The Ultimate Site of Worms Armageddon

Other Things => Other worms games => Topic started by: HHC on June 21, 2013, 11:33 AM

Title: Worms: Clan Wars
Post by: HHC on June 21, 2013, 11:33 AM
First preview is out there..

It's basically an upgrade to Worms: Rev... or, to be more honest.. another new game to serve as a cashcow.

The passages that matter: (full preview here: http://www.rockpapershotgun.com/2013/06/21/hands-on-worms-clan-wars/  apart from the text below it's all casual talk)
Clan Wars has been designed specifically for PC and while it’s the multiplayer league system that worms its way into the title, the additions and tweaks to the physics system may be the necessary game changer.

Concrete donkeys, super sheep and holy hand grenades all return, and there are additions, most of which relate to the new qualities present on the randomly generated landscapes. Flying monkeys can pick up physics objects, which are scattered around the maps, dropping them elsewhere. Unlike the terrain itself, these items roll, bounce and tumble, squashing worms as they go, and often containing poison or explosives. Then there are the fluid physics, introduced in Revolution but much improved here.

[..]the aqua jet seems destined to become a favourite. It’s a jetpack that spews gouts of water whenever the boost is activated, drenching and confusing everyone below.

The class system from Revolution returns but, like everything else, it has been tweaked. [..] The basic soldier class can detonate any timed device, including banana bombs and grenades, at will, even if the fuse hasn’t burnt down.

The Clan Wars of Clan Wars are where the game takes itself more seriously, although it’s still as daft as a cat in trousers. The clan system does provide the possibility for dedicated competitive play though, with league play, timed seasons, promotions for teams and individual members, and all sorts of clever matchmaking.
The creator of a clan becomes the leader, creating a logo and name, and choosing whether membership will be open to all, or only to friends or those invited. A level one clan can have up to eight members, although only two can fight together at any one time, while a top level clan can have 120 members. Every time a clan member fights, their result feeds back into the system and at the end of the season, movement between divisions is decided. As well as setting basic rules, clan leaders can bestow officer rank on other members, giving them the same rights, including the ability to send out newsletters and calls to arms.

Clan Wars isn’t doing anything particularly new but it’s doing it all as well as it can be done and, for the first time in ages, with a game designed specifically for PC, including Steam Workshop integration and an interface that actually knows what a mouse and keyboard are.

(http://www.rockpapershotgun.com/images/13/jun/clan2.jpg)
(http://www.rockpapershotgun.com/images/13/jun/clan3.jpg)
(http://www.rockpapershotgun.com/images/13/jun/clan4.jpg)
(http://www.rockpapershotgun.com/images/13/jun/clan5.jpg)

Despite the fact these previews are meant to be ass-licking commercials for new titles, it's hard not to see past the disappointment of the (p)reviewer. He states he likes WA the best of all the worms titles (duh!) and in that last line it's pretty obvious he's making fun of the shitty menu Worms: Rev had.

Anyway, yeah, don't buy this shit. The multiplayer system sounds nice. But in reality it's probably dumb as a bone. It's better than the stupid +1 for a win, 0 for a loss ladders the previous games had, but I doubt it's gonna be anywhere near TUS, or even basic ELO level.

Other than that, it's just Worms: Rev for twice the price.

So, team17:
(http://25.media.tumblr.com/tumblr_llcuj3vt5n1qagjn7o1_500.gif)

Makes a lot more sense now that the T17 forums are taken down  ;D






Title: Re: Worms: Clan Wars
Post by: StepS on June 21, 2013, 11:58 AM
[]
Title: Re: Worms: Clan Wars
Post by: HHC on June 21, 2013, 12:11 PM
man
https://www.tus-wa.com/forums/other-worms-games/

ah, sorry. Topic moved.
Title: Re: Worms: Clan Wars
Post by: Hussar on June 21, 2013, 01:28 PM
HHC i see then u are scaning all other games about worms. Maybe is there any new diffrent and nice scheme which is that good then we could copy it. Did u saw something interesting?
Title: Re: Worms: Clan Wars
Post by: HHC on June 21, 2013, 01:42 PM
Nope  :-[

All the basic schemes in these new worms titles are the same as in WA really. Beginner to Pro, then BnG, some kind of shopper and in Reloaded rope race. And that's it.

The only thing WA misses are the automatic timecount in TTRR when you touch the finish point & the forts mode in Reloaded. The last is basically same as WA forts, but with easier forts, that are nicely designed. It's a pretty fun game mode. (edit: I made a WA version of it, here: https://www.tus-wa.com/forums/schemes/fun-forts-wr-style-forts-but-then-for-wa-9233/msg72864/#msg72864 , but yeah, the W:R forts are prettier)

The W:Rel. maps there are worth copying, but unlike in WA/WWP they aren't in an accessible format like png or bmp. Neither is it easy to copy them through screenshots, cause you can't remove the colourful background with insert key or something like that.
User created maps are likewise hidden behind inaccessable formats. And they are in a different size as well (much bigger I think).

It's sad. A lot of these new things would be nice to implement in WA. Like that Clan Wars thing. That would be kinda sweet to have on wormnet... but yeah.. don't think they will ever allow our WA code team to do that.

The only goodies that you can use in WA are the soundbanks from Worms 3D (not sure about Mayhem). With some editing they can be a nice addition to your WA, but yeah, can't share them over the net cause copyrights. Other than that, all these new titles are worthless for us.  :(


edit: regarding schemes: the WA/WWP versions on PS had some different schemes that can be altered to fit into WA. Aerial scheme comes from the PS version too  ;) Totally edited though, but the idea is from there.

You can find them on Jon Skeet's page: http://www.yoda.arachsys.com/worms/wa/psxschemes.cgi But not all options are visible there, so you can't just 'enter' them in Worms. But it can be nice to get an idea?
Title: Re: Worms: Clan Wars
Post by: van on June 21, 2013, 01:57 PM
Finally a new worms title! It's been so long! I can't wait to put my hands on it.
Title: Re: Worms: Clan Wars
Post by: HHC on June 21, 2013, 01:59 PM
Actually, maybe the guys who code the PJX stuff might be able to implement some features. Dunno about complicated stuff like the classes, or something like points/cash for weaps, but maybe the weapons... or even water?

I own most of the worms games. Only Ultimate mayhem not I think, but not sure about that, might have bought it sometime xD
But yeah, if any of those guys are interested in getting info on options/weapons/schemes/features and stuff like that from the 3D titles, Reloaded/Rev/WFUS or even Crazy Golf... feel free to contact me and I'll send you any info you like.

Wouldn't be bad to have a new Jon Skeet page of some sort. Where we store all the info of all the different worms games. But meh, too busy and too lazy for that atm  ;D
Title: Re: Worms: Clan Wars
Post by: TheKomodo on June 21, 2013, 02:49 PM
Yeah, no wonder they shut down T17 forums... So no one can complain about this lol...


I'll try it anyway, free, of course :)
Title: Re: Worms: Clan Wars
Post by: Aerox on June 21, 2013, 06:24 PM
hey hardcore fans, we finally heard you!



hahaha, of course not, just money grabbing again.




ot: m3ntal had a great draft about worms classes implemented in WA, maybe someone has that around.
Title: Re: Worms: Clan Wars
Post by: Impossible on June 21, 2013, 06:56 PM
face it, there is no way team17 will ever release something on w2 engine
Title: Re: Worms: Clan Wars
Post by: StepS on June 21, 2013, 09:11 PM
Actually, maybe the guys who code the PJX stuff might be able to implement some features. Dunno about complicated stuff like the classes, or something like points/cash for weaps, but maybe the weapons... or even water?
new classes, existing classes, weapons and points, yes it's all possible, and in 32-bit.
the most compicated part though would be water. perhaps would need a rewrite of pxparticles library as well as many other things...
Title: Re: Worms: Clan Wars
Post by: HHC on June 21, 2013, 09:14 PM
new classes, existing classes, weapons and points, yes it's all possible, and in 32-bit.
the most compicated part though would be water. perhaps would need a rewrite of pxparticles library as well as many other things...

Would be really nice Steps, even without the water :)
Title: Re: Worms: Clan Wars
Post by: Impossible on June 21, 2013, 10:09 PM
new classes, existing classes, weapons and points, yes it's all possible, and in 32-bit.
the most compicated part though would be water. perhaps would need a rewrite of pxparticles library as well as many other things...
Would be really nice Steps, even without the water :)

what would you like to be exactly implentented?

you know the main problem behind this is that px scripters work on their own enthusiasm, and asking them to implent ideas you want is kinda hopeless, they actually dont spend much time on realizing their own ideas they really like
Title: Re: Worms: Clan Wars
Post by: PyroMan on June 21, 2013, 11:08 PM
Actually, maybe the guys who code the PJX stuff might be able to implement some features. Dunno about complicated stuff like the classes, or something like points/cash for weaps, but maybe the weapons... or even water?

I own most of the worms games. Only Ultimate mayhem not I think, but not sure about that, might have bought it sometime xD
But yeah, if any of those guys are interested in getting info on options/weapons/schemes/features and stuff like that from the 3D titles, Reloaded/Rev/WFUS or even Crazy Golf... feel free to contact me and I'll send you any info you like.

Many things already done. points\cash been made long time, but forgotten. WE (px community) already have over hundreds of new weaps. Over dozens of new cool schemes. Cool maps with trycky stuff on it. With background images, animations and other stuff. New way for regular worms animations. Even such things like resizing regular worms and changing colors dynamically - already done.
About crazy golf - we already did amazing px golf, wich is like whole new game. It works like original golf with table points, par holes, all those stuff that has in regular golf - we already have it! To make it like worms Crazy Golf we just need add some other cool stuff that we also have did already - like magnets, forcefields, tunnels, portals, different weap impacts etc etc etc. WE have weather effects. we have sticky snow, smart lightings, slippery ground, swimsuits, helicopters, wings.. utilities like GOD mode (even survive out of Kami and suicide bomber), anti fall damage, lasers and MANY many other extremely cool stuff!
About water like in worms revolution - even that possible!
There is so much new weaps and possibilities out there - so A LOT of new amazing schemes are possible to do!
It all so cool, that worth extra worms installed in separated folder - for 3.6.31 with PX stuff. Everyone should at least try that and amaze himself. If you ay its laggy etc - just play with settings a bit. Ofc you won`t get that smoothness that 3.7 has, but its still worth it.

Ok i`ve said my word. ty :P
Title: Re: Worms: Clan Wars
Post by: PyroMan on June 21, 2013, 11:29 PM

you know the main problem behind this is that px scripters work on their own enthusiasm, and asking them to implent ideas you want is kinda hopeless, they actually dont spend much time on realizing their own ideas they really like

we actually spend a lot of time on implemeting ideas. Own and others.
me, personally, have sucesfully spent huge amount of time partically for portal gun and for px golf. And what im working on now - is PX trick race. it works for smth like 60% now. but im not far from success :) And results from that lib for px trick race could be used in many schemes, i think. To minimize misunderstanding about time, rope catch, succeding\failing tricks etc. System does it automatically, which maximizing fair play. There will be an option even to send worm on start of the trick (each start of the turn) where he was last time. This minimizes time wasting to get the beginning of trick and maximizes attention to tricks itself. And again.. its just an options. means it can be switchable in lobby.
Its just a small example of potential power that PX has.
Title: Re: Worms: Clan Wars
Post by: HHC on June 21, 2013, 11:41 PM
Hmm, I thought Steps was in on it too. My bad.

Ty Pyro. Good job there  :)
I'll give it a try  :)

Maybe all these features are a lil too much? It seems kinda confusing to have THAT many options. Maybe you can introduce them somewhere one at a time and give examples of schemes that use these options? In the WA forum of TUS for example?

It's the reason why I stick to my good old PSP version 5 or someshit even though I have Corel Painer 12 Pimpass edition  :-[ Just too many goddamn features  ;D
Title: Re: Worms: Clan Wars
Post by: Impossible on June 22, 2013, 01:48 AM
you know what I want? I want levels for worms. For example on elite, as much damage worm did as much expirience he gain and level up. So his hp raise as well as attack dmg, i know its sounds like dota or other shit i dont play but exactly on worms that would be really fun. Elite with leveling up worms is seriously epic.
Most of the px stuff reminds me original gta 4 however..
you play with it 10 mins like wow this is epic and all but after that you are like goddamnit its cool and all but so boring that Ill get back to SA
Title: Re: Worms: Clan Wars
Post by: TheWalrus on June 22, 2013, 01:51 AM
Just when I thought the cash cow had gone out to pasture.....
Title: Re: Worms: Clan Wars
Post by: TheKomodo on June 22, 2013, 02:40 AM
Actually, it does sound really good, I might actually give Project X a try... Can you hook me up Pyro please?
Title: Re: Worms: Clan Wars
Post by: Aerox on June 22, 2013, 06:26 AM
you know the main problem behind this is that px scripters work on their own enthusiasm, and asking them to implent ideas you want is kinda hopeless, they actually dont spend much time on realizing their own ideas they really like

Diego and GranPC  helped me did all the work bring life to some weapons back in the days of PX beta testing.

So you're not saying the truth because I cannot code for shit.
Title: Re: Worms: Clan Wars
Post by: PyroMan on June 22, 2013, 06:40 AM

Maybe all these features are a lil too much? It seems kinda confusing to have THAT many options. Maybe you can introduce them somewhere one at a time and give examples of schemes that use these options? In the WA forum of TUS for example?

It's the reason why I stick to my good old PSP version 5 or someshit even though I have Corel Painer 12 Pimpass edition  :-[ Just too many goddamn features  ;D

Well yeah. The main problem with projectX forums - is that we have there a lot of topics about schemes, libs, maps. Some of them cool, some of them trololo offtopic (unfortunately admins and moderators inactive there now) and a lot of good topics are simply lost in the past.
And some schemes are really sh*t. And its kinda luck or unluck, when new wormer wants ty try ProjectX - he got stuck with "what the f*ck is this, what i should play, where is schemes, how does all this libs work, wtf stupid scheme i just played" etc etc etc.
THere are a lot of strategic-based schemes. Like Team-fortess, highlander, px kill the king etc. They are extremely interesting and well-done. We have good active scripter - Zed. He writes amazing scripts for strategical schemes.

So what we should do.. or what I should do - is summarize PX stuff, spread out on the shelves, cut most interesting schemes and libs, write how to operate them. And also first install of ProjectX - this also requires some additional topic.
When we will have that summarized schemes and libs with descriptions what does they do - i think this can be that way where PX will not be boring for most of us. Becouse its just about what you have tryed. And about does it fits your interests or not.

This weekend im going out of city, on river. But when i`ll back - i`ll try to handle this summarizing and descriptions stuff. So you guys will able to try what you want.
Saying about options.. its not rly that much of them when you host games. Its actually same, like hosting regular schemes: you choosing PX scheme, puts some map (if scheme requires specialy scripted maps) or just put regular map. And thats all - you ready to play. PX scheme already contain inside - WA scheme. So you don`t really have to adjust second WA scheme that has to work with PX one. So its same 2 stage principle as hosting usual games of Worms armageddon. Mostly, to choose some options of scheme - u just need another version of scheme with labled parameters.

So stay tuned, i will make PX topic when i`ll back home. Hopefully this will help to understand the power of ProjectX and to find the scheme and abilities that you really like.

@impo:
stealing health by atttack is not implemented, but as scripter i can tell you that its matter of 30-60 minutes to scrit that, test and improve/stabilize. But we already have cool scheme with different weaps for EACH worm (not team, notice) and killing that worm forces steal his weaps and to be a stronger worm and kill others and steal their weapons. Its really very popular scheme now and also has diffferent versions.
Title: Re: Worms: Clan Wars
Post by: PyroMan on June 22, 2013, 06:43 AM
you know the main problem behind this is that px scripters work on their own enthusiasm, and asking them to implent ideas you want is kinda hopeless, they actually dont spend much time on realizing their own ideas they really like

Diego and GranPC  helped me did all the work bring life to some weapons back in the days of PX beta testing.

So you're not saying the truth because I cannot code for shit.

I have made a topic on px forum about weaps ideas where we share ideas and realizing best of them.
Title: Re: Worms: Clan Wars
Post by: Triad on June 22, 2013, 08:39 AM
if the all Team17 crew improve WA or improve W2 engine and create another awesome game, i ll post picture of my ass here :P

well about px, really gj guys. Btw i always wanna play something like boss fight in WA. For example there is a big shoppa map. And a boss have around 5000 hp. 3 or 5 crate drop like in kaos every 30 second. And you try to get crates with your rope and try beat that boss with those crates. That boss can be like Castlevania Aria of Sorrow bosses (Death, Head Hunter and Legion fits that boss profile imo)
Title: Re: Worms: Clan Wars
Post by: StepS on June 22, 2013, 10:39 AM
you know the main problem behind this is that px scripters work on their own enthusiasm, and asking them to implent ideas you want is kinda hopeless, they actually dont spend much time on realizing their own ideas they really like
lack of time, of course... and many other things. but myself I'd like to return to it (my long unreleased Dr Who mod that I may finish one day), as well as my existing creations like Painter and weapons (still didn't make a video for the Painter).

also hoping to see Entuser back, at least in August (when all the studies are done)... too bad I don't have his phone number to support him.

btw Pyro, I'm having a little problem. on this new laptop I use DPI scaling to make stuff bigger, but the PX editors dont seem to like it; all of the buttons go away off the window and can't be retrieved. well I can temporarily fix it with windowscanner by forcefully moving them inside, but it wont last long... (perhaps would only work for one script). maybe if there's no solution I'll create a wormkit module for the editors to automatically fix them in process... but I think it could be edited in the executable, just i dont have any experience
Title: Re: Worms: Clan Wars
Post by: Impossible on June 22, 2013, 01:01 PM
@impo:
stealing health by atttack is not implemented
if something is not implemented, you can always implement it by your own!
maybe Im bad with all this PX scripting, but as a programmer I know what Im talking about :D
here's algorithm
start of the game: give to all worms such vars
XP # expirience, once it reach needed amount of XP it will level up worm, would be nice to show exp under healthbar but a bit tigher and smth simillar to it
Level # level of the worm, it can be showed somewhere over hp of worm, dunno
MaxHp # if there will be levels on usual elite worms will die in 2-3 turns and stay with level 2, maximum 3, so to make it more intresting it needs regenerations of hp, which is allow to get fat 10lvl worms, ofc it take much more time than usual elite but its incredibly fun, and Hp should be showed like that for example 50/100 (where 50 is current hp and 100 is max hp, so the worm will regenerate hp till it reach maximal)

start of the turn: count overall amount of opponent team hp, for example variable StartHp

after attack: count it once again, AttackHp for example, and if StartHp!=AttackHp
you just add to XP this StartHp-AttackHp
and after this StartHp=AttackHp
if XP > 40+Level*10 then XP=0; Level=Level+1 #(or how this work on PX? Level+=1? SetVariable(Level, Level+1)? dunno lol) to level up you need to make 50 hp damage, after that 60, 70 etc
And MaxHp=MaxHp+5
 
end of the turn: to each worm
if Hp<MaxHp then Hp+=3 #(3 is not that fast and not really slow which make it intresting also once the worm get skunked it will slowly die by loosing 2 hp instead of regenerating, pretty cool)
you can also make if Hp>MaxHp then Hp=MaxHp #to limit the Hp which can get over maximum

Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10
Title: Re: Worms: Clan Wars
Post by: Casso on June 22, 2013, 01:18 PM
@impo:
stealing health by atttack is not implemented
if something is not implemented, you can always implement it by your own!
maybe Im bad with all this PX scripting, but as a programmer I know what Im talking about :D
here's algorithm
start of the game: give to all worms such vars
XP # expirience, once it reach needed amount of XP it will level up worm, would be nice to show exp under healthbar but a bit tigher and smth simillar to it
Level # level of the worm, it can be showed somewhere over hp of worm, dunno
MaxHp # if there will be levels on usual elite worms will die in 2-3 turns and stay with level 2, maximum 3, so to make it more intresting it needs regenerations of hp, which is allow to get fat 10lvl worms, ofc it take much more time than usual elite but its incredibly fun, and Hp should be showed like that for example 50/100 (where 50 is current hp and 100 is max hp, so the worm will regenerate hp till it reach maximal)

start of the turn: count overall amount of opponent team hp, for example variable StartHp

after attack: count it once again, AttackHp for example, and if StartHp!=AttackHp
you just add to XP this StartHp-AttackHp
and after this StartHp=AttackHp
if XP > 40+Level*10 then XP=0; Level=Level+1 #(or how this work on PX? Level+=1? SetVariable(Level, Level+1)? dunno lol) to level up you need to make 50 hp damage, after that 60, 70 etc
And MaxHp=MaxHp+5
 
end of the turn: to each worm
if Hp<MaxHp then Hp+=3 #(3 is not that fast and not really slow which make it intresting also once the worm get skunked it will slowly die by loosing 2 hp instead of regenerating, pretty cool)
you can also make if Hp>MaxHp then Hp=MaxHp #to limit the Hp which can get over maximum

Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10


This reminds me games such as League of Legends but it's a really good idea xD
it's just hard to program
Title: Re: Worms: Clan Wars
Post by: Impossible on June 22, 2013, 02:03 PM
@impo:
stealing health by atttack is not implemented
if something is not implemented, you can always implement it by your own!
maybe Im bad with all this PX scripting, but as a programmer I know what Im talking about :D
here's algorithm
start of the game: give to all worms such vars
XP # expirience, once it reach needed amount of XP it will level up worm, would be nice to show exp under healthbar but a bit tigher and smth simillar to it
Level # level of the worm, it can be showed somewhere over hp of worm, dunno
MaxHp # if there will be levels on usual elite worms will die in 2-3 turns and stay with level 2, maximum 3, so to make it more intresting it needs regenerations of hp, which is allow to get fat 10lvl worms, ofc it take much more time than usual elite but its incredibly fun, and Hp should be showed like that for example 50/100 (where 50 is current hp and 100 is max hp, so the worm will regenerate hp till it reach maximal)

start of the turn: count overall amount of opponent team hp, for example variable StartHp

after attack: count it once again, AttackHp for example, and if StartHp!=AttackHp
you just add to XP this StartHp-AttackHp
and after this StartHp=AttackHp
if XP > 40+Level*10 then XP=0; Level=Level+1 #(or how this work on PX? Level+=1? SetVariable(Level, Level+1)? dunno lol) to level up you need to make 50 hp damage, after that 60, 70 etc
And MaxHp=MaxHp+5
 
end of the turn: to each worm
if Hp<MaxHp then Hp+=3 #(3 is not that fast and not really slow which make it intresting also once the worm get skunked it will slowly die by loosing 2 hp instead of regenerating, pretty cool)
you can also make if Hp>MaxHp then Hp=MaxHp #to limit the Hp which can get over maximum

Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10


This reminds me games such as League of Legends but it's a really good idea xD
But its turn-based!! And its still elite!! Its not like most of the PX features which is damn cool and all but doesnt really useful for anything, this is brand-new awesome scheme!!1

and yea i dont think its hard to program, after all there is alot of complicated stuff, even small weapons sometimes have much harder code
Title: Re: Worms: Clan Wars
Post by: StepS on June 22, 2013, 02:41 PM
Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10
the explosion procedure can be hooked and the damage value overridden accordingly before proceeding to explode
the handgun weapons do a bit of a different explosion, which is not really an explosion (called M_GUNEXP), I just don't remember if there was something else
Title: Re: Worms: Clan Wars
Post by: Impossible on June 22, 2013, 02:58 PM
Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10
the explosion procedure can be hooked and the damage value overridden accordingly before proceeding to explode
the handgun weapons do a bit of a different explosion, which is not really an explosion (called M_GUNEXP), I just don't remember if there was something else
how about weaps like fire punch which doesnt really make explosion but damage worm after touching his mask instead, could this be controlled as well?
Title: Re: Worms: Clan Wars
Post by: StepS on June 22, 2013, 03:16 PM
how about weaps like fire punch which doesnt really make explosion but damage worm after touching his mask instead, could this be controlled as well?
yea, it's a basic hook of the game's messages, you check the needed message (this case is M_GUNEXP, it deals non-explosion damage), and check/replace the param which responds for value of health. all you need to know is where this param is, but it's not hard to find out with the analyzer (http://puu.sh/3lEgo.png) script (it prints out some infos about the game, so you could see where something happens)
Title: Re: Worms: Clan Wars
Post by: Impossible on June 22, 2013, 03:17 PM
cool, now I need someone who can code all this xD
Title: Re: Worms: Clan Wars
Post by: StepS on June 22, 2013, 07:05 PM
me

...when possible
Title: Re: Worms: Clan Wars
Post by: PyroMan on June 23, 2013, 04:14 PM
btw Pyro, I'm having a little problem. on this new laptop I use DPI scaling to make stuff bigger, but the PX editors dont seem to like it; all of the buttons go away off the window and can't be retrieved. well I can temporarily fix it with windowscanner by forcefully moving them inside, but it wont last long... (perhaps would only work for one script). maybe if there's no solution I'll create a wormkit module for the editors to automatically fix them in process... but I think it could be edited in the executable, just i dont have any experience

Well to be honest, i dont have that experience too. I dont really have other programming experience than EAX scripting! I`ve learned programming regards to other existing libs (which are open-source for everyone and it worked as best guides for me). So basically i can`t help you with that.

well about px, really gj guys. Btw i always wanna play something like boss fight in WA. For example there is a big shoppa map. And a boss have around 5000 hp. 3 or 5 crate drop like in kaos every 30 second. And you try to get crates with your rope and try beat that boss with those crates. That boss can be like Castlevania Aria of Sorrow bosses (Death, Head Hunter and Legion fits that boss profile imo)

Yeah BOSS idea is interesting. But what we need - is some AI to control that boss :)

@impo:
stealing health by atttack is not implemented
if something is not implemented, you can always implement it by your own!
maybe Im bad with all this PX scripting, but as a programmer I know what Im talking about :D

heh, i know how to script that)) And it can be turn-based or proceeded immidietly. Both ways possible and not hard :)

Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10
Yep it also pretty easy and fast to implement. We can make variable, which will work as multiply coefficient, which value depends on worm`s level. We need simply override damage and push params in M_GUNEXP and in M_EXPLOSION messages. We can go two ways: increase damage for other objects if you have high level or decrease damage for you as owner of high level.

how about weaps like fire punch which doesnt really make explosion but damage worm after touching his mask instead, could this be controlled as well?
yea, it's a basic hook of the game's messages, you check the needed message (this case is M_GUNEXP, it deals non-explosion damage), and check/replace the param which responds for value of health. all you need to know is where this param is, but it's not hard to find out with the analyzer (http://puu.sh/3lEgo.png) script (it prints out some infos about the game, so you could see where something happens)

Controlling this messages (M_GUNEXP and M_EXPLOSION) is actually the way how my GodMode (http://px.worms2d.info/forum/viewtopic.php?f=12&t=586) works (damn i need finish all of my weaps2.0). The only thing - is that i`ve putted there my own formula for push damage without health damage and without loosing control.
Title: Re: Worms: Clan Wars
Post by: Impossible on June 23, 2013, 07:38 PM
@impo:
stealing health by atttack is not implemented
if something is not implemented, you can always implement it by your own!
maybe Im bad with all this PX scripting, but as a programmer I know what Im talking about :D

heh, i know how to script that)) And it can be turn-based or proceeded immidietly. Both ways possible and not hard :)

Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10
Yep it also pretty easy and fast to implement. We can make variable, which will work as multiply coefficient, which value depends on worm`s level. We need simply override damage and push params in M_GUNEXP and in M_EXPLOSION messages. We can go two ways: increase damage for other objects if you have high level or decrease damage for you as owner of high level.
raising also the defense will make counting overall damage too complicated. And pros always count damage before attack remember? :D
There is maximal HP rising already so defense is kinda useless
Title: Re: Worms: Clan Wars
Post by: j0e on June 27, 2013, 12:15 AM
So I read on the Steam forums that this game's release date is Q3 this year.

And it hasn't even entered Beta testing yet? What a god damn charade, they won't have time to fix anything. Just like the last MANY worms games.

I would have posted there, but they banned me for respectfully voicing my opinion and providing USEFUL feedback. As opposed to this hostile feedback.


Team17, you suck. I really, honestly hope that people stop buying your shitty games and you go bankrupt.
Title: Re: Worms: Clan Wars
Post by: LeTotalKiller on June 27, 2013, 05:37 PM
Team17, you suck. I really, honestly hope that people stop buying your shitty games and you go bankrupt.

Definitely concurring.
Title: Re: Worms: Clan Wars
Post by: HHC on July 30, 2013, 04:18 PM


Release in 2 weeks...
Title: Re: Worms: Clan Wars
Post by: avirex on July 30, 2013, 10:11 PM
looks pretty awful  :X
Title: Re: Worms: Clan Wars
Post by: TheWalrus on July 31, 2013, 04:35 AM
Better graphics, same old shitty gameplay
Title: Re: Worms: Clan Wars
Post by: j0hny on July 31, 2013, 09:27 AM
I'm sure that most of you download trial versions of the network, play the game a few hours, whereupon turn on W:A :D
Title: Re: Worms: Clan Wars
Post by: TheKomodo on July 31, 2013, 02:20 PM
Man those guys would get raped n trolled on Wnet haha...

Looks cool actually for people who don't thrive on being competitive and just up for a laugh.

So we're all f@#!ed :D

Actually after watching this, i'm definitely buying it, I like the look of it :)
Title: Re: Worms: Clan Wars
Post by: Anubis on July 31, 2013, 11:19 PM
"Where is the ninja-rope?"

Exactly my thought. :P
Title: Re: Worms: Clan Wars
Post by: HHC on August 01, 2013, 12:37 AM
Actually after watching this, i'm definitely buying it, I like the look of it :)

I wouldn't mate. At least wait for the first reviews to pour in.

I was thinking the other night, what is actually wrong with these new games that people don't like 'em? They look good, the weapons are nice, the classes are fun, the water is funny.. and I still remember it was fun just blasting holes with the zooka.

The real issues with W:Rev and prolly this game as well, is that the general movement is so annoying cause the worms keep bumping, sliding, falling cause of the tricky 3d'ish maps. And then there's the rope and other weaps that just don't function properly, but act all fuzzy and out of control. Add to it the very sluggish menu AND gameplay, the annoying in-game chat function and general shitty online play (as well as the tedious cinematics in the singleplayer that slow everything down), and you'll miss your WA soon enough.
The real problem with this game is that everything works so slowww and buggy. If anything, a PC game needs to be straightforward, fast and easy to control. That's what we're used to with a PC, whether it's browsing on the internet or just using notepad or some shit. Anything that loads for more than 5 secs or prohibits us from doing a simple task within the blink of an eye is just gonna be a nuissance to us.

W:Rev kinda was like playing a shooter with 60 people online on a 56k modem, where you have to wait like 20 sec to let the aim settle in before you can finally shoot someone. It just drives you mad, certainly in a time-based strategic game like worms.
Cause yeah, my online strategy pretty much consisted of just shooting zooks at the other team cause trying to go nearby with rope or chute would f@#! up 60% of the time.

I'm one of the few who think it was a good idea to limit the worms to 16 in these games. Or rather 2 teams of 4 in most games. That was WAY MORE than enough for such a slow-ass game.

Rather than improving W:Rev, they shoulda downgraded it. There's no way this game can work better with those backgrounds and again, this utterly crappy 2.5d type of terrain which makes easy movement near impossible.



end of rant.
Komo, please man, wait for the reviews. And not of those ass-licking game 'review' sites, but of the community. It can save you a lot of bad butthurt.
Steam ones are nice now that the T17 forums have been taken down: http://steamcommunity.com/app/233840/discussions/
Pretty sure you'll get a shitstorm there once the game is released. If you can find more than 2 positive reviews there you might consider hehe, otherwise, nope.
Title: Re: Worms: Clan Wars
Post by: TheKomodo on August 01, 2013, 01:13 AM
Well, I don't expect it to compare with WA in any way whatsoever, it'll be fun to just mess around with, I know when I like something and I am very rarely wrong, and I like this so i'll buy it :)

I do get what you are saying though, i'll get a good laugh with people at work with this :D

Title: Re: Worms: Clan Wars
Post by: darKz on August 01, 2013, 03:33 PM
I am very rarely wrong

Quoting this for future reference. :D
Title: Re: Worms: Clan Wars
Post by: TheKomodo on August 01, 2013, 03:36 PM
So you think you can be a smartarse by taking something I said out of it's context and using it against me later? How much of a sad bastard are you lol?

I am talking about things I know I will like, like films, games etc...
Title: Re: Worms: Clan Wars
Post by: HHC on August 01, 2013, 04:20 PM
Hehe, I'll throw it in your face too once this game is released  :D

We'll see how it turns out.  ;)

That super mortar weap was nice I agree. 3 shots of mortar and it seemed to do massive clusterabuse damage  ??? If you just point it at a worm nearby you may very well kill a 150 worm instantly.
Title: Re: Worms: Clan Wars
Post by: TheKomodo on August 01, 2013, 04:53 PM
Rofl, nothing will ever compare to WA, but for me it looks like alot of fun to play with guys at work and for those hours you fancy a little bit of chaos :D

That waterjet thing is awesome ! And yeah the Mortar looks awesome...

During the whole video I was so desperate to jump in and play instead of them, they don't even have a clue how to play the game rofl, but I guess their attitude appeals more to the random masses.
Title: Re: Worms: Clan Wars
Post by: avirex on August 01, 2013, 08:54 PM
i agree with everything komo said... including he is very rarely wrong ;D
Title: Re: Worms: Clan Wars
Post by: TheKomodo on August 01, 2013, 10:19 PM
i agree with everything komo said... including he is very rarely wrong ;D

I only mean about judging if I like things ! I am wrong alot in general ! Everyone is !!!

 :'(
Title: Re: Worms: Clan Wars
Post by: HHC on August 02, 2013, 04:35 PM
Btw, wormnet is back on clan wars, so at least the online works properly  :-[

Rope is like in W:Rev btw, totally useless  ;D

The teleport gun seems a fairly decent replacement though for races:




Title: Re: Worms: Clan Wars
Post by: l7cx1Cl on August 02, 2013, 06:40 PM
Is anyone actually going to play this because me and skunk3 are starting a clan.. come join our sexyness vets!!

Title: Re: Worms: Clan Wars
Post by: philie on August 02, 2013, 07:21 PM
The teleport gun seems a fairly decent replacement though for races:

looks like a px portal rip off :/
Title: Re: Worms: Clan Wars
Post by: TheKomodo on August 05, 2013, 09:04 AM
I absolutely hated Worms Reloaded...

But I absolutely f@#!ing LOVE Worms: Revolution, I can't f@#!ing wait till Worms: Clan Wars...

I may actually spend alot of my time there...
Title: Re: Worms: Clan Wars
Post by: philie on August 05, 2013, 10:20 AM
oO
-1 for that, lol
Title: Re: Worms: Clan Wars
Post by: HHC on August 05, 2013, 11:25 AM
I put all the vids sets off and lowered res down to a 56hz one. That makes the menu quite a bit faster, and also seems to have slightly improved the response of the rope (it still works like jack though xD).
Title: Re: Worms: Clan Wars
Post by: TheKomodo on August 05, 2013, 11:52 AM
Yeah HHC, the rope is the only thing that is utter shit, but I don't really play it for that lol, I really enjoy the new weps n stuff, I really love the puzzles :D

I'll have the fastest gameplay with new PC anyway :D

But the rope, seriously, it just jiggles all over the place like it's rope made out of jelly or something...
Title: Re: Worms: Clan Wars
Post by: j0hny on August 08, 2013, 06:58 AM
Where can I download the demo version? If any is.
Title: Re: Worms: Clan Wars
Post by: l7cx1Cl on August 10, 2013, 04:30 PM
http://store.steampowered.com/app/233840/?snr=1_7_15__13
Where can I download the demo version? If any is.
if not there idk ;[
Title: Re: Worms: Clan Wars
Post by: HHC on August 15, 2013, 05:32 PM
1st impression:

Same as Worms: Rev in essence.
Game doesn't play any different I guess. Some new weaps are nice though.

Again, if the game/menu lags bad. Turn down all the video settings and play on a 56hz resolution. It makes everything much faster.

The only thing that works slowly though is wormnet :( Connecting to a channel seems to take a big while. I pressed cancel during it, still waiting, think I'm bugged here xD
Don't be mistaken btw, it shows 0/250 players in each channel, but when you enter there's actually people and games there ;).

Chat in game seems better, weapon panel is a bit smaller as well. So there's decent improvements there.

Customisation is rather hard, I haven't come across the clan setup page yet, and I seem to be also overlooking the part where you enter which class your worms are. I'm sure these are rookie mistakes.

Haven't tried the rope yet. But saw an other guy try one, it's still shitty as in Rev. And probably is equally unresponsive if you don't have a comp that was build in the last 3 years.

If you hate Worms: Rev, skip it. If you like Worms: Rev, buy it... though maybe on sale, cause it's virtually the same game with a tiny bit of extra candy.
Title: Re: Worms: Clan Wars
Post by: TheKomodo on August 15, 2013, 06:26 PM
Yeah i'd just like to add on what HHC said.

The Story mode is narrated by the British TV Comedy Series "IT Crowd" actress "Katherine Parkinson" imo she has a very sexy/funny voice !

If you like to play Worms and play a bit more for fun instead of as serious as players like Mablak who do everything pixel perfect, then WCW is for you !

You can still play tactically but obviously not as much as WA.

The grenades still have very weird physics where it sometimes bounces like a rugby ball in the wrong & random directions...

But you can still throw them like you would to explode on impact ! Just takes practise !

I'll add more as I play more !
Title: Re: Worms: Clan Wars
Post by: HHC on August 15, 2013, 07:22 PM
Alright, I'm pissed already lol.

Wormnet works like a piece of shit. Lags like hell, connection issues with friends and if you're lucky you make it to the game itself it's bound to lagout or crash in a way that makes you use task manager again.

Game's kinda broken :(
Title: Re: Worms: Clan Wars
Post by: TheKomodo on August 15, 2013, 07:44 PM
Yeah me and HHC tried to do a 2v2 with these 2 guys, 4 turns into the game, massive lag, it wouldn't lagout or anything, just stalled...

I had a couple games since was cool.

But they seriously need to make Wnet there run smooth.
Title: Re: Worms: Clan Wars
Post by: HHC on August 15, 2013, 08:39 PM
http://steamcommunity.com/app/233840/discussions/0/846961716337760741/ Explains the clan wars server is currently down.

Wormnet works... kinda. I guess. Perhaps it works better when things cool down and T17 make it suited for more gents.
Title: Re: Worms: Clan Wars
Post by: TheKomodo on August 15, 2013, 09:14 PM
Awesome, I can't wait for this to work !!!!

Definitely moving to WCW :D
Title: Re: Worms: Clan Wars
Post by: Crazy on September 05, 2013, 04:57 PM
Heavy discussion about Worms Clan Wars, our community and other worms games here: http://steamcommunity.com/app/233840/discussions/0/846961716374032784/#p1
Title: Re: Worms: Clan Wars
Post by: HHC on September 05, 2013, 05:14 PM
No need to defend T17.

If I play the game online my game crashes 80% of the time. So far, I think I've completed only 1 game. Not that I've played all that much, but still, 1 out 10 or so is a pathetic score.

I don't think a single community could accept that.

The game is broken and even if they take out all the bugs the controls work like a bitch.

The game is total crap. What I'm most surprised about is that it gets seemingly good reviews. This is somewhat understandable from review sites, that just suck the d*cks of the companies that feed them, but there's actually some users who value the game.

We just have to hope T17 dies and that some decent company takes over the worms franchise. Or that T17 turns over the rights. Which I'm sure they will never do cause it's their cash cow. The whole company still functions on the success of W2, WA and WWP.
Let's just hope they go bankrupt soon, which I'm sure with their policy of releasing only cruddy bug-infested games will only be a matter of time.
Title: Re: Worms: Clan Wars
Post by: TheKomodo on September 05, 2013, 05:34 PM
Ok so the game works fine 95% of the time for me, but it really sucks that it doesn't work as good for others...

It's obvious that Kurtino guy is a huuuuuuge suckup, a serious crawler, but whatever...