Forums
March 28, 2024, 11:48 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Deadcode

Pages: 1 ... 11 12 [13] 14 15 ... 17
181
General discussion / Re: how can this happen =)
« on: March 21, 2016, 07:09 AM »
lies ^^ how can i create 50dmg to a worm with nade not usen fd
Not only can you get 50 damage from a grenade with no fall damage, but you can also get 30 from a dying worm. The only way is for the explosion to be perfectly aligned to the 1/65536 pixel in both directions; if it's off by just one subpixel, it'll be 49 instead of 50 (or 29 instead of 30). If it's exact damage then there will be no blast (the worm hit by the explosion will simply fall like it walked off a ledge). And the grenade/worm needs to be inside the worm being attacked, even to get 49 or 29.

182
General discussion / Re: Thinking about new test stuffs
« on: November 02, 2015, 06:42 PM »
It happened lol.
Check @ 1 min.
2015-11-01 21.01.22 [Online] UC`Hurz`dS`AbC, spleen17`bfw, @Mega`Adnan`BFW, sK`Alien`nlF, cfc`Komito`dS.WAgame

This desync is due to sK`Alien`nlF having wkPackets.dll installed (which is used by the old wkWormNAT2.dll and wkWormNAT2Ex.dll). They need to remove wkPackets.dll and update to the latest version of wkWormNAT2. Anybody with wkPackets.dll installed is at risk of causing this bug.

Quote
[00:01:09.18] ••• Çrâzy$pèédRopêr$ (sK`Alien`nlF) fires Pneumatic Drill
[00:01:09.20] *** Remote Checksum Mismatch in Frame 3460 / 3511, diff -51
[00:01:09.20] *** sK`Alien`nlF is being disconnected due to desynchronisation
[00:01:09.20] *** Çrâzy$pèédRopêr$ (sK`Alien`nlF) forced out by desynchronisation
[00:01:09.20] ••• Çrâzy$pèédRopêr$ (sK`Alien`nlF) ends turn; time used: 9.58 sec turn, 0.00 sec retreat
[00:01:09.22] *** sK`Alien`nlF disconnected due to desynchronisation
[00:01:09.44] *** Checksum Mismatch: UC`Hurz`dS`AbC reports frame 3460, but sK`Alien`nlF reports frame 3511
[00:01:09.44] *** Checksum Mismatch: spleen17`bfw reports frame 3460, but sK`Alien`nlF reports frame 3511
[00:01:09.44] *** Checksum Mismatch: cfc`Komito`dS reports frame 3460, but sK`Alien`nlF reports frame 3511
Notice the frame difference of -51 frames: 3460-3511=-51. This is the most common way the bug in wkPackets.dll manifests. It drops a packet, and most packets have 51 frames in them, so the most common symptom of this bug is a -51 frame difference desynchronization.


Zero-power weapons (or any other "non-standard" weapon powers) cannot desynchronize a game in any way as long as everybody is using v3.6.26.4 or later. I should really remove that message (or at least specialize it so it'll only show up when <v3.6.26.4 is involved).

183
General discussion / Re: Crates and weapons delay
« on: May 19, 2015, 05:09 AM »
Sorry about the long delay. I haven't worked on W:A for two months, but let me please make it clear, the update is NOT canceled! The next round of work I put into it will probably continue until I've done all that's needed to get it ready for release. Not sure when exactly that'll be but it shouldn't be much longer.

184
General discussion / Re: Old replays and players through the years
« on: February 09, 2015, 06:37 PM »
Oh, how cool! Gonna watch all of those replays later. Have you got any replays pre 2004 by me Deadcode? Nicknames RRcRaZy, CrAzY or xCrAzYx
I've got crazypumpkin, crazyizzy, and CrAzYaZz, but those aren't you, right? (edit: CrAzYaZz lagged out before start, so there's no gameplay in that replay)

I do have one 2v2 Elite replay with CrAzYxTdC and two other TdC'ers.

Aerox, Fenice: will get back to on those requests

185
General discussion / Re: Old replays and players through the years
« on: February 09, 2015, 05:35 PM »
That single one from korydex working well.

Hmmm... does it work both in the file Korydex posted and the file uncompressed from the .7z file I posted?
Maybe the program you're using to uncompress the .7z file screwed up? Try using 7-Zip (instead of e.g. WinRar) if you aren't already.

Its funny to see this. Dont remember everything from then but it looks like I did presenting my special battlerace scheme :D And teaching noobs if needed but openend the host with "pro br" haha  ;D

We are really old friends, deadcode  8)
Yes we are! 8)

Still play battleraces at all these days? Would be cool to play a BR with you again after all these years.

186
General discussion / Re: Old replays and players through the years
« on: February 09, 2015, 05:26 PM »
Wow! Very cool man, thank you. I will watch 'em. Yea I shortened my nickname to SPW when I was joining my first Clan BoS. That was about 2003.  :)

Edit:

Can't run them. It says "Format Error: Cannot play game file "C:blablabbla" ;/ You may help me out? I'm so curious about those games. It must be battleracer cause we were addicted to br in that period :D There also some other guys from the states playing day by day (or night for me).

Yikes, I don't know why that would be happening. Every version from 3.6.26.4 onward can play them, and I just tested that to confirm it. And earlier versions report "Version Error", not "Format Error". What version of W:A are you using?
Edit: Maybe you could try disabling WormKit module loading, if you're using any.
Edit 2: Maybe the program you used to un-.7z them didn't work properly. Try 7-Zip if that's not what you used already.

And yes, they are all battleraces, except for 2 Team17 replays and 2 BnG replays (the 2-round one).

Also I found I have 4 more battlerace replays with you! I hadn't extracted these earlier because that's one of the network log files whose ZIP file was corrupted by the Deskstar 75GXP bad sector stripe. However the corruption in the file occurs after our games, so they are intact without any special recovery needed.

187
General discussion / Re: Old replays and players through the years
« on: February 09, 2015, 08:35 AM »
Do u have some replays from the guy called "Cleaver" ?? he was from Sweden. I remember that hes rope impressed me much in some around 2004.

All I have is a Bungee Race in 2007 that he didn't get to finish due to lagging out towards the end.

Also some replays from MrE??

Yuppers. A warmer and 7 rope races from March 2004.

188
General discussion / Re: Old replays and players through the years
« on: February 09, 2015, 06:31 AM »
Someone got old replays of me?

Is this you?
2004-06-19 09.26.05 [Extracted] freeman2xisxbak, StreakMarkSfX, @Casimir.WAgame (Team17)
2004-06-19 09.47.41 [Extracted] freeman2xisxbak, StreakMarkSfX, @Casimir.WAgame (Team17)

wow, this thread is too large for me to filter through. anyone have any replays from when we played? i'd love to have a copy now that i actually backup my stuff.

Here's one.
2005-05-09 01.01.35 [Extracted] M3ntalSfX, xDorxLih, @six-Casimir, varial.WAgame (Bungee Race)

OMG, I missed this thread... so cool!
Marco and volrin hahah

Do any of you have old replays of me?

Sure do. Seven replays from 2005-10-16 and 2005-12-24 (Hide and seek, Fort, Team17s, and Elites)

I also have some replays of a xSpIDeRxPpZx / XxSpIDeRxPpZxX / xSpIDeRxcR, from 2003-12-09 to 2005-01-30. Is that you?



BTW, I wish I'd known about this thread earlier. Only learned of its existence just yesterday.

189
General discussion / Re: Old replays and players through the years
« on: February 09, 2015, 04:27 AM »
Oh, also one of my ones  :D

SwissPowerWorms  ;D Had a lot of fights esp. incl. gargoyle.
Ooh! I didn't know you were still active and shortened your nick to SPW. Awesome.

Have some replays. (14 of them)

190
General discussion / Re: Old replays and players through the years
« on: February 09, 2015, 01:48 AM »
Those are just the replays Korydex requested (mostly by asking for replays with particular nicknames in them) and then decided to post here.

Nicknames he asked for (and the matching replays from before 2004-02-09):
volrin (result: 3 replays, though just 1 is of roping; the other two are Team17s, and he does have a roping turn in one of those)
BaDcereal (result: 2 replays, but both disconnected on startup)
MPH (result: 14 replays; only shared 3 so far)
Dope (result: 2 replays, though the first one falls into an infinite loop upon worm placement due to the autoteleport bug)
HHC (result: 1 replay)
thehamstar (result: none)
ibb (result: none)
thewalrus (result: 7 replays, only 1 shared so far)
Mablak (result: none)
clan NBR (result: 18 replays; so far only shared the ones with volrin)
shark (result: none)
nakra (result: none)
Wiz (result: none, just a GIZWIZ, a WizardpunkTDA, and two with WizKilla)
dextah (result: one Team17 with Dextah090xFWHx, not shared yet)
GARG0YLE (result: 45 replays; only shared 5 so far)

I've got ones from 2000-12-30 onward, and one from 2000-11-23 (although it isn't a good one; "2000-11-23 04.42.35 [Extracted] LouieTheFuzz, skipper, @Deadcode, Hazycles.WAgame" has me complaining that a game I joined that was hosted with the name "fair for all" had infinite bananas). From the earliest up to right before 3.6.19.7 (the first public version with replay recording) was released, I've got 3864 replays.

I can't just post the whole lot without looking through each one individually first. I don't know which ones might have private conversation. (And removing the chat from all of them before posting would ruin the experience of watching them; the chat adds a lot to it.) But I can respond to specific requests!

191
TdC / Re: FD bug? {no fd, wheres deadcode?}
« on: February 07, 2015, 01:45 AM »
The fall damage was cancelled because of retreat time running off!
Good ol bug, don't fix it again :D
It was just a coincidence that your retreat time ran out! What actually happened is an Alien Glitch. Export Log output:
[00:00:59.60] ••• Alien Glitch
This glitch zeros out your velocity completely upon a nearly vertical horizontal collision against a surface. It can happen upon hitting the ground, if you hit it horizontally (which is what happened in your replay, just before the vertical collision with the ground which could have even happened in the same frame).

192
Tech Support / Re: Getting error right after I click draw this round.
« on: February 04, 2015, 07:02 PM »
Could you please post the CRASH.DMP file? We can't do much with errorlog.txt files.

193
Challenges Comments / Re: Challenge #453, TTRR Challenge Week 180
« on: November 05, 2014, 04:12 AM »
A wild TA replay appears.

Another TA replay, hiding behind a bush, prepares to pounce upon the first one.

[attachment=1]

194
General discussion / Re: Crates and weapons delay
« on: September 03, 2014, 09:25 PM »
Wow cool, is there anything else we can expect from the new version?
PS: I haven't played this game since 2005 so I might be a bit rusty and it'd be great if you could me update on the progress and such things
We're leaving most of it as a surprise :) But yeah, there's lots of other things. Just talking about game logic fixes alone, there are 19 of them.

...WHEN?
Trying to get it ready soon. But can't be more specific than that.

195
General discussion / Re: Crates and weapons delay
« on: August 28, 2014, 04:10 PM »
It's not a bug I think, it's just the way it was programmed

This is true, but it was a bad design decision. It makes zero ammo + nonzero delay act exactly the same as zero ammo + zero delay, meaning a particular combination of scheme values is completely useless whereas without this, it would be useful.

So I will remove this limitation in the next version of W:A.

There's another related bug/flaw. When a weapon's delay becomes zero, it takes another turn before it can fall in a crate. This creates a discontinuity between delay=0 and delay=1; something with delay=0 can fall on the first turn, but something with delay=1 can't fall until the third turn.

(for example, infinite donkeys with a 255 delay result in a ban of donkey crates, even if you get them).

This is of course only useful for superweapons, because you currently can't set their crate probability.

A 128..255 value is actually interpreted as -128..-1 respectively, and negative delays are specifically treated by the game as infinite delays (so even after 65536 turns or more it'd still be delayed).

While it's true that you wouldn't be able to use an infinitely delayed weapon even if you collected it in a crate, the game disallows delayed weapons from falling in crates. The only way to collect one would be to collect a Crate Shower crate first.

Pages: 1 ... 11 12 [13] 14 15 ... 17