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Messages - CyberShadow

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151
Announcements / Re: W:A v3.7.0.0 Released
« on: February 23, 2013, 03:03 PM »
I guess you have a strong reason to use DirectDraw (8-bit), and the built-in palette fix options are not enough for you? If so, the old wkColorFix should still work the same as before (it does not require any specific W:A version).

Please keep in mind that DirectDraw and 8-bit modes are going away in 4.0.

152
Announcements / Re: W:A v3.7.0.0 Released
« on: February 13, 2013, 01:10 PM »
Quote
it was possible by setting it up on nvidia drivers
This is new information to me. Why haven't you mentioned this before!? Of course you won't get the same result if you enable Vsync in the latest version!

Have you tried enabling Vsync in game, but forcing it to "disabled" in nVidia's control panel?

153
Announcements / Re: W:A v3.7.0.0 Released
« on: February 13, 2013, 01:00 PM »
actually its unplayable, I will never install new update till it get fixed, maybe for you its the same, but after many years of playing you get used to everything and every single change will transform your skill to zero.
If you didnt get yet me or sir-j played with vsync off for years, it was possible by setting it up on nvidia drivers, and turning vsync on now makes no sense, every your " recommended configuration " with vsync enabled is automatically becomes not recommended configuration for us
I am very sorry for you, but this is how things are. We will never advance to new achievements, such as true color support, unless we adopt new technology, and leave the decade-old one behind. We can't hold back things that improve the game for 99% of users and make them worse for 1% of them.
Why there is buggy renders implented btw? When you turn them you cant run W:A anymore rofl and to back up setting you have to reinstall whole game or edit settings outside W:A
Are you talking about the problem with Direct3D 9 and multiple monitors under Windows 7? I believe that one to be caused by a bug in Windows or Direct X. If you're talking about a different problem, it is not one I am aware of.

Edit: By the way, from your posts, I reckon that we can't even improve things (such as response time, AKA input lag) without throwing off your skills. As backwards as it sounds, maybe we should add an option to delay processing input by a frame or two? You will obviously be at a disadvantage compared to someone who is used to the optimal settings, but then the controls may feel closer to the previous versions.

154
Announcements / Re: W:A v3.7.0.0 Released
« on: February 12, 2013, 04:29 PM »
It's strange that Fraps isn't working for you. It might be a clue as to why W:A is lagging on your computer.

155
Announcements / Re: W:A v3.7.0.0 Released
« on: February 12, 2013, 03:36 PM »
Practically all "lags" are not caused by W:A, but incompatibilities between W:A and your system. W:A runs fine on many modern systems on any settings.

This is why W:A has so many settings, as various configurations interact with different systems in different ways. Therefore, it is important to use the correct configuration for your system. That's why I posted the recommended configuration and the one closest to previous versions.

It wouldn't hurt if you described the "lags" you're seeing in more detail. The word "lag" can mean many different things (low FPS, variable FPS, stuttering / temporary freezes, high input latency).

156
Announcements / Re: W:A v3.7.0.0 Released
« on: February 12, 2013, 03:23 PM »
You should have no problems with that system.

Here is the recommended configuration (first, reset all options to their defaults):
Graphics: Direct 3D 9 (shader)
Wait for vertical sync: Enabled
Assisted vertical sync: Enabled

Most players have reported a decrease in response time with the above settings. This is also what assisted vertical sync was designed to achieve.

The configuration closest to previous versions is DirectDraw (8-bit) with vertical sync enabled.

157
Announcements / Re: W:A v3.7.0.0 Released
« on: February 12, 2013, 03:10 PM »
Sir-J, what is your CPU and video card?

158
Announcements / Re: W:A v3.7.0.0 Released
« on: December 20, 2012, 09:27 AM »
when i instaled this update i was cut off rubber worm, px, and few .dll files which wason list.
See here for an explanation why some modules won't work after updating: http://blog.worms2d.info/wormkit-and-3-6-30-0
It was written for a previous update, but the general idea applies to all updates.
after it i cant play even offline coz game is laggin, it looks wierd. screen is just working slowlly D;
See my post above to AlTarf.

159
Announcements / Re: W:A v3.7.0.0 Released
« on: December 20, 2012, 01:46 AM »
Hello.

So I downloaded this lastest patch, and at the end of installation a few messages of uncompatibility popped up (which is reasonable), it was 3 modules being uncompatible; wkRehost.dll, wkKawooshKick.dll and wkRubberWorm.dll. So what I did was deleting them, and yet when I came to play with Cueshark a ttrr game, there were these big screen lags and it was impossible to do a thing. Any suggestions what this is about now?

1. First of all, make sure that you don't have any WormKit module loaded at all. Some modules may be incompatible even though they don't warn you. If you're not sure, uninstall the game, delete the entire W:A directory (make a backup of what you want to save), then make a fresh install of the game and the update.
2. Did you check all renderers? 8-bit DirectDraw should work very much like 3.6.31.0.

160
General discussion / Re: If WA Was Rereleased on Steam...
« on: September 12, 2012, 10:40 PM »
It uses the same WormNET server.

161
Leagues Complaints / Re: hysteria with ps
« on: July 06, 2012, 06:28 AM »
replay shows the glitch

That's an interesting glitch. Were you using any WormKit modules (or other modifications) at the time?

162
General discussion / Re: Editing W:A Sprites
« on: July 05, 2012, 01:24 AM »
Paint.NET only supports the 32-bit (RGBA) pixel format. It converts other pixel formats / color depths to/from 32-bit color when loading/saving. For this reason, it is not very suitable for editing paletted video game sprites.

163
Announcements / Re: Deleted replays
« on: July 05, 2012, 01:01 AM »
Hi, just dropped by and noticed this thread.

If you can't find a replay file, and you installed W:A in a directory protected by Windows (e.g. Program Files), try this:

  • Open the Run box (Win+R, or Start -> Run), and type: %LOCALAPPDATA%\VirtualStore
  • There you should find folders with the same name as some from C:\, e.g. Program Files. From there (i.e. don't go back to C:\), browse to the location you installed W:A.
  • Open User\Games as usual. There, you'll find replay files that W:A was unable to save due to not running as administrator while installed in a protected directory.

If you can't find any of the above directories, this specific solution most likely does not apply to you.

Note that running W:A as administrator is not recommended. To properly fix this problem and prevent it from happening again, reinstall W:A outside Program Files (e.g. under C:\Games or C:\Team17).

164
TUS Discussion / Re: 10 cheating
« on: April 05, 2012, 10:41 PM »
Hi,

I'd just like to add a few things to Lex's post above.

I should point out that we don't really need the cheat files in order to be able to fix them. We're aware of most loopholes in the game and possible cheats, both implemented and theoretical. That doesn't mean that we can easily fix all of them; some things are easy to fix, others would require major rethinking and restructuring of how the game works; and some others are plain impossible to prevent, without dire sacrifices. See below for details.

Now, what do we do about the situation at hand?

First of all, I think we need to distinguish two different scenarios: whether the cheats were leaked intentionally or not.

The wide availability of the cheats may not have been intended by the cheats' creators. Some of you may recall the Silkworm 3.x leak (for those who don't - see here); I believe it wasn't very different from the current situation. A malevolent cheat creator who keeps publicly releasing new versions of cheats is a different situation requiring a different response, so I won't cover it here.

Since these cheats are WormKit modules, we can assume that they work by hooking themselves into W:A's code. Like many other WormKit modules, they will stop working with any W:A version other than the one they were made for. So, one way to get a cheat-free game is to get everyone to use a W:A version for which there are no known cheats. This can be 3.6.30.0, or the next 3.x Beta whenever it comes out. (This doesn't apply to WormKit modules that only modify network packets, so it may not apply to the lightbulb exploit.)

What about longterm solutions?

First, you should know that if a program is running on your computer, there is little to stop you from modifying that program as you please - assuming you have the knowledge and skill to do so. The program may have components that could detect such modifications, but you could disable them as well.

Game cheats are as unfortunate as they are unavoidable. It might be possible to design the game so that some cheats are impossible. For example, if a multiplayer Poker game doesn't send cards that are not visible to the player, no cheat can make them appear on your screen (short of hacking the game server).

We have done a similar change in 3.6.29.0. Quote from the ReadMe:
Quote
The contents of crates is now determined when the crate is picked up, destroyed, or viewed with a Crate Spy utility, rather than when the crate is created. This prevents "crate spy" cheats, making it practically impossible to predict the contents of a crate in an online game.

Note that the above change only makes it impossible to spy the contents of the crates. Once a weapon is picked up, its contents is added to the respective team's inventory. The teams' weapon inventories are part of the global game state, which is known and kept in sync by all game instances in the same multiplayer game - so, it's possible to create cheats that view others' weapon inventories, which is probably exactly what happened. Encrypting players' inventories is an idea we're brainstorming about, but it's unlikely to happen in the near future (because of how difficult it is to implement correctly).

While some kinds of cheats can be avoided by restructuring the game logic, others aren't really avoidable - such as macros or aimbots. One exception to this are anti-cheat modules, such as GameGuard and Valve Anti-Cheat. We really don't want to go in this direction, since such software usually intrudes on players' privacy and is expensive (in terms of resources) to develop and maintain.

Some other things mentioned in this thread:

  • The exploit to start the game without the light bulbs being lit is fixed as far as we know, however (if I recall correctly) we didn't account for the fact that the host can toggle others' light bulbs. This is easy to fix and will be fixed.
  • Kicking modules. There are two things to say here:
    • If you let a bot (e.g. HostingBuddy) host 1vs1 games, you can know for sure who "dropped". Note that the term itself is rather ambiguous - people often make the mistake that the disconnection happens on one person's computer or another's. In reality, it can happen anywhere in between. See this thread as an example.
    • The long-term plans are to change W:A's network model to full peer-to-peer (everyone connects to everyone, assuming at least one person in every pair is connectable), add automatic reconnections and resuming games.
  • Edit:
    If CyberShadow and Deadcode can´t close this loophole or what it called, then I suggest we disable wormkit in next update.
    I'd like to stress out what Lex has already said - WormKit is not the problem. If WormKit didn't exist, someone else could easily write their own WormKit-like program, or just create cheats in the form of .exe files (as opposed to wk*.dll files) which included WormKit's functionality. Blocking WormKit-like software is impossible, short of going the GameGuard-like rootkit-spyware route.

Finally, I'd like to invite the people who are related to the creation and distribution of the cheats to step up, cut your losses and help the community recover from any damage the leak has caused. It's important to note that a few programmers doing cheats for fun - but not publicly distributing them or abusing them in online play - is comparatively harmless than said cheats leaking out.


165
General discussion / Re: WMDB hoster drops?
« on: April 05, 2012, 09:46 PM »
Quote
and it would cascade drop the people in the game
That was caused by memory problems, long fixed by now. The WMDB hosting program has been running uninterrupted since the last year.

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