The Ultimate Site of Worms Armageddon

Worms: Armageddon => General discussion => Topic started by: StepS on August 04, 2015, 03:07 PM

Title: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: StepS on August 04, 2015, 03:07 PM
English | Русский (http://worms.org.ua/forum/viewtopic.php?t=4152)

(https://steps.keybase.pub/wa/images/sf/bannern_small.png) (https://steps.keybase.pub/wa/images/sf/bannern.png)

It has been a while, but it's finally here! This is by far the largest update of the module ever. The development started in October 2015, while playing with the idea of adding support for higher-resolution packages. Some notes about that were previously mentioned in the v0.3 release overview. I'm happy to say that after a year of working on the module, the goal has finally been accomplished. This update is specific in that, unlike with updates for other modules that hadn't had updates for many months, work on SuperFrontend continued regularly throughout the entire period. Day by day, week by week, graphics kept accumulating, and the packages growing. Sometimes, entire folders of graphics had to be redone. It was ensured that work into SuperFrontend would be invested at least once each two weeks. Given that I'm not really an artist, it took a while. Especially given that I care about the quality of each image. Now that it's here, the module is sure to appeal to a much wider playerbase (as well as make life easier for worms streamers, of course).

Click for the full changelog (https://www.tus-wa.com/forums/worms-armageddon/t-27448/msg250927/#msg250927)

So, let's see what we have new in terms of graphics in the update.
The update introduces two graphics packages: x720 (x1.5 - for resolutions with heights of 720 and above) and x960 (x2.0 - for 960 and above). The appropriate package will be selected according to your screen resolution (the lowest available will be used). There's no x1.75 (840) package at the moment, so users of 900p (1600x900) resolutions are a little bit out of luck here. That goes without saying but there is no package for 4K, and although I do have a portion of graphics ready for 4K (from vectors, etc.), I will not continue working on this for obvious reasons...

(https://steps.keybase.pub/wa/images/sf/resolutions_comparison.png)

So yeah, that's pretty big. Now let's look at some more distinctive features of the graphical additions in the update.

New font sizes
(https://steps.keybase.pub/wa/images/sf/fonts_overview.png)
There are now 6 new fonts, in addition to the 4 already existing in the game. The game uses Tahoma Bold, and that's what everything is in, except for some small fonts.
Updated WormNET flags
(https://steps.keybase.pub/wa/images/sf/nationflags_x1.5_chart.png) (https://steps.keybase.pub/wa/images/sf/nationflags_x2_chart.png)
Of course, HD bitmaps also mean HD flags. Most of these come from Wikimedia, adapted, palettized and adjusted for the game's style. Feel free to use these in snoopers, etc. Note that I didn't keep unpalettized versions of these strips, though I do have unpalettized vector versions of the flags themselves.

And much more: strips, animated frames, buttons, etc. You can see for yourself when you launch your game with the module.

So now, you might ask, how was this all accomplished? The packages are a mix of three types of graphics:

Now let's not forget that we're still in 256-color mode. Color limitations! This was another issue I faced, as each image had to be palettized, and ultimately I found how to it best (might not apply to some graphics made earlier in the process of making). It should be noted that most (if not all) graphics here use compatibility palettes. This means that the unused blue-background and star/spanner palette cells are removed from them, and they are not used. Most original graphics did not use the debris cells anyway. This, in particular, is to allow palette mods (both existing and future) to be freely used with the module, without fearing that glitches will appear due to the full palette usage by each element. Note, though, that this doesn't extend to the Weapon Options screen, and the WormNET flags. Using palette mods with those might result in minor glitches (it's understandable given how they struggle already).

So yes, enough with this, you can now try this all yourself.

Downloads
Installation

Separate downloads:
Additional downloads:
(https://i.imgur.com/sym0DJP.png) (https://i.imgur.com/2w7xqzo.png)
Initially meant as an internal joke for April 1st, the package was a testament to the flexibility of the module, as well as a fun little easter egg that reminds us of the Game Boy times... Note that most of this is nearest-neighbor scaled (via the module's built-in scaling feature), and there are crash-inducing bugs, so use at your own risk!
Of course you will need some support for such a resolution: in the driver if fullscreen (present mostly on laptops), or via windowed mode. Note that you can generate a x240 package on your own, if you enable "AutoScaleMissingGraphics" and set your resolution to "Custom" with 320x240, or 480x360. This makes use of the Micro and Mini fonts.

I'd like to thank all the people who helped test the module before the release. It has come a long way, but it's finally out.

Known issues
Fixed issues
Old 0.3 release notes
Spoiler! View

wkSuperFrontend v0.3 is now available for download. This is a significant update compared to the previous test versions found on the WKB website, which never saw an official release besides there.

Let's talk about the new features introduced in this version.


Magnification of the dialogs

(https://i.imgur.com/XJ9ChXh.gif) (https://i.imgur.com/FKg8O7D.gif)

wkSuperFrontend is now able to scale and reposition all of the frontend's elements to any screen resolution independently on the aspect ratio. Additionally, larger fonts can be used depending on the height in the selected resolution (two font scaling levels are available, with the lesser one being enabled by default). This essentially brings the true HD mode to the frontend.


New options

The update adds a [Magnification] section to the settings file, which comes with some additional options:
  • Enable - enables the magnification.
  • CenterBitmapControls - enabled by default (and there's no good reason to disable it). Will center all of the BMP elements used in the frontend, if their size is smaller than what it'd be with the scaling applied. This also applies to the map thumbnails.
  • ScaleFonts - enabled by default. This will scale fonts depending on the height of the resolution you've selected. Fonts will be scaled by 1.5x for resolutions with height 720 and higher, and if "LesserFontScaling" is off, by 2.0x for heights of 960 and higher. This is compatible with the "Larger fonts" option of W:A.
  • LesserFontScaling - enabled by default. With this option enabled, the 2.0x font scaling mode will only kick in for heights of 1440 and higher, instead of 960. Lesser font scaling should appeal for most people, but if you're on a higher-DPI screen or simply want the fonts to be scaled at 2.0x and 1080p, then disable this option. It will later be changed to behave depending on the system DPI, forced, and other options.
  • RestrictFormsToFontHeight - enabled by default. When scaling input forms and listboxes, the height of the form will be limited to the height of the font that's supposed to appear according to the current font scaling setting, and the form itself will be centered. Thus, this removes unneeded empty space from the bottoms of the input forms, in case the height doesn't coincide well with the font height (useful with the lesser font scaling mode enabled).
  • UseInternal4x3AspectRatio - disabled. With this option on, the frontend will appear as a centered and magnified 4x3 box fitting the height on wide-screens or the width on narrow-screens. Only for esthetical purposes.
Also added "AlwaysUseDesktopResolution" to [Misc] which will always use the current resolution of your desktop, regardless of what's set for FrontendWidth and FrontendHeight in the settings file. It is disabled by default; however, the first time you run the module (with width and height set to 0) your desktop resolution will be autodetected once and written back to the settings file.


HD bitmaps?

Graphic elements (such as BMPs) that are smaller than the expected size will appear centered. It is possible to replace graphics with their higher-resolution versions, and they'll be positioned accordingly, however if you're going to do that, you should use a different installation directory of the game (or keep backups) or wait for an update of the module that adds support for creating separate 1.5x/2x/etc graphics packs. There are some things to consider, though: the game is still limited to a 256-color palette, with each frontend screen having its own set of 256 colors. Original unpalettized versions of the graphics are not available, so the only options at the moment are either remaking them, vectorized in vector graphics software such as Inkscape (https://en.wikipedia.org/wiki/Inkscape), or using special 2D raster image upscaling software such as waifu2x (https://github.com/nagadomi/waifu2x), and then palettizing them for the frontend. However, there are some buttons that already have bigger sizes of the graphics in other parts of the frontend (such as the small buttons inside the scheme selection box in the host/join screen). Some other graphics (such as the wormheads of human teams, and the smaller lightbulbs in the list of online players) are used directly from WA.exe's resources, so are harder to replace. And there are some buttons in the scheme editor that receive an overlay with small numbers that always appear at the same position (e.g., the turn time, round time buttons). I suggest waiting for an update of the module that'll make it more streamlined to apply all sorts of graphics mods to the frontend, if you want to make and use new bitmaps.

(https://i.imgur.com/6g7QerP.gif) (https://i.imgur.com/dEj8raH.gif)

The module is now compatible with all versions of the game starting with 3.7, but compatibility with future versions (past 3.7.2.1) is not guaranteed. Should there be an incompatibility, the module will report it to you.


Special thanks to Deadcode for pointing out workarounds for certain W:A bugs encountered in the process of making this module.
Title: Re: wkUltraFrontend Beta released
Post by: Sbaffo on August 04, 2015, 03:38 PM
Can't download it
Title: Re: wkUltraFrontend Beta released
Post by: StepS on August 04, 2015, 03:43 PM
Can't download it
I'm able to download it; perhaps your internet provider is blocking free hosting websites. I have now added an alternative link (worms2d.info) which should always work.
Title: Re: wkUltraFrontend Beta released
Post by: Sbaffo on August 04, 2015, 03:59 PM
Ok it worked now.
Title: Re: wkUltraFrontend Beta released
Post by: Kangaroo on August 07, 2015, 01:00 AM
my old year 2000 laptop has only ever allowed me to have 1024x768 as my MAX resolution, will this magnification sheet help me get a larger resolution  if i play around with the WK LobbyCmd ??  In the past ive tryed every resolution with LobbyCmd,  some come close to giving me a larger resolution but they dont line up with the screen ( 1/4 of screen black ect).

A way to get larger res on smaller screens would be awsome xD
Title: Re: wkUltraFrontend Beta released
Post by: Korydex on August 07, 2015, 05:48 AM
nonsense
Title: Re: wkUltraFrontend Beta released
Post by: StepS on August 07, 2015, 11:09 AM
my old year 2000 laptop has only ever allowed me to have 1024x768 as my MAX resolution, will this magnification sheet help me get a larger resolution  if i play around with the WK LobbyCmd ??  In the past ive tryed every resolution with LobbyCmd,  some come close to giving me a larger resolution but they dont line up with the screen ( 1/4 of screen black ect).

A way to get larger res on smaller screens would be awsome xD
wkLobbyCmd sets the in-game resolution. If you want to set a resolution that is larger than what your monitor allows, use D3D9Wnd (https://www.tus-wa.com/forums/worms-armageddon/d3d9wnd-a-native-direct3d-9-based-windowed-mode-and-multi-monitor-support-19063/), and set the resolution with wkLobbyCmd.
Title: Re: wkUltraFrontend Beta released
Post by: ZexorZ on August 07, 2015, 04:35 PM
(http://files.steps.club/wa/ff/std_49.png)(http://files.steps.club/wa/ff/std_37.png)(http://files.steps.club/wa/ff/std_19.png)(http://files.steps.club/wa/ff/std_47.png)(http://files.steps.club/wa/ff/std_42.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_44.png)(http://files.steps.club/wa/ff/std_06.png)(http://files.steps.club/wa/ff/std_44.png)(http://files.steps.club/wa/ff/std_41.png)(http://files.steps.club/wa/ff/std_40.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_40.png)(http://files.steps.club/wa/ff/std_30.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_74.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_45.png)(http://files.steps.club/wa/ff/std_41.png)(http://files.steps.club/wa/ff/std_39.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_34.png)(http://files.steps.club/wa/ff/std_35.png)(http://files.steps.club/wa/ff/std_40.png)(http://files.steps.club/wa/ff/std_33.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_34.png)(http://files.steps.club/wa/ff/std_27.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_23.png)(http://files.steps.club/wa/ff/std_23.png)(http://files.steps.club/wa/ff/std_16.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_18.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_39.png)(http://files.steps.club/wa/ff/std_27.png)(http://files.steps.club/wa/ff/std_45.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_44.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_30.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_32.png)(http://files.steps.club/wa/ff/std_27.png)(http://files.steps.club/wa/ff/std_35.png)(http://files.steps.club/wa/ff/std_38.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_30.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_46.png)(http://files.steps.club/wa/ff/std_41.png)(http://files.steps.club/wa/ff/std_00.png)(http://files.steps.club/wa/ff/std_30.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_38.png)(http://files.steps.club/wa/ff/std_35.png)(http://files.steps.club/wa/ff/std_48.png)(http://files.steps.club/wa/ff/std_31.png)(http://files.steps.club/wa/ff/std_44.png)(http://files.steps.club/wa/ff/std_90.png)

That one killed me xD
Title: Re: wkUltraFrontend Beta released
Post by: raffie on August 10, 2015, 09:57 AM
Really great work StepS, wish I could use it though since like everyone else that plays PX games, I'm stuck at v3.6.31.0.
Title: Re: wkUltraFrontend Beta released
Post by: Kaleu on August 10, 2015, 07:43 PM
It's brilliant, thank you!
Want a fully working HD screenshots in the next updates.
Title: Re: wkUltraFrontend Beta released
Post by: Casso on August 12, 2015, 10:50 AM
Great Job!

Can't wait to try it :)
Title: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 03, 2016, 01:14 AM
wkSuperFrontendHD 0.4 is here!

It has been long overdue, but the update is finally here! This is the largest module update (and the longest one to make) that I've done yet. The update finally introduces HD graphics for the frontend: all the bitmap assets used by the game: there's more than 1300 of them, for 720p+ resolutions (x1.5) and for 960p+ resolutions (x2.0). As well as new fonts and many other things. This is something that had been missing ever since the appearance of Magnification in the module. It has been a long year, but here goes!
For a more in-depth description please read the top post (https://www.tus-wa.com/forums/worms-armageddon/t-27448/msg226117/#msg226117) of the thread.

Update notes for v0.4:

Some known issues with this release:

The download links are in the OP.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: j0e on October 03, 2016, 03:08 AM
Excellent work StepS. It really makes the frontend far more usable. No more straining to read small fonts. Everything looks so crisp and inviting too. Big change from previous versions.

Just want to point out for anyone wondering - wkD3d9wnd is still 99.9% compatible with wkSuperFrontendHD. So you can have the best of both worlds. These two patches are a big part of the reason I still play WA.

The 320x240 mode is awesome. For me it requires d3d9wnd, since my laptop can't display 240p natively. But it crashes sometimes perhaps as a result. Known bug and I love it anyway. It looks like WA would look on a Gameboy color emulator, big nostalgia trip.

Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: MonkeyIsland on October 03, 2016, 06:29 AM
Nice job StepS!
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: Nullum on October 03, 2016, 08:13 AM
Awesome! o.0

StepS - Soon you can develop a new WA2 games :))
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: AduN on October 03, 2016, 12:21 PM
omfg this is fucking awesome, thank youuuuu steps!!!!!!11
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: Triad on October 03, 2016, 01:20 PM
Great job man!
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: Kaleu on October 06, 2016, 07:15 PM
Thx a lot
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: TheWalrus on October 08, 2016, 12:01 AM
https://www.twitch.tv/wormsstream17/v/93600121

what am i doing wrong steps, my frontend is jacked up with new update, i did something i think

also have weird cursor glitches when i minimize, i didnt try and produce in video

if i cant fix i guess ill just revert back
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: j0e on October 08, 2016, 03:21 AM
Walrus, have you tried changing the following setting (by editing the included .ini file)

SetInternalResolution=Auto
 to
SetInternalResolution=4x3 ?

If nothing else the 4x3 mode looks nicer imo. Your aspect ratio looks off for sure tho. If it still looks squished or bugged try "SetInternalResolution=Graphics" or "SetInternalResolution=Stretch".
 
Cursor issues seem to be related to using both wkD3d9wnd and wkSuperFrontend together. I get the issue you describe (losing cursor when minimizing and have to terminate WA.exe in task manager to get it back) as well, but infrequently enough that it doesn't matter.

The other issue i've seen is when using weird resolutions, the cursor can't reach the bottom of the frontend screen if d3d9wnd is on. That's why i said the two modules are only 99% compatible. By weird resolutions I mean stuff like 480x360.

Try renaming your wkd3d9wnd.dll to .pll or something (to temporarily disable) to see if that's the issue.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 08, 2016, 03:16 PM
I'm not sure what causes the black bars on your system, that's weird (I can only suggest checking the driver settings for the scaling). However if you're using the module together with D3D9Wnd then make sure to disable the following D3D9Wnd's Frontend options: Stretch, Centered, EnableCustomSize. Those options use workarounds and are not recommended. Make sure "Hardware Cursors" is on in Advanced settings, or if that's where the issue happens, try disabling it.
Title: Re: wkUltraFrontend Beta released
Post by: Sensei on October 08, 2016, 05:35 PM
Really great work StepS, wish I could use it though since like everyone else that plays PX games, I'm stuck at v3.6.31.0.

That shouldn't stop you to install 3.7.2.1 version in another folder :)
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: aik on October 08, 2016, 06:08 PM
Might be very likely linked to using wine - I encounter an "Out of memory" Error, if I try to go to wormnet (not every time - but 6 out of 7…).
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 08, 2016, 06:23 PM
Might be very likely linked to using wine - I encounter an "Out of memory" Error, if I try to go to wormnet (not every time - but 6 out of 7…).
Would like a CRASH.DMP file. That includes much more information about the crash, as well as a minidump and the stack trace. Then I can tell which API specifically (and how) failed. Sounds like a fail in WinAPI.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: aik on October 08, 2016, 06:34 PM
…but no worries - i don't think manny people use wine to play w:a - and i i.e. get along w/o frontent resolution…
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: TheWalrus on October 08, 2016, 07:31 PM
I'm not sure what causes the black bars on your system, that's weird (I can only suggest checking the driver settings for the scaling). However if you're using the module together with D3D9Wnd then make sure to disable all of D3D9Wnd's Frontend options, such as Stretch, Centered, etc. Those options use workarounds and are not recommended. Make sure "Hardware Cursors" is on in Advanced settings, or if that's where the issue happens, try disabling it.
I fixed it, looks awesome now!

This was the command line that was getting me in trouble:

[FrontendSettings]
Fullscreen=0
FullscreenAlternative=0
Stretch=0
Centered=0
RunInBackground=1
EnableCustomSize=1
Xsize=960
Ysize=720


I had set a custom size that worked really well in the last version, but with this new version, looked like crap.  This new frontend looks awesome steps, what an upgrade!  Really nice job.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: Aladdin on October 10, 2016, 01:46 AM
Very good Congratulations steps!
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: TheMadCharles on October 10, 2016, 07:53 PM
Intro isn't completed... just sayin'

EDIT1: Just some errors here and there, screen size is 1440x900, here's my config:

Code: [Select]
[Misc]
EnableModule=1
Resolution=Game
CustomWidth=0
CustomHeight=0

[Magnification]
FontScaling=Default
SuperGraphics=1
AutoScaleMissingGraphics=1
SetInternalResolution=4x3
CustomInternalWidth=0
CustomInternalHeight=0

[attachment=1]
That door is going to trigger my OCD

[attachment=2]
LAN and WormNET buttons don't have the same height
I kinda have a feeling that the LAN button is shorter than the WormNET button... kinda
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 10, 2016, 08:00 PM
Intro isn't completed... just sayin'
That's mentioned in the known issues. Low priority, because too much work for little visibility (although I haven't actually measured how much that work would be).
The objects on the nuclear intro are intentionally replaced with empty images, because they are misplaced at the moment. And must be in sync with the background, as there's no alpha-transparency support in BMP (even more so 8bit).

That door is going to trigger my OCD
This is normal right now (however, it's mentioned in the known issues). The door uses the size as provided by the graphics package. In your case it's 900 -> 720, so the 720p door. There are two ways to 'fix' this:
1) center the door, and make all objects under it invisible when the door is in front. This is my current plan.
2) additionally stretch the door in realtime, a la AutoScaleMissingGraphics (nearest-neighbor). Would look awful, especially if we stretch it to your aspect ratio too.

Also, you are using an x900 resolution. Unfortunately, x900 resolutions (1440x900 and 1600x900) are the unluckiest at the moment (if we don't count 1440p and beyond), because there's no x1.75 (840p) package, only 720p and 960p. So you're forced to 720p. In the future, it might become possible to use arbitrary-height packages. The module will then scan and choose the most appropriate package for you. So you could have a true 900p or 768p package for example.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: TheMadCharles on October 21, 2016, 03:25 PM
What if someone wants to make a theme for this frontend, what do they need to know? what kind of bmp files used etc.?
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: Mega`Adnan on October 21, 2016, 06:35 PM
Map preview becomes small, I want normal map preview. :P
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: TheMadCharles on October 21, 2016, 07:13 PM
Map preview becomes small, I want normal map preview. :P

I don't think map thumbnails can be scalled
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 21, 2016, 11:37 PM
What if someone wants to make a theme for this frontend, what do they need to know? what kind of bmp files used etc.?
All graphics are in graphics\_super\x960 and graphics\_super\x720, for resolutions with heights over 960 and over 720 respectively. These contain the files that you need to mod. Currently these are the only locations where the module looks for super graphics (except for fonts). Perhaps if I add a skin option then you could keep them side-by-side and switch with ease, but for now, this is it.

Map preview becomes small, I want normal map preview. :P
So like I mentioned in the 0.4 patch notes, this is a known issue, and I didn't want to delay the 0.4 release for it. The problem is, while I do know how to fix it, it is a pain in the ***. For a "proper" bigger thumbnail (downscaling from the big map to a bigger thumbnail, and not upscaling the smaller thumbnail like it's done in WWP Remastered), the entire function generating thumbnails has to be rewritten. Not just hooked and patched. And there are two copies of this, one for bit maps, and one for color maps. Each having math in them that requires some understanding and analysis. I might do it eventually but no promises. Ideally I'd also do it so that it could benefit from wide-aspect-ratios. So for example, if you load a wide map, and are using a wide resolution with SuperFrontendHD, it would occupy the whole wide space that is given to the map thumbnail in that mode.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: solido on October 27, 2016, 05:19 AM
i downloaded the superfrontend and installed it but it made it worse....

how do I uninstall or tune it so the screen doesnt flash...

i tried reading the documentation but i need hand holding since i have no idea...  :'(

my specs are 6 core amd fx-6200 (am3+, onboard radeon graphics, 22" lcdd samsung monitor, 8gb ddr3 ram, running 1680x1050 on windows desktop, windows 7)

what settings what other packages.....

thanks  :-*
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: solido on October 27, 2016, 05:28 AM
i downloaded the superfrontend and installed it but it made it worse....

how do I uninstall or tune it so the screen doesnt flash...

i tried reading the documentation but i need hand holding since i have no idea...  :'(

my specs are 6 core amd fx-6200 (am3+, onboard radeon graphics, 22" lcdd samsung monitor, 8gb ddr3 ram, running 1680x1050 on windows desktop, windows 7)

what settings what other packages.....

thanks  :-*

me again just tried reading through the info in this thread again... i just wanna get rid of this... this thing aint ready for the prime time i dont even know what this is supposed to do....... how do i uninstall >:(
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: TheWalrus on October 27, 2016, 05:44 AM
i downloaded the superfrontend and installed it but it made it worse....

how do I uninstall or tune it so the screen doesnt flash...

i tried reading the documentation but i need hand holding since i have no idea...  :'(

my specs are 6 core amd fx-6200 (am3+, onboard radeon graphics, 22" lcdd samsung monitor, 8gb ddr3 ram, running 1680x1050 on windows desktop, windows 7)

what settings what other packages.....

thanks  :-*

me again just tried reading through the info in this thread again... i just wanna get rid of this... this thing aint ready for the prime time i dont even know what this is supposed to do....... how do i uninstall >:(
delect superfrontend.wk in WA root directory
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 27, 2016, 07:16 AM
i downloaded the superfrontend and installed it but it made it worse....

how do I uninstall or tune it so the screen doesnt flash...
I don't know what you mean by the screen flashing, but that sounds like a graphics driver issue, unrelated to the module. The module does not alter the renderers in any way. What renderer are you using (Options - Advanced - Rendering API)? It's recommended to enable Direct3D9 for the highest performance.
If you want to disable the module: set EnableModule=0 in wkSuperFrontend.ini. Or delete the dll file.
Alternatively, if you haven't already, try D3D9Wnd. It resolves most issues related to running the game full-screen, and if I understand your issue correctly, it will 99% likely be resolved. You can run the game in a fake full-screen mode, with a borderless window covering the whole screen.
The only glitch with 1680x1050 that I know of is a thin line collecting some dust at the bottom. This is a bug of the game itself, and is already fixed in the upcoming W:A update. If you set the resolution to e.g. 1681 or 1049, the bug will not happen (but you'll need windowed mode)
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: TheMadCharles on October 28, 2016, 06:44 PM
If you put fixing intro to low priority, is there a way to completely disable it? Like, from appearing out of nowhere when idling in main menu?
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 28, 2016, 06:48 PM
If you put fixing intro to low priority, is there a way to completely disable it? Like, from appearing out of nowhere when idling in main menu?
Yes, that should be easy to patch. Maybe it wouldn't fit in the scope of the module though, but I don't think that's a problem.
Title: Re: wkSuperFrontendHD 0.4 released [With HD graphics!]
Post by: StepS on October 29, 2016, 11:06 PM
Update 0.4.1 is out

This is a small update with the following changes:
It's very recommended to install this update. If you are updating from 0.4.0.x, you can just download the dll (https://steps.keybase.pub/wa/wk/wkSuperFrontend.dll) as there have been no graphics changes since 0.4. Otherwise get the full package (https://steps.keybase.pub/wa/wk/wkSuperFrontendHD_full.7z) of the module. You can also enable the "Auto" option manually in the ini if you want.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: TheMadCharles on October 30, 2016, 07:04 AM
  • Added a new Resolution mode: Auto, and made it the default. This mode works like Game, however it will not use a resolution that's higher than your current desktop resolution. This is useful for example if you're using windowed mode and have set a super-resolution (higher than what your monitor supports) for use in-game with D3D9Wnd. Since there's no downsampling in frontend (nor can it be implemented properly), this is the only way to ensure good experience in the frontend. The old "Game" option, as usual, will use the specified in-game resolution as long as it's not 0 or less.

Nice! Funny enough, I actually encountered that when messing around with wkLobbyCmd. Good thing I didn't set to 4K then xD
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: Alien on May 27, 2017, 04:37 PM
thanks mate, nice module.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: STRGRN on May 27, 2017, 06:13 PM
i hate it. it isnt worms armageddon if it doesnt have those beautiful 1999 graphics
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: SiD on May 27, 2017, 06:50 PM
i hate it. it isnt worms armageddon if it doesnt have those beautiful 1999 graphics

blasphemy!
your punishment? read the readme 10 times over.
http://worms2d.info/Worms_Armageddon_ReadMe_(English)

and embrace the amazing work these guys (and module authors) do to improve this magnificent game.
*it isn't worms armageddon if it doesn't have these people.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: TheWalrus on May 27, 2017, 07:11 PM
this is my favorite module
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: STRGRN on May 27, 2017, 09:21 PM
read the readme 10 times over.

(http://i1.kym-cdn.com/entries/icons/original/000/007/423/untitle.JPG)
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: Rabbzz on May 29, 2017, 02:21 PM
This is awesome!!
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: STRGRN on May 29, 2017, 06:11 PM
i hate it. it isnt worms armageddon if it doesnt have those beautiful 1999 graphics

ignore what i said here. i tried the module and its better than i expected



still the worst thing i've ever seen
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: TheMadCharles on May 29, 2017, 06:41 PM
Ignore what I said here. I tried the module and it's better than I expected.

Still, the worst thing I've ever seen.

Intolerant to evolution
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: STRGRN on May 29, 2017, 06:46 PM
Ignore what I said here. I tried the module and it's better than I expected.

Still, the worst thing I've ever seen.

Intolerant to evolution

scumbag, you fixed my cancerous grammar mistakes
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: francot514 on June 10, 2017, 08:24 PM
How to turn windowed mode using this?
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: j0e on June 10, 2017, 08:53 PM
How to turn windowed mode using this?
wkSuperFrontendHD=fullscreen. It acts like a window because you can still shift-esc or alt-tab easily. If you want "windowed" mode (able to see desktop) you must use D3d9Wnd instead. With d3d9wnd you still won't have the traditional "_ □ X " window controls for the frontend and there's no top bar to move the window around. The 'window' is anchored to the top left of your screen. D3d9wnd can however make the in-game part fully windowed, with the top bar and X, which can be moved around.  You can use both D3d9wnd and wkSuperFrontend together for the best overall results - they are fully compatible with each other.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: WTF-8 on June 10, 2017, 09:04 PM
How to turn windowed mode using this?

wkSuperFrontend is for enlarging the menus. For windowed mode, you're looking for wkD3D9Wnd. https://www.tus-wa.com/forums/worms-armageddon/d3d9wnd-a-native-direct3d-9-based-windowed-mode-and-multi-monitor-support-19063/
By the way they're compatible.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: GeneralEcchi on June 10, 2017, 10:18 PM
i hate it. it isnt worms armageddon if it doesnt have those beautiful 1999 graphics

Personally I like a little bit more high res particle effects with real blood and explosions
Nothing top those worms sprites thou - all of worm's sequel made the worm looks ugly and unplayable
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: francot514 on June 12, 2017, 08:39 PM
wkSuperFrontend is for enlarging the menus. For windowed mode, you're looking for wkD3D9Wnd. https://www.tus-wa.com/forums/worms-armageddon/d3d9wnd-a-native-direct3d-9-based-windowed-mode-and-multi-monitor-support-19063/
By the way they're compatible.

This cause some problems to me while running, i will try booth compatibility.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: SolidSunny954 on July 06, 2017, 07:06 AM
https://www.tus-wa.com/forums/worms-armageddon/how-do-i-edit-backdrop-in-worms-armageddon-31107/msg261538/#msg261538
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: Mega`Adnan on October 04, 2017, 12:33 PM
Is there a wkSuperFrontEnd for WA version 3.6.31.0? I'll be needing it for playing PX games.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: Sensei on October 04, 2017, 01:09 PM
I still don't get what this module brings to a game instead of HD menu (where all maps gets smaller and harder to edit)?

I see ppl really love it, maybe I'm doing something wrong!?

Also, FaD told me that he doesn't get screen stuttering (with v-sync OFF) while using mentioned module.
I tried it and stuttering continued as usual - if not worse..

Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: StepS on October 10, 2017, 05:00 AM
Is there a wkSuperFrontEnd for WA version 3.6.31.0? I'll be needing it for playing PX games.
The module doesn't support 3.6.31.0, because the code differences are expectedly big, and this is not a priority at the moment. Also I am not optimistic about the performance of 3.6.31.0's frontend at larger resolutions, even if you add wndmode.dll. Maybe only on older Windows systems.
I still don't get what this module brings to a game instead of HD menu (where all maps gets smaller and harder to edit)?
One important thing is that it resolves the lack of 640x480 support on a variety of drivers, the #1 issue on the Steam forums, which prevents many people from launching the game. D3D9Wnd is another solution, but it makes the frontend either tiny or badly stretched without this module, and doesn't preserve exclusive fullscreen (although since D3D9Wnd 0.7.0.0, it is now possible to optionally have exclusive fullscreen in-game, while keeping frontend windowed).

Also, FaD told me that he doesn't get screen stuttering (with v-sync OFF) while using mentioned module.
I tried it and stuttering continued as usual - if not worse..
That's probably because the higher the resolution, the lower the framerate (especially in frontend, which suffers more), so by upping the resolution, his non-vsync framerate went down to nearly his screen refresh rate, making it appear like there's no stuttering.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: Sensei on October 10, 2017, 11:30 AM
Don't have any problems with W:A on steam (except 1-2 seconds of black screen after minimizing, picking new maps, editing scheme, returning back to lobby..)
I like to draw maps in normal size, so yeah.. guess this module is not for me.

Thx for explaining StepS.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: StepS on October 10, 2017, 03:57 PM
Don't have any problems with W:A on steam (except 1-2 seconds of black screen after minimizing, picking new maps, editing scheme, returning back to lobby..)
I wasn't saying it's a Steam problem though. I was saying that many people on the Steam forums had this issue, this affects both the CD and Steam editions. Steam represents a good portion of the casual playerbase.


One year has passed since the release of 0.4! A new update for SuperFrontendHD will come soon.
Title: Re: wkSuperFrontendHD 0.4.1 released [With HD graphics!]
Post by: Orange_Ball on October 24, 2017, 07:06 AM
Can you make it compatible with Project X 3.6.31.0?