PDA

View Full Version : The wishlist


Pages : [1] 2

Run
29 Oct 2005, 18:27
Thought it might be good to have a thread to keep all the Update ideas in one place, as it's slightly more convenient than my idea webpage. That way anyone can add an idea to the thread I can update this first post.
Not to mention it's better for feedback.

######
Wishlist
######

Chat facilities

Emoticons in WormNET chat facilities
WormNET buddy list, highlighting text from buddies in WormNET chat facilities
Ability for a spectators to send team messages
Ability to /ignore spectators
Ability to store text data with map file, which when map is loaded, is printed out in host-join lobby chat window for arriving players
Xfire (http://www.xfire.com) in-game chat support


Game Editor

Increased number of allowable players involved in online games
Ability to change winning conditions for online games (eg. collecting a crate)
Option for partial manual/random worm placement
Greater range of wind strengths
"Best of # rounds" alternative to "# of rounds to win"
Extra Sudden Death events, such as Earthquake and other global effects


Map Editor

Ability to manipulate crate drop zone probabilities
Ability to import Worms 2 maps into Worms Armageddon
Ability to flip maps horizontally and vertically
Ability to generate maps based on a string (as with other Worms games)
Ability to select a random map from the SavedLevels folder (or a sub-folder)
Wrapped maps


Weapon Editor

Optional retreat time for the Teleport
Ability to alter rope physics
Optional ability to change direction that worm faces while on Ninja Rope
Ability to alter parachute sensitivity
Weapon expiration (opposite of weapon delay)
Ability to edit utility options to a similar extent as other weapons
Availability of fuse-setting option for placable landmines
"Smart Mines" - colour-coded mines not triggered by respective colour teams
Ability to use custom sprites with onset of Fiddler-like capabilities


Conveniences and Interface

Customisable keyboard controls
Customisable front-end and in-game interfaces
Ability to view scheme options in host/join lobby while Ready Bulb is lit
Ability to change screen resolution in-game
Ability to Exit To Desktop straight from a WormNET game
Ability to exit from menu screens while the program is waiting for WormNET traffic
Ability to restart a mission in a similar way to that that replays are restarted by pressing "R"
Instant-landing crates in missions, as in all other games
More versatility in in-game background graphics cycling
Extensive control of all front-end and in-game sounds
Selected scheme, when hosting, defaults to last hosted scheme
Ability to download map, scheme and soundbank files from other players in network lobby or game
Optional auto-/Away
Ability to disabled water aesthetics to see the true water-line
Ability to change aiming sensitivity
Ability to disable instant replays in missions


Wormpot-like effects and options

Accelerating flooding at sudden death
Sinking land instead of rising water (thus ability to build with girders on top of map with no limit)
Damage done in any one turn inversely proportional to turn time expired
Crate Before Attack and other common rules
Parachute crate-drops affected by wind


Aesthetics

Fire and gloop alternative to water
Screen vibrations upon large explosions


Replays & Log files

Print name of original replay file to log
Show the number of Undos (special tool required) in the log
Ability to extract map as it exists at a certain stage in the game
Ability to fast-forward one turn at a time during playback
Inclusion of turn-counter in addition to game clock, with ability to start playback at a given turn


###########
Already Planned (not necessarily for next update)
###########

Editors

A mission editor similar to that available for Worms World Party
Extensive customisability in Weapon and Game editors
The ability to give worms on the same team individual weapon inventories and health values
The ability to create maps with both destructable and indestructable pixels
The ability to designate mine, barrel and worm placements on maps
New terrain sets, plus ability to create terrain sets
The ability to make worms respawn at designated co-ordinates when they die
WWP Wormpot modes


Network & Replays

The ability to continue, to its conclusion, an online game disrupted by a disconnection of one of the players, using information stored in the game replay file
The ability to cut replay files (to have a record of a single turn, for example)
The ability to backtrack replays
A front-end feature that automatically scans the Host's scheme in an online host-join lobby, comparing it with a player's selected scheme and listing any differences between them
The ability to view scheme settings in-game
Automatic Rehost option at end-of-match screen
Premature Sudden Death initiation via unanimous vote
Ability to join games already in session
Map Cache for significantly improved loading times


Interface and Gameplay

Overhaul of front-end, allowing window mode and stable minimisation
Anti-aliased maps for more realistic terrain interaction (bouncing, etc)
Less easily accessible Surrender weapon (surrender can be easily accidentally selected and fired without intent)
The ability to re-attach the Ninja Rope after "skimming water"
The ability to leave worms hanging from the rope between turns
The ability to prevent loss of turn on Rope in all circumstances
Easier selection of the Select Worm (using Tab)
Ability to aim weapons without prematurely ending Hotseat time
A 'time-travel' utility, enabling a player to re-take his turn
An 'animal control' utility, enabling a player to control otherwise-autonomous animals
Option to have inactive worms as "ghosts"; not physically interacting with collisions
Ability to give the Teleport a range, similar to girder restriction
Optional second timer for the Retreat Time


Other

Advanced searching tool for saved replays

bonz
29 Oct 2005, 21:07
this thread is a good idea.
you might want to make a sortation like (http://www.nanacide.com/wahelp/update.php) on nanacide. (suggested/rejected/...)
also you should point out that people should read nanacide (http://www.nanacide.com/wahelp/update.php) and /or the beta readme (ftp://ftp.team17.com/pub/t17/patches/pc/WA_Readme-3.6.25.1a_Beta.zip) first.
otherwise i see another spamhole like this (http://forum.team17.co.uk/showthread.php?t=16183) coming.

Ability to silence WormNET jingle
not only the jingle, but control of all sound in the game.
i.e. ambience humming in the menus, music between/after rounds,...
(maybe toggled seperately)

Deadcode
29 Oct 2005, 22:02
not only the jingle, but control of all sound in the game.
i.e. ambience humming in the menus, music between/after rounds,...
(maybe toggled seperately)You can do that already. Turn the volume all the way down.

bonz
29 Oct 2005, 22:19
You can do that already. Turn the volume all the way down.
well, but then everything including the speechbanks & soundeffects is muted.

i only want to get rid of those mentioned sounds, without renaming files.

Deadcode
29 Oct 2005, 23:05
well, but then everything including the speechbanks & soundeffects is muted.

i only want to get rid of those mentioned sounds, without renaming files.Ah. I took the ",..." to mean "and everything else, too".

bloopy
30 Oct 2005, 01:57
Nice idea Run, here's a few ideas from me:


"Rule enforcement" - eg. you can't use a weapon until you have collected a crate (CBA), the losing team doesn't sustain any damage during a turn if no other teams do (ABL), you can only use weapons from a rope (AFR) or bungee or parachute, you can only use weapons from your half of the map (for forts). Also, perhaps a rule for flying in fly shoppers could be applied to maps.
Option to have Worms2 ninja rope physics and sounds.
Options to have destructable or disappearing longbow arrows on indestructable terrains.
Option to have round time and water rise speed relative to the number of teams alive in the game.
Weapon expiry (the reverse of weapon delay).
Option for each player or team to have a default starting firing angle when they select ninja rope for the first time.
Ability to set a designated area on a map which gets all the crate drops.
Option to have the ninja rope attach instantly rather than a delay while the rope is fired from the worm to the terrain (I'm just curious what this would be like, and wonder if it would be possible for us to have the ability to tweak ninja rope physics too).
Ability to customize the controls for the game.
A kind of wormpot-ish option where the faster you attack, the more damage you do.
Ability to specify a start/finish line for wascar & sascar maps, so that the game can count laps.


The possibilities are ridiculously endless, to be honest! :D



Optional ability to change direction that worm faces while on Ninja Rope

add: and bungee and parachute

bonz
30 Oct 2005, 02:49
Ability to set a designated area on a map which gets all the crate drops.

i like that one.

something just came to my mind:
a sort of game mode that shifts the (one) dropzone to a particular side of the map, relative to the amount of the energy of your teams' worms.

could be well used for fort or ctf games.
crates start to drop in the middle, the better you shoot & the more damage you deal, the nearer the crates are dropped on your side. maybe the probability could increase too.

edit:

"Rule enforcement"

i talked with deadcode once about "enforcing" the ctf/axies vs.allies modes this way.
like in that one game mode in w4m where you have to destroy specific parts of the terrain (a statue, iirc) as a winning condition.
this would be perfect for flags/targets in ctf style games. perhaps with the advent of multilayered maps with additional map info?

more good ideas to add:
http://forum.team17.co.uk/showthread.php?t=24639

bloopy
30 Oct 2005, 04:55
Another idea:

A paraglider option which means we can affect movement on the parachute more strongly with the arrow keys.

Run
30 Oct 2005, 10:59
could be well used for fort or ctf games.
crates start to drop in the middle, the better you shoot & the more damage you deal, the nearer the crates are dropped on your side. maybe the probability could increase too.

Or, indeed, the opposite could happen, so the weakest player is given a bonus :)

Run
30 Oct 2005, 11:19
Options to have destructable or disappearing longbow arrows on indestructable terrains.
Option for each player or team to have a default starting firing angle when they select ninja rope for the first time.


I should think the first of those two will no longer be an issue when we can have mixed-destructibility maps. As for the second one... what would that be for?


The possibilities are ridiculously endless, to be honest! :D


Yeah; let's try and keep the list restricted to what we might assume are easy changes, else it'll end up like the worms-unlimited site :)

bloopy
30 Oct 2005, 12:27
I should think the first of those two will no longer be an issue when we can have mixed-destructibility maps. As for the second one... what would that be for? Normally the ninja rope starts off horizontally, but I always use it at 45 degrees. Changing the angle from horizontal to 45 gives a slight time disadvantage compared to people who always use horizontal.

Evil Bunny
30 Oct 2005, 13:42
wow, that probably takes about, ermm, 0.5 seconds? and compared to people who atart horizontally... how fast can they get off shooting that extra rope? a fast player in about 0.5 seconds?

Glenn
30 Oct 2005, 16:59
Weapon expiry (the reverse of weapon delay).

Expanding on this:

Rotating weapons: Weapons activate and deactivate throughout the match. For example, one turn you may have access to the bazooka, the next turn it might be turned off and you'll have access to grenades instead.

Deadcode
30 Oct 2005, 21:37
Option to have round time and water rise speed relative to the number of teams alive in the game.Don't forget petrol decay!

Deadcode
30 Oct 2005, 22:31
Option for each player or team to have a default starting firing angle when they select ninja rope for the first time.That's needlessly complicated. Much better would be an option for aiming not to terminate hotseat time (I've already added a similar option for worm-switching).

bonz
30 Oct 2005, 23:48
an option for aiming not to terminate hotseat time
hmm...
one could argue that it is a matter of skill to know which weapon & at what angle was used the turn before.
I've already added a similar option for worm-switching
for the wormselect you get from crates? :confused:

AndrewTaylor
31 Oct 2005, 00:06
for the wormselect you get from crates? :confused:
Surely by the time you've selected the utility from the menu, you've ended hotseat time anyway? Seems pretty clear to me that he means worm select as available in the game options menu, for use at the start of every turn.

bonz
31 Oct 2005, 00:51
Seems pretty clear to me that he means worm select as available in the game options menu, for use at the start of every turn.
i thought so.
i can hardly remember the pre-deadcode era.

bloopy
31 Oct 2005, 03:37
That's needlessly complicated. Much better would be an option for aiming not to terminate hotseat time (I've already added a similar option for worm-switching).
I suppose. I guess I'll just keep aiming it again with every rope game. :)

Metal Alex
4 Nov 2005, 19:20
Well, I don't know if this could be easy to program, but I've got a strange new mode idea...

Well, it could be named "Smash mode", or "melee", or something like that.
It basically is like the "super smash bros melee" gamestyle. I mean:
-The life is controlled by percentage.
-Each worm begins with 0%.
-They gain percentage instead of loosing life.
-With a bigger amount of damage, the worm goes further because of the same explosion, gradually. (starts going quite far at 100%, or you could set the resistance of the worms, like the life you begin with.)
-Worms can only die when drowning or doing kamikazes.
-Percentage can't be negative.
-Health crates lower your percentage
-Sudden death should put every worm on 300% (or more), to be like "every worm with 1 HP"

However...
-The axe should work different... Like adding half the percentage that the worm already has, or something like that...

It's like the godmode, but, stranger...

What do you think?

bonz
4 Nov 2005, 19:55
It's like the godmode, but, stranger...
What do you think?
strange indeed.

Glenn
4 Nov 2005, 20:07
Hello, Super Smash Worms! XD

AndrewTaylor
4 Nov 2005, 20:38
Well, I don't know if this could be easy to program, but I've got a strange new mode idea...

Well, it could be named "Smash mode", or "melee", or something like that.
It basically is like the "super smash bros melee" gamestyle. I mean:
-The life is controlled by percentage.
-Each worm begins with 0%.
-They gain percentage instead of loosing life.
-With a bigger amount of damage, the worm goes further because of the same explosion, gradually. (starts going quite far at 100%, or you could set the resistance of the worms, like the life you begin with.)
-Worms can only die when drowning or doing kamikazes.
-Percentage can't be negative.
-Health crates lower your percentage
-Sudden death should put every worm on 300% (or more), to be like "every worm with 1 HP"

However...
-The axe should work different... Like adding half the percentage that the worm already has, or something like that...

It's like the godmode, but, stranger...

What do you think?
Oddly enough, I've suggested this before:

http://forum.team17.co.uk/showthread.php?t=5210

Evil Bunny
5 Nov 2005, 15:00
hmm, i might bother writing down my wishlist some time....

i dont like the smash bros idea

bonz
5 Nov 2005, 15:03
ability to flip maps horizontally & vertically in the map editor

WormOfFire
5 Nov 2005, 15:56
Make so it saves "Manual" replays

What i mean is:If you shoot a worm and it turns into a freaky cool explosion,then you mabey want to see it again.after explosion,Press the R button.*replay starts* But the replay is not saved in the Games map.
Fix that please.

bonz
5 Nov 2005, 16:53
Make so it saves "Manual" replays

afaik, it's planned that you can rewind replays, which will make saving the instant replays redundant.

a better idea:

ability to edit replays like video files (with a simple ingame editor to crop, cut, paste, merge, load and save)

stuff from w1:

return of the fire & goo (including the appropriate sounds when a worm drowns in them)
shaking screen caused by explosion (may vary in intesity)
vertical parallax scrolling (requiring more background layers)
dirt & debris remaining after explosions

stuff from w:dc:

(optional) activation of the prod by a mortal kombat style comand ("back, back, forward, forward")
sheep-on-a-rope

Run
6 Nov 2005, 11:14
dirt & debris remaining after explosions



Since when did that ever happen in worms 1? :)

bonz
6 Nov 2005, 11:30
Since when did that ever happen in worms 1? :)
after a worm blasted itself when reaching zero healthpoints.
a few white pixel which probably should resemble bones, are flying around and stay on the terrain. appropriate sound included.

i'd like to see it extended to all explosions.
the debris could be like the one when a mole is digging.

more/random sudden death events:
http://forum.team17.co.uk/showthread.php?t=24639

AndrewTaylor
6 Nov 2005, 11:34
ability to edit replays like video files (with a simple ingame editor to crop, cut, paste, merge, load and save)
Crop? You can't crop them! That barely even makes sense, and wouldn't be desirable if it did.

They're not videos, remember. They're records of the initial state of the game and then of who did what when. They're the gaming equivalent of a midi file. You can't just trim them down to size. Aside from anything else it would mess up the AI players' moves, as those aren't recorded but worked out each time.

bonz
6 Nov 2005, 11:45
Crop? You can't crop them! That barely even makes sense, and wouldn't be desirable if it did.
hmm...
but isn't that what deadcode is planning? :confused:
run even listed it on nanacide:
http://www.nanacide.com/wahelp/update.php

and it makes sense, as you could make replays of one or more specific events from the same or multiple games played.
you could make best of movies or tutorials with that.
no need for large files like this anymore:
http://forum.team17.co.uk/showthread.php?t=26681

They're not videos, remember. They're records of the initial state of the game and then of who did what when. They're the gaming equivalent of a midi file. You can't just trim them down to size. Aside from anything else it would mess up the AI players' moves, as those aren't recorded but worked out each time.
should be possible, if every part you want to crop is handled & saved as if it was a very short replay of a game.

the planned rewind feature would work in a very different way than a replay is normally "played" too.

Run
6 Nov 2005, 13:40
They're records of the initial state of the game and then of who did what when.

Presumably the cropping tool will make a new replay, with the initial state being the state at the start-point of the out-take*.

*couldn't think of a better word

after a worm blasted itself when reaching zero healthpoints.
a few white pixel which probably should resemble bones, are flying around and stay on the terrain. appropriate sound included.

Ah yes I remember that. A small two-pixel white bar; I think it was supposed to be the worm's skull. I didn't know it became terrain, though. I thought it was ghost-like, like a grave is in WA.

AndrewTaylor
6 Nov 2005, 14:02
Ah yes I remember that. A small two-pixel white bar; I think it was supposed to be the worm's skull. I didn't know it became terrain, though. I thought it was ghost-like, like a grave is in WA.
It didn't become terrain. It was indestructible; you could blast it about for the rest of the game if you wanted. If that was included now someone would invent a football mode.

hmm...
but isn't that what deadcode is planning? :confused:
run even listed it on nanacide:
http://www.nanacide.com/wahelp/update.php

and it makes sense, as you could make replays of one or more specific events from the same or multiple games played.
you could make best of movies or tutorials with that.
no need for large files like this anymore:
http://forum.team17.co.uk/showthread.php?t=26681
Oh...

Since when did "crop" not mean "take a small section of the screen area and discard the rest to make a smaller video"? And if "cropping" is "removing the first and/or last X minutes of the video", what on Earth is "cutting"?

Run
6 Nov 2005, 14:07
True, it was an ambiguous choice of word. I didn't know 'cutting' was the correct term, though.

AndrewTaylor
6 Nov 2005, 14:15
I don't know if one term is right or wrong, but that's what I've always known "crop" to mean. That's what it means in Animation Shop.

CoolEdit uses "crop" to mean "remove the first and last part of the sample", but then, what else could it mean with a one-dimensional sample?

Run
6 Nov 2005, 14:26
It didn't become terrain. It was indestructible; you could blast it about for the rest of the game if you wanted. If that was included now someone would invent a football mode.

As soon as it becomes possible to specify dud mines... that's going to happen.

AndrewTaylor
6 Nov 2005, 15:19
As soon as it becomes possible to specify dud mines... that's going to happen.
That reminds me -- WWP had coloured "Smart Mines" as a hidden option -- red mines didn't detonate when the red team stood on them (though obviously still hurt them if they did explode nearby), and so forth.

Might be worth including in W:A, especially if the mission editor is going to be as good as WWP's. I'm sure someone will find a use for it.

bonz
6 Nov 2005, 15:45
boobytraps (distinctive ones as in the wwp editor and/or real ones as in w2)
"magical mystery tour" (like the cheat in w:dc; no worm name tags)

Evil Bunny
6 Nov 2005, 20:41
i wanna have a sentry gun and bubble trouble! Those were the best ideas t17 had in years.

bonz
6 Nov 2005, 23:19
i wanna have:

sheep-on-a-rope
laser
black shotgun

;)

AndrewTaylor
7 Nov 2005, 00:36
How well do you think a sentry gun would work in 2D? I would presume it would be more-or-less like a minigun in terms of power and ammunition per turn, but I'd bet the sentry gun would work better in 3D than in 2D.

I'd think the new kinds of mine and maybe the poison barrels would be more suited to a 2D game, not to mention easier to code in.

Though, of course, sentry guns wouldn't go amiss either. Someone would have to knock up some graphics for them, mind.
black shotgun
How is that different from any other shotgun?

Apart from that it can dance, of course?

bonz
7 Nov 2005, 01:21
How is that different from any other shotgun?
black = evil
and it can dance, yes.

Squirminator2k
7 Nov 2005, 05:53
I once knocked together an "Anti-Darksider Shotgun" in Fiddler that would only hit worms and ignored anything else, including the landscape...

Incidentally the "dirt remaining after explosions" is something that occurs in Worms and WormsDC on the Amiga only - it doesn't happen on any other system. Oh, and that white thing is a pair of glasses.

XxDangerxX
7 Nov 2005, 07:28
I'm a bit confused. What is the black shotgun? What do you mean "dance"?

I've got a suggestion:
We need a way to land after disconnecting the rope where it doesn't act like a fall (anim1), but rather the land you get when you land after your rope retreat timer has run out and you're still on the rope(anim2).

ALSO: Problem with the forum. I click go advanced on the quick reply and it just saves the message and doesn't go advanced.

Run
7 Nov 2005, 09:38
I once knocked together an "Anti-Darksider Shotgun" in Fiddler that would only hit worms and ignored anything else, including the landscape...

That would also serve as a great weapon for darksiders, as they could shoot from within their tunnels without exposing themselves.

Anyway, I think I'll omit weapon suggestions from the list. Worms unlimited can serve that purpose.

AndrewTaylor
7 Nov 2005, 13:37
Alright, so the black shotgun is evil and it can dace, but how is it different, apart from in colour, morality and rhythm, from a regular shotgun? Three shots? Ignores land? Poisoned bullets? Bigger explosion? Fire?
ALSO: Problem with the forum. I click go advanced on the quick reply and it just saves the message and doesn't go advanced.
I've managed to make that happen, but only by using an out of date browser (Opera 7.5, for the record). Use Opera 8 or Firefox Whatever Version Firefox Is On These Days and it works fine. It might work on IE; I've never bothered to try it.

bonz
7 Nov 2005, 16:50
Alright, so the black shotgun is evil and it can dace, but how is it different, apart from in colour, morality and rhythm, from a regular shotgun? Three shots? Ignores land? Poisoned bullets? Bigger explosion? Fire?
no, it shoots wooden giraffes.

Evil Bunny
7 Nov 2005, 17:40
if we're gonna have a griffinlauncher then get me some puppetmaster wep where u have the 'puppetmaster' apear in the sky and it pulls all the invisible strings at once so all worms get a badass yank (like the force of a holy but without the blast) and if they're on open ground they have a fair of flying off. How's that for a darksider weapon!

Masol
8 Nov 2005, 14:01
What about auto-away feature? (which could automatically activate "afk" mode there is no activity on keyboard nor mouse for e.g. 15 seconds on own turn) - I wrote about it here: http://forum.team17.co.uk/showthread.php?p=282574#post282574


And one another thing: CE diacritics - http://forum.team17.co.uk/showthread.php?t=24426

Evil Bunny
8 Nov 2005, 15:38
hey, that's a pretty damn good idea masol

Righty, now for my wishlist.

Custom sprites that can be included with the sceme. (custom weapons)
A maps that can be included with the sceme. (for missions)
Ability to download soundbanks from people when in the lobby and in the game
The ability to mark areas on the map and asign functions to them in scemes, for example a forced placement or a 'finish' area, or an area which will damage and cause you to lose your turn (so you could make lava on a map hurt when touching it for example)
Team forcement in a sceme Like mplayer missions on wwp force 2 teams. Instead allow a fort game for example to only allow 1v1 2v2 or 3v3s.
DONT make an easy editor for all new features. So people who don't know what they're doing won't make extremely stupid scemes
Allow a sceme to disable use of a weapon after a surtain number of turns
Let a sceme create objects, not just mines and barrels, since sprites can be changed allow the property of them to be changed aswell, so instead of mines you could have spearhead that would damage a worm if he would touch them, or a dragon's head that would spit fire if u'd touch it.
Link scemes together, depending on there outcome. For example round 1: head to head in an open field. Round 2: winner round 1 marches on to enemy fort, which they have to charge, they lose: Round 3: Team that defended there fort previousely is now the charging team. Best out of 3 match with a little storymode in it.


Well in general i guess it comes down to more freedom with the missions. Allowing more input will defenetly result in many new ways of playing this game.

Hmm, man i would love to build some 'league' which would create an online story.

Etho
8 Nov 2005, 17:57
I would love the ability to view your weapons when it isn't your turn, on account of my poor memory.

Run
8 Nov 2005, 18:17
Team forcement in a sceme Like mplayer missions on wwp force 2 teams. Instead allow a fort game for example to only allow 1v1 2v2 or 3v3s.

Why is this necessary when it only takes a second for the Host to sort teams out?

DONT make an easy editor for all new features. So people who don't know what they're doing won't make extremely stupid scemes

People can make stupid schemes already, but WormNET copes with it. Also, people who have vast technical knowledge can still have a really bad sense of what makes a good scheme.

Cyclaws
8 Nov 2005, 18:50
I hope this hasn't already been suggest, but I would really like to have the option to automatically download a map that I play on online, and have it stored in the folder of maps, so I can be hosted. Perhaps this should be an option, so people who don't want every map they play on don't have to have it, but many times I have seen a map I liked, but couldn't be bothered to ask the host to e-mail it to me.

TN2003
8 Nov 2005, 19:48
With the new patches you can get the maps out of the replays. Just right click on the a replay and choose "extract map"

Run
8 Nov 2005, 20:14
With the new patches you can get the maps out of the replays. Just right click on the a replay and choose "extract map"

Cyclaws is asking for a simpler way of getting maps, presumably by extracting them automatically from the current.thc file and saving them.

XxDangerxX
8 Nov 2005, 21:43
hey, that's a pretty damn good idea masol

Only if it's an option 'cause that's not exactly a feature I would want.


Righty, now for my wishlist.


The ability to mark areas on the map and asign functions to them in scemes, for example a forced placement or a 'finish' area, or an area which will damage and cause you to lose your turn (so you could make lava on a map hurt when touching it for example)
Cool! And the the name and health of the worm touching the 'hotspot' could flash red as it does with green and lose 5HP every turn he's touching it. Unlike sickness, though, the worm could go down to 0HP on the hotspot.

Allow a sceme to disable use of a weapon after a surtain number of turns
Yes, weapon expiry has already been suggested, but I whole-heartedly agree with it! It's a great idea!


Let a sceme create objects, not just mines and barrels, since sprites can be changed allow the property of them to be changed aswell, so instead of mines you could have spearhead that would damage a worm if he would touch them, or a dragon's head that would spit fire if u'd touch it.

That sounds very difficult and complicated...


Link scemes together, depending on there outcome. For example round 1: head to head in an open field. Round 2: winner round 1 marches on to enemy fort, which they have to charge, they lose: Round 3: Team that defended there fort previousely is now the charging team. Best out of 3 match with a little storymode in it.

I'm not quite sure what you mean, but I do have a suggestion of my own:
Ability to change the scheme between rounds OR ability to go back to the host/join screen if you've accidentally selected a scheme that you didn't want.

How about an ability to vote to draw/force sudden death online? That'd be useful!

bonz
8 Nov 2005, 23:20
What about auto-away feature? (which could automatically activate "afk" mode there is no activity on keyboard nor mouse for e.g. 15 seconds on own turn)
i definitely don't like that idea.

if it's my turn i want to to be able to waste all the available time with thinking or whatever i want!
sitting around doing nothing is no disatvantage for the opponent.

and actually this can be used in a tactical manner somethimes, for example if suddendeath is closing in!

i rarely use /afk, because most of the time i can make a run to the toilet before my next turn.
and i wouldn't want to see hurrying back just to see that the auto-away has activated half a second ago & i lose my turn although i'd still have some time left. :p

if at all, i'd say make the auto-away feature kick in after one player hasn't moved for 2-3 turns.

edit:

do you want to have web-cam support to see if someone is really on the away from the keyboard & sitting on the toilet? =D

AndrewTaylor
8 Nov 2005, 23:41
How about an ability to vote to draw/force sudden death online? That'd be useful!
That would really have to be unanimous-only, though. You can't have a situation where three out of four players could vote in a draw if it was clear that the other player would otherwise win.

Seita
9 Nov 2005, 10:23
i definitely don't like that idea.

if it's my turn i want to to be able to waste all the available time with thinking or whatever i want!
sitting around doing nothing is no disatvantage for the opponent.

and actually this can be used in a tactical manner somethimes, for example if suddendeath is closing in!

i rarely use /afk, because most of the time i can make a run to the toilet before my next turn.
and i wouldn't want to see hurrying back just to see that the auto-away has activated half a second ago & i lose my turn although i'd still have some time left. :p

if at all, i'd say make the auto-away feature kick in after one player hasn't moved for 2-3 turns.

edit:

do you want to have web-cam support to see if someone is really on the away from the keyboard & sitting on the toilet? =D


Forgetting /afk is an issue only when turns never end by themselves (cf timetrial schemes).
In those situations, if a player is away, others have to wait until he comes back.

XxDangerxX
9 Nov 2005, 11:11
i definitely don't like that idea.

if it's my turn i want to to be able to waste all the available time with thinking or whatever i want!
sitting around doing nothing is no disatvantage for the opponent.

and actually this can be used in a tactical manner somethimes, for example if suddendeath is closing in!

i rarely use /afk, because most of the time i can make a run to the toilet before my next turn.
and i wouldn't want to see hurrying back just to see that the auto-away has activated half a second ago & i lose my turn although i'd still have some time left. :p

if at all, i'd say make the auto-away feature kick in after one player hasn't moved for 2-3 turns.
Absolutely! I couldn't have put it better myself! :D

That would really have to be unanimous-only, though. You can't have a situation where three out of four players could vote in a draw if it was clear that the other player would otherwise win.
Yeah, of course! That's what I had in mind. ;)
If they disagree, they could just discuss it in the chat box. Easy!

Swed Simon
9 Nov 2005, 13:35
I guess the only thing on my wishlist is that Deadcode will ignore atleast half of all these requests.

Run
9 Nov 2005, 14:20
I guess the only thing on my wishlist is that Deadcode will ignore atleast half of all these requests.

*applause*

Cyclaws
9 Nov 2005, 21:24
With the new patches you can get the maps out of the replays. Just right click on the a replay and choose "extract map"
Hmm, I won't deny forgetting that you could do that in the new patch. It might still be nice to have it done automatically though... depends on how lazy one is. ;)

XxDangerxX
9 Nov 2005, 22:06
I guess the only thing on my wishlist is that Deadcode will ignore atleast half of all these requests.
As long as it's only half. There are still a lot of good requests here. And he'll be including all of my requests. I sympathise with how hard his job is and request something if it's necessary...

Run
9 Nov 2005, 23:18
I'm including all the awful ideas in the list, anyway. They'll work their way onto the "rejected ideas" list eventually. Those ideas that I have left out so far are either weapon ideas, or ideas that are already implied by other ideas.

XxDangerxX
10 Nov 2005, 04:41
hm. That's right. Now let me just clear something up for all the n00bs here:
THERE-WILL-BE-NO-NEW-WEAPONS-IN-THE-UPDATES-BEFORE-THE-FULLY-CUSTOMISABLE-WEAPON-EDITOR-AND-EVEN-THEN-THEY-WILL-BE-LIMITED-TO-THE-CAPABILITIES-OF-THE-GAME.

bonz
10 Nov 2005, 10:10
THERE-WILL-BE-NO-NEW-WEAPONS-IN-THE-UPDATES-BEFORE-THE-FULLY-CUSTOMISABLE-WEAPON-EDITOR-AND-EVEN-THEN-THEY-WILL-BE-LIMITED-TO-THE-CAPABILITIES-OF-THE-GAME.
not necessarily:
http://forum.team17.co.uk/showpost.php?p=454636&postcount=40
;););)

Chip
10 Nov 2005, 15:22
Alls I want is that fully customable weapon editor. That's all I need to be happy.

I miss the fiddler (Yes I do know some people have got it working again but that is without the beta patches and it requires a lot od downloading which resulted in my computer feeling very ill)

Evil Bunny
10 Nov 2005, 18:49
pfftt, i just wanna make sprites and program missions, is that too much to ask :( :p

bonz
11 Nov 2005, 03:08
i just want available sprites get incorporated as weapons in the game.
(for-being-drunk-at-4am's-sake)
http://forum.team17.co.uk/showpost.php?p=454636&postcount=40
;) ;) ;)

Run
11 Nov 2005, 08:33
Quit dropping hints, bonz, they're getting all over the floor.

bonz
11 Nov 2005, 15:26
re-implementation of the ability to randomly generate a map by entering text strings.

iirc, this has been a feature in all previous and later worms games.
the button is currently occupied by the reseed option.

Quit dropping hints, bonz, they're getting all over the floor.
did someone trip over them?

Masol
11 Nov 2005, 16:38
if it's my turn i want to to be able to waste all the available time with thinking or whatever i want!
sitting around doing nothing is no disatvantage for the opponent.
If you are thinking you are probably moving around screen, checking available weapons etc., so "auto-away" would not activate in that situation. The same when sudden-death is coming - you could simply move mouse every at least 15 seconds. There could be warning after e.g. 10 seconds that auto-away is coming also.

I know you maybe don't want to activate afk because you don't want to lose your turn if there is still some time left, but I think it's less annoying than the situation when somebody is away for a few turns and every turn he is wasting X seconds.

Alternatively, the "auto-away" feature could be disabled in scheme options.

Run
11 Nov 2005, 16:45
If I nip the toilet on someone else's turn, and my turn begins while I'm away, I want to be able to come back and use the last 10 or 15 seconds of my turn to do something productive, rather than have it skipped.

So yeah, it would have to be optional, but I doubt anyone would use it really. (except you ;) )

bloopy
21 Nov 2005, 09:07
Idea: the ability to disable backflip in a scheme (so that certain schemes from worms2 can be recreated).

bonz
21 Nov 2005, 14:48
Idea: the ability to disable backflip in a scheme (so that certain schemes from worms2 can be recreated).
then you should add the effects of the **highjump** cheat from w2 too:
adding low gravity only for worms, but not for weapons.

Steve14
22 Nov 2005, 13:35
I think it's the best, if it give a official resolution-option.

bonz
22 Nov 2005, 14:29
I think it's the best, if it give a official resolution-option.
what do you mean?
this is available since deadcode's first official release:
•Resolution modes up to 1920×1440 are now supported (dependant on hardware capability).

Steve14
22 Nov 2005, 15:57
Well ... I have confused it with a wishlist for a update for W:2. :o

Djoszee
23 Nov 2005, 18:14
Quit dropping hints, bonz, they're getting all over the floor.
indeed, lol..

bonz
23 Nov 2005, 23:54
indeed, lol..
it's really hard to keep secrets.
actually i did post something but got doubts and removed it seconds after.

iamgood
24 Nov 2005, 10:49
Re-included/added weapons from past and present Worms titles, such as cloned sheep (an example of past) and Starburst (present) .
Yes, I know that the Starburst is similiar to Kamikaze, but, from what i've heard (me myself don't have W4 yet:p ) ;
You control it like an a little faster Super Sheep
It doesn't dig, it explodes on impact
Etc...
However, another few wishes: Ability to customise the team's worms like in Worms 4.
Ability to create your team's weapons in a weapons factory, working the same way as W4.
That would be reeeaallyy cool:D

XxDangerxX
24 Nov 2005, 11:56
Hmm. Very interesting. I believe the saying for this is "Whistling in the wind".

Are we even allowed to request thing from the third dimension? Let's stick with our dimension. The dimension we are familiar with.

iamgood
24 Nov 2005, 14:30
Hmm. Very interesting. I believe the saying for this is "Whistling in the wind".
Well, you know, anything is possible if you try:D
Are we even allowed to request thing from the third dimension?
I dunno:D
Let's stick with our dimension. The dimension we are familiar with.
Well, I think much or most of the features in the 3D games (except it being 3D lol:rolleyes: ) Would work well in the 2D games:)

Steve14
24 Nov 2005, 18:33
Re-included/added weapons from past and present Worms titles, such as cloned sheep (an example of past) and Starburst (present) .
Yes, I know that the Starburst is similiar to Kamikaze, but, from what i've heard (me myself don't have W4 yet:p ) ;
You control it like an a little faster Super Sheep
It doesn't dig, it explodes on impact
Etc...
However, another few wishes: Ability to customise the team's worms like in Worms 4.
Ability to create your team's weapons in a weapons factory, working the same way as W4.
That would be reeeaallyy cool:D
Ask TEAM17 if they would like to make a new 2D-Worms game ... :)

iamgood
28 Nov 2005, 15:37
Re-included/added weapons from past and present Worms titles, such as cloned sheep (an example of past) and Starburst (present) .
Yes, I know that the Starburst is similiar to Kamikaze, but, from what i've heard (me myself don't have W4 yet ) ;
You control it like an a little faster Super Sheep
It doesn't dig, it explodes on impact
Etc...
However, another few wishes: Ability to customise the team's worms like in Worms 4.
Ability to create your team's weapons in a weapons factory, working the same way as W4.
That would be reeeaallyy coolAsk TEAM17 if they would like to make a new 2D-Worms game ... :)
Yea :) But they are ver y hard to convince , so in the case they never will, you could take my idea into consideration Deadcode :)

cOol
29 Nov 2005, 03:07
I wish... An html version of wnet so I can play on it everywhere including college. :p

Metal Alex
5 Dec 2005, 16:50
Is there any chance to recover the weapons like clone sheeps, homing cluster grenade, homing airstrike and nuclear bomb (the same, but without poison), that were removed from worms 2? It could be nice to have them back, and since they are already programmed, it could be easy to bring them back... Oh, and the coloured mines from WWP could, too.

Squirminator2k
5 Dec 2005, 16:52
Is there any chance to recover the weapons like clone sheeps, homing cluster grenade, homing airstrike and nuclear bomb (the same, but without poison), that were removed from worms 2?
If people really, really want them, they can create them using the Fiddler enhancement when support is added. To be honest, The Homing Cluster andf Homing Strike were dangerously imbalanced and lead to a lot of arguments.

I'm all for the WWP-style mines, though.

Run
5 Dec 2005, 17:09
Is there any chance to recover the weapons like clone sheeps, homing cluster grenade, homing airstrike and nuclear bomb (the same, but without poison), that were removed from worms 2? It could be nice to have them back, and since they are already programmed, it could be easy to bring them back... Oh, and the coloured mines from WWP could, too.

I should think that the standard WA editor will allow editing of the nuke, such that poisoning can be reduced to zero.

KRD
6 Dec 2005, 16:13
Not sure about everyone else, but I'd say the homing cluster and strike were removed from the game for a reason. Yes, they don't exactly require skill to use.

Although the blue cluster did seem sexy... mmm.

Run
6 Dec 2005, 17:40
Not sure about everyone else, but I'd say the homing cluster and strike were removed from the game for a reason. Yes, they don't exactly require skill to use.

Yet other skill-less weapons were added, such as the nuke :P And others retained, such as the donkey :P

We may never know the true reasons!

bonz
7 Dec 2005, 00:13
And others retained, such as the donkey
i hope you didn't imply with this comment that the concrete donkey should have been removed from w:a onwards! :eek:

otherwise this would be blasphemy against the wormgod!

Metal Alex
7 Dec 2005, 09:44
However, I'm not saying to make them as new weapons. It could be like the aqua sheep update (for example, sheep update gives you clone sheeps), or making an option to enable/disable this weapons is also another option.

bonz
7 Dec 2005, 16:01
It could be like the aqua sheep update (for example, sheep update gives you clone sheeps)
this is exactly how i'd like to see it implemented.

and don't forget the sheep-on-a-rope!
maybe if you have a rope + a sheep you'll be able to use it.
macgyver-style weapons development. :D

TriMat
7 Dec 2005, 16:35
Dear Santa,

I wish for roping helmets so I can hit celings and walls a lot harder.

I'd also like swim gear with dolphin-jumping ability.

Steve14
7 Dec 2005, 16:57
The new rope function from W4:M would be good ... :)

Djoszee
7 Dec 2005, 16:59
NO!

:rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes:

iamgood
21 Dec 2005, 17:38
I have another wish:
If you´ve played Worms BO 2 then you know how the mortar there works: the way it sends bombs in its way is really cool, and if you aim right and time it right, it will send an air strike on the ground under it. I think this should be recreated for WA, as a new weapon, name and design it however you want:)

Sn!perWorm
22 Dec 2005, 15:02
Bah, am I the only one who doesn't have some incredible requests? :p

Ability to disable water "waves" and see the REAL water level (as a normal line) .
Ability to set aiming sensitivity in options menu, in-game menu (Esc button) or, in mutliplayer, by typing a value in chat, like /s 40 or something like this (or maybe even on the mouse wheel, and have a little indicator in top-right corner?) . This would be very useful to switch between different weapons or schemes, for example low ones for BnG or sniping (precise aiming) and high ones for roping (faster rope aiming) . IMO this would be just great.
Ability to set the explosions of crates, I mean:
- Set the power of crate explosion (possibly different for every kind of crate - weapons, utilities, health)
- Set some special effects for explosion (poison, fire)
- Or even make crates indestructible or set their "HP" , so that they're not "touch them and they explode" , but for example it would take a HHG explosion to blow them up (90 damage) .
Setting dud mines probability?
...or range of random mine fuses? (Not COMPLETELY random like now, but to choose between some set values, like instant explosion or 3 seconds)
When playing an offline multiplayer game with an AI team included and manual placement enabled, to make it the way AI Worms are placed randomly and "real player" Worms are placed manually (now all Worms are randomly placed) .


And?

Perfect
23 Dec 2005, 07:26
I'm not quite sure if these ideas have already been posted.....


1. How about the ability to join a game that is already in session? If you can't join and play, how about join and watch?

2. Hmm...can we also get a scheme or option where our worm is able to continue roping even after it has hit the ceiling, wall, or floor....Such as in the Crazy Ropes training mission?
....This would be great for RR's or Warmers....or would be great as a handicap scheme to noob ropers who constantly are falling off the rope. :rolleyes:

How about WormMap Cookies/Temporary Saved Map Files?....This would be great for color maps that take a while to load for dial up users. Maybe each map could have some sort of distinctive property or registered serial number that identifies itself....and when the host chooses that specific map, the map will call upon its ID on the players WormMap Cookies....if it finds it, then that map could be loaded from the player's Temporary Saved Map Files or off an Online/Website Database. This would save the *possible* dial-up user Host the hassle of sending the loaded map to all users. :confused:

Hmm..I think this one has already been posted....
A great idea would be an additional option for RRs so that when the game begins the Host, by default, is first... He finds the start and places one worm, then all the other players' worms are automatically placed in the exact same spot of that first worm...(the worms will be layered in the same spot)....Then from there, the game randomly orders who goes 1st, 2nd, 3rd, etc... :D


...WormCookies...what an idea. ;)

KRD
23 Dec 2005, 10:58
Perfect, you need to read the thread in which Deadcode has listed all future ideas. Most of your post is already planned. Everything but the Map Cookies, actually.

Sn1per, getting rid of the water waves is good, although most people simply did it by editing the file on the CD image. And once WA starts using a new engine in-game, the aiming will be done like you described: normal aiming will be slower and not pixel-aligned and pressing a key while aiming will speed it up. Either that or the other way around.

Djoszee
23 Dec 2005, 11:19
I like the idea of cookie based map loading.

Sn!perWorm
23 Dec 2005, 11:40
Sn1per, getting rid of the water waves is good, although most people simply did it by editing the file on the CD image. And once WA starts using a new engine in-game, the aiming will be done like you described: normal aiming will be slower and not pixel-aligned and pressing a key while aiming will speed it up. Either that or the other way around.
How to edit it? I'd love to know it, as it sometimes is very annoying when I put my Worm into some instant-death position (one enemy zook and he's done) , because I think there's no other way, while a bit later I see there is a very low, but safe land.:p

Oh, nice. That was just an idea, when the auto-camera following will be possible to disable I'll have more time for aiming, so even low precision isn't a big problem.;)

And I also like the cookie map loading, although it may be a bit difficult. Some really big (in KB, not "physical" size I mean) maps sometimes take ages to be loaded by other people...

KRD
28 Dec 2005, 09:10
Sn!per, not sure exactly what file you have to delete on the image of the CD, but I'm sure Lex can tell you. Hay, LEx.

The wish part of this post: Would it be possible, once the new interface is being worked on, to make custom interfaces possible and easy to access? I suppose putting an "Interfaces" folder into WA\User and have a sub-folder for each masterpiece with the correct file names in it. That way each clan could at least slap their logo into the main menu or WormNet and it would give the flag/grave-makers something more glorious to occupy their time with. Then all you need to do is add a drop-down box with all the installed interfaces into the options menu.

Deadcode
28 Dec 2005, 09:16
Everything but the Map Cookies, actually.Actually that is planned too. But not as a number embedded in the map, because that could be forged — rather, it'd work by running a hash algorithm on the map and using that hash as an ID.

The name for this feature is a Map Cache.

KRD
28 Dec 2005, 10:34
I remember having conversations about how there should be a standard map-name format, so the game would know whether you already have a map or not, but Map Cache takes care of that. Nice.

[Although it wouldn't be bad if all the map makers named their maps in the exact same way. "Creator - Map Name - Number". Would save all the trouble of renaming them. Maybe we should take care of that in the new SFX Cart.]

Think custom interfaces wouldn't be too much of a bother to put in?

iamgood
28 Dec 2005, 21:01
Another wish, even though christmas is over:D : GIF animations supported as flags and gravestones.:cool: And maps lol:o

dgrafols
2 Jan 2006, 13:47
Two new utility crates about worm size.

"Small worm", or something like this, makes your worm gets smaller, which is useful to pass through holes where a normal worm cannot. The inconvenience for this utility would be that your worm would jump less.

On the other hand, "Big worm" would have the opposite effect. A bigger worm which jumps higher and have the logical problems attached to its size.

Happy new year for every1

Sn!perWorm
2 Jan 2006, 18:46
It was said: there will NOT be any new weapons included. From what I know, there will be a very powerful weapon editor, but no NEW weapons.

bonz
2 Jan 2006, 19:45
but no NEW weapons.
http://forum.team17.co.uk/showpost.php?p=454636&postcount=40

Sn!perWorm
3 Jan 2006, 06:24
http://forum.team17.co.uk/showpost.php?p=455559&postcount=66

;)

iamgood
3 Jan 2006, 19:27
http://forum.team17.co.uk/showpost.php?p=455559&postcount=66

;)
No way!! DC!!! DC!! Say he´s wrong!:mad: :mad: :mad:

Sn!perWorm
3 Jan 2006, 22:04
Hmmm... Right.

So you people expect beta updates which are meant to improve the game in a big degree, but still improve, to grow into at least an expansion pack?

A BIG expansion pack. I think it was said earlier there will be no new weapons.

Deadcode
3 Jan 2006, 22:51
No way!! DC!!! DC!! Say he´s wrong!:mad: :mad: :mad:Ok, I have no definite plans to implement new weapons (though I do have at least a couple for new utilities) but I also have no plans not to, so there. :)
(And bonz, new sprites don't count as new weapons. You'll be able to assign them to fiddled weapons though, of course.)

bonz
4 Jan 2006, 00:24
I also have no plans not to
i want a submarine with a torpedo strike!

Evil Bunny
4 Jan 2006, 14:42
there should be an extra spritepack with these extra sprites, planty sprites layin around the place ready or nearly ready to be put into the game.

iamgood
4 Jan 2006, 20:55
Ok, I have no definite plans to implement new weapons (though I do have at least a couple for new utilities) but I also have no plans not to, so there. :)
(And bonz, new sprites don't count as new weapons. You'll be able to assign them to fiddled weapons though, of course.)
Yippie-ie-oh!:p

Evil Bunny
5 Jan 2006, 09:01
animal control utility :cool:

iamgood
5 Jan 2006, 09:32
new crate kind: Mystery Crate from W4:cool:

Evil Bunny
5 Jan 2006, 15:04
n0n0, bad idea, i h8 that :eek:

XxDangerxX
5 Jan 2006, 23:43
animal control utility

I thought Animal Control was going to be a feature or an option or something.

iamgood
6 Jan 2006, 16:32
n0n0, bad idea, i h8 that :eek:
How so?:p
ölmkylak bibulnwjgb,åaoä4ynhaouarvt hfxzvbuaiol,somzgkz
Edit: Another one:
A game update control system (disabled for people w/o instant connection)

Evil Bunny
6 Jan 2006, 22:17
hmm, yeah i guess that's usefull, although i cant say i need it since i'm on this form usually twice a day

Steve14
8 Jan 2006, 17:38
All weapons from the 3D-WORMS games ...

iamgood
8 Jan 2006, 19:52
All weapons from the 3D-WORMS games ...
Similiar...
Re-included/added weapons from past and present Worms titles, such as cloned sheep (an example of past) and Starburst (present) .
Yes, I know that the Starburst is similiar to Kamikaze, but, from what i've heard (me myself don't have W4 yet ) ;
You control it like an a little faster Super Sheep
It doesn't dig, it explodes on impact
Etc...
However, another few wishes: Ability to customise the team's worms like in Worms 4.
Ability to create your team's weapons in a weapons factory, working the same way as W4.
That would be reeeaallyy cool
Can be found at 3rd page:)

Evil Bunny
8 Jan 2006, 22:51
All weapons from the 3D-WORMS games ...
why would you want that?

Ok i'll admit, bubble and sentrygun are awsome, but that's about all i wanna take over from those.

bonz
8 Jan 2006, 23:35
bubble and sentrygun
yep, those two and the mysterious crates/buffalo of lies!
the complete randomness & hazard is fun!

and the mine spitting device.

Evil Bunny
9 Jan 2006, 10:13
oww yeah! mine machine's awsome :D but it would need to tele mines rather then spit them out

Djoszee
10 Jan 2006, 11:03
i want skins for the worms, so i can alter the worms to pokemon and play pokemon:armageddon :D

iamgood
11 Jan 2006, 13:31
A game update control system (disabled for people w/o instant connection)
Well... DC? :)

Run
11 Jan 2006, 15:37
I don't understand. What does this "game update control system" do?

bonz
11 Jan 2006, 16:46
I don't understand. What does this "game update control system" do?
perhaps automatically check for updates online and download & install them if necessary and/or if enabled?

Run
11 Jan 2006, 19:43
:rolleyes:

I hope that never happens, just to spite the lazy people.

bonz
11 Jan 2006, 21:48
I hope that never happens, just to spite the lazy people.
well, it could also automatically check if there is an update available and then disable online play until you have patched!

of course you should have the option to turn this on and off; hidden somewhere in the registry with the requirement of some hex editing. :D

iamgood
12 Jan 2006, 20:38
perhaps automatically check for updates online and download & install them if necessary and/or if enabled?
Exactly! A bit like these in Worms 3D and 4M, just a little better:p
I hope that never happens, just to spite the lazy people.
:p
Don´t listen to him DC :D

XxDangerxX
14 Jan 2006, 23:13
That sounds like a lot of work on DC's part.

I like that idea of the online play disabling in case of other updates, but there are downsides I can see which I won't go into right now. So there should rather be a message box that comes up explaining that there is, in fact, a new update and very strongly recommends you not continuing without installing. It has 2 buttons that say "Install" and "Ignore".

Evil Bunny
15 Jan 2006, 00:46
you can't disable people with old patches because these are BETA versions, meaning stuff can be wrong with them which can have unforseen effects that might make surtian patches useless to some people.

As far as alot of work goes this whole patching up of W:A has been alot of work. DC is taking his time and it doesn't seem like he's going to quit any time soon. I wonder who will give up first, DC or the WA community.... and i wonder if i'll be around to see.

About patch notification i think that's pretty easy to make.


Man... does anyone else have a bad feeling about this whole Open Warfare thing... like W:A is damaged somehow by a better 2d version coming soon?

Run
15 Jan 2006, 09:48
Man... does anyone else have a bad feeling about this whole Open Warfare thing... like W:A is damaged somehow by a better 2d version coming soon?

If anything, Open Warfare will bring more people to WA. OW is only for those hand-helds, and so naturally has some rather extreme limitations. OW players will simply be made aware of the worms series and they'll likely invest in WA or WWP, just to see what it's like on PC.

SGorilla
15 Jan 2006, 14:32
I have an idea, when you click on "extract map/scheme" on the replays it would be nice if a box came up asking what you want to call it or leave it as the name of the replay, i hate having to go into the folder myself and renaming it.

Evil Bunny
15 Jan 2006, 14:42
If anything, Open Warfare will bring more people to WA. OW is only for those hand-helds, and so naturally has some rather extreme limitations. OW players will simply be made aware of the worms series and they'll likely invest in WA or WWP, just to see what it's like on PC.
Yes, i think you'll be right about that. But i must say i do like those screenshots and i'd love to play it (here's me not having a handheld and unwilling to buy one for just 1 game).

WeXzuZ
15 Jan 2006, 14:57
I have an idea, when you click on "extract map/scheme" on the replays it would be nice if a box came up asking what you want to call it or leave it as the name of the replay, i hate having to go into the folder myself and renaming it.
You could try renaming the replay before extracting. The box would be annoying IMO

bonz
15 Jan 2006, 17:51
unwilling to buy one for just 1 game
well, lemmings made by t17 is coming for the psp.
and gta liberty city stories seems to look awsome too.

Evil Bunny
17 Jan 2006, 23:11
yaknow what i just really want? An upgraded granny who, like in w4m, steals weapons :cool:

Lex
18 Jan 2006, 06:03
yaknow what i just really want? An upgraded granny who, like in w4m, steals weapons :cool:

Since when do lovely old ladies steal weapons? Then again, since when do lovely old ladies explode?

bonz
18 Jan 2006, 07:22
old ladies run around in gangs & beat up the young.

AndrewTaylor
18 Jan 2006, 11:48
Since when do lovely old ladies steal weapons? Then again, since when do lovely old ladies explode?
It's not the lovely ones you have to watch out for. It's the vicious ones. Of course, you could take her legs out fairly easily, but who's going to believe she attacked you?

Run
18 Jan 2006, 12:34
That's the great thing about being old. You can push in queues and people will let you as long as you look crippled and innocent.

I can't wait.

bonz
18 Jan 2006, 22:47
old ladies run around in gangs & beat up the young.
did no one get my allusion? :-/
http://orangecow.org/pythonet/sketches/grannies.htm

iamgood
23 Jan 2006, 19:57
Attenton! new request: a "switch direction" button; when you turn around normally, even if you press lightning fast on the walk button that makes you change direction, it will take you at least 1 pixel to that direction also, not very handy if there only is one pixel you´re standing on:p
yaknow what i just really want? An upgraded granny who, like in w4m, steals weapons :cool:
I really want that too! :P It could be an unlockable cheat DC could add to some mission or training mode that doesn´t have one! :p And a separete cheat could be the other feature; steer her :P In a way so that, the grannie slows down when you hold down the opposite direction she´s facing, until she reaches "standing still speed" then she starts walking faster n´faster to the other direction! :D When she hits a pixel though, making her change direction, she will return to normal speed :P

Deadcode
24 Jan 2006, 15:10
Attenton! new request: a "switch direction" button; when you turn around normally, even if you press lightning fast on the walk button that makes you change direction, it will take you at least 1 pixel to that direction also, not very handy if there only is one pixel you´re standing on:pActually, it takes you only 1/2 pixel if your tap takes less than 1/25 second (which is not as hard as it sounds).

Walking backwards (holding the Shift key) is a good substitute for switching directions in most circumstances.

Your other suggestion will be pretty much covered by the Animal Control utility. :)

Seita
24 Jan 2006, 15:55
In map editor, within the dropdown box to select map, could there be a "random" line, selecting a random map from within the folder (and subfoldders) ?

Lex
24 Jan 2006, 21:47
In map editor, within the dropdown box to select map, could there be a "random" line, selecting a random map from within the folder (and subfoldders) ?

Wow, that's a great idea! That way, you could choose a RR from your RR folder easily (or whatever else you happen to be playing). :D (Yes, I know that the point I just made was obvious.)

bonz
24 Jan 2006, 22:38
idea:

an option to chose whether crates are teleported or dropped by parachute.
parachuting crates are affected by wind (they are already affected by low gravity); this would give a more war/reinforcement style.


In map editor, within the dropdown box to select map, could there be a "random" line, selecting a random map from within the folder (and subfoldders) ?
good idea.

iamgood
27 Jan 2006, 12:38
Actually, it takes you only 1/2 pixel if your tap takes less than 1/25 second (which is not as hard as it sounds).

Walking backwards (holding the Shift key) is a good substitute for switching directions in most circumstances.

Your other suggestion will be pretty much covered by the Animal Control utility. :)
cool:D
wkhinäaå

Evil Bunny
28 Jan 2006, 10:12
i've heard dc has done some work on an animal controle utility, i'm guessing this will work for the nan aswell.

iamgood
28 Jan 2006, 17:30
i've heard dc has done some work on an animal controle utility, i'm guessing this will work for the nan aswell.
Yeah he just wrote about it... :p

[UFP]Ghost
29 Jan 2006, 05:47
I was jsut wondering if there were any plans to download maps to ur maps folder after using them online? Probobly already been asked somewhere else, but i'm curious. (posted in other thread before i noticed this one :D)

Djoszee
29 Jan 2006, 11:46
Ghost']I was jsut wondering if there were any plans to download maps to ur maps folder after using them online? Probobly already been asked somewhere else, but i'm curious. (posted in other thread before i noticed this one :D)
good idea.

to add to that: i think you should be able to download a map ingame, extract the map your playing on to a certain folder. Something like that could be a good addition to the map cache (http://forum.team17.co.uk/showpost.php?p=469577&postcount=106) feature.

bonz
29 Jan 2006, 14:19
idea:

an option to chose whether crates are teleported or dropped by parachute.
parachuting crates are affected by wind (they are already affected by low gravity); this would give a more war/reinforcement style.

Does anyone want to comment on my before mentioned idea?

Evil Bunny
29 Jan 2006, 18:28
i wouldn't know what the first one would be good for, as for the second, there's a reason why cr8s drop in the places they do. It might be okay if the cr8s would drop with wind, if they would land where they were supose to.

bonz
29 Jan 2006, 22:54
i wouldn't know what the first one would be good for, as for the second, there's a reason why cr8s drop in the places they do.
Frankly, i don't have an idea what to use the first one for, but it would simply disallow crates to get spawned in caves or anywhere where there's no line of sight to the sky.
Maybe someone will come up with a new style of gameplay.
It might be okay if the cr8s would drop with wind, if they would land where they were supose to.
The wind is determined on a random basis, and if the airplane drops the crate on random horizontal positions, it could make up fun new gamestyles.

Also, the AI often drops a health crate near a low health or recently damaged worm, so this could also be used for deciding where to drop crates.

Another idea:

Option to let delayed (greyed out) weapons get dropped by parachute near the worm you control in that turn.

Would make for some nice game modes.
"Secure the drop zones, private!"

In the future, when "fully customisable weapons" get implemented, a "weapon" which lets you call for reinforcements (weapons, tools, health) would need the user to compensate for the wind.

And booby traps would be quite some fun too.
"Oh! The wind has blown my weapons crate right behind enemy lines. I hope they don't find it.
BOOM!
Phew, thank goodness, it was only a booby trap!"

BTW, Deadcode has mentioned that he intends to implement scripting, which lets the user do such stuff.

Evil Bunny
30 Jan 2006, 17:50
BTW, Deadcode has mentioned that he intends to implement scripting, which lets the user do such stuff.
Really?? WHen was that, damn, that's the one thing i've been wanting to read on this forum from him.

bonz
30 Jan 2006, 22:03
WHen was that
22.01.2006 03:19 GMT

Run
30 Jan 2006, 22:26
22.01.2006 03:19 GMT

You lie! Deadcode has made posts on the 21st and 23rd but not the 22nd :P

bonz
31 Jan 2006, 07:24
You lie! Deadcode has made posts on the 21st and 23rd but not the 22nd :P
I never said it was a post on a forum... ;)

Metal Alex
31 Jan 2006, 13:51
How about this implements:
-new layer, like the background images affected by wind, but in front of the other layers, difficulting the vision(could be a map option). Seems pointless, but combined with:
-map theme editor (already sid, I think), you could change those images with raindrops, for example... And you have "rain", "snow" or things like that!
-To make the rain look more realistic, the pictures could rotate depending on the wind direction and strengh, or use different pictures of the animation, and being able to determine the vertical speed for the "drops".
-Changing the colors so it looks like night, evenig, "green", etc, could look nice...
This is just for visual things, but... meh... it's a wishlist!
And with the planned mission editor, it could make the missions have that feeling you wanted.
Now say opinions, if you want... :p

Seita
31 Jan 2006, 15:14
*cries*

2 solutions: Either it can be disabled, which would ruin the whole purpose of masking the vision ; or it can't be disabled, which would ruin my already poor framerate because my computer would never be able to handle that many moving objects. Apart from that, the idea is nice.

Metal Alex
31 Jan 2006, 15:31
*cries*

2 solutions: Either it can be disabled, which would ruin the whole purpose of masking the vision ; or it can't be disabled, which would ruin my already poor framerate because my computer would never be able to handle that many moving objects. Apart from that, the idea is nice.

Maybe using the "ins" key, wich already makes layers disappear...
This is fully visual, so the intention os not to difficult the vision... unless you want that :p


Also, one question: The weapon editor wich was planned is suposed to edit any weapon or to create new ones? if it's for new ones, you could create a new column in the weapons list, and fill each place with a weapon. Maybe including those utilities of animal control and retaking turn in the list to organize the weapons... This could be setted as a scheme.

iamgood
31 Jan 2006, 17:15
Also, one question: The weapon editor wich was planned is suposed to edit any weapon or to create new ones? if it's for new ones, you could create a new column in the weapons list, and fill each place with a weapon. Maybe including those utilities of animal control and retaking turn in the list to organize the weapons... This could be setted as a scheme.
Hmmm...
Or, it could work like in W4m, where you make em your teamweap:p Just another suggestion, I support all the ideas just as much:)

bonz
31 Jan 2006, 17:33
How about this implements:
-new layer, like the background images affected by wind, but in front of the other layers, difficulting the vision(could be a map option). Seems pointless, but combined with:
-map theme editor (already sid, I think), you could change those images with raindrops, for example... And you have "rain", "snow" or things like that!
-To make the rain look more realistic, the pictures could rotate depending on the wind direction and strengh, or use different pictures of the animation, and being able to determine the vertical speed for the "drops".
-Changing the colors so it looks like night, evenig, "green", etc, could look nice...
This is just for visual things, but... meh... it's a wishlist!
And with the planned mission editor, it could make the missions have that feeling you wanted.
Now say opinions, if you want... :p
Sounds a lot like the "weather control" weapons from Worms Blast to me. :D

Metal Alex
1 Feb 2006, 21:37
Sounds a lot like the "weather control" weapons from Worms Blast to me. :D

Well, I actually didn't play it, so I don't know what's about it... :p
Hmmm...
Or, it could work like in W4m, where you make em your teamweap Just another suggestion, I support all the ideas just as much
However, now that I think to it, maybe combining both...

I mean: You choose a special weapon, but should have a limited power. Then use it as custom weapon. Then, in the scheme options, you should include it in the "extra column".
Things to be able to include in the "extra column" for now:p:
-"time travel" utility
-animal control utility
-That team special weapon (not planned... yet :p)
-any other created weapons, without power limits. You set the limits you want in your scheme.

iamgood
2 Feb 2006, 15:23
Well, I actually didn't play it, so I don't know what's about it... :p

However, now that I think to it, maybe combining both...

I mean: You choose a special weapon, but should have a limited power. Then use it as custom weapon. Then, in the scheme options, you should include it in the "extra column".
Things to be able to include in the "extra column" for now:p:
-"time travel" utility
-animal control utility
-That team special weapon (not planned... yet :p)
-any other created weapons, without power limits. You set the limits you want in your scheme.
That sounds good:)
DC, have you ever thought of implementing clothes, hats, moustaches etc. for the worms? Like in Worms 4, I love that function:)

Djoszee
2 Feb 2006, 16:20
That sounds good:)
DC, have you ever thought of implementing clothes, hats, moustaches etc. for the worms? Like in Worms 4, I love that function:)
dude, why dont you go ahead and post on the w4 forums if you like it that much. This is 2d worms, okay? it wont have worms with clothes and hats, because this is a mans game. Children play worms 4

KRD
2 Feb 2006, 16:36
Amen, Djo.

Run
2 Feb 2006, 16:52
lol @ "man's game"

A more fitting answer, however, might be "Yes he has, and no he's not" or perhaps "Deadcode is a coder, not an artist"

Deadcode
2 Feb 2006, 16:56
A more fitting answer, however, might be "Yes he has, and no he's not" or perhaps "Deadcode is a coder, not an artist"Actually I am an artist too. But I haven't explored that side of myself too much.

Squirminator2k
2 Feb 2006, 18:43
That, and adding clothing would require rejiggling a hojillion sprites. Simply not doable by anyone with a semblence of sanity.

bonz
2 Feb 2006, 18:50
Actually I am an artist too. But I haven't explored that side of myself too much.
What about your photographer side?
That, and adding clothing would require rejiggling a hojillion sprites. Simply not doable by anyone with a semblence of sanity.
I think there are only 10^googol sprites.

Dark Pulse
3 Feb 2006, 06:03
What about your photographer side?

I think there are only 10^googol sprites. The proper term for that is a googolplex (http://en.wikipedia.org/wiki/Googolplex), bonz. :)

iamgood
3 Feb 2006, 08:56
dude, why dont you go ahead and post on the w4 forums if you like it that much. This is 2d worms, okay? it wont have worms with clothes and hats, because this is a mans game. Children play worms 4
Well, since really BIG children play it...:p
Another suggestion (beware, it may be really childish and impsossible) : How about, with the cave border option, also being able to chose so that whole the map has no borders, but the camera stays within the map just as if it would? :) I mean, would be great for maps like this (http://wmdb.org/2783) and this (http://wmdb.org/2765)

bonz
3 Feb 2006, 19:31
The proper term for that is a googolplex (http://en.wikipedia.org/wiki/Googolplex), bonz. :)
log googolplex = googol.
So what? ;)

[UFP]Ghost
13 Feb 2006, 12:33
i think in the channel server room all the games listed should be in alphabetical order/another order by sceme but you should add 2 mroe columns to games:
1. number of players
2. Sceme

how about that?

KRD
13 Feb 2006, 15:32
Joining a game and asking what scheme they're playing takes about 10 seconds. Socialising with others on WormNet is key if this game is to survive. Not to mention most games are named after the scheme the host will use. If they aren't, the game is either Intermediate or private.

As for sorting them alphabetically, I much prefer them sorted by when they were hosted. If anything, make it an option.

bonz
13 Feb 2006, 17:43
If anything, make it an option.
Yeah, I always wondered why the tags on top of the columns on wormnet highlighted when you click them, but don't sort the data. (windows explorer style).

[UFP]Ghost
13 Feb 2006, 22:48
me 2, never understood why. i thinit's good because i hate how contrairy to what was said alot of poeple make the game name, there user name and it's usually shopper or a race, only names that have password are prviate usually.

SacLamb
14 Feb 2006, 00:22
Deadcode, ya should check out this thread

http://forum.team17.co.uk/showthread.php?t=27999

Djoszee
15 Feb 2006, 10:34
for missions:
- disable instant replays (or enable them only by pressing r)

log file:
- print out the exact name of the original file, so the date teams etc are in the log
- show the number of undo's in the log

questions:
- why does x2 not work on grave damage, while it does work on fall damage (because the turn ended?)

feature requests:
- be possible to extract a map from a certain position in the game. Say you were playing an elite, but want to try a nice mexi that appeared after some destroyed terrain.
- disable the windows key (i know you can download 'i hate this key' trial, but you might as well turn it off when possible
- could you enable xfire ingame chat? (xfire is a common used messaging program for gamers, it keeps track of your played time. www.xfire.com)

Missions:
- did you fix the agent dennis mission? i can't find it in the text you wrote with the update
(kill all enemy worms+suicide=win)

Diverse:
- i know a lot of people dislike this, but id like to see the color mines that wwp has on wa.

Hud:
- i think you should customise the hud (at least i think that's what it's called) to show more scheme options. Read and continue about that here (http://forum.team17.co.uk/showthread.php?t=27086)

replays:
- make replays have waypoints (like you plan for singlestep) so you can forward to. 'all worms placed' 'final move'
or sth like that
- start from a given turn (http://forum.team17.co.uk/showpost.php?p=462086&postcount=1)

venom003
15 Feb 2006, 12:46
"Conveniences and Interface
Customisable keyboard controls"
definitely...
i hate default controls:):D

iamgood
15 Feb 2006, 15:23
GIF gravestones support(for animated graves)
And added to that; Ability to change dieing anim,I really like the W2 wormdying animation:cool: Noticed it was different from WA when I tried the demo^^
Also, there was a gravestone in W2 that is non-existant in WA... Could you implement that one?:) (it´s a defaultie)

bonz
15 Feb 2006, 19:15
- why does x2 not work on grave damage, while it does work on fall damage (because the turn ended?)
Does a crate shower stop if you lose your turn after you picked it up?
there was a gravestone in W2 that is non-existant in WA
I'd like to see that one again.
It also was the only gravestone in W2, which could explode after it was hit a few times.

venom003
15 Feb 2006, 19:18
i curiosity; why dont exist worms a. movies on pc version. psx versions have it. and they are great. wonderful funny!.:):D

do anyway that movies to get in pc version:)?

bonz
15 Feb 2006, 19:37
movies on pc version. psx versions have it
IIRC, the FMVs of the PSX version are the same as the ones from W2.

Fun facts:
The (German) version of W:A for PSX has the 2 landscapes "Dinos" and "Domestic" on the disc and ready to play on.
It also has a few extra speechbanks of regional dialects from Germany.

I got to borrow the from my friend and see if i can extract any extra stuff not available in the pc version.

Lex
15 Feb 2006, 19:50
Missions:
- did you fix the agent dennis mission? i can't find it in the text you wrote with the update
(kill all enemy worms+suicide=win)Yes, that has been fixed.

iamgood
24 Feb 2006, 19:58
*Map loop.
An option in the level editor. When choosing this option, all maps are looped (most likely right/left, can´t see a soultion on how to do up/down considering the water) , so when a worm comes behind the map limit for example at the left, it will appear on the other side. So, if a worm is knocked far out to sea with a basebat, it will come back:p Camera should loop the maps also, of course :p

bonz
24 Feb 2006, 20:32
*Map loop.
An option in the level editor. When choosing this option, all maps are looped (most likely right/left, can´t see a soultion on how to do up/down considering the water) , so when a worm comes behind the map limit for example at the left, it will appear on the other side. So, if a worm is knocked far out to sea with a basebat, it will come back:p Camera should loop the maps also, of course :p
Run has already come up with that idea.
Look for "Wrapped Map" at the bottom of this page (http://www.nanacide.com/worms-unlimited/editors.php).

Some sort of solution for up/down:
Look for "Unlimited Cavern" a bit above on the same site.

iamgood
24 Feb 2006, 20:59
Run has already come up with that idea.
Look for "Wrapped Map" at the bottom of this page (http://www.nanacide.com/worms-unlimited/editors.php).

Some sort of solution for up/down:
Look for "Unlimited Cavern" a bit above on the same site.
Oh, and I thought my idea was such original:p I read "Unlimited Cavern" and think that´s a cool idea. However, it´s not really a map loop style of idea, so I thought this:
When you choose up/down wrappedness, the water is non-existant. If a worm comes in a situation where it just falls and falls and falls, it will keep falling until it either:
Has landed because it has gone to the right or left at the same time
It stops moving to the sides(if ever did), guarranteeing endless falling, whereas it would explode reaching the map "limit". The explosion could just do no damage at all for the classic style.

Run
24 Feb 2006, 21:31
Good as it might be, I think the concept of a wrapped map is a bit too far out an idea.

Perhaps for another game, but it's remarkably unlikely that WA will ever see it.

iamgood
24 Feb 2006, 21:44
Good as it might be, I think the concept of a wrapped map is a bit too far out an idea.

Perhaps for another game, but it's remarkably unlikely that WA will ever see it.
No... Don´t say that!:(

Lex
25 Feb 2006, 05:21
Good as it might be, I think the concept of a wrapped map is a bit too far out an idea.

Perhaps for another game, but it's remarkably unlikely that WA will ever see it.I have discussed the idea with Deadcode and he says it would be reasonably easy to implement. It sounds like something he'd be willing to add to the new map header.

iamgood
25 Feb 2006, 09:49
I have discussed the idea with Deadcode and he says it would be reasonably easy to implement. It sounds like something he'd be willing to add to the new map header.
Now look at that Run;)

Run
25 Feb 2006, 10:33
I have discussed the idea with Deadcode and he says it would be reasonably easy to implement. It sounds like something he'd be willing to add to the new map header.

Really? Wrapped maps? I'm gobsmacked and very excited. :cool:

XxDangerxX
25 Feb 2006, 10:59
Ditto. And you know it's cool when I reply to it! I haven't replied to anything in ages!!!

[UFP]Ghost
25 Feb 2006, 15:48
how about if he made the strites for different teams seperate. Cause i would like ot hcange the look of some of my teams worms so they look for like the name, then you could make your teams look different as oppposed to everyworm which i don't want to look diifferent :D

- of course the spirites would come the default ones, and if we wanted to we could use the spirite editor to change it.

iamgood
27 Feb 2006, 18:00
Now I ask Deadcode, are you planning to do this? When? I´m speaking about wrapped maps

Lex
27 Feb 2006, 21:06
He said to me that it would be relatively easy to implement, not that it was a definitely-planned feature. He'd have to tell you more, himself, as he didn't say anything beyond that to me.

Evil Bunny
27 Feb 2006, 22:51
Ghost']how about if he made the strites for different teams seperate. Cause i would like ot hcange the look of some of my teams worms so they look for like the name, then you could make your teams look different as oppposed to everyworm which i don't want to look diifferent :D

- of course the spirites would come the default ones, and if we wanted to we could use the spirite editor to change it.
Get this in your head, it is IMPOSSIBLE to give your worms custom looks. Not with overlaying sprites, not with sprites at all there are so many variables to this. Lets take simple sunglasses for example. How many sprites would it take to add sunglasses to a jumping worm? a roping worm? a drilling worm? How would you determine when they should be under or over the sprite, like when it puts on other stuff. There is no simple way of adding things to a sprite, there are so many sprites with worms in so many different positions. Did you ever notice they stretch and shrink in surtain movements? It would take a thousand different drawings if not more for a single little object.

Next to that it is not worth the effort. Worms are small, they're not like the worms in w4m which can fill a big part of your screen. They are not just small they are tiney. For something to have a customised look u would need 2 or 3 items to be added to a worm of no more then 30 pixels high. Things would be either too tiney to be recognisable or so big it would take away the greater part of the worm.

It's a bad idea. Stop posting about it.

RastaMahata
28 Feb 2006, 03:59
FIRST: scheme/map scripting.

Maybe the mission editor will have something like this (mission editor.. sigh). But if possible (I think it would be a PIA) include an scripting language in scheme/map. Lua would be a nice option.

This could allow ropers, shoppers, bng, and almost any kind of game to be played right from the beginning, without scaring too much newbies.

this would allow scheme/map options like:

worm a from team A start at coordinates x, y
This would be special for races
shoot only from [weapon: parachute, rope]
Shoppers/ropers/propers/etc shooting. Limitate the ways to shoot a weapon
if worm_in_play hasnt grabbed a crate, [weapon: parachute, rope]
Limit the occasions when the player may shoot
Show message before game starts (as in training missions)
Briefings, objectives, rules... The same way comments are show when killing worms, or the clock is running out
if player leaves game, kill team (as in not surrender)
So they dont bother other player movements/shots, but leave with an explosion ;)

:) just a thought, could be nice

SECOND: Fix the passworded game icon. The blue lock still has a black background

THIRD: Fix the new flags. New flags work in the lobby. Not in the game room. I really hope this can be fixed (yey, I have a red flag)

FOURTH: Update the game from the client when logging to wormnet.

That's it... I really hope you can implement them, deadcode. Great job with the updates, you've done an excellent work. Keep it up! ;)

bonz
28 Feb 2006, 12:41
scheme/map scripting
Eh, well, how about I just put in scripting and allow you to make script weapons/utilities.
as I said, I don't wanna explicitly code stuff like that, but I'll be happy to put in scripting and let you guys implement it
When i suggested him parachute crate drops affected by wind, delayed weapons delivered as crates, booby traps, use of the source code of WWP mission editor for W:A.

Evil Bunny
28 Feb 2006, 23:26
use of the source code of WWP mission editor for W:A.
Now there's a bad idea. That editor sux bigtime, it has so many bugs in it it'd be faster to start from scretch. Besides, i think dc should focus on the game rather then the tools, there are planty skilled people out there who can make good tools.

I would like a coding system indeed. More then any other feature. I think the worms players have grown up in the past 10 years and i think the game should change with them. Allowing more freedom and creativity just might do that. Worms has been taken to it's limits, which is far beyond what t17 ever could have guessed it would be. But it's not stretching too much anymore. That should change.

bonz
1 Mar 2006, 01:13
Now there's a bad idea. That editor sux bigtime, it has so many bugs in it it'd be faster to start from scretch.
You're probably right.
I just used the WWP mission editor as a comparison, though DC hasn't actually used yet.
A new editor should at least include all of those features.
But it's not stretching too much anymore. That should change.
Yes, definitely.
What I really want to see get implemented is custom weapons including custom sprites.
(when a Fiddler like editor is available)

RastaMahata
1 Mar 2006, 01:25
When i suggested him parachute crate drops affected by wind, delayed weapons delivered as crates, booby traps, use of the source code of WWP mission editor for W:A.
heh, sorry. But deadcode was talking about weapon/utility scripting (fiddler, maybe). I'm talking about scripting a map/scheme, so the game behaves different from the normal one (as a shopper, roper, etc).

I hope deadcode implements some kind of game scripting. The question is, implement it to the schemes or the maps? Or make some maps have pre-defined schemes? as "Scripted map. You cant use custom schemes with it"

Evil Bunny
1 Mar 2006, 08:54
actually rasta, i think it will be a combination of both. Deadcode has mentioned positioning locations by use of paterns or possibly by use of an extra file which would also show destructability of a map.

Now that i think about it, would that really be required? PNG maps can use an alfa channel which, i think, could easilly be used for such a purpose... would be a bit tricky for less experienced designers but it would save the trouble of needing multiple files.

Maybe maps could refer to a sceme in ther comment, like it can tell which background to use.

I think it's better though if a sceme could include a map. That way you'de have mission-like maps.

I'm at a loss to your idea of using scripts for a weapon though. Why would you want to use that over the fiddler way? Well, i could imagine a script might effect weapons during the game, like a weapon becoming stronger every turn or something like that, or that destroying a surtain target could inhance a weapon. But that doesn't appear to be what you're talking about.

Hmm, i do like the idea of an ingame script changing surtain weapons. :D

As for some afr cba enforcement. That sounds more like something to be preset as an option in the sceme.

KRD
1 Mar 2006, 16:51
Definetley go with implementing the new features into schemes rather than maps, that way you won't have to do it for each new map you make. Other than the obvious ones, that is [indestructibility, fixed teleport positions].

I believe the .TIFF format is planned for the maps, which should make the layering and transparency easier.

Evil Bunny
1 Mar 2006, 17:36
I believe the .TIFF format is planned for the maps, which should make the layering and transparency easier.
Now where did you hear that stuff? News to me, and doubtfull since tiffs are rather large and, if i rmember my multimedia class right, copyright protected.

RastaMahata
1 Mar 2006, 20:51
Definetley go with implementing the new features into schemes rather than maps, that way you won't have to do it for each new map you make. Other than the obvious ones, that is [indestructibility, fixed teleport positions].

I believe the .TIFF format is planned for the maps, which should make the layering and transparency easier.
well, implementing scripting in the maps would allow starting positions to be assigned from the beggining. Other than that, implementing the scripting in the scheme files would be a good idea too... so if deadcode implements the fiddler format, then releases a new fiddler tool, he could release it with SCRIPTS!

Anyway, I've never used the WWP mission editor. What format did it use to save missions? did it saved the map AND the scheme in a same file? :S

iamgood
2 Mar 2006, 13:36
*animated graves, wich hav´nt been added to the list yet as what I can see.
You would be able to either use a GIF or a folder full of motions you make urself:)
Also,
*tool, Gravity rotater
Depending on the Power of the utility when making a scheme with it and how many times you pressed - or +, the utility will make everything except the landscape rotate in a certin amount of degrees. This may be very super in places (legions of worms standing with no ceiling over them+180 degrees rotating anyone?) so only make it an option to the schemes when the person has Full Wormage.

Metal Alex
4 Mar 2006, 00:44
I am thinking of something... How about to be able to code new weapons (something like that was said), but save them as files? That way, it'll be faster to share, or even able to be posted here...
Just a though...

And, I don't think the gravity rotation thing seems that good...

bonz
4 Mar 2006, 02:29
How about to be able to code new weapons (something like that was said), but save them as files?
Fudge Boy's tool "The Fiddler" allowed saving edited weapons & weapon sets (.fsc & .fwp files).
Since Deadcode is intending to implement Fiddler compatibility, i guess it will be possible.

Totally new weapons, however, are another topic.

Evil Bunny
5 Mar 2006, 11:50
How about to be able to code new weapons (something like that was said), but save them as files?

... dude, if you have the script that creates the weapon, that's all you need to distribute it.

bonz
6 Mar 2006, 22:08
Suggestion:

Ability to enable/disable the ambient audio (background music) in-game via the Esc menu.

Evil Bunny
6 Mar 2006, 23:28
maybe deadcode should design a new menu for the escape button, with this stuff and everything else already on it it's might be good to redesign.

Lex
7 Mar 2006, 04:31
The format of the escape menu is good how it is. Something else that should be added to the escape menu:the ability to move your worms with it open in online games (so that accidental escape-pressing is not as terrible)Also, it would be nice if homing stuff, girders, and teleports didn't stop your worm from moving. I've been able to inject an enter-press into a replay while teleport was selected, making the worm jump, even though he had teleport selected.

Evil Bunny
7 Mar 2006, 07:57
you know there's a reason why worms don't move when there's a cursor on the screen. For one; girders are changed with arrow keys, as are airstrikes, so that prettymuch makes walking impossible. As for the rest, it's simply to keep a constant in the game. It's not good making acceptions everywhere. Maybe if you use different keys for rotating girder and strike... but that would probably cause alot of problems for people who don't read readme's.

Lex
7 Mar 2006, 16:08
Well, yeah. None of the keys should be changed, I agree, but it would be fine to let everything work normally while having a teleport selected, or a homing missile. I really don't see the point in restricting movement with those just because air strikes and girders don't let you walk. Keeping a constant of the inability to move doesn't make any sense.

KRD
7 Mar 2006, 16:51
Perhaps [as a test] we could try with an extra option in the menus that lets you rotate girders and switch air strike direction with the mouse wheel [/ anything else] while the arrow keys keep their walking binds.

If during the period of that test patch everyone adopts the new controls, they get to stay.

Personally I'm completely comfortable with, while trying to place a girder as far as possible, switching to an F4 weapon before walking, but it often happens [especially in Elite where turns only last 20 seconds] that people panic when a girder refuses to be placed and waste the end of their turn trying to figure out why they can't move.

Evil Bunny
7 Mar 2006, 18:07
hey, now that idea i like! rotating of girder/strike with the mouse wheel

bonz
7 Mar 2006, 22:59
Mouse wheel is a very good idea.

If customizable key bindings are implemented, I think it shouldn't be that hard to allow such specific settings.

iamgood
8 Mar 2006, 17:17
And, I don't think the gravity rotation thing seems that good...
Really?:(
abc

Metal Alex
12 Mar 2006, 17:54
... dude, if you have the script that creates the weapon, that's all you need to distribute it.

Yeah, but I mean, It's much more friendly user, mainly for those who don't know to script. Also, if all we needed was the codes, deadcode could give us the updates in word. All we had to do is follow the instructions!!:rolleyes:

RastaMahata
13 Mar 2006, 04:25
actually rasta, i think it will be a combination of both. Deadcode has mentioned positioning locations by use of paterns or possibly by use of an extra file which would also show destructability of a map.
If a map includes a script, it wouldnt be necessary.

Now that i think about it, would that really be required? PNG maps can use an alfa channel which, i think, could easilly be used for such a purpose... would be a bit tricky for less experienced designers but it would save the trouble of needing multiple files.
Why multiple files? a new map format could be created (maybe .WAmap), which would include the scripting, the scheme, the map... the whole game config in one. It could be selected as a map.

Maybe maps could refer to a sceme in ther comment, like it can tell which background to use.
Again, the format i described before could include that.

I think it's better though if a sceme could include a map. That way you'de have mission-like maps.
I think maps should include schemes. Users tend to have more maps than schemes.

I'm at a loss to your idea of using scripts for a weapon though. Why would you want to use that over the fiddler way? Well, i could imagine a script might effect weapons during the game, like a weapon becoming stronger every turn or something like that, or that destroying a surtain target could inhance a weapon. But that doesn't appear to be what you're talking about.
Everything related to weapons would be created the fiddler way, but they would still be used as schemes. In other words, if you want to create new weapons, or script them, it would be saved as a scheme, which then could be used in a .WAmap file format.

Hmm, i do like the idea of an ingame script changing surtain weapons. :D
Scripting could allow this and a lot more.

As for some afr cba enforcement. That sounds more like something to be preset as an option in the sceme.
If scripting is implemented, it woudlnt be necessary to do this as an option in the scheme. Most scripts have header options anyway. :p

Again, this is only a wishlist. But I really hope deadcode can implement all of this one day.

evilworm2
18 Mar 2006, 17:46
Ability to change scheme if game ends with a draw.

Djoszee
19 Mar 2006, 11:03
Abiltiy to change scheme if game ends with a draw.
good call! :D

Chip
25 Mar 2006, 15:19
I just want the AI worms to be able to use a more varioty of weapons.
Oh and if we do ever get the Deadcodes ideal fiddler feature added to the game then I would like it to be able to add your custom weapons to game as new weapons rarther then replacing existing weapons.......a whole new weapon menu will need to be implimented but that can be just a simple right click to get the existing weapon menu then right click again for the second one (just like with the 2 weapon menus on the original worms game)

NanO
25 Mar 2006, 21:27
Deadcode could u add Estonian flag in next update?...ty.

Seita
29 Mar 2006, 11:02
I would like a scheme option allowing a worm with 0 health to play his turn if he is the last worm of his team, and only to prevent a game to finish with a player having had more turns than the other.

I'm especially thinking about proper, where the player starting the game has a clear turn advantage.

That "Extra turn for a draw" is widely accepted in roperaces, so why not in propers ?

Chip
29 Mar 2006, 17:08
Oh yeah - bigger maps and more worms.
Apparently people say it's not as hard to impliment into the game as many think.

PolYp
29 Mar 2006, 17:51
didnt read all the pages and if it was said b4 im sorry:

how about no crate-drop after an afk-skip?

[UFP]Ghost
29 Mar 2006, 23:01
this may not exactly belong here but more death match options, like my friend drew a pic of his idea where the gravity switched, all worms not under something died and water seeped through spaces that were blown through. i liked the idea but it's much harder to explain and imagine then it is to make. it may not sound that good but u had ot be there when he explained it.

iamgood
30 Mar 2006, 14:36
Ghost']this may not exactly belong here but more death match options, like my friend drew a pic of his idea where the gravity switched, all worms not under something died and water seeped through spaces that were blown through. i liked the idea but it's much harder to explain and imagine then it is to make. it may not sound that good but u had ot be there when he explained it.
Pretty similiar idea to my "Gravity Rotator" idea:p

bonz
1 Apr 2006, 01:07
New idea (from playing Bloopy's boomrace map):

Pipes/tubes

Placeable like girders and worms, animals & grenades can pass through.

[UFP]Ghost
1 Apr 2006, 15:23
i don't get it? can someone fill me in here.

bonz
1 Apr 2006, 15:25
Ghost']i don't get it? can someone fill me in here.
I'm talking about this map (http://www.wmdb.org/2621) from bloopy.
Pipes that worms/animals/grenades can pass through like in Super Mario.

[UFP]Ghost
1 Apr 2006, 17:46
o now i get lol, that would be sweet.

KRD
1 Apr 2006, 17:56
Not absolutely off-topic, here's another map with tubes in it.

I give you cOo1's Plastic Tubes Grenade Battle Race: Link. (http://www.wmdb.org/1327)

Evil Bunny
2 Apr 2006, 18:17
mario pipes in worms....

i love it :D

[UFP]Ghost
5 Apr 2006, 04:14
the ability to set maps by type like shoppa, rr, proper, w2w so u don't have to organize by folder.

the ability to rate a map so i don't have to go through bad ones.

perfecting the transparent water, over land i like that idea of the tranparent water.

evilworm2
5 Apr 2006, 09:44
Ghost']the ability to rate a map so i don't have to go through bad ones.

lololololol.
delete bad maps. ;)

Run
5 Apr 2006, 10:14
Ghost']the ability to set maps by type like shoppa, rr, proper, w2w so u don't have to organize by folder.

Maps are organised alphabetically, aren't they? You could probably do that.

KRD
5 Apr 2006, 12:05
Then again, why wouldn't you want your maps in folders? Makes for a heck of a shorter drop-down list.