The Ultimate Site of Worms Armageddon

All About TUS => Announcements => Topic started by: DarkOne on August 16, 2011, 05:39 PM

Title: Project X 0.8.0 Released
Post by: DarkOne on August 16, 2011, 05:39 PM
I bet you've all seen previews of this cool addition to the world of worms :)

Quote
After many months of work, we are proud to present a new version of our W:A modification: Project X 0.8.0. We've come a long way from 0.6.5, so we hope everyone really likes what we've done this time round! Remember that PX is a powerful modification tool that anyone with the necessary skill can use. The stuff that we're releasing with this version is just an example of what can be done for the public to enjoy. Head to http://wormspx.com for more info on Project X (you will miss important stuff if you don't) and drop by our forums for any questions, comments, ideas, bug reports (if that section doesn't get flooded and drop) and so on.

Cheers
-The PX team

Download link :Here (http://wormspx.com/px080.rar)
The download package contains a few schemes to play along with their respective libraries and maps:
- PX CTF: Capture the flag and return it to your base. Heavy strategy - 3vs3 recommended, with one worm per team. Worms that die will respawn; the game will only end when one team successfully captures the enemy flag.
- PX RR: Interactive rope racing with special traps and obstacles.
- Glider Race: Use the Hangglider to reach the finish in style.
- PX Intermediate: Basic scheme played with PX weapons.
- Jump Race: Use the new jump ability to reach the finish.
Fog Of War: An additional mode that can be added to any game. The map is under a shroud of darkness, and players can only see what is within their worms field of vision. For CTF, the flag chambers are illuminated at all times.
More information about each gamemode here: http://wormspx.com/px080wiki/index.php/Gamemodes

Some examples of gameplay:

- Tazer

Source: http://forum.team17.com/showthread.php?p=751445#post751445
Title: Re: Project X 0.8.0 Released
Post by: Aerox on August 16, 2011, 05:42 PM
Finally

Now let's get all the schemes we once imagined but couldn't make possible happen
Title: Re: Project X 0.8.0 Released
Post by: Korydex on August 16, 2011, 06:02 PM
Awesome stuff, but isn't that sad classic schemes won't be so popular if this module will spread all the wormnet? I don't think people who just entered the world of worms will choose old school schemes...
Title: Re: Project X 0.8.0 Released
Post by: Maciej on August 16, 2011, 06:27 PM
I'm sure classic league won't be changed :)
Title: Re: Project X 0.8.0 Released
Post by: Wolfgang on August 16, 2011, 11:32 PM
in start the game

Fatal Error
Worms Armaggedon has encountered and error.
detailed informacion about the error can be found in the ERRORLOG.TXT

any know to solve this problem? :P
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 16, 2011, 11:37 PM
in start the game

Fatal Error
Worms Armaggedon has encountered and error.
detailed informacion about the error can be found in the ERRORLOG.TXT
Do you have latest W:A Beta?
Also, can you upload an archive with pxlog.txt, pxcrashlog.txt and errorlog.txt ? (you will find them on W:A directory)
Title: Re: Project X 0.8.0 Released
Post by: Wolfgang on August 16, 2011, 11:41 PM
in start the game

Fatal Error
Worms Armaggedon has encountered and error.
detailed informacion about the error can be found in the ERRORLOG.TXT
Do you have latest W:A Beta?
Also, can you upload an archive with pxlog.txt, pxcrashlog.txt and errorlog.txt ? (you will find them on W:A directory)

yeh I have the last beta (31)

Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 16, 2011, 11:45 PM
I see that you have a bunch of wormkit module enabled.. one of them might cause the problem. Disable all modules except wkPX.dll and try.

PX RR works fine here and for many other players.
Title: Re: Project X 0.8.0 Released
Post by: Wolfgang on August 17, 2011, 12:19 AM
all works now thanks :) inmortal :)
Title: Re: Project X 0.8.0 Released
Post by: angus on August 17, 2011, 03:01 AM
Awesome stuff, but isn't that sad classic schemes won't be so popular if this module will spread all the wormnet? I don't think people who just entered the world of worms will choose old school schemes...


(http://t1.gstatic.com/images?q=tbn:ANd9GcQPfLu28vA1y2lb1WMgJvbkNRzEu45HqRZEmknScMQThhMbiVi4)
Title: Re: Project X 0.8.0 Released
Post by: Statik on August 17, 2011, 06:14 AM
Yesterday I found a funny bug (or a feature? :D) with pixel weapon (lol). If you put that pixel on a worm, it will go down through the landscape and plop ;D
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 17, 2011, 08:12 AM
Yesterday I found a funny bug (or a feature? :D) with pixel weapon (lol). If you put that pixel on a worm, it will go down through the landscape and plop ;D
It's a weapon for testing.
Title: Re: Project X 0.8.0 Released
Post by: barman on August 17, 2011, 10:07 AM
Wow! I like the glider a lot.
Title: Re: Project X 0.8.0 Released
Post by: Abnaxus on August 17, 2011, 11:19 AM
Fog Of War sounds awesome. :)
Title: Re: Project X 0.8.0 Released
Post by: sm0k on August 17, 2011, 11:59 AM
nice work there.
but there is one bad thing that could be changed in a new version
the point is when i run my game with wormkit .. and want to host a normal ttrr .. well it dont rly works. coz the px shemes are on too. i have always to run game with wa.exe to host classic shemes. may i missed something. but didnt find a solutution till yet. there is a px sheme "defoult"  tough when i set it then px shemes are off.. but no way xd.

but still gj
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 17, 2011, 12:33 PM
nice work there.
but there is one bad thing that could be changed in a new version
the point is when i run my game with wormkit .. and want to host a normal ttrr .. well it dont rly works. coz the px shemes are on too. i have always to run game with wa.exe to host classic shemes. may i missed something. but didnt find a solutution till yet. there is a px sheme "defoult"  tough when i set it then px shemes are off.. but no way xd.

but still gj
Use /px_toggle command when you are hosting, it disables PX (windowed mode and Anti-Aliasing will still work).
Title: Re: Project X 0.8.0 Released
Post by: sm0k on August 17, 2011, 01:36 PM
nice work there.
but there is one bad thing that could be changed in a new version
the point is when i run my game with wormkit .. and want to host a normal ttrr .. well it dont rly works. coz the px shemes are on too. i have always to run game with wa.exe to host classic shemes. may i missed something. but didnt find a solutution till yet. there is a px sheme "defoult"  tough when i set it then px shemes are off.. but no way xd.

but still gj
Use /px_toggle command when you are hosting, it disables PX (windowed mode and Anti-Aliasing will still work).

ok cool  thanx , didnt know that.  but i'm still to lazy to write it evrytime :x
a small change would be great ;p like on px shemes somethink like "px off" addy
Title: Re: Project X 0.8.0 Released
Post by: Rok on August 17, 2011, 02:17 PM
I downloaded PX and I can't figure out how to actually use Library Editor. How do we make new libs? There's no save button. :) Where's the compiler, how to use it? Any tips and/or hints?

I already checked wiki, but there's only a pic of PXLEdit and the rest are code examples, no word about compiling.

Great work this is, nonetheless, kudos.
Title: Re: Project X 0.8.0 Released
Post by: Guaton on August 17, 2011, 02:43 PM
the rr with traps rocks xDDDD i havent finished yet 
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 17, 2011, 02:55 PM
I downloaded PX and I can't figure out how to actually use Library Editor. How do we make new libs? There's no save button. :) Where's the compiler, how to use it? Any tips and/or hints?

I already checked wiki, but there's only a pic of PXLEdit and the rest are code examples, no word about compiling.

Great work this is, nonetheless, kudos.
File -> Save/Save as

You don't need to compile. PX compiles right before starting the game (you can also Test Compile while you are coding).
For testing, use the scheme editor and add scripts there (then you save the PX Scheme on PXSchemes folder and test offline).

Yeah, wiki is still unfinished.

Remember that we have a forum : http://wormspx.com/forum/index.php

@Guaton : I made this map, I'm actually improving it. Give me ideas if you want.
I wrote a tutorial with Metacooler if you want to create such maps : http://px.worms2d.info/px080wiki/index.php/PX_RR
Title: Re: Project X 0.8.0 Released
Post by: Rok on August 17, 2011, 04:37 PM
...

File -> Save/Save as

:facepalm:

Thanks.
Title: Re: Project X 0.8.0 Released
Post by: Guaton on August 17, 2011, 07:13 PM
I downloaded PX and I can't figure out how to actually use Library Editor. How do we make new libs? There's no save button. :) Where's the compiler, how to use it? Any tips and/or hints?

I already checked wiki, but there's only a pic of PXLEdit and the rest are code examples, no word about compiling.

Great work this is, nonetheless, kudos.
File -> Save/Save as

You don't need to compile. PX compiles right before starting the game (you can also Test Compile while you are coding).
For testing, use the scheme editor and add scripts there (then you save the PX Scheme on PXSchemes folder and test offline).

Yeah, wiki is still unfinished.

Remember that we have a forum : http://wormspx.com/forum/index.php

@Guaton : I made this map, I'm actually improving it. Give me ideas if you want.
I wrote a tutorial with Metacooler if you want to create such maps : http://px.worms2d.info/px080wiki/index.php/PX_RR


let me finish it first xD  im gonna be glad of giving u ideas if i get something in my mind :p
Title: Re: Project X 0.8.0 Released
Post by: DumbBongChow on August 17, 2011, 11:04 PM
Weird... Game crashes when I switch the px scheme including even when I just turn on only px module. Any idea why? [Already knows PX is aweseome wkit module.] :(

Tried PX updater, and it still doesn't work. DX
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 17, 2011, 11:10 PM
Weird... Game crashes when I switch the px scheme including even when I just turn on only px module. Any idea why? [Already knows PX is aweseome wkit module.] :(

Tried PX updater, and it still doesn't work. DX
Can you post pxlog.txt ?
Title: Re: Project X 0.8.0 Released
Post by: nappy on August 17, 2011, 11:28 PM
Hey guys, is it possible to make frontend windowed as well? It could be super awesome because it would allow to make WA livestreams without using virtual machine. Fullscreen (and thus non-visible for stream video capture drivers, at least those we are aware of) frontend is really a bummer :(
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 17, 2011, 11:50 PM
Hey guys, is it possible to make frontend windowed as well? It could be super awesome because it would allow to make WA livestreams without using virtual machine. Fullscreen (and thus non-visible for stream video capture drivers, at least those we are aware of) frontend is really a bummer :(
No, it's impossible, sorry.
Title: Re: Project X 0.8.0 Released
Post by: cOke on August 18, 2011, 01:02 AM
nice work there.
but there is one bad thing that could be changed in a new version
the point is when i run my game with wormkit .. and want to host a normal ttrr .. well it dont rly works. coz the px shemes are on too. i have always to run game with wa.exe to host classic shemes. may i missed something. but didnt find a solutution till yet. there is a px sheme "defoult"  tough when i set it then px shemes are off.. but no way xd.

but still gj
Use /px_toggle command when you are hosting, it disables PX (windowed mode and Anti-Aliasing will still work).

surely it would make more sense to be off by default and then enable it with px_toggle? i don't want to write px_toggle every time either to TURN IT OFF when playing non PX schemes 99% of the time.

edit: or like was said the default option in the px drop down menu to select px scheme is 'px off'. this will do fine.
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 18, 2011, 01:04 AM
nice work there.
but there is one bad thing that could be changed in a new version
the point is when i run my game with wormkit .. and want to host a normal ttrr .. well it dont rly works. coz the px shemes are on too. i have always to run game with wa.exe to host classic shemes. may i missed something. but didnt find a solutution till yet. there is a px sheme "defoult"  tough when i set it then px shemes are off.. but no way xd.

but still gj
Use /px_toggle command when you are hosting, it disables PX (windowed mode and Anti-Aliasing will still work).

surely it would make more sense to be off by default and then enable it with px_toggle? i don't want to write px_toggle every time either to TURN IT OFF when playing non PX schemes 99% of the time.
yup. You're right

Or even better : enabling or disabling it by default on PX.ini
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 18, 2011, 11:53 AM
Entuser has coded this feature as requested, update PX (you can now choose if you want to disable or enable PX on PX Scheme list).
Title: Re: Project X 0.8.0 Released
Post by: NAiL on August 18, 2011, 12:26 PM
great work, im sure we're gonna see some cool schemes once everything sinks in!
Title: Re: Project X 0.8.0 Released
Post by: darKz on August 18, 2011, 01:53 PM
great work, im sure we're gonna see some cool schemes once everything sinks in!

I hope you're brainstorming already, NAiL. ;)
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 18, 2011, 01:58 PM
BTW CTF cup here : https://www.tus-wa.com/cups/cup-262/
Still waiting for confirmation..
Title: Re: Project X 0.8.0 Released
Post by: JayX on August 18, 2011, 02:58 PM
BTW CTF cup here : https://www.tus-wa.com/cups/cup-262/
Still waiting for confirmation..


Thx Immortal ;)
Title: Re: Project X 0.8.0 Released
Post by: nino on August 18, 2011, 04:24 PM
nice stuff :)

but just one question, why like 80% of peoples who posted in this t17 forum thread doesnot post here? they are inactive at playing or what? porra
Title: Re: Project X 0.8.0 Released
Post by: Impossible on August 18, 2011, 05:58 PM
t17 forum very old shit, now all ppl talk in other forums, only ppl who active in t17 forum its a ppl who keep visiting t17 forum for ages, they almost dont play tho..
p.s.
dont worry I didnt get what I mean too
Title: Re: Project X 0.8.0 Released
Post by: NAiL on August 18, 2011, 06:15 PM
team17 forums is where all the programmers hang out, if you wanna find people who host games each day and involve themselves look to leagues
Title: Re: Project X 0.8.0 Released
Post by: MonkeyIsland on August 19, 2011, 07:25 AM
Some issues/suggestions: (Using XP SP3)

1. When it is not your turn or when you are watching a replay, the entire weapons menu is cyan. (instead of black which hurts eyes)
2. The numbers in the timer at bottom-left have exceed the border, kinda making the timer look ugly.
3. The PX scheme select box has no margin. It has stuck to game options boxes from top. Is it possible to put it exactly below the normal scheme select box with the same sizes as the scheme? (same goes with px scheme select box in the game lobby in online games)
4. I've noticed when I bungee, my worm behavior is different from what it used to be. Possible to change that back?
Title: Re: Project X 0.8.0 Released
Post by: WookA on August 19, 2011, 03:09 PM
awesome stuff

other then the bowling ball ive seen all of these weapons on worms 2: armageddon on the xbox, the sentry gun definitley can change the game around if your in a jam, i hope people come up with some awesome schemes with this because the xbox version really sucks as far as customizing schemes goes
Title: Re: Project X 0.8.0 Released
Post by: Entuser on August 19, 2011, 03:46 PM
Quote
1. When it is not your turn or when you are watching a replay, the entire weapons menu is cyan. (instead of black which hurts eyes)
2. The numbers in the timer at bottom-left have exceed the border, kinda making the timer look ugly.
3. The PX scheme select box has no margin. It has stuck to game options boxes from top. Is it possible to put it exactly below the normal scheme select box with the same sizes as the scheme? (same goes with px scheme select box in the game lobby in online games)
4. I've noticed when I bungee, my worm behavior is different from what it used to be. Possible to change that back?

1,2 : These are known bugs, but i couldn't find their source yet.. will fix asap
3 : Ok, i'll try to fix
4 : Have you play old PX versions? If so, try remove PX folder.. I thought that bungee has been fixed.
EDIT: no, it wasn't :D fixed bungee in the latest update
Title: Re: Project X 0.8.0 Released
Post by: Maciej on August 22, 2011, 07:47 PM
eeem, I have a problem, I can't find these all weapons ;/ how to enable them all in intermediate game for example? (and can I choose these weapons like the classic ones? can't find nothing like that)

and screen in game lags a bit now with this PX stuff ;/
Title: Re: Project X 0.8.0 Released
Post by: Aerox on August 22, 2011, 08:55 PM
eeem, I have a problem, I can't find these all weapons ;/ how to enable them all in intermediate game for example? (and can I choose these weapons like the classic ones? can't find nothing like that)

and screen in game lags a bit now with this PX stuff ;/

So there I was, at home, tired, and about to take a shower.
I had been 5 hours doing finger push ups as part of my FR daily trainning.
I learned FR back in 2010, oh how I miss the good old days.
Please gather around the fire for I am about to share my story.
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 22, 2011, 08:58 PM
eeem, I have a problem, I can't find these all weapons ;/ how to enable them all in intermediate game for example? (and can I choose these weapons like the classic ones? can't find nothing like that)

and screen in game lags a bit now with this PX stuff ;/
For PX weapons you can use wepons.pxs with FullWormage or PXNormal, but you have to press + while playing normal to switch to the other weapons table where PX weapons are stored.
Title: Re: Project X 0.8.0 Released
Post by: Maciej on August 22, 2011, 09:37 PM
eeem, I have a problem, I can't find these all weapons ;/ how to enable them all in intermediate game for example? (and can I choose these weapons like the classic ones? can't find nothing like that)

and screen in game lags a bit now with this PX stuff ;/
For PX weapons you can use wepons.pxs with FullWormage or PXNormal, but you have to press + while playing normal to switch to the other weapons table where PX weapons are stored.

thanks!
Title: Re: Project X 0.8.0 Released
Post by: Maciej on August 24, 2011, 01:33 PM
bah, I will have to delete this PX module, I don't like these screen lags... They are not that bad to cause my mistakes or whatever, but still really irritating ; /
Title: Re: Project X 0.8.0 Released
Post by: Entuser on August 24, 2011, 01:39 PM
Try turn VSync on (in px.ini, VSync=1 under [PX] section), mb it would help
Title: Re: Project X 0.8.0 Released
Post by: Kaleu on August 25, 2011, 02:34 AM
Too much screen lags. :(
Title: Re: Project X 0.8.0 Released
Post by: LeTotalKiller on August 26, 2011, 05:49 PM
WK + PX does not start at all. I tried removing all the others modules but that didn't change.
Title: Re: Project X 0.8.0 Released
Post by: Immortal on August 26, 2011, 05:51 PM
WK + PX does not start at all. I tried removing all the others modules but that didn't change.
Update?
Title: Re: Project X 0.8.0 Released
Post by: LeTotalKiller on August 26, 2011, 05:58 PM
Thank you, problem solved.
Title: Re: Project X 0.8.0 Released
Post by: Entuser on August 27, 2011, 06:32 AM
Too much screen lags. :(
bah, I will have to delete this PX module, I don't like these screen lags... They are not that bad to cause my mistakes or whatever, but still really irritating ; /

Check that thread http://px.worms2d.info/forum/viewtopic.php?f=16&t=293 (http://px.worms2d.info/forum/viewtopic.php?f=16&t=293), seems like it's rather video drivers issue, and it can be solved. (try latest update first, mb it 's enough)
Title: Re: Project X 0.8.0 Released
Post by: K4Tsis on September 10, 2011, 02:54 PM
tut gg
Title: Re: Project X 0.8.0 Released
Post by: Crash on February 07, 2013, 11:04 PM
guys when i extract this to wa, my wa doesn't work when i open it, nothing happens

what type of problem is it? i have newest update but i dunno if my wormkit is newest
Title: Re: Project X 0.8.0 Released
Post by: PyroMan on February 08, 2013, 08:39 AM
i have newest update but i dunno if my wormkit is newest

You mean you have wa 3.7.0.0?
PX campatible with 3.6.31 only (yet)
Title: Re: Project X 0.8.0 Released
Post by: Crash on February 09, 2013, 12:57 PM
yea i got newest 37 update ah so that's the reason ;o

thanks man!
Title: Re: Project X 0.8.0 Released
Post by: Kaleu on February 09, 2013, 06:14 PM
Crash,
You also don't need wormkit in 3.7.0.0, it is embedded with Worms now, all you need is the .dll modules files in your Worms Armageddon folder.   ;)