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adamantium
26 Jul 2007, 12:38
there is copy protection.

Must not be very good copy protection, cuz I used Nero 6 to rip it as an .nrg and mount using Nero Image Drive. Works perfectly.

franpa
26 Jul 2007, 15:20
yes, i beleive the protection checks for tampered game files on the CD. if non have been tamered with then it runs fine :) (this of course exludes the music in the game which can be changed at will)

bonz
26 Jul 2007, 18:12
(this of course exludes the music in the game which can be changed at will)
Nope.
I use an edited CD image with the high-quality ambience music files from the PSX version of WA.
The image is now >900MB, which plays fine everywhere, except when playing with the Fiddler online.
I get desync's then.

Evil
26 Jul 2007, 22:24
I want all this in WWP!!!!

When that will be? :cool:

franpa
27 Jul 2007, 01:14
Nope.
I use an edited CD image with the high-quality ambience music files from the PSX version of WA.
The image is now >900MB, which plays fine everywhere, except when playing with the Fiddler online.
I get desync's then.

blame fiddler then :P it must check every file with the other person including music where as the game without the fiddler doesnt.

Muzer
27 Jul 2007, 08:59
(if I wasn't on my Wii, I'd post a franpa alert)

The fiddler has nothing to do with it. What it is is the WA v 3.0 still had the cd check which checks that your cd has all the original files. This was removed with one of the beta updates

franpa
27 Jul 2007, 09:56
nope, cybershadow still says thers protection in the beta builds.

SilPho
27 Jul 2007, 10:30
I'm guessing that any copyright protection on the discs isn't really noticed by most of us since we all use legitimate versions. The protection, thankfully, doesn't prevent us from creating and using exact disc images. (Give or take the audio).

bonz
27 Jul 2007, 10:46
(if I wasn't on my Wii, I'd post a franpa alert)

The fiddler has nothing to do with it. What it is is the WA v 3.0 still had the cd check which checks that your cd has all the original files. This was removed with one of the beta updates

nope, cybershadow still says thers protection in the beta builds.
I'm not sure what the reason was.
I could play the game online fine with v3.0 and the edited CD image.

It only desynced when we used a fiddled scheme.

franpa
27 Jul 2007, 13:39
i reckon the fiddler does some extra checking of data before starting the game...

Djoszee
30 Jul 2007, 11:50
And what about single stepping and multistepping...? These were promised to be public like a year ago...


ahem..........

Wormetti
30 Jul 2007, 12:47
The original WA cd has safedisc or something like that (no prob for clonecd) but I think it was removed from the soldout versions.

edit: WWP uses laserlock

Squirminator2k
31 Jul 2007, 02:00
The original WA cd has safedisc or something like that (no prob for clonecd) but I think it was removed from the soldout versions.

I can verify that this is indeed correct. The Sold-Out edition copies rather easily using most CD copying software. Specifically, I used a rather old Nero to produce my back-up copy.

franpa
31 Jul 2007, 02:49
the only way to know for sure would be to use something like clonyXXL.

Melon
8 Aug 2007, 10:45
I finally managed to get on the internet so I could download this new patch so I could test the big map I've been working on.

Excellent, excellent stuff. It's really good. Congratulations to Deadcode and Cybershaow.

Just one thing. The readme says I can change the number of mission attempts after getting a gold on a mission by clicking the number. This doesn't seem to be working. Do I need to get a gold on EVERY mission before it will let me do this? (And yes, I have been trying it on amission that I've got gold on).

CyberShadow
8 Aug 2007, 10:46
Yeah, it's a bug. Next release will take care of it.

XxDangerxX
8 Aug 2007, 13:31
Cool! That's the first I've heard of a "next" release since .28 came out! :rolleyes: I'm not going to ask when it'll be released 'cause it'll cause the same cycle of posts that have closed hundreds of other threads.

pisto
10 Aug 2007, 08:57
the worm while roping is hurt, but remains attached to rope and turn ends. watch from minute 3. the rope touches the wall exactly in the same frame as the explosion, is this the cause?

CyberShadow
10 Aug 2007, 09:03
Maybe we should put somewhere a text in big red letters, like this:

DO NOT REPORT TESTSTUFF BUGS! We know all about them, really!

So far, every single issue reported in regards to TestStuff is already known and not new to us.

bonz
10 Aug 2007, 11:46
Maybe we should put somewhere a text in big red letters, like this:

DO NOT REPORT TESTSTUFF BUGS! We know all about them, really!

So far, every single issue reported in regards to TestStuff is already known and not new to us.
In hindsight a bad idea to release test stuff, eh? ;)

pisto
10 Aug 2007, 12:06
So far, every single issue reported in regards to TestStuff is already known and not new to us.
ok
In hindsight a bad idea to release test stuff, eh?;)
indeed, my program (OlderVersionGuy) would be still useful

franpa
10 Aug 2007, 13:27
your program IS still usefyl Pisto, theres still no way to emulate the older test stuff versions.

pisto
10 Aug 2007, 13:49
ts3 cant be enabled in the latest update, i tried... i heard cs you're going to fix it, right? i hope ts4 will be enabled too, cos i hate circular aiming

SilPho
10 Aug 2007, 18:42
I would have to concur about circular aiming. Love the features in the test stuff versions by the way, great diversity of play is available.

CyberShadow
10 Aug 2007, 20:41
Older TS versions will not be made officially available, because they include emulation of certain bugs, which, among other things, impede or make it impossible to play on large maps. The separate options that are activated by the TestStuff versions will be available in the new scheme format.

SilPho
10 Aug 2007, 20:47
Even better, then they're not just "test" features. :)

pisto
14 Aug 2007, 17:58
how is ts4 different from ts5?

franpa
15 Aug 2007, 02:23
TS5 has support for large maps =)

i've already discussed this with cybershadow, trust me, theres good reasons why the earlier versions arnt available, tho they can be its just a little too complicated for it at the moment.

pisto
15 Aug 2007, 07:54
i've just pčlayed ts4 and ts3 with big maps (ts3 in big fly... wormage at 5:30 (http://forum.team17.co.uk/showpost.php?p=598110&postcount=137)) and i still cant figure out the difference between ts4/ts5, though they both support big maps (i dont care how much "bugfully")

franpa
15 Aug 2007, 09:07
the nade must have exploded on a border of the cooroinate space or whatever... and TS3 IS WHAT IVE BEEN AFTER !

PsychoFrea
15 Aug 2007, 16:22
How do you enable TS3?

pontuza
17 Aug 2007, 16:26
can someone tell me all things I need to do to play WA on wormnet ??? I just have the game nothing slse!! plz say something!!

Squirminator2k
17 Aug 2007, 16:32
Ask again when you've calmed down. You're clearly letting yourself get too worked up over this. Go out for a walk, maybe pick up a chocolate milk or something, and just try to mellow out.

franpa
18 Aug 2007, 05:01
How do you enable TS3?

wait for pisto to stop being lazy and make his program ? [/sarcasm]

XxDangerxX
18 Aug 2007, 07:53
I can't believe you Squirminator!! :mad:

pontuza, log on to wa.team17.com and download the latest update. That should be all... If you want to host games, you will need to enable port #17011 in port forwarding.

pisto
18 Aug 2007, 08:50
there's another way to activate older version without an external program, you need a trainer (http://en.wikipedia.org/wiki/Cheating_%28video_games%29#Trainers). i didnt use that at first when the new update was released, because I thought i had run tests, and them failed, but it works at contrary.

Squirminator2k
18 Aug 2007, 17:21
I can't believe you Squirminator!! :mad:
What? The guy was clearly getting extremely worked up over it.

DudexTm
21 Aug 2007, 02:25
After reading all the posts about the teststuff, i was just wondering if this will be added as a full feature in the next update or will it just stay as an added feature ?
Also is it possible to fix the loss of control on the rope if another worm takes damage ?
Still a fantastic job guys!! It's much appreciated.

Many thanks for the time & effort put into this game.

PsychoFrea
21 Aug 2007, 09:08
Also is it possible to fix the loss of control on the rope if another worm takes damage?

Oh god yes. I find it so annoying when you start losing all your speed...

XxDangerxX
21 Aug 2007, 11:13
What? The guy was clearly getting extremely worked up over it.
Probably because he'd asked numerous other people and gotten no replies. I've had that before and it gets EXTREMELY frustrating. Also you don't know he was actually getting worked up about it. He could have been feeling a mild version of what he displayed, but dis[layed it deliberately to give the sense of urgency, which you should have RESPONDED POSITIVELY to. You know it would have been just as easy to give him the answer as it was to tell him to wait. It was just rude. :mad:

Run
23 Aug 2007, 15:12
Probably because he'd asked numerous other people and gotten no replies.

Yes, all of that one post

And nobody replied, even though fourteen entire minutes had passed!

Clearly, a second, barely coherent and exasperated post was in order

XxDangerxX
24 Aug 2007, 01:35
Well, I'm guessing that considering he hasn't replied, my answer to pontuza was sufficient.

pisto
26 Aug 2007, 22:20
i usually listen to music while playing. i use vlc, and when i set repeat one track, there's a huge lag between the song end and the new start. is it a wa bug, or vlc one?

XxDangerxX
27 Aug 2007, 01:39
It depends. Have you tried that repeat function with the ohne track without playing W: A? And even if it works fine without W: A, it doesn't mean it's a bug. It'll probably be an incompatibility between the 2 programs. And in that case, considering I haven't ever heard of VLC, I recommend getting a better music player like iTunes, WinAmp, or, my favourite, Windows Media Player.

franpa
27 Aug 2007, 05:19
yes, maybe both use the same codec/interface which is why VLC doesnt work that well with W:A?

CyberShadow
27 Aug 2007, 11:04
WMP isn't very resource friendly - and, frankly, so is the latest WinAMP with the default set of plugins. iTunes for the PC is quite bloated as well. If you're looking for a full-featured and light music player, try foobar2000 - or strip down WinAMP to the bare essentials.

pisto
27 Aug 2007, 12:02
It depends. Have you tried that repeat function with the ohne track without playing W: A? And even if it works fine without W: A, it doesn't mean it's a bug. It'll probably be an incompatibility between the 2 programs. And in that case, considering I haven't ever heard of VLC, I recommend getting a better music player like iTunes, WinAmp, or, my favourite, Windows Media Player.
yes, it works fine without wa, and the strange thing is that when i minimize wa vlc suddenly stop lagging and starts the song. i prefer vlc, also for what cs said about resources.
yes, maybe both use the same codec/interface which is why VLC doesnt work that well with W:A?
vlc does not use codecs at all. I was listening to mp3, wa does not use that format.

P.S.
maybe I expressed badly: the lag isn't in wa, that is a freeze in the game, but a long silence between the end and the start of the song.

Muzer
27 Aug 2007, 12:06
Possible reasons:
WA is hogging your computer's resources. I think there are fixes for that in the tweaks folder, though I might be imagining things
WA is somehow messing up the timing on your media player. You could try disabling the gap between songs completely (most players have a gap of 2 seconds between songs anyway and most let you disable it) and see what happens
Your media player is mess'd

kikumbob
28 Aug 2007, 16:44
It could simply be that the combined CPU usage of vlc an WA at the time vlc wants to repeat the track is more than the processing power your computer has. Although I don't think that upgrading your CPU is worth a smooth repeat of a song in vlc whilst playing wa. Your choice though.

PsychoFrea
28 Aug 2007, 19:24
Would it be possible to add Xfire support? The overlay doesn't work in WA. I'm not sure whether that's a limitation of Xfire or WA.

pisto
28 Aug 2007, 20:04
It could simply be that the combined CPU usage of vlc an WA at the time vlc wants to repeat the track is more than the processing power your computer has. Although I don't think that upgrading your CPU is worth a smooth repeat of a song in vlc whilst playing wa. Your choice though.
i'm using a very old pc actually (mine blew up). I'll test when I buy a new PC

KRD
29 Aug 2007, 00:07
Yeah, that'll probably be it, then.

I used to get such pauses and in-game stuttering at song changes on my old Pentium 3 500 MHz computer with Winamp, so I switched to Foobar2000 which lets you set the priority of separate tasks in quite some detail. Some fiddling with the settings and both the pauses and stuttering were gone.

Of course my computer had to die then, so now I'm on an AMD Athlon64 3000+ laptop throttled down to 800 MHz to keep it from overheating. I also forgot what exactly I did in Foobar to keep WA from stuttering at song changes and had to switch to Winamp anyway because the laptop isn't mine. Argh. Rant over.

doctorgore
29 Aug 2007, 03:21
Hello I tried with the last update of W:A...but after installing it, the program says that I have to insert the disc :S ... I'm confused....I use Xp Pro.

CyberShadow
29 Aug 2007, 03:22
Buy a legal CD version (https://secure.team17.com/browse.html?area=search&keyword=Armageddon).

franpa
29 Aug 2007, 03:26
and/or dont use trygames version.

PsychoFrea
1 Sep 2007, 15:08
I think a useful feature would the ability to use a worm select style of focusing on your own worms. On that Big BnA map, I find it annoying when I have to move my mouse all the way around the map to find where my worms are. It would be more effecient to be able to cycle through their positions.

franpa
2 Sep 2007, 03:00
push the "home" key to focus on the currently active worm.

XxDangerxX
2 Sep 2007, 03:30
OK and then what do you press to home in on your other worms?...

PsychoFrea
2 Sep 2007, 10:12
push the "home" key to focus on the currently active worm.

I want to be able to cycle the camera around other worms on my team which are out of view.

franpa
2 Sep 2007, 13:14
why ?

PsychoFrea
2 Sep 2007, 14:31
So I can see where they are? I don't want to shoot a mine on a big BnA map and have it going straight to my own worm because I couldn't see them.

bonz
2 Sep 2007, 15:49
Zooming and/or a minimap will solve this problem.

Run
2 Sep 2007, 16:32
Zooming and/or a minimap will solve this problem.

Yes but should an update come out before 4.0, I'd imagine some sort of simple key-command would be infinitely easier to implement

franpa
2 Sep 2007, 23:35
So I can see where they are? I don't want to shoot a mine on a big BnA map and have it going straight to my own worm because I couldn't see them.

move the mouse when its not your turn to see if you have a worm near where your going to attack? gawd thats too hard for meee >.>

PsychoFrea
3 Sep 2007, 16:08
What about when I'm minimised? I wouldn't have the time to look.

yakuza
3 Sep 2007, 19:07
PsychoFreak, if you're going to shoot a mine have having a look with your mouse to see if there are any of your worms in its trayectory is a big deal for you I suggest you just adapt since it's not a big deal, at all.

Run
4 Sep 2007, 02:26
What about when I'm minimised? I wouldn't have the time to look.

hey guyz for some reason i'm unable to see any of my worms when I'm in the kitchen making myself a drink, fix plz

also when i go to the toilet i keep missing turns???????????????

DudexTm
12 Sep 2007, 02:24
Using CTRL (held down) while moving the mouse helps you to move faster around the map for a speed view and if you hold CTRL + the scroll button on the mouse (if you have one) it moves faster again when you use the mouse to look around the map.

On big bna maps its easy to get a good view of worms etc, the only nuisance i find is trying to locate a crate on a huge shop/wxw map if it lands out of sight, maybe a locatory key such as "Home" for the worms could be implemented to locate any new crates or to scroll through random crates if theres more than one on the map!?

Then again, searching is half the fun and possibly your turn time, simply look quicker & go whoop some ass :D

bonz
12 Sep 2007, 15:05
the only nuisance i find is trying to locate a crate on a huge shop/wxw map if it lands out of sight, maybe a locatory key such as "Home" for the worms could be implemented to locate any new crates
I have already suggested the use of one of those indicator arrows pointing to crates, also if they are off the screen.
IIRC, it's planned to enable them by holding down a key.

KRD
14 Sep 2007, 20:18
Using CTRL (held down) while moving the mouse helps you to move faster around the map for a speed view and if you hold CTRL + the scroll button on the mouse (if you have one) it moves faster again when you use the mouse to look around the map.

True, except it's the Shift key, not the Control key and the middle mouse button.

Which kind of interferes with walking backwards, but not much of a problem for the majority of players.

pisto
14 Sep 2007, 21:18
bug: i ended a direct tcp-ip game, and i hosted again from the pseudo-lobby (that appears when you quit hosting a direct tcp-ip game). in the second host, wa listens on the default port (17011), not the set one.

bonz
15 Sep 2007, 13:06
in the second host, wa listens on the default port (17011), not the set one.
Oh, that would defy the use of the new custom IP port feature.

franpa
15 Sep 2007, 23:26
no... it would defy the new custom port feature.

Evil
19 Sep 2007, 17:38
WWP is newer than W:A... why we the WWP players don't have support since 2003.... why God, why?? WE WANT THOSE UPDATES TOO!!!!

Please CyberShadow, say something about this.

KRD
19 Sep 2007, 21:07
EvilEmpire: http://forum.team17.co.uk/showthread.php?t=27160

Djoszee
2 Oct 2007, 18:52
I still wonder why there is no singlestepping or multistepping in it. It could at least be included as offline teststuff... Seems like I have to keep reposting this in order to recieve some answers.

Maybe someone will answer if I add some nonesence (like half of this topic) to the post...
HELLO READ THIS!!!11
HELLO READ THIS!!!11
!111

:rolleyes:

CyberShadow
2 Oct 2007, 18:56
Fine, I'll answer in the same manner.

OK. Why on EARTH did you THINK that something like THAT would be *ANYWHERE* near the top of our priority lists, when there are so many people who CAN'T EVEN GET THE GAME RUNNING (or keep it running for more than some period or time of another)?

Djoszee
2 Oct 2007, 19:09
Fine, I'll answer in the same manner.

If you read my post again, you will notice that I wrote that I already asked 2 times. Since I'm aware of the crap people usually post around here, (omeg i cant import png maps) i can assure you that I wrote it in a kind and understandable way. You probably got scared by the fact that I wrote 'maybe if I add some none-sence to this post' causing you to feel the need to reply in the same way.

OK. Why on EARTH did you THINK that something like THAT would be *ANYWHERE* near the top of our priority lists, when there are so many people who CAN'T EVEN GET THE GAME RUNNING (or keep it running for more than some period or time of another)?
Well, it was designed at some stage. It out to be released someday eh... But maybe you're just saying it because it was david his idea :rolleyes:

Thanks for your answer though... maybe someone should upload it somewhere unofficial, for people to play around... That's what teststuff is for, isn't it... http://forum.team17.co.uk/images/icons/icon14.gif

pisto
2 Oct 2007, 19:20
singlestepping/multistepping?

CyberShadow
2 Oct 2007, 19:24
Yes, it's written and more or less useable, but it is far from ready to be released publicly (not even "officially"). Also, teststuff has nothing to do with the TA features.
Since I'm aware of the crap people usually post around here, (omeg i cant import png maps)

I'm sure you got W:A running perfectly, without ever having problems, and could host on the first try. This is a support forum, you know.

Dramen
15 Nov 2007, 17:35
Is it true the fiddle doesnt work with this patch?

Muzer
15 Nov 2007, 18:41
Yes.

www.worms2d.info/The_Fiddler

Dramen
15 Nov 2007, 19:05
Dam...so no plans to make it compatible?

Square
15 Nov 2007, 19:31
Why fiddler? Let the patches add WWP / W2 features back to WA. If that ever happens... and if WA and WWP merge ever happens...

KRD
15 Nov 2007, 19:32
Future plans

Although Fudge Boy shared the source code to the Fiddler with a few developers, there are no plans to make the Fiddler work with the latest version of the game, or to extend its functionality. Instead, Deadcode has announced that he is planning to add Fiddler scheme format (.fsc) support to the game itself, allowing it to load Fiddler settings directly and using it like a normal scheme.

I dread the day Fiddler schemes become widely available to the WormNet population. As unreasonable as such a fear may seem, it's mine and I'm not giving it up!

So it's mostly because I don't need or like user-made content that I would rather see the new, extended scheme format include interesting options and so called modifiers [permanent low gravity, slippery/sticky terrain and so on] instead of the ability to import your own weapons. Controlling options that are either on or off is infinitely easier than having to check in exactly what ways every weapon in a scheme has been modified.

But I try not to force this opinion of mine on others. For the record.

Dramen
15 Nov 2007, 19:56
Why fiddler? Let the patches add WWP / W2 features back to WA. If that ever happens... and if WA and WWP merge ever happens...

Whens the next patch? (if ever)

I Adore WA, I just wish you could customize it more...hopefully sometime there will be a beta compatible version

Run
15 Nov 2007, 21:18
I dread the day Fiddler schemes become widely available to the WormNet population. As unreasonable as such a fear may seem, it's mine and I'm not giving it up!

So it's mostly because I don't need or like user-made content that I would rather see the new, extended scheme format include interesting options and so called modifiers [permanent low gravity, slippery/sticky terrain and so on] instead of the ability to import your own weapons. Controlling options that are either on or off is infinitely easier than having to check in exactly what ways every weapon in a scheme has been modified.

But I try not to force this opinion of mine on others. For the record.

everytime you spout this same codswallop i come along and say "fiddler schemes could be contained in a channel seperate from #ag and the other channels" and you say "oh okay then, argument conceded" and then a couple of weeks later you forget and post the same thing as before

when will this horrible cycle end

KRD
16 Nov 2007, 11:52
Oh, okay then. Argument... no, wait.

It's the time it would take to properly implement Fiddler support that bothers me. I do those posts so more important stuff gets put in first. Yes... that's it. :p

bonz
16 Nov 2007, 12:20
When will the laser and the SOAR get implemented?
Have I already asked that before?
Will I forget about it and ask again in a few weeks?
Am I only asking the same question over and over again to put a focus on a pressing issue?

Plasma
16 Nov 2007, 18:11
Am I only asking the same question over and over again to put a focus on a pressing issue?
That doesn't work. Hence why an airstrike that drops 100 HHG was never added.

Shadowmoon
17 Nov 2007, 07:55
I've got to have this. Right thats it. Im going to start playing WA again.

Evil
19 Nov 2007, 16:18
Hi there,

We would really like to see my country's flag on the next beta update. We are now many players from Colombia.

We would like the flag of our nation to be shown in the host/join screen and in WormNET's list of hosted games.

The country is: Colombia
Located in south-america
We speak spanish (es-co)
I attach the nation flag according to the game specifications.

If you need more info. about our country to succesfully add its flag, please let me know.

Thank you very much and I hope you take this suggestion.

Great work guys!

Shadowmoon
21 Nov 2007, 07:39
Errm....

I don't think they will do that Evilempire.

franpa
21 Nov 2007, 08:20
depends on if the country/location is selectable in the region area, else it can't be updated since the location can't be detected :P

bonz
21 Nov 2007, 11:23
I don't think they will do that Evilempire.
Of course they do such things.
They've added a handful of new flags before.
And Colombia is a bigger country than those were.

IIRC, the only problem that could delay an addition is that the recently added flags are only a workaround solution by implementing them in unused flag locations.
To add more flags, the whole system would need to be changed, which will probably not happen before the menus are revamped/built from scratch with v4.0.
depends on if the country/location is selectable in the region area, else it can't be updated since the location can't be detected :P
Of course Colombia is selectable!
Heck, even Baker Island is in that list! And it's only visited by a few scientists on odd occations.
Also, Kingman Reef has an amazing 0.01 km˛ of dry land. The rest is submerged by the ocean.

Now talk about selectability and Window's location setting again...

Evil
22 Nov 2007, 04:43
the only problem that could delay an addition is that the recently added flags are only a workaround solution by implementing them in unused flag locations.
I agree with all you said bonz, but about this, hmm, well, I don't really think that the recently added flags are a solution with unused flag locations. They really "added" new flags (I can see the flags bitmap bigger), that's why I'm suggesting add our country as well. ;)

Please developers out there, say something about this to clear us out.

robowurmz
22 Nov 2007, 09:49
It's the time it would take to properly implement Fiddler support that bothers me. I do those posts so more important stuff gets put in first. Yes... that's it. :p

Well, in the Fiddler there was also Sticky/Slippy terrain and gravity settings, which were independent for worms and weapons. You could have lowgrav worms but weapons that fell with a clunk, just to screw up the minds of anyone willing to play the scheme.

KRD
22 Nov 2007, 14:48
... just to screw up the minds of anyone willing to play the scheme.

I rest my case. :p

Dramen
22 Nov 2007, 16:01
Meh gravity and all that kinda jazz could be implimented some other way.

So is this game still getting patched? Wow..

What i would like to know is if the weapons selection..grid thingy can be like extended to allow other or new weapons etc? That would be a cool feature.

bonz
23 Nov 2007, 09:05
What i would like to know is if the weapons selection..grid thingy can be like extended to allow other or new weapons etc? That would be a cool feature.
Probably yes.
Even now it is possible to have more than 5 weapons per slot as seen in the F6 slot when you have both the supersheep and the aquasheep available (by the help of the Fiddler).
The mole then gets shifted to an invisible 6th position (if all weapons are available) only accessible by the F6-key.

Dramen
23 Nov 2007, 17:42
Hmmm interesting, i'd say its worth considering.

It would be nice to add new weapons etc, even thinks like icons and such shouldnt be to difficult either I would assume, it is still a basic but awesome game.

franpa
26 Nov 2007, 09:57
just add support for showing more weapons when the fiddler is supported again... including more weapons with a update would just ruin the perfect balance.

bonz
26 Nov 2007, 14:25
including more weapons with a update would just ruin the perfect balance.
But I demand that the laser and the SOAR are implemented as standard weapons!
A lot of testing should suffice.

pisto
8 Jan 2008, 20:54
sometimes the utility key doenst work. it's terrible to suddenly discover it in a hysteria.

Muzer
9 Jan 2008, 18:07
Since the latest update it has been changed from the ` key to the key to the left of 1, below Esc and above Tab.

pisto
9 Jan 2008, 19:21
Since the latest update it has been changed from the ` key to the key to the left of 1, below Esc and above Tab.

yes, i refer to that key. I cant see any reason or pattern behind the "disactivation" of that key. it just doenst do its work in some games.

Muzer
9 Jan 2008, 20:42
Oh, I've never had that. It sounds a bit weird. And I didn't notice it was you pisto, I thought it would've been some noob who you just want to shout RTFM to.

Dario
21 Feb 2008, 12:47
Idea for the next patch:

Implement permanent and multiple markers on replays. Then instead of posting a replay and saying "playback this at xx:xx , then at yy:yy and then at zz:zz" you could have 3 markers and to watch it you would only have to press shift+r+number to go directly to different parts of the replay.

Edit: if you could fast forward as fast as you can rewind better :). In long replays it gets annoying to wait until it fast forwards to the moment you want to see.

Edit2: Pretending we will ever be able to edit wa replays as if they were videos (cutting parts, adding parts from other replays, etc) and keep the .wagame format is just too fantastic, isn't it?.

CyberShadow
21 Feb 2008, 20:02
Implement permanent and multiple markers on replays. Then instead of posting a replay and saying "playback this at xx:xx , then at yy:yy and then at zz:zz" you could have 3 markers and to watch it you would only have to press shift+r+number to go directly to different parts of the replay.This has been suggested before.
Edit: if you could fast forward as fast as you can rewind better :). In long replays it gets annoying to wait until it fast forwards to the moment you want to see.Reversing the time flow in the game engine is quite challenging. Deadcode wants to do this at some point.
Edit2: Pretending we will ever be able to edit wa replays as if they were videos (cutting parts, adding parts from other replays, etc) and keep the .wagame format is just too fantastic, isn't it?.Deadcode wants this to be part of W:A at some point as well.

P.S. This belongs in a wishlist thread (there are at least three), but it's not like anyone cares.

zsom
22 Feb 2008, 05:35
Hi.
I have question.
It can in next beta of version was to add option of accidental the worm's choice (CPU decides), so as has in worms2 this place?

Muzer
22 Feb 2008, 08:50
If anyone can't understand (no offense), he means having worm rotation be set to random (rather than order or choose) like you can in W2.


Reversing the time flow in the game engine is quite challenging. Deadcode wants to do this at some point
And reread his post CS, he's saying he wants the fastforwarding to be instant like rewinding is. Although I do expect that to pose problems anyway.

bonz
22 Feb 2008, 11:46
Hi.
I have question.
It can in next beta of version was to add option of accidental the worm's choice (CPU decides), so as has in worms2 this place?
Your English is hard to understand. What do you mean?

Random Worm placement?
Or are you talking about a random order of the worms you can select?

Edit:
What Muzer said.

Dario
22 Feb 2008, 12:25
I know there are some whishlists on the general forum. But I thought this was more suitable for the updates forum since it is far less subjective than "I'd like worms rotation to be random" (thing that can be discussed for a while regards the good and many, many bad consequences it would have).
Thanks for reading :P, I was just testing if it was the real you on AG, hehe. So many wannabes around, you never know.

zsom
22 Feb 2008, 12:25
my english is very hard
sorry

CPU would can choose worm (at random), which movement has to execute.
It is in Worms2

(może ktoś mi pomoże i przetłumaczy moje słowa na angielski, chodzi mi o to, że w Worms2 są trzy opcje wyboru robaka: po kolei, gracz sam decyduje, i... komputer losowo wybiera który z robaczków ma wykonać ruch, i o to mi właśnie chodzi. Pozdrawiam)

Muzer
22 Feb 2008, 17:22
I explained it for them.

SgtFusion
22 Feb 2008, 18:31
Zsom, what language do you speak (besides English)?

Run
22 Feb 2008, 19:10
i'm going to guess polish

paging NotWorthy to thread 32992

Muzer
22 Feb 2008, 19:37
Zsom, what language do you speak (besides English)?

I explained what he meant in a previous post, no need for any of this!

CyberShadow
22 Feb 2008, 20:37
Something like that should be easy to implement, we may add it in upcoming 3.x Betas.

Masai 162
22 Feb 2008, 20:54
I also have some suggestions for the next beta; how about the ability to fine tune ALL numerical options in the game settings screen? It seems rather silly that we can set the starting health of the worms and the turn time to all sorts of strange values, but we can't play a "first to 4 rounds wins" match. If it is possible, I would also like the crate probabilities to be displayed as percentages, rather than the current system of showing each crates probability of falling as zero to 10 blocks in the game settings screen.

One more thing, can you please fix the incorrect mission briefing for 'Big Shot'? It says that you have an unlimited supply of shotgun bullets, when in fact you don't have a shotgun at all.

Muzer
22 Feb 2008, 20:56
Use SchemeEddy 2 (search on the forum for it)

XxDangerxX
23 Feb 2008, 10:15
?

Accidental worm's choice? I'm afraid I don't understand. Could you get someone who speaks your native language to translate for us please?

Thank you. :)

Muzer
23 Feb 2008, 10:40
Oh for god's sake!

If anyone can't understand (no offense), he means having worm rotation be set to random (rather than order or choose) like you can in W2.

LEARN TO READ!

franpa
23 Feb 2008, 10:44
something along the lines of worm turn order being randomized after all the worms of a team have been used would be nice... kinda like Risk.

XxDangerxX
23 Feb 2008, 11:51
Oh for god's sake!



LEARN TO READ!
Please be patient with me, as you have just made a bad call.

Because, you see, I had said that directly after his post. Just my luck, for whatever reason, my post had not appeared in the thread until after numerous other people had posted.

I'll recap: at the time I had posted my reply, your English explanation simply did not exist in writing.



Also, can you believe BabelFish doesn't do Polish???

Run
23 Feb 2008, 13:24
Please be patient with me, as you have just made a bad call.

Because, you see, I had said that directly after his post. Just my luck, for whatever reason, my post had not appeared in the thread until after numerous other people had posted.

I'll recap: at the time I had posted my reply, your English explanation simply did not exist in writing.

The more likely explanation is that you were on page 12 and didn't realise there was another page

Posts don't just get magically 'delayed' for no reason like you're suggesting

Muzer
23 Feb 2008, 20:12
Or page 9 if you have posts per page set to maximum like me

SgtFusion
23 Feb 2008, 20:48
The more likely explanation is that you were on page 12 and didn't realise there was another page

Posts don't just get magically 'delayed' for no reason like you're suggesting

I've seen it happen on the DGNF (Den Games Network Forums). It was something to do with the clock. Sometimes, a spambot would post a spam thread, a member would reply to it, and their post would appear before the spambot's post, making it look like they posted the thread.

Chip
23 Feb 2008, 22:34
I haven't played WA for a while now, it seems strange how I wanted bigger maps so much but yet now that we have them I don't even play the game. I guess thats because I can't make time to make one (one that actually looks somewhat desent)
The only bigger than normal map I played was my own which was a quick put together to test this new feature (I took my animated Luigi frame sheet and pasted it numerours times as seen here (http://www.myfilestash.com/userfiles/Mechafiler/screen0051.png))
It was cool though, despite the lack of land around you, no one ever hit the water after falling off a Luigi, they always landed on one like 8-12 lines down.

XxDangerxX
24 Feb 2008, 00:42
Ah crap! That's probably what happened! Sorry...

That's not the first time I've done that.

And yes it was page 9. The more posts per page, the better. Am I right, Muzer?



Oh BTW,

A little while back there was mention of DC/CS making a No-CD patch so you could copy all the stuff from your CD and run it from your HDD. Is that a reality? Has it actually been done or is it just talk? If it has been done, can I just copy the stuff down and it'll work, or...? (I have the latest 3.6.28.0 patch)

Muzer
24 Feb 2008, 08:45
I never thought I'd have to give a w2d.info link to you, Danger :p

http://worms2d.info/Running_WA_without_the_CD

XxDangerxX
24 Feb 2008, 09:46
Lol no.

I'm fine with combination Nero and Daemon tools.

So I take that as a no then, hey? There's no such patch?

franpa
24 Feb 2008, 09:51
you could just use nero ya'know... nero comes with it's own virtual drive.

pokeman
24 Feb 2008, 14:41
I don't think nero comes with a virtual drive, Alcohol 120% does.

franpa
24 Feb 2008, 15:24
C:\Program Files\Nero\Nero8\Nero ImageDrive

run the imagedrive and then take a look at a fancy new virtual drive icon in your control panel. comes with nero 7 and i also think 6.

kikumbob
29 Feb 2008, 02:09
Lol no.

I'm fine with combination Nero and Daemon tools.

So I take that as a no then, hey? There's no such patch? Not too sure what you're talking about there. Your standard WA cd doesn't really need a patch...if you get my meaning.

bonz
29 Feb 2008, 09:21
Not too sure what you're talking about there. Your standard WA cd doesn't really need a patch...if you get my meaning.
He was asking if one of the later beta updates removed the CD check and copies the data from the CD.

Chip
1 Mar 2008, 14:37
He was asking if one of the later beta updates removed the CD check and copies the data from the CD.

I would really like that as I don't like downloading random stuff of the net especially those with the name "Daemon" in it :p
Basically I would only ever play WA without the CD if it was done via one of these beta patches.

CyberShadow
1 Mar 2008, 16:36
Basically I would only ever play WA without the CD if it was done via one of these beta patches.
This will not happen, not in 3.x at least.

Chip
2 Mar 2008, 23:16
Then I'll be playing the game with the CD then. :)
I just don't like trusting those random programs anymore, not after the amount of problems they've caused from the past.

kikumbob
3 Mar 2008, 00:09
He was asking if one of the later beta updates removed the CD check and copies the data from the CD. Aha got you. That would be incredibly useful, but since I can manage just about the same effect anyway I don't see the need for it to happen soon. Thus I can conclude that I am very happy with CS's post ;)

Muzer
3 Mar 2008, 19:50
Also it would make piracy a doddle.

Masai 162
5 Mar 2008, 22:07
I've found another bug:

When you kill more than 15 worms in one turn, no number appears in the status bar at the top of the screen, there's just a blank space instead.

Chip
6 Mar 2008, 20:19
So then, what sort of things can we expect to see in the next update? :cool:
Just bug fixes or maybe something new?

SgtFusion
6 Mar 2008, 21:00
I think it's going to be mostly bug fixes.

Shtirlitz
14 Apr 2008, 19:58
I want the developers not to forget about fixing the resolution mode in the menu. With the patch it should be higher than 1024 x 768.

bonz
14 Apr 2008, 21:45
I want the developers not to forget about fixing the resolution mode in the menu. With the patch it should be higher than 1024 x 768.
The beta updates for WA already support all screen resolutions that your Windows drivers supports.

I run it at 1280 x 1024.

kikumbob
15 Apr 2008, 10:18
I want the developers not to forget about fixing the resolution mode in the menu. With the patch it should be higher than 1024 x 768. You have tried selecting "Custom Resolution", right?

Chip
15 Apr 2008, 12:50
I want the developers not to forget about fixing the resolution mode in the menu.


I'm certain he's refering to the main menu and not the in game battles.

franpa
15 Apr 2008, 12:57
yea thats planned for v4.0

bonz
15 Apr 2008, 14:14
I want the developers not to forget about fixing the resolution mode in the menu. With the patch it should be higher than 1024 x 768.
I'm certain he's refering to the main menu and not the in game battles.
Well, 1024x768 isn't supported for the menus right now. It's 640x480.

But yes, with v4.0 we will be able to set the resolution anywhere.

kikumbob
16 Apr 2008, 01:18
Didn't realise he was talking about the menus. My bad. :-/

Shtirlitz
16 Apr 2008, 17:31
Yes, I was speaking about the menu resolution.
When the 4.0 is to be released? Why should we always wait for years?=)) I'm sure everybody knows there's nothing to play in for PC users...

franpa
17 Apr 2008, 12:52
Unless you want to code it yourself, it will be done as fast as the current developers can bother working freely on it.

Dario
17 Apr 2008, 14:20
Until a wormer with a very kind heart and a very thick pocket decides to start paying DC and CS so that they might be able to pause their current jobs and dedicate to W:A...

Shtirlitz
17 Apr 2008, 17:12
If I were a developer I would fix only the menu resolution. Nothing else disturbs me.

bonz
17 Apr 2008, 23:08
If I were a developer I would fix only the menu resolution. Nothing else disturbs me.
Ehrm, you don't find it disturbing at all that the game is currently missing an important (if not the most important) online multiplayer aspect, namely the (official) ranking?

That's the main reason the patching for WA has been continued since after the ranking had been disabled due to the hacking.

Etho.
18 Apr 2008, 00:28
And yet, still no ranks. :p

bonz
18 Apr 2008, 09:16
And yet, still no ranks. :p
True.
But the screen resolution in the menus is my least concern.

Big maps, more worms and objects and replays are awesome features though.
And the replay system actually is a step towards secure online ranking.

yakuza
18 Apr 2008, 09:24
And the replay system actually is a step towards secure online ranking.

I don't see how. Unless the server is supposed to store the replays of all the game's played and then have an a script that compares the ranking of a person with the replays of games he's played, in cronological date as well as comparing the ranking of the people he's played to be able to calculate the ranking of the first player.

Or getting a mod to do all this.

bonz
18 Apr 2008, 09:49
I don't see how. Unless the server is supposed to store the replays of all the game's played and then have an a script that compares the ranking of a person with the replays of games he's played, in cronological date as well as comparing the ranking of the people he's played to be able to calculate the ranking of the first player.

Or getting a mod to do all this.
True, it's no directly for making the ranking secure, but it'll solve the problem of disconnected games because it's planned that you can resume games and finish them.
Within a certain time after the inital start, I'd guess, so no "quitter" punishment has to be issued when someone genuinely disconnects due to network failure.

Although, what you just outlined there could also be feasible. Deadcode hasn't yet implemented compression for the replays.
And seeing what HostingBuddy can do with maps and schemes, I think this isn't far off server ressource-wise.

Besides, it wouldn't need to store whole replays (including maps and schemes) permanently. The logs would suffice for rank calculation.
The replay only stays for a certain amount of time where players are able to resume the game. (Which then would still require some punishment system for quitters.)

Etho.
18 Apr 2008, 16:31
it'll solve the problem of disconnected games because it's planned that you can resume games and finish them

Ranks are a tricky thing to implement properly, which is why they have not yet been implemented, and it is my guess that they will never be implemented. Someone is 1 turn away from losing the game and decides to quit because he is a jerk. There is no way you can make him resume that game even if it is possible to do so.

A quitter punishment would have to penalize both players. So not only did the one guy not get the win he deserved, he would get punished also.

yakuza
18 Apr 2008, 21:16
Ranks are a tricky thing to implement properly, which is why they have not yet been implemented, and it is my guess that they will never be implemented. Someone is 1 turn away from losing the game and decides to quit because he is a jerk. There is no way you can make him resume that game even if it is possible to do so.

A quitter punishment would have to penalize both players. So not only did the one guy not get the win he deserved, he would get punished also.

I think it's simple, whoever quits loses. You then only need to have the games hosted on the server, which isn't difficult, just a tad more bandwidth intensive.

Etho.
18 Apr 2008, 22:44
Yes, that would work. It would be nice if WormNet would act as the game host. No more blocked port trouble for people like me, or other router/firewall confusion. However, it wouldn't just add a "tad" more bandwidth; it would add a lot of bandwidth.

franpa
19 Apr 2008, 02:18
Ranks are a tricky thing to implement properly, which is why they have not yet been implemented, and it is my guess that they will never be implemented. Someone is 1 turn away from losing the game and decides to quit because he is a jerk. There is no way you can make him resume that game even if it is possible to do so.

A quitter punishment would have to penalize both players. So not only did the one guy not get the win he deserved, he would get punished also.

If the player that got quit on has the appropriate gear to win on that turn that the opponent quit on, then that person should win even if they are extremely unskillful at the game.

both get penalized if the current player couldn't have won the game on there turn which is still kinda unfair :P

[UFP]Ghost
19 Apr 2008, 04:28
I think those should take a backseat to letting wa players play wwp players online (basically merging the Wormnets).. Not only would it increase the number on non-shoppers on wormnet, but it would merge two very good gaming communities.

adamantium
20 Apr 2008, 10:59
Ghost;645340']I think those should take a backseat to letting wa players play wwp players online (basically merging the Wormnets).. Not only would it increase the number on non-shoppers on wormnet, but it would merge two very good gaming communities.

Well, I'm hearing that the two games and all their various features will be merged all together when 4.0 hits the scene. Am I right about that, or have I been lead astray? From what I heard, it sounded like patching either one would give you the same end result. If this is true, then naturally, the online communities would also merge.

I've got another question, and I'm sure it's been asked, but are there going to be any bug fixes for Vista? I hope so, because it's really a problem. There's so many bugs that it's almost un-playable (mainly due to dramatic color distortion). I want XP back! Wahhh! Lol!

franpa
20 Apr 2008, 15:02
4.0 is planned to be the penultimate version of the game with full support for vista and a completely revised frontend/gui and supprt for fiddler and everything from wwp thus letting the communities merge.

this is why it will be quite a while before it is finished :P 3.6.28.0 was meant to be the last update afaik before they focused on 4.0 but it seems quiet a few bugs are present and so they are working on a "quick" 3.6.29.0 update >.>

Melon
20 Apr 2008, 20:17
Well, I'm hearing that the two games and all their various features will be merged all together when 4.0 hits the scene. Am I right about that, or have I been lead astray? From what I heard, it sounded like patching either one would give you the same end result. If this is true, then naturally, the online communities would also merge
As far as I know (which is not much), what it will actually be is to allow people with WWP CDs to run WA using that CD. Also, as far as I know, at least one of the WWP CDs already lets you do this.

When this is implemented, WA will have the features that WWP has plus the extras it has now, so there will be no need for people to stick with WWP. I don't think the WormNets will be merged as such, instead, everybody will move to WA's WormNet. WWP's WormNet may be taken offline as a result though (yes, I know they run from the same server already. I know what I mean.)

Disclaimer: This post in no way guarantees the above will happen.

MrBunsy
20 Apr 2008, 20:58
4.0 is planned to be the penultimate version of the gameI doubt there will be a 5.0.

bonz
20 Apr 2008, 22:52
Well, having a look at the current progress speed of the beta updates, perhaps we don't need Vista support at all, seeing that Microsoft plans to release Windows 7 in 2010.

That'll instantly move Vista into the drawer labelled "Bob & ME". :D

adamantium
21 Apr 2008, 01:22
3.6.28.0 was meant to be the last update afaik before they focused on 4.0 but it seems quiet a few bugs are present and so they are working on a "quick" 3.6.29.0 update >.>

So, I suppose that means Vista bug fixes in 3.6.29.0.

KRD
21 Apr 2008, 02:57
What makes you so certain the Vista bugs aren't... well, Vista's fault? :eek:

The WA developers can't really fix anything there, as far as I know. Vista has all sorts of processes running in the background which happen to interfere with applications running in paletted mode. As a user of that OS, you can either try and disable the features responsible for the thieving [which has worked for more than a few people] or wait for a workaround, not a fix, from Deadcode and CyberShadow. Why the workaround hasn't been implemented yet? Because it involves ditching palettes and going 32bit. That's a monumental task, reserved for the 4.0 milestone.

adamantium
21 Apr 2008, 03:11
you can try and disable the features responsible for the thieving [which has worked for more than a few people]

Is there a forum thread in existence that details what to disable?

franpa
21 Apr 2008, 05:53
there is no definitive source. but there are many things you can try spread out on the forums >.<

Muzer
23 Apr 2008, 07:13
Try disabling visual effects (eg Aero), and running WA from the exe.

Hakfinn
30 Apr 2008, 08:59
Is there any new update coming? :) I was inactive and don't know..:cool:
PS: Some guys wrote on #AnythingGoes: Holidays 2008 = New 4.0 Update...
I think it's false but wants know :)

CyberShadow
30 Apr 2008, 18:17
No 4.0 this year :)

Hakfinn
1 May 2008, 13:39
Uhh... Knew it's false conversation :) Is planning any new update this year?? =)

CyberShadow
1 May 2008, 15:33
Yes, two months ago. :p

Hakfinn
4 May 2008, 10:09
Weird Kamikaze (Bug?) :cool:
Check this: http://www.speedyshare.com/225537618.html
Turn at 00:10:10:00 ;)

Run
4 May 2008, 11:17
yeah that's a result of the unique way that the kamikaze works

see:http://worms2d.info/Kamikaze_drowning_glitch

balver
27 May 2008, 21:17
When I set ConcreteDonkey's ammo to any value other than 0 and turn indestructible terrain on, the ConcreteDonkey is unavailable in game. Is that some kind of bug, or this limitation has been made on purpose?

And yes, I play last available public beta (3.6.28.0).

Muzer
27 May 2008, 21:25
It is on purpose. Although if you use the fiddler, you'll see it works quite amusingly.

balver
27 May 2008, 22:29
It is on purpose.

Are you able to give me a reason, why there is such limitation?

Muzer
27 May 2008, 22:52
Because if it is invinible terrain, the donkey would never get to the bottom and would just stay there permanantly. Though, it doesn't actually do that, what it does do isn't good.

balver
27 May 2008, 23:11
Because if it is invinible terrain, the donkey would never get to the bottom and would just stay there permanantly. Though, it doesn't actually do that, what it does do isn't good.

Well, as far as I know it just explodes after some amount of time. IMHO it's not a disadvantage. But that depend on maps. For caves it's ridiculous, for to complex islands it could be annoying sometimes. But not always.

I'm not sure if such limitation is absolutely necessary. I think users should have ability to choose what is the best for them.

Morgoth
6 Jun 2008, 22:56
I dunno if anyone will see this, but I'd like to have the music and SFX volume meter again in the PC version (it was in the PSX version) So unless it's only me, support this so it can be in the next update :rolleyes:
I am asking this because I listen to several playlists of my own while playing, so it would be nice to be able to still hear the sound effects/ voices but disable the music of the game. Kudos

CyberShadow
7 Jun 2008, 00:00
You can already disable the in-game music.

bonz
7 Jun 2008, 01:20
It's that button with the speaker symbol on the options menu.

Plus, you can adjust the game's master volume with the slider on the in-game Escape menu.

Morgoth
7 Jun 2008, 08:44
Uh no you cant? I'm talking about the PC version . You can change is both music and sfx volume, not each individually.

franpa
7 Jun 2008, 08:52
AMBIENCE = MUSIC when it comes to W:A
now shush ._.


If there is no such thing then stop being a pirate :'(

MrBunsy
7 Jun 2008, 08:55
Uh no you cant? I'm talking about the PC version . You can change is both music and sfx volume, not each individually.

In the options menu.

Dando
3 Jul 2008, 04:25
wow, still no update?

I'll be back this way again in 3 month :p

Shtirlitz
5 Jul 2008, 12:06
We need a new update!!!

subas
7 Jul 2008, 14:23
Can you please add a Lithuania flag? It seems its the last flag that hasnt been added yet :D

d3rd3vil
23 Jul 2008, 20:11
I have a problem under Vista x64 SP 1 and two 4870 cards from ATI (crossfire)!

No matter which resolution it is I have graphical issues all the time. Sometimes it works, sometimes it doesn't :(

It looks like a 256colour mode :( Any way to fix this? :(

Shtirlitz
23 Jul 2008, 21:32
I think resolution is rather more important now. We need to let the developers do at least one thing.

ppandp
9 Jan 2011, 16:03
gaaahhh i cant download it, probably the download was removed.....

is there any chance it will be back ??

wowwow
11 Jan 2011, 16:47
gaaahhh i cant download it, probably the download was removed.....

is there any chance it will be back ??

Sorry but this version is from year 2007 , read posts' date

Now the last update is here http://forum.team17.co.uk/showthread.php?t=42478