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Plutonic
25 Apr 2010, 22:23
Hey all,

I have just got my first version of wkIndiMask working so am posting here for people to try it out.

Download here: www.wormscc.co.uk/download/programs/files/wkIndiMask.rar

Some basics instructions for map making are here: http://worms2d.info/WkIndiMask

Essentually, it allows for maps to have both destructable and indestructable terrain in them. There are no scheme settings required (other than not setting indi terrain on!), all info is in the map itself.

The RAR contains a version of one of EvilBunnys maps that has been tweaked to work quickely as an example. It's not perfect but it at least shows the idea!

Enjoy! And feel free to post any maps you make for it here!

Edit: Server is back online.

GreeN
25 Apr 2010, 23:13
Nice one Pluto! Can't wait to see what people come up with

Edit: Also, may it be a good idea to hook the module to two corresponding colours in the palette instead of one? Two contrasting colours with black/white tints (i.e. colours you're less likely to find together in a map), just to avoid this module popping up accidentally too many times.

Plutonic
25 Apr 2010, 23:44
Hey there!
Not a bad idea, i'm still looking into ways if "triggering" it realy, i didnt want to use too much palette as theyre small enough already without me stealing them!
There's the barcode route as a posibility, but will look into both.

pisto
26 Apr 2010, 07:12
I still suggest a png section.

Plutonic
26 Apr 2010, 08:23
Idealy yes, but currently WA strips out pretty much everything it doesn't need. If WA ever gets custom chunk support it'll be the first thing i add!

Plutonic
26 Apr 2010, 09:24
Add as attachment, though the map doesnt fit in the size limit...

Edit: Newer one thurther down!

pisto
26 Apr 2010, 10:18
Idealy yes, but currently WA strips out pretty much everything it doesn't need. If WA ever gets custom chunk support it'll be the first thing i add!

does it strip out the sections in the transfer of the map in a network game? otherwise, you can hook the function that reads the map, and get the png filename or pointer from there.

Just speculations though, never looked there.

Plutonic
26 Apr 2010, 13:08
As far as I can tell, it strips them out as it loads, the PNG it saves to disc (current.something or other) has only the basic elements, even when not going over the network.

Explorer
26 Apr 2010, 13:31
My suggestions:

1. A text message could be shown if the semi-destructible feature is on, to notify everyone about the map change.

2. A chat switch like ("/indimask") can be added for the host to manually enable or disable the feature.

BTW, the barcode idea is good IMO. We can make an 8x8 monochrome icon on a corner of the map to activate the feature. (Who can design this, anyway?)

GranPC
26 Apr 2010, 15:28
does it strip out the sections in the transfer of the map in a network game? otherwise, you can hook the function that reads the map, and get the png filename or pointer from there.

Just speculations though, never looked there.

It doesn't, PX uses PNG chunks for scripted maps.

Plutonic
26 Apr 2010, 17:31
It doesn't, PX uses PNG chunks for scripted maps.

Fair enough, but what chunks did it use and did it have to change the way WA treats them to do it?

Etho.
26 Apr 2010, 19:44
You should be able to create your own custom PNG chunks that contain whatever extra data you wish. Editting existing chunks is not recommended because they all serve a purpose and some of them are critical to the integrity of the *.png file. Also, if you were to edit an existing chunk, you would need to recalculate its CRC32 hash value.

Further reading: http://en.wikipedia.org/wiki/Portable_Network_Graphics

pisto
26 Apr 2010, 20:32
Fair enough, but what chunks did it use and did it have to change the way WA treats them to do it?

I found in wa libpng, and the address of png_read_info. Unfortunately, there isn't a default fallback for unknown chunks name to hook, but you could instead hook the reader function, so that when you find your header the job is done, Otherwise, you can manually inject a jump in that function, but it's a dirty solution.

pm me on #worms for the address.

Plutonic
26 Apr 2010, 21:31
I already tried adding default chunks but as pisto said there's no default handling for them, the advantage of using the palletes or barcodes in the image is that no special software is required to make them, ms paint is enough. That said, there is a lot of cool stuff you could do once a custom chunk is set up, so maybe advanced options could use them, will deffinatly grab that address and take a look for a next version.

doben
27 Apr 2010, 02:07
little list of possible wkIndiMask scenarios:


fort: with bunker like core (KRD/doben)
prison/indiana jones: escaping from something with blowtorches and stuff (raising water/upwards?) (Mablak)
wfw: partially destroyable to cut off several important routes or destroy powerful weapon blocks (doben)
roperace: with deadends which you have to bomb free to get ahead (doben)
wxw: with specified ceilings and floors that could be detroyed to make the game more dangerous (or open new routes or fly opportunities) as the game proceeds (doben)
battlerace: specific, really small parts of the map have to be bombed out to make several jumps possible in the first place (doben)
die pie: you have to destroy every pixel of these large pie-like objects to win (Mablak)


incomplete, of course. taken from #worms

GreeN
27 Apr 2010, 08:18
Bug:
Upon playing a second round of a game, one of either two things seem to happen.
1. The module doesn't apply itself correctly and all land becomes destructible. Also crashes afterwards
2. The module loads but the game crashes.

Both of these crashes occurring after some terrain has been destroyed.

Plutonic
27 Apr 2010, 08:59
Thanks for the write up doen! Have started on a WxW for now!
And thanks for the report green will take a look, does it crash for you on a second game or only a second round? It sounds like the pallete pointer isn't being reset for some reason, but is still being used, will look into it tonight if I get the time.

GreeN
27 Apr 2010, 09:09
I've only tested offline, but it only seems to affect consecutive rounds.

Plutonic
27 Apr 2010, 09:12
Ok cheers buddy, will look into it!

Plutonic
27 Apr 2010, 09:18
Try this one!

Edit: Out of date

GreeN
27 Apr 2010, 11:40
That seems to work flawlessly in regard to the previous problem, but I've got another one for you now.

I'd just gone to test a map I had made (1920x696, 73 colours) to find that it crashed the game (and my whole computer) each and every time. I've just restarted my PC in 3 consecutive times testing with that map, so you'll have to excuse me for not trying it out with other maps too.

The game crashed every time a weapon was about to hit the terrain

Edit: Just tested a bit more. This bug consistently occurs in maps with more than 64 colours.

Plutonic
27 Apr 2010, 15:45
Cheers green! I did run it on maps with extended palletes originally and it seemed to work fine... I'll give it a go when I get back, if I can't repro it could you send me the map that doesn't work?

GreeN
27 Apr 2010, 16:26
3 Maps in this zip file:
http://www.quickfilepost.com/download.do?get=5e0ea46fc48b2c9c56492e8361d6aab6

map1.png - 63 colours
The original map. Works in WA with no problems.

map2.png - 63 colours
The same map with one colour in the palette edited to trigger indimask. Works perfectly with indimask.

map3.png - 68 colours
Same map as map2.png, with a small handful of colours added. Consistently crashes WA.

Plutonic
27 Apr 2010, 17:50
Sweet, cheers! I'll download and have a look as soon as I get back from work.

Plutonic
27 Apr 2010, 19:50
Hmmmm, well all 3 maps run fine for me.

Whats your OS, other installed wk modules, WA version etc?

Given its only maps over 64 colours i'd assume its something to do with printing the background soil. Though I don't see that there is anything different between my version and the original in that sense.

GreeN
27 Apr 2010, 20:38
3.6.29.0, XP SP3

wkJetFix, wkRubberWorm

Plutonic
27 Apr 2010, 21:00
Ok not those then, mines happy with all of that. Don't suppose you can get on #worms can you? If not, is it the first shot that crashed or later when you hit a particular colour?

Plutonic
27 Apr 2010, 22:08
Have now found the cause of the crashes on GreeN's PC and have updated the link in the first post.

Lei
28 Apr 2010, 09:00
Cool!... Hopefully something to look forward to. :D

V1RvSgart
29 Apr 2010, 03:28
mmm I put the module in the root folder of worms and wormkit modules folder and nothing worked :eek: any help?

Plutonic
29 Apr 2010, 09:01
It only activates if the map was designed for it, did you try playing on the map in the RAR provided in the first post? The purple vines should be indestructable and the buildings and grass should be destructable.

V1RvSgart
30 Apr 2010, 07:13
yes, i try whit the evil bunny map and nothink happend D= then i try the module whit the others 3 maps and nothign D:

PD: sorry my bad english =P

Plutonic
30 Apr 2010, 09:03
Ok, then make sure you are running the latest version of WA (29.0) and that wkIndiMask is in the same folder as WA.exe and wormkit.exe and that you are running wormkit(!), other than that i realy can't think of any reason why it wouldnt work...

Sorry if I'm stating the obvious, I'm realy a bit lost! If you have done all of the above, might be worth removing any other wk modules you have running and listing a few PC specs here.

V1RvSgart
30 Apr 2010, 15:47
i have a lot of mofules of wormkit XD, i will delete some modules =P

Plutonic
2 May 2010, 11:50
Did you have any luck without other modules installed? If so, whick ones stopped it working?

V1RvSgart
2 May 2010, 18:04
i think so, i will try to remove the wkColorfix, wkMapGen and the wkReplayshark and maybe the wkCinusKick =P

b1llygo4t
3 May 2010, 05:54
wow im gonna start playing again. neet

Plutonic
3 May 2010, 15:36
Cool, you should be ok with wkMapGen as they were designed to work together. Originally they were going to be in the same module but I thought I'd split it in th end!

DrMelon
3 May 2010, 15:50
Cool, you should be ok with wkMapGen as they were designed to work together. Originally they were going to be in the same module but I thought I'd split it in th end!

I imagine he has wkMagicMap, as that tries to read data from PNG maps...

Plutonic
3 May 2010, 20:05
Good point, will get that and give it a try, was there a version for 29.0 or was it just 28?

Plutonic
8 May 2010, 17:00
I've made a quick W4W map that uses IndiMask, partly to get some maps out there to use and partly to see what the most difficult parts of making them are!

http://wmdb.org/14097

Any feedback always welcome!

franpa
12 May 2010, 02:57
Good point, will get that and give it a try, was there a version for 29.0 or was it just 28?

just .28 as newer versions lacked what was required to maintain it I think.

Plutonic
12 May 2010, 18:49
Ah well, wkIndiMask doesn't support .28 at all at the moment, so can't be any conflicts there!

Gnork
17 May 2010, 16:16
wkPartlyIndiAndpartyNot.dll? o0 party time yummie :p


edit: has been living under some kinda rock lately -.-

Plutonic
17 May 2010, 19:30
haha, been looking for you everywhere! Glad you finally found it ;) Now get map-making!!!

Plutonic
25 May 2010, 21:06
Rollback lost me my announcment posts!

MapGEN now has an editor for helping with making indimask maps, get it from the mapGEN thread here: http://forum.team17.co.uk/showthread.php?p=720321#post720321

Rodent
20 Nov 2010, 17:55
What about compatibility with 3.6.31 update? I had constant crashes with my wormkit till I didn't deleted wkindimask...

Plutonic
20 Nov 2010, 18:46
Working on it!
Unfortunatly a fair bit of code changed in the areas it affects so I pretty much have to do it again from scratch :( Hopefully I'll get some time to look at it soon.

CyberShadow
20 Nov 2010, 19:52
Please please please heed the "P.S." from this devblog post (http://blog.worms2d.info/wormkit-and-3-6-30-0). We've got at least one "crash report" due to old wkIndiMask already (though usually the main culprit is RubberWorm).

Plutonic
20 Nov 2010, 21:56
I have done :) oddly i wrote a version check in wkMapGEN once but I cant find the version of the code that had it :( once I get it up and running again I'll add a version check again.

Plutonic
23 Nov 2010, 22:24
Quick update on progress, ive got the destruction functions hooked and fixed up, having difficulty finding the palette though (for picking if a pixel should be destructable) hopefully will find it next time i get a chance to have a look...

Cueshark
28 Nov 2010, 10:32
Good Stuff.

I'm waiting for this man! I wanna test my map :)

raffie
28 Nov 2010, 11:46
^Ditto here; I'm creating a scheme which would require indiMask, would love to be able to actually try it out! ;)

ps: i've been using MapGen to edit an existing map to IndiMask, there are always colours that won't move out of the 'Tough' section, when I try to move them to the Destructable section. What I'm trying to do is have 1 colour to use for Tough, and 1 colour to use for Indestructable.

Plutonic
1 Dec 2010, 20:04
Ok first things first, new version for 31.0 is now up, go here for the download link: http://worms2d.info/WkIndiMask

Raffie, is the color your trying to move not moving at all? Or are you trying looking to duplicate a colour somehow? I'm not sure what it is your trying to do, feel free to send me the map to have a look if you think theres a bug.

CakeDoer
1 Dec 2010, 21:56
Awesome, great job!

wowwow
1 Dec 2010, 23:05
Really nice work , I hope that there wont be any bug on the module.

Cueshark
2 Dec 2010, 13:29
Thanks Plutonic!

Now I can keep progressing with my map :<

raffie
2 Dec 2010, 14:21
Awesome, thanks Plutonic for that update!
I've sent you a link to teh map i'm trying to edit for Indimask, anything you can do is appreciated!

Plutonic
3 Dec 2010, 20:26
Have replied by PM

Rodent
4 Dec 2010, 20:48
Hehehehe GJ it works perfect! Do you have something like logo for wkindimask, that we can put on our maps to show that those are compatabile with that wormkit module :)

Anyway, because that 240, 024, 204 pink color is used for check, logo should be all from that color or at least to have it among other colors.

Explorer
5 Dec 2010, 09:54
Speaking of icons, I have an idea.

(left) A pink glass showing which part of the map is destructible, and which is not.

I know my drawing is bad, because I don't have the time to spend on the detail.
(SVG, created with Inkscape)

EDIT: Tried another. (right) I want to make this one look like a scanner or something like that.

Explorer
5 Dec 2010, 11:38
Sorry for double post, but I saw something strange.

When I was enjoying my own "icon" as a map and blowing the yellow part with Sheep, I saw this kind of the hole. (see attached screenshot)

Is it just me that have this problem?

Plutonic
5 Dec 2010, 13:41
ooo, nice find, guess the loop in the tough destruction is one too small, will get on it now...

As for the icon, not a bad idea! I'll give it some thought!

Plutonic
5 Dec 2010, 14:01
Ok, in a risky move I have update wkIndiMask.rar, same link as before, but i'm on my laptop and cant test it at the moment! Give me a shout if its no better or now dies horribly!

Edit: Tested, seems happy!

Explorer
5 Dec 2010, 15:14
Ok, in a risky move I have update wkIndiMask.rar, same link as before, but i'm on my laptop and cant test it at the moment! Give me a shout if its no better or now dies horribly!

Edit: Tested, seems happy!

Nope. The problem still happens on me.

I've attached the replay. Replay removed because the bug is fixed
(Note: The map in the replay have "dirty pixels" that will be revealed after destruction. Those are because of incorrect palettizing; the fault is to the map and not the module)

BTW, I found that the straight lines have distances that are multiples of 32 pixels. Hope it helps.

Lex
5 Dec 2010, 15:32
Explorer, in your replay, the explosions look nice with no straight lines. I'm using the latest version of wkIndiMask.dll posted by Plutonic. However, I got checksum mismatches, which must mean you were using the older version to make the replay.

Explorer
5 Dec 2010, 15:44
Actually I downloaded the dll a few minutes ago.

EDIT: Figured out. It's my mistake. I loaded two wkIndiMask of different version together.

Now I moved away the old one, and it works fine. Thanks.

Plutonic
5 Dec 2010, 17:28
sweet! glad you worked it out!

Rodent
6 Dec 2010, 07:31
@Explorer I tought that you didn't set colors good when saving map. Sometimes photoshop do transition from any color to black on edges and if you disable that, and set only colors in the middle, edges will stay undestrutbile/destrutible depending on color.

But if your problem is solved with removing wkindimask that probably was not the case, but I tought that it should be mentioned if any came here with that problem :)


Anyway people, if there is no logo yet, tonight I gonna get into graphing and try to find solution for logo or something and will post it here for you to see if you like it.

Explorer
6 Dec 2010, 09:12
@Explorer I tought that you didn't set colors good when saving map. Sometimes photoshop do transition from any color to black on edges and if you disable that, and set only colors in the middle, edges will stay undestrutbile/destrutible depending on color.

I knew this already. See my previous posts.
I said that my map is simply for testing, so I won't spend time fixing that.


Anyway people, if there is no logo yet, tonight I gonna get into graphing and try to find solution for logo or something and will post it here for you to see if you like it.

I forgot that you're talking about the logo, while I mistook it for the icon. :p
Anyway, I would like to see your suggestions.

double post edit
Feel free to LOL about this one :) - if you think this is fun.
(Created with Inkscape. Work in progress.)
http://img821.imageshack.us/img821/7092/indimasklogo.png (http://img821.imageshack.us/i/indimasklogo.png/)

Cueshark
6 Dec 2010, 13:37
@Explorer I tought that you didn't set colors good when saving map. Sometimes photoshop do transition from any color to black on edges and if you disable that, and set only colors in the middle, edges will stay undestrutbile/destrutible depending on color.

But if your problem is solved with removing wkindimask that probably was not the case, but I tought that it should be mentioned if any came here with that problem :)


Anyway people, if there is no logo yet, tonight I gonna get into graphing and try to find solution for logo or something and will post it here for you to see if you like it.

How do you disable that in photoshop Rodent? I'm doing a hell of a lot of manual work at the moment!

I was having a problem where I removed a lot of tough pixels and replaced them with destructible ones, but later on once I'd made more changes to the map (including the introduction of some new colours), there were new indy pixels on the map near to where I'd done the clean up. It happens in some places but not others. I seem to be constantly cleaning up pixels.

So it is definately me and my map and not the module itself?

I would appreciate that advice Rodent.

I'm sure I'll get the hang of it! :<

zookman
6 Dec 2010, 17:10
http://imgur.com/l0RwD.gif

It's called anti-aliasing, and should be disabled to avoid those edge pixels.

If you're using paths in photoshop, you can avoid anti-aliasing by right clicking the path and selecting "Fill path" or "Fill Subpath" rather than using the path fill button at the bottom of the paths pane.

It can be disabled for the paint bucket tool and lasso tool via a checkbox at the top, but I tend not to use those.

Hope this helps you out.

Cueshark
6 Dec 2010, 18:29
http://imgur.com/l0RwD.gif

It's called anti-aliasing, and should be disabled to avoid those edge pixels.

If you're using paths in photoshop, you can avoid anti-aliasing by right clicking the path and selecting "Fill path" or "Fill Subpath" rather than using the path fill button at the bottom of the paths pane.

It can be disabled for the paint bucket tool and lasso tool via a checkbox at the top, but I tend not to use those.

Hope this helps you out.

I'm not using paths I don't think. Do you mean like vectors?

I'm just creating shapes, modifying images I find online and using the marquee and filling it in with the bucket (Which produces this anti aliasing effect). I found I can turn the bucket settings up and it will totally fill my selection and take away a lot of the aa artifacts. But often I'll still have a single outline of rougue colours staying there :<

It's been a lot of hard work I tell ya!

*edit* Thanks btw

Rodent
6 Dec 2010, 18:46
Zookman told ya all already :)
Other thing you can do to prevent anti-aliasing is to use always pencil instad of brush when drawing something. Btw just came home and will start trying to do something constructive right now.
I like your proposition Explorer :D

EDIT heh, this image can be put in map to indicate that map is compatible with this module... for example in the middle of the "digging race" in place where should be "start" indicator or something like that. I will put this or some better solution in my new map that is wxw-like probably below map to indicate this before downloading map, but water level will be set above this, so that this don't ruin perfection of the map itself :)

Explorer
7 Dec 2010, 14:24
EDIT heh, this image can be put in map to indicate that map is compatible with this module...

Gee. What the heck was I thinking... :p
What you want is actually a "watermark" showing that the map is compatible with wkIndiMask. Am I right?

BTW, I made a small version. (attachment)

Rodent
7 Dec 2010, 15:23
Ye that would be the right word :) Sorry for not being able to express myself!

Anyway, not bad proposition... probably better then mine because of size but anyone can make things like we did lol. If some inspiration came from the sky I will try to make some awesome watermark and I hope that you people will not stop trying too :)

Rodent
20 Dec 2010, 17:26
Anyone likes this idea?

Cueshark
21 Dec 2010, 01:11
Very nice :D

Cueshark
22 Dec 2010, 02:53
(sorry for the double post)

Plutonic.

I'm getting desynchs with a map I've made.

I'm using 3 blue colours which have very similar colour codes.

I'm making a planet with :< faces buried within it. Your job is to dig into the planet with a super sheep to find these hidden :< faces. But it's desynching.

Is there a problem with using colours very close together? I got tough tunnels, destructible land and indi sections all in 3 blue colours.

I'll pm you the map anyways.

Cue :<

Lex
22 Dec 2010, 09:12
Cueshark, is it possible that you and whoever you're playing with have different versions of wkIndiMask and/or have other engine-modifying WormKit modules (like RubberWorm) loaded? Those are the most likely causes of desynchronization.

Cueshark
22 Dec 2010, 10:26
Cueshark, is it possible that you and whoever you're playing with have different versions of wkIndiMask and/or have other engine-modifying WormKit modules (like RubberWorm) loaded? Those are the most likely causes of desynchronization.

We've played other indimask maps before and they worked fine together. No changes to our systems.

That's why I assume it could be something to with my map :<

Plutonic
22 Dec 2010, 18:48
As far as I know it should work, certainly my original test map when i made it did exactly that! It's probably an obscure bug somewhere :(

Cueshark
23 Dec 2010, 19:30
My bad.

Incompatible Indimask modules between me and my friend.

Sorry! :<

All working fine :<

*edit*

Finished map - http://wmdb.org/16548
:>
I got another one 75% finished as well. A more traditional deathmatch map :<

Plutonic
24 Dec 2010, 17:36
Very cool! Have to give you a game of it at some point!

Out of interest, what versions were you both using? Was he still on 29.0?

Cueshark
24 Dec 2010, 19:06
We were both on 0.31 versions. When he reinstalled Indimask it worked.

So he must have had the wrong indimask module :<

Plutonic
26 Dec 2010, 12:35
Ah ok, I'm guessing it just crashed him out right then?

Cueshark
28 Dec 2010, 12:25
If I remember, whoever crashed into the part-dest/indi land causes the other player to desych. So it was whoever used the sheep in our case.

:<

Lex
30 Dec 2010, 04:37
We were both on 0.31 versions.What's this weird "0.31" version number? Where'd the 0 come from? Don't bother replying, since I'm just being annoying.

Also, I told you so.

Plutonic
2 Mar 2013, 12:32
New version now up that works with 3.7.0.0, also fixes the crash and a bug that meant indi only worked if you hadn't played a normal game before it.

SgtFusion
3 Mar 2013, 05:22
It crashes for me when an explosion occurs.

Plutonic
3 Mar 2013, 09:18
It crashes for me when an explosion occurs.

You sure you got the right version? Thats what this version was supposed to fix...

SgtFusion
3 Mar 2013, 10:08
What version should I have? I downloaded it from the wkIndiMask page on Worms Knowledge Database. Where should I have downloaded it from?

franpa
3 Mar 2013, 10:38
Well one would think the official thread here would have the answer, and look, it does. http://forum.team17.co.uk/showthread.php?t=40948

http://www.wormscc.co.uk/download/programs/files/wkIndiMask.rar

Plutonic
3 Mar 2013, 18:06
The worms knowledge base link should point to the right location, its just a matter of when you downloaded it! I would download it again and make sure the modified date is from the 2nd...

StepS
3 Mar 2013, 18:09
What version should I have? I downloaded it from the wkIndiMask page on Worms Knowledge Database. Where should I have downloaded it from?

what map are you testing? normal or indimask map?

SgtFusion
3 Mar 2013, 18:17
IndiMask map. I have already checked the "Date modified" of the file, and it is indeed 2/3/2013. It still crashes.

Well one would think the official thread here would have the answer, and look, it does. http://forum.team17.co.uk/showthread.php?t=40948

http://www.wormscc.co.uk/download/programs/files/wkIndiMask.rar
http://imageshack.us/a/img18/3213/alert2elevated.png
*facepalm* Franpa, that is the exact file that the WKB links to, and that I have already downloaded. So, maybe you should actually check these things before trying to be cleverly sarcastic.

Plutonic
3 Mar 2013, 18:31
hmmm, could you post a replay that crahes?

SgtFusion
4 Mar 2013, 08:10
Okay, there's one attached to this post.

StepS
4 Mar 2013, 13:03
tried on the same map and scheme you were using - works perfectly for me. run the replay and see if it crashes for you. post an errorlog

Plutonic
4 Mar 2013, 13:34
Thanks guys, I'll take a look when I get home.

SgtFusion
4 Mar 2013, 17:50
It crashes for me when the bazooka hits the wall. Do I have the wrong version of IndiMask, or something?

StepS
4 Mar 2013, 18:45
hm... wtf?
l:\Team17\Worms Armageddon\wkIndiMask.dll
a drive with a small letter? :o

Plutonic
4 Mar 2013, 18:57
Hmmm, looks like the right version to me. WA is at 3.7.0.0 and IndiMask has a version 0f 1.0.0.5 and a time stamp of 15:06. As it happens, the replay works fine here too...

Can you get on #worms?

Plutonic
4 Mar 2013, 19:22
Sorry, got pulled away from my PC before, did the updated version of WA make it work?

SgtFusion
4 Mar 2013, 19:23
Never mind any more - the problem was due to an old version of 3.7.0.0. I just updated to the new version and now there's no problem.
EDIT: Wow, ninja'd. But the answer is still yes.

Plutonic
4 Mar 2013, 19:35
Ah, cool :)

Plutonic
4 Mar 2013, 21:05
Have uploaded a new version that will detect this old WA.exe, it doesnt support it but at least it shouldnt crash.

Plutonic
16 Mar 2013, 11:16
New version up that adds support for 3.7.2.1, both normal and steam versions.

SgtFusion
16 Mar 2013, 22:05
Awesome! Thanks.

LTKiller
31 Mar 2013, 12:17
IndiMask seems to cause some issues when Exporting Logs from replays (and that, even though the replay's map is not a PNG map or doesn't contain the #F018CC color): it crashes the log exporting process upon the first shot.

Maybe you could find a way to only enable IndiMask on PNG maps and/or to ask the user if (s)he wants to disable IndiMask before exporting a log?

Plutonic
31 Mar 2013, 14:26
Indeed it does, this is because it requires access to the games palette, the function used to gain access to it is never called during log export so the whole thing desyncs. It may be possible to stop it crashing but currently it will never work for indimask games unless we find a new way to access the palette. it should however work for normal games, so I will look into that when I get a chance.

Plutonic
31 Mar 2013, 19:07
New version now uploaded that will fix the crash, the logs will be wrong however for indimask replays as it wont be turned on.

The next major version on indimask should fix this but not sure when this will be.

StepS
1 Apr 2013, 00:54
game crashes immediately after end of any match or any replay

Plutonic
1 Apr 2013, 08:28
Does it matter how the game ends? nothing changed in this version that would affect that...

StepS
1 Apr 2013, 08:43
no it doesn't, the crash always occurs

Plutonic
1 Apr 2013, 10:20
Doesn't happen here, you sure its not another module? What version of WA are you running?

StepS
1 Apr 2013, 16:31
deleted all modules, it is indimask.
using 3.7.2.1 CD
same with previous indimask version but i didn't install the module until now.

Plutonic
1 Apr 2013, 21:25
Turns out this was caused by StepS having a copy of Steam.dat in his CD versions WA folder, which messed up the version checking and hooked all the wrong functions.

I will look into a more robust way of checking for Steam.

Plutonic
1 Apr 2013, 22:25
Have uploaded a new version that has a more rubust way of checking for steam for those that decide to run both WA's from the same folder or something. Not a required update for those with a normal set up.

franpa
2 Apr 2013, 06:46
Wouldn't you just do a CRC/MD5 check of wa.exe instead of checking for Steam specific files?

yakuza
6 Apr 2013, 18:58
little list of possible wkIndiMask scenarios:


fort: with bunker like core (KRD/doben)
prison/indiana jones: escaping from something with blowtorches and stuff (raising water/upwards?) (Mablak)
wfw: partially destroyable to cut off several important routes or destroy powerful weapon blocks (doben)
roperace: with deadends which you have to bomb free to get ahead (doben)
wxw: with specified ceilings and floors that could be detroyed to make the game more dangerous (or open new routes or fly opportunities) as the game proceeds (doben)
battlerace: specific, really small parts of the map have to be bombed out to make several jumps possible in the first place (doben)
die pie: you have to destroy every pixel of these large pie-like objects to win (Mablak)


incomplete, of course. taken from #worms

BnG challenges.