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Messages - olavnordmann

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I have decided on a working-name for the project; "Worms 2 SuperConfig"

Also visual indicators, because of awesomeness. They have two levels of maximum, the maximum allowed through the Worms 2 UI and the maximum allowed within the game engine itself.

2
Yeah, I just realize minutes after posting, stupid me  :-X

Anyways I tested it and I think it's pretty cool! putting more super secret weapons should be cool, also, an idea, for Nuclear Bomb it should be how much pixels it will consume, in comparison with the indian test from WA, the nuclear bomb it's pretty silly, it needs to 'drown' more terrain IMO.

Anyways, keep that good work!
The program can only configure the weapon files, which unfortunately don't store information on the super secret weapons.

3
I usually play Worms 2, so, thank you! but I can't make this program work  ???
You need Java to run it.

I have a more recent version of the program, though, with input values limited to the max game-engine values. I'll in some time make an options editor function too, and then I plan on releasing it here.

4
I remember the snow map from worms 2 demo... I'd love to play it again xD where could I find it?
That was the october demo, which had the finalized style on the clock.

The first demo had a pirate-themed cave map, and I played the heck out of it in middle-school.

All demos are still available on Team17's ftp server.

5
Other worms games / Re: Opinion on Worms games other than WA...
« on: December 05, 2013, 01:17 AM »
Somewhere, some time ago, I mentioned something along the lines of:

Worms - Great Concept, fun and striking gameplay.1
Worms 2 - Made by programmers, for programmers.2
Worms Armageddon - Worms 2, but redesigned for everyone.3
Worms World Party - Lightweight remake/redesign of Worms Armageddon for the kids to play with.4
Worms 3D - It had to happen eventually, and it didn't really work too well in this case either.5
Worms 4: Mayhem - Worms 3D for kids.5
Worms Reloaded (and more recent) - Ghosts of the franchise's past.

1 It's the foundation of the entire series. What else is there to be expected?
2 A signifficant leap in about every aspect of the original. However, it has an unusually technical UI: Game may feel like an independent game engine with a hackers UI extension rather than a solid game.
3 More and better awesome, but less customization though. It has what it needs, and it knows it.
4 Technically it's basically a remake of Worms Armageddon, but designed for consoles and online multiplayer. There is a lot of things Worms Armageddon got right that Worms World Party messed up. I say no more.
5 I like to describe Worms 3D as the 3D equivalent of Worms Armageddon, and Worms 4: Mayhem as the 3D equivalent of Worms World Party.

6
That style of timer was at least used in the demo of Worms 2 from 5 September 1997, but the mines in that demo had been changed to their final designs.

7
I have issues getting the game running on my laptop, so I'll look into getting a VirtualBox with Windows 95 up and running over the holidays.

Reinstalled using the primary CD ROM drive, and V1.01 (unpatched) Frontend.exe works. Here are some results:

Many of the values are limited to a byte, so things like damage and such are all modulus 256. Values with special meaning for value 10 seems to be limited to max 127, with values 128-255 equalent to value 10. Boolean values are as mentioned on the wiki; 0=false, 1-255 = true.

8
quick easy fix i'll do for the design is changing the basic gwt button on top left (menu,...) to more worms like button (e.g. background black and color red).
The idea was to have icons on them, but I decided regular buttons were good enough. Black buttons may also be slightly problematic since I'd like the weapon selection gird to stand out, and black buttons forces me to make changes that reduce its contrast compared to the rest of the GUI.

What I am more concerned about is how the game responds to unexpected values. The description of the file format is quite crude, and doesn't mention anything how things work in the game. I'm thinking of things like Crate Probability and more or less any option that just states it's unit as percentage. Or rather, if I could figure out what mechanics changed between Worms 2 and Worms Armageddon, then I can use some of the information already present in the Knowledge Base.

9
Managed to get most things to scale, and as such I decided to use twice the resolution for the parameter icons.

I will look into icon and ammo/delay on the overview tomorrow. It's 4AM over here right now (swing and scaling is no good combination).

-----

Done and done. I'll spend some time reading for upcoming exams, but I'll start working on the options-scheme-editor part later this month.

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Nice! What's the official name for your editor, I could add it to the software page. Keep it up!
Btw do you know if it's possible there to detect system DPI scaling? To make the texts bigger with the DPI-scaled Windows. Thankfully nothing is wrecked here :)
I was thinking about having the sizes of everything depend on the window size. Ill look into it.

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I know Worms 2 has long since been put to rest, but despite it's limitations; it was from my knowledge one of the most configurable Worms games to date. Due to this, I have decided to bring it back for a moment to experiment a bit.

The only problem is that most external weapons or scheme editors with support for Worms 2 looks like they were thrown together in no time and with little thought on usability. Thus I decided to write my own editor, which I have attached here. It's written in Java, so you'll need to be able to run .jar files.

What this thing can do: Edit weapon config files for Worms 2.
What can be improved: Better icon graphics, better description text, better representations of some options (not have all fields as numerical inputs), ammo and delay displayed on overview, default values that actually make sense (instead of clear all to zero), support for Worms 2 scheme files, support for Worms Armageddon scheme files...

Any comments will be appreciated, thanks!

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