Forums > Announcements

Worms Armageddon 3.8.0 changelog sneak peek

<< < (2/34) > >>

Deadcode:
[*][DC] Schemes saved in .WSC format and replay files saved in .WAgame format had different rules for deciding what scheme-version byte value (1 or 2, corresponding to a scheme data size in bytes of 221 or 297, respectively) to use. When saving in .WSC format, the determination was made based on what version of W:A would be needed to correctly interpret all settings in the scheme. When saving into .WAgame format, the determination was made based on which scheme format could contain all the settings used. Both formats are now saved using the latter rules. This may result in some .WSC files that were sized 297 bytes when saved with a W:A version earlier than 3.8.0, but which when loaded and then resaved using W:A v3.8.0 or later, will become 221 bytes in size, losslessly.
[*][DC] Changes affecting game logic
[*][DC] It is now possible to set a weapon/utility to have zero ammo and nonzero delay. Previously, the game would automatically set the delay to zero on anything with zero ammo.
[*]Note, this changes the behaviour of team special weapons. Previously, any special weapon that was not a particular team's special weapon could appear in a crate on that team's turn. Any team collecting that crate would then be able to use it without delay, if it was not that team's special weapon. Now, the default delays of special weapons apply to all teams, and no special weapon can appear in a crate until its delay has expired.
[/list][/list][/list]
Features
[*][DC] All in-game motion and animations are now rendered at the hardware refresh rate, rather than being locked to 50 Hz as before. The game engine still runs at 50 Hz, so "tweening" is used to accomplish this. As a result, most in-game motion that used to appear somewhat jerky will now look quite smooth. (Note, tweening of animations is still limited by the number of pre-rendered frames in Gfx.dir. The difference is that now, the available frames are used as effectively as possible.)
[*]Note: This feature is not yet 100% finished. There are still several things that are not tweened.
[/list][*][CS] Hardware rendering is now available for 8-bit DirectDraw. When enabled, graphics performance should be very close to W:A versions before 3.6.31.2b. An additional hardware rendering option, Use VRAM, has also been added.
[*][DC] It is now possible to save a snapshot of the current map in-game. The map is saved in its current destroyed/augmented state, with the water level set to its precise current level. There are two ways to do this: One is to press Alt+Pause, and the other is to enter /map in the chat panel (synonyms of this command are /mapshot, /snapmap, /savemap, and /getmap).
[*]Map snapshots are saved in the User\SavedLevels\Capture folder. In order to facilitate using this folder, it is sorted before all other folders.
[*]In order to save the precise water level while keeping the map format backwards-compatible, the water level is written in such a way that in most cases, versions of W:A prior to v3.8.0 will not be able to preserve the exact water level when opening the file in the Map Editor; however, versions as early as v3.6.28.0 will be able to preserve the exact water level when receiving the map over the network, and when playing back replay files.
[*]When saving a snapshot of a map in which indestructible borders are enabled, the exact state of the portion of the borders that is currently underwater will not be preserved if the water level has risen since the game round started, due to the fact that the initial water height preserves the submerged borders, but subsequent rising of water erases the borders.
[/list][*][DC] W:A now handles it more gracefully if Gfx.dir, Gfx0.dir, and/or Gfx1.dir are missing from the DATA\Gfx directory. It will fall back on whichever one exists, in order of preference.
[*][DC] A file named GfxC-3.0.dir has been added to the DATA\Gfx directory. This is a small file containing only the necessary bitmaps (Longbow arrows, Girders, and masks) for emulating versions earlier than v3.6.22.0 and no earlier than v3.0. It is now possible to delete Gfx.dir without losing any functionality (unless the ability to run old EXEs from the same W:A installation is desired).
[*][DC] When the /register parameter is combined with /nowk or /wk, this is now incorporated into the command line of the registered associations.
[*][DC] The R key now functions during instant replays, restarting the replay from its beginning (or the current "bookmark" position, if one was created using the M key during the playback of that instant replay).
[*][DC] Leading zeroes in the instant replay countdown timer's digital number font are now darkened.
[*][DC] This version of W:A can now emulate and interoperate with W:A v1.0. It is possible for an online game to have mixture of v1.0 and v3.7.2.20+ users, and it doesn't matter who is hosting.
[*]A file named GfxC-1.0.dir has been added to the DATA\Gfx directory. This is a small file containing only the necessary bitmaps (Longbow arrows, Girders, and masks) for emulating W:A v1.0 without needing to keep a copy of the entire v1.0 Gfx.dir.
[*]Note, W:A v1.0 applies terrain textures just like v3.0, but unlike v3.0, it allows the "Tools" texture to be used.
[*]When loading a .BIT or .LEV with a date stamp earlier than the release date of the W:A v3.0 patch on 1999.04.23, the file will be assumed to have been saved by W:A v1.0.
[/list][*][DC] Mouse wheel support in the front end has been made comprehensive. All controls that were previously not affected by the mouse wheel, and should have been, now are. Also, mouse wheel input now goes to the control over which the mouse cursor is hovering, rather than to the control that has keyboard focus.
[*][DC] When doing playback or Export Log on a replay of an online game created by v3.6.19.17-v3.6.25.1a, "Checksum Missing" errors that were caused by a Remote Checksum Mismatch are now noted as such. (Before v3.6.26.1, checksums during remote players' turns were only recorded when the remote checksum agreed with the local checksum.)
[*][DC] The in-game menu that is opened by pressing Esc now remembers your mouse cursor position after being closed. (It is still reset to a centred position at the beginning of each round, however.)
[*][DC] When doing playback / Export Log of an online game replay file created by v3.6.29.24 or later, a checksum that was spurious from the perspective of the local player at the time of recording, but is no longer spurious at the time of playback (due to a difference in game logic or initial state), is now printed as such.
[*][CS,DC] There is now a button on the Advanced Options screen to associate W:A with .WAgame files and the wa:// URL. When appropriate, an elevated WA.exe will be spawned in order to write to protected Windows Registry locations.
[*][DC] It is now possible to take screenshots with transparency. This can be enabled or disabled using the CaptureTransparentPNGs_On.reg and CaptureTransparentPNGs_Off.reg registry tweaks, respectively. This applies both to screenshots taken using the Pause key and to video frames captured using the Export Video feature. Note that transparent areas only exist when all background detail is turned off.
[*][DC] The number of pixels the mouse must be moved within a single frame to temporarily unlock the camera (yielding manual camera control until the mouse has been idle for at least 2 seconds of game time) is now configurable via a registry value. It can also be disabled or set to the default value using the CameraUnlockMouseSpeed_Minimum.reg and CameraUnlockMouseSpeed_Default.reg registry tweaks, respectively.
[*][DC] All options in the Export Video dialog box except for "Start at" and "End at" are now remembered.
[*][DC] The /open command now optionally allows a host to change the game name and password when reopening the game, by popping up a dialog box allowing them to be changed.
[*][DC] The Weapon Editor now provides access to editing the ammo and delay of the Damage*2 utility, which until now was inaccessible in the front end and only editable externally.
[*][DC] A third state has been added to the "Legacy utility key" option (LegacyUtilityKey_Both.reg), in which both keybindings are enabled simultaneously.
[*][DC] W:A can now be used in windowed mode, with all renderers (except for 8-bit DirectDraw with hardware rendering). (Special thanks to StepS for lots of research and testing contributing to this feature.)
[*]To enable or disable this, toggle the Windowed mode checkbox in Advanced Options, or use the WindowedMode_On.reg and WindowedMode_Off.reg registry tweaks.
[*]Note that although 8-bit DirectDraw works in windowed mode, part of its palette will be incorrect.
[*]When in-game, the mouse can be in either a grabbed or ungrabbed state. In the grabbed state, the Windows mouse cursor is hidden, and the mouse and keyboard control the game as if it were full-screen. In the ungrabbed state, the Windows mouse cursor is visible, and it along with the keyboard can be used to move the window, open the system menu, etc., but not to control the game in any way. To switch from the grabbed state to the ungrabbed state, press Ctrl+G, or do anything that takes focus away from W:A (such as using Alt+Tab to switch to a different application). To go back to the grabbed state, either click inside the client region of the W:A window, or restore focus to W:A from an unfocused state by some means other than clicking directly on it (such as using Alt+Tab or clicking W:A's taskbar button).
[/list][*][DC] The file open dialog box used by the Map Editor's Import function now allows opening a file by double-clicking it.
[*][DC] Assisted vertical sync is now supported by all renderers.
[*][DC] The "browser back" buttons on mice and keyboards will now act like the ESC key in the front end, exiting the current dialog/screen.
[*][CS,DC] An option has been added to use OpenGL rendering.
[*][DC] It is now possible to start an offline game with CPU teams only, and no human teams present, pitting the CPU to play against itself.
[*][DC] It is now possible for transitions between the front end and game play to occur in the background while minimised. Previously (from v3.6.30.0 onward), the game always paused during such a switch if it was minimised, and required the user to manually restore W:A before allowing the switch to happen. (In v3.5 Beta 1 through v3.6.29.0, W:A automatically restored itself, stealing focus.)
[*][DC] The AFK (Away From Keyboard) mode (activated by entering /afk or /away in the chat) now works while minimised, and multiple rounds and matches can go by with no user intervention while staying minimised.
[/list][*][DC] The /url command can now be used by a host who is using WormNAT2. This is accomplished by exporting a function from WA.exe (see Footnote 5).
[*][DC] Some files are now preallocated on disk to prevent fragmentation, speeding up their access on hard drives. Currently, this is only done for the temporary file containing the current game's decompressed map (data\land.dat).
[*][DC] In the circumstances where W:A prints to a console window (currently just for /getlog and /repair), it now detects whether stdout is a valid handle, and if it is, it prints to stdout instead of opening a new console window. To make WA.exe behave like a console app from the command line, you can pipe it through "cat" (which must be installed, e.g. from UnxUtils or Cygwin) by appending "|cat" at the end of the command line.
[*][DC] Flags have been added for Vietnam and Kyrgyzstan, and the flag for Iraq has been updated. The flags for Finland, Colombia, Ecuador, and Venezuela have been edited.
[*][DC] Every time a .LEV style map is generated, a corresponding SVG (Scalable Vector Graphics) file is now automatically written, with the filename DATA\landgen.svg.
[*][DC] Six Turkish characters have been added to W:A's font set: ĞğŞşİı
[*][DC] The game has been fully translated to Finnish by Juho Toivanen.
[*][CS,DC] An option to display timestamps (in local time) in front end and in-game chat logs has been added. Currently, this can be enabled by using the TimestampFormat_HMS.reg registry tweak for 24-hour time of day timestamps, and disabled using the TimestampFormat_None.reg tweak. The exact format can be customized by editing the TimestampFormat registry option, the syntax of which is that of the C strftime function. Currently, timestamps are only available for live games, and will not be displayed when playing back replay files.
[*][DC] In the Steam version, W:A will now use the Steam persona name, instead of the system username, as the default nickname.
[*][DC] It is now possible to play on maps up to the maximum size of 32504×32600 (whereas before, only the width or height could be maximum, but not both), as long as the system supports Large Address Awareness and enough memory is available.
[*][DC] It is now easily possible to enter automatic turn-skipping mode in an offline game, by entering /afk or /away in the chat. Previously, this could only be done by pressing Enter and PageUp simultaneously after typing the command.
[*][DC] It is now possible to toggle the displaying of extra information during replay playback that would normally be hidden in a live game. This is toggled by pressing Shift+Alt+Delete in-game.
[*]Display of the following information is toggled:
[*]Crate contents
[*]Hundredths of a second in turn time and retreat time
[*]Mine fuses and duds
[*]Full-time, full-precision display of weapon fuses
[/list][*]Display of the following is not controlled by this toggle:
[*]Allied chat
[*]Invisible worms
[*]Weapon panel for all alliances
[/list][/list][*][DC] In the Map Editor, it is now possible to automatically view the color preview (or large map thumbnail) while cycling through randomly generated maps via a map thumbnail. To do this, hold the right mouse button while cycling through maps on the map thumbnail (either by clicking, Shift+clicking, or using the mouse wheel, while the mouse is hovering over a map thumbnail). This will have the same effect as right-clicking the map thumbnail immediately after switching to each different map.
[*][DC] It is now possible to have W:A play sound effects while it is in the background. To set this option, use the "Play audio in background" checkbox in the Advanced Options screen, or use the PlayAudioInBackground_Enable.reg and PlayAudioInBackground_Disable.reg registry tweaks. Even with this option enabled, ambient sounds (front end menu loop and in-game ambient music) will still be disabled while W:A is in the background.
[*][DC] The number of the currently selected mission is now visible in the Mission screen. So as not to be overly intrusive, it is displayed in the heading of the "Mission Details" box.
[*][DC] A "Streaming Mode" option has been added. It is intended to be used when broadcasting streaming video of W:A. When enabled, it prevents the IP address from being shown on-screen while joining an online game, and prevents the /url command from displaying the URL on-screen. To set this option, use the StreamingMode_On.reg and StreamingMode_Off.reg registry tweaks prior to starting W:A, or use the /stream command in the WormNET lobby, LAN lobby, or Host/Join/Next Round/End of Match lobby.
[*][DC] It is now possible for the host in an online game to add CPU teams. The game will only be allowed to start if all clients present support this feature.
[*][DC] It is now possible to change the "controller" setting (Human / CPU 1-5) when editing a team, whereas before it was only possible to edit this setting when creating a team.
[*][DC] It is now possible to select and copy text into the clipboard from the next-round and end-of-match screens' Results, Awards, and Details text boxes.
[*][DC] The exact value of the Hot Seat time is now precisely displayed in the front end and can be fine-tuned. To adjust it in increments of 1 second, hold the Shift key while left- or right-clicking to increase or decrease the value. Without Shift being held, this setting will cycle through the values 0, 5, 10, and 15, the same as it used to.
[*][CS] WormNET servers can now specify an IRC port for the game to connect to in the <CONNECT> tag. The syntax is <CONNECT HOST:PORT> (for example: <CONNECT 192.168.0.1:9999>). Previous versions of W:A only allowed connecting to the standard IRC port, 6667.[/list]

Deadcode:
[*][DC,CS] W:A now has a new scheme format, supporting the tweaking of many options that were previously internal. Access to a limited subset of these options was previously opened up by a third-party module called "RubberWorm", and earlier versions of W:A had bundled some subsets of options in the form of the TestStuff, RacingStuff and BoomRacing hosting options, but the options are now all individually accessible. The options come in a range of types, including boolean (true or false), enumeration (a limited range of values that mean different things, accessed via a drop-down list), integer (where the range varies depending on the option), and fixed-point (having an integer part ranging at most from -32768 to +32767, and a fractional part ranging from 0/65536 to 65535/65536 in 1/65536 increments, though the numbers are edited in the UI in decimal form, e.g. 0.00000, 0.00002, 0.00003, ..., 0.99998, 1.00000, ...). Note that although the game engine tends to round fixed-point values down, the choice was made to round to nearest in the extended scheme editor UI; as a result, many default values are 9-padded (such as 0.24 becoming 0.23999).
[*]Physics
[*]Wind can be adjusted, either as the maximum strength randomised wind shall have, or as a constant strength the wind shall have on every turn. In randomised wind mode, the wind bias may be adjusted; this determines how much of an effect the horizontal distance from the map's center of the worm receiving a turn has on biasing the wind to blow in the opposite direction.
[*]Gravity can be adjusted, in fixed-point units, where the default is 0.23999 pixels per frame of acceleration every frame (a frame is 1/50 seconds).
[*]Terrain friction can be adjusted with high precision, in fixed-point units. The default is 0.95999. A value of 1.00000 yields no friction, and 0.00000 makes objects instantly stop whenever they would normally slide.
[*]Rope knocking power can be adjusted as a percentage, optionally overriding the channel or offline value. (The units are the same as in the OfflineRopeKnocking registry tweak.)
[*]Phased Worms – Controls to what extent allied and/or unallied worms move through and cannot affect each other. There are two settings, Phased Friends, which controls worms' effects on their teammates, and Phased Enemies, which controls worms' effects on their opponents. Each of these can be set to one of four values:
[*]Off – default behaviour; worms block other worms, and their weapons both hit other worms and damage them.
[*]Worms – worms pass through other worms, but their weapons still hit them and damage them.
[*]Worms+Weapons – worms pass through other worms; their weapons also pass through other worms, but when a weapon explodes, its damage still effects those other worms.
[*]Worms+Weapons+Damage – worms have no influence on other worms whatsoever, with some exceptions (see Footnote 6).
[/list][*]Explosions push all objects (checkbox)
[*]Pneumatic Drill Modification (checkbox) – controls whether the Drill imparts horizontal velocity to worms it hits.
[*]Petrol Turn Decay (fixed-point) – precisely controls the per-turn rate at which the persistent flames from a Petrol Bomb shrink and eventually disappear. The resulting number of turns for which flames last can go from 1 to 65535, with all values from 1 to 257 being precisely specifiable (beyond that point there are some gaps).
[*]Petrol Touch Decay – controls the rate at which persistent flames from a Petrol Bomb shrink and eventually disappear every time a worm touches them (damaging that worm).
[*]Maximum flamelet count – The maximum number of individual fire objects (from Petrol, Napalm, or certain explosions) that can exist at once. Once this limit is reached, creation of new flamelets will erase older flamelets.
[*]Maximum projectile speed (fixed-point) – The maximum horizontal and vertical velocity at which an object following projectile physics can move, in pixels per frame. A value of zero disables the limit. The default is 32.
[*]Maximum rope speed (fixed-point) – The maximum speed at which a worm with a Ninja Rope or Bungee attached can move, in pixels per frame. A value of zero disables the limit. The default is 16.
[*]Maximum Jet Pack speed (fixed-point) – The maximum horizontal and vertical velocity at which a worm using the Jet Pack can move, in pixels per frame. A value of zero disables the limit. The default is 5.
[/list][*]Gameplay (note that the distinction between “Physics” and “Gameplay” is a bit arbitrary, and mainly exists to divide the settings into different pages)
[*]Unrestrict Rope (checkbox) – Allows firing the rope 54 degrees below the horizon, and reduces rope friction/drag. Default off.
[*]Maximum crate count on map at once – The game will not spawn crates when doing so would exceed this limit. The default is 5.
[*]Sudden Death disables Worm Select (checkbox) – Normally, Worm Select is unavailable after Sudden Death, but you can disable that behaviour here.
[*]Sudden Death worm damage per turn – How many health points Worms lose during each turn of Sudden Death.
[*]Batty Rope (checkbox) – After the end of their turns, worms with a Ninja Rope attached will remain attached, those using Bungee will stay on it, and those using Jet Pack will keep it equipped. Default off.
[*]Rope-roll drops – Whether dropping weapons (using the Enter key) during a rope roll (in-between Ninja Rope swings or after Bungee detachment) is allowed.
[*]Disabled – The default. While on the Ninja Rope, weapons can only be triggered while the rope is attached, and not during a rope roll.
[*]As from rope only – Weapons that would normally be usable while the rope is attached are also usable during a rope roll.
[*]As from rope or jump – Same as "As from rope only", except that weapons that would normally be usable during a jump are also usable during a rope roll.
[/list][*]X-Impact loss of control (checkbox) – Whether a horizontal collision (skid or wall hit) at a high horizontal velocity causes loss of control. Default on.
[*]Keep control after bumping head (checkbox) – Whether control is retained after an upwards vertical collision with terrain during Ninja Rope or Bungee use. Default off.
[*]Keep control after skimming (checkbox) – Whether control is retained after a skim (collision with water at a high horizontal velocity) during Ninja Rope or Bungee use. Default off.
[*]Fall damage is triggered by explosions (checkbox) – Normally, Worms thrown by explosions do not experience fall damage, unless they experience horizontal collision(s) before hitting the ground. This setting enables fall damage (in addition to whatever damage caused by the explosion itself) even in the absence of any horizontal collisions.
[*]Undetermined Crates (checkbox) – Determines the contents of weapon and utility crates at the moment when the crate is picked up (or a player activates Crate Spy), instead of when the crate is created. The default is for this to be determined by the game logic version (disabled for v3.6.28.0 and older, enabled for v3.6.29.0 and newer). It should only be disabled when all players trust each other not to secretly use information-revealing cheats.
[*]Undetermined Fuses (checkbox) – Determines the fuse of mines (when random mine fuses are enabled) at the moment when the mine is triggered, instead of when the mine is created. The default is for this to be determined by the game logic version (disabled for v3.6.28.0 and older, enabled for v3.6.29.0 and newer). It should only be disabled when all players trust each other not to secretly use information-revealing cheats.
[*]Pause timer while firing (checkbox) – Whether the timer is paused while a Worm is firing their weapon. Default on.
[*]Loss of control doesn't end turn (checkbox) – When enabled, events that cause loss of control will still have that effect, but control will eventually be regained without ending the current turn. Default off.
[*]Weapon use doesn't end turn (checkbox) – Allows weapons to be used multiple times in a single turn. Default off.
[*]“Weapon use doesn't end turn” doesn't block any weapons (checkbox) – prevents the Earth Quake, Armageddon, and Indian Nuclear Test weapons from being disabled when “Weapon use doesn't end turn” is enabled. Default off.
[*]Game engine speed (fixed point) – Changes the speed at which all game physics and sound effects occur. Default 1.00000.
[/list][*]Glitches
[*]Indian Rope glitch (checkbox) – Whether selecting the Ninja Rope while moving makes it possible to bypass the angle limit and shoot a rope that can even extend straight downwards. The default is for this to be determined by the game logic version (enabled for v1.0 emulation, disabled for all later versions).
[*]Herd-doubling glitch (checkbox) – Whether jumping at just the right moment makes it possible to release double the number of Mad Cows as the selected herd count, in a single invocation of the Mad Cow weapon. The default is for this to be determined by the game logic version (enabled for v3.0 and earlier, disabled for v3.5 Beta 1 and later).
[*]Jet Pack Bungee glitch (checkbox) – Whether it is possible to trigger a Bungee from midair using the Jet Pack. Default on.
[*]Angle cheat glitch (checkbox) – Whether selecting the Longbow or Baseball Bat while moving makes it possible to bypass the angle limit of the respective weapon. Default on.
[*]Glide glitch (checkbox) – Whether a certain type of leftward collision by a Jumping, post-Drilling, or post-retreat worm can trigger a glitch in which the worm continues moving in the air (with reduced speed) instead of landing. Default on.
[*]Skip-walking
[*]Disabled – Prevents it from making walking faster than normal.
[*]Possible – Makes the skip-walking glitch behave as it historically did. This is the default.
[*]Facilitated – Makes pressing Up or Down while walking trigger skip-walking (one skip per keypress), similarly to how right-clicking the mouse does this, except that it also works during retreat time, and following Shotgun/Longbow first shots.
[/list][*]Block roofing (only affects games played on cavern maps)
[*]Allow roofing – As was historically possible, worms can get above the roof of a cavern map through any of a number of techniques/tricks. This is the default.
[*]Block above – Blocks worms from getting above the part of the roof that is visible, directly above the map. This works by projecting the roof upwards to infinity from the perspective of Worm collision mechanics, in a way that is ignored by all other types of objects.
[*]Block everywhere – Same as "Block above", but also blocks worms from getting above the bottom of the roof everywhere to the left and right of the map.
[/list][*]Floating weapon glitch (checkbox) – Whether it is possible to drop a weapon (that normally would fall or fly) onto a surface, such that if done just right, it sits still until its hidden fuse expires before exploding or homing. Default on.
[/list][*]Input
[*]Auto-place worms by ally (checkbox) – When worm placement is automatic, group worms by team colour. May make automatic placement feasible even in Fort-style maps. Default off.
[*]Circular Aim (checkbox) – When holding the up or down arrow to aim, this will cause the aim to continue moving past the top or bottom, instead of stopping. Intended to make shots at specific angles more challenging. Default off.
[*]Anti-lock Aim (checkbox) – The aiming angle is not preserved and is reset between turns (to an angle distinct from the last used one). Intended to make repeat shots more challenging. Default off.
[*]Anti-lock Power (checkbox) – Holding down the space bar to fire will cause the power to begin decreasing after reaching its maximum. Intended to make full-power shots more challenging. Default off.
[*]Worm Selection doesn't end Hot Seat (checkbox) – With this enabled, using Worm Select does not cause the Hot Seat timer to end and the turn timer to start. Default off.
[*]Worm Selection is never cancelled (checkbox) – With this enabled, the Tab key can be always used during a turn to switch to another Worm. Default off.
[*]Girder Radius Assist (checkbox) – Prevents the Girder mouse cursor from being moved to positions that are out of range (as determined by the Girder power) such that a beep would result if an attempt was made to place a girder there. As such, a beep will only be able to happen when an attempt is made to place a Girder where it would intersect with an existing object, and never due to being out of range. Can prevent an awkward end of a turn where a player spends time figuring out an ideal girder placement, just to have it denied by being out of range. Default off.
[/list][*]Visual
[*]Blood Level – Amount of blood (as a percentage), or 255 to use the channel / offline setting value. The offline default is 25%; in the WormNET channel #AnythingGoes, the default is 100%, and in #PartyTime, it is 0%. (Note: The other Blood setting, in "Cheats", is independent and controls blood colour.)
[/list][*]RubberWorm
[*]Bounciness (fixed point) – Makes worms spring back like a banana (with the respective sound) upon any collision, without any fall damage or loss of control, and sets the strength (coefficient of restitution) of said bounciness. A value of 1.00000 can cause worms to keep bouncing at the same height forever. The ratio of the height of each bounce to the previous one will be the square of this value; as such, a value of 0.5 will cause each successive bounce to reach 1/4 of the height of the previous one, and 0.70711, i.e. √(1/2), will cause each bounce to reach 1/2 the height of the previous one.
[*]Air Viscosity (fixed point) – Makes objects such as projectiles experience "friction" when flying through the air, and sets the strength of said friction. A value of 0.00000 (the default) results in no air friction, and 1.00000 would result in no motion through the air being possible. As such, the maximum value allowed is 0.25000, which causes objects to lose 25% of their speed every frame (1/50 second), already an impractically huge amount of friction.
[*]Air Viscosity (Worms) (checkbox) – Whether "Air Viscosity" should also affect Worms.
[*]Wind Influence (fixed point) – Any nonzero value extends the set of objects that are sensitive to wind, excluding Worms, and sets the level of said sensitivity. A value of 1.00000 gives them the same wind response as Bazooka shells.
[*]Wind Influence (Worms) (checkbox) – Whether "Wind Influence" should also affect Worms.
[*]Gravity Type – Controls how certain objects such as Worms and projectiles are affected by gravity.
[*]Unmodified – The default.
[*]Standard – Gravity is multiplied normally.
[*]Black hole (constant) – Objects are pulled to the middle of the map, with a constant force independent of their distance.
[*]Black hole (linear) – Objects are pulled to the middle of the map, with a force that is inversely proportional their distance from the middle. (This is inverse linear, and not inverse square like the gravity of our universe.)
[/list][*]Gravity Strength (fixed point) – Controls the extent to which objects such as Worms and projectiles are affected by gravity. With a Gravity Type of "Standard" or "Black hole (constant)", this is specified as a gravity multiplier (with a value of 1.00000 being normal). With a Gravity Type of "Black hole (linear)", this is specified as the distance in pixels at which gravity is of normal strength.
[*]Crate Rate – Specifies how many crates can potentially spawn simultaneously at the start of the turn (this will be limited by the value of the other setting, "Maximum crate count on map at once"). With crate drop probabilities set to 100%, causes the exact amount specified to spawn.
[*]Crate Shower – Enables continuous crate drops during the turn, up to the maximum set by "Maximum crate count on map at once".
[*]Anti-sink – Prevents Worms from drowning when touching the sea (unless done two times in a row). Worms that touch the sea will automatically be teleported to the last piece of land they were standing on.
[*]Remember weapons – Prevents the last used weapon selection from resetting to a common weapon regardless of its importance (as defined by the game engine). For example, multiple Bananas can be fired in a row without resetting to Grenades after the first shot.
[*]Extended fuses/herds – Enables the use of numeric keys 0-9 instead of just 1-5 to set timed weapon fuses and animal herd sizes. The 0 key will set 0 seconds for timed weapons, and 10 animals for herds.
[*]Anti-lock aim – The aiming angle is not preserved and is reset between turns. Compared to the regular Anti-lock Aim option, this always resets the angle to zero degrees in horizontal left or right direction.
[/list][/list][*][DC] W:A can now emulate RubberWorm game logic without any third-party modules being loaded. There are two ways this can be done:
[*]Replay files of games played using RubberWorm under previous versions of W:A may now be played back with full emulation. However, since RubberWorm did not tag replay files in any way to indicate its use, W:A must be told whether to enable RubberWorm detection when parsing replay files. To enable it, import EmulateRubberWorm_On.reg (from the Tweaks folder) into your system registry, or use the command line options /rwemu=on or /rwemu=off which will override the registry setting.
[*]The entire range of RubberWorm versions are emulated. Since emulating the wrong version can potentially cause a desynchronisation, some autodetection is applied. The potential RubberWorm version a particular replay file could have used is first narrowed down according to what version of W:A was used, but for most versions of W:A this doesn't narrow it down to a single RubberWorm version. W:A addresses this issue by using the timestamp of when the replay was originally recorded, and matching this up with the latest RubberWorm version available at the time. This may not always be correct however, either due to users having their system date set incorrectly, or due to their using an outdated RubberWorm version. Thus, the emulated RubberWorm version can be controlled as a Unix time value integer, either by directly setting the registry value EmulateRubberWorm, or by using the /rwemu= command line parameter with an integer in decimal or hexadecimal specifying the desired Unix time override value – for example /rwemu=50EEDF6B or /rwemu=1357832043 will identically set the value to 2013-01-10 15:34:03 GMT, corresponding to RubberWorm v0.0.1.12-13 for W:A v3.7.0.0. For the full list, see 2.0 Supplementary Documentation – Integration and Command-Line Parameters. Note that the detected W:A version will always override this (the version emulated will be rounded off to the oldest or newest RubberWorm corresponding to that W:A version, depending on the direction in which the time override setting is out of range), so for example, it will not be possible to force emulation of a version of RubberWorm made for W:A v3.7.0.0 when playing a replay file recorded with W:A v3.7.2.1.
[/list][*]The new scheme format includes all of the options that were controllable via RubberWorm. The ones that controlled aspects internally present in the game engine (but previously not exposed as scheme settings) are in general categories, and the ones that introduced new game mechanics are in the RubberWorm category.
[/list][/list]

Sensei:
<3

GreeN:
no hats?

STRGRN:
oh boy new scheme options

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version