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Topics - Deadcode

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46
Leagues Games Comments / Game #231193, reported by Zwitter
« on: March 04, 2022, 02:21 AM »
Good game.

I could have won by placing the Holy Hand Grenade differently (playback @ 20:27):

47
Leagues Games Comments / Game #230992, reported by Deadcode
« on: February 21, 2022, 08:14 PM »
GonZaLO unfortunately got disconnected, and I felt that given that 1) very much game time had passed by that time, 2) I had a very high chance of winning if the game had continued, and 3) it was his internet that disconnected while mine stayed up, I felt it was suitable to be treated as a win for me.

48
Leagues Games Comments / Game #227380, reported by Deadcode
« on: May 31, 2021, 10:56 PM »
I accidentally put that the scheme was my pick, but it was blitzed's pick.

49
Leagues Games Comments / Game #227367, reported by Deadcode
« on: May 31, 2021, 12:32 PM »
Danelius went into /afk mode starting at 4:55 (with no explanation at the time – learned afterward it was a needed bathroom break). I was already winning by a wide margin... so I treated it essentially as a Surrender. I hate to win in this way though.

50
Leagues Games Comments / Game #227078, reported by blitzed
« on: May 05, 2021, 06:55 PM »
This game had some interesting TA opportunities. Here is the full pack:
TA pack for 2021-05-04 20.48.20 [Online Round 1] @Deadcode, ob`blitzed`zar.WAgame.7z

The shotgun at the end is actually a bit hard. If done even slightly inoptimally, blitzed's Airstrike can do 1 or more hp of damage to my worm if aimed perfectly. In this TA, my worm is perfectly positioned to avoid damage from any Airstrike... if I were just a tiny bit to the left or right, I could still be killed.

Of course, perfect aim of the Airstrike would not be guaranteed, so even an inoptimal Shotgun execution would probably have been good enough for my worm to survive. And all I needed was to survive 1 turn, because I had rope and thus would be able to do the kill and win on my next turn.

51
Leagues Games Comments / Game #227058, reported by blitzed
« on: May 01, 2021, 10:03 PM »
First replay file is the wrong one, it was actually 2021-05-01 20.36.00 [Online] ob`blitzed`zar, @Deadcode.WAgame. We voided it because my worm got irreversibly stuck, due to a bug in the map's design.

52
Leagues Games Comments / Game #226707, reported by Deadcode
« on: March 29, 2021, 10:05 PM »
if anyone is curious why this says "Round 2" in the filename: Round 1 was a funner.

53
Leagues Games Comments / Game #226663, reported by Deadcode
« on: March 26, 2021, 12:32 AM »
Chicken23 reported the wrong round as his win, so I've reported the wrong round as my win. Hopefully these can both get deleted soon so we can re-report the correct rounds.

54
Announcements / Worms Armageddon v3.8.1 Released
« on: December 23, 2020, 05:54 PM »
This "hotfix" release addresses most of the worst bugs introduced in v3.8, as well as some more minor issues. It was finished and ready for release on 2020-08-11, intended to be released soon afterward. That is the reason the changelog is so short. But then there were delays beyond our control, and I chose to rebuild it on 2020-11-08 to include some finishing touches to the set of translations.

Work is already in progress on the next release, which will probably be v3.9.

CD-ROM Edition: Download Here
Steam Edition: Update automatically through Steam.
GOG Edition: Update through GOG Galaxy, or by fully installing the game (must be logged in on GOG).

SHA-256 sum:
b33b3a1f0833cc41bb75a956f7c32fb277b464870fd0c720db114ee1be6beb29 *WA_update-3.8.1_[CD]_Installer.exe

v3.8.1 Update

Fixes
  • [DC] Bug in a feature introduced in v3.6.28.0: If a .PNG file with more than 112 non-black colours was loaded in the Map Editor, it could then be resaved (using the "Save" button) without being reduced to 112 colours, resulting in a .PNG file with the W:A-specific chunk that was nevertheless not a valid W:A map.
  • [DC] Bug in a feature introduced in v3.8: If "RubberWorm anti-sink" was enabled, and "RubberWorm bounciness" was not, the anti-sink state would not be saved for instant replays, and thus would result in a desync if anti-sink was actively used during an instant replay.
  • [DC] Bug introduced in v3.6.29.0: In the Offline Multiplayer screen and the Options Menu, if the current scheme was intrinsic or "[ User defined ]" (i.e., "transparent select all" was active, such that typing anything into the scheme name box would clear/overwrite its entire contents), and then a scheme file was loaded, "transparent select all" was not deactivated as it should have been.
  • [DC] Bug in a feature introduced in v3.8: Tweening was completely inactive during playback of replays extracted from network logs (a special kind of replay file that currently only W:A developers can create).
  • [DC] Bug introduced in v3.8: In the Steam edition of the game, the hotkeys to open the Steam overlay (default Shift+Tab) and to take a screenshot (default F12) did not work while in-game. (Note that it is recommended to remap or disable the screenshot key, because F12 is used by W:A in-game, to select weapons in the bottom row of the weapon panel.)
  • [DC] Bug introduced in v3.8: When at least one player in an online game was using v3.6.22.0-v3.7.2.25, and a .PNG map with >96 non-transparent (i.e. non-black, if no tRNS chunk is present) colours was in use (which is supposed to result in the soil texture being fully transparent), and the game was not emulating a logic version earlier than 3.6.22.0, v3.8 would fill the soil texture with the colour at palette index 110 of that map (or if the map used fewer colours than that, one colour from the background gradient).
  • [DC] Bug introduced in v3.8: If a Super/Aqua Sheep detonated while in flying mode (without switching to falling mode first), or an Aqua Sheep disappeared off the ocean bottom while in swimming mode, then Home Lock (activated by pressing Ctrl+Home) would never work again for that team (but would still work for other teams) for the rest of the round.
  • [DC] The Reset button in Advanced Options (added in v3.6.30.0), and the registry script ResetRegistryOptions.reg (added in v3.6.31.0), did not reset the following:
    • The current pseudo-random number generator Logic Seed
    • The "Export Video" dialog box's remembered parameters (added in v3.8)
    • The "Assisted vertical sync" tuning parameters (added in v3.8)
  • [DC] Bug introduced in v3.8: Any PNG map saved using v3.6.28.0 or later (excluding those converted from LEV or BIT maps), when loaded, would have the cavern status in its W:A metadata ignored, and autodetected instead, as if loading a PNG image lacking W:A metadata. For example, if a regular (non-W:A) PNG image was loaded in W:A's Map Editor, such that W:A autodetected it as an island (with no cavern border), and the user then manually turned on the top cavern border and resaved the map, then this map, when loaded later, would have the cavern border turned off.
  • The Finnish, French, German, Portuguese, Russian, Spanish, and Swedish translations have been updated by Juho Toivanen, LTK, schaf, Kaleu, StepS, OutofOrder, and Olle Settergren, respectively, encompassing all new strings added since v3.8. This also includes some corrections and improvements to existing strings.
    • [DC] A bug in the Spanish translation has been fixed by OutofOrder: The lines "Hold Shift for fine tuning" and "Hold Shift to change the amount" were missing.
  • [CS] Bug in a feature introduced in v3.8: When using the OpenGL (shader) Graphics API with a screen resolution with a width that is not a multiple of four (for example, 1366×768), the video output would appear skewed.
  • [DC] Fixes affecting game logic
    • [DC] An explosion happening anywhere on the map would nullify the horizontal velocity of all Frozen Worm(s), regardless of where they were. (A frozen worm may have horizontal velocity if it was moving in mid-air when another worm on the same team used Freeze.) Now, explosions have no effect on the horizontal velocity of frozen worms, affecting only their vertical velocity; this is indistinguishable from the previous behaviour when they already have zero horizontal velocity.

Changes
  • [DC] With skipwalking facilitation enabled (which was part of TestStuff, and is now an extended scheme option), it is now possible, during retreat time and after the first shot of a Shotgun or Longbow, to skip-walk by right-clicking the mouse (and not only by pressing the up/down/middle arrow keys).
  • [DC] The W:A v3.7.0.0 fix "When W:A is run under Windows 8 for the first time, it will offer to configure Windows compatibility flags which should improve compatibility and performance under Windows 8." was removed in v3.8, but because this compatibility flag is in fact harmful to DirectDraw performance, and may still be enabled if v3.7.0.0 or 3.7.2.x has previously been run under the same Windows installation, W:A will now check for its presence when started, and disable it if it is currently enabled (showing a dialog box to explain that this has been done).
  • [DC] W:A v3.7.0.0 and v3.7.2.1 set the default renderer to DirectDraw (32-bit), and this would be saved in the registry even if the user hadn't altered the setting from its default. However, due to increasingly poor DirectDraw performance in modern Windows versions, and the fixing of various bugs in the Direct3D 9 (shader) renderer, since v3.8 the recommended and default renderer has been the latter, so long as the necessary support is detected. The first time v3.8.1 is launched, W:A will therefore now change the renderer to Direct3D 9 (shader), if it would otherwise normally have chosen that renderer as the default, and if the renderer was already set to DirectDraw (32-bit).


55
Announcements / Worms Armageddon v3.8 Released
« on: July 16, 2020, 07:44 PM »
Seven years in the making, the long-awaited 3.8 update is finally here!

Highlights of v3.8

CD-ROM Edition: Download Here
Steam Edition: Update automatically through Steam.
GOG Edition: Please read this to avoid losing your team data.

SHA-256 sum:
c93765fe0fd6ab6a106cb124a9aba3ba3c134f8de365313a8c70d4a48aae1089 *WA_update-3.8_[CD]_Installer.exe

v3.8 Update (built 2020-06-21, released 2020-07-16)

Fixes
  • [DC] Bug introduced in v3.7.2.1: Opening a team for editing, in which an animated gravestone (numbered 1-6) was selected, and then clicking OK to save the team (even if nothing was changed), would reset the grave to Gravestone 1.
  • [DC] Bug introduced in v3.6.28.0: When the Map Editor was in Preview mode for a .BIT or .LEV type map, and preview was updated while the water level was set high enough to force there to be fewer than 18 Placement Holes, right-clicking the Placement Holes button caused the displayed number to be updated to a value lower than 18, even though there was (and still is) no support for changing the number of placement holes in a .BIT or .LEV map. Subsequently lowering the water level would result in the displayed preview disagreeing from what would be seen in-game (because there were now too few placement holes in the preview). Note, this bug became easier to reproduce by accident in v3.7.2.1, due to the fix that forced the preview to update when the water level was changed.
  • [DC] Bug in a feature introduced in v3.6.28.0: In the Map Editor, the water level was previewed as if the map were of standard height, and could be shown incorrectly if the map was of custom height.
  • [DC] In v3.6.26.4, a feature was added to the Map Editor in which Ctrl-clicking the Terrain Texture button toggles v3.0 terrain emulation (mainly in the application of grass).
    • [DC] When loading a .BIT or .LEV map with a date stamp earlier than 2002.08.08 (the approximate release date of 3.5 Beta 1), the file was supposed to be treated by default as if it had been designed for W:A v3.0. However, this feature was non-operational.
    • [DC] There was no indication of whether this mode was in effect, other than the effect seen on the map when in Preview mode. Now, a "3.0" indicator will be displayed on top of the Terrain Texture button when this mode is enabled.
  • [DC] Bug in a feature introduced in v3.6.24.1: When "Playback at...", or restarting from a marked location, was used to skip to a point in a replay in which a looped sound effect (such as the Super Sheep flying sound, or the Dynamite fuse) should have been playing, the sound would not be heard.
  • [DC] Bug in a feature introduced in v3.6.26.4: When "Playback at...", or restarting from a marked location, was used on a replay extracted from a network log, it did not begin fast-forwarding until the loading stage had finished (i.e., until the first frame of game time had passed, it played back network time at normal speed).
  • The French, Spanish, and Russian translations have been updated by LTK, OutofOrder, and StepS, respectively, encompassing all new strings added since v3.7.2.1 and some corrections and improvements to existing strings. Some corrections have also been made to existing English strings.
  • The Portuguese translation has been updated and improved by Kaleu. All strings added/changed in the updates are now translated.
  • The German translation has been updated and improved by schaf. All strings added/changed in the updates are now translated.
  • The Swedish translation has been updated and improved by Olle Settergren. All strings added/changed in the updates are now translated.
  • [DC] The Dutch, German, Portuguese, Spanish, and Swedish translations had a complete absence of paragraph breaks in the descriptions of some missions (MISSION_DETAIL_*). These descriptions have now been given paragraph breaks directly corresponding to their English versions.
  • [DC] Bug in a feature introduced in v3.6.26.4: The translated language name of Portuguese (displayed in the language drop-down of the Options menu) has been fixed.
  • [DC] The spelling has been corrected in some string names. To make a user-made language file which was written for an earlier version of W:A compatible with the latest version, please see the list of "rename" entries in the DATA\User\Languages\localisation.log file. Make sure to put user-made language files in the appropriate subdirectory of User\Languages, not DATA\User\Languages.
  • [DC] Cheat Options dialog box, as accessed by a client who joined an online game
    • [DC] Bug introduced in v3.6.30.0: The buttons in this dialog box (corresponding to options enabled by the host) appeared to be changed by being clicked, even though a client who joins a game cannot change its scheme options. (The changes were not in fact saved, however; this was a cosmetic bug only.)
    • [DC] Even before v3.6.30.0, there was a minor bug in this dialog box; clicking the buttons gave a sound effect implying a successful click, when it should have given the "can't click here" sound effect.
  • [DC] Bug in a feature introduced in v3.6.30.0: When Home Lock was in effect (activated by pressing Ctrl+Home), this mode should have been temporarily overridden while aiming a cursor or controlling a Super/Aqua Sheep, but was not. Also, Home lost its old function, which has now been restored, of snapping the cursor to the current worm.
  • [CS] In certain circumstances, W:A would crash when it attempted to play a music track, and the respective file was missing.
  • [DC] In the team statistics viewer, "Overall Team Rank" was incorrectly calculated, and had a maximum of 85% instead of 100%.
  • [CS,DC] Bug introduced in v3.7.0.0: At in-game resolutions with a width not evenly divisible by 64 pixels, when playing on maps that force a custom gradient to be dithered, the background gradient would not be drawn all the way to the bottom of the screen, causing a strip at the bottom of the screen (with a height of ScreenHeight*(ScreenWidth%64)/ScreenWidth) to have artefacts due to being drawn but never erased.
  • [CS] A logic condition was improved when using a DirectDraw graphics API. The condition was used to determine when it is safe to resume the game after it was minimised and restored. The fix was required for hardware rendering, but may improve compatibility in certain hypothetical circumstances.
  • [DC] Flaw introduced in v3.6.31.0: The message "<team> (<player>) forced out by possible message injection" was almost always a false positive, and furthermore the message itself was too easily misinterpreted. This message has been replaced with "<team> (<player>) forced out by an unknown cause", using the new string NET_UNKNOWN_CAUSE.
  • [DC] Bug introduced in v3.7.0.0: If the camera tried to centre on an object that reached the top of the coordinate system, the game would crash. This could happen, for example, when flying a Super Sheep as high as it would go, or selecting a cursor-aimed weapon while flying at maximum height with the Jet Pack.
  • [DC] Bug in a feature introduced in v3.7.2.1: When hosting a LAN game, the 5 minute notification would be shown (inappropriately), and attempting the /open command would cause a crash.
  • [DC] Bug introduced in v3.6.30.0: If a client was editing a team or viewing the current scheme's Options or Weapons, and during this was kicked by the host or disconnected, then upon exiting back to the Join screen there would be no sign of having been kicked, and the game would behave as if it were still connected to the host (although it would not be).
  • [DC] Bug introduced in v3.6.29.0: When a new localised string, NET_LOC_HOSTER, was added to distinguish between the verb "to host" and the noun "person who is hosting", it was accidentally left as "Hoster" in English, even though both strings should be "Host".
  • [DC] Bugs in the interaction between the map thumbnail and intrinsic maps
    • [DC] Bugs introduced in v3.6.30.0 and v3.7.0.0: When an intrinsic map was the current map upon entering a screen that displayed the map thumbnail, it was (incorrectly) possible to right-click the map thumbnail to enter the Map Editor, which would then generate a random map; upon exiting the editor the name of the intrinsic map was not cleared.
      • Starting in v3.6.30.0, this bug was introduced to the online hosting screens, and could be triggered by starting a New Match or entering the Next Round stage.
      • Starting in v3.7.0.0, this bug was introduced to the offline multiplayer screens, and could be triggered by starting a new game from the Main Menu, starting a New Match, or entering the Next Round stage.
    • [DC] Bug introduced in v3.7.0.0: In the offline multiplayer Next Round screen, clicking the map thumbnail (to generate a new random map) when the current map was intrinsic did not clear the name of the intrinsic map.
  • [DC] Bug in a feature introduced in v3.6.31.0: When W:A forced the current map to be randomly generated, it would ignore the setting of the map complexity slider. The circumstances under which this could happen include:
    • Hosting an online game when the current map is a .BIT or .PNG.
    • Hosting a game on a third-party WormNET server in a channel that enables ranking.
    • Starting an online or offline game when the "current.thm" file is corrupt or nonexistent.
  • [DC] It was impossible to successfully join a password-protected game having a 16 character password (except by using a URL to join), because a user-entered 16 character password was truncated to 15 characters.
  • [DC] Bug introduced in v3.6.30.0: When someone with a 16 character player name hosted a game, their player name was truncated to 15 characters in an inconsistent way. This resulted in the following bugs:
    • In the host's front end chat history, the 16 character version of the host's name would appear, but in all other places on the host's end, the 15 character version would appear.
    • For all clients, only the 15 character version of the host's name would be seen.
    • When clients tried to send a private message to the host in the front end, the host would not see the message, regardless of whether the 15 character or 16 character version of the host's nickname was used.
  • [DC] Some potential security vulnerabilities have been fixed.
  • [DC] In the Network screen, the TCP/IP - IPX/SPX toggle button would initially only allow an installed protocol to be selected (i.e., in most cases, only TCP/IP), but after entering and leaving either the LAN screen, WormNET, or Direct TCP/IP, both TCP/IP and IPX/SPX would be selectable, even if one of these was not installed.
  • [DC] Bug introduced in v3.6.20.1: IPX/SPX support was almost completely broken. The player list was empty, and whereas hosted games could be seen under certain conditions, they could not be joined.
  • [DC] Bug introduced in v3.6.30.0: In the LAN lobby, lines of chat could be received but not sent.
  • [DC] The registry tweaks TimerWorkaround_*.reg (introduced in v3.6.20.1) and RegisterAssociations_*.reg (introduced in v3.6.30.0) were in Unicode format, making them incompatible with Windows 98.
  • [DC] Bug in features introduced in v3.6.29.0 and v3.6.30.0: Export Log did not count the self-kill and self-damage of a Kamikaze upon the worm that used it.
  • [DC] Bug in a feature introduced in v3.6.28.0: The M key, which creates a "bookmark" if pressed during playback, functions both during replay file playback and during instant replays. Previously, when pressed during an instant replay, the mark created could not be removed or used, and would be displayed uselessly for the entire remainder of the game. Now, the mark disappears at the end of the instant replay.
  • [DC] Bug in a feature introduced in v3.6.23.0: Once an end-game fadeout began during playback of a replay file, it was too late to press R to restart the replay. Pressing it would restart playback, but the fadeout would continue, finish, and close the playback session.
  • [DC] The instant replay countdown timer was displayed in the format 00:00:00, with the last two digits indicating hundredths of a second, making the second colon misleading. The second colon has been replaced with a decimal point, yielding the format 00:00.00.
  • [DC] If, within the same WA.exe instance, a WormNET game was hosted with an N digit Game ID, and later was hosted with a Game ID having N-2 digits or fewer (without a game being hosted in-between with N-1 digits), anybody attempting to join the later game would fail, seeing the error "Incorrect Game ID.". This could happen either by disconnecting from one WormNET server and connecting to another one that uses smaller Game IDs, or if within the same WA.exe instance a single WormNET server reset its Game ID counter.
  • [DC] Bug in a feature introduced in v3.6.23.0: Restarting playback with the R key did not respect camera lock (enabled by turning on Scroll Lock or holding down the left mouse button).
  • [DC] Some in-game "Morse code" messages in languages other than English were too long to be fully displayed at 640×480. They are now wrapped to two lines. Note, user translations that are too long to fit in 1280 pixels of total width or too long to fit in two lines will still not be fully displayed.
  • [DC] Since v3.5 Beta 1, W:A correctly recognized and hid IRC operator status (instead of incorrectly interpreting the nickname as beginning with the "@" character), but did not do so for other IRC user modes (voice, half-op, admin, and owner). This was not a problem on the official WormNET server, but could have been on third-party servers.
  • [DC] Once the IRC error "Nickname is already in use" popped up once, it was ignored subsequent times within the same instance of W:A.
  • [DC] Bug introduced in v3.6.26.4: When connected to a host who was using a version earlier than v3.5 Beta 3pre4, the game start command was ignored (when the remote host clicked Start, nothing happened locally).
  • [DC] Bug in a feature introduced in v3.6.19.7: When a player in an online game, who has at least one team that has not surrendered, disconnects after the last turn has finished, but before the "game over" sequence has finished, then the message GAME_NET_FAIL ("<team> - forced out due to network failure!") was displayed during the live game, but not during playback of the replay file. It is now shown in both circumstances.
  • [DC] When a team name or worm name began with the "!" character, game comments (such as those shown when a worm drowns – GAME_WATER_DEATH_COMMENTS, or when a team receives reinforcements when a weapon's delay expires – GAME_REINFORCEMENTS_COMMENTS) could potentially begin with "!", and that would be interpreted by the game as a command to show the comment immediately instead of queuing it (also resulting in the "!" prefix being trimmed away). This bug was fixed in v3.7.0.0, but the fix was done without realising that the bug had existed, and as a result emulation of the bug was not implemented. So, when an older version was emulated, if the bug occurred it could potentially result in desynchronisation. The bug is now fully emulated (except for the trimming of the "!" prefix).
  • [DC] W:A would crash if an in-game ambient music track failed to play.
  • [DC] The v3.7.2.1 fix, "The game would crash if a CPU Worm, while enumerating possible places to which to walk, reached its maximum search depth at a point in its path where it would fall and retain control. (See Footnote 2.)", treated some situations as a crash that would not have crashed. The game is now allowed to continue in most of those situations. It still errs on the side of caution, but less so than with the initial fix.
  • [DC] Bug in fixes introduced in v3.6.21.1, v3.6.24.1, and v3.6.30.0: When doing Export Log on a Mission replay with WinningCondition=2 (Survive), the mission would falsely be logged as "Mission Successful" if the replay file was truncated, had invalid data, or had one of the types of crashes or endless loops that are emulated by halting playback.
  • [DC] Bug introduced in v3.6.30.0: When doing playback or Export Log on a replay of an online game created by v3.6.19.15-v3.6.29.24 (i.e., a version that did not record the time between turns) a trio of errors was incorrectly printed following certain types of player disconnections.
  • [DC] When doing playback / Export Log of an online game replay file created by versions earlier than v3.6.29.24, disconnection of players/teams was in some cases not correctly interpreted. Most notably, in a game with at least three players, the automatic disconnection of other clients caused by the disconnection of the host, as seen by a client, was incorrectly interpreted.
  • [DC] When doing playback / Export Log of an online game replay file created by v3.6.19.4-13, disconnection messages were completely ignored, instead of printing "unknown user is quitting" as was supposed to happen.
  • [DC] When doing playback / Export Log of an online game replay file created by v3.6.29.24 or later, in which game logic <v3.6.19 was emulated, playback would cut off right after any player quit, with the message "Invalid file data".
  • [DC] In the Team Editor, pressing Delete while editing a team or worm name that had spaces in front of it would delete the spaces and move the cursor to match its previous spatial position. Pressing Delete while editing a team or worm name that started with the "[" character would cause the entire name to be erased.

56
Announcements / Worms Armageddon 3.8.0 changelog sneak peek
« on: December 31, 2018, 12:10 AM »
Edit: v3.8 has been released!

The long-awaited W:A 3.8.0 is almost ready for release. As a stopgap until then, we'd like to share the Changelog of this release. It hasn't been sorted into categories yet (and thus is still in the mostly-chronological order in which we wrote it), and some details are subject to change before release. With no further ado:

v3.8.0 Update

Fixes
  • [DC] Bug introduced in v3.7.2.1: Opening a team for editing, in which an animated gravestone (numbered 1-6) was selected, and then clicking OK to save the team (even if nothing was changed), would reset the grave to Gravestone 1.
  • [DC] Bug introduced in v3.6.28.0: When the Map Editor was in Preview mode for a .BIT or .LEV type map, and preview was updated while the water level was set high enough to force there to be fewer than 18 Placement Holes, right-clicking the Placement Holes button caused the displayed number to be updated to a value lower than 18, even though there was (and still is) no support for changing the number of placement holes in a .BIT or .LEV map. Subsequently lowering the water level would result in the displayed preview disagreeing from what would be seen in-game (because there were now too few placement holes in the preview). Note, this bug became easier to reproduce by accident in v3.7.2.1, due to the fix that forced the preview to update when the water level was changed.
  • [DC] Bug in a feature introduced in v3.6.28.0: In the Map Editor, the water level was previewed as if the map were of standard height, and could be shown incorrectly if the map was of custom height.
  • [DC] In v3.6.26.4, a feature was added to the Map Editor in which Ctrl-clicking the Terrain Texture button toggles v3.0 terrain emulation (mainly in the application of grass).
    • [DC] When loading a .BIT or .LEV map with a date stamp earlier than 2002.08.08 (the approximate release date of 3.5 Beta 1), the file was supposed to be treated by default as if it had been designed for W:A v3.0. However, this feature was non-operational.
    • [DC] There was no indication of whether this mode was in effect, other than the effect seen on the map when in Preview mode. Now, a "3.0" indicator will be displayed on top of the Terrain Texture button when this mode is enabled.
  • [DC] Bug in a feature introduced in v3.6.24.1: When "Playback at...", or restarting from a marked location, was used to skip to a point in a replay in which a looped sound effect (such as the Super Sheep flying sound, or the Dynamite fuse) should have been playing, the sound would not be heard.
  • [DC] Bug in a feature introduced in v3.6.26.4: When "Playback at...", or restarting from a marked location, was used on a replay extracted from a network log, it did not begin fast-forwarding until the loading stage had finished (i.e., until the first frame of game time had passed, it played back network time at normal speed).
  • The French, Spanish, and Russian translations have been updated by LeTotalKiller, OutofOrder, and StepS, respectively, encompassing all new strings added since v3.7.2.1 and some corrections and improvements to existing strings. Some corrections have also been made to existing English strings.
  • The Portuguese translation has been updated and improved by Kaleu. All strings added/changed in the updates are now translated.
  • A minor typo has been corrected in the German translation.
  • [DC] Bug in a feature introduced in v3.6.26.4: The translated language name of Portuguese (displayed in the language drop-down of the Options menu) has been fixed.
  • [DC] The spelling has been corrected in some string names. To make a user-made language file which was written for an earlier version of W:A compatible with the latest version, please see the list of "rename" entries in the DATA\User\Languages\localisation.log file. Make sure to put user-made language files in the appropriate subdirectory of User\Languages, not DATA\User\Languages.
  • [DC] Cheat Options dialog box, as accessed by a client who joined an online game
    • [DC] Bug introduced in v3.6.30.0: The buttons in this dialog box (corresponding to options enabled by the host) appeared to be changed by being clicked, even though a client who joins a game cannot change its scheme options. (The changes were not in fact saved, however; this was a cosmetic bug only.)
    • [DC] Even before v3.6.30.0, there was a minor bug in this dialog box; clicking the buttons gave a sound effect implying a successful click, when it should have given the "can't click here" sound effect.
  • [DC] Bug in a feature introduced in v3.6.30.0: When Home Lock was in effect (activated by pressing Ctrl+Home), this mode should have been temporarily overridden while aiming a cursor or controlling a Super/Aqua Sheep, but was not. Also, Home lost its old function, which has now been restored, of snapping the cursor to the current worm.
  • [CS] In certain circumstances, W:A would crash when it attempted to play a music track, and the respective file was missing.
  • [DC] In the team statistics viewer, "Overall Team Rank" was incorrectly calculated, and had a maximum of 85% instead of 100%.
  • [CS,DC] Bug introduced in v3.7.0.0: At in-game resolutions with a width not evenly divisible by 64 pixels, when playing on maps that force a custom gradient to be dithered, the background gradient would not be drawn all the way to the bottom of the screen, causing a strip at the bottom of the screen (with a height of ScreenHeight*(ScreenWidth%64)/ScreenWidth) to have artefacts due to being drawn but never erased.
  • [CS] A logic condition was improved when using a DirectDraw graphics API. The condition was used to determine when it is safe to resume the game after it was minimised and restored. The fix was required for hardware rendering, but may improve compatibility in certain hypothetical circumstances.
  • [DC] Flaw introduced in v3.6.31.0: The message "<team> (<player>) forced out by possible message injection" was almost always a false positive, and furthermore the message itself was too easily misinterpreted. This message has been replaced with "<team> (<player>) forced out by an unknown cause", using the new string NET_UNKNOWN_CAUSE.
  • [DC] Bug introduced in v3.7.0.0: If the camera tried to centre on an object that reached the top of the coordinate system, the game would crash. This could happen, for example, when flying a Super Sheep as high as it would go, or selecting a cursor-aimed weapon while flying at maximum height with the Jet Pack.
  • [DC] Bug in a feature introduced in v3.7.2.1: When hosting a LAN game, the 5 minute notification would be shown (inappropriately), and attempting the /open command would cause a crash.
  • [DC] Bug introduced in v3.6.30.0: If a client was editing a team or viewing the current scheme's Options or Weapons, and during this was kicked by the host or disconnected, then upon exiting back to the Join screen there would be no sign of having been kicked, and the game would behave as if it were still connected to the host (although it would not be).
  • [DC] Bug introduced in v3.6.29.0: When a new localised string, NET_LOC_HOSTER, was added to distinguish between the verb "to host" and the noun "person who is hosting", it was accidentally left as "Hoster" in English, even though both strings should be "Host".
  • [DC] Bugs in the interaction between the map thumbnail and intrinsic maps
    • [DC] Bugs introduced in v3.6.30.0 and v3.7.0.0: When an intrinsic map was the current map upon entering a screen that displayed the map thumbnail, it was (incorrectly) possible to right-click the map thumbnail to enter the Map Editor, which would then generate a random map; upon exiting the editor the name of the intrinsic map was not cleared.
      • Starting in v3.6.30.0, this bug was introduced to the online hosting screens, and could be triggered by starting a New Match or entering the Next Round stage.
      • Starting in v3.7.0.0, this bug was introduced to the offline multiplayer screens, and could be triggered by starting a new game from the Main Menu, starting a New Match, or entering the Next Round stage.
    • [DC] Bug introduced in v3.7.0.0: In the offline multiplayer Next Round screen, clicking the map thumbnail (to generate a new random map) when the current map was intrinsic did not clear the name of the intrinsic map.
  • [DC] Bug in a feature introduced in v3.6.31.0: When W:A forced the current map to be randomly generated, it would ignore the setting of the map complexity slider. The circumstances under which this could happen include:
    • Hosting an online game when the current map is a .BIT or .PNG.
    • Hosting a game on a third-party WormNET server in a channel that enables ranking.
    • Starting an online or offline game when the "current.thm" file is corrupt or nonexistent.
  • [DC] It was impossible to successfully join a password-protected game having a 16 character password (except by using a URL to join), because a user-entered 16 character password was truncated to 15 characters.
  • [DC] Bug introduced in v3.6.30.0: When someone with a 16 character player name hosted a game, their player name was truncated to 15 characters in an inconsistent way. This resulted in the following bugs:
    • In the host's front end chat history, the 16 character version of the host's name would appear, but in all other places on the host's end, the 15 character version would appear.
    • For all clients, only the 15 character version of the host's name would be seen.
    • When clients tried to send a private message to the host in the front end, the host would not see the message, regardless of whether the 15 character or 16 character version of the host's nickname was used.
  • [DC] Some potential security vulnerabilities have been fixed.
  • [DC] In the Network screen, the TCP/IP - IPX/SPX toggle button would initially only allow an installed protocol to be selected (i.e., in most cases, only TCP/IP), but after entering and leaving either the LAN screen, WormNET, or Direct TCP/IP, both TCP/IP and IPX/SPX would be selectable, even if one of these was not installed.
  • [DC] Bug introduced in v3.6.20.1: IPX/SPX support was almost completely broken. The player list was empty, and whereas hosted games could be seen under certain conditions, they could not be joined.
  • [DC] Bug introduced in v3.6.30.0: In the LAN lobby, lines of chat could be received but not sent.
  • [DC] The registry tweaks TimerWorkaround_*.reg (introduced in v3.6.20.1) and RegisterAssociations_*.reg (introduced in v3.6.30.0) were in Unicode format, making them incompatible with Windows 98.
  • [DC] Bug in features introduced in v3.6.29.0 and v3.6.30.0: Export Log did not count the self-kill and self-damage of a Kamikaze upon the worm that used it.
  • [DC] Bug in a feature introduced in v3.6.28.0: The M key, which creates a "bookmark" if pressed during playback, functions both during replay file playback and during instant replays. Previously, when pressed during an instant replay, the mark created could not be removed or used, and would be displayed uselessly for the entire remainder of the game. Now, the mark disappears at the end of the instant replay.
  • [DC] Bug in a feature introduced in v3.6.23.0: Once an end-game fadeout began during playback of a replay file, it was too late to press R to restart the replay. Pressing it would restart playback, but the fadeout would continue, finish, and close the playback session.
  • [DC] The instant replay countdown timer was displayed in the format 00:00:00, with the last two digits indicating hundredths of a second, making the second colon misleading. The second colon has been replaced with a decimal point, yielding the format 00:00.00.
  • [DC] If, within the same WA.exe instance, a WormNET game was hosted with an N digit Game ID, and later was hosted with a Game ID having N-2 digits or fewer (without a game being hosted in-between with N-1 digits), anybody attempting to join the later game would fail, seeing the error "Incorrect Game ID.". This could happen either by disconnecting from one WormNET server and connecting to another one that uses smaller Game IDs, or if within the same WA.exe instance a single WormNET server reset its Game ID counter.
  • [DC] Bug in a feature introduced in v3.6.23.0: Restarting playback with the R key did not respect camera lock (enabled by turning on Scroll Lock or holding down the left mouse button).
  • [DC] Some in-game "Morse code" messages in languages other than English were too long to be fully displayed at 640×480. They are now wrapped to two lines. Note, user translations that are too long to fit in 1280 pixels of total width or too long to fit in two lines will still not be fully displayed.
  • [DC] Since v3.5 Beta 1, W:A correctly recognized and hid IRC operator status (instead of incorrectly interpreting the nickname as beginning with the "@" character), but did not do so for other IRC user modes (voice, half-op, admin, and owner). This was not a problem on the official WormNET server, but could have been on third-party servers.
  • [DC] Once the IRC error "Nickname is already in use" popped up once, it was ignored subsequent times within the same instance of W:A.
  • [DC] Bug introduced in v3.6.26.4: When connected to a host who was using a version earlier than v3.5 Beta 3pre4, the game start command was ignored (when the remote host clicked Start, nothing happened locally).
  • [DC] Bug in a feature introduced in v3.6.19.7: When a player in an online game, who has at least one team that has not surrendered, disconnects after the last turn has finished, but before the "game over" sequence has finished, then the message GAME_NET_FAIL ("<team> - forced out due to network failure!") was displayed during the live game, but not during playback of the replay file. It is now shown in both circumstances.
  • [DC] When a team name or worm name began with the "!" character, game comments (such as those shown when a worm drowns – GAME_WATER_DEATH_COMMENTS, or when a team receives reinforcements when a weapon's delay expires – GAME_REINFORCEMENTS_COMMENTS) could potentially begin with "!", and that would be interpreted by the game as a command to show the comment immediately instead of queuing it (also resulting in the "!" prefix being trimmed away). This bug was fixed in v3.7.0.0, but the fix was done without realizing that the bug had existed, and as a result emulation of the bug was not implemented. So, when an older version was emulated, if the bug occurred it could potentially result in desynchronisation. The bug is now fully emulated (except for the trimming of the "!" prefix).
  • [DC] W:A would crash if an in-game ambient music track failed to play.
  • [DC] The v3.7.2.1 fix, "The game would crash if a CPU Worm, while enumerating possible places to which to walk, reached its maximum search depth at a point in its path where it would fall and retain control. (See Footnote 2.)", treated some situations as a crash that would not have crashed. The game is now allowed to continue in most of those situations. It still errs on the side of caution, but less so than with the initial fix.
  • [DC] Bug in fixes introduced in v3.6.21.1, v3.6.24.1, and v3.6.30.0: When doing Export Log on a Mission replay with WinningCondition=2 (Survive), the mission would falsely be logged as "Mission Successful" if the replay file was truncated, had invalid data, or had one of the types of crashes or endless loops that are emulated by halting playback.
  • [DC] Bug introduced in v3.6.30.0: When doing playback or Export Log on a replay of an online game created by v3.6.19.15-v3.6.29.24 (i.e., a version that did not record the time between turns) a trio of errors was incorrectly printed following certain types of player disconnections.
  • [DC] When doing playback / Export Log of an online game replay file created by versions earlier than v3.6.29.24, disconnection of players/teams was in some cases not correctly interpreted. Most notably, in a game with at least three players, the automatic disconnection of other clients caused by the disconnection of the host, as seen by a client, was incorrectly interpreted.
  • [DC] When doing playback / Export Log of an online game replay file created by v3.6.19.4-13, disconnection messages were completely ignored, instead of printing "unknown user is quitting" as was supposed to happen.
  • [DC] When doing playback / Export Log of an online game replay file created by v3.6.29.24 or later, in which game logic <v3.6.19 was emulated, playback would cut off right after any player quit, with the message "Invalid file data".
  • [DC] In the Team Editor, pressing Delete while editing a team or worm name that had spaces in front of it would delete the spaces and move the cursor to match its previous spatial position. Pressing Delete while editing a team or worm name that started with the "[" character would cause the entire name to be erased.
  • [DC] Under certain conditions, the bug fixed in v3.6.24.1, "A replay file which ended abruptly (due to a crash or Alt+F4 during recording, or a recording still being made), when played back, would continue indefinitely after the point at which the file ended, with the human-controlled worms doing nothing and CPU worms (if any) moving like normal" would still occur. This was quite rare, but completely deterministic; if it happened when playing back a particular replay file, it would always happen with that file.

57
Files Comments / File #699, rope bug demo
« on: May 28, 2016, 02:25 AM »
I exploited this glitch in my tool-assisted replay of TCB 8: Ride the waves.

Should it be fixed?

58
Announcements / W:A v3.7.2 Released
« on: March 16, 2013, 06:53 PM »
The Worms Armageddon 3.7.2 update is here!

Download Page

MD5sums:
bcae1f1424c7b4c20c7b46d998448146 *WA_update-3.7.2.1_Installer.exe

Fixes
  • [CS] Disabled the unfinished crash log uploader, which was accidentally enabled in v3.7.0.0.
  • [CS] W:A will now display a warning when attempting to select a Direct3D 9 renderer on systems where it could lead to excessive or continuous screen flicker (see section 4.0).
  • [CS] W:A will now gracefully handle an integer division by zero crash in VMware's accellerated graphics implementation, and treat it as a graphics initialisation failure.
  • [CS] W:A will now offer to switch to alternative graphics settings if the default ones result in a graphics initialisation failure.
  • [CS] W:A will now suggest trying the Direct3D 9 (shader) graphics API to Windows 8 users when launched for the first time.
  • [CS] W:A will now suggest enabling a Direct3D-based graphics API when Shift+Tab is pressed while using a DirectDraw-based API in the Steam edition. (The Steam overlay does not support DirectDraw.)
  • [CS] The W:A update installer will now detect and offer to remove WormKitDS (dsound.dll), as its functionality was added in W:A in 3.7.0.0 in the form of the "Load WormKit modules" option on the Advanced Options screen. The built-in option is preferred above WormKitDS for improved stability and interoperability.
  • [DC] Bug introduced in v3.6.30.0: After returning from a Deathmatch, the default scheme would be incorrectly set in Offline Multiplayer; it would claim to be Intermediate, but was set to 1 round to win instead of 2 rounds.
  • [DC] In the v3.7.0.0 French translation, extra strings were added to six game comments, with the conditional wrapper "\{>=EE," "\}". This triggered the error message "Unknown character in conditional" due a bug in v3.7.0.0.
  • [DC] In the v3.7.0.0 French translation, two strings were added to GAME_CRATEDROP_COMMENTS and two to GAME_SUDDEN_DEATH_COMMENTS, but each pair of comments was incorrectly entered, and would have been concatenated into a single comment if displayed.
  • [DC] Minor spelling corrections have been applied to the English text.
  • [CS] Minor grammar corrections have been applied to the Russian translation.
  • The French translation has been extended by LeTotalKiller, including all new strings added since v3.7.0.0, and a couple of minor corrections.
  • [DC] The instant replay countdown timer, displayed in the upper-left corner of the screen during an instant replay in a mock-digital-watch font, incorrectly displayed the hundredths of a second as repeatedly counting down from 60 instead of from 100.
  • [DC] Combo box bugs introduced in v3.7.0.0
    • [DC] Clicking the mouse button on the single-pixel-thick border of a combo box's list box closed the list box.
    • [DC] Releasing the mouse button on the single-pixel-thick border of a combo box's list box caused a stack overflow crash.
    • [DC] In the Host/Join screen, the down-arrow button on the scheme and intrinsic level combo boxes was accidentally and improperly widened by 4 pixels.
  • [DC] Latent combo box bug introduced in v3.6.19.7: If clicking on an item that was already highlighted caused a dialog box to pop up, it was possible for a crash to happen upon dismissing the dialog box.
    • [DC] Bug made possible in v3.6.20.2: It was possible, but rare, for the "Nonstandard Weapon Power levels" warning dialog box to cause a crash upon being dismissed, if it had been triggered by selecting a scheme from the combo box in the Host screen.
    • [DC] Bug made possible in v3.6.30.0: It was possible for the "Large map warning" dialog box to cause a crash upon being dismissed, if dismissing it caused a map to be successfully loaded.
  • [DC] If W:A was installed from the Czech CD-ROM before being Updated, the Team Editor would not work properly due to failing to load the gravestone bitmaps with Czech filenames. It would either crash upon entering the Team Editor, or show blank fields for everything except the team and worm names.
  • [DC] Bug in a feature introduced in v3.6.29.0: The /dir command line parameter will no longer be overridden by the executable's directory, even if this results in W:A not being able to start properly.
  • [DC] Bug introduced in v3.7.0.0: In the crash report file "errorlog.txt" there was a line ", version 3.7.0.0" which started with a comma.
  • [DC] Bug introduced in v3.7.0.0: Most of the non-chat lines in User\Logs\*.log started with "???" instead of "".
  • [DC] Bug in a feature introduced in v3.7.0.0: A potential crash / security vulnerability in custom language files has been fixed.
  • [DC] Additional sanity checking is now done on data received while connecting to a host.
  • [DC] Bug in a feature introduced in v3.6.28.0 and v3.6.29.0: In the Join screens, the /version command would show the incorrect version for a host using a version in the range 3.5 Beta 3pre10 - v3.6.27.3q. (Note: Since hosts using these versions do not report their version to the client, a client can only deduce a version range depending on what protocols and formats the host uses.)
  • [DC] Bug in a feature introduced in v3.6.30.0: Using the characters "&'<>\ in game names on WormNET now works properly, and no longer decreases the maximum length of a game name. This is accomplished by translating the characters "&'<>\ to the non-printing characters 0x10, 0x11, 0x12, 0x13, 0x14, and 0x15 respectively.
  • [DC] Bug in a feature introduced in v3.7.0.0: When starting WA.exe with /langdir parameter(s), combined with either "Auto-register associations" enabled or the /register parameter, the command line registered for wa:// URLs did not include the /langdir parameter(s).
  • [DC] Bug introduced in v3.6.31.2b: Tall maps satisfying a certain inequality regarding their width and height could cause a crash upon starting a game. The formula in C-like pseudocode is: tilewidth=((height / 30) rounded down to nearest multiple of 8); if ((tilewidth - (width % tilewidth)) is sufficiently large) then crash upon starting a game.
  • [DC] Bug in a feature introduced in v3.6.30.0: If the user pressed the Escape key in the host/join round-finished lobby but clicked "Cancel" in response to the Quit confirmation dialog box, then subsequent clicks of the "Exit" button would display the confirmation dialog box, even though the default behavior of the "Exit" button in that screen is to instantly quit.
  • [DC] Bug in a feature introduced in v3.6.24.2: With "Offline rope knocking" enabled, it was possible for a Deathmatch to be started with rope knocking enabled (which isn't supposed to happen). This would happen if the user started a Quick CPU game, then after finishing it, started a Deathmatch without first exiting the Single Player menu or closing W:A.
  • [DC] When the "Create new team" button was used from the Training screen, the background particles behind the Team Editor moved twice as fast as they should.
  • [DC] Bug introduced in v3.7.0.0: Using the /ignore command in the WormNET lobby (IRC) would cause an immediate crash.
  • [DC] Bug in a feature introduced in v3.5 Beta 1: When minimising in-game, if any keys were held down at the moment of minimisation, then upon restoring, the game would continue to think the keys were held down, even if on the physical keyboard they weren't. Conversely, if any keys that weren't held down at the moment of minimisation were held down upon restoring, the game wouldn't necessarily detect that they were held down.
  • [DC] Bug in a feature introduced in v3.7.0.0: When using a Direct3D 9 renderer, restoring after minimising in-game in single-step mode (during playback) would result in a black screen unresponsive to keyboard input (subsequently resuming normal operation required clicking a mouse button to restore the display, then again clicking a mouse button to restore keyboard focus).
  • [DC] Bug in a feature introduced in v3.7.0.0: When using a Direct3D 9 renderer, restoring after minimising in the front end would not give focus to keyboard input until the mouse was clicked.
  • [DC] Bug in a feature introduced in v3.6.19.17: Pressing Space to skip an instant replay did not work while in single-step mode.
  • [DC] Bug in a feature introduced in v3.6.28.0: If the current map was a cavern with a width narrower than the current resolution, when the chat panel was visible, an area of matching height on the bottom of the screen would have graphical artefacts in its left and right sides, because the black letterbox area mistakenly excluded those regions.
  • [DC] Bug in a feature introduced in v3.5 Beta 1: After minimising an offline game using Shift+Escape, animated effects that don't affect game logic (such as smoke and flames from explosions, smoke rising from Petrol, Homing Missile and Super Sheep trails, etc.) continued to be animated; as a result, by the time the game was restored, usually all of the effects would have already been finished and fizzled out, and in many situations would then be recreated all at once, putting the animations into an artificial-looking simultaneous phase until the passage of time allowed them to stabilise again into comfortable chaos. (The same thing has always happened when pressing Escape to pause, but as changing this would significantly affect the look and feel of the game unless done right, it has been left as-is for now.)
  • [DC] Bug in a feature introduced in v3.5 Beta 1: When playing on a cavern map with a height smaller than the current resolution (i.e., a resolution high enough to result in letterboxing on the top and bottom), rising water caused a fluctuating inconsistency in the on-screen positioning of sprites and land. This effect was particularly obvious when using fast-forward, and when using "Playback at" with "Start Paused" checked.
  • [DC] Bug in a feature introduced in v3.6.29.0: Export Log did not log the ending of the last turn (along with its turn time, retreat time, and damage dealt), if it was ended by locally quitting the game.
  • [DC] Bug in a feature introduced in v3.6.30.0: When playing back a replay file that was recorded with a W:A version that records the passage of time between turns, if the file ended abruptly without an "exit" message at a point between turns, the end-of-game fade-out would be unnecessarily delayed until the beginning of the next turn.
  • [DC] Bug introduced in v3.6.30.0: In-game bitmaps (including the health bars, text boxes, wind bar, and weapon panel) having a width and/or height of an odd number of pixels were drawn one pixel left and/or above where they should be, respectively. In most cases this is an arbitrary distinction, but not in the case of the turn, retreat, and round timers, which were being drawn one pixel up and to the left of where they should be within the timer box.
  • [DC] Bug in a feature introduced in v3.6.20.1: In an offline replay created by the first version of W:A to save replays (v3.5 Beta 3pre7a), the message "Detected pre-2003.12.07 GMT game file (no checksums)" would be printed every time a checksum was found to be missing (this message was supposed to be printed only once).
  • [DC] A fix in v3.6.26.4 prevented Mission Attempts counters from going over 127 and wrapping into the negative numbers, however, if playing missions with a version earlier than v3.6.26.4 already caused the counter to exceed 127, the latest version of W:A would still treat the number of Attempts as negative.
  • [DC] When the Map Editor was in Preview mode, changing the water level did not immediately update the previewed positions of Placement Holes. Toggling the top (cavern) border did not update the preview either, even though it can change the positions of objects.
  • [DC] In versions prior to v3.6.28.0, the water level of a map was limited to 50%, and setting it anywhere from 51% to 100% in the Map Editor would be equivalent to setting it to 50%. This limit was unwittingly removed in v3.6.28.0. One bug resulted from the presence of this limit in earlier versions, and another bug resulted from the removal of this limit:
    • [DC] The water level was never correctly previewed in the Map Editor. The 50% limit was not taken into account, and the on-screen water level preview had been calibrated as if maximum water level (which happened to be 50% of the map height) was only reached at 100%, i.e. as if the water level increased linearly from 0% to 100%; as a result the water level was displayed as if it were half of what it really was.
    • [DC] Bug introduced in v3.6.28.0: When a version earlier than v3.6.28.0 was emulated, and the map was set to a water level greater than 50%, the game would desynchronise immediately. Now, when hosting a game, if the water level is greater than 50% and there are client(s) present using a version earlier than v3.6.28.0, the game will not be allowed to start.
  • [DC] Bug introduced in v3.6.28.0: When emulating a version earlier than v3.6.28.0, it was possible for a desynchronisation to happen under the following circumstances:
    • [DC] A Strike weapon is used, and by the time the plane disappears, all of the objects released by the strike are gone, and nothing else is in motion. There are at least two known ways this can happen:
      • The scheme is set to zero retreat time, and a Strike weapon, set to "zero power" in the scheme, is used. Since it releases zero missiles, no trickery is needed to get them to disappear quickly. The next weapon use will desync.
      • The scheme is set to less than 3 seconds retreat time; an Air Strike with 1 star of power is aimed at three towers of Frozen Worms piled at the top of the map near the left edge, and all four missiles hit the towers near their tops. By the time the plane disappears, the bouncing motion of the frozen worms has damped down to zero. The next weapon use will desync.
    • [DC] A missile with "zero power" is created in a position where it already intersects with something that would make the missile explode upon impact, after the worm responsible for firing the weapon is already idle. There is no known way this could happen.
  • [DC] Fixes affecting game logic
    • [DC] It was possible to place a Girder partially underwater if the water level was higher than the bottom of the map. Subsequent water rising would only erase the part of the girder that was initially above water, leaving an invisible obstacle in the water.
    • [DC] The game would crash if a CPU Worm, while enumerating possible places to which to walk, reached its maximum search depth at a point in its path where it would fall and retain control. (See Footnote 2.)
    • [DC] Bug introduced in v3.5 Beta 2: CPU Worms would always shoot Strike weapons to the right, and never to the left.
      • [DC] Bug in a feature introduced in v3.6.26.4: The absence of this bug in v3.0 was not emulated.
    • [DC] The glitch in which targetable weapons (such as Homing Missile, Air Strike, and Teleport) could be fired without being targeted has been modified. It now only works in the form of pre-targeting, which must be done on the same turn as which it's used.
    • [DC] The v3.6.31.0 Fix, "The game would sometimes crash during the worm death explosion animation, if the Russian language was selected", changed what comments in GAME_LAND_DEATH_COMMENTS would be randomly displayed for players who had the Russian language selected, but did not implement emulation for what comments were displayed in earlier versions. Emulation for this is now implemented.
    • [DC] Bug in a feature introduced in v3.6.28.0: On a map of width greater than about 32304, shooting a rope off the right edge could result in the endpoint of the rope wrapping around to the left side, resulting in its line segment being incorrectly drawn. (The same thing could happen on a map of height greater than about 32304, shooting a rope down into the ocean.) (Strictly speaking this fix doesn't affect the game logic, but it is tied to the logic version so that all players will see the same thing.)
    • [DC] Bug in a feature introduced in v3.6.28.0: When playing on a map of height 32568 or greater, objects falling into the water would sink forever without drowning, preventing the turn from ending. Now, the visible height of the ocean will be decreased in such situations to allow objects to drown normally.
      • [DC] When this bug occurred, it was always accompanied by another one: The current worm was not tracked by the camera. This bug is now fixed without being tied to the logic version (i.e., it won't be emulated when the other bug is emulated).

59
Challenges Comments / Challenge #205, TCB 32: Bungeelicious
« on: March 02, 2013, 04:27 AM »
[Edit: Post deleted, as the information previously contained is now obsolete. Was an explanation of where the yellow lemon is, for those with colorblindness.]

60
Announcements / W:A v3.7.0.0 Released
« on: December 19, 2012, 03:48 PM »
Hot on the heels of the Steam release (well... almost), the Worms Armageddon 3.7 update is here!

After the v3.6.31.2b update was released on Steam, and turned out to have some conspicuous bugs, CyberShadow and I launched into a flurry of activity to get a nice stable release ready. One of the important things it needed was a graphics mode in which the Steam overlay worked. But we also worked on things that were not strictly necessary (new localization system... fixing interesting bugs that cropped up along the way...), resulting in a perpetual state of "soon!" ;)

As it turned out, we converged upon a state of real readiness just in the nick of time. Enjoy!

EDIT: The initial release of v3.7.0.0 incorrectly called itself an alpha in the green emulation text. If you downloaded the installer that has an md5sum of ac628698de626c7bbff6a15a4219d952, please re-download the one linked below.

Download Page

MD5sums:
cf001ce20c9534cec583e4eaef1c0c6c *WA_update-3.7.0.0_Installer.exe

Fixes
  • [DC,CS] Compatibility and interoperability
    • [CS] Windows 8 compatibility has been improved.
    • [CS] When W:A is run under Windows 8 for the first time, it will offer to configure Windows compatibility flags which should improve compatibility and performance under Windows 8.
    • [DC] Problem introduced in v3.6.30.0: WA.exe triggered a false positive in some virus detection programs.
    • [DC] Support was added in v3.6.28.0 for opening land*.dat map files from OnlineWorms and WWP Aqua in W:A's Map Editor. However, three land*.dat maps (land07.dat, land21.dat, and land27.dat) from the Korean small version of OnlineWorms could not be opened.
    • [DC] With the command-line parameters /getmap, /getscheme, and /getvideo, the use of forward-slashes instead of backslashes in the file's path name was not supported.
    • [DC] Bug introduced in v3.6.23.0: After connecting to a non-WormNET IRC server that attempted ident authentication, W:A would fail to properly join channels.
  • [DC,CS] Default files, folders, settings, and persistence of settings
    • [CS] W:A will now create empty user content subdirectories on start-up if they do not exist.
    • [CS, DC] W:A will now create a default team file if one doesn't exist.
    • [CS] The /register command-line parameter will now report errors, and also save W:A's install path.
    • [DC] When registering its associations, W:A did not override the current "Open With" user choice.
    • [DC] When a host enabled one of the "test versions" (BattyRope, RacingStuff, etc.), this state was meant to persist both through multiple rounds and new matches, as if the enabled test version were part of the scheme. However, it did not persist through new matches.
    • [DC] Bug introduced in v3.6.30.0: After returning from a Mission or Training, the default scheme would be incorrectly set in Offline Multiplayer.
    • [DC] Intrinsic maps were not remembered in Offline Multiplayer mode; every time a Multiplayer screen was entered (including the end of a game round), a selected intrinsic map would be overwritten with a randomly generated map.
    • [DC] When a replay file using an intrinsic map was launched, the current map (stored in current.thm) was deleted. If this was done while another instance of W:A was open, this would cause the map thumbnail in that instance to become empty (or, in versions before 3.6.29.0, garbled).
    • [DC] When an online game was joined, and the host loaded a .BIT or .LEV map (without necessarily starting the game), on the client's side, it would result in a state in which part of the representation of the current map was not updated. In this state, if the client-side user entered the Offline Multiplayer screen, the last map loaded by the host in the online game would be shown — but if the user then right-clicked it to open the Map Editor, the incorrect map would be opened.
    • [DC] After a round of Training, in-game options such as volume and detail level were not being saved.
  • [DC,CS] User interface
    • [DC,CS] Compatibility tweaks in the Advanced Options screen that were obsoleted by v3.6.31.2b have been removed.
      • [CS] The "Slow Frontend Workaround" setting is now a checkbox, which selects between the previous "Off" and "Alternative" settings. The previous "On" setting has the same effect as as "Off".
    • [DC] When playing on very wide maps (at or close to the map width limit), moving an aiming cursor (e.g. Teleport) to the right edge at high speed (especially when using Shift and/or the middle mouse button) could result in the cursor wrapping around to the left edge.
    • [DC] In the Map Editor, when moving the mouse out of the map and back in while holding Alt (for fine tuning) the entire time, the coordinate at which the brush cursor re-entered the map did not match the coordinate at which the mouse cursor actually re-entered.
    • [DC] When moving the mouse over the Map Editor's drop-down list of files, the help text for controls underneath the list box would be shown.
    • [DC] Despite the wraparound fixes in v3.6.28.0, when playing on very wide maps (at or close to the map width limit), a worm flying off the right edge of the map at very high speed could cause the camera to wrap around to the left edge. A speed sufficient for this was only possible if "no maximum speed" was enabled (e.g. by TestStuff).
    • [DC] In the Options screen, if a team was created, edited, or deleted, the Language combo box would have the entire list of languages repeated at the bottom of the list (in an A-B-C-A-B-C manner); this would continue to happen each time (A-B-C-A-B-C-A-B-C, etc.), until exiting the Options screen.
    • [DC] Bug introduced in v3.6.30.0: In an offline game, selecting a weapon using the mouse (in the weapon panel) would cause the next attempt to open the chat panel (to make replay annotations) unsuccessful — the chat would open a little bit and then immediately close itself.
    • [CS] In-game mouse movement input handling has been improved. Previously, W:A would incorrectly accumulate earlier mouse movement input messages received within the same frame, and in specific circumstances, W:A could get stuck at a black screen when starting a game or restoring after minimizing during a game.
    • [CS] When the primary DirectDraw surface was lost, it was not being restored correctly. This needlessly slowed down restoring W:A after minimizing by one frame.
    • [CS] Rendering of background gradients (both in-game and in the main menu) has been optimized.
    • [DC] Front end buttons were not highlighted instantly upon mouse-over, but rather, only when the mouse was moved from one point on the button to another point on the button.
    • [DC] Bug introduced in v3.6.19.7: In the Network Host screen, when the Start button was enabled and the host's mouse was over it, and then a remote player turned their light bulb off (disabling the Start button), if the host subsequently moved the mouse, the Start button would be redrawn as if it were enabled, but it would not highlight upon mouseover and would not respond to being clicked. It would go back to normal the next time it was enabled by having all players light up.
    • [DC] Under Wine, pressing ESC anywhere in the front end would instantly propagate to all windows, usually resulting in an instant exit.
  • [DC,CS] Cosmetic video/audio issues
    • [DC,CS] Bugs introduced in v3.6.31.2b
      • [CS] The brush cursors in the Map Editor were incorrectly rendered.
      • [DC] The phone icon, meant to be displayed only when the chat panel is hidden and a remote player has just said something in the chat, would (under certain conditions) be shown fleetingly when closing the chat panel (with PageUp) or decreasing its height (with Ctrl+Up).
      • [DC] The water level slider in the Map Editor rendered its blue fill rectangle incorrectly.
      • [CS] When running the game at a high resolution such as 2560x1600, on some systems, minimisation in-game could sometimes result in a constant flicker when the game was restored.
      • [DC] In the Steam version of W:A, there was a bug in which custom soundbanks would not be heard in-game, except for the soundbank of the first team in the list of teams. For all other teams, the default soundbank of the local player would be heard.
    • [DC] Front end checkboxes would sometimes be drawn with a weird-looking solid background, if the checkbox was ticked when the dialog containing it was entered. This was random every time the dialog containing the checkbox was entered, and more likely on some machines than others (but very unlikely on most machines).
    • [DC] Front end group boxes were improperly restored after minimizing; their text captions were being redrawn in bright white instead of grey.
    • [DC] The button to open a front end list box would be temporarily erased upon opening certain list boxes for the first time after entering a dialog screen.
    • [DC] When exiting from the Offline Multiplayer or Network screen into the Main Menu, there would be a single-frame flash of incorrect palette. This had been a latent bug since v3.5 Beta 1, but in v3.6.31.2b became a reliable bug that happened every time.
    • [DC] Bug introduced in v3.6.19.7: When entering a Next Round screen a second time during a Multiplayer/Online match (i.e. on the second round or beyond) the auxiliary palette of the map thumbnail would be lost. For .BIT and .LEV maps this resulted in a loss of anti-aliasing; for .PNG and intrinsic maps it resulted in a peppering of black pixels over the thumbnail.
    • [DC] In certain conditions a GDI-style 3D frame could be seen around the W:A logo in the Main Menu. Usually it was only seen upon quitting — for a moment, the border would be visible against an otherwise completely black background when the screen was cleared. However, on some systems the border would be visible at the same time as the logo, clashing with its intended look.
    • [DC] Bug introduced in v3.6.19.7: In the front end, the help text for a default-disabled button would always be shown immediately upon entering a screen. For example, "You're all set let's go!" would be flashed (or shown) upon entering the Multiplayer or Host screens.
    • [DC] Activated utilities displayed in the lower-right corner of the screen (in-game) were rendered with black pixels in all four corners. The corners are now transparent.
    • [DC] Bug introduced in v3.6.23.0: During playback of a game in which "god mode" was enabled, it was impossible to hide the display of crate contents and precise mine fuses, even at the minimum info detail level.
    • [DC] When W:A started the Intro after 60 seconds of inactivity in the front end ("attract mode"), the menu loop ambient sound continued to play.
  • [DC,CS] Text and translations
    • [DC] The Spanish translation has been corrected, improved, and extended by OutofOrder.
    • [DC] The French translation has been corrected, improved, and extended by LeTotalKiller.
    • [CS] The Russian translation has been corrected, improved, and extended by CyberShadow and StepS.
    • [DC] In the Weapon Editor's "cheat" mode, the utilities now have proper help text.
    • [DC] The description text for the Grenade stage of Basic Training gave incorrect information in its Dutch, German, Portuguese, and Spanish translations.
    • [DC] Some English and Portuguese text has been corrected.
    • [DC] The Dutch, French, Portuguese, Russian, Spanish, and Swedish translations had some Mission briefings that didn't fit on-screen. Furthermore, briefings that reached the bottom of the text box had their bottom line of text cropped below the baseline.
    • [DC] The Dutch, French, German, Italian, Portuguese, Spanish, and Swedish translations of the "Spectral Recovery" mission briefing had extra text in them (compared to the English text) which may have made it easier to complete the mission successfully in fewer attempts.

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