The Ultimate Site of Worms Armageddon

All About TUS => Announcements => Topic started by: Deadcode on December 19, 2012, 03:48 PM

Title: W:A v3.7.0.0 Released
Post by: Deadcode on December 19, 2012, 03:48 PM
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
Title: Re: W:A v3.7.0.0 Released
Post by: Deadcode on December 19, 2012, 03:48 PM
Title: Re: W:A v3.7.0.0 Released
Post by: Deadcode on December 19, 2012, 03:49 PM
Changes
Features
Title: Re: W:A v3.7.0.0 Released
Post by: avirex on December 19, 2012, 03:58 PM
Thank you for alll your hard work
Title: Re: W:A v3.7.0.0 Released
Post by: nino on December 19, 2012, 04:05 PM
Good job and Thanks Puto  ;D
Title: Re: W:A v3.7.0.0 Released
Post by: chakkman on December 19, 2012, 04:13 PM
Nice stuff, thanks.  :)
Title: Re: W:A v3.7.0.0 Released
Post by: 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.
Title: Re: W:A v3.7.0.0 Released
Post by: lacoste on December 19, 2012, 05:31 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.


Title: Re: W:A v3.7.0.0 Released
Post by: StepS on December 19, 2012, 06:11 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.
Title: Re: W:A v3.7.0.0 Released
Post by: Impossible on December 19, 2012, 06:55 PM
what function of dx11 you want to use? tessellation or SSAO antialiasing? its actually 2D game from previous century
Title: Re: W:A v3.7.0.0 Released
Post by: StepS on December 19, 2012, 07:38 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
Title: Re: W:A v3.7.0.0 Released
Post by: StepS on December 19, 2012, 08:10 PM
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)
Title: Re: W:A v3.7.0.0 Released
Post by: 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
Title: Re: W:A v3.7.0.0 Released
Post by: van on December 19, 2012, 11:17 PM
This is awesome.
/me *awaits borderless wk module*
Title: Re: W:A v3.7.0.0 Released
Post by: CyberShadow on December 20, 2012, 01:46 AM
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.
Title: Re: W:A v3.7.0.0 Released
Post by: Kaleu on December 20, 2012, 03:08 AM
Ty Team 17;
Title: Re: W:A v3.7.0.0 Released
Post by: Hussar 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;
Title: Re: W:A v3.7.0.0 Released
Post by: CyberShadow on December 20, 2012, 09:27 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.
after 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.
Title: Re: W:A v3.7.0.0 Released
Post by: Tomi on December 20, 2012, 09:39 AM
Salut lags! It wasn't bad with you, but I know this will be better for both of us!

Thx guys! ;)
Title: Re: W:A v3.7.0.0 Released
Post by: 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 :)
Title: Re: W:A v3.7.0.0 Released
Post by: StepS on December 20, 2012, 01:08 PM
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?
Title: Re: W:A v3.7.0.0 Released
Post by: Anubis on December 20, 2012, 01:58 PM
My worms runs really smooth now with Direct3D 9 (Shader), great update. :)
Title: Re: W:A v3.7.0.0 Released
Post by: chakkman on December 20, 2012, 03:07 PM
My worms runs really smooth now with Direct3D 9 (Shader), great update. :)

Yep.  :)
Title: Re: W:A v3.7.0.0 Released
Post by: franz on December 20, 2012, 11:42 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).
Title: Re: W:A v3.7.0.0 Released
Post by: Casso on December 21, 2012, 12:38 AM
    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
    Title: Re: W:A v3.7.0.0 Released
    Post by: Alien on December 22, 2012, 06:19 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 !!! ;)
    Title: Re: W:A v3.7.0.0 Released
    Post by: 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?
    Title: Re: W:A v3.7.0.0 Released
    Post by: Alien on December 22, 2012, 06:42 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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: barman on December 22, 2012, 07:06 PM
    It's not yet possible to use rubberworm with the new update, I think?
    Title: Re: W:A v3.7.0.0 Released
    Post by: Deadcode on December 23, 2012, 04:41 AM
    • [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.

    Thank you for alll your hard work
    Good job and Thanks Puto  ;D
    Nice stuff, thanks.  :)
    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*
    Thx guys! ;)
    pfffff, this sucks big time. cant blame lags anymore for sucking badly :D

    nah, really good job guys. love it :)
    My worms runs really smooth now with Direct3D 9 (Shader), great update. :)
    f@#! that, anyway good job guys !!! ;)

    Thanks :) And you're very welcome!
    Title: Re: W:A v3.7.0.0 Released
    Post by: LeTotalKiller on December 23, 2012, 11:22 AM
    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).)
    Title: Re: W:A v3.7.0.0 Released
    Post by: Hussar on December 27, 2012, 03:44 PM
    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 ........

    Title: Re: W:A v3.7.0.0 Released
    Post by: LeTotalKiller on December 27, 2012, 04:31 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).
    Title: Re: W:A v3.7.0.0 Released
    Post by: Hussar on December 27, 2012, 07:49 PM
    but i cant host anymore  >:(
    Title: Re: W:A v3.7.0.0 Released
    Post by: DENnis on December 27, 2012, 08:30 PM
    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.

      Please!

    The rest looks good and I heard with the help of StepS there were many bugs fixed alrdy, ty for all that!!!

    ;DENnis
    Title: Re: W:A v3.7.0.0 Released
    Post by: LeTotalKiller on December 27, 2012, 08:35 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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on December 28, 2012, 06:58 AM
    You 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

    also 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: Sbaffo on January 20, 2013, 07:42 PM
    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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: KoreanRedDragon on January 21, 2013, 12:47 AM
    Try picking some of the other renderers here:

    (http://krd.clansfx.co.uk/dump/0e8332343253a0414ec078a6afa8ff4f/screen0105.png)

    That's the new advanced options menu.
    Title: Re: W:A v3.7.0.0 Released
    Post by: Mablak on January 21, 2013, 03:55 AM
    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!
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on January 21, 2013, 07:55 AM
    the new patch detects space presses about 1 frame more quickly than before
    :)
    Title: Re: W:A v3.7.0.0 Released
    Post by: barman on January 21, 2013, 09:10 AM
    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 ;)
    Title: Re: W:A v3.7.0.0 Released
    Post by: 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: Sbaffo on January 21, 2013, 02:20 PM
    i used direct3d9 shader and works fine, even online,thank you very much!
    Title: Re: W:A v3.7.0.0 Released
    Post by: 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: Alien on January 22, 2013, 06:28 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 ?
    Title: Re: W:A v3.7.0.0 Released
    Post by: 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 -.-
    Title: Re: W:A v3.7.0.0 Released
    Post by: Alien on January 22, 2013, 08:05 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: Tomi on January 22, 2013, 09:45 PM
    I turned off the "wait for vertical sync" option ;)
    Title: Re: W:A v3.7.0.0 Released
    Post by: TheWalrus on January 22, 2013, 11:00 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.

    Thank you for alll your hard work
    Good job and Thanks Puto  ;D
    Nice stuff, thanks.  :)
    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*
    Thx guys! ;)
    pfffff, this sucks big time. cant blame lags anymore for sucking badly :D

    nah, really good job guys. love it :)
    My worms runs really smooth now with Direct3D 9 (Shader), great update. :)
    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
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on January 23, 2013, 10:36 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: Statik on January 23, 2013, 11:01 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: 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%
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on January 23, 2013, 12:53 PM
    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?

    context 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 !
    Title: Re: W:A v3.7.0.0 Released
    Post by: Crazy on January 23, 2013, 01:38 PM
    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 ;(
    Title: Re: W:A v3.7.0.0 Released
    Post by: Tomi on January 23, 2013, 03:12 PM
    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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on January 23, 2013, 03:19 PM
    Steps
    (http://myfiles.my1.ru/myfiles/smilec.gif)

    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
    Title: Re: W:A v3.7.0.0 Released
    Post by: Crazy on January 23, 2013, 03:42 PM
    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 :-[
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on January 23, 2013, 05:44 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: Tomi on January 23, 2013, 05:46 PM
    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..
    Title: Re: W:A v3.7.0.0 Released
    Post by: KoreanRedDragon on January 24, 2013, 02:12 AM
    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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: Tomi on January 24, 2013, 08:53 AM
    Ye I will go back to slow motion mode  :(
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on January 25, 2013, 04:53 PM
    it 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: jot on January 26, 2013, 08:26 PM
    all is right but i can't host with this, anyone know why?:(
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on January 27, 2013, 08:27 AM
    Anyway 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: MonkeyIsland on January 27, 2013, 08:48 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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on January 27, 2013, 09:10 AM
    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
    Title: Re: W:A v3.7.0.0 Released
    Post by: avirex on February 04, 2013, 05:25 PM
    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.

    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on February 04, 2013, 08:01 PM
    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 :)
    Title: Re: W:A v3.7.0.0 Released
    Post by: avirex on February 04, 2013, 08:31 PM
    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
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on February 05, 2013, 06:18 AM
    but 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: chakkman on February 09, 2013, 03:15 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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on February 09, 2013, 04:19 PM
    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.
    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
    Title: Re: W:A v3.7.0.0 Released
    Post by: 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on February 09, 2013, 04:40 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:


    So, mostly, yes.
    Title: Re: W:A v3.7.0.0 Released
    Post by: Husk on February 09, 2013, 04:44 PM
    true... I didn't think this through
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on February 09, 2013, 04:57 PM
    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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: chakkman on February 09, 2013, 05:20 PM
    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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on February 09, 2013, 05:31 PM
    detect
    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

    which is certainly untrue.
    your post is certainly untrue: Success (https://www.tus-wa.com/Themes/elegant/images/post/thumbup.gif)
    Title: Re: W:A v3.7.0.0 Released
    Post by: chakkman on February 09, 2013, 06:43 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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: avirex on February 09, 2013, 07:04 PM
    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"
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on February 10, 2013, 10:56 AM
    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

    and 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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: CyberShadow on February 12, 2013, 03:10 PM
    Sir-J, what is your CPU and video card?
    Title: Re: W:A v3.7.0.0 Released
    Post by: CyberShadow on February 12, 2013, 03:23 PM
    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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: CyberShadow on February 12, 2013, 03:36 PM
    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).
    Title: Re: W:A v3.7.0.0 Released
    Post by: CyberShadow on February 12, 2013, 04:29 PM
    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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: Impossible on February 13, 2013, 12:55 PM
    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
    Title: Re: W:A v3.7.0.0 Released
    Post by: CyberShadow on February 13, 2013, 01:00 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.
    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
    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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: CyberShadow on February 13, 2013, 01:10 PM
    Quote
    it 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?
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on February 13, 2013, 02:01 PM
    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
    do you have many monitors on Windows 7? btw, there's also \Tweaks\ folder for changing advanced settings.

    this 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
    Title: Re: W:A v3.7.0.0 Released
    Post by: Sbaffo on February 23, 2013, 02:59 PM
    is there any module such as wkcolorfix for this version? i got really problems with colours while playng, and i hate it.
    Title: Re: W:A v3.7.0.0 Released
    Post by: CyberShadow on February 23, 2013, 03:03 PM
    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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: Doubletime on February 23, 2013, 04:28 PM
    Cybershadow i got banned 2011..And im stil lbanned..Maybe it is about time that you unban me now ?
    Title: Re: W:A v3.7.0.0 Released
    Post by: Crazy on February 23, 2013, 05:28 PM
    :o
    Title: Re: W:A v3.7.0.0 Released
    Post by: Sbaffo on February 23, 2013, 06:14 PM
    ehi i can't download colorfix from the forum, it says that i'm banned for no reasons, and forever xd
    Title: Re: W:A v3.7.0.0 Released
    Post by: CyberShadow on February 23, 2013, 06:26 PM
    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.
    Title: Re: W:A v3.7.0.0 Released
    Post by: Sbaffo on February 23, 2013, 08:20 PM
    ok, i installed it but seems that doesn't work.
    Title: Re: W:A v3.7.0.0 Released
    Post by: Crazy on February 24, 2013, 12:57 AM
    Are you planning to unban Doubletime any time soon, Cybershadow?
    Title: Re: W:A v3.7.0.0 Released
    Post by: StepS on February 24, 2013, 09:46 AM
    ok, i installed it but seems that doesn't work.
    what colour problems are you getting? what's in your advanced settings?