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Messages - readyworm

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1
Wormkit Modules / Re: wkmacros
« on: September 06, 2020, 03:45 PM »
Great work, Terion!

2
Schemes / Re: Freemediate - An evolution of Intermediate
« on: September 01, 2020, 04:33 PM »
I've tried a few games with this scheme and it works really well.  I think manual worm placement would deviate too much from the Intermediate opening style.   It feels more balanced being able to remove initial bad positioning whilst keeping the random placement.  Good stuff!

3
Tech Support / Re: 3.8 update problems
« on: August 16, 2020, 06:33 PM »
...and use the New Desktop feature in Windows 10 (WINDOWS KEY + TAB)
...just for clarification - ⊞ + Tab also works with win7 so this is nothing new :)

"New Desktop" as in add a "New Desktop" - not saying the feature is new.  Have you managed to ABX .opus vs .wav yet Mr.Smarty Pants? ;)

4
Tech Support / Re: 3.8 update problems
« on: August 16, 2020, 11:46 AM »
I have the Steam version and experience the second issue, although it's rare for me.  When it does happen, like you, the WA screen is black for a while and I can confirm that other players experience lag when this happens.  Wasn't an issue in 3.7.2.1.  Possible workaround is to use windowed mode, full resolution (so it's like full screen on the monitor) and use the New Desktop feature in Windows 10 (WINDOWS KEY + TAB) and alternate between desktop and WA instead of minimizing.

Not sure about the first issue but I it would be good if WA could recall which screen it was run on and support full screen on secondary monitor without having to first set the monitor as primary in Windows.

5
General discussion / Re: Turn ended early ... Is this a bug?
« on: August 06, 2020, 03:54 PM »
I did think that but it was so slow and thought there'd be an 'ow!' sound effect.

6
General discussion / Turn ended early ... Is this a bug?
« on: August 06, 2020, 02:17 PM »
I was just practising offline with a standard Shopper scheme when my turn ended suddenly after activating a dud mine and (safely) detaching from the rope.  Screen capture from the replay here : https://gofile.io/d/qEess3

Using 3.8 Steam version
Wormkit modules: WormNAT2, Super Frontend HD, Remap Keys, wkNewWave

Have I missed something or is this a bug?


7
Files / Re: Worms2 Music for Worms Armageddon
« on: August 05, 2020, 08:53 PM »
Quote
...all you written here is old, while they didn't want to write on each CD that it won't give the same feeling as analog audio. Vinyl's clicks and crackles have nothing to do with the sound spectrum and did you even hear about metal tapes?

Did you ever hear of hi-res audio?

You're just showing your ignorance and I don't feel a need to prove anything to anyone, but I can assure you I can more feel the difference than hear it, it's hard to explain and I don't think you're the one who can understand that. Greets <3

It sounds like confirmation bias to me. The ABX tests would prove it either way, it would be interesting to see if you really can feel the difference.

Hi-res audio is a bad idea (unless recording/mixing), sold as snake oil and can actually make the sound worse than 44.1.   Monty Montgomery does a great video on this here.  Also, a lot of vinyls are cut with lathes that use digital lines - so is it really analogue? ;)

https://web.archive.org/web/20200426050432/http://people.xiph.org/~xiphmont/demo/neil-young.html





8
Files / Re: Worms2 Music for Worms Armageddon
« on: August 04, 2020, 11:06 PM »
Quote
I've already heard this before, for multiple times, but it all depends on what your ears are used to hear everyday, every time you're listening up some music, or even when you're watching a movies... (all sounds I hear, even those from movies, are at the highest quality possible, simultaneously pitched down in a real-time from 440 to 432 Hz, according to the "A4" note)

I can really hear and feel the difference, especially when I can turn subwoofer off hardware-side (I prefer hardware EQ, trying to avoid the software ones), because the biggest quality impact of lossy compression is noticeable through the high frequencies (like hi-hat, crash, hi-pitched piano or violin).

To be sure who's right you need to at least try a different way, not just repeating what others want you to think...

...did you know that standard cd-quality is some kind of compression already compared to analog audio sound from a vinyl or a good deck playing good quality tape? When you compare the sound spectrum you'll see how a digital sound got compressed.

Any further questions?

What are you talking about?  CD captures a bandlimited signal to half the sampling rate, as per Nyquist, so perfectly reproduces frequencies up to 22Khz.  No compression.  The 16 bits of dynamic range also exceeds vinyl and tape by a large margin even without dithering and noise shaping which gives even more headroom.  Lets not even go into the inherent flaws of vinyl and tape!

Back to my point though, which was that you won't be able to tell the difference between a well encoded stereo .opus file and the lossless source, on any equipment ... why don't you just do blind ABX trials and prove that you can?  I look forward to seeing your results Mr.Golden Ears :) !




9
Files / Re: Worms2 Music for Worms Armageddon
« on: August 04, 2020, 05:49 PM »
It would be great if WA integrated this module's functionality and had a separate volume control for music.  Supporting other audio formats like .opus and .mp3 would be awesome as well, cutting down on the huge file sizes.  Maybe one day :D
Using lossy compression destroys high-quality experience...

...anyway, I think the game's engine works smoother when it operates with uncompressed *.wav files...

You can always use some media player to play your favourite music in background, this solves the problem with pause between tracks and you can set your volume as you desire, so for me there's no sense of requesting any code changes in this area, while the guys have enough work with the updates and new features :)

Destroys the high-quality experience? It's lossy, yes, but you won't be able to tell the difference between the original WAV and a high bitrate (200KBs+) .opus file or 320Kbs MP3 file.  Instead of having 1GB of WAV's, you can have <100mb .opus files.

Decoding MP3 or .opus in-game would place so little burden on your CPU, it's barely worth talking about, and it would decrease disk I/O.

Not priority change obviously, just nice to have.

10
It was just a suggestion to do a guide instead of putting together a fixed package. This way, people can make the changes they want for themselves, and if they want to download 300mb of replacement music, or 6gb of soundbanks etc,  they can.  The pressure isn't on you to come up with a prescriptive package.

People getting into the game eventually stumble across this site and worms2d.info, I just think it'd be nice to pin a concise guide in the Welcome message.  I get the impression there's a fair amount of CD/ISO version users out there.

Anyhoo... just an idea.


11
Hey there,

I feel it might be better to evolve this into a well written and maintained Recommended Setup Guide rather than a fixed download pack.  Perhaps it could be pinned somehow or mentioned in the front page Welcome message as a good place to start for newcomers.  My thoughts:

- Cater for CD, Steam and GOG users
- Focus first on a good 'standard' recommended setup :
-- Restoring the missing stuff from the CD version
-- Replacing the stock sound tracks with the high quality versions
-- Modules info/links: WormNAT2, SuperFrontend, RemapKeys, NewWave [for adding additional Audio, links to additional audio], FileOverride [for CD version users]
-- Mention the online snooper and WMDB usage.
...
- The guide can then link into other stuff people may want to explore, with recommended links etc.



12
Files / Re: Worms2 Music for Worms Armageddon
« on: July 27, 2020, 09:37 PM »
Here's another link if you're having trouble with Mega : https://gofile.io/d/KqCQzP

13
Files / Re: Worms2 Music for Worms Armageddon
« on: July 27, 2020, 09:02 PM »
Nice one The_Brickster :)

While we're on a roll, here's the Worms Reloaded tracks, which I think are really good! They're clearly based on the original tracks but still very different. The Sudden Death track is way more tense / dramatic : https://mega.nz/file/3Vp1HJJQ#-gmVeru4sZ8CoZygyRyxBSt4RoWrj0P3Uy3DUb6AZ7o

I found the FLACs online and checked the quality in a spectrum analyser to make sure they hadn't been butchered/MP3'd first. They're all high/original quality, full spectrum 44.1khz.

I removed the first few seconds of the SuddenDeath track so that it loops perfectly in WA (the original had a fade in).

Enjoy!

14
I can host fine from Great Snooper on 3.7.2.1 and 3.8.

I know it can natively use WormNAT but I do have the WormNAT2 dll installed as well.  Not sure if that's the reason.

I tend not to use it to host though as you you can't re-open a game using /open whereas you can when hosting in-game using WormNAT

15
Files / Re: Worms2 Music for Worms Armageddon
« on: July 25, 2020, 12:34 PM »
I managed to rip the ambient music tracks that are unique to WWP (CD quality, from the Dreamcast ROM). Link here if anyone wants them :
https://mega.nz/file/WRgiSCYT#eEvUg-v8pinmDJPPfYfAayCBwqNWHXFsCOY8j6Ne5io

I'm using Terion's NewWave WormKit module which works great with 3.8 Steam version.  Now I can randomise all high quality tracks from WA, WWP and W2.
https://www.tus-wa.com/forums/worms-armageddon/wormkit-module-for-ingame-music-32542/

One very minor thing I've noticed is when a track ends, the next track won't start until the next worm's turn. I think this is a WA code thing.

It would be great if WA integrated this module's functionality and had a separate volume control for music.  Supporting other audio formats like .opus and .mp3 would be awesome as well, cutting down on the huge file sizes.  Maybe one day :D

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