View Full Version : W:A 4.0 Beta Update
Pages :
[
1]
2
3
4
5
6
7
8
9
10
Deadcode
28 Jan 2004, 19:16
I've been working incredibly hard on the Worms Armageddon patch. It's really an amazing feeling, after such a long break... For the past couple months I've been more inspired than ever! I've very much been following my intuition in choosing which parts to work on, and what to aim for.
This has led me unexpectedly to implement something much sooner than I thought I would be doing. I was streamlining the recorded-game file format... But this morning I suddenly realized that I was doing more than just creating a file format – I was laying the foundations for fully customisable hosting!
Because, it so happens that the header format I designed for recorded games will also be ideal as a new scheme file format, that can be sent online in a hosted game! You get all the things The Fiddler used to be able to do – fully customisable weapons, and the ability to create missions.
So for this reason, I have made the decision to name this patch Version 4.0 Beta.
So, now that I've figured out what my intuition was leading me to, I will update you on what I've accomplished so far and where it is leading. First, what I've done since the previously posted Beta Patch Update: Implemented a flexible and efficient "game initialisation" format, to be used in recorded-game files, schemes, and online games. The format will easily accomodate additions while being backwards-compatible. By that, I mean that future versions of W:A will be able to parse and recognize older versions of the format; if a hosted game contains players with older versions, the newer versions will emulate the older for compatibility.
In all front-end screens with a Chat Bar, the chat bar now gets default focus (so you don't need to click on it before typing)
In host/join, the Message History: a) Now carries through to extra rounds and the finish of a game, b) Can now be read after the host or all other players have left a finished game.
Localisation is improved. Your Nation is set directly from geographic location information if available (Location in Regional and Language Options), and your Language is set in a more direct manner. It will be easy to implement a Language Override option if this is desired.
Volume can be changed in-game and in the Options menu of the front end. Using this allows you to balance the game volume with MP3s, voice chat software, etc.
Fixed: Flag and rank icons were loaded all at once outside a channel, but one by one, slowly, inside a channel. This has been fixed; they now refresh along with the game listing.
Fixed: Previously, if – at the continued-round stage – only players of a single ally remained after others quit, all buttons would be disabled and the game would have to be killed externally. This has been fixed.
Fixed: Before, powerful weapons with Damage×2 could have their blast radius artificially limited, resulting in a bizarre combination of widespread damage with a relatively small hole. Now the effective blast radius limit is doubled.
Fixed: The glitch in which graves could absorb arrows was not fully fixed in the first beta; an arrow hitting a grave at the same time as it would have hit land was still absorbed. This is now wholly fixed.
Fixed: At a certain water level, Crates and Oil Drums would float, throwing the game into an endless loop.
Fixed: There was a mismatch between the Fall Damage threshold speed, and the threshold speed at which the Parachute was activated. There was a small space between where your Worm could accrue fall damage without the parachute activating. This only happened when the worm was sliding, for example from the Rope.
Fixed: A bungeeing worm used to look very odd when pointing more than 45 degrees from downwards. Now it progresses smoothly through 360 degrees of rotation.
Primary things that are to follow: Take the now-finished "game initialisation" format and apply it to things other than just recorded games – i.e., loadable schemes and hosting. Since the format covers everything, it will then be possible to host Custom Missions.
Ability to Import Fiddler schemes.
An Editor for the new scheme format. At first it will be necessary to first import a Fiddler scheme to get the already-existing options, then use the editor to modify newly added options – but then the Editor will be expanded to be self-sufficient.
Add a button in Host/Join screens that parses the Effective Version and shows you what legacy game-logic bugs will be effectively fixed or emulated, and what post-legacy game-logic features will be effectively present or missing.
For Hosts, show which players possess older versions of the game, and red-flag them if features are being used (i.e. colour maps or new scheme options) that will prevent them from being able to play, forcing the host either to downgrade the map/scheme or boot the players.
Supplement the above with a Scheme Comparator, which will compare a Host's scheme with all the schemes you have yourself, find the most similar one, and show you a list of differences which will be viewed as an expandable/collapsable outline.
Create a Server and Client/Server protocol that will take full advantage of the new paradigms/features of W:A 4.0. This may involve modifying the existing one, or starting from scratch – this will be decided when the time comes.
oh sweet:D
What's the release date?
redwraith
28 Jan 2004, 21:02
Very nice, deadcode!
Will the successor of 3.5 beta2 be 4.0 beta or is there going to be a patch between these?
I have got another suggestion for the patch: Is it possible to change the fact that one sometimes loses a turn by falling down somewhere although fall damage is disabled?
PS: The 4.0 patch is going to be the best patch ever. It won't be just a patch, it will be an ADDON! I really appreciate your work.
Cya
Deadcode
28 Jan 2004, 21:23
Very nice, deadcode!
Will the successor of 3.5 beta2 be 4.0 beta or is there going to be a patch between these? That depends on how soon Team17 will let it be released. :)I have got another suggestion for the patch: Is it possible to change the fact that one sometimes loses a turn by falling down somewhere although fall damage is disabled?The option for that already exists and is called LossOfControlDoesntEndTurn. The new scheme format uncovers it, and many other options that were previously hidden! :D
redwraith
28 Jan 2004, 21:45
Awesome! The patch will be perfect. At the moment I can't think of another feature request for the patch. Btw, why do you lose the turn sometimes when you fall down and sometimes not? What are the reasons? Is there also other cases where the LossOfControlDoesntEndTurn will apply?
Cya
PsyDome
28 Jan 2004, 21:50
i take it that the new schememaking possiblities will allow us to set number of mines/oil drums, instead of the set 8, like in worms 2?
Deadcode
28 Jan 2004, 22:15
i take it that the new schememaking possiblities will allow us to set number of mines/oil drums, instead of the set 8, like in worms 2? Not only that, but you will be able to place them wherever you want (or at random if desired, or a mixture). I also plan to add the ability to attach them directly to map files (the ability to place them in specific places is already there, but you'd need to match the scheme file to your map).
totomds
28 Jan 2004, 22:17
Good job mate!
Keep it comin,
toto
p.s. Team17 please support Deadcode!!!!!!
Deadcode
28 Jan 2004, 22:21
Awesome! The patch will be perfect. At the moment I can't think of another feature request for the patch. Btw, why do you lose the turn sometimes when you fall down and sometimes not? What are the reasons? Is there also other cases where the LossOfControlDoesntEndTurn will apply? I'd be fascinated to know that as well... in fact I've always wondered. I haven't analysed enough of the code to know yet, at this point.
BTW, I just fixed another bug: In a game with Stockpiling and the Aqua Sheep cheat enabled, stockpiled Aqua Sheep would be lost in the next round. Them bugs are dropping like flies! :D
I just thought of another bug:
When you set the water level for water drops, if someone then dies and drops a donor card onto the floor, the donor card drowns and the game just sits there waiting for it to land (which it will never do).
Heh, you should set up an escalation process DC ;).
Deadcode
29 Jan 2004, 00:29
I just thought of another bug:
When you set the water level for water drops, if someone then dies and drops a donor card onto the floor, the donor card drowns and the game just sits there waiting for it to land (which it will never do). Yep, that's already fixed: Fixed: At a certain water level, Crates and Oil Drums would float, throwing the game into an endless loop.(Donor cards, utility and weapon crates are the same object internally.)Heh, you should set up an escalation process DC ;).Hmm, I get the feeling that's supposed to be funny but I don't get it! :) Mind explaining?
(Donor cards, utility and weapon crates are the same object internally.Oh, cool.Hmm, I get the feeling that's supposed to be funny but I don't get it! :) Mind explaining? It's what many larger companies have internally for handling critical bug reports that need immediate attention. They get "escalated" above all the other bugs as they have a higher priority and are generally severe problems that have a serious impact on sales/functionality.
My analogy was that you are dealing with so many bugs and new feature requests from the community, you seem like the support services department of a large company, and us the customers/QA.
S! YOU BE MAKING WORMS ARMAGEDDON SO GOOD THAT I FEEL THAT I WANT SAUSAGE I feel the same way Eggi! I must say it is brilliant to see someone using their skills to improve a game they enjoy for the benefit of all, thanks Deadcode, sausages all round! :)
May I suggest an option to host a game that only people with the new patch can join, to save the complications of an insufficiently patched player joining when the host is intent on using options that only work with the new patch.
You've really got something going here.
Umm... what's with the sausages?
Good job mate!
Keep it comin,
toto
p.s. Team17 please support Deadcode!!!!!!
We are.
Squirminator2k
29 Jan 2004, 10:44
What's happening with the WA/WWP interconnectivity? Is this still planned?
Wishmaster
29 Jan 2004, 11:28
i think spadge said yes, although i think he didnt say when.
its burried in the other patch thread somehwere. :P
SargeMcCluck
29 Jan 2004, 11:48
What's happening with the WA/WWP interconnectivity? Is this still planned?
Yes.
Wishmaster
29 Jan 2004, 11:53
thats a funny echo ;)
SargeMcCluck
29 Jan 2004, 12:06
thats a funny echo ;)
I'm 100% sure, you said "I think". So it wasn't an echo.
Wishmaster
29 Jan 2004, 13:39
heh, but i only said i think. Because i didnt want to trawl through the million post long thread to find it. I could have said yes but then knowing me id be instantly corrected by a more active member of the form. :p
Anyway no harm done. heehee
Paul.Power
29 Jan 2004, 13:40
What's happening with the WA/WWP interconnectivity? Is this still planned?
Yes. Good!
(Valley of the Monosyllables, Part the First...)
Wishmaster
29 Jan 2004, 13:45
what?!?
UnKnown X
29 Jan 2004, 14:15
i take it that the new schememaking possiblities will allow us to set number of mines/oil drums, instead of the set 8, like in worms 2? Not only that, but you will be able to place them wherever you want (or at random if desired, or a mixture). I also plan to add the ability to attach them directly to map files (the ability to place them in specific places is already there, but you'd need to match the scheme file to your map). Will you be able to just place them in the terrain editor instead of having to change the scheme all the time? Or did I miss something?
CanibalBoB
29 Jan 2004, 20:05
Firstly, great job on making a patch. It'll be amazing.
Secondly, you said you wanted to add Fiddler usage online? Well, the Fiddler doesn't seem to work for the latest beta patch, so will a new Fiddler need to be released, or are you incorporating this into the game, or will the previous Fiddler work again?
Again, great job, I hope you get paid well for this. ;)
i think he's putting it in the game rather then let another program muck around in the settings.
Ditto, for you DC, this patch is gonna be great. I can't wait to get a hold of all the new features and stuff. er... question, Is the settings going to be easier to miipulate than fiddelers. I'm a web designer so I understand the X/Y axis in pixels as it's the only mesurement I use as of late, but what about the stuff described as uknown or I don't know in the fiddler.. are you going to be a bit more discriptive than "fudge boy"
One other thing to spadge,
I just sent an e-mail to AJP telling him that he seemd preoccupied, but it apears to be a comon traid among the admin. your posts are short and sweet... right to the point.
How about some suportave words for DC, ya know like "we think that DC has some good ideas, and he's doing a fine job"
instead of "we are"
(if at any point you guys want to tell me i'm a pain in the a$$ go ahead, your probably right.)
Later,
Cade
JOExTWAx
30 Jan 2004, 00:08
I bet it's a pain in the ass to ban you twice and for you come back again and spam around.
I agree though, Deadcode is the man =D He should be offered some sort of partnership or full time role in t17, since he's such an integral part in their development of high quality games.
<cynicism>
Then they wouldn't be releasing any more 'donkey-of-a-game's' like Worms 3D, 'cheap, fast, and unoriginal games to make a quick buck' such as Worms Blast, or any more 'let's trick everyone and make a clone game to make them spend an extra $45' game's like Worms World Party ;)
They would be all 'amazing-more-popular-than-halo, tony-hawk, and-counterstrike-put-together-with-excellent-reliability- and-superb-multiplayer-support-with-great-replayability-and-tons-of-features'-game
</cynicism>
Muahua gogoo Deadcode, you're the best thing to ever happen to worms, except rainless days when the robins can't eat them ;D
wow, fantastic job deadcode...
The only think I can think of that you haven't already included an option to automatically skip turns if you have to go do something temporarily (ie..phone, someone at front door). Maybe this idea is lame, but I've often wished it was available whenever someone went to get a drink or something, leaving us to wait his entire turns out (hey, 45 seconds or more per turn add up!).
Keep up the good work deadcode!
I bet it's a pain in the ass to ban you twice and for you come back again and spam around.
I agree though, Deadcode is the man =D He should be offered some sort of partnership or full time role in t17, since he's such an integral part in their development of high quality games.
<cynicism>
Then they wouldn't be releasing any more 'donkey-of-a-game's' like Worms 3D, 'cheap, fast, and unoriginal games to make a quick buck' such as Worms Blast, or any more 'let's trick everyone and make a clone game to make them spend an extra $45' game's like Worms World Party ;)
They would be all 'amazing-more-popular-than-halo, tony-hawk, and-counterstrike-put-together-with-excellent-reliability- and-superb-multiplayer-support-with-great-replayability-and-tons-of-features'-game
</cynicism>
Muahua gogoo Deadcode, you're the best thing to ever happen to worms, except rainless days when the robins can't eat them ;D
well looks like the new nic didn't go far JoexTwax.. thanks for blowing it for me. Not that it matters now, AJP already said that he's going to unban me anyway.. i've been e-mailing him about it. I don't think he's happy about the whole thing though... not that I blame him.
But as I told DC and AJP, I WILL be buing a copy of W:A as well as a few other T17 products as soona s I can come up with the cash and as soon as I find a store in my area that sells the games. I've only seen Worms Blast in a shop almost 30 miles away.... I live in the booies.
Wal-mart doesn't even cary it in my area. Worst comes to worst and I'll order them online
Peace out,
Cade,
Thanks for blowing my cover again JoE
JOExTWAx
30 Jan 2004, 02:24
Again? That would be the 1st time. Anyway, you make it too obvious. You sign up on a noob name, and spam every thread. When I see a new member like sinclair or Cade who's spamming, and pretending to know everyone I know it's an alias ;-D
realfoe
30 Jan 2004, 02:50
looks like ya done alot v good but
is there a way of updating the way the files are sorted so a slow git like me can host faster?.. the natives get very restless sometimes.
Annonymous
30 Jan 2004, 03:20
These are probably not going to happen in the soonest patch... but I hope they're under consideration:
- Better netcode (faster Wormnet but more importantly ingame lag: it seems excessive at times, such as when placing worms)
- More transparent support for LANs with a router (detect IP, check if TCP 17011 will reach that comp)
This fairly easy modification would boost WA from network support that is mediocre at best to very modern capabilities - superior to most other games.
It's great to hear about your progress Deadcode!!
mejobloggs
30 Jan 2004, 04:53
- Better netcode (faster Wormnet but more importantly ingame lag: it seems excessive at times, such as when placing worms)
Just thought I would mention, that that is not lag, but it seems to be some other problem. I play offline, and it still happens, and I find it extremely annoying for some reason.
Gotenks
30 Jan 2004, 05:35
- More transparent support for LANs with a router (detect IP, check if TCP 17011 will reach that comp)
This fairly easy modification would boost WA from network support that is mediocre at best to very modern capabilities - superior to most other games.
If that's possible, I would really appreciate that too. And that's all I can think of.
redwraith
30 Jan 2004, 16:04
I have another bug to report:
When I host a game in wormnet, nobody can see it because it's not shown in "Anything goes" for example. Then I have to press cancel and host again. Only then people see my game and can join it and it works perfectly. I have both a router and a firewall. I use a dynmaic dns service in order to have the right ip when I host a game. As said it only doesn't work when I host the first game after I entered into wormnet. If you can't fix this bug, it's still not too much a problem but it would be nice.
Cya
UnKnown X
31 Jan 2004, 09:56
Awesome! The patch will be perfect. At the moment I can't think of another feature request for the patch. Btw, why do you lose the turn sometimes when you fall down and sometimes not? What are the reasons? Is there also other cases where the LossOfControlDoesntEndTurn will apply? I'd be fascinated to know that as well... in fact I've always wondered. I haven't analysed enough of the code to know yet, at this point. Ahh, I think I know that. When you have fall damage off and you fall from rope/bungee WITHOUT touching walls/roof, you don't lose your turn. If you do hit the wall it's over. Also I believe you lose your turn if you just drop straight to the ground, and not if you fly a bit up first.
DarkOne
31 Jan 2004, 14:43
This has been suggested in another thread (I didn't find it in this one)
When somebody has loads of maps, it's hard to find a particular (or at least very time consuming). Is it possible that we make seperate directories and the map editor finds them?
PsyDome
31 Jan 2004, 16:47
oh yeah, what version of w:a will the patch work for? i'm thinking about sold out, trymedia and such
I have another bug to report:
When I host a game in wormnet, nobody can see it because it's not shown in "Anything goes" for example. Then I have to press cancel and host again. Only then people see my game and can join it and it works perfectly. I have both a router and a firewall. I use a dynmaic dns service in order to have the right ip when I host a game. As said it only doesn't work when I host the first game after I entered into wormnet. If you can't fix this bug, it's still not too much a problem but it would be nice.
Cya
I get that problem too occasionally. Sometimes my game just doesn't appear in the channel, but when I exit, go back go the channel and host again it works fine.
It used to happen to me a lot more when I was forcing my IP as a (sub)domain name. In fact, it happened every time IIRC.
x-plosive
31 Jan 2004, 22:10
The option for that already exists and is called LossOfControlDoesntEndTurn. The new scheme format uncovers it, and many other options that were previously hidden! :D
Deadcode, let me just say:
OMG YOU ARE TEH ROXX0RZ!!!1111 (and I don't mean this just for this one feature. You have taken this patch to a whole new level and given us all hope. :D)
By the way, will LossOfControlDoesntEndTurn + Fall Damage Off = the ability to swing around like crazy on the rope, let go, and then ricochet everywhere and still be able to move? That would be so much fun.
Please keep us updated as often as you possibly can... the more I know about what you're doing, the more I can't wait for the patch!
Thanks again Deadcode. Good luck!
Deadcode
31 Jan 2004, 23:26
This has been suggested in another thread (I didn't find it in this one)
When somebody has loads of maps, it's hard to find a particular (or at least very time consuming). Is it possible that we make seperate directories and the map editor finds them? Map subfolders now added!! I just organized my maps to use it.... mmm. :D
I like where tis is going and i can't wait to try it all this new stuff out. I think it's really cool what your doing with the game. It'll hardly resemble the origan like i have (unpatched).
That is my question to use this patch will it be necessary to have the original v.2 patch included with it. That way new game owners will not have to d/l bothe patches?
It's trival but a neat thought, for covience for the end user.
later,
Keeper
** why hide behind a false screen name you all know me anyway**
Akdor 1154
1 Feb 2004, 02:45
Hey Deadcode;
Would it be possible to post an updates thread in the announcements forum that only administrators can post in, so it would have just the updates and none of the fifty-line suggestion lists?
Thanks,
Akdor 1154
P.S. Great work! Keep it up!
This has been suggested in another thread (I didn't find it in this one)
When somebody has loads of maps, it's hard to find a particular (or at least very time consuming). Is it possible that we make seperate directories and the map editor finds them? Map subfolders now added!! I just organized my maps to use it.... mmm. :D
cheers! :)
Paul.Power
1 Feb 2004, 12:03
'let's trick everyone and make a clone game to make them spend an extra $45' game's like Worms World PartyYou paid $45 for it?
I only got it for £19, and this was very soon after its release... :-/. Seen as I didn't have WA (I went straight from W2 to WWP), it was well worth it...
Squirminator2k
1 Feb 2004, 12:55
oh yeah, what version of w:a will the patch work for? i'm thinking about sold out, trymedia and such The Sold Out version is essentially the UK Pre-Patched version, only it also came with the BETA2 Patch on the CD as well (and pretty much told you to install it, although it was optional). Theoretically speaking the patch shouldn't have any problems with the Sold Out version.
As for Trymedia, they suck. Why anyone would give them money is beyond me. If the patch doesn't work for Trymedia customers, well, it bloody well serves 'em right.
SargeMcCluck
1 Feb 2004, 13:07
I talked to Dave a while back about the Trymedia version - They'd need a different patch, and will need contact with Trymedia to sort it out.
CanibalBoB
1 Feb 2004, 20:05
How about putting those nice gravestones, like in Annelid's "Worms TeamEd", how you can put animated graves from the game (ie. spinning bananas, giant concrete donkeys, spinning worms, etc.etc.) or even customizable animated graves?
NEGtheGOD
2 Feb 2004, 02:41
Don't forget to fix an annoying Grider-on-rope bug, allowing worms to plop like flies in Fort games.
( NEG )
PS. Wow, I haven't posted in this place in over a year, still, glad the patch is finally on its way. Now all we need is a date.
Imaginer
2 Feb 2004, 07:43
While I did read this thread, I didn't read ALL of the other thread, so sorry if any of these have been covered.
Just a few thoughts and wishes:
When in a team game if one player lags out his/her team members gain control of his/her worms. Simple fix that would make team games much more fun to play. (this should also be an option so it wouldn't ruin league/clan games.)
Add an away from keyboard feature where your worm will automatically skip it's turn whenever it comes up. I can't count the number of times I had to run and get the doorbell or something, and everyone else has to just stare at my worm for 45 seconds or whatever while I'm gone.
Set it up so the host can use landscapes/schemes of other player in the host's game. I can't tell you how many times I've wanted to use my fort map with a friends scheme, and vice versa.
Make a leader option where the worm(s) with the most health have their names flash. This way leader games would be easier to play.
Have destructible and indestructible land in the same map. This could be done by having two main "colors" that you use to draw your map. The white is destructible, and the gray (or whatever) is indestructible. I think this would add a lot to level making.
A way of transferring maps and schemes to other players. This could be done by just having the game send the info of the level/scheme instead of the actual file itself. If this was done people could easily distribute their maps and schemes without having to tell people web address where they can download them.
A system of marking files kind of like ID3 tags in MP3s. When you save your map, you are told to add the following information: Level Author, Map Type, and Comments. If this was done, there would be no mistaking who really made that cool map that's circulating it's way around WA, as the info could be pulled up by anyone with the map file.
Lastly, I have a custom game I've made where there is a thin layer of ground right above the water (once it's been set at it's lowest point) and dots floating above the ground. Before the game was patched, the crates would never teleport in that close to the ground, so they would always appear on the dots. This made the game work how it should, but after the update, now the crates can teleport right above the water, which really hurts the fun factor. If you can either put it back the the old way, or make it an option, that would be great.
Sorry if some of these ideas are old news. Good luck with the patch, and thanks for working on it.
AndrewTaylor
2 Feb 2004, 12:29
How about putting those nice gravestones, like in Annelid's "Worms TeamEd", how you can put animated graves from the game (ie. spinning bananas, giant concrete donkeys, spinning worms, etc.etc.) or even customizable animated graves? Or, how about "no"?
Do you not see the problem in having giant inanimate, passive sprites pasted indelibly all over the landscape? If you don't, the problem is that you are an idiot and will probably walk into a manhole. Look out.
chosenXone
2 Feb 2004, 17:01
Indeed, I also hate those big donkeys and mikes garbage trucks, they just block the view....
the smaller animated graves are ok though...
redwraith
2 Feb 2004, 18:52
I've got another suggestion (I hope nobody has suggested the same thing already): If one plays a game with CPUs and worm placing, all worms are just placed randomly. It would be nice if worm placing would also work when there are CPUs in the game. For example I wanted to play a fort against a CPU right now but that's impossible because the worms are placed randomly. Maybe one could code the placing rules for fort games, if it's possible or make an option to place the worms for the CPU if there is no alternative.
EDIT: I just could play a fort with a cpu. I set only one worm for a CPU5 and this worm was randomly place on the right fort. I realized that the CPU has got real problems with complex maps as these. There was a small piece of land above his place. He always used a nade and shot again this small piece of land and the nade dropped down. He did that every turn although he could also have aimed lower in order not to hit it.
Cya
wolfe902
2 Feb 2004, 21:55
I cant wait for the patch that combines WWP and WA
CanibalBoB
2 Feb 2004, 22:46
How about putting those nice gravestones, like in Annelid's "Worms TeamEd", how you can put animated graves from the game (ie. spinning bananas, giant concrete donkeys, spinning worms, etc.etc.) or even customizable animated graves? Or, how about "no"?
Do you not see the problem in having giant inanimate, passive sprites pasted indelibly all over the landscape? If you don't, the problem is that you are an idiot and will probably walk into a manhole. Look out.
That's why they should be there! Score some easy kills!!
wolfe902
2 Feb 2004, 22:57
whats that got any some to do with he
MuitoLouco
2 Feb 2004, 23:22
Hey Deadcode,
I just wanted to know if you reviewed the easy-to-find thread of "Known W:A issues" that was posted by a webmaster. Did you consider debugging some of that?
Has anyone besides me ever seen their game turn into random magenta-yellowlike colours and freeze?
wolfe902
3 Feb 2004, 00:09
yeah i have
i would like to c the pic for the morter changed it makes me so angry that i keep forgetting to change from morter to zooka like a diff colour would be nice
AndrewTaylor
3 Feb 2004, 11:34
That's why they should be there! Score some easy kills!! Just promise me you'll look out for open manholes, won't you?
Squirminator2k
3 Feb 2004, 11:41
i would like to c the pic for the morter changed it makes me so angry that i keep forgetting to change from morter to zooka like a diff colour would be nice You do know that you can simply glance at the top of the screen to look at the name of the weapon you're currently using, right...?
Deadcode
3 Feb 2004, 15:27
i would like to c the pic for the morter changed it makes me so angry that i keep forgetting to change from morter to zooka like a diff colour would be nice You do know that you can simply glance at the top of the screen to look at the name of the weapon you're currently using, right...? For those of us using high resolutions, that text at the top can be rather inconspicuous and easy to miss... I can't tell you how many times I've pressed F1 to get a Pigeon, aim it, and fire it only to have a Homing Missile shoot me in the foot. So there's perhaps a chance I'll change the sprites to distinguish the bazooka/mortar and pigeon/missile.
wolfe902
3 Feb 2004, 17:42
good idea
i would but its only women that are good at multi tasking didnt you know that ?.. i got through about 10 mortors with me saying "im deffo gonna change it next go" how stupid is that.
Pioneer322
4 Feb 2004, 04:33
DC, is it possible for you to have the rope, 'remembered'? Or in other words, after your done using a weapon on a rope and its your turn again, have the rope as main again instead of basookza? Heh, I've blown my tart many times because I forgot about the rope...
Deadcode
4 Feb 2004, 07:26
DC, is it possible for you to have the rope, 'remembered'? Or in other words, after your done using a weapon on a rope and its your turn again, have the rope as main again instead of basookza? Heh, I've blown my tart many times because I forgot about the rope... I plan on making the default weapon after each weapon configurable... so for example, rope coulld come after grenade and zook, chute could come after chute and utilities, bat could come after mine, etc...
Just promise me you'll look out for open manholes, won't you? i'd like to look out for womanholes :rolleyes:
a random wormpot or random scheme or is this to hard or just not worth the hastle or power up crates that give more power to a select lot of weapons ..
wahoooo @ v
ok im gonna shut up now
wahoooo @ v:o
anyway of making the game tell you when anyone is using any program added on so we know who to call elite of using programs to help them have an unfair advantage...or maybe even kick them from the hosting area if we dont wanna play that kinda game.
Deadcode
4 Feb 2004, 15:50
Hello Wormers!
I have wonderful news: I got permission from Spadge to release public betas at my discretion. So now I have no excuse to hold it back for much longer! :D I am working furiously to implement the finishing touches for the first public beta. It is quite likely I'll be releasing it before the week is done.
NEGtheGOD
4 Feb 2004, 16:32
Hello Wormers!
I have wonderful news: I got permission from Spadge to release public betas at my discretion. So now I have no excuse to hold it back for much longer! :D I am working furiously to implement the finishing touches for the first public beta. It is quite likely I'll be releasing it before the week is done.
I never thought I'd live to the day I'd hear such fantastic news.
Go go go!
wolfe902
4 Feb 2004, 20:16
Yyyyyyyyyyyyyyyyaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhho ooooooooooooooo!!!!!!!!!! I can't wait to get it.
Sorry about the yelling.
MadEwokHerd
5 Feb 2004, 00:05
Fixed: The glitch in which graves could absorb arrows was not fully fixed in the first beta; an arrow hitting a grave at the same time as it would have hit land was still absorbed. This is now wholly fixed.
THAT WASN'T A GLITCH!
PUT IT BACK PUT IT BACK PUT IT BACK!!!! :eek:
...
It WAS a glitch? Ummm......... Think you could make it an option or something.....?
Edit: OH, and did you email fudge boy about the fiddler scheme format? I'm sure he'll give it to you if you ask but, uh, you might want to ask sooner rather than later...
Edit2: stupid punctuation...
Deadcode
5 Feb 2004, 03:41
TonY, this is going to make you happy... you can now use 96 colours in a map! As long as it's indestructable land, there will be no problem. Otherwise, the palette has to match the soil texture or the soil under destroyed land will have the wrong colours.
Annelid76
5 Feb 2004, 05:50
thank you so much for giving a dying game a new and better life. perhaps in a few months people will be able to have good times again like those that have not been had worming for years and years.
i don't particularly like the donkey graves but i believe in completeness of options, and all your cool friends dont use them do they? ;)
i'm startin to like this company again...
x-plosive
5 Feb 2004, 07:14
I've just notified all my friends via e-mail about the upcoming release. This is just incredible. I shall name my firstborn child "Deadcode".
On a serious note though, did anything ever become of that custom soil texture idea? I mean, it's not a necessity but it would be neat.
I'm going to be refreshing this page every ten minutes now. :D
i don't particularly like the donkey graves but i believe in completeness of options, and all your cool friends dont use them do they? ;)
It should be made so that donkey graves etc are visible only to the player who has them; and to everyone else it appears as a default grave.
Wishmaster
5 Feb 2004, 09:18
*runs off to buy WA*
redwraith
5 Feb 2004, 15:46
Hello Wormers!
I have wonderful news: I got permission from Spadge to release public betas at my discretion. So now I have no excuse to hold it back for much longer! :D I am working furiously to implement the finishing touches for the first public beta. It is quite likely I'll be releasing it before the week is done.
I have only one word for the news: AWESOME :D
Cya
DodgeFreak
5 Feb 2004, 18:43
humm, so there is gona be an update relesed at the end of this week... cool, could some one tell me what updates it will contain.. im hoping ranks but im guessing not...
TonY, this is going to make you happy... you can now use 96 colours in a map! As long as it's indestructable land, there will be no problem. Otherwise, the palette has to match the soil texture or the soil under destroyed land will have the wrong colours.
Great! Absolutely perfect! Thanks sooooooo much Deadcode :D
Only problem is... my hard drive died... but i'll buy a new one... just to try out this beta... HELL YEAH =D
Squirminator2k
5 Feb 2004, 23:31
Hmm, something has just struck me down. It's a semi-big idea so it won't surprise me if it's overlooked, but just humour me for a moment.
The original Worms on the Amiga (and yes, WormsDC as well) incldued a Tournament mode for 4 or 8 players. Basically it was a Tree System - P1 vs P2 and P3 vs P4, and then the winners play on, you get the idea. Anyway, I was really miffed that this was not included in any of the PC versions of the game, so do you think it could be possible to include this with the patch during some point?
CanibalBoB
6 Feb 2004, 00:36
When hard drives die, that really sucks badly. I have music I made, I have programs I made, important homework assignments, and of course, loads and loads of games, saves, mods, levels, etc. I hate putting 100+ hours in a game (ie. Morrowind), just to lose it all. Bah!
I'd rather have something expendable die, like a video card, or motherboard, or your CPU suddendly jumps out! oh no! But at least your data is still saved!
BTW, great job on the patch, I can't wait! You keep saying all this new stuff is going to be added, you're gonna have to update the GUI? Hmm.. GUI skins sounds good....
Deadcode, may I ask if you've added support for directories in the terrain editor? =)
Imaginer
6 Feb 2004, 07:29
Deadcode, may I ask if you've added support for directories in the terrain editor? =)
He already said that he did. It's either in this thread or the other beta patch thread.
x-plosive
6 Feb 2004, 08:19
Yep, it's the first post on page 2 of this thread.
Yep, it's the first post on page 2 of this thread.
Bit subtle, must have overlooked it.
nah, it was just a response to one of my posts :P no surprise that you don't read mine :rolleyes:
Bit subtle Nice accidental pun there. :cool:
UnKnown X
7 Feb 2004, 09:22
OK, that's it! I'm going down to some store to buy W:A!
Damnit, can't find it anywhere! :mad:
Hmm, something has just struck me down. It's a semi-big idea so it won't surprise me if it's overlooked, but just humour me for a moment.
The original Worms on the Amiga (and yes, WormsDC as well) incldued a Tournament mode for 4 or 8 players. Basically it was a Tree System - P1 vs P2 and P3 vs P4, and then the winners play on, you get the idea. Anyway, I was really miffed that this was not included in any of the PC versions of the game, so do you think it could be possible to include this with the patch during some point?
I'd also like to voice my support for this feature being included ;)
Deadcode said it would come out at the end of the week? Is that today... or tomorrow? :D
Oh! How I want to get my hands on it! I already have 3 color maps to play online and I'm in the process of re-organizing my SavedLevels folders with directories =D
Edit: Here's a site where you can buy W:A... SoldOut Software (http://www.sold-out.co.uk/soldout/prodlive/worms_arm.html) =)
UnKnown X
7 Feb 2004, 16:58
No on-line ordering... stupid parents...
Deadcode
7 Feb 2004, 19:49
Deadcode said it would come out at the end of the week? Is that today... or tomorrow? :D After I made my post about releasing it at the end of the week, I got an email from Team17 saying that releases are to be restricted from Monday to Thursday before 3pm GMT. So unless something goes wrong, it's coming out on Monday!
MuitoLouco
7 Feb 2004, 23:21
Before Monday, I suggest someone sets up a bug report system, to avoid too many interim patches.
Also Deadcode, you probably ought to take a break by going on Wormnet! :)
CanibalBoB
8 Feb 2004, 04:29
YOu know what'd be cool: dedicated server option.
You know, once everyone clicks in, it automatically starts. People can host a dedicated normal-worm game match, that automatically puts up a random map every time, or chooses from a list of maps (ie. for forts, shopper, etc.).
It'd definitely put up more servers to play on. I'd host a dedicated server, if it's just a little thing that minimizes to your taskbar and takes up barely any resources... :D
Annelid76
8 Feb 2004, 06:40
this would raise the issue of hundreds of different servers, and the hosts might have dynamic IP's or simply not very much bandwidth up or down to make the server effective. one or two core servers is the solution for W:A, it's worked well for ages. if the game was much more popular or on a larger scale such as the quake series then it would merit server software like quake's, but for a game with 80 users online max at any given time allowing just anyone to host their own server is, pardon the pun, opening up a can of worms.
its a good idea in theory but people always seem to bungle things up when they have too many options :)
on a side note, i really wish i could edit my profile and change this sig, its rather obnoxious and i dont feel that way anymore...
MuitoLouco
8 Feb 2004, 06:50
I have a quick small idea...
Make weapons not crash games when they are set to 255 power (with Annelid's SchemeWorks etc.). Let them nuke the map for fun! ;)
I believe EthoCryptic's scheme editor works for that kinda fun stuff... they call them "hacked" schemes... sorta fun... don't know much about them though! By the way, ever notice that if you fire a zook straight down in a rr it goes through the line? (=
UnKnown X
8 Feb 2004, 09:03
I remember throwing a cluster bomb at a thin line (indy land) from below and when it exploded the clusters when through that line.
zippeurfou
8 Feb 2004, 10:55
Deadcode said it would come out at the end of the week? Is that today... or tomorrow? :D After I made my post about releasing it at the end of the week, I got an email from Team17 saying that releases are to be restricted from Monday to Thursday before 3pm GMT. So unless something goes wrong, it's coming out on Monday!
monday start at 00.01, count me to be here !!!! :)
Btw it's late but for later upgrade of the game i think we should be able to make our own team chatting in a game (I believe it's nice to speak with people who are in same clan as you but aren't p^laying in a clanner.. )
AndrewTaylor
8 Feb 2004, 11:38
Monday starts at nine. The release restrictions are probably there so that somebody will be in the office a while after any release. Midnight won't be convenient, now will it?
Wishmaster
8 Feb 2004, 14:11
has it benn asked before?
but how big is the patch?
Deadcode
8 Feb 2004, 16:37
has it benn asked before?
but how big is the patch? It's an 812 KB WA.EXE file. :-)
So does that mean that 1.0/3.0 users will still have to get the 3.0.5 beta first?
Deadcode said it would come out at the end of the week? Is that today... or tomorrow? :D After I made my post about releasing it at the end of the week, I got an email from Team17 saying that releases are to be restricted from Monday to Thursday before 3pm GMT. So unless something goes wrong, it's coming out on Monday!
Yeah, thats just a policy. It just means that we can support any issues by updating our site etc.
People still think we are in the office 24hrs a day and all weekend :) People sometimes forget we're in England too - and that there's an 8hr time difference (+8h) between the west coast and the UK.
Releasing at reasonable times and not on a friday allows us to react to anything we need to without having to wait until the monday. It makes sense for us :)
People still think we are in the office 24hrs a day and all weekend8 Feb 2004 22:57uhu? ;)
routine_er
8 Feb 2004, 23:28
People still think we are in the office 24hrs a day and all weekend8 Feb 2004 22:57uhu? ;)
because Spadge isn't allowed to use any computer connected to the internet outside of his office. but yea, I get ya. Also, I see why Team17 would have such a policy. Actually I like it so we will know that if something's going to come out, it'll be out Monday, and we don't have to continuously check to see if an update has been released in the past three hours.
By the way, ever notice that if you fire a zook straight down in a rr it goes through the line? (= Sometimes this trick can come in handy I'm sure, but if you put thin walls in a boom race it's an absolute disaster!
lilhomie
9 Feb 2004, 06:14
Hey what time is this update coming out?
Will it be on the update page?
XxDangerxX
9 Feb 2004, 09:50
AAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHAHAHAAAAAAAHAHHHHAA AAAAHHHHHAAAHHHHAAAHHAHAHAHAHAAA!!!
THIS IS AAAMMMMMAAAAAAAAZIIINNNGGGGG!!!!!!!!!
I think everyone who has ever complained about the patch not coming out, or has agreed with a complainer, should take a look at this thread.
I know it's not the official ßeta3 patch, but it'll sure help pass the time till it does come out, won't it!;)
P.S.
Wishmaster, I'd like to rent your space please lol. I have no money with a credit card because after all, I am only 14. But I'm sure you won't mind doing it for free...
I'll send you my avatar in the morning. (or maybe just next time I log on...)
redwraith
9 Feb 2004, 12:39
Where is it? :(
Cya
Wishmaster
9 Feb 2004, 13:14
damnit i was gonna buy WA today, but im all sore and couldnt go to college and hence into town to buy it.
danger, sure ill be waiting
Nevermind
9 Feb 2004, 14:14
Where can i download this patchhh xD?
We have the latest version of the update (v3.6.19.7). We got it about an hour or so ago.
We are working on getting this patch release-ready and have some changes to make first.
If these alterations are completed in time(inline with our aforementioned restrictions) it will be released later today, otherwise it will be tomorrow (Tuesday)
Awww... I could have probably played today... but I don't think I can tommorow =(
Anyway, nice avatar APJ =D
UnKnown X
9 Feb 2004, 14:58
S2k made it. (Squirminator2k)
http://wormsarmageddon.team17.com/main.html?page=supp&area=upda
ok, so its 54 mins past our 3pm cut off - so shoot me ;-)
enjoy.
mmmmmmmmmmmmmmmmmA
got it!
who esle? :D
UnKnown X
9 Feb 2004, 16:13
Haven't even got W:A! Gonna try and get my parents to allow me to buy it.
redwraith
9 Feb 2004, 16:44
Wow! The patch is so awesome that I am addicted to W:A 3.6. Deadcode has done good work. :D
Cya
Oh! I simply can't wait to get home... until then... here (http://dynamic5.gamespy.com/~cl2k/forum/showthread.php?threadid=10125) are some color maps for you guys to play =D
Pioneer322
9 Feb 2004, 18:47
Sweet. W;a has changed!
Exept for the bloody "left" "enter" colors in #ag... should have been ol' pink. Now, all thats left is ChanServ :S
Oh wait.. wheres the replays?
I tried the part were you hit your head on roof when roping.. it still does that, thats gonna be in the next beta?
:)
Nice work.
MonkeyforaHead
9 Feb 2004, 20:23
Oi! How could I have not noticed this thread until now?? ...Well... the fact that I never visit this subforum doesn't help, I guess.:p
Anyway, just about to go and download the patch, but while I'm at it I have to ask -- is there any chance of a Rope Knocking on/off option being implemented? I know it sounds stupid, and judging by Spadge's response in the poll I posted over a year ago, it doesn't sound like it'd be very feasible... but I really think it would be nice for the host to be able to choose whether rope knocking will be enabled, or at least in the offline games. It's nice that it's possible in #AnythingGoes, but I'd like to see it elsewhere...
It turned my WA Spanish and there is no text on the buttons and almost all of the schemes are black. :confused:
redwraith
9 Feb 2004, 20:52
I tried the part were you hit your head on roof when roping.. it still does that, thats gonna be in the next beta?
I don't think this will be included as a standard setting but maybe as an option. Your idea would make roping very easy and you wouldn't need much skill anymore.
Cya
It turned my WA Spanish and there is no text on the buttons and almost all of the schemes are black. :confused:
Forgive the question, but as a Norwegian... WHY?
SargeMcCluck
9 Feb 2004, 21:51
It turned my WA Spanish and there is no text on the buttons and almost all of the schemes are black. :confused:
Dave released a new patch - http://www.wwwclan.de/WA_Update-3.6.19.9_Beta.zip rather than .7 - I'm sure it will be uploaded by APJ tomorrow. This will fix your problems.
CanibalBoB
9 Feb 2004, 22:24
I've noticed that colour maps can't be sorted in different directories, like the way B&W maps are. I'm sure people will want to sort them, because of the new support for online-colour-maps, people will have more...
Also, can you import a PNG map? I have some .PNG maps (64 colours), and it's not shown in the import list, in SP and MP modes...
MonkeyforaHead
10 Feb 2004, 01:16
Another suggestion -- would it be possible to somehow up the overall volume level? It's nice that it can now be adjusted for coherence with mp3s and such in the background, but even with the in-game volume set at 100% and an mp3's volume set at 10%, I still have a hard time hearing the game.:confused:
(Uh-oh, here comes a stupid question...)
Or how about the ability to turn off the game music, but keep the soundbanks and soundeffects on?
MuitoLouco
10 Feb 2004, 02:35
I tried the part were you hit your head on roof when roping.. it still does that, thats gonna be in the next beta?
I mentioned this 3 weeks ago and nobody thought it would be an improvement... but maybe could there be a scheme option for this?
Or how about the ability to turn off the game music, but keep the soundbanks and soundeffects on?
Yeah, can there maybe be an overall volume control? My MP3s still overlap with the Worms music (no matter how cool it is).
But the patch is excellent anyway!
realfoe
10 Feb 2004, 02:48
nice job with the patch thx loads
routine_er
10 Feb 2004, 03:29
Another suggestion -- would it be possible to somehow up the overall volume level? It's nice that it can now be adjusted for coherence with mp3s and such in the background, but even with the in-game volume set at 100% and an mp3's volume set at 10%, I still have a hard time hearing the game.:confused:
Change the master volume in windows manually or whatever needs to be done.
(Uh-oh, here comes a stupid question...)
Or how about the ability to turn off the game music, but keep the soundbanks and soundeffects on?
fairly. Just check the options in WA and turn off 'ambience'. That's the background music.
oh damn... almost forgot... Praise Deadcode! This patch kicks ass. The only thing I could ask for now would be for playback controls (pause/fast forward/rewind). Thanks for putting forth the effort to better WA.
x-plosive
10 Feb 2004, 06:57
You can already fast-forward during a replay, using the number keys on your keyboard (not the numpad). Holding Shift and pressing a number slows the replay down. As for pausing ... well, you can make it super-slow... but total pause would be neat. Rewinding would be cool too but I suppose would be really difficult to implement.
mejobloggs
10 Feb 2004, 07:10
No rope knocking offline? That is the only reason why I wanted a new patch, gutted.
What would be good, is some text in the corner, saying what weapon you have. I thought it was already meant to have that, but i checked, and I dont have it.
Deadcode
10 Feb 2004, 07:20
You can already fast-forward during a replay, using the number keys on your keyboard (not the numpad). Holding Shift and pressing a number slows the replay down. As for pausing ... well, you can make it super-slow... but total pause would be neat. Rewinding would be cool too but I suppose would be really difficult to implement. Er, to pause just press ESCAPE. ;-) And rewinding is planned.
x-plosive
10 Feb 2004, 07:25
Oh. *nervous laughter* I ... I knew that, I was just ... trying to keep you on your toes. :o
Squirminator2k
10 Feb 2004, 09:27
I'm sure offline play would be appreciated again, too...
DodgeFreak
10 Feb 2004, 17:06
hey Deadcode, when i click on the team edit option in options menu it crashes me to the desktop, dose this happen to any1 else? it dont make a diffrence to me but just telling ya.
SargeMcCluck
10 Feb 2004, 17:22
hey Deadcode, when i click on the team edit option in options menu it crashes me to the desktop, dose this happen to any1 else? it dont make a diffrence to me but just telling ya.
Close Winamp with "Always-on-top" enabled or many other "Always-on-top" programs like Task manager. That's one cause. The other is having non-standard graves/flags. (Or at least this is what it was with Beta 2 - Not sure about the newest betas)
redwraith
10 Feb 2004, 17:43
hey Deadcode, when i click on the team edit option in options menu it crashes me to the desktop, dose this happen to any1 else? it dont make a diffrence to me but just telling ya.
Look into the 3.6 beta bug reports subforum. I had the same problem and somebody could help me there.
Cya
KungFooWarLord
10 Feb 2004, 19:38
First off, Deadcode, Marvelous work, much appreciated, the entire community is indebted to you.
Secondly, I got beta 3.6.19.9 last night, now I see the WA site has 3.6.19.11. I was wondering, if I get the latest version and unzip it to my Worms Armageddon direcory, will it overwrite the previous versions and fix the few tweaks in between??? Or do I uninstall the last beta (3.6.19.9)and then get the most recent?
Thanks again, keep up the outstanding work.
One more quick question, are verticle maps coming???
redwraith
10 Feb 2004, 20:16
Yes, simply install 3.6.19.11. I had first 3.6.19.7, then 3.6.19.9 and now 3.6.19.11. It works fine.
Cya
WBLizzy
10 Feb 2004, 22:07
Hey I need help with the new patch. When I try to join someones host I crash. Or if I host I crash I have no choice to where I go or what I do it just crashes b4 I do something. I really need some help on this one.
routine_er
10 Feb 2004, 22:13
You can already fast-forward during a replay, using the number keys on your keyboard (not the numpad). Holding Shift and pressing a number slows the replay down. As for pausing ... well, you can make it super-slow... but total pause would be neat. Rewinding would be cool too but I suppose would be really difficult to implement.
Where is this documented? I know, 'rtfm', but I thought I had and don't recall seeing this. Which number keys do what exactly?
Another suggestion -- would it be possible to somehow up the overall volume level? It's nice that it can now be adjusted for coherence with mp3s and such in the background, but even with the in-game volume set at 100% and an mp3's volume set at 10%, I still have a hard time hearing the game.:confused:
Change the master volume in windows manually or whatever needs to be done.
(Uh-oh, here comes a stupid question...)
Or how about the ability to turn off the game music, but keep the soundbanks and soundeffects on?
fairly. Just check the options in WA and turn off 'ambience'. That's the background music.
Heh, thought it would be something stupid like that :rolleyes: .
Oh, something I've been thinking about. These color maps are really lagging down the host channels. Twice, my game stopped sending and recieving messages in the dialog box, and no map loading was being done (I sat for about 5 minutes each time waiting for the lag to end). When I finally got tired of wating and clicked Exit, and then returned to Anything Goes, I discovered the game left without me. This means one of two things:
1) The disconnect message/boot message was lost in the transmission.
2) The game literally took off without me, and I instantaneously lagged out of the match.
So, here is my idea (if it's feasable). Put in an option for forcing the map to the old greyscale/background files. Something that could be filled out like this: File size > X, then convert map to greyscale (where X is entered by the user, and is in KB). Of course, there would probably be some problems, such as a map not converting properly or something. But if it would work, it would dramatically reduce loading times for some games. Just a thought...
svenneundulat
10 Feb 2004, 22:18
You can already fast-forward during a replay, using the number keys on your keyboard (not the numpad). Holding Shift and pressing a number slows the replay down. As for pausing ... well, you can make it super-slow... but total pause would be neat. Rewinding would be cool too but I suppose would be really difficult to implement.
Where is this documented? I know, 'rtfm', but I thought I had and don't recall seeing this. Which number keys do what exactly? When you press 1 for example then it goes in double speed, by pressing 2 it goes four times as fast, and so on I think that's how it where. By first holding shift, and then pressing 1, then it goes one time as slow as the normal speed.
MonkeyforaHead
10 Feb 2004, 23:12
Another suggestion -- would it be possible to somehow up the overall volume level? It's nice that it can now be adjusted for coherence with mp3s and such in the background, but even with the in-game volume set at 100% and an mp3's volume set at 10%, I still have a hard time hearing the game.:confused:
Change the master volume in windows manually or whatever needs to be done. Umm, that won't work. MP3s and WAVs are adjusted via the same slider, so... well, you get the picture.:p
x-plosive
11 Feb 2004, 02:41
You can already fast-forward during a replay, using the number keys on your keyboard (not the numpad). Holding Shift and pressing a number slows the replay down. As for pausing ... well, you can make it super-slow... but total pause would be neat. Rewinding would be cool too but I suppose would be really difficult to implement.
Where is this documented? I know, 'rtfm', but I thought I had and don't recall seeing this. Which number keys do what exactly?
It's one of the bullets under the 'Games are automatically recorded and can be played back' section of the beta readme. Here it is for your convenience :)
During playback, the speed can be controlled with the top number keys 1-9,0. The progression is geometric in pairs: the keys correspond to multiples of 1,2,3,4,6,8,12,16,24,32. Holding Shift while pressing a speed key will slow down playback, otherwise it will be speeded up. (Note: Slowdown is limited to 1/8x, and your machine may not be able to play at the fastest speeds.)
MuitoLouco
12 Feb 2004, 02:44
Hey Deadcode, I was exploring the new patch when I noticed; :eek: What happened to the flags? I think you fixed Bosnia and Herzegovina but it isn't appearing... hmm.
Also, whatever happened to the flag of Argentina? It's blank.... I hope you come back to this issue in a future revision. :rolleyes:
Great work and keep it up!
XxDangerxX
12 Feb 2004, 03:14
And what happened to the "Import fiddles and detailedly edit weapons and schemes"?
LiquidRoPe
12 Feb 2004, 04:09
Worms Crashes When The Nuclear Sign Finishes loading instead of letting me play it crashes.
Here Is The Fallowing Info I Can Suplie:
Model #: S4200NX
Product #: DF215A-ABA
Then Graphix Card And Such
Just Someone That Works For Team17 pm me and ill message anything about my comp back its just im 13 and i don't know what not to release or what to release so ya. Just about 13 people i know in my area have same kind of comp as me and most of them have worms but they can't get on long enof to post so ya.
Also Before These New Updates When The First Beta Was REleased Awhile Ago Worms Did Work.
And what happened to the "Import fiddles and detailedly edit weapons and schemes"?
Nothing. As far as I know, it is still planned... don't forget... this is just a beta =)
SeCuRi[T]
12 Feb 2004, 06:34
It's probably the first time you guys read me on the forum. Few people should know me (SeCuRiTxWzNx) since i play worms (almost) everyday on wormet!
I just installed beta patch 3.6
I'm seriously speechless.
Amazing job so far, simply amazing. I seriously don't know what to say.
Keep up the AMAZING good job Deadcode!
I was thinking about that (night not be a bug though), when you throw a petrol too strong it blows on you. Maybe that could eventually get fixed too!
XxDangerxX
12 Feb 2004, 11:00
Nothing. As far as I know, it is still planned... don't forget... this is just a beta =)
Yay!
And here's that .gif for your "rented" avatar space, Wishmaster lol.
Wishmaster
12 Feb 2004, 11:24
uh, fraid my worm replaced the space. Ill mayabe put yures in for a bit though, If you can explain wtf is goin on in it/!>?
LiquidRoPe
12 Feb 2004, 11:49
From Awhile Ago I Remember Puting ALL Weapons On Infinate Ammo Like Every Single On Even Super Weapons And Secret Weaopns And Then You Can't Use Invisible.
P.S. Sry if this has been fixed
Evil Bunny
12 Feb 2004, 14:39
To deadcode:
I love the idea of the sceme being flexible in fiddler-like style, however i see a big problem coming with that. Already there are people who have edited there scemes in annoying ways, for example nana's that are totally worthless in a shoppa sceme, i've seen that several times. The result of this being that the people that aren't aware of these changes (and not every1's gonna go view all 60 weapons in a sceme before the start a game) have a big disadvantage because when they plan one thing something else happens that at some points in the came can turn the tide in the advantage of other players.
With a sceme as flexible as fiddler u could have a suicide bomb in the sceme which actually turns out to be 10 cows (just an example), the host knows this but u dont, and at the last turn the host pulls out those 10 cows and even though u had the weapon u didn't have a clue it would do that, and so you lose. This kind of cheating is likely to happen with very flexible scemes.
Here's how i think u can solve this: make it so that the symbol/look of a weapon changes (so u'll need new sprites) when the changes to the weapon are more then just the power. This way the players will know something's been done to the weapons and not confuse a zook with a cowlauncher just cos they look the same.
AndrewTaylor
12 Feb 2004, 15:41
To deadcode:
I love the idea of the sceme being flexible in fiddler-like style, however i see a big problem coming with that. Already there are people who have edited there scemes in annoying ways, for example nana's that are totally worthless in a shoppa sceme, i've seen that several times. The result of this being that the people that aren't aware of these changes (and not every1's gonna go view all 60 weapons in a sceme before the start a game) have a big disadvantage because when they plan one thing something else happens that at some points in the came can turn the tide in the advantage of other players.
With a sceme as flexible as fiddler u could have a suicide bomb in the sceme which actually turns out to be 10 cows (just an example), the host knows this but u dont, and at the last turn the host pulls out those 10 cows and even though u had the weapon u didn't have a clue it would do that, and so you lose. This kind of cheating is likely to happen with very flexible scemes. Thing is, though, people who did that would soon notice that their opponents always quit after a few moves, and yet their rank doesn't increase because it is only ranked per-scheme (if the rank idea in the other thread is in).
I expect once people start to remember how they behave they'll find themselves getting kicked a lot, too.
The most likely cheaters would've been the ones who make slight changes to popular schemes, but if all goes well they will not gain anything by doing that at all.
SeCuRi[T]
12 Feb 2004, 17:05
To deadcode :
The recorded game player is really nice!
What would be cool is,
You press "r" and it goes in reverse mode, with variable speed also.
You press "s" and it goes in slow mode, with variable speed also.
My 2 cents...
the documentations is a little lacking, but the answers to your questions are in a few threads over the forum...
numbers, speed up
shift + numbers, slow down.
reverse mode will probably be coming in a later version.
SeCuRi[T]
12 Feb 2004, 17:10
Oh thank you! I didn't know for the shift+numbers, only numbers :)
Evil Bunny
13 Feb 2004, 00:12
Thing is, though, people who did that would soon notice that their opponents always quit after a few moves, and yet their rank doesn't increase because it is only ranked per-scheme (if the rank idea in the other thread is in).
I expect once people start to remember how they behave they'll find themselves getting kicked a lot, too. Even so, wouldn't it be better if there were more sprites then just the onces we already have, u dont have to draw complete new onces, just edit the colour of the old onces (like turn the yello of the zook into green) so people will know that they are using a modified, possebly totally new weapon.
x-plosive
13 Feb 2004, 00:31
But what is there to gain by unfairly modifying a scheme? The host won't profit from it at all, unless his main objective was just to tick off other people. Unless I'm wrong in my assumption that such Fiddleresque schemes won't be allowed in ranked channels...
MadEwokHerd
13 Feb 2004, 00:48
I thought the solution to that was the "scheme comparator" or whatever he called it. You would get a list of differences between the host's scheme and that of your closest scheme. So if the host modified some weapons, you'd know.
Pioneer322
13 Feb 2004, 03:45
[off current topic]
Deadcode, will there be a new patch, or a server list that will link to the, hopefully new server? It be nice to kill those lately spammers flooding up the channels with Chanserv...
XxDangerxX
13 Feb 2004, 04:10
Hey Deadcode, maybe in the fiddling screen, there would be "OK" & "Cancel" Buttons, but do you think there could be a "demonstration" button? Maybe you click it, and it loads a level with one row (or maybe a few) of horiz. girders to kind of 'test' your weapon that you've made so far? (If any of that makes sense)
MuitoLouco
13 Feb 2004, 04:21
I'm just curious, but Deadcode, do you think you could give us a briefing for what you planned for 4.0 but didn't get around to programming for 3.6?
Thanks unless you just plan to release 4.0 instead of replying to all these annoying small questions ;)
Squirminator2k
13 Feb 2004, 08:17
Personally, I think Fiddler is more of a "for fun" app and I never really used it for anything other than experimenting with what the WA "engine" was capable of. I wouldn't really like that much customisation in WA (it would get far too complex and we'd have Worms2 all over again), especailly because Glod only knows what some of the Munchkins who inhabit #AG would do with it... *shudder*
But hey, that's my two cents. Also I'm grouchy.
Evil Bunny
13 Feb 2004, 09:10
i think if the things that are planned will happen there are gonna be dozens of new gametypes and it's gonna be anarchy on wnet. I dont know how much the sceme will allow but technicly speaking u could have games where u had sheep on the terrain instead of mines and cows instead of barrels, if it'd become possible to have online missions (oh here's an idea, make it so that you could have a forced map with the sceme, for missions, so that u dont need to load the map seperate.)
I really really do think we need extra sprites if there will be weaponedits like the onces fiddler had. And if you dont attach 'm in the patch maybe you could make it so that the sceme has the sprites included into it. I guess this is a big thing to ask for but custom sprites would allow missionmakers (like me or bloopy) to take worms to an unseen hight. Think Helmsdeep battles with worms, think alian worm invasions. Think mutated sheep as cpu's that trow nanas. Missions i've tried to make for wwp but couldn't because of limitations, like my dungeons and dragons mission where you had to kill badguys and @ the end slay a dragon to win (i came very far with that one actually but there was a problem that the amount of flames and mines that can be on the map is limited).
I think if u'r planning on making custom weapons possible make custum sprites possible too because those 2 are just logically connected.... oh and to protect yer files can u make it so that it needs a pass like fiddler had? Dont want others rippin of yer work.
edit: here are some idea for sprite that could be made: lightsabers in diff colours, swords, throwingknifes, new guns, a worm/rope which look like spiderman, worm in superman costume (as replacement of jetpack sprite) a birdsnest (which would be a cr8 with that had pidgeons (i know all cr8s would look like that but for missions with just 1 wep in the cr8 it wouldn't matter)), a firebreathing worm, small donkies instead of sheep, i guess i can go on for hours if i'd want to.
AndrewTaylor
13 Feb 2004, 10:39
Before you run off designing sprites, consider that for any new gun you will need a standing still sprite, and a firing animation, as well as an arming animation, and you will need all of these in every direction you can point the gun. Then you'll need the whole lot twice more to cover the three slopes of ground the worm might be stood on. So have fun.
Babylon
13 Feb 2004, 15:22
Personally, I think Fiddler is more of a "for fun" app and I never really used it for anything other than experimenting with what the WA "engine" was capable of. I wouldn't really like that much customisation in WA (it would get far too complex and we'd have Worms2 all over again), especailly because Glod only knows what some of the Munchkins who inhabit #AG would do with it... *shudder*
I totally agree. I think customisation of options can be taken too far (such as changing weapon sprites for another and whatever), but that's just personal opinion i guess.
I think getting the game bug free online and working to virtually the spec it was released at is the most important thing.
Rather than getting Deadcode bogged down in new features than will inevitablly add new bugs and new problems.
New features are cool, but there has to be prioritisation.
Madmaxquinn
13 Feb 2004, 15:40
I agree.
IMO it is the host's duty to inform players of any rules they are playing by.
Most wormers on WormNet miss the whole point of the game. It is supposed to be fun. Too many rules and option will in the end just kill the game completely.
redwraith
13 Feb 2004, 16:07
I think hardcoded rules and settings like in fiddler are not needed. I'd like to see things like an option for offline ropeknocking and simple stuff like this and of course, bugfixes.
Cya
realfoe
13 Feb 2004, 16:21
Its the hosts job to kick any anoying fools that wanna start clicking the bulb as saying go go go when your trying to set the game up and explain the rules.
im sure a few worms fans wouldnt mind making sprites they spend alot of time making other stuff eg avatars maps soundbanks them evil programs to help noobs rope.
SeCuRi[T]
14 Feb 2004, 05:10
To Deadcode:
Maybe this was already discussed, but will there be eventually offline rk along with the patches?
I don't see why rk is only set to work online...
And with the new direct tcp/ip connects, this is almost like getting online :) It needs RK!
Madmaxquinn
14 Feb 2004, 10:39
I'd prefer it as an option so I can switch it off
Akdor 1154
14 Feb 2004, 23:39
I do want fiddler compatabilty to be included with the patch, but only make it available on a special channel just for that prupose on WormNET.
Also, on the subject of sprites, would it be possible to supply us with a Photoshop plugin (for IrfanView, PSP, and, of course Photoshop and ImageReady) that will enable us to view and edit the sprites as animations, instead of a filmstrip; and also a way to edit the single sprite options?
Just a question; what program do you use to make the sprites in the first place?
Also, Deadcode, this might be a bit farfetched, but how about adding animated GIF support for graves, as well as bitmap? The size restrictions would still apply, of course.
Pioneer322
15 Feb 2004, 08:22
hmm, animated graves would give off 'team downloading lag' , but i guess so, maybe perhaps a larger grave?
We can have a special channel for fiddler, but you would need the same scheme as W;a is changed and in my guess, would take forever to download in the pre-game
btw, here are some issues -
1. At some random time, (tho this only happened once) the menu went inverted when I was sitting in AG
2. Desync, my bat settings, changed by scheme eddy, cause everyone to disconnect, is it possible to fix this?
3. When I am minimized while sitting in wormnet, in a channel, after awhile or if alot has happened while minimized, the game closes when i got to maximize.
4. When I minimize during a game, W;a will not re-open. (that was happening very often)
x-plosive
15 Feb 2004, 16:12
hmm, animated graves would give off 'team downloading lag'
A forty-thousand frame animated gif would probably still be smaller than a single-frame bitmap grave ;)
Madmaxquinn
15 Feb 2004, 17:35
1. At some random time, (tho this only happened once) the menu went inverted when I was sitting in AG
Are you saying the colours were inverted? This sometimes used to happen to me when some other progam was running in the background and it shifted focus away from W:A.
Pioneer322
15 Feb 2004, 22:35
1. At some random time, (tho this only happened once) the menu went inverted when I was sitting in AG
Are you saying the colours were inverted? This sometimes used to happen to me when some other progam was running in the background and it shifted focus away from W:A.
no, nothing was happening, and it just poped up out of the blue.
Evil Bunny
15 Feb 2004, 23:25
well with the animated grave, i believe i heard t17 didn't do that because there was no way of showing how many frames a gif could have, but couldn't you just show only the.. ermm... lets say only show grave which are smaller then 15k?
And to APJ, i totally agree that it's more importent to fix the bugs and get everything working properly, but also i think if you want to do the fiddler thing, which already is an extra, i think you should do it right.
I've got another suggestion, i dont know how much has been done about this but laggers is a big problem in worms, when you play games and some1's lagging you cant kick 'm out, sometimes you have to host again because of it. And with the png maps and the new sceme setting which is coming there is gonna be more data that needs to be send, maybe it would be a good idea to have a progress bar.
Ermmm, another thing which has been bothering me, i'm using my own soundbank but other players cant hear it, now i know that soundbanks are big and that you cant just send it all at once, but would it be possible to send the sounds while the connection isn't used (lobby and game), so that you first get the sounds you hear most, and later on in the gamethe sounds that are less importent, or maybe only when they are needed? Possebly with an option to turn this on and off? Cos it's a real pitty if you have a nice soundbank and no1 can hear it (yeah i know u can hear it if u have the same soundbank already). I really feel there should be a way to solve this, or maybe a sys which checks yer d/l speed and determens if sending a sound would cause a lag longer then 2 sec... something like that.
Raptor666
15 Feb 2004, 23:56
If graves are improved after all the fixes and whatnot, would think PNG support would be better than GIF. least then you'd get smoothed edges and the file would be smaller :D. maybe even be able to up the size limit a bit to something like 30 x 40.
Besides, with the graves i've seen sometimes, don't think I'd want to see what people do when they can animate them as well ;).
t3nnisb3ar
16 Feb 2004, 01:02
i don't know if anyone said this but theres this problem when im making a new team where the the ok button kind of fades and you can't save your new team but i think im the only one who has it but will that be fix in the new patch but any ways
good work (appluads)!!!!!!!!!!:) :) :D
I've got another suggestion, i dont know how much has been done about this but laggers is a big problem in worms, when you play games and some1's lagging you cant kick 'm out, sometimes you have to host again because of it. And with the png maps and the new sceme setting which is coming there is gonna be more data that needs to be send, maybe it would be a good idea to have a progress bar.
Um... there already are progress bars. There is one in channel, which is the pixelated bar the slowly works its way down to zero (this is the map loading). In-game, there is the bar that tells approx. how long the user has until they are connected (if your the one lagging, they will all stay full, if others are lagging, their respective bars will be filled).
Ermmm, another thing which has been bothering me, i'm using my own soundbank but other players cant hear it, now i know that soundbanks are big and that you cant just send it all at once, but would it be possible to send the sounds while the connection isn't used (lobby and game), so that you first get the sounds you hear most, and later on in the gamethe sounds that are less importent, or maybe only when they are needed? Possebly with an option to turn this on and off? Cos it's a real pitty if you have a nice soundbank and no1 can hear it (yeah i know u can hear it if u have the same soundbank already). I really feel there should be a way to solve this, or maybe a sys which checks yer d/l speed and determens if sending a sound would cause a lag longer then 2 sec... something like that.
Or, maybe allow the use of MP3 files. They can be much smaller than .wav files. Maybe set the quality rating to 32 kbs. At least, that's the setting I changed it to when I was converting files for my soundbank.
i don't know if anyone said this but theres this problem when im making a new team where the the ok button kind of fades and you can't save your new team but i think im the only one who has it but will that be fix in the new patch but any ways
They are well aware of this problem, but this is what caused it. You completely deleted a Worm's name. That's all there is too it. However, it seems to occur much more often when you use Delete to clear the name, rather than Backspace.
SeCuRi[T]
16 Feb 2004, 05:18
I totally disagree with the soundbanks...
I mean, who knows what the user is gonna put as a soundbank. Insults? Useless things?
Why wasting your bandwith for this? You'll end up having a LARGE number of soundbanks for nothing after 1-2 years of playing...
Using the default soundbank is better for sure...
But the offline RK should be enabled though, now THAT is usefull!
x-plosive
16 Feb 2004, 07:05
No offense to you personally SeCuRi[T], but I've got a quick message to the RK advocates. I bet Deadcode is absolutely sick of hearing "Add offline rope knocking!!" ... I know I am. :p
Squirminator2k
16 Feb 2004, 09:06
Rope-knocking is a tactic used by the weak anyway. If Deadcode has any sense he'll not include this option. I wouldn't blame him if he left it out either, the way you guyts have been whining about it. Also, just so you know, sticking your comments in bold does not make them any much more important, nor does it make you any more of a man. Just a thought.
A better suggestion to the Soundbank "problem" would be to include a TXT file in the soundbank folder which simply includes a URL where you can download the Soundbank from. If the Host detects that a player is using a team with a soundbank not included on his (or other player's) machine a message could be displayed saying "X is using a Soundbank not installed on your machine. You can download it at URL. It is not necessary to download this soundbank to play the game." or something along those lines. Then again it's not too important.
Animated GIF graves are an interesting idea, and when I downloaded the demo back in '99 I thought it would be possible. It is, too. Technically speaking. But not practical. Some of the "lesser talented" Grave makers would make graves so bad they would be distracting. Static graves are better IMHO. But animated graves are not important.
What you guys need to realise is that this Update is a fix. New features are not something that you usually get when Updates of this nature come out. Consider yourselves lucky we have what we have. The original Beta Update was to allow compatibility for XP users, which opened up a lot of bugs which have sinced required fixing. We've had a few new features along the way, too. No complaints from me, obviously. But when you guys start *****ing about "WE NEED TEH ROEP NOCKIGN" and "AMINATED GRAEVS" etc. it tells me where your priorities lay. The Worms community has been waiting for this Update for what seems like an eternity and you guys are swiftly and thoroughly rodgering it. Let the game get fixed first before any more new features are thrown into the pot. And consaider whatever you have added in upcoming Betas a blessing because these Updates are supposed to me bug fixes, remember? Am I the only one who remembers that?
Madmaxquinn
16 Feb 2004, 10:24
Ermmm, another thing which has been bothering me, i'm using my own soundbank but other players cant hear it, now i know that soundbanks are big and that you cant just send it all at once, but would it be possible to send the sounds while the connection isn't used (lobby and game), so that you first get the sounds you hear most, and later on in the gamethe sounds that are less importent, or maybe only when they are needed? Possebly with an option to turn this on and off? Cos it's a real pitty if you have a nice soundbank and no1 can hear it (yeah i know u can hear it if u have the same soundbank already). I really feel there should be a way to solve this, or maybe a sys which checks yer d/l speed and determens if sending a sound would cause a lag longer then 2 sec... something like that.
I think it would be better to have a second "fallback" sound scheme selected.
So, I can hear my nice sounds, but the other person hears the second one. For example instead of hearing the default English soundbank, they would hear the Scotish one or whatever. No extra data need be sent this way, other than which local soundbank the other player's team is using.
Evil Bunny
16 Feb 2004, 12:02
Rope-knocking is a tactic used by the weak anyway.HUH? <-- does this guy play shoppa? Ropeknocking is a skill too and it's a skill you can't practice offline, which wouldn't be a bad thing if you could.
I like the idea of a link to where you can download the soundbank, but you could possebly have an option asking if you want to download soundbanks. I know soundbanks aren't importent to the game but neither are custom graves and flags, and giving your worms names, and importent maps rather then just using the onces from the random generator, or the online png maps that we have now. But they are all things that make worms gr8, and the soundbank is one of those features that didn't reach it's full potential.
About the missuse of language, yeah that's gonna happen, you also have that with maps, teamnames, online usernames, flags and graves, that doesn't mean they shouldn't exist.
And about that this patch is only for fixing bugs, i disagree because there are many new features already, and more on the way, so it's clearly not considert 'just bug fixing'.
AndrewTaylor
16 Feb 2004, 12:33
I'm all in favour of rope knocking.
Because I set the rope ammo to about 3 and then the idiot I'm playing against uses them all up moving my worm an inch to the left in the second move. Hahahahaha!
If I can't choose the scheme, then I abhor rope knocking because it is about the most boring thing it is possible to have to watch someone do, and tends to take a long time.
No, I don't play shoppers. They don't distribute weapons fairly enough for my tastes.
Squirminator2k
16 Feb 2004, 14:13
And about that this patch is only for fixing bugs, i disagree because there are many new features already, and more on the way, so it's clearly not considert 'just bug fixing'. What I mean is the primary reason for this update is bug-fixing. Any additional features we get are blessings yes, but is it not why the Beta exists. A little bit of thought before you type doesn't hurt.
SeCuRi[T]
16 Feb 2004, 15:48
I still don't understand why you wouldn't even want an offline rk option.
Some ppl rk, some don't. Let the host decide...
Ok we've been asking a lot i agree with that, but since it's already implemented online, i highly doubt it would require a lot of changes in the code to make it avalaible offline... A lot of people play in LAN (or TCP/IP) which is like playing online. I do and I miss rk.
If you think rk is useless, it depends on the type of games you play. There's not a type of game better than the others, it's all about personnal taste.
x-plosive
16 Feb 2004, 16:28
I think it would be better to have a second "fallback" sound scheme selected.
I really like this secondary soundbank idea. Since it's way too much trouble to send a bucketful of wavs across, make it so that you hear your own sounds and everyone else hears a different set.
As for the RK, I'm not a big fan of shoppers or propers or Team17s or whatever. Just toss me a classic deathmatch game and I'm happy. Therefore, I honestly don't care if offline rope knocking is added or not. All I know is that by now, everyone is well aware of this issue.
Madmaxquinn
16 Feb 2004, 17:20
I think it would be better to have a second "fallback" sound scheme selected.
I really like this secondary soundbank idea. Since it's way too much trouble to send a bucketful of wavs across, make it so that you hear your own sounds and everyone else hears a different set.
I just hope T17 use the idea. It is simple and would please most people, I think.
] I still don't understand why you wouldn't even want an offline rk option.
...because RK is an exploit, not a feature.
Pioneer322
16 Feb 2004, 18:43
] I still don't understand why you wouldn't even want an offline rk option.
...because RK is an exploit, not a feature. [/QUOTE]
You sure? My vote on this whole debate, RK - Option in scheme options. Who gives a damn wether (spelling) RK is activated offline, its not like your played against a ghost player or whatever, I mean your usually playing against yourself. RK is used all the freakin time.. and if left out, makes games (shops/ropers/ etc.) last Alot longer...
Soundbands... not into it
Animated graves ... would look great for good animators as long as file size limits are ok
Oh and deadcode, in this patch, is there a way to steal the map you just played without using map theif? Or perhaps, save all the maps you played (option) ? awaits getting flamed for giving DC more suggestions.
'oi securit
MadEwokHerd
16 Feb 2004, 19:48
Personally, I trust Deadcode's judgement. I don't know exactly where he's going with this, but I think he's trying to meet the full potential of the game engine--make possible the things that the game really could do. So I think the most anything needs to be mentioned is once or twice. There's no reason to argue about whether RK needs to be included offline.
realfoe
16 Feb 2004, 20:54
are a few sugestions bad at this point .suggestions for me the quicker the better unless its to tell me to sod off.
Squirminator2k
17 Feb 2004, 00:17
I think it would be better to have a second "fallback" sound scheme selected There's already a "Fallback" scheme. There has been since Worms2.
Deadcode
17 Feb 2004, 01:18
I think it would be better to have a second "fallback" sound scheme selected There's already a "Fallback" scheme. There has been since Worms2. It's not selectable. It defaults to your country's voice. I've had the same idea of making the fallback sound scheme selectable, and I also want to make voices bendable by 1/2 octave up or down.
LiquidRoPe
17 Feb 2004, 04:02
You should make it so worms are different color by team so people would don;t want all that text in the way know who is who. Also inbetween games switching screan res would be good if like you were playing a roper then a battle race then a shopper that kind of thing =D
Madmaxquinn
17 Feb 2004, 08:41
I think it would be better to have a second "fallback" sound scheme selected There's already a "Fallback" scheme. There has been since Worms2. It's not selectable. It defaults to your country's voice. I've had the same idea of making the fallback sound scheme selectable, and I also want to make voices bendable by 1/2 octave up or down.
So does this mean you are thinking of giving us the choice, Deadcode?
I live in the UK and use UK regional options, so the sound scheme defaults to English. I'm not English so it misrepresents my nationality (as does my lobby flag, but that is a different matter). ;)
Ok, Slightly off the topic of RK here, but..
I'd like a feature of more command line options. And some sort of documentation of them. lol... i'd reeally, reeally, really really like to know the no intro command line now cos the new fading intro frankly does my head in... oh and i'd also like to be able to just put -join 192.168.0.2 or -host on the end to make a direct tcp game. i think that would be nice :D
Oh and also, i do hope your planning to put a big all mighty 'disable the recording' feature.. feature. 160kb per shoppa..... Ouchy.. it'll get quite big. Quite fast.
Anyway, thanks again deadcode,
Lexx
Plutonic
18 Feb 2004, 01:39
if your running out of space you can always delete them...
Sn!perWorm
18 Feb 2004, 12:32
I have one question(I'm uninitated)-is this update something like patch?
Yes, i can waste 20-30s of my life after playing worms browsing to my worms folder and deleting the recordings, or even better i could write a macro that does it for me.
But why should i have to? I didnt have to before?
Think System Restore. It eats HDD space like popcorn, recording system changes. And this is microsoft where talkin about, and even they dont turn around and say "you could always delete it.. it'll come back again but you can delete it ^_^" (They did something right for once and let you turn it off!)
Im sorry but i dont believe in programs doing what you dont want them to do.
Anyway, sorry to rant.
Everythin else in the patch is kewl.. i'd just like to recommend that deadcode puts a lil 'camera' button on all the pre-game lobbys... (SP,MP,DM,Training..) that chooses if u'd like the game recording or not. That would be great :)
no i don't think that would be too good...
the first time you do something absolutly great that you would want to have a replay of you will have opted not to record, how about after a game you are prompted on wether or not you want to savethat way you always get the one you want and it'll eliminate "fish tales" about the time I did this.... and I didn't record it"
How does that sound
Later,
Keeper
and yes it is exactly a patch
Sn!perWorm
18 Feb 2004, 19:40
and yes it is exactly a patch
And...where I can download it?
and yes it is exactly a patch
And...where I can download it?
http://www.team17.com/download/?+WAPatch.exe
I kno sumones mentioned the possibility of skimming worms not ending ur turn but I thot maybe itd be more interestin( if this is bein considered) to just make it possibe to reattach in mid skim
Akdor 1154
18 Feb 2004, 21:06
Hey DC, I think this might have been posted in the other forum, but could you PLEASE give an option to turn Vsync off?
The reason is; my intel 845G/GL integrated card does not have an option for it.
There is a lesson from this:
NEVER but integrated graphics.
:confused:
Hey DC, I think this might have been posted in the other forum, but could you PLEASE give an option to turn Vsync off?
The reason is; my intel 845G/GL integrated card does not have an option for it.
There is a lesson from this:
NEVER but integrated graphics.
:confused:
I have an old trident videocard I'll give ya for free, It's an ISA card but you can play worms with it... bearlly, but it works I tried fooling around.
Akdor 1154
18 Feb 2004, 21:24
Thanks, but no thanks;
It'll probably cost you about $30 bucks to get it over here, and Dad doesn't want me giving our address out, sorry.
Also, somehow, if it will only just play W:A, I don't think I'll have much luck with Halo, or even W3D (the performance is crappy enough as it is)...
Thanks anyway :D
XxDangerxX
18 Feb 2004, 22:40
Deadcode, I have a problem with the new patch that wasn't with the old one.
You see, I have other .wav loop files that I have made myself, which I rename them, in turn, to menu-loop.wav. But you see, when you get back to the first, upper, root menu, it plays menu-loop.wav from the very start, so I can never hear my brilliant music properly. Do you think that with the next version you could correct that please?
Thanks!
xOGCxmoses
19 Feb 2004, 00:25
i read a few pages back about being able to have some text block in the corner.
i think that would be a great idea, instead of having to right click to bring it out....
how about a single bar accross the bottom of the screen that shows all your weps with the f keys?!!!
Akdor 1154
19 Feb 2004, 01:22
Oh, oh, i have an idea!!!!!!
how about t17 mail us all out FREE!!!! copis of all teh wormz gamz ever bilt wen we dl teh patch!!!!!!
& also the sorse code for evry single gam they ever made!!!!!
Or how about "no"!!!!!!!
Yes, that was sarcasm
EDIT: On a more serious (!) note, how about re-desiging the WormNET section of the frontend, so it echoes the rest - First time I went on WormNET, i took about fifteen minutes to realize you had to double-click, not single click. ;)
Yea the trident video card is an ISA card that bearly suports 16-bit color...(i think) and it's slow. but it can handle worms and direct X okay. Not much else though. I can see you father's concern though... he's a wise man.. I wouldn't be giving MY addy out except That I run a small (failing) business and and army of shot gun shells so I'm not scared... But still your father is smart for his decision.
Later,
Keeper
Akdor 1154
19 Feb 2004, 03:34
Yes, shogun shells are quite good for... um... "discouraging" unwanted visitors...
;)
let me say this while yes weapons of any type are "good" for personal defence they should not be used for any other perpose other then Hunting (for food) and practice at an approate facility. Firearm can be extreamly dangerous and should be handeled with care. They are weapons.... the minite you disrespect it... it kills you or some one else. Weapons are stupid.. that doesn't mean you have to be stupid with them.
(this is honestly how i feel about firearm saftey and I am not saying this to look good. I owned several firearms and I am happy to say that no one has ever been harmed out of misuse or neclecting the safty proceedures.
Later all...
Keeper
PS I think this topic should probably be droped now as it is way off topic and it was my mistake for bringing it up.
xOGCxmoses
19 Feb 2004, 16:57
yes, drop it and get back to what these threads are supposed to be about!
This is not the NRA site.
well you don't have to rub it in my face.. i took resposability for the change of topic isn't that enoug or did you leave the post just to be ignorant?
Keeper
Sn!perWorm
21 Feb 2004, 16:50
I installed 3.6.19.14 update,and it fixes a lot!I have few ideas:
1.When I select manual Worm placing and I'll add CPU team(s) into the game,all Worms are randomly placed!Is it possible to do like in W3D-I place my Worms,and CPU also place it's Worms?
2.Dud mines-when I play deathmatches,80% of mines are dud when CPU Worms can be harmed(in last time mines were rarely dud,but this is annoying),and 80% of mines are ACTIVE when MY worms can be harmed...can it be fixed?
3.Possibility to save and exit deathmatches or missions-sometimes I must exit the game,but I lose my rank or medal:(.
4.Can Mortar be in another color than bazooka?Red or something?I died few times,because my Mortar fired all ammo,and I don't knowed about this.I fired without full power and...I don't must say:(.
5.There is possibility to select roof only,around border,and can there be also function of side borders only?
XxDangerxX
22 Feb 2004, 02:39
Hey, side borders! That's a pretty good concept! you could be on to something there, Sn!perWorm! What a great idea! I could imagine using that in a number of different places!
and no, that wasn't sarcasm.
EDIT: what happened to the [small] tag?
the thing about that is that the borders were designed to stop ppl (or computer) from shooting over the level in caverns. hence disabling it would defeat the purpose of them. Side borders however would make a roper map a bit more interesting and yet does not create the cavern effect. That way all the air strikes would still be available. Top border only would be pretty cool as well adding to a short map (close to the water) making it more manuverable to n00bs via the rope... unfortinatly it may also take some of the challenge out.
I don't see whay it can't be done, pluss adding the feature to the land generator, so as to produce random maps for the deathmatch with a top and one side border os something weird like that. I could dig it just so long as when a cavern is active that the top border remains. so the computer or other ppl can't cheat by shooting over the cavern.. (a cavern is saposed to be solid rock above and below there's no reason that that should be aloowed.
A small bug I noticed is that when I take the super sheep and fly it off screen I can no longer control it and if flies in to the water. But I can with the aqua sheep. that I have flown out one side ov a cavern, over the top and back through the other side for fun. If the super sheep can't do it why should any other weapon.
Later All,
Keeper
XxDangerxX
22 Feb 2004, 09:58
Don't forget, with some caves in real life, the entrance is through a hole in the ground. Thus, there should be an option to only disable the roof.
Sn!perWorm
22 Feb 2004, 19:25
Is it possible to make jetpack fuel slower-burning?It is more rare than the rope,and rope is more useful...
Deadcode
22 Feb 2004, 20:04
Is it possible to make jetpack fuel slower-burning?It is more rare than the rope,and rope is more useful... That's part of the challenge. If you use the jetpack carelessly, you can waste a lot of fuel; it has a maximum horizontal velocity, so you should release RIGHT/LEFT once you estimate you have reached it, and concentrate only on maintaining your vertical position through regulated downward burns. Also, you can save further fuel by "going with the flow" — instead of fighting bounces, plan them: if you are going rightwards and you want to go left, and there's some land nearby, let yourself bounce off it, then compensate for the kinetic energy lost in the bounce with a small burn to accelerate into full horizontal velocity in your new direction.
worm_nerd
22 Feb 2004, 23:10
would it be posible to make the computer smarter so they know how to rr, do shoppa,br etc. because if you can that would be really great
MadEwokHerd
22 Feb 2004, 23:15
There have been numerous discussions about making the AI use rope and the answer has always been no, it takes too much processing.
SeCuRi[T]
23 Feb 2004, 00:22
I agree... AI is hard to programm, really hard.
And let's say you make the computer use the rope, how "good" do you make it play? Very slow, fast?
It's better to play against yourself :D
Sn!perWorm
23 Feb 2004, 21:19
It will be good to let AI use the rope or jetpack,because in shopping game it's COMPLETE cannon fodder.
That's part of the challenge. If you use the jetpack carelessly, you can waste a lot of fuel; it has a maximum horizontal velocity, so you should release RIGHT/LEFT once you estimate you have reached it, and concentrate only on maintaining your vertical position through regulated downward burns. Also, you can save further fuel by "going with the flow" — instead of fighting bounces, plan them: if you are going rightwards and you want to go left, and there's some land nearby, let yourself bounce off it, then compensate for the kinetic energy lost in the bounce with a small burn to accelerate into full horizontal velocity in your new direction.
Maybe I must train a bit in using JP?;)
genrally speaking, I don't ask for help, But this time even i'm in over my neck.
Today I turned on my PC to find that every file has been blocked from access and does not appear when I open a folder. I can access anything i want from safe mode but not in normal mode. Luckily I had a extra HDD which already had my WIN 98 install, so i poped it and now I can alleast access the internet. Here's what I Know:
I can't access the internet,
I can't access network drives,
I can't run any ove my programing as .dll's are missing.
I had droped in my bootable for a soft install of my OS (with out format) and my system would not booot the CD.
I checked my bios for annomolies and all is fine. My AVG antivirus scans the boot record and no issues. on top of it the moderators here at T17 finally converged my cade account with my keeper account and I couldn't start a new thread for this problem.
Currently I am re downloading AVG to this new HDD and I will update it pronto, I will scan each of my other 2 HDD's for viruses to se if that is it.
The question of the night: What are the chances of me having a hellish virus? And what sick SOB sent it to me. I never download attachments, and my firewall won't let any Active X controles run with out my approval. I have had several attack attemps for someone using the netbus trojan and a backdoor trojan from subseven.. That's no biggie... what the hell would cause this.. I'm very afraid that I will loose countless hours of graphics and web design saved to my computers HDD.
This is obviously my punishment for pirating software. But This is way to much.. I need to have this fixed no mater what the cost. I can't afford to loose all this information.
If anyone else has had whatever the hell this is please help me as I am screwed. All of my business records, and all the pictures I have of my step daughter, my insurance information everything. I can not loose these 2 HDD's Please help someone...
Very scared,
Keeper
Pioneer322
24 Feb 2004, 03:30
My brother, suprisingly, has had the same exact problem. There was no solution and problems increased.
So, the cd drive will not connect, (BIOS?) so you cant burn your work, if your downloading AVG anti-virus, cant you upload your stuff via FTP to another computer?
This probibly is a virus, since some pirated games from people like to sneek a gay animbda virus in unknown places.
Well I could say GL, and move that stuff out of that HD in any way possible, because my brother formatted his HD (all my Mech4 maps anihilated :( ) of millions of music files, 3 times. gg
here's my plan,
Conect all three hdds at once. with the smallest as master. (The virus can not spred as is depends on a regitry entry that will not be present.. if the other HDD ..former master.. was master the key will be there.) I use avg to search the other drives and hope.
Your talking about FTP almost 5 GB of info with a dial up account. not possable.
I didn't get the virus from a pirated game as the last game I pirated was W:A... sorry guys (I already posted that i will be getting a legit version... Misterags bought it for me)
Let's not discuss pirating anymore as that got me banned once before and I don't want that to happen again. I like my keeper nic and I'd like to keep it.
I also did not get this via e-mail.. It was sent to me. Somebody out there knew how to get past my firewall. (I use Nortan Personal) and they ripped me apart so bad that i can only run in safe mode. Like I said I have a plan... and i'm about to put it into action. I will post when I have an update for you all... (I hate that being watched thing... I'd really like to have a thread for this so as not to upset another one of DC's threads like I did at CL2K... sorry DC.
Later All,
Keeper
xOGCxmoses
24 Feb 2004, 05:05
DeadCode,
Would it be possible to add the wepons info of the user in the bottom of the screen with the f#'s, just like as if you hit the right click button, either to the left of the worm life, or the right of the wind????
obviously, this would help to make game play quicker then having to remember what weps you have and the keys to push....
just a question.
thanks
-moses
Deadcode
24 Feb 2004, 11:38
Keeper,
I wish you luck getting your data back... I've been through nightmares like that, and have always been able to recover, although sometimes it's been exceedingly difficult. It's never been a virus though.
If the problem doesn't turn out to be a virus, I'd recommend reinstalling Windows... that way you keep your data and get a working computer. And you skip the headache of backing up the data and reformatting.
xOGCxmoses,
Remembering Fkeys is part of the challenge; so is remembering which weapons you have. Playing T17s is what led me to memorize all the Fkeys... and it actually gets me in trouble sometimes! I press the Fkey for a weapon I know I've collected and use it right away without checking, but sometimes what comes out is the weapon before that but on the same Fkey... what's worse is that some weapons with identical Fkeys look the same. I can't tell you how many times I've dropped a normal sheep when I wanted a super/aqua sheep (which I also had)!
Madmaxquinn
24 Feb 2004, 12:10
My biggest pet hate about the F-Key system is that things like the girder are smack bang in the middle of the F-cycle. This can lose you valuable time if you are moving and selecting a weapon at the same time because the girder and such (homing missile etc.) require you to click somewhere in order to activate it.
Squirminator2k
24 Feb 2004, 13:19
I've always been able to memorise the F-Key system since the original Worms, although I believe the order for the F-Keys differs on the PC/Amiga version of Worms 1 (Bungee and Ninja Rope are the other way around). Worms2 was the hardest to memorise because there was so bloody much of it! But I agree with your opinion of the Weapon info, DC. The "What have I got" factor is half of the fun, especially when you discover you've still got one Super Sheep left!
well after all else failed,
AVG did not find even one infected file
online virus scans found nothing as well.
I think perhaps it was a time bomb virus, which i haven't seen my unix days.
Still though, I managed to save one HDD... The other im afraid to conect.
I changed my 10GB from slave to master (J50) and disconected the 6GB (former master) on the 10GB I installed the one thing I thought I never would. Windows XP Pro. I am still learning the OS but in trime I will conect the other HDD and atempt to save all of the info on it!!
I think It can be done.. as I did not install the NTFS file system but rather stayed with FAT 32 just for this reason.
Thanks for the good wished DC though I continually upset your thread.
Later all,
Keeper
SeCuRi[T]
24 Feb 2004, 20:37
Would it be possible to add the wepons info of the user in the bottom of the screen with the f#'s, just like as if you hit the right click button, either to the left of the worm life, or the right of the wind????
My little trick is that i use the few seconds before my turn to right click my mouse and look at my current weapons. Right clicking before playing does not starts your turn ;)
realfoe
24 Feb 2004, 22:02
a transparent guide to the fkeys at the top so u still had to press the fkey something u could turn on or off. i guess some people use cardbord thingys stuck at the top of the monitor,but that seems kinda ugley to me. and people seem to be using something to open the chutes quicker it must be stoped for the love of coffee.
Madmaxquinn
24 Feb 2004, 23:10
Knowledge of the f-keys is (ahem, excuse the pun) key
The great thing about Worms is that you have the choice. Learning the F-keys insn't so hard, but it does give you that edge over players that don't know them. Like I said before, they can sometimes backfire, but I suppose you could argue that is the nature of the game.
realfoe
24 Feb 2004, 23:22
Knowledge of the f-keys is (ahem, excuse the pun) key
The great thing about Worms is that you have the choice. Learning the F-keys insn't so hard, but it does give you that edge over players that don't know them. Like I said before, they can sometimes backfire, but I suppose you could argue that is the nature of the game. i know the rope and chute i keep getting nades and the zook mixed for some reason .anyone do cheap brain transplants an upgrade to say the size of an ant might help.
xOGCxmoses
25 Feb 2004, 00:08
xOGCxmoses,
Remembering Fkeys is part of the challenge; so is remembering which weapons you have. Playing T17s is what led me to memorize all the Fkeys... and it actually gets me in trouble sometimes! I press the Fkey for a weapon I know I've collected and use it right away without checking, but sometimes what comes out is the weapon before that but on the same Fkey... what's worse is that some weapons with identical Fkeys look the same. I can't tell you how many times I've dropped a normal sheep when I wanted a super/aqua sheep (which I also had)![/QUOTE]
deadcode,
gotcha on that....still would be a nice option surely youd agree?! :)
Pioneer322
25 Feb 2004, 02:09
I kno all the F-keys, but I still get comfused weather the chute or zook is on during my turn. Perhaps alittle icon of the currently selected weapon on the top right, or a cut piece menu of the F-key #'s row poping out, 50% transparent, would be a cool idea, and a good option.
Suggestion made to make W;a even better ;)
SeCuRi[T]
25 Feb 2004, 04:50
Suggestion made to make W;a even better ;)
It's not too far from perfection :D
Squirminator2k
25 Feb 2004, 09:34
Leave the F-Key system as it is. That's half of the challenge and part of the fun.
vBulletin® v3.8.6, Copyright ©2000-2013, Jelsoft Enterprises Ltd.