The Ultimate Site of Worms Armageddon

Worms: Armageddon => General discussion => Topic started by: Jengu on November 30, 2017, 04:38 PM

Title: I made a new WormKit module. Should I release it? Details inside.
Post by: Jengu on November 30, 2017, 04:38 PM
I made a module that shows mine fuses in-game just like in replays. Should the module be made public? It provides a potential advantage in schemes with random mines enabled. The fuse for random mines are shown once the mine is triggered.

Only 1 of 31 official league schemes uses random mines. That's aerial. The module would be open source like my last module.
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: XanKriegor on November 30, 2017, 04:47 PM
As for me it should be made as /Arrows command, i.e. with a notification in the chat . But then - no opensource, coz anyone can edit it and use w/o informing others. CrateFinder and this module have similar assistance effect and therefore should work similarly - with a chat message.
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: Jengu on November 30, 2017, 04:54 PM
As for me it should be made as /Arrows command, i.e. with a notification in the chat . But then - no opensource, coz anyone can edit it and use w/o informing others. CrateFinder and this module have similar assistance effect and therefore should work similarly - with a chat message.

Added your suggestion to the poll.
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: HHC on November 30, 2017, 06:05 PM
This is cheating software Jengu. I will delete it if I see you post it here, and I'll give you a warning as bonus  ;D

I wasn't sure about this before, cos naab, but yes, it has been established as 100% cheat, so it's 0-tolerance from now.  :-[

Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: pavlepavle on November 30, 2017, 07:44 PM
I think you should release it for fun purposes
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: Impossible on December 01, 2017, 07:15 AM
most players here use such cheats for years lol

I once set myself a fake nick of Br4yn, and wrote on his behalf to his clanmate: "a new update for worms came out, do you already have a cheatpack for it?" and he actually sent me a wkcheatpacket.dll xD then I googled, and it turned out the cheatpack has long been in the public domain
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: GeneralEcchi on December 01, 2017, 10:07 AM
I made a module that shows mine fuses in-game just like in replays. Should the module be made public? It provides a potential advantage in schemes with random mines enabled. The fuse for random mines are shown once the mine is triggered.

Only 1 of 31 official league schemes uses random mines. That's aerial. The module would be open source like my last module.

I play offline all the time so it'd be great to have it
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: Korydex on December 01, 2017, 11:21 AM
As for me it should be made as /Arrows command, i.e. with a notification in the chat . But then - no opensource, coz anyone can edit it and use w/o informing others. CrateFinder and this module have similar assistance effect and therefore should work similarly - with a chat message.
iirc its possible to enter that command in offline game first and then it will still work in all further online games
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: XanKriegor on December 01, 2017, 12:26 PM
Anyway, assuming all your opponents use this module AND using this module by oneself solves all problems.
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: StepS on December 01, 2017, 05:06 PM
iirc its possible to enter that command in offline game first and then it will still work in all further online games
That's no longer possible, fixed ages ago.
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: Ytrojan on December 03, 2017, 02:16 PM
Yes, but make it tell people about itself.
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: Sensei on December 03, 2017, 03:10 PM
I play offline all the time

(http://media.giphy.com/media/3o7TKy3KWDYOA7OUSI/giphy.gif)
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: TheWalrus on December 03, 2017, 09:40 PM
competitive schemes really dont have random mines, so i dont know why people are concerned with cheating
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: SiD on December 03, 2017, 10:20 PM
If the fuse for random mines is only shown after it's been triggered, I don't see much of an advantage to be had (I might be missing something).

I agreed with HHC when he said wkWater should be made an official feature.
I would say the same for this too.
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: Dr Abegod on December 04, 2017, 03:42 PM
It could help when timing a jp mine knock in aerial after you collected a double turn time crate. Cant think of anything else useful with this module
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: Sensei on December 04, 2017, 04:11 PM
It can give you some edge tho. If it gets allowed,what's next? Retreat time counter? Why make it easier? I say - don't touch if it works!

First module to remove wave is great and it should be implemented as an option ingame.
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: ANO on December 06, 2017, 09:52 PM
still lots of fenocchi here around, apart from a couple of beloved  :-*
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: Casso on December 06, 2017, 10:18 PM
still lots of fenocchi here around, apart from a couple of beloved  :-*

Anooooooo
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: GeneralEcchi on December 07, 2017, 08:05 AM
still lots of fenocchi here around, apart from a couple of beloved  :-*

Anooooooo

OMAE WA
Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: Mega`Adnan on December 07, 2017, 10:13 AM
OMAE WA

OMAE WA MOU SHINDEIRU (https://www.youtube.com/watch?v=YSgpU70MZno)

Title: Re: I made a new WormKit module. Should I release it? Details inside.
Post by: philie on December 09, 2017, 09:45 PM
still lots of fenocchi here around, apart from a couple of beloved  :-*

fenocchi sounds like something i would order at my fav italian restaurant