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Game #244904, Viewed 114 Time(s)

hu3 br cup #2
Knockout, Round 3
January 10, 2025, 12:07 AM
Winner

Gained 5 points
Loser

Lost 5 points

Game Rate
Not rated yet
Players history
2 - 1
Information Cup name: : #1254: hu3 br cup #2
Cup scheme(s):
T17
#3891 Team17 (WormsLeague pre-Season 2)

Game Result: 3:0
Watch The Game Replay(s):
Downloaded 112 time(s).
0 members and about 112 guests have downloaded this game.
Random generated map by the game.
1920 x 696, LEV, 0.04 KB, Downloaded 3 time(s)
Game Chat(s)
[Deadcode] hf!
[STF-Campz1] hf
[STF-Campz1] gk
[Deadcode] gk
[Deadcode] aw
[Nicholaus04] Also, a few more graphics based hoo-ha i discovered on my own.
[Nicholaus04] The FPS of the animation for the water is literally just it's frame count multiplied by 2.
[Deadcode] hmm
[Nicholaus04] Wow.
[Nicholaus04] Right to the feet.
[Deadcode] mmm
[Deadcode] phew
[Deadcode] aw
[STF-Campz1] Of course
[Nicholaus04] Nice!
[Deadcode] ty
[Nicholaus04] Also, for whatever reason, watching a replay with the OpenGL renderer on FreeBSD causes X.Org to lock up until W:A exits (Either it gets SIGTERM, crashes, or the replay ends.)
[Deadcode] eep
[Nicholaus04] Yet, it works fine when using WineD3D via D3D9.
[Deadcode] aw
[Nicholaus04] Also, just wondering here, but does the function that make the commentary panel appear NO-OP if the string it's given is empty? (As in, the string it's given just has a \0)
[Deadcode] aw
[STF-Campz1] GG
[Deadcode] gg
[Nicholaus04] GG!
[Nicholaus04] Now GG!
Random generated map by the game.
1920 x 696, LEV, 0.04 KB, Downloaded 3 time(s)
Game Chat(s)
[Deadcode] hf & gk
[STF-Campz1] hf
[STF-Campz1] gk
[Nicholaus04] gk?
[STF-Campz1] good kuck
[Nicholaus04] Ah.
[Deadcode] shit
[Deadcode] well that is inauspicious
[STF-Campz1] interesting heh
[Deadcode] :-)
[Nicholaus04] Quite a pile!
[Nicholaus04] Not anymore.
[Deadcode] damn wind
[Deadcode] damn
[STF-Campz1] phew
[Nicholaus04] Another "just wondering" thing for another visual bit of the game loop.
[Nicholaus04] What's the max velocity of the background debris?
[Deadcode] damnit
[STF-Campz1] OMG
[Nicholaus04] Poop.
[Nicholaus04] Another one: How does the game know which frame to use for a sprite that rotates? (I.E: The cursor, flying projectiles, worms flying through the air.)
[Deadcode] well that should be pretty apparent from looking at it
[Deadcode] some of them spin at a rate depending on speed
[Deadcode] some point where they're going
[Deadcode] ow
[Nicholaus04] And i think for the "Worm flying through the air" sprite for the worm, it guesses the angle based on the angle of a line starting from the worm's original position, and it's new position.
[Deadcode] oopsie
[Nicholaus04] Ditto.
[Deadcode] shit
[STF-Campz1] PHEW
[Nicholaus04] But i'm just wondering, is the angle calculation for such sprites based on a normalized value that's grabbed from a value in degrees?
[Nicholaus04] Though for projectiles like you said, it's basically based on it's velocity.
[Deadcode] well shit
[Nicholaus04] Though, some exceptions would be some missile-based projectiles.
[Nicholaus04] Like the Bazooka, the Homing Missile, and others.
[Nicholaus04] Which probably uses the aforementioned "angle based on line from old pos to new" thing.
[Deadcode] shiit
[Deadcode] phew
[Nicholaus04] Close one!
[Nicholaus04] Nice one!
[Deadcode] ty
[Deadcode] wow, 46
[Nicholaus04] Heck, i'm literally able to do shots like that with most grenade weapons.
<<STF-Campz1>> ��b��D��+��
[Nicholaus04] Do you really think that was a good idea?
[STF-Campz1] want to try something
[Nicholaus04] Okay then?
[Deadcode] :-)
[Nicholaus04] Just working on a utility for a project of mine while i'm watching this.
[Deadcode] ah
[Nicholaus04] Basically, it's meant to generate bitmap fonts via FreeType and SDL 1.2/2.x.
[Deadcode] gg
[Deadcode] had aqua too
[STF-Campz1] gg
[Nicholaus04] GG!
Random generated map by the game.
1920 x 696, LEV, 0.04 KB, Downloaded 5 time(s)
Game Chat(s)
[Nicholaus04] GL&HF!
[Deadcode] gl gk!
[Deadcode] pheww
[STF-Campz1] ah
[STF-Campz1] wtf
Nicholaus04 [Tsk, Tsk, Tsk... Too Bad...]
[STF-Campz1] gj
[Deadcode] ty
[Nicholaus04] Nice!
[Deadcode] hmm
[Nicholaus04] Also, the utility i'm making is written in C99. and is mostly meant for UNIX systems only, as it uses the POSIX API.
[Nicholaus04] It could compile on MSYS2 or Cygwin using it's POSIX API.
[Deadcode] Is it a utilty to do something with WA graphics?
[Nicholaus04] Could be used for that, but nope.
[STF-Campz1] hahah
[Deadcode] aww
[Deadcode] damnit
[Deadcode] lol
[STF-Campz1] lmao
[STF-Campz1] bl
[STF-Campz1] sick
[Deadcode] ty
[Nicholaus04] Basically, it's meant to generate PNG images that can be used in my idtech3 fork via one of it's new features.
[Deadcode] not sick
[Nicholaus04] Basically, the ability to draw 2D images on the screen instead of shader scripts.
[Nicholaus04] As in, making most of the HUD software rendered via game code.
[Nicholaus04] They're called raw pictures.
[Nicholaus04] Since they're drawn like regular pics(Shaders) but can have their pixels modified during runtime.
[Deadcode] ahhhh
[Deadcode] vbl
[Nicholaus04] Oop.
[Nicholaus04] Basically what the utility does is this:
[Deadcode] oops
[Nicholaus04] It creates whats called a "fontchunk", which is a 1024x1024 surface.
[Nicholaus04] It creates up to 256 of these.
[Nicholaus04] After it creates them, it places glyphs of each possible character withen the range of a U16(unsigned short) on the fontchunk surface.
[STF-Campz1] nice
[Deadcode] ty
[Nicholaus04] It continues on that chunk until there's not enough space for the next character.
[Nicholaus04] From there, it continues it's work on the next chunk.
[Deadcode] niiiice jump
[Nicholaus04] Basically, rinse and repeat those steps until we scrubbed through every character in the font.
[Nicholaus04] Of course, there's duplicate glyph checks.
[Nicholaus04] Basically, after planting the glyph on a chunk, it stores it's glyph ID in a array.
[Nicholaus04] So, if we find a character sharing the same glyph, we just skip it.
[Nicholaus04] After all the characters are checked for and blitted onto most of the chunks, we save only the processed chunks into seperate PNG files.
[Deadcode] bl phew
[Nicholaus04] The filename of the outputted images is this: %s_%i_%i.png.
[Deadcode] darn
[Deadcode] now scales time
[Nicholaus04] Where: %s = Filename of font, minus the extension. %i 1 = Size ID of font(0 = sml, 1 = std, 2 = med), or the index of a bitmap font. %i 2 = Fontchunk ID(From 1, to 256).
[Nicholaus04] And that's it.
[Nicholaus04] The resulting files get spat out into the working directory.
[Nicholaus04] In addition, a special argument can be given to the utility which will spit out a .lua file containing nothing but a table containing the respective glyphs coords in each image.
[Deadcode] that was a silly idea of mine
[Deadcode] I should've just blowtorched a little higher
[Deadcode] oh
[Nicholaus04] The reason for the lua file is to use it's table as a reference for where each glyph is, and what image file it belongs to.
[Nicholaus04] Though, i might move the font format for my project to use a text file that describes each glyph instead of a Lua table.
[Deadcode] aw
[Deadcode] nice idea
[Nicholaus04] Ditto.
[Nicholaus04] But attempts were made.
[Deadcode] you could've created some crate space for yourself with that
[Deadcode] last girder
[Deadcode] next come petrol, maybe
[STF-Campz1] i'm just having fun for you, coz 0% of winning
[Nicholaus04] Ouchie.
[Deadcode] :-)
[Deadcode] nice
[Nicholaus04] Neato sheep-o!
[STF-Campz1] good games, ocngratz
[Nicholaus04] GG!
[Deadcode] gg. Thanks.
[STF-Campz1] bb