Hot on the heels of the Steam release (well... almost), the Worms Armageddon 3.7 update is here!
After the v3.6.31.2b update was released on Steam, and turned out to have some conspicuous bugs, CyberShadow and I launched into a flurry of activity to get a nice stable release ready. One of the important things it needed was a graphics mode in which the Steam overlay worked. But we also worked on things that were not strictly necessary (new localization system... fixing interesting bugs that cropped up along the way...), resulting in a perpetual state of "soon!" ;)
As it turned out, we converged upon a state of real readiness just in the nick of time. Enjoy!
EDIT: The initial release of v3.7.0.0 incorrectly called itself an alpha in the green emulation text. If you downloaded the installer that has an md5sum of ac628698de626c7bbff6a15a4219d952, please re-download the one linked below.
Download Page (http://wa.team17.com/main.html?page=supp&area=upda&file=15)MD5sums:
cf001ce20c9534cec583e4eaef1c0c6c *WA_update-3.7.0.0_Installer.exe
Fixes- [DC,CS] Compatibility and interoperability
- [CS] Windows 8 compatibility has been improved.
- [CS] When W:A is run under Windows 8 for the first time, it will offer to configure Windows compatibility flags which should improve compatibility and performance under Windows 8.
- [DC] Problem introduced in v3.6.30.0: WA.exe triggered a false positive in some virus detection programs.
- [DC] Support was added in v3.6.28.0 for opening land*.dat map files from OnlineWorms and WWP Aqua in W:A's Map Editor. However, three land*.dat maps (land07.dat, land21.dat, and land27.dat) from the Korean small version of OnlineWorms could not be opened.
- [DC] With the command-line parameters /getmap, /getscheme, and /getvideo, the use of forward-slashes instead of backslashes in the file's path name was not supported.
- [DC] Bug introduced in v3.6.23.0: After connecting to a non-WormNET IRC server that attempted ident authentication, W:A would fail to properly join channels.
- [DC,CS] Default files, folders, settings, and persistence of settings
- [CS] W:A will now create empty user content subdirectories on start-up if they do not exist.
- [CS, DC] W:A will now create a default team file if one doesn't exist.
- [CS] The /register command-line parameter will now report errors, and also save W:A's install path.
- [DC] When registering its associations, W:A did not override the current "Open With" user choice.
- [DC] When a host enabled one of the "test versions" (BattyRope, RacingStuff, etc.), this state was meant to persist both through multiple rounds and new matches, as if the enabled test version were part of the scheme. However, it did not persist through new matches.
- [DC] Bug introduced in v3.6.30.0: After returning from a Mission or Training, the default scheme would be incorrectly set in Offline Multiplayer.
- [DC] Intrinsic maps were not remembered in Offline Multiplayer mode; every time a Multiplayer screen was entered (including the end of a game round), a selected intrinsic map would be overwritten with a randomly generated map.
- [DC] When a replay file using an intrinsic map was launched, the current map (stored in current.thm) was deleted. If this was done while another instance of W:A was open, this would cause the map thumbnail in that instance to become empty (or, in versions before 3.6.29.0, garbled).
- [DC] When an online game was joined, and the host loaded a .BIT or .LEV map (without necessarily starting the game), on the client's side, it would result in a state in which part of the representation of the current map was not updated. In this state, if the client-side user entered the Offline Multiplayer screen, the last map loaded by the host in the online game would be shown — but if the user then right-clicked it to open the Map Editor, the incorrect map would be opened.
- [DC] After a round of Training, in-game options such as volume and detail level were not being saved.
- [DC,CS] User interface
- [DC,CS] Compatibility tweaks in the Advanced Options screen that were obsoleted by v3.6.31.2b have been removed.
- [CS] The "Slow Frontend Workaround" setting is now a checkbox, which selects between the previous "Off" and "Alternative" settings. The previous "On" setting has the same effect as as "Off".
- [DC] When playing on very wide maps (at or close to the map width limit), moving an aiming cursor (e.g. Teleport) to the right edge at high speed (especially when using Shift and/or the middle mouse button) could result in the cursor wrapping around to the left edge.
- [DC] In the Map Editor, when moving the mouse out of the map and back in while holding Alt (for fine tuning) the entire time, the coordinate at which the brush cursor re-entered the map did not match the coordinate at which the mouse cursor actually re-entered.
- [DC] When moving the mouse over the Map Editor's drop-down list of files, the help text for controls underneath the list box would be shown.
- [DC] Despite the wraparound fixes in v3.6.28.0, when playing on very wide maps (at or close to the map width limit), a worm flying off the right edge of the map at very high speed could cause the camera to wrap around to the left edge. A speed sufficient for this was only possible if "no maximum speed" was enabled (e.g. by TestStuff).
- [DC] In the Options screen, if a team was created, edited, or deleted, the Language combo box would have the entire list of languages repeated at the bottom of the list (in an A-B-C-A-B-C manner); this would continue to happen each time (A-B-C-A-B-C-A-B-C, etc.), until exiting the Options screen.
- [DC] Bug introduced in v3.6.30.0: In an offline game, selecting a weapon using the mouse (in the weapon panel) would cause the next attempt to open the chat panel (to make replay annotations) unsuccessful — the chat would open a little bit and then immediately close itself.
- [CS] In-game mouse movement input handling has been improved. Previously, W:A would incorrectly accumulate earlier mouse movement input messages received within the same frame, and in specific circumstances, W:A could get stuck at a black screen when starting a game or restoring after minimizing during a game.
- [CS] When the primary DirectDraw surface was lost, it was not being restored correctly. This needlessly slowed down restoring W:A after minimizing by one frame.
- [CS] Rendering of background gradients (both in-game and in the main menu) has been optimized.
- [DC] Front end buttons were not highlighted instantly upon mouse-over, but rather, only when the mouse was moved from one point on the button to another point on the button.
- [DC] Bug introduced in v3.6.19.7: In the Network Host screen, when the Start button was enabled and the host's mouse was over it, and then a remote player turned their light bulb off (disabling the Start button), if the host subsequently moved the mouse, the Start button would be redrawn as if it were enabled, but it would not highlight upon mouseover and would not respond to being clicked. It would go back to normal the next time it was enabled by having all players light up.
- [DC] Under Wine, pressing ESC anywhere in the front end would instantly propagate to all windows, usually resulting in an instant exit.
- [DC,CS] Cosmetic video/audio issues
- [DC,CS] Bugs introduced in v3.6.31.2b
- [CS] The brush cursors in the Map Editor were incorrectly rendered.
- [DC] The phone icon, meant to be displayed only when the chat panel is hidden and a remote player has just said something in the chat, would (under certain conditions) be shown fleetingly when closing the chat panel (with PageUp) or decreasing its height (with Ctrl+Up).
- [DC] The water level slider in the Map Editor rendered its blue fill rectangle incorrectly.
- [CS] When running the game at a high resolution such as 2560x1600, on some systems, minimisation in-game could sometimes result in a constant flicker when the game was restored.
- [DC] In the Steam version of W:A, there was a bug in which custom soundbanks would not be heard in-game, except for the soundbank of the first team in the list of teams. For all other teams, the default soundbank of the local player would be heard.
- [DC] Front end checkboxes would sometimes be drawn with a weird-looking solid background, if the checkbox was ticked when the dialog containing it was entered. This was random every time the dialog containing the checkbox was entered, and more likely on some machines than others (but very unlikely on most machines).
- [DC] Front end group boxes were improperly restored after minimizing; their text captions were being redrawn in bright white instead of grey.
- [DC] The button to open a front end list box would be temporarily erased upon opening certain list boxes for the first time after entering a dialog screen.
- [DC] When exiting from the Offline Multiplayer or Network screen into the Main Menu, there would be a single-frame flash of incorrect palette. This had been a latent bug since v3.5 Beta 1, but in v3.6.31.2b became a reliable bug that happened every time.
- [DC] Bug introduced in v3.6.19.7: When entering a Next Round screen a second time during a Multiplayer/Online match (i.e. on the second round or beyond) the auxiliary palette of the map thumbnail would be lost. For .BIT and .LEV maps this resulted in a loss of anti-aliasing; for .PNG and intrinsic maps it resulted in a peppering of black pixels over the thumbnail.
- [DC] In certain conditions a GDI-style 3D frame could be seen around the W:A logo in the Main Menu. Usually it was only seen upon quitting — for a moment, the border would be visible against an otherwise completely black background when the screen was cleared. However, on some systems the border would be visible at the same time as the logo, clashing with its intended look.
- [DC] Bug introduced in v3.6.19.7: In the front end, the help text for a default-disabled button would always be shown immediately upon entering a screen. For example, "You're all set let's go!" would be flashed (or shown) upon entering the Multiplayer or Host screens.
- [DC] Activated utilities displayed in the lower-right corner of the screen (in-game) were rendered with black pixels in all four corners. The corners are now transparent.
- [DC] Bug introduced in v3.6.23.0: During playback of a game in which "god mode" was enabled, it was impossible to hide the display of crate contents and precise mine fuses, even at the minimum info detail level.
- [DC] When W:A started the Intro after 60 seconds of inactivity in the front end ("attract mode"), the menu loop ambient sound continued to play.
- [DC,CS] Text and translations
- [DC] The Spanish translation has been corrected, improved, and extended by OutofOrder.
- [DC] The French translation has been corrected, improved, and extended by LeTotalKiller.
- [CS] The Russian translation has been corrected, improved, and extended by CyberShadow and StepS.
- [DC] In the Weapon Editor's "cheat" mode, the utilities now have proper help text.
- [DC] The description text for the Grenade stage of Basic Training gave incorrect information in its Dutch, German, Portuguese, and Spanish translations.
- [DC] Some English and Portuguese text has been corrected.
- [DC] The Dutch, French, Portuguese, Russian, Spanish, and Swedish translations had some Mission briefings that didn't fit on-screen. Furthermore, briefings that reached the bottom of the text box had their bottom line of text cropped below the baseline.
- [DC] The Dutch, French, German, Italian, Portuguese, Spanish, and Swedish translations of the "Spectral Recovery" mission briefing had extra text in them (compared to the English text) which may have made it easier to complete the mission successfully in fewer attempts.
- [DC] Displayed and outputted text
- [DC] After clicking the "cheat" button in the Weapon Editor to flip into cheat/utility editing mode, and then clicking it again to flip back, the help text for the top five weapons on the left column were incorrect.
- [DC] Bug introduced in v3.6.31.0: In the Map Editor, the help text for the terrain texture button vanished when the button was clicked.
- [DC] When changing the current language in the Options screen, the name of a currently selected intrinsic scheme (e.g. "[ Intermediate ]") was not updated.
- [DC] The /url command in the front end network screens did not include custom ports in its output.
- [DC] Bug introduced in v3.6.30.0: When an unrecognised command with a parameter was entered in a host/join/LAN screen, the error message was incorrect, e.g., the command "/win gold medal" would result in the error message "Unrecognized command /wingold medal".
- [DC] Bug introduced in v3.6.30.0: When copying a string from the chat history in the front end, the Unicode copy of the clipboard string was not being null-terminated. All Windows versions seem to deal with this gracefully, but in Wine, this would sometimes result in some stray characters being inserted at the end.
- [CS,DC] Error messages, prompts, and confirmation
- [CS] Team file save failures are no longer silently ignored.
- [CS] W:A will now display warnings on start-up when files in the current directory are not writable, or if W:A was run "As Administrator".
- [DC] Upon starting a Mission / Training exercise, if W:A encountered an out-of-range setting while parsing the .WAM file, it showed an error message dialog — but went ahead and started a game anyway, with an incompletely initialised mission scheme.
- [DC] In the Advanced Options screen, the Escape key would instantly exit the screen without saving changes. Now, it prompts the user whether to exit without saving changes.
- [CS] In the Advanced Options screen, W:A will now notify the user when changing options that only take effect on the next start of the game.
- [DC] The Delete button in the Map Editor did not ask the user for confirmation.
- [DC] After loading a PNG with more than 112 colors in the Map Editor, exiting it and clicking OK in the dialog box that prompts the user to dither to 112 colors, there was no immediate visual response to the OK button being clicked. Now, the mouse cursor changes to the Busy state while the dithering is being done.
- [CS] Graphics and audio error messages have been greatly improved, and now communicate detailed localised error messages, API function names, error codes and their descriptions.
- [CS] Should the graphics system fail to initialise, W:A will now offer to reset the graphics settings to the default safe values.
- [CS] When attempting to repair a replay containing a map error that the "Repair" feature is not currently designed to fix, W:A would display a blank message box instead of an error message.
- [CS,DC] Text would appear cropped if W:A attempted to display a message box or confirmation box in the front end containing more text than would fit. Message boxes are now sized to fit the entire text.
- [DC] Text in some of the Host screens' buttons would appear cropped or inappropriately wrapped in some languages. These buttons are now resized if necessary to fit the text into one line.
- [DC] Numerical ranges
- [DC] Bug introduced in v3.6.28.0: In the Map Editor, if Placement Holes were adjusted above 255 (up to a maximum of 300), the number would be truncated (it would have 256 subtracted from it), e.g., a count of 300 would become 44. The maximum is now truly 300, but to use a Placement Hole count higher than 255, all players must be using v3.7.0.0 or later.
- [DC] Bug introduced in v3.6.28.0: In the Scheme Options editor, the health crate energy was shown incorrectly upon entering the editor if the value was above 127.
- [DC] The maximum air retreat time supported by the game logic is 255 seconds, but the Scheme Options editor only allowed it to be adjusted up to a maximum of 127 seconds. Any value higher than 127 (adjusted using an external scheme editor) was shown incorrectly. (Note that the game logic really does only support a maximum of 127 seconds for land retreat time, as opposed to air retreat time.)
- [DC,CS] Crashes and memory corruption
- [CS] It was possible in theory for W:A to enter an infinite restart loop, where each iteration would start a new process instance and immediately exit. This could happen if W:A reliably crashed before it processed its command-line parameters.
- [DC] When an error was encountered creating the output file for /getmap or /getscheme, or the output folder for /getvideo, W:A would crash instead of displaying a proper error message.
- [DC] Bug introduced in v3.6.30.0: If a host selected a map file larger than 5120 bytes, and then switched to a map file 5120 bytes or smaller while the earlier map was in the process of being sent, the host would get an "Out of Memory" error leading to subsequent problems.
- [DC] Certain out-of-range numeric values, or too many events, in a .WAM (mission/training) file could cause W:A to crash when loading the corresponding Mission/Training round.
- [DC] A team file (WG.WGT) edited using an external editor to have a team name of 17 characters (with no terminating null) could make W:A crash if the corresponding team was teamed in locally in an online game, and then clicked to team it back out. Other bugs may have also resulted from having the team name and/or other strings in the team file of maximum length with no terminating null. These strings are now forced to have a terminating null if they don't already (e.g., the team name is now forcibly limited to a maximum of 16 characters).
- [DC] Wine would sometimes crash when audio streams were played in the front end. These streams (in Data\Streams on the CD-ROM or under the main W:A folder in the Steam version) include the intro title music, the Mission/Training win/lose sounds, and the music played at the end of a multiplayer match. The front end now uses the same API as is used for in-game ambient music (also in Data\Streams).
- [DC] Minimizing during the Intro resulted in a crash upon restoring.
- [CS] If W:A attempted to set an in-game resolution wider than 2048 or higher than 1536 and failed, W:A would get stuck at a black screen directly after the loading pie. The lock-up was due to W:A continuously failing to move the mouse cursor position to the "center" of the expected resolution, which was outside the screen area of the actual fallback resolution (1024×768).
- [CS] A potential security vulnerability has been fixed.
- [DC] Fixes affecting game logic
- [DC] It was possible for a Double Time crate to fall in a scheme with infinite turn time. This was inconsistent with other aspects of the game logic; for example, crates never fall containing contents that are already at infinite ammo in the scheme.
- [DC] A bug in the Spanish translation of "N Shots Remaining" caused an exclamation mark to be inserted in front of the number ("Quedan !N Disparos") and caused the message to be queued up, instead of flushing the game comment / morse code text queue as it is supposed to (like weapon selection messages also do). Under contrived conditions, it was possible for this to lead to a desynchronization, if there was a mixture of players, one or more of whom had Spanish selected as their language, and one or more with a different language selected. Besides being fixed, the bug is also now emulated in online games and replays thereof.
- [DC] With BattyRope enabled, if a worm was still on the Bungee upon winning the game, its bungee would be detached (to do the victory dance); as a result it would fall down and possibly lose the game instead of winning.
- [DC] With BattyRope not enabled, if a worm with a perfectly vertical rope attached was touching the ground, and pending damage on another worm was ready to be displayed, the rope would be detached. (This usually happened with a Ninja Rope that had just been fired straight up.)
- [DC] If a player disconnected while their team(s) were frozen, they would stay frozen for the rest of the game (or until drowned). Teams are now automatically unfrozen upon surrendering.
- [DC] Bugs regarding Blow Torch / Teleport and explosions / impacts
- [DC] A worm using the Teleport (at the stage in which the wavy-light teleportation animation is showing) would have its teleport interrupted, if and when an explosion happened anywhere on the map (out of range of damaging the teleporting worm); if the worm was in the air at the time, it would also lose control. (Note, in WWP, this bug also happens for a worm using the Blow Torch.)
- [DC] A worm using the Blow Torch, when hit by an explosion, would not be pushed by the impact. (Note, in WWP this was fixed, at the cost of introducing the above Blow Torch bug.)
- [DC] A worm using the Blow Torch, or using the Teleport as described above, when hit by a Dragon Ball, Longbow arrow, or flamelet, would not be pushed by the impact. (For this to happen with a Dragon Ball or Longbow arrow, "Weapons Don't End Turn" would have had to be enabled. With a flamelet, it would be rather subtle, as the first flamelet to hit would cancel the Blow Torch or Teleport, and subsequent flamelets would act normally.)
- [DC] Bugs enabled by very high or unlimited maximum speed
- [DC] It was possible, despite the wraparound fixes in v3.6.28.0, for a worm to fly off the right edge of the map at very high speed and wrap around to the left edge, if the worm was still in control at the moment it flew off the edge. A speed sufficient for this was only possible if "no maximum speed" was enabled (e.g. by TestStuff).
- [DC] If the maximum projectile speed was set to a value >=200 pixels per frame, or unlimited (like TestStuff3), it was possible for an object to fall so fast that it skipped past the water and disappeared without making a Splash sound effect.
- [DC] If the above-described glitch happened to a Worm, it would disappear without losing its energy, causing the game to prematurely end the round with an "Avoid Crash" when the game tried to give the current turn to that worm. (Note: The description of this particular "Avoid Crash" has now been edited to be more universally correct and informative.)
- [DC] If the maximum projectile speed was set to a value >663 pixels per frame, or unlimited (like TestStuff3), it was possible for a Worm to fall fast enough that its Fall Damage would be improperly calculated, taking a meaningless value in the range 0 to 1820.
- [DC] Health bar bugs
- [DC] If a team surrendered before collecting a health crate, and the addition of the health to the team's total energy made it at least 25% higher than the best total energy of any team so far in the current round, then the health bar would overflow beyond its maximum length and would be drawn in a glitchy way. In extreme cases, the health bar could even stretch beyond the right edge of the screen.
- [DC] If a team was damaged and then collected a health crate while the damage was still pending (i.e. before the damage was visually subtracted), and the addition of the health crate to the team's total energy (with the pending damage already subtracted) made it at least 25% higher than the best total energy of any team so far in the current round, then the health bar would overflow beyond its maximum length and would be drawn in a glitchy way. (This could at most make the health bar slightly less than double what its maximum width is supposed to be.)
Changes- [DC] Resolutions are now denoted in all places in the front end as <width>×<height> instead of <width>x<height>.
- [DC] The message sent from the host in the Network Host/Join and Next Round screens, informing the players that the game cannot start due to unsupported features (map, scheme, and/or number of worms) by a subset of players who joined, has been streamlined.
Features- [CS,DC] Advanced Options screen
- [CS] An option has been added to load WormKit modules on startup.
- By convention, WormKit modules are DLL files whose name begins with "wk".
- The command-line parameters /wk and /nowk also control this behavior, and take precedence over the Advanced Options setting.
- The command-line parameter /wkargs causes W:A to ignore following command-line parameters. This can be used by WormKit module authors to allow passing parameters to WormKit modules.
- [CS,DC] An option has been added to use 8-bit color DirectDraw rendering. As in v3.6.31.2b, rendering is performed in software. As a result, the 8-bit color mode is more similar in performance to v3.6.31.2b than it is to earlier versions (which used 8-bit color with hardware rendering).
- [CS] An option has been added to use Direct3D rendering. Direct3D may bypass compatibility and performance issues present with DirectDraw, and enable interoperability with software such as the Steam overlay.
- It is possible to select using either Direct3D 7 and 9 APIs. The respective DirectX runtime needs to be installed.
- Selecting Direct3D 9 (shader palette) causes the palette transformation to be performed on the GPU (using a pixel shader). This lowers CPU usage, but requires Pixel Shader 2.0 support on the GPU.
- [CS] An option has been added to control waiting for vertical sync. Lowers latency when disabled, but may cause screen tearing.
- [CS,DC] An option has been added to enable additional synchronization between screen refresh and vertical sync ("Assisted vertical sync"). Enabling the option should lower latency.
- [DC] An option has been added to enable use of hardware mouse cursors. Currently this option only affects the front end. When enabled it eliminates all perceptible lag between moving the mouse and seeing the cursor move on screen, except for the brush cursor in the Map Editor which is still software-rendered. Enabling hardware cursors results in a much more dramatic difference in this version than it would have before v3.6.31.2b, as software rendering has resulted in higher lag in the front end.
- [CS] An option has been added to configure the compatibility flags for Worms Armageddon in the Windows registry. The configured flags improve performance and resolve GUI issues under Windows 8. (Credit for discovering the compatibility flags goes to StepS)
- [CS] An option has been added to use a new CommunityServerList.htm file instead of ServerList.htm, which, upon connecting to WormNET, redirects to a third-party server list linking to community WormNET servers.
- The game will automatically offer to toggle the option in case of a WormNET connection error.
- [DC] Drop-down list box (and combo box) behavior
- [DC] When clicking outside of a list box, the mouse click used to be discarded; it now behaves like a normal click on an outside control.
- [DC] When right-clicking outside of a list box, the mouse click used to be completely ignored (it wouldn't even close the list box); it now closes the list box and behaves like a normal right-click on an outside control.
- [DC] Mousing over controls outside of an open list box now highlights them and shows their help text, the same as if the list box were not open.
- [DC] The button that opens and closes a list box now behaves more gracefully.
- [DC] If a list box is currently open, the ESC key will now close it instead of exiting the current dialog or screen. (Since v3.6.30.0, this behavior applied to the Multiplayer screen's Scheme combo box and the Map Editor's Map combo box, but no others; now it applies to all combo boxes and drop-down list boxes.)
- [DC] Scrollbar buttons now repeat-scroll only while the mouse is inside the button (while the mouse button is held down).
- [DC] It is now possible to start an "online" offline game from the Network Host screen without using the light bulb button, if there are no remote players.
- [CS,DC] Translatable strings have been moved into external text files.
- The language files are installed to the DATA\User\Languages\n.n.n.n directory, where n.n.n.n is the Worms Armageddon version.
- User-created language files can be placed in the User\Languages\n.n.n.n directory. This is the recommended location to place new or modified language files, as files in this location will take priority over those under DATA\User\Languages, and are not under risk of being overwritten by a reinstall.
- The command-line parameter /langdir can be used to specify one or more directory paths which override the locations where W:A will look for language files. The directories are searched in reverse order (the last specified location will be the first one searched).
- The language file format and syntax is as follows:
- Each file must use UTF-8 character encoding, and start with the corresponding Byte Order Mark. (The Byte Order Mark is usually invisible in text editors with Unicode support.)
- The first line is reserved to indicate the language name (in the corresponding language).
- The rest of the file is a list of strings. A string is defined by its identifier (composed from uppercase English letters, digits and underscores), followed by one or more string literals (which are joined together when the file is loaded).
- A string literal is a sequence of characters surrounded by double-quotes, and may contain the following escape sequences:
- \" - literal "
- \\ - literal \
- \n - line break
- \m - 1.5× height line break (where applicable)
- \1 through \9 - placeholder for the first through ninth parameter
- \, - substring separator (for randomly-selected substring container strings)
- \{<XX, and \{>=XX, - begin conditional block. All characters until \} will be included or omitted, depending on whether the current game version is respectively smaller-than, or greater-than-or-equal the indicated version number (in hexadecimal).
- \} - end conditional block
- A comment begins with the # character and continues until the end of the line. Comments are ignored by the game.
- The set of visible characters is currently limited to Worms Armageddon's custom character table ( http://worms2d.info/WA_character_table ). This limitation may be removed in the future.
- Translation improvements and new translations can be submitted for inclusion via the Team17 forum (see section 7.0).
- [DC] Changes affecting game logic
- [DC] When a Double Time crate is collected during retreat, the remaining retreat time is now doubled.
- [DC] When a Double Time crate is collected by an animal, the animal's remaining fuse time is now doubled.
Thank you for alll your hard work
Good job and Thanks Puto ;D
Nice stuff, thanks. :)
I started to play with the various settings and now I'm stuck with a black frontend. I can't get restore the old settings because, well, everything is black. Is there any way to restore the settings? Last thing I changed was the rendering mode, from Direct3D 9 to Direct3D 7.
Quote from: barman on December 19, 2012, 05:23 PM
I started to play with the various settings and now I'm stuck with a black frontend. I can't get restore the old settings because, well, everything is black. Is there any way to restore the settings? Last thing I changed was the rendering mode, from Direct3D 9 to Direct3D 7.
That might help:
Regedit - HKEY_CURRENT_USER\Software\Team17SoftwareLTD\WormsArmageddon\Options
Play around with settings you were changing. Last number in value field represents the option set on (1) or off (0) or as for renderer for example, 4 represents DirectX 9 (shader). 1 is DirectDraw i think, try to play with the Renderer values and you should be able to run the game properly and change prefered options in menu.
Or simply use prefered .reg files from Tweaks folder in your WA, hahah.
Quote from: AlTarf on December 19, 2012, 05:34 PM
Hello.
So I downloaded this lastest patch, and at the end of installation a few messages of uncompatibility popped up (which is reasonable), it was 3 modules being uncompatible; wkRehost.dll, wkKawooshKick.dll and wkRubberWorm.dll. So what I did was deleting them, and yet when I came to play with Cueshark a ttrr game, there were these big screen lags and it was impossible to do a thing. Any suggestions what this is about now?
choose Direct3D 9 from the Advanced options and restart the game.
what function of dx11 you want to use? tessellation or SSAO antialiasing? its actually 2D game from previous century
Quote from: AlTarf on December 19, 2012, 06:40 PM
There were two Direct 9 (shader) & (CPU) I tried both (by restarting the game) and neither worked; problem persists.
can you describe what happens when you launch the game?
also download the latest DirectX9 package from microsoft website.
DirectX11 is an extension to 9, and they can be updated separately without interfering each other
heh... funny thing:
Game will take advantage of the latest 3.7.0.0 alpha features and bug fixes
another release-mistake with version like in 3.6.30.0 8)
Great 8) Job well done Deadcode CyberShadow, managing all these details and fixes could drive lessers crazy
This is awesome.
/me *awaits borderless wk module*
Quote from: AlTarf on December 19, 2012, 05:34 PM
Hello.
So I downloaded this lastest patch, and at the end of installation a few messages of uncompatibility popped up (which is reasonable), it was 3 modules being uncompatible; wkRehost.dll, wkKawooshKick.dll and wkRubberWorm.dll. So what I did was deleting them, and yet when I came to play with Cueshark a ttrr game, there were these big screen lags and it was impossible to do a thing. Any suggestions what this is about now?
1. First of all, make sure that you don't have any WormKit module loaded at all. Some modules may be incompatible even though they don't warn you. If you're not sure, uninstall the game, delete the entire W:A directory (make a backup of what you want to save), then make a fresh install of the game and the update.
2. Did you check all renderers? 8-bit DirectDraw should work very much like 3.6.31.0.
Ty Team 17;
when i instaled this update i was cut off rubber worm, px, and few .dll files which wason list. after it i cant play even offline coz game is laggin, it looks wierd. screen is just working slowlly D;
Quote from: Berria on December 20, 2012, 08:52 AM
when i instaled this update i was cut off rubber worm, px, and few .dll files which wason list.
See here for an explanation why some modules won't work after updating: http://blog.worms2d.info/wormkit-and-3-6-30-0
It was written for a previous update, but the general idea applies to all updates.
Quote from: Berria on December 20, 2012, 08:52 AMafter it i cant play even offline coz game is laggin, it looks wierd. screen is just working slowlly D;
See my post above to AlTarf.
Salut lags! It wasn't bad with you, but I know this will be better for both of us!
Thx guys! ;)
pfffff, this sucks big time. cant blame lags anymore for sucking badly :D
nah, really good job guys. love it :)
Quote from: Berria on December 20, 2012, 08:52 AM
when i instaled this update i was cut off rubber worm, px, and few .dll files which wason list. after it i cant play even offline coz game is laggin, it looks wierd. screen is just working slowlly D;
what renderer do you use? have you tried different renderers, especially Direct3D 9?
My worms runs really smooth now with Direct3D 9 (Shader), great update. :)
Quote from: DeathInFire on December 20, 2012, 01:58 PM
My worms runs really smooth now with Direct3D 9 (Shader), great update. :)
Yep. :)
Quote from: Deadcode on December 19, 2012, 03:48 PM
Fixes
- [DC] When a host enabled one of the "test versions" (BattyRope, RacingStuff, etc.), this state was meant to persist both through multiple rounds and new matches, as if the enabled test version were part of the scheme. However, it did not persist through new matches.
everyone just remember you'll now need to disable this manually at the end of say a TTRR with /racingstuff, otherwise you'll start walking through enemy worms if you play like a Team17 after ^^ (this just happened to me and Bonhert tonight).
Quote from: franz on December 20, 2012, 11:42 PM
Quote from: Deadcode on December 19, 2012, 03:48 PM
Fixes
- [DC] When a host enabled one of the "test versions" (BattyRope, RacingStuff, etc.), this state was meant to persist both through multiple rounds and new matches, as if the enabled test version were part of the scheme. However, it did not persist through new matches.
everyone just remember you'll now need to disable this manually at the end of say a TTRR with /racingstuff, otherwise you'll start walking through enemy worms if you play like a Team17 after ^^ (this just happened to me and Bonhert tonight).
It's happened to me too in a Cup games with Chakkman lmao
Quote from: Deadcode on December 19, 2012, 03:49 PM
- [DC] When a Double Time crate is collected during retreat, the remaining retreat time is now doubled.
- [DC] When a Double Time crate is collected by an animal, the animal's remaining fuse time is now doubled.
hahaha damn lol
now i can forget this cheap tactic in kaos, to get double time for the next turn. xd
f@#! that, anyway good job guys !!! ;)
Are you sure? I got confused with that one too. But it is about retreat time, kaos has no retreat time. eh?
Quote from: MonkeyIsland on December 22, 2012, 06:22 PM
Are you sure? I got confused with that one too. But it is about retreat time, kaos has no retreat time. eh?
somehow that's true, now i am not so sure about that. ;p
yet, i didn't tested the new update.
It's not yet possible to use rubberworm with the new update, I think?
Quote from: Alien on December 22, 2012, 06:19 PM
Quote from: Deadcode on December 19, 2012, 03:49 PM
- [DC] When a Double Time crate is collected during retreat, the remaining retreat time is now doubled.
- [DC] When a Double Time crate is collected by an animal, the animal's remaining fuse time is now doubled.
hahaha damn lol
now i can forget this cheap tactic in kaos, to get double time for the next turn. xd
Actually, grabbing Double Time during a retreat or with a Super Sheep used to do nothing at all. The Double Time was
not buffered in your inventory for the next turn; it was instantly set to 0 ammo.
The only time when a Double Time can be saved for your next turn is if it's collected while the team is no longer in control. It was like this before and still is now.
Quote from: avirex on December 19, 2012, 03:58 PM
Thank you for alll your hard work
Quote from: nino on December 19, 2012, 04:05 PM
Good job and Thanks Puto ;D
Quote from: chakkman on December 19, 2012, 04:13 PM
Nice stuff, thanks. :)
Quote from: franz on December 19, 2012, 10:45 PM
Great 8) Job well done Deadcode CyberShadow, managing all these details and fixes could drive lessers crazy
Quote from: van on December 19, 2012, 11:17 PM
This is awesome.
/me *awaits borderless wk module*
Quote from: Tomi on December 20, 2012, 09:39 AM
Thx guys! ;)
Quote from: Random00 on December 20, 2012, 11:17 AM
pfffff, this sucks big time. cant blame lags anymore for sucking badly :D
nah, really good job guys. love it :)
Quote from: DeathInFire on December 20, 2012, 01:58 PM
My worms runs really smooth now with Direct3D 9 (Shader), great update. :)
Quote from: Alien on December 22, 2012, 06:19 PM
f@#! that, anyway good job guys !!! ;)
Thanks :) And you're very welcome!
Nice update there.
(Note for those who have troubles getting the French translation working: see this (http://forum.team17.com/showpost.php?p=786370&postcount=23).)
Ok i got newest update and all working well after reinstalation.
Can i instal newest wormkit now coz i cant host without wormnat2
also i need rubberworm to play kaos PO's ........
Quote from: Berria on December 27, 2012, 03:44 PM
Can i instal newest wormkit now coz i cant host without wormnat2
also i need rubberworm to play kaos PO's ........
You don't need WormKit anymore, because there's now an option in the Advanced Options menu for loading modules.
As for RubberWorm, you'll have to count on Kawoosh. In the meantime, maybe you can install a .6.31 parallel copy (there can be as many W:A copies on the harddrive as you wish - but the .6.31 copy will probably have to be named WA.exe in order to make it work with WormKit.exe).
but i cant host anymore >:(
I'm sad that the worst bugs arent fixed yet.
You can't use SuperSheep, Teleporter or MouseClick-Weaps correct if Ctrl+Home (always centered worm) is on.
It is very annoying because I always play ropegames with Ctrl Home on and I hate it if the Supersheep has to fly out of screen, if I have to mouseclick out of screen for homing missile, bird or MagicBullet or if I need a fast tele back when I would plop otherwise. But then I have to tele outsite the screen which causes many fails and I hate it so much! B4 the game starts tele works too (manuell placement for tower race) ... So it should be fixable. And no, the most times theres not the time to find the Home key to deactivate the "mouseclick/tele"-bug.
- The cam has to follow the Supersheep
- The cam has to follow the Attack-Mouse-Pointer for attacks with MouseClick Weapons (homing missile, bird or MagicBullet)
- The cam has to follow Tele!!!
Please!
The rest looks good and I heard with the help of StepS there were many bugs fixed alrdy, ty for all that!!!
;DENnis
Quote from: Berria on December 27, 2012, 07:49 PM
but i cant host anymore >:(
Once you enabled that option, you can install WormNAT2 just like before. Only difference is that WormKit.exe (and WormKitDS too!) isn't needed anymore.
Quote from: DENnis on December 27, 2012, 08:30 PMYou can't use SuperSheep, Teleporter or MouseClick-Weaps correct if Ctrl+Home (always centered worm) is on.
the fix for this was planned, but forgotten, and there's no need to explain it. devs know the solution but forgot about the bug
Quote from: Berria on December 27, 2012, 03:44 PMalso i need rubberworm to play kaos PO's ........
tell this to kawoosh which now plays minecraft
but it can be updated anytime, which i don't know for sure
hi, i just got back and i updated wa, but it gave me a lot of problems with fps, they're not staticm how can i change well settings? i use an old computer with xp.
Try picking some of the other renderers here:
(http://krd.clansfx.co.uk/dump/0e8332343253a0414ec078a6afa8ff4f/screen0105.png)
That's the new advanced options menu.
Oi bar, didja tell CS and DC about the roping problems you're getting? For me, the new patch detects space presses about 1 frame more quickly than before, but bar said it was slower for him.
On an unrelated note, why haven't I been able to connect to mIRC for a week!
Quote from: Mablak on January 21, 2013, 03:55 AMthe new patch detects space presses about 1 frame more quickly than before
:)
I got roping problems like Mablak said; depending on the settings, I either get relatively huge input lag (like 3-4 frames) or microscopic screen lags (the game seems to run at like 40 FPS instead of 50). I tried all renderer/sync combinations, nothing solves both problems at once.
Anyway that's not a big deal for me, I'll just stick to 3.6.31.0, which works perfectly. The only downside is that I can't watch some of the new replays ;)
I have the same problem. I asked some other people (including Ryan), same issue... Fortunately it takes 1 min to switch between 2 versions (I had to watch challenge replays), patch installs very fast :D
i used direct3d9 shader and works fine, even online,thank you very much!
wee I just found out my solution! I was playing w:a in slow motion mode for years lol :D I didn't know that the game is so fast.. but now, rope responds immediately.. it's incredible.. totally like a cheat! it makes roping so easy at tight places.. is that really the correct game speed? :o now I can tap so fast with fingerroll like my friends could, but it never worked for me that time xD everything is so easy now ;D
Quote from: Tomi on January 22, 2013, 06:23 PM
wee I just found out my solution! I was playing w:a in slow motion mode for years lol :D I didn't know that the game is so fast.. but now, rope responds immediately.. it's incredible.. totally like a cheat! it makes roping so easy at tight places.. is that really the correct game speed? :o now I can tap so fast with fingerroll like my friends could, but it never worked for me that time xD everything is so easy now ;D
good, what was the problem ?
I had little lags during roping so I started to play with the settings and I figured out that I was playing with bad settings ^^ Not it's a bit strange that everything is a bit faster and the game responds immediately.. btw unfortunately there are still screen lags -.-
Quote from: Tomi on January 22, 2013, 07:37 PM
I had little lags during roping so I started to play with the settings and I figured out that I was playing with bad settings ^^ Not it's a bit strange that everything is a bit faster and the game responds immediately.. btw unfortunately there are still screen lags -.-
sorry my bad. what was the solution ?
edit: still screen lags... oh :O
I turned off the "wait for vertical sync" option ;)
Quote from: Deadcode on December 23, 2012, 04:41 AM
Quote from: Alien on December 22, 2012, 06:19 PM
Quote from: Deadcode on December 19, 2012, 03:49 PM
- [DC] When a Double Time crate is collected during retreat, the remaining retreat time is now doubled.
- [DC] When a Double Time crate is collected by an animal, the animal's remaining fuse time is now doubled.
hahaha damn lol
now i can forget this cheap tactic in kaos, to get double time for the next turn. xd
Actually, grabbing Double Time during a retreat or with a Super Sheep used to do nothing at all. The Double Time was not buffered in your inventory for the next turn; it was instantly set to 0 ammo.
The only time when a Double Time can be saved for your next turn is if it's collected while the team is no longer in control. It was like this before and still is now.
Quote from: avirex on December 19, 2012, 03:58 PM
Thank you for alll your hard work
Quote from: nino on December 19, 2012, 04:05 PM
Good job and Thanks Puto ;D
Quote from: chakkman on December 19, 2012, 04:13 PM
Nice stuff, thanks. :)
Quote from: franz on December 19, 2012, 10:45 PM
Great 8) Job well done Deadcode CyberShadow, managing all these details and fixes could drive lessers crazy
Quote from: van on December 19, 2012, 11:17 PM
This is awesome.
/me *awaits borderless wk module*
Quote from: Tomi on December 20, 2012, 09:39 AM
Thx guys! ;)
Quote from: Random00 on December 20, 2012, 11:17 AM
pfffff, this sucks big time. cant blame lags anymore for sucking badly :D
nah, really good job guys. love it :)
Quote from: DeathInFire on December 20, 2012, 01:58 PM
My worms runs really smooth now with Direct3D 9 (Shader), great update. :)
Quote from: Alien on December 22, 2012, 06:19 PM
f@#! that, anyway good job guys !!! ;)
Thanks :) And you're very welcome!
DC! Seeing you here makes me want to check out #worms on gamesurge more often. ;D
Quote from: Statik on January 21, 2013, 09:30 AM
I have the same problem. I asked some other people (including Ryan), same issue... Fortunately it takes 1 min to switch between 2 versions (I had to watch challenge replays), patch installs very fast :D
bad luck, it's perfect here even on such an old and laggy laptop... wow I can't stop being surprised by owners of huge powa PCs having problems with this game. Direct3D 9 for the win
Quote from: StepS on January 23, 2013, 10:36 AM
bad luck, it's perfect here even on such an old and laggy laptop... wow I can't stop being surprised by owners of huge powa PCs having problems with this game. Direct3D 9 for the win
Sorry, I forgot to respond there again. I installed the patch one more time and tried different options. Direct3D CPU seems to work best for me. There are some issues with other options. It looks like I had this option selected before, but patch reset some settings (including language; I switched to english, but context menus in explorer are still on russian...). Anyway the problem is solved, I hope :D
btw now I just figured out that when I am playing w:a then my processor works over 80% load.. and when it reaches 100% then I give the screen lag, music lag, etc I guess.
When I minimize w:a then the processor load reduces to about 30-35%
Quote from: Tomi on January 23, 2013, 11:22 AM
btw now I just figured out that when I am playing w:a then my processor works over 80% load.. and when it reaches 100% then I give the screen lag, music lag, etc I guess.
When I minimize w:a then the processor load reduces to about 30-35%
are you using CPU or Shader option? are you using wkAntiLag?
Quote from: Statik on January 23, 2013, 11:01 AMcontext menus in explorer are still on russian
start cmd as Admin, switch to WA folder and run "WA.exe /quiet /register", and it will be fixed !
Maybe Steps should take control over each computer of those experiencing screenlags because of the new update. He can charge money per computer he's being able to fix/find a solution for. You can do like Mre did, send over an .exe file that gives you full control of the computer, but in this case, for a good cause :P Offtopic, who was the smartass that accepted this invitation to get his computer hacked by Mre anyway? I've forgotten ;(
Quote from: StepS on January 23, 2013, 12:53 PM
Quote from: Tomi on January 23, 2013, 11:22 AM
btw now I just figured out that when I am playing w:a then my processor works over 80% load.. and when it reaches 100% then I give the screen lag, music lag, etc I guess.
When I minimize w:a then the processor load reduces to about 30-35%
are you using CPU or Shader option? are you using wkAntiLag?
These results were with Shader option, and I don't use WormKit and its modules.
Quote from: Crazy on January 23, 2013, 01:38 PMSteps
(http://myfiles.my1.ru/myfiles/smilec.gif)
Quote from: Tomi on January 23, 2013, 03:12 PM
These results were with Shader option, and I don't use WormKit and its modules.
are you sure? what wk* files do you have in the folder?
check the other processes lol, i'm sure there's something powerful running on background like a browser etc.
if not, then it could be your CPU speed limitation. be more careful then ;D
You're the worst IRC-user ever :P I had a problem with screenlags as well, but I fixed it with that antilag.dll, thanks for the tip mate ^^ Now I just gotta improve my skills :-[
Quote from: Crazy on January 23, 2013, 03:42 PM
You're the worst IRC-user ever
nope, but I was away in the very moments you wrote me, so bad luck (this rarely happens).
when I saw your message you were gone for 5 mins already
btw now I tried again without opened browser and youtube and now only the 2nd processor were running on ~90%
it is just interesting that this old game uses processor so much (but I think it shouldn't).. btw my computer has a 3 or 4 years old win7 operating system, it is kinda dieing, but other games like Far Cry 3 are still running without any lag. maybe I should reinstall the game somewhen..
Do you have the two v-sync options disabled, Tomi? If you do, try flicking at least the first one on, then have another look at your CPU usage.
Ye I will go back to slow motion mode :(
Quote from: Tomi on January 23, 2013, 05:46 PMit is just interesting that this old game uses processor so much (but I think it shouldn't)
that's what the case for me, and i don't see anything in it because it doesn't lag
all is right but i can't host with this, anyone know why?:(
Quote from: AlTarf on January 26, 2013, 07:47 PMAnyway there are some missing modules that many people are used to, like wkKeyRemap.dll <-- my mate, NN, uses it for remapping, he doesn't like KeyChanger cause it's slow, so I was just wondering when you guys will release a version of it compatible with 3.7? Thanks in advance. 8)
we can't release it until it meets TUS's platinum standards
and we could not find a way to block a press.
so say thanks to TUS rules, and primarily Maciej
Quote from: StepS on January 27, 2013, 08:27 AM
so say thanks to TUS rules, and primarily Maciej
Heh was that a sarcasm? Regarding key remapping/programs, you can make any module you like as long as it doesn't violate the natural game rules on the keys. A key press shouldn't release the same key which was pressed before it. When space key is down, you physically can't press another space unless the first one is released. It's as simple as that.
it's simple as that on words, but almost impossible in current realisation, would probably need a full rewrite and loss of all awesome features.
but still we can dig further
steps some of your bs 'simply' ruins this game.
sure, alot of things you and your croneys do are neat, and helpful, but somethings are down right destructive...
why dont you get a reliable group of people to discuss new ideas with, instead of just coming up with this crazy idea, and start programming it.. (or whatever you call making a module, is it programming? i dunno)
i mean... i really hope you dont do something like this, (maybe its all ready been done and i dont know it)
but what happens when one of your croneys thinks "ahhh, an invisible module would be awesome" then scetches it up and next thing you know all the newbs think its the most hilarious thing in the world to be all over wnet invisibile lmao... im not saying everything you guys have done has been bad, but somethings in my opinions certainly have... and i really hate to see what the future brings.
i don't make modules to real extent. most of the modules were made by Kawoosh
the only, the D3D9Wnd and wndmode's companion were the starting points for me to learn but I didn't really produce anything else, and I doubt it will go outside changing exterior look, as modifying game engine, at least at this time.
keyremap was requested by a buddy and we gladly fulfilled his wishes. don't want - dont ask :)
everything else is of course thoroughly discussed and standardized, you silly avi
at least give me a clear example of what's wrong, why are you hiding it to blame someone afterwards when no one gives a shit about it anymore :)
i dont understand the last thing you said...
"why are you hiding it to blame someone afterwards when no one gives a shit about it anymore"
anyway, im not tryin to attack you, alot of things you guys have done has been fun, and good contributions, but some have been damaging... and apparently you accept, and admit that... i wonder what other cheats you guys distribute under the dont want dont ask policy...
in the long run, you guys will do more harm then good im afraid, but who knows. gl
Quote from: avirex on February 04, 2013, 08:31 PMbut some have been damaging...
yet to hear at least one example. anyone who tries to prove that "there is some damage involved" fails to protect his point with at least a single example. you know, who needs random statements?
if you are embarassed you could even tell me in PM and we continue the discussion there. let's not pollute this thread anyway
i dont want to opne a new topic about this, but is there any solution in 3.6.31 update not to freeze the computer in front-end menu? I downgraded the game and now freezes are back
Quote from: Tomi on February 09, 2013, 02:06 PM
i dont want to opne a new topic about this, but is there any solution in 3.6.31 update not to freeze the computer in front-end menu? I downgraded the game and now freezes are back
Why did you downgrade then?
Oh, and to add to the wormkit discussion: I sincerely hope the people who do the updates implement a function to deny to play with people using wormkit in future updates. I don't know if that is possible or not, but the way i see it, with some modules you can do ridiculous stuff, like forcing your opponent to light up to make the game starts, and what not. It can't be really that the game can be tweaked like that, and this isn't in the sense of this league either. Either ban certain modules, making them not work anymore with wormkit, or as i wrote, add a function to be able not to play with people using wormkit.
Quote from: chakkman on February 09, 2013, 03:15 PMOh, and to add to the wormkit discussion: I sincerely hope the people who do the updates implement a function to deny to play with people using wormkit in future updates. I don't know if that is possible or not, but the way i see it, with some modules you can do ridiculous stuff, like forcing your opponent to light up to make the game starts, and what not. It can't be really that the game can be tweaked like that, and this isn't in the sense of this league either. Either ban certain modules, making them not work anymore with wormkit, or as i wrote, add a function to be able not to play with people using wormkit.
it is not possible at all. it is even easier to bypass than you imagine, and this was already discussed. you cannot "ban" wormkit: anyone can write their own, from scratch, using completely different code, different tools, different methods, the same goes to the modules. you can actually mod any program in Windows and nothing can prevent it, it has been like this for almost a century already.
It is up to programmer's imagination. WormKit is just one of the ways to load external DLLs. If you're worried about cheaters, let me tell you that nothing would change, even if there was no WormKit at all.
Anyone, as already said, can do whatever, and on their own.
It's like goodware and malware on PCs... if we are worried of malware, would we block all the software at all? then no computers would exist!
so shutup i think
how about making it so if wa notices any exterior program, it wont allow u to join wormnet? or only allow an exterior program with ur certification... so if u try join wormnet with the other programs, they don't have certification, and then u can't join wormnet
if that's what chakkman just wrote, then I am sorry xD
Quote from: Husk on February 09, 2013, 04:31 PM
how about making it so if wa notices any exterior program, it wont allow u to join wormnet? or only allow an exterior program with ur certification... so if u try join wormnet with the other programs, they don't have certification, and then u can't join wormnet
if that's what chakkman just wrote, then I am sorry xD
transcription:
- Making it so WA would have 40% more stupid bugs than it has now
- Making hackers even more happy to get around any so-called "security" in no time ---> killed the main point of the plan
- Losing all the good stuff
So, mostly, yes.
true... I didn't think this through
Also it would be good to clean all these posts up. Not worth starting a new flame war in which there is no point (for reasons explaned million times already)
in the W:A update thread.
Well, then the precautions to prevent w:a from being modified are not enough. You can't tell me that there is no way to detect mismatches when w:a gets modified. What you are saying is that anyone could do anything with any game and there is no way to detect it, which is certainly untrue.
Quote from: chakkman on February 09, 2013, 05:20 PMdetect
I thought we were talking about "prevent" (and you didn't say anything about "detect" in your original post, so I'm not sure what you're trying to prove). You can detect, but what will this give to you? :D
An answer to Husk's post is a perfect example of what would happen (
turn off the detection (https://www.tus-wa.com/Themes/elegant/images/post/thumbup.gif))
you should read up on how the computer software works. There's nothing special in what I'm currently explaining
Quote from: chakkman on February 09, 2013, 05:20 PMwhich is certainly untrue.
your post is certainly untrue: Success (https://www.tus-wa.com/Themes/elegant/images/post/thumbup.gif)
Quote from: StepS on February 09, 2013, 05:31 PM
your post is certainly untrue: Success (https://www.tus-wa.com/Themes/elegant/images/post/thumbup.gif)
Dude, get back to me when you're able to discuss and explain things in a normal way, your attitude just sucks. :) You're talking about you don't want this thread to be polluted by flaming, and you are doing everything to pollute it.
steps is saying anyone can do it, as if its as simple as brushing your teeth...
but i cant think of anyone that can do it... maybe thats why its been untouched "for almost a century already"
Quote from: avirex on February 09, 2013, 07:04 PM
steps is saying anyone can do it, as if its as simple as brushing your teeth...
oh yes man, i meant any average programmer, sorry for misleading
Quote from: chakkman on February 09, 2013, 06:43 PMand you are doing everything to pollute it.
while you keep posting, i also will (https://www.tus-wa.com/Themes/elegant/images/post/thumbup.gif) both our last posts adjust to it. don't forget it's all because of you ;)
i explained all the things in normal way to you. it's no big deal to turn off anything you put in to "detect" whatever. want me to repeat again? :)
Ok:
making crutches in attempts to protect the software from unwanted modifications makes the program even more fragile, disrupts the reputation, brings many awful problems and bugs, prevents the good additions, and the end is always well known (see game console, smartphones hacking/jailbreaking). there is
never an "ultimate" and unhackable way.
^ in fact the above paragraph fully concludes that what you're proposing is not possible. yet again.
Sir-J, what is your CPU and video card?
You should have no problems with that system.
Here is the recommended configuration (first, reset all options to their defaults):
Graphics: Direct 3D 9 (shader)
Wait for vertical sync: Enabled
Assisted vertical sync: Enabled
Most players have reported a decrease in response time with the above settings. This is also what assisted vertical sync was designed to achieve.
The configuration closest to previous versions is DirectDraw (8-bit) with vertical sync enabled.
Practically all "lags" are not caused by W:A, but incompatibilities between W:A and your system. W:A runs fine on many modern systems on any settings.
This is why W:A has so many settings, as various configurations interact with different systems in different ways. Therefore, it is important to use the correct configuration for your system. That's why I posted the recommended configuration and the one closest to previous versions.
It wouldn't hurt if you described the "lags" you're seeing in more detail. The word "lag" can mean many different things (low FPS, variable FPS, stuttering / temporary freezes, high input latency).
It's strange that Fraps isn't working for you. It might be a clue as to why W:A is lagging on your computer.
I have the same issue as sir-j
actually its unplayable, I will never install new update till it get fixed, maybe for you its the same, but after many years of playing you get used to everything and every single change will transform your skill to zero.
If you didnt get yet me or sir-j played with vsync off for years, it was possible by setting it up on nvidia drivers, and turning vsync on now makes no sense, every your " recommended configuration " with vsync enabled is automatically becomes not recommended configuration for us
Why there is buggy renders implented btw? When you turn them you cant run W:A anymore rofl and to back up setting you have to reinstall whole game or edit settings outside W:A
this reminds me pirate version of windows, where you can choose all possible resolutions, and when you choose the one your monitor not support you cant see anything and have to reinstall windows or edit settings on save mode on
Quote from: Impossible on February 13, 2013, 12:55 PM
actually its unplayable, I will never install new update till it get fixed, maybe for you its the same, but after many years of playing you get used to everything and every single change will transform your skill to zero.
If you didnt get yet me or sir-j played with vsync off for years, it was possible by setting it up on nvidia drivers, and turning vsync on now makes no sense, every your " recommended configuration " with vsync enabled is automatically becomes not recommended configuration for us
I am very sorry for you, but this is how things are. We will never advance to new achievements, such as true color support, unless we adopt new technology, and leave the decade-old one behind. We can't hold back things that improve the game for 99% of users and make them worse for 1% of them.
Quote from: Impossible on February 13, 2013, 12:55 PMWhy there is buggy renders implented btw? When you turn them you cant run W:A anymore rofl and to back up setting you have to reinstall whole game or edit settings outside W:A
Are you talking about the problem with Direct3D 9 and multiple monitors under Windows 7? I believe that one to be caused by a bug in Windows or Direct X. If you're talking about a different problem, it is not one I am aware of.
Edit: By the way, from your posts, I reckon that we can't even
improve things (such as response time, AKA input lag) without throwing off your skills. As backwards as it sounds, maybe we should add an option to delay processing input by a frame or two? You will obviously be at a disadvantage compared to someone who is used to the optimal settings, but then the controls may feel closer to the previous versions.
Quoteit was possible by setting it up on nvidia drivers
This is new information to me. Why haven't you mentioned this before!? Of course you won't get the same result if you enable Vsync in the latest version!
Have you tried enabling Vsync in game, but forcing it to "disabled" in nVidia's control panel?
Quote from: Impossible on February 13, 2013, 12:55 PMWhy there is buggy renders implented btw? When you turn them you cant run W:A anymore rofl and to back up setting you have to reinstall whole game or edit settings outside W:A
do you have many monitors on Windows 7? btw, there's also \Tweaks\ folder for changing advanced settings.
Quote from: Impossible on February 13, 2013, 12:55 PMthis reminds me pirate version of windows, where you can choose all possible resolutions
there's a Windows option for this (to unlock all resolutions like in VMware). it could be just enabled by default on the version you're mentioning, lol. btw, the "scroll" mode may be activated if you set a higher resolution than your own: in this case part of the screen will be away and you will need to scroll to it with a mouse
is there any module such as wkcolorfix for this version? i got really problems with colours while playng, and i hate it.
I guess you have a strong reason to use DirectDraw (8-bit), and the built-in palette fix options are not enough for you? If so, the old wkColorFix should still work the same as before (it does not require any specific W:A version).
Please keep in mind that DirectDraw and 8-bit modes are going away in 4.0.
Cybershadow i got banned 2011..And im stil lbanned..Maybe it is about time that you unban me now ?
:o
ehi i can't download colorfix from the forum, it says that i'm banned for no reasons, and forever xd
It's probably because you registered with an email address that is no longer working. If you can, change your email address; if you can't, create a new account.
ok, i installed it but seems that doesn't work.
Are you planning to unban Doubletime any time soon, Cybershadow?
Quote from: Sbaffo on February 23, 2013, 08:20 PM
ok, i installed it but seems that doesn't work.
what colour problems are you getting? what's in your advanced settings?