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View Full Version : Chinese "DC & CS" are leeter!


Dario
15 Mar 2008, 01:33
http://you.video.sina.com.cn/b/1334623-1270984717.html

Check the video, nothing really surprising on the skills (I've seen shots as good here) but OMG! they have this cool power bar and who knows what else, why oh why don't we have that?! I want it!!.
Just kidding, I love you guys for all the job you are doing.

I am just wondering if it is possible to join Chinese wormnet with our W:A, but I assume we'd be playing the 3.0 version.

Offtopic: asians have always had and will always have a paralel world, just leeter than ours. I remember watching korean warcraft3 replays and thinking (I still think) that they were using 2 mouse and 2 keyboards, probably 2 screens too.

franpa
15 Mar 2008, 01:41
is this that uh, online game in japan where recently support for it's maps were added to W:A? the interface at the bottom does look pretty cool compared to our simple one.

Plasma
15 Mar 2008, 01:45
That's not Worms Armageddon, just so you know. I think it was called Worms Aqua.
Yeah, it's dead now. Whoever was in charge of it just stopped running the servers, IIRC.

franpa
15 Mar 2008, 01:46
Yea, thats it ;)

KRD
15 Mar 2008, 02:37
I think it was called Worms Aqua.

Worms World Party Aqua, actually. The one before it was Online Worms. Oh and they're both Korean as far as I can tell, not Chinese or Japanese, though there might have been other versions as well.

And they're dead, yes. But I doubt the effort of making them compatible with WA would be anywhere near worth it even if they weren't.

http://www.youtube.com/watch?v=HXoYd__qBbo

CyberShadow
15 Mar 2008, 04:30
That game was a licensed "localization" (both in terms of language and market). And the work was done by an entire company, not two programmers in their free time ;)

yakuza
15 Mar 2008, 08:48
That game has a built in aiming tool that tells you exactly where your grenades, bazookas or whatever will fall, even taking into account the wind, no skill there.
They're both korean but there are Chinese and Thai versions of them, or used to be.

Melon
15 Mar 2008, 11:14
It seems to me the only difference they made to their version was nice cosmetic changes and more maps. I don't see automatic game replays, large maps, more objects and what have you anywhere. So I certainly wouldn't call them "leeter".

Still interesting though, although I think I still prefer our standard power bar. The fact that it appears directly next to the worm is far far better in my opinion. (OK, there's does to, but the bar at the bottom might put me off).

yakuza
15 Mar 2008, 12:04
It seems to me the only difference they made to their version was nice cosmetic changes and more maps. I don't see automatic game replays, large maps, more objects and what have you anywhere. So I certainly wouldn't call them "leeter".

Still interesting though, although I think I still prefer our standard power bar. The fact that it appears directly next to the worm is far far better in my opinion. (OK, there's does to, but the bar at the bottom might put me off).

It also has different weapons (although only a pair or three and it lacks most of the WA complex weapons) and an underwater mode, avatars, ranks, items you can buy (like double shot which shoots two bazookas/grenades/whatever), but overall it's less complete than WA and has much less depth.

CyberShadow
15 Mar 2008, 12:21
(I think) they had true colour. That's probably their greatest achievement.

Etho.
15 Mar 2008, 15:01
I think they tweaked the game enough so that it could display true color. I tested this once before just to make sure. All the screenshots I took of the game had 256 - 1000 different colors in them. However, all the maps they used were still 8-bit, containing no more then 256 colors. I think the reason for this was so that they wouldn't have to alter the collision detection coding very much.

OnlineWorms had Worms 2 like physics and very limited features. Worms World Party Aqua had WWP like physics with quite a few additional features over OnlineWorms. These included more maps, game modes, weapons, mp3 music instead of midi, worm hats and other sprites, water mines, unique types of water (normal, sand, etc.), a mission training mode, and many other features.

It was a very interesting game to play. However, I never knew anyone who played it for longer than 2 weeks besides myself and JoE because it was highly repetitive. (no custom maps, schemes, soundbanks, fanfares, flags, graves, etc.)

yakuza
15 Mar 2008, 15:36
You're right about OnlineWorms but not about WWP Aqua, WWP aqua has nothing like WWP phisics, the engine is different, even the grenade bounce and the worms sliding and flying around is more simple than in WA/WWP, they also use smaller worms.

KRD
15 Mar 2008, 16:32
That game has a built in aiming tool that tells you exactly where your grenades, bazookas or whatever will fall, even taking into account the wind, no skill there.

Online Worms didn't have that, did it? Blah. So much for Koreans being leet.

bloopy
17 Mar 2008, 10:12
I think the reason for this was so that they wouldn't have to alter the collision detection coding very much.

I highly doubt it, unless it makes a difference as to what colour you're colliding with. :p

Dario
17 Mar 2008, 11:06
I think you might be wrong about that not being Worms Armageddon and being dead:

http://www.cnworms.com/html/news.html

yakuza
17 Mar 2008, 11:40
I think not because that's not the game we're talking about. That's just a chinese server for WA by the looks of it.

Etho.
17 Mar 2008, 15:30
You're right about OnlineWorms but not about WWP Aqua, WWP aqua has nothing like WWP phisics
I know they weren't exactly the same, but, I am quite sure the FPS, gravity, maximum speed, walking speed, rope friction, and other things were the same.

I highly doubt it, unless it makes a difference as to what colour you're colliding with.
It does matter. During the match loading screen, the worms game needs to generate a 1-bit collision mask of the map. With 8-bit maps it only needs to check 1 byte per pixel. 24-bit maps would require the code to be changed to read 3 bytes per pixel. 32-bit maps (alpha transparency) would require 4 bytes per pixel to be checked.

I don't think it would be difficult to alter the code to do this, but I'm sure they had other reasons for not including support for true color maps. For example, they probably wanted to keep the size of their game as low as possible since it needs to be downloaded.

Dario
17 Mar 2008, 20:43
Even if I posted a video of another game, I did it thinking it was W:A, so it is the game I was talking about :P.

bloopy
23 Mar 2008, 14:35
It does matter. During the match loading screen, the worms game needs to generate a 1-bit collision mask of the map. With 8-bit maps it only needs to check 1 byte per pixel. 24-bit maps would require the code to be changed to read 3 bytes per pixel. 32-bit maps (alpha transparency) would require 4 bytes per pixel to be checked.

I don't think it would be difficult to alter the code to do this, but I'm sure they had other reasons for not including support for true color maps. For example, they probably wanted to keep the size of their game as low as possible since it needs to be downloaded.

I wouldn't count generating the collision mask as part of the collision detection coding. Once the collision mask has been generated from whatever map is being used, surely the same collision detection code could still be used?

Etho.
23 Mar 2008, 15:34
I would place the 2 into the same category because they are dependent of each other. The collision code does nothing without the collision mask, so generating the collision mask is also part of the collision code.