag DC into a little white van, drive him to the harbour and put him tied up into a chair in front of several mega secret computers, forcing him to work on the program with a gun pointed to his head and feeding him only with McDonalds?

SilPho
5 May 2007, 11:42
We could ask politely how much is still to be done.
We could maybe offer our services to help out in whichever way possible.
We could be patient...
Or we could do the McDonalds gunpoint idea, whatever floats your boat.

Gnork
5 May 2007, 11:53
You forgot an option: write your own update xD XD

SilPho
5 May 2007, 13:19
Touche. Would love to if I had the source code.

bonz
5 May 2007, 13:39
Would love to if I had the source code.
I'd guess that you could only endure the source code with a lot of beer. http://www.trailerparkboys.org/forums/Smileys/default/beer.gif

SilPho
5 May 2007, 16:36
Maybe you're right, but I still reckon it'd be great to try. People always say "could you do any better?", in this case probably not but it wouldn't hurt to try. But oh yeah, publishers don't release source code to just anyone.

yakuza
5 May 2007, 17:20
Ah, last post got deleted. I guess if I can't beat them I'll join them.

Hay guyz this will come out when its ready l0L be patient L0'MAO

Metal Alex
5 May 2007, 20:18
My next update will have batty ropes and matrix moves...


and rendered ninjas.

yakuza
5 May 2007, 20:26
And no keylogger? I'm dissapointed.

Metal Alex
6 May 2007, 00:32
And no keylogger? I'm dissapointed.

That's for the next one, along with Windows Vista compatibility.

adamantium
6 May 2007, 08:20
Too bad Windows Vista is a steaming pile of worthlessness.

Gnork
6 May 2007, 12:26
Too bad Windows Vista is a steaming pile of worthlessness.

Didn't you know that already even before it came out?

Metal Alex
6 May 2007, 14:00
Didn't you know that already even before it came out?

uhm... without trying it, no.

But we expected something like that, yes.

Although I didn't test it :p

Dario
6 May 2007, 15:34
Ok, maybe kinda late, maybe still on time.
Note that I dind't read the whole thread so I don't know if this has been suggested already, but here it goes:

Make Wormnet interface a bit more friendly towards newcomers.
Coding a tutorial might be a bit too much, but there are some simple things that would make it easier to understand the first time you join wormnet.

-In the "host a game" window the current texts lead to confusion. Instead of "name" and "password" it should be something like "Game title" and "Game password". Don't forget the translations too ;) .

-Translation thing: In the spanish version, the tab in the "Games" pannel that indicates the host of the game says "Organizar", word that resembles to the action of hosting. It should be "Organizador" or "Anfitrión", but not "Organizar"
"Organizar" in the button to host a game is fine.

-Maybe the title of each pannel (left for games, right for players) should be a bit more visible. Something like "Available Games" and "Players in this channel" should do it.


EDIT: I dream of a "saved games" feature, wouldn't it be just awesome? ;)

yakuza
6 May 2007, 16:02
He is right in the translation thing. Whoever did the translation assumed that because host is used for both the verb and the noun it would be the same in spanish, bad mistake.

Metal Alex
6 May 2007, 16:31
-In the "host a game" window the current texts lead to confusion. Instead of "name" and "password" it should be something like "Game title" and "Game password". Don't forget the translations too ;)

Also, I noticed that the concrete donkey, (Burro de hormigón) is translated as "Burro de hormigŰn"... *just tested*

Muzer
6 May 2007, 19:25
I thought that was fixed...

Metal Alex
6 May 2007, 23:44
I thought that was fixed...

I metioned it long ago, yes, but it's not fixed... at least not in the last beta...

StAlia
10 May 2007, 01:28
I have read though the entire forum (*gasp*), and hope I do not repeat to much:

1. Super weapon probability in crates adjustable by players with "Full Wormage" would be really, really, really nice, and natural too.
(Anyone who knows how to change this probability by editing a file? It must be in there somewhere...).

2. The possibilty to have two kinds of terrain on the SAME map: Indestuctible and destructible.

Keep up the good work!

PS: Sounds great with bigger maps: I see a tall tower and the water rising...

adamantium
10 May 2007, 01:50
Super weapon probability can be easily edited with SchemeEddy 2 (click here to get it (http://www.blamethepixel.com/files.php?type[]=11&PHPSESSID=44d77efc96c3a790aa53938dd7a7ebe2)).

As for the idea of having both destructible and indestructible terrain on one map... sounds like a hard thing to pull off. A system would have to be created to determine one from the other while making maps. And since the majority of maps are made in photoshop, there'd have to be a secondary editor to enter that info into the map. You're right though, it'd be cool.

I'd like to add one more idea while we're at it: Can the Windows key please be de-activated while in-game? I'm always bumping it while roping and throwing off my own groove. I'd rather not have to yank it off my keyboard, as this is a Mac keyboard. The Windows key is actually my Apple key, which is very useful when I'm switched to my Mac.

Wormetti
10 May 2007, 02:16
I thought the Windows key and alt tab are disabled by default. You have to run a Cybershadow's program to enable them.

StAlia
10 May 2007, 03:04
About the probabilities: I can't get those probabilities to work properly with the Eddy-thing. I can change the superweapon probabilities but to no seeming effect.

The rules for getting superweapons in crates are mentioned elsewhere in the forum, if I remember correctly it is something like:

In order to get the nth superweapon in a crate:
A. There must have been 5n "ordinary" crates.
B. 3 minutes must have passed since the last superweapon.
C. If conditions A and B are met, ONLY THEN there is a 12.5% chance of getting a superweapon.

It is these parameters i would like to change (i.e. the 5n, the 3 minutes and the 12.5%).

I don't think this data is part of the schemes and that's why SchemeEddy can't change it properly (or I am just blatantly wrong). Maybe SchemeEddy changes the probality of which of the superweapons I get IF I get one...

Mayby the evil designers made the 12.5% part the main program.... :confused:

Consider this: A "scheme" where the probability for getting a crate is very low, but when you get one there is like 100% chance it is a superweapon, so when there is a crate it is something everybody wants. That is the kind of thing I want, and just the extra combinations it would give. Since it is probably just numbers somewhere that needs to be changed it should be very easy to do, but I am so ignorant... :)

About the terrain: I guess one could just have two maps. One with indestructible terrain and one with destructible terrain and let them "overlap". However there will probably be some nasty game-logical problems if a donkey hits indestuctible terrain for instance...
I probably am a little over-optimistic I know, but wishes are free :), and if I got what I asked for I would just ask for semidestructible terrain, moving terrain, etc.. Im hopeless.

franpa
10 May 2007, 04:48
you can not adjust super weapon logic at the moment but yes you can adjust the chance of what the next super weapon is.

you can also make certain super weapons simply never appear, eg: girder pack's and nukes.

bonz
10 May 2007, 08:20
I have read though the entire forum (*gasp*)
You lie. ;)
1. Super weapon probability in crates adjustable by players with "Full Wormage"
Planned.
IIRC, it was not yet implemented as those probabilities are handled differently in the scheme format.
2. The possibilty to have two kinds of terrain on the SAME map: Indestuctible and destructible.
Planned.
According to Deadcode it's actually rather easy.
He said something about a second map layer made of a monochrome TIFF that indicates indestructible terrain.

Melon
10 May 2007, 11:39
However there will probably be some nasty game-logical problems if a donkey hits indestuctible terrain for instance...As it currently works if you have indestructable land enabled the donkey cannot appear (and it's removed from your inventory if you start with one). So if/when we do get destructable and indestructable land, the solution would either have to be not allowing the donkey to appear on any map where there is indestructable ground, or have it blow up if it hits indestructable land.

They'll find a way around it.

Syc0
10 May 2007, 11:52
That was always my dream though.. to have a donkey bouncing forever :(

Melon
10 May 2007, 12:11
Donkey bouncing forever = automatic game ruin. The turn would never end.

I'm wondering how donkeys will act in the new update with larger maps, because I seem to remember them having a time limit like all other weapons when watching the replays. Would it only get so far before it blew up? Same with the MB bomb and mail strike. Although if they didn't blow up after a short while, I'd get very angry when somebody misses and we have to wait 3 minutes for it to reach the bottom of the 30000 pixel landscape.

Chip
10 May 2007, 12:45
Donkey bouncing forever = automatic game ruin. The turn would never end.

The Donkey blows up after a while (quite a long wait) but it does blow up.

I used it with the fiddler and disabled the "not used in cavern" button and watched it bounce on the top yellow and red striped boarder untill it could bounce no more, its bounces slowly got shorter and shorter untill it stopped moving then after a short wait, it just blew up.

franpa
10 May 2007, 14:33
confirmed with chip, playing aginst people using 3.0.00.0 is weird :D you get concrete donkey in crates in cavern maps ! and yea they time out... maybe with mail bomb etc. add a manual detonation to them as well? just like super sheep... just tap space again and they go boom.

CyberShadow
10 May 2007, 16:42
For those wondering about the delays: Deadcode showed up last week (just for a day), and asked me not to release without him. So we'll have to wait together for his return.

pisto
10 May 2007, 16:59
For those wondering about the delays: Deadcode showed up last week (just for a day), and asked me not to release without him. So we'll have to wait together for his return.

could we ask why?

kikumbob
10 May 2007, 18:16
could we ask why? I don't think we particularly need to. Deadcode is probably rather proud at his contribution to this community, and would probably like to co-release something that he co-created. Besides, the fact that he has said so means that they are definatly going to release it sometime soon. Otherwise he wouldn't have asked to wait.

D3v1L
10 May 2007, 18:25
For those wondering about the delays: Deadcode showed up last week (just for a day), and asked me not to release without him. So we'll have to wait together for his return.

somehow that sounds me like good knews.... strange :p

Metal Alex
10 May 2007, 18:32
So we'll have to wait together for his return.

I'll go get popcorn.

CyberShadow
10 May 2007, 19:27
Deadcode is probably rather proud at his contribution to this community, and would probably like to co-release something that he co-created.That, and he might be (understandably) worried that I'll screw up with my first release ;)

Off-topic: for some reason, your replies triggered an intense déjŕ-vu for me. Maybe I'm just tired...

Also, I forgot to thank adamantium for his kind words. Thanks!

adamantium
10 May 2007, 20:21
No problem, Cyber!

I should actually repeat that for Deadcode too. Well, send him my regards!

Jerry
10 May 2007, 21:31
For those wondering about the delays: Deadcode showed up last week (just for a day), and asked me not to release without him. So we'll have to wait together for his return.

It is completed it currently update? It on wait only declare Deadcode, im right? :cool: Greetz.

adamantium
10 May 2007, 21:48
He might be (understandably) worried that I'll screw up with my first release ;)

There's most likely a few loose ends to get polished before the release. The release itself is not the issue (I don't think). I'm sure it could be easily uploaded to the T17 site, and others like BTP and nanacide, but if there's something wrong with the patch that has maybe been overlooked, pandemonium (http://www.herbuddyicons.com/data/thumbnails/2/panda.jpg!!) will surely occur within the worming community. Can't have that.

adamantium
10 May 2007, 22:23
I thought the Windows key and alt tab are disabled by default. You have to run a Cybershadow's program to enable them.

Yeah, you're right. Didn't realize that component of wormkit was working for more than just alt+tab.

bonz
10 May 2007, 23:50
You could probably change the mouse cursor to the red "can't place here" icon that is used with the girder when the donkey's hitbox is moved vertically above indestructible terrain.
And add the beep sound.

AndrewTaylor
11 May 2007, 00:33
You could probably change the mouse cursor to the red "can't place here" icon that is used with the girder when the donkey's hitbox is moved vertically above indestructible terrain.
And add the beep sound.

That would feel a bit inconsistent, surely, being able to use certain weapons only in certain areas?

GoDxWyvern
11 May 2007, 01:05
How about changing the amount of time or rather the amount of bounces before a donkey disappears? So instead of having it bounce around on an indestructible area for ages, let it bounce there four or five times with rapidly decreasing time intervals between the bounces and then make it vanish? Seems like the solution that'd make most sense to me, also seeing as a donkey could then stomp its way through a bit of destructible terrain and only after a few bounces stumble across something that's a little too hard to break down. ;)

adamantium
11 May 2007, 01:53
Y'know... I kinda love seeing a donkey go nuts on a piece of indo terrain. If there's a worm trapped in a pocket under that bouncy/splodey mayhem, oh boy... :D

And it's not that long before it disappears. Not like it disturbs the game much.

bonz
11 May 2007, 10:26
That would feel a bit inconsistent, surely, being able to use certain weapons only in certain areas?
Well, girders mostly are restricted to certain areas too.

AndrewTaylor
11 May 2007, 13:06
Well, girders mostly are restricted to certain areas too.

Yeah, but they're defined by the worm you're controlling, not by the locations themselves. You can't use a baseball bat anywhere but where you're stood but you can go and stand someplace else if you like. Same for girders. Couldn't do that with your donkey.

Seita
11 May 2007, 14:02
What ever the location of your worm is, you can't place a girder into a blowtorch corridor, for example.

AndrewTaylor
11 May 2007, 14:09
Only because it won't fit.

I just think it would seem kind of weird and conterintuitive, that you could, say, protect yourself from the game's most powerful death-from-above weapon just by standing on top of some indestructible land.

It would work, and it would play consistently and not crash and we'd all get used it it, but I just think it'd seem odd.

CyberShadow
11 May 2007, 14:34
Why not count worms as destructable terrain?

Actually, why not just make the donkey bounce until the last explosion did no damage to either destructable terrain or worms (or other damageable objects).

Melon
11 May 2007, 14:35
Would it not be possible to trap a worm underneath the donkey? Therefore it would never stop in that case.

AndrewTaylor
11 May 2007, 14:37
Yeah, that would be more sensible, though there'd have to be something in there as well like a bounce-limit to stop it getting trapped in an indestructable bowl full of worms -- you just know someone will build one just because.

You might want a scheme option for "are girders destructable" too.

kikumbob
11 May 2007, 18:32
Surely you could just make the donkey explode if it hits any indestructable terrain?

SilPho
11 May 2007, 19:48
I'd vote for adopting something similar to the Holy Hand Grenade, only explode when stationary, and it would only reach zero velocity if it runs into something indestructible.

yakuza
11 May 2007, 19:50
How about add a timer (which I think it already has anyway) like every other weapon in the game and stop trying to fix things than no one cares about

adamantium
11 May 2007, 23:04
Honestly, I can't even remember the last time I used (or even saw) a donkey in action. It's a bit of a noob weapon, don't ya think?

Fun the first few times you see it, then before you know it, it's old news.

bonz
11 May 2007, 23:10
It's a bit of a noob weapon, don't ya think?
You say what about the holy one?
Sacrileg! :eek:

Obviously, the dark side already has consumed your pityful mind... :/

adamantium
11 May 2007, 23:23
Nah. Just an overwhelming roping addiction.

Holy one?

yakuza
11 May 2007, 23:27
Dark one actually.

Unless I'm mixing them around, but common sense is telling me the donkey is the darksider's god

AndrewTaylor
11 May 2007, 23:55
Dark one actually.

Unless I'm mixing them around, but common sense is telling me the donkey is the darksider's god

And the Buffalo of Lies is the Brightside?