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Zippy
8 Sep 2010, 07:55
That is the maximum res my monitor can go, but my game only allows up to 1280x1024 (the game labels this as "custom resolution" obviously. How can I force the 1680 resolution? Anyone know? My problem didn't appear in that FAQ sticky.

http://img695.imageshack.us/img695/2204/topres.png

First person to give me a working solution gets lotsa spaghetti. From me.

CyberShadow
8 Sep 2010, 08:14
A problem similar to the one you're describing is in the Troubleshooting FAQ:

http://worms2d.info/Troubleshooting_FAQ#I_can.27t_select_a_high_resolu tion

Is this related to your problem?

Zippy
8 Sep 2010, 09:09
Well, it is related, but turning off any compatibility options did nothing. The max res I can pick in the game is still 1280×1024.

SubNuclear
8 Sep 2010, 18:45
1st off, I have a simmalar problem, only my moniter doesn't show the absolute edges of my screen, even though my moniter's resolution is 1280 x 1024.

2nd off, is there any screen distortion on those settings?

franpa
8 Sep 2010, 19:03
Including what version of windows to emulate? did you disable that?

CyberShadow
8 Sep 2010, 21:13
You can try editing the DisplayXSize and DisplayYSize values under the HKEY_CURRENT_USER\Software\Team17SoftwareLTD\Worms Armageddon\Options registry key.

Zippy
8 Sep 2010, 23:36
Alright, I got the res I wanted, but when in a game, I get a lot of flickering.

CyberShadow
9 Sep 2010, 00:49
What video card and operating system do you have?

Zippy
9 Sep 2010, 02:44
GeForce GTX 460 1GB
Windows 7 Ultimate 64-bit

CyberShadow
9 Sep 2010, 02:51
The only known case of flickering problems in W:A I know of is when running the game under VMware. Combined with your resolution problem, that makes a very strange combination.

Are you sure you disabled all compatibility options? Are your drivers up to date?

Zippy
9 Sep 2010, 16:15
I don't have VMWare. All compatibility settings are off. All the drivers I have are newest; graphics ones being at 258.96.

CyberShadow
9 Sep 2010, 16:55
Well, this is pretty unusual. The next version will contain an option to turn off double buffering in-game, which fixes flickering in VMware. It could work for you; I don't really have any ideas otherwise.

Find me on #worms (http://worms2d.info/Worms_on_GameSurge) if you'd like to test a preview version.

Zippy
9 Sep 2010, 18:26
You guys are working on a new patch? I know this question comes up a thousand times, but when is the EST of the patch?

CyberShadow
9 Sep 2010, 18:43
See here (http://blog.worms2d.info/beta-delayed).

Zippy
11 Sep 2010, 21:53
Sorry for the late reply, but this is what my game looks like in 1680×1050:
http://img192.imageshack.us/img192/5807/colorm.png

CyberShadow
11 Sep 2010, 22:06
Looks like buggy drivers... :-/

Zippy
12 Sep 2010, 09:30
I've been doing fresh installs, nothing is working.

CyberShadow
12 Sep 2010, 18:25
I can't really suggest anything at this point except running W:A at another resolution or under a virtual machine (http://worms2d.info/Emulating_Worms_Armageddon).

Zippy
17 Sep 2010, 11:34
Well, I'm grateful that you took the time to try to help. I'm sure I'll find a solution.

Offtopic: I know this may be another question you get 100's of times, but... Do you have any plans in adding new weapons in a future patch?

bonz
17 Sep 2010, 11:38
Do you have any plans in adding new weapons in a future patch?
<--- Laz0r! :eek:

Muzer
17 Sep 2010, 15:40
Well, there's been disagreement with whether or not the unreleased weapons should be added (with good arguments on both sides), between everyone involved. I don't know what stage the consensus is at now, though. The weapons likely to be added from these sorts of discussions are things like sheep on a rope, laser, black shotgun, worm strike (possible in fiddler), gas cannister (possible in fiddler), etc.

I think what is decided is that WA 4.0 will have fiddler-like functionality, allowing you to create whatever you want within reason.

bonz
17 Sep 2010, 21:42
Also, the Bible Bomb, the three removed weapons from W2, Homing Strike, Homing Cluster and Cloned Sheep, as well as the Landing Zone.

Plutonic
22 Sep 2010, 09:28
I would like to the see the ones removed after W2 put back in, they may not have been the greatest strategical weapons but they were no worce than things like HHG are now. Dont have much of an opinion on those that never got put in, espessially when how they should work is not imidiatly obvious. Bible bomb would be cool as i think thats obvious but not so keen on just making up anything for the black shotgun, possibly just use that sprite when shotgun upgrader is equipped?

bonz
22 Sep 2010, 09:42
possibly just use that sprite when shotgun upgrader is equipped?
Oh, that's actually not a bad idea.
Maybe make the shotgun upgrade a utility collectible from crates.

franpa
22 Sep 2010, 11:09
Same with the nade upgrade, also mkae it a utility along side it's current form.

Plutonic
22 Sep 2010, 20:02
Oh, that's actually not a bad idea.
Maybe make the shotgun upgrade a utility collectible from crates.

Yeah that would work, though maybe only for the next n uses of it rather than forever.

franpa
23 Sep 2010, 06:22
Well yeah, you'd make the utility crate version only last for the turn the utility was used on, just like all the other utility crate items.

Deadcode
1 Oct 2010, 04:06
The practical upshot of having matching black and gray shotgun sprites is that we can easily make a shotgun of any color, with subtraction and multiplication.

With Fiddler functionality and truecolor, it makes sense to allow a custom weapon using the shotgun sprite to specify the shotgun color in full R,G,B. (The examples below are extreme and just proof of concept; in practice it'd probably be more desirable to use milder colors.)

The same goes for variations on the bazooka, which is even more flexible — the available data is enough to allow both the barrel and highlight colors to be customized.

SgtFusion
3 Oct 2010, 02:02
Wow, really? Awesome!