no hats?
[DC] Bug introduced in v3.7.2.1: Opening a team for editing, in which an animated gravestone (numbered 1-6) was selected, and then clicking OK to save the team (even if nothing was changed), would reset the grave to Gravestone 1.
[DC] In the team statistics viewer, "Overall Team Rank" was incorrectly calculated, and had a maximum of 85% instead of 100%.
[DC] The registry tweaks TimerWorkaround_*.reg (introduced in v3.6.20.1) and RegisterAssociations_*.reg (introduced in v3.6.30.0) were in Unicode format, making them incompatible with Windows 98.
[DC] Bug introduced in v3.6.28.0: Compatibility with Windows 95 was broken and has now been restored.
[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.
[DC] The instant replay countdown timer was displayed in the format 00:00:00, with the last two digits indicating hundredths of a second, making the second colon misleading. The second colon has been replaced with a decimal point, yielding the format 00:00.00.
[DC] The background debris in the front end had a 80 pixel empty area on the bottom upon being initialised. This was a very minor flaw; the gap would quickly be filled as the debris moved from its initial position.
[DC] The front end had quite a bit of latency in its response to input. It is now much faster.
[DC] The centering, alignment, and spacing of front end controls (buttons, text, edit boxes, group-boxes, etc.) have been improved in all dialog boxes and screens.
[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.)
[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.)
[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 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).
[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 /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] 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 start an offline game with CPU teams only, and no human teams present, pitting the CPU to play against itself.
[DC,CS] W:A now has a new scheme format,
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.
AI...shopper, aerial
Quote[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.
Haha! You're telling me we're now able to use AI worms if 1 man short for 2v2/3v3?
This is fun addition but does it make any sense? Could AI be able to handle shopper, aerial, elite...?
Anyway, this is gonna be good for laughs, if nothing else.
However, I fear what will happen to those old Rubberworm schemes and games. Will they be converted to the new scheme format?
Now, I think I'll keep 3.7.2.1 ONLY for replay preservation, but keep 3.6.31, as the former is obsolete, while the latter is still necessary for Project X, while Rubberworm is basically gonna die, since it's basically been implemented in Vanilla Worms Armageddon.
However, I fear what will happen to those old Rubberworm schemes and games. Will they be converted to the new scheme format? Or will they be lost to history because of an obsolete format?
Well, Time to uninstall it. Besides, 3.6.31.0 is the only previous version I use anyways, because Project X demands it, and I would've uninstalled THAT if it was implemented in Worms Armageddon or a WormKit module for a newer version anyways, but I still fear for the arrows feature of RubberWorm.Now, I think I'll keep 3.7.2.1 ONLY for replay preservation, but keep 3.6.31, as the former is obsolete, while the latter is still necessary for Project X, while Rubberworm is basically gonna die, since it's basically been implemented in Vanilla Worms Armageddon.
3.8 is actually better at playing replays recorded by 3.7.2.1 (and all previous versions) than 3.7.2.1 is. There are some cases in which 3.7.2.1 (and other previous versions) would desync playing a valid replay, that 3.8 will play correctly. And also 3.8 plays back replays with tweening, so they'll look better than they did when they were originally played.
Of course, keep 3.7.2.1 if you want, but it's unlikely to be needed except maybe for other game-logic-changing modules besides RubberWorm.
I feel that you should do it in a minor release after this one, which shouldn't take 6 years (We shouldn't wait until 2025 for a new Worms Armageddon release). That way, people will actually download the new version.However, I fear what will happen to those old Rubberworm schemes and games. Will they be converted to the new scheme format? Or will they be lost to history because of an obsolete format?
I considered implementing automatic conversion of RubberWorm schemes into the new format, but there were some complexities involved and I decided to leave it out of 3.8 rather than delay 3.8 further by taking the time to implement this properly. There's a good chance I'll add the feature in a later version (as well as live play interoperability with 3.6.x/3.7.x + RW), but by then perhaps most schemes will have been manually converted anyway.
(Actually, there is a very easy way of implementing built-in conversion. It is rather distasteful in a programming sense, but I suppose I should probably do it, because of the big impact on convenience it would have for all players of RubberWorm schemes, at least in the initial period of time after 3.8's release.)
I didn't read whole, but will be real time worms? like real time ttrr etc. If no, its very sad.Not YET, that's 4.0
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.
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.
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.
(Endless list of bugfixes and features)
You have my gratitude! Thank you so much for your hard work CyberShadow & DeadCode! :)
This will surely put smiles on many faces and continue to bring life to this legendary epic game! I am so proud of everyone :)
Ok so....it fixes non existing bugs (I have never encountered?!). How about a way to continue games after a disconnect how about that?
Wow that makes my longest post ever look like nothing ;DIt probably places them in a similar way to Forts, but don't worry: They'll probably do a similar thing that applies to Darts before 4.0 starts development
But seriously, these are the new things i'm most excited about:QuoteIt is now possible to start an offline game with CPU teams only, and no human teams present, pitting the CPU to play against itself.QuoteIt 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.QuoteAuto-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.
I'm really interested to know more about auto-placement, we've been dying to have this in Darts for as long as we can remember, there are many people who don't like the scheme specifically because they must wait a while placing worms at the start, this changes everything there! Couldn't be happier!
Great work on the bug fixes, I didn't realize the game had so many issues... Will be nice to try some of the other things too :)
I hope i'm still alive for 4.0, not even joking!
As a reminder for anyone who wants to have CPU-only games (with no human teams present), you can already do so by using this (https://www.tus-wa.com/files/file-1592/) WormKit module. It allows the "start game" button to be pressed.
You will have to delete the module when 3.8.0 is released.
The best thing about WA is how polished and perfect it is, and that is something Team17 still fails to comprehend. There will never be a worms game that comes anywhere near WA in quality. This new update cements that fact indisputably.
Hello,
First, I think it's great that you're making things for W:A.
But I'm afraid that many members of the community are somewhat disappointed by the changeset featured in the 3.8 update. Even though fixing bugs is important from developer's standpoint, it is not necessarily the best course of action to maintain a healthy community. From my understanding, the sole thing that people anticipated from this update was a set of new and meaningful gameplay features.
From the quick glance of the changeset, most of the changes were directed towards fixing obvious bugs with windows 10 compatibility (yay!) and resolving glitches that were low level and so obscure, that we didn't know they even existed (yay... maybe?). Don't get me wrong, some technical features (ASLR) and fixes were truly necessary, but I bet that most players can live through a sea bubble skipping an animation frame.
The thing that I cannot comprehend at the moment, is why do have to stick with absolutely perfect backwards compatibility across multiple WA versions. Most folks on WormNet stick with 3.7.2.1 (because it's newest* and greatest at the moment), 3.6.31.0 (because of ProjectX) or 3.7.2.2 (because they don't know any better and just use what steam installed by default). Yet, there has been substantial amount of work put into bringing back WA 1.0 to play nicely with 3.8. Too bad, that WA 1.0 is unobtainable at the moment, so the only somewhat viable way of playing 1.0 in the year 2019, was if someone's grandma found an ancient CD and wanted to relive the good ol' days of The Berlin Wall falling down. More of the time could be spent on more meaningful changes if we just decided to drop the compatibility support and print a nice prompt to update the game when somebody joined the party with their 1920 Ford model T. Btw, even if the core game can synchronize with 1.0, the Napoleonic Wars veteran will still be kicked out/desynchronized because he lacks the rubberworm or other modules.
The power of WA is it's great community, that has already proven numerous times that it *can* and *will* bring many new exciting features through the Wormkit. Even better, we are backed by two truly skilled developers with access to the game's source code, so some technical and otherwise unfeasible changes can be done at the source code level. But I'm afraid this update missed the chance to revitalize the game. Of course, nobody expected a full ProjectX reimplementation, but at least a cornerstone of a true Wormkit system could be laid. We all know, that in its current state wormkit is a fancy name for LoadLibraryA wrapper and module developers are left to figure out everything by themselves. As result, every wormkit module implements important stuff in a chaotic way that often does not play out nice with other modules or game features. Of course, now* rubberworm is a part of the core game, so it is bound to behave nicely, but all other modules need to be redone or patched anyway with the same nonexistent API.
The limitation of WA's feature development is the lack of public information (developers need to reverse engineer everything by themselves), lack of true integration between modules and the game, and the way the game's memory structures are laid out and referenced. Most of the game code and structures are easy to find and understand in a single evening's time with a 6 pack of beer. So for example, replacing bazooka's physics and behavior is relatively easy, but extending the weapon roster with that modified bazooka is a hell of a task. Why? Because there is no room. Hacking the game to think that the weapon roster contains 128 entries is easy, but when the game would check the ammunition of red team's weapon #128, it would actually check the blue team's weapon #48 or so. In order to truly add a new weapon to the game, the developer has to copy the entire weapon entry array and ammunition state array to a new area in memory, insert some buffer space between the array entries and force the game to use the new memory area with regards to extended intervals between entries - find and patch hundreds of references to the old memory address and inlined constants. Btw, even if the modder has achieved such task, there are still dozens of arrays and subroutines that need to be altered (loading custom sprites, img's, sounds and localization strings, extending the arrays containing the pointers to loaded data, modifying the weapon box to show more columns, etc.). Each task involves the same or greater amount of work and further changes to other parts of the game. On the other hand, the owner of the source code to do the same task only has to change some constants and recompile the game.
Extending the game with bigger weapon roster (alongside more team, player, sprite and other miscellaneous arrays) will break backwards compatibility (even though some protocol messages actually offer more space than needed), but if we just prompt the outdated player to upgrade the game, we will be just fine.
In regards to lack of documentation and integration between the game and modules, maintainers could develop a basic ProjectX-like environment (let's call it a True Wormkit), allowing for package management across players, dynamic hooking and unhooking api, game protocol access, easy access to game's memory structures, and reading/writing to new scheme format (I hope the new scheme format is a JSON or XML file, so modders can easily extend it to their own needs). And I strongly believe, that releasing (partial) header files of important structures and functions won't cause harm to anyone. With extended buffers and a proper modding API true miracles could be done.
If the community has to make a leap to 3.8 and redevelop most of the modules, please at least make it worthwhile.
*wall of text*not yet, 4.0 will be a thing eventually
From the quick glance of the changeset, most of the changes were directed towards fixing obvious bugs with windows 10 compatibility (yay!) and resolving glitches that were low level and so obscure, that we didn't know they even existed (yay... maybe?). Don't get me wrong, some technical features (ASLR) and fixes were truly necessary, but I bet that most players can live through a sea bubble skipping an animation frame.
The thing that I cannot comprehend at the moment, is why do have to stick with absolutely perfect backwards compatibility across multiple WA versions. Most folks on WormNet stick with 3.7.2.1 (because it's newest* and greatest at the moment), 3.6.31.0 (because of ProjectX) or 3.7.2.2 (because they don't know any better and just use what steam installed by default). Yet, there has been substantial amount of work put into bringing back WA 1.0 to play nicely with 3.8. Too bad, that WA 1.0 is unobtainable at the moment, so the only somewhat viable way of playing 1.0 in the year 2019, was if someone's grandma found an ancient CD and wanted to relive the good ol' days of The Berlin Wall falling down. More of the time could be spent on more meaningful changes if we just decided to drop the compatibility support and print a nice prompt to update the game when somebody joined the party with their 1920 Ford model T. Btw, even if the core game can synchronize with 1.0, the Napoleonic Wars veteran will still be kicked out/desynchronized because he lacks the rubberworm or other modules.
The power of WA is it's great community, that has already proven numerous times that it *can* and *will* bring many new exciting features through the Wormkit. Even better, we are backed by two truly skilled developers with access to the game's source code, so some technical and otherwise unfeasible changes can be done at the source code level. But I'm afraid this update missed the chance to revitalize the game. Of course, nobody expected a full ProjectX reimplementation, but at least a cornerstone of a true Wormkit system could be laid. We all know, that in its current state wormkit is a fancy name for LoadLibraryA wrapper and module developers are left to figure out everything by themselves. As result, every wormkit module implements important stuff in a chaotic way that often does not play out nice with other modules or game features. Of course, now* rubberworm is a part of the core game, so it is bound to behave nicely, but all other modules need to be redone or patched anyway with the same nonexistent API.
Extending the game with bigger weapon roster (alongside more team, player, sprite and other miscellaneous arrays) will break backwards compatibility (even though some protocol messages actually offer more space than needed), but if we just prompt the outdated player to upgrade the game, we will be just fine.
If the community has to make a leap to 3.8 and redevelop most of the modules, please at least make it worthwhile.They have done this every update (no matter how minor) for the past decade, and they'll most likely do it again.
I love you guys. This update will be so great.
Only features I could ask for are some system for downloading soundbanks (steam workshop integration maybe?), a way to make custom weapons, less limitations on the map image format (they aren't very restrictive, but having none would be best, although it's probably difficult) and last, but not least, game saving.
Will any of those appear in the future?
Not necessarily. Maybe the new scheme format could be extended to allow "attachments" ie. custom weapon sprites, libraries, sounds and such. If those could sync automatically from host to players, we'd have the foundation of a modern-day ProjectX. The same sync function could work for custom soundbanks. I don't know that there is any more "ultimate" perfect solution planned for those functions in 4.0 anyway. With the new scheme format from 3.8 we are in really good shape already. A 3rd party coder could make this in a Wormkit module.I love you guys. This update will be so great.
Only features I could ask for are some system for downloading soundbanks (steam workshop integration maybe?), a way to make custom weapons, less limitations on the map image format (they aren't very restrictive, but having none would be best, although it's probably difficult) and last, but not least, game saving.
Will any of those appear in the future?
That all sounds like the kind of stuff planned for 4.0 (a very major update that's a long way off).
The primary concern against including RubberWorm into the base game is that many of its options would be "WTF hack" to newcomers. Like, someone joins what appears to be an usual Intermediate game, and suddenly gravity is wrong, worms bounce, shots don't end the turn and all that. Would there be some sort of notification or something if any game-changing RubberWorm options are enabled, or is it now mandatory to check all RubberWorm options in every game?
Just bring the flaming health bars back that's all I want[sarcasm]Yes. In fact, let's make any animated GIF be able to be used in Health bars, I feel it could work.[/sarcasm]
Just bring the flaming health bars back that's all I want[sarcasm]Yes. In fact, let's make any animated GIF be able to be used in Health bars, I feel it could work.[/sarcasm]
Seriously, though. While the flaming health bars are a good idea, the creation of the update has already been finished. However, I can see it happening in 3.9 or 4.0, which will likely be 5 years away
Just to let you know, I didn't smite you for your post, I smited because of Aaron Rodgers avatar. FTP!Just bring the flaming health bars back that's all I want[sarcasm]Yes. In fact, let's make any animated GIF be able to be used in Health bars, I feel it could work.[/sarcasm]
Seriously, though. While the flaming health bars are a good idea, the creation of the update has already been finished. However, I can see it happening in 3.9 or 4.0, which will likely be 5 years away
5 more years for something they removed from the game 15 years ago :'(
What are others thoughts on the release of 3.8 in relation to classic and league style?New scheme options should hopefully lead to upgraded variants of classic schemes. People have already expressed their will to turn off wind in TTRR. With native reaiming support, the BnG scheme can be improved to remove the repetitive reaim procedure at turn start. In Forts game mode, automatic placement has become possible (as well as the ability to have constant/variable wind in the opposing fort direction). Glitches such as skip-walking in battle races can be disabled to enforce fair play. Eventually more scheme rules will make their way into game engine options, opening up the classic "rule-specific" schemes to more newcomers instead of the historical situation. These are just a few quick examples and I'm sure people will come up with more.
Didn't know skip walk will be disabled now, great fix.What are others thoughts on the release of 3.8 in relation to classic and league style?New scheme options should hopefully lead to upgraded variants of classic schemes. People have already expressed their will to turn off wind in TTRR. With native reaiming support, the BnG scheme can be improved to remove the repetitive reaim procedure at turn start. In Forts game mode, automatic placement has become possible (as well as the ability to have constant/variable wind in the opposing fort direction). Glitches such as skip-walking in battle races can be disabled to enforce fair play. Eventually more scheme rules will make their way into game engine options, opening up the classic "rule-specific" schemes to more newcomers instead of the historical situation. These are just a few quick examples and I'm sure people will come up with more.
As a biased 'classic' old schooler i don't think (would love to be wrong) the 3.8 patch will return the glory league days of wa.
A dream option for me is mirrored wind, would finally make BnG the perfect artillery scheme.
As a biased 'classic' old schooler i don't think (would love to be wrong) the 3.8 patch will return the glory league days of wa.
I'm affraid the only way to bring some life into classic WA would be official, properly organised ingame ranking system, tournaments and all that (among other things) happening within ingame menus, so basically the 4.0 rework we dream of, with good publicity on top of that. It's not like old farts will start comming back chasing past when they only grow older, so this game needs new generations if it wants to stay active that way for some more time.A dream option for me is mirrored wind, would finally make BnG the perfect artillery scheme.
I disagree. That's clean reproducibility. If anything, a system that would generate 10 winds and then mirror them shuffled between players without that mirrored repetition of the same shot after shot would make more sense when it comes to fairness and not taking away that element of suprise.
Good idea coste, didn’t even think of that, I do like surprise winds.As a biased 'classic' old schooler i don't think (would love to be wrong) the 3.8 patch will return the glory league days of wa.
I'm affraid the only way to bring some life into classic WA would be official, properly organised ingame ranking system, tournaments and all that (among other things) happening within ingame menus, so basically the 4.0 rework we dream of, with good publicity on top of that. It's not like old farts will start comming back chasing past when they only grow older, so this game needs new generations if it wants to stay active that way for some more time.A dream option for me is mirrored wind, would finally make BnG the perfect artillery scheme.
I disagree. That's clean reproducibility. If anything, a system that would generate 10 winds and then mirror them shuffled between players without that mirrored repetition of the same shot after shot would make more sense when it comes to fairness and not taking away that element of suprise.
I was wondering about the force wine virtual desktop being removed. I've had a pain trying to get it to work with wine. I finally have it working but I have to run it in xquartz on x11. If I uncheck the force virtual desktop I get black screen with sound but can't do anything. If I run natively in wine without x11 or xquartz I would see a white or red flash before it launched, it would go through the intro, and then the start menu would be unclickable, or it would be black.You don't need any wine-specific fixes anymore. 3.8.0 will run natively without any virtual desktop, and it will use your native window manager to run in windowed mode (with the new "Windowed mode" option). Fullscreen has not been tested much (although I think it works) and depends completely on its implementation in wine itself.
They can also add it in the next update, if the players REALLY want it back. Or you can create a Wormkit module, shouldn't be too hard.Just bring the flaming health bars back that's all I want[sarcasm]Yes. In fact, let's make any animated GIF be able to be used in Health bars, I feel it could work.[/sarcasm]
Seriously, though. While the flaming health bars are a good idea, the creation of the update has already been finished. However, I can see it happening in 3.9 or 4.0, which will likely be 5 years away
5 more years for something they removed from the game 15 years ago :'(
WWP was ported to Steam a couple years back with the promise of updates which amounted to nothing so interest in it didn't last (like every other Worms game they release) but there are still some cool features in it like the interface for extra game options you can add (extra long ropes, extra explosive explosives, and the like).More scheme features, like long ropes, will eventually be added.
Just wondering, is the windowed mode for the frontend the same as d3d9wnd, or can we finally drag the window around with normal window controls?
More scheme features, like long ropes, will eventually be added.Does this mean a Project X-like environment will eventually be implemented?!
Another suggestion, change the "NASA Award" to "SpaceX Award".That can already be done if you edit the English.txt file.
Wow!! The new window mode looks so awesome. Great work everyone making that happen.WWP was ported to Steam a couple years back with the promise of updates which amounted to nothing so interest in it didn't last (like every other Worms game they release) but there are still some cool features in it like the interface for extra game options you can add (extra long ropes, extra explosive explosives, and the like).More scheme features, like long ropes, will eventually be added.Just wondering, is the windowed mode for the frontend the same as d3d9wnd, or can we finally drag the window around with normal window controls?
what will be the date of its launch?I second that. As there's already a more-or-less exact changelog and the release is almost done, the devs are able to predict when it'll be 100% ready and published, aren't they?
what will be the date of its launch?I second that. As there's already a more-or-less exact changelog and the release is almost done, the devs are able to predict when it'll be 100% ready and published, aren't they?
Nope, development doesn't work like that. Any dev that says "it will definitely be done by X" is asking for trouble.
If a team uses a lot of super weapons and causes a lot of damage and kills, but also takes a very long time to perform their turns, then they can actually achieve both the Most Entertaining Team and Most Boring Team awards at the same time!I'd assume worm-specific awards work the same way
we waited 6 years for new worms update, and no real time... what the f*ckAnother way to look at it... we had 6 years with mostly silence, now we have a SIGNAL OF LIFE that WA is not dead, and plans for more frequent updates
ok, so they told us nice things so our dicks are hard, but the most important question, WHEN, when can I lunch WA and enjoy this all things? in this year? in the next 10 years?? in this decade? is not it just another "f@#! off" topic?
when
Well, it's settled. Update delayed until December 31, 2022. Pack it up, boys! I'm sure all 7 people still playing W:A by then will find the wait worthwhile.
Mr Why Tits Flourishes (WTF), could you be a good lad and provide the link of the topic & post that was made by CyberShadow?Quote from: basically everybodywhenWell, it's settled. Update delayed until December 31, 2022. Pack it up, boys! I'm sure all 7 people still playing W:A by then will find the wait worthwhile.
Mr Why Tits Flourishes (WTF), could you be a good lad and provide the link of the topic & post that was made by CyberShadow?I'm not WTF but you could just click on the "Quote by.." text to jump to the quote source. Anyway, here you go:
Mr Why Tits Flourishes (WTF), could you be a good lad and provide the link of the topic & post that was made by CyberShadow?I'm not WTF but you could just click on the "Quote by.." text to jump to the quote source. Anyway, here you go:
https://www.tus-wa.com/forums/worms-armageddon/should-they-release-worms-armageddon-v3-8-on-dec-31st-even-if-its-unfinished-31598/msg265562/#msg265562
I do W:A development as a labor of love. j0e hit the nail on the head saying "Maybe he'd lose his ambition to continue if he knowingly left imperfections that he knew he could easily fix." I'm in this for the long haul; I want to make W:A as good as it can be.
So when is the patch coming out? It's now the first of March. I mainly want to know because every time I try logging into WormNET lately it's totally dead... nothing but idlers on snoopers and maybe a couple of random nobodies here and there, but a lot of the time there is literally nobody (present) in #AG. I'd like to start playing some W:A again but without activity I don't feel like wasting my time. Please don't misunderstand this as me feeling entitled to anything, because that's not it at all.
So when is the patch coming out? It's now the first of March. I mainly want to know because every time I try logging into WormNET lately it's totally dead... nothing but idlers on snoopers and maybe a couple of random nobodies here and there, but a lot of the time there is literally nobody (present) in #AG. I'd like to start playing some W:A again but without activity I don't feel like wasting my time. Please don't misunderstand this as me feeling entitled to anything, because that's not it at all.
So when is the patch coming out? It's now the first of March. I mainly want to know because every time I try logging into WormNET lately it's totally dead... nothing but idlers on snoopers and maybe a couple of random nobodies here and there, but a lot of the time there is literally nobody (present) in #AG. I'd like to start playing some W:A again but without activity I don't feel like wasting my time. Please don't misunderstand this as me feeling entitled to anything, because that's not it at all.It should be out before summer, hopefully. It's been over FIVE years since the last update, and STILL nothing.
I think main goal atm is to get on more stable server. Dunno how much you're active j0e, but every 2-3 games, WormNET just dies for everyone that hosted via hb or wormnat2. I don't see 3.8 being released in these circumstances.
I think main goal atm is to get on more stable server. Dunno how much you're active j0e, but every 2-3 games, WormNET just dies for everyone that hosted via hb or wormnat2. I don't see 3.8 being released in these circumstances.
You are correct in that nearly all of my time lately has been spent in relation to setting up the new server. However, I'd like to add to that, that server-related matters are solely my responsibility, and, as far as I understand, and excluding doing anything disagreeable, there is nothing that I can do to expedite the next update's release.
So when is the patch coming out? It's now the first of March. I mainly want to know because every time I try logging into WormNET lately it's totally dead... nothing but idlers on snoopers and maybe a couple of random nobodies here and there, but a lot of the time there is literally nobody (present) in #AG. I'd like to start playing some W:A again but without activity I don't feel like wasting my time. Please don't misunderstand this as me feeling entitled to anything, because that's not it at all.
The update seem significant enough for a reissue, and If it is marketed properly, it could accumulate more players.I'd be all for that if it meant Cybershadow and Deadcode were getting paid. Team 17 doesn't deserve to cash in on their work otherwise. Even though they do keep the server running.
wHeN WiLL YoU ReLeAsE iT GuYs?!?!!!111ONEHopefully before the end of the year, at the latest. The last thing we need is the community dying, and this might be what saves it. Now, I would prefer they release it now, but they may or may not be done. I really care about this game's future, and if it dies, there would be a hole in my life that would never be filled. I hope they can release this soon. It is a real detriment to the community that we've waited this long for an update.
the most important question is: will my grandchildrens live to try some 3.8?Hopefully, they won't even be BORN before 3.8 comes out, but I might be optimistic. As far as we know, 3.8 might come out on the same day as Half Life 3, which is in the year 1 ATE (After Time Era).
Do you think that more players will come after the patch? I personally do not think ...
at this point, I'd rather move on to another game than to bore myself to death
+1, gtfo noobs, but silently please ;)
at this point, I'd rather move on to another game than to bore myself to death
Busting devs balls won't get us anywhere closer to releasement of this update. So if you want to move on - do it. Silently ;)
The list of update changes alone should tell you that the developers have done their job. The stalling is coming from somewhere else.
Usually in video game companies, developers are completely forbidden from talking with anyone outside of the company about anything, and all communication needs to be done by assigned and properly trained spokespersons ("community managers"). All information then usually flows in only one direction - out of the company and only on strictly defined schedules, and players have no choice but to sit and wait until the next PR announcement happens on the company's whim. But, this is not the situation that we are in. Our agreements with Team17 do restrict us in what we can do in many ways, but our duty remains primarily to the community. Or, at least, that's how I feel anyway.
Call me crazy, but I think WA only needed 1 patch throughout its lifespan. With features being high resolution support, infinite turn time and ability to minimize the game.
Was there really a demand for big and colored maps back in the day? This feature is the reason why modern worms era is so bad. Everyone plays on big maps instead of tight ones. I hate big rr, tower rr, trick race and other noob schemes that were made because of that feature.
Someone said replays are a must-have or a league wouldn't function properly. Well, there were leagues before replays, not to mention built-in ranks which allowed to play ranked games within the game. They could bring it back instead of adding useless features.
HostingBuddy? Why not implement wkWormNAT into the game so people can host games on their own without having to memorize a bunch of commands or enable port-forwarding in router's settings? This is very complicated for the average user.
Sorry if I hurt anyone's feelings, but I feel that so much effort was wasted while it could be used more efficiently (e.g. for creating a matchmaking system or at least bringing ranks back).
HostingBuddy? Why not implement wkWormNAT into the game so people can host games on their own without having to memorize a bunch of commands or enable port-forwarding in router's settings? This is very complicated for the average user.
Someone said replays are a must-have or a league wouldn't function properly. Well, there were leagues before replays, not to mention built-in ranks which allowed to play ranked games within the game. They could bring it back instead of adding useless features.
I'm just disappointed that it's hard to find ttrr players anymore because everyone plays big rr instead.
Who knows how many people gave up because they couldn't figure out how to host a game.
Was there really a demand for big and colored maps back in the day?Was there a demand for electricity back in stone age?
This feature is the reason why modern worms era is so bad. Everyone plays on big maps instead of tight ones. I hate big rr, tower rr, trick race and other noob schemes that were made because of that feature.
We shouldn't promote drug use on TUS.
Do it in safety of your home guys, stop sharing opinions with others when you're high.
there were leagues before replaysWere they any good? Usability, cheat-proofing etc
built-in ranks which allowed to play ranked games within the game. They could bring it backHow long would it last before getting hackered again?
Why not implement wkWormNAT into the gameIt currently depends on a community server, what if it goes down? If everyone was to start using it, would the server go fine with this extra load?
As for cheaters, some kind of anti-cheating software could be developed. Just like it's done in counter-strike and other games.
While some kinds of cheats can be avoided by restructuring the game logic, others aren't really avoidable - such as macros or aimbots. One exception to this are anti-cheat modules, such as GameGuard and Valve Anti-Cheat. We really don't want to go in this direction, since such software usually intrudes on players' privacy and is expensive (in terms of resources) to develop and maintain.
[...]
Blocking WormKit-like software is impossible, short of going the GameGuard-like rootkit-spyware route.
it's hard to find ttrr players anymore because everyone plays big rr instead.Just play tight Big RR maps then.
I guess bigrr is like billiards and ttrr is like snooker...
billiards is more accesible for most, while snooker requires more precise control
Without replays, unfortunately you can't trust everyone to play fairly :/*shrugs* I can't trust everyone to play fairly even with replays.
You are correct in that nearly all of my time lately has been spent in relation to setting up the new server. However, I'd like to add to that, that server-related matters are solely my responsibility, and, as far as I understand, and excluding doing anything disagreeable, there is nothing that I can do to expedite the next update's release.Might be time to start exploring these "disagreeable" options ;).
1. I think the Stone Age didn't even know what "electric" even MEANT!Was there really a demand for big and colored maps back in the day?Was there a demand for electricity back in stone age?This feature is the reason why modern worms era is so bad. Everyone plays on big maps instead of tight ones. I hate big rr, tower rr, trick race and other noob schemes that were made because of that feature.We shouldn't promote drug use on TUS.
Do it in safety of your home guys, stop sharing opinions with others when you're high.there were leagues before replaysWere they any good? Usability, cheat-proofing etcbuilt-in ranks which allowed to play ranked games within the game. They could bring it backHow long would it last before getting hackered again?Why not implement wkWormNAT into the gameIt currently depends on a community server, what if it goes down? If everyone was to start using it, would the server go fine with this extra load?
Remaking all of this into an official feature with proper support would be great yeah.As for cheaters, some kind of anti-cheating software could be developed. Just like it's done in counter-strike and other games.While some kinds of cheats can be avoided by restructuring the game logic, others aren't really avoidable - such as macros or aimbots. One exception to this are anti-cheat modules, such as GameGuard and Valve Anti-Cheat. We really don't want to go in this direction, since such software usually intrudes on players' privacy and is expensive (in terms of resources) to develop and maintain.
[...]
Blocking WormKit-like software is impossible, short of going the GameGuard-like rootkit-spyware route.it's hard to find ttrr players anymore because everyone plays big rr instead.Just play tight Big RR maps then.
Doubt TTRR's player count would increase much even if Big RR was suddenly gone forever. I wouldn't want to train for months, find a good keyboard and find a worthy opponent who did the same, all just to have a good game.I guess bigrr is like billiards and ttrr is like snooker...
billiards is more accesible for most, while snooker requires more precise controlWithout replays, unfortunately you can't trust everyone to play fairly :/*shrugs* I can't trust everyone to play fairly even with replays.
you're on crack1. I think the Stone Age didn't even know what "electric" even MEANT!Was there really a demand for big and colored maps back in the day?Was there a demand for electricity back in stone age?This feature is the reason why modern worms era is so bad. Everyone plays on big maps instead of tight ones. I hate big rr, tower rr, trick race and other noob schemes that were made because of that feature.We shouldn't promote drug use on TUS.
Do it in safety of your home guys, stop sharing opinions with others when you're high.there were leagues before replaysWere they any good? Usability, cheat-proofing etcbuilt-in ranks which allowed to play ranked games within the game. They could bring it backHow long would it last before getting hackered again?Why not implement wkWormNAT into the gameIt currently depends on a community server, what if it goes down? If everyone was to start using it, would the server go fine with this extra load?
Remaking all of this into an official feature with proper support would be great yeah.As for cheaters, some kind of anti-cheating software could be developed. Just like it's done in counter-strike and other games.While some kinds of cheats can be avoided by restructuring the game logic, others aren't really avoidable - such as macros or aimbots. One exception to this are anti-cheat modules, such as GameGuard and Valve Anti-Cheat. We really don't want to go in this direction, since such software usually intrudes on players' privacy and is expensive (in terms of resources) to develop and maintain.
[...]
Blocking WormKit-like software is impossible, short of going the GameGuard-like rootkit-spyware route.it's hard to find ttrr players anymore because everyone plays big rr instead.Just play tight Big RR maps then.
Doubt TTRR's player count would increase much even if Big RR was suddenly gone forever. I wouldn't want to train for months, find a good keyboard and find a worthy opponent who did the same, all just to have a good game.I guess bigrr is like billiards and ttrr is like snooker...
billiards is more accesible for most, while snooker requires more precise controlWithout replays, unfortunately you can't trust everyone to play fairly :/*shrugs* I can't trust everyone to play fairly even with replays.
2. Drugs are bad, M'Kay.
3. Not to mention, all of the lost history because the matches never got recorded.
4. I think a wrestling-like "belt" system might be good, since I bet that wouldn't be hacked anytime soon. If a player hasn't played in 6 months, vacate the title.
5. We can last one more version with separate WormNAT, it won't be the end of the world. Besides, adding WormNAT would only delay this version FURTHER.
6. Or worse: DENUVO!
7. Plus, noobs (and noobs at heart, like I am.) HATE timed matches.
8. On top of that, Replays are the reason we can look at many players today. The matches we played before the replays are like the Early history of TV: Nothing got recorded, so there's LITERALLY nothing to watch because nothing even EXISTS these days. Even now, replays are the KEY to the preservation of the history of this game.
bye worms
Another month has passed.. any news about 3.8?
They are after all in low quality of 112 colors.This is a temporary technical limitation of the current versions!
wmbd will be integrated into WA.
I suppose things like that could be postponed so 3.8 would be released a lot earlier? I'm (and practically every Linux/Mac user) really looking forward to this patch, because WA is unplayable under Wine (tiny frontend window, buggy renderers, no private message/turn notifications and a few other annoying bugs on top of that).These days I use Linux almost exclusively, and honestly I'm not sure what you're looking forward to:
Get Windows or any other proper OS.Hey, be nice :)
I don't even care about a big 3.8 release per se... just release incremental updates, like a 3.7.xxx whatever. Add little fixes and features whenever they are ready. There's no need to stockpile it all and make a huge update. At this point ANY update would re-ignite my faith that something can and will happen, even if it was to address minor bugs or backend stuff. I feel like a donkey who has had a carrot dangled in front of them to goad it into working until it died. Metaphorically speaking. I mean yeah, the game is perfectly playable as it is and it wouldn't be the end of the world if no update ever came out, but as I said before, I'd rather just know for sure that nothing is going to happen so I stop thinking about it and wishing for it.Yes, this has been at least as frustrating for me as it has been for you. The reason this is not what happened is that it has been decided that the next public update must satisfy certain requirements, or otherwise we and the community will forevermore pay the price of not doing so. It wasn't until a few weeks ago that these requirements have been overcome, so we can now finally move forward for the final stretch.
It also really pisses me off that there's a relatively small circle of people who are 'in the know' regarding all of this stuff and everyone else is kept in the dark. This game is old and has a small, tight, yet fairly inactive community so absolutely NOTHING should be 'hush-hush.' Everything should be transparent and up-to-date because otherwise why bother working to enhance / maintain a dying game?I'm sorry that this is frustrating for you. Unfortunately, some things do need to be limited to a set number of people:
If a changelog was posted earlier in time, what kind of NDA would disallow it to keep constant enough?I don't think anything prevents us from keeping the changelog updated other than that we'd rather be working on something more useful :)
this has been at least as frustrating for me as it has been for you. The reason this is not what happened is that it has been decided that the next public update must satisfy certain requirements, or otherwise we and the community will forevermore pay the price of not doing so. It wasn't until a few weeks ago that these requirements have been overcome, so we can now finally move forward for the final stretch.
I really wonder what the requirements could be, sounds like T17 is just being boring,These requirements were not set by Team17.
I know ETAs mean nothing but since it seems the requirements have been met, do you think it'll take long for the public to see the update?We still have some non-code bureaucracy to take care of (translations, documentation, final testing), maybe a few weeks (as far as our side goes)?
I'm sure that OpenGL renderer will be useful on regular Windows installations as well.
- 3.8 adds an OpenGL renderer which ironically doesn't work in Wine (on many GPUs, because of a bug in Mesa), I don't think other renderers are going to be very different in 3.8
I don't even care about a big 3.8 release per se... just release incremental updates, like a 3.7.xxx whatever. Add little fixes and features whenever they are ready. There's no need to stockpile it all and make a huge update
You have permission to be hyped.
Remember when I said 1-2 months ago on shoutbox something along the lines of something good will happen soon, this is exactly what I meant... I was starting to think my source was wrong, but glad to see it's finally happening.Did you lose hope or something? It was always supposed to happen.
as it's their reputation on the line
Yeah, releasing games full of bugs and never bothering to fix most of them doesn't sound like they care about their reputation too much.
Yeah, releasing games full of bugs and never bothering to fix most of them doesn't sound like they care about their reputation too much.
In the last few years Team17 have become quite a successful publisher of indie games (Overcooked, The Escapists, etc), on all platforms. No small feat for a small indie dev like them; one of the last in the UK. .