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Messages - Lex

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91
Other worms games / Re: Team17 has announced Worms WMD
« on: April 28, 2016, 09:09 AM »
I would not play it if there were regressions from WA, personally.  I realize that's crazy considering how futile it is to attempt to catch up to the immense number of improvements to WA since 2002.

I guess this is my way of saying that Team17 should choose one of the following courses of action if they want to work on Worms:
  • directly work with Deadcode and CyberShadow (and employ them properly with reasonable compensation, and obviously only if they are willing)
  • investigate and reproduce every feature and quality of WA's latest version precisely before adding new features
  • work on another IP instead of Worms
This is all just my personal standpoint.  I probably don't speak for the whole community.  I think any of those 3 courses of action would make the TUS community happy though.

92
Other worms games / Re: Team17 has announced Worms WMD
« on: April 28, 2016, 08:55 AM »
I retract my question about full-game replays.  I see that was answered.  Thanks for pointing it out in PMs, Senator.

Regarding the other question, I see there was a post without the answer, so I figured it was just missed.  It happens to everyone, including me, obviously.  :)

93
Other worms games / Re: Team17 has announced Worms WMD
« on: April 28, 2016, 08:50 AM »
Are there full-game replays like WA has, which are necessary for competitive leagues?

Also, is Karl Morton working on Worms WMD, or is the Karl you mentioned some other Karl?

94
Other worms games / Re: Team17 has announced Worms WMD
« on: April 28, 2016, 06:39 AM »
The two devs I've faced are not only Team17 veterans who understand Armageddon but beastly at the game too...especially Karl.

Hey Jonno, is this Karl you're talking about Karl Morton from the WA dev team?

95
Okay!  It won't be like the old days since I'm so out of practice, but I have time to play today!  :D

96
:))))

I'm glad you responded.  I, too, cherish our roping memories on these and other maps!

97
WTF-8 from #worms informed me that my map pack link on wormsmaps.html on my personal website was dead.  Thanks, WTF-8!  :)  I looked on the server and on all my hard drives and I couldn't find it.  Therefore, I've just made an extremely raw map pack of every Worms Armageddon map I've ever made or even influenced in creation.  It contains many incomplete maps, but also contains all my good, complete rope race maps: the "lexrrp" series.

I probably won't be making many new maps in the future, so putting this out there is a decent legacy.  Check it out if you like rope racing.  My favorites are the later ones, beyond #70, since I got pretty advanced in my map-making technique with Photoshop.  If you just want my rope races (my best work), they're the ones starting with "lexrrp" in "bit\rope race" and "png\rope race" inside this pack.

http://lex.clansfx.co.uk/ is where the pack is.  Here's a direct link: http://lex.clansfx.co.uk/worms/maps/alllexmaps.zip.  It's 31.1 megabytes.

j0e, you might remember some of this crap.  :P

98
cFc / Re: Your best ever replay?
« on: April 01, 2016, 05:39 PM »
Cool replays, guys!  Ryan, I always love that one of yours; such precise roping.

This is my favorite of mine, and it's a TAS:

http://worms2d.info/files/replays/%5Bwa24%5D%5B2%5D%5B3.42%5D%5BLex%5DToolAssisted.wagame

Nobody had figured out before that you could kill your own worms if you managed to keep the bureaucrat worm alive to win the mission, so it was a new overall strategy.  Then further, the level of suicide strategy and luck manipulation that went into it is huge.

My MI2 rope race TAS is a close second.

If we're talking unassisted, this one:

http://worms2d.info/files/replays/%5Bwa31%5D%5B3%5D%5B7.16+8.54%5D%5BLex%5D.wagame

This was a unique strategy that nobody had ever tried and nobody's beaten since.

99
General discussion / Re: SenecA 20 sec map
« on: April 01, 2016, 05:16 PM »
I remember playing this map with Seneca (aka b0y) when he first made it.  It's a fun one; just the right length for a fun challenge that isn't frustratingly difficult.

100
General discussion / Re: Tool Assisted Speedruns by Dcrew
« on: April 01, 2016, 04:53 PM »
Do you think you can beat my MI2 time?  I'm curious.  I know it's not 100% optimal, but I don't have the patience to do try to optimize it further.

http://lex.clansfx.co.uk/worms/replays/2007-04-18%2019.06.29%20%7B3052%7D%20%5BOffline%20-%20Pi%20MI2%20RR%20-%2021.86%20sec%20-%20no-death%20ending%20-%20decrypted%5D%20Lex.WAgame


101
General discussion / Re: KEYBOARD - Definitive ! +Photos
« on: April 01, 2016, 02:20 PM »
All I read in this topic is useless information that proves no practical experience. You don't care about NKO, ghosting etc. because you can simply plug-in the same kb twice, one for taps only the other for arrows which overrides any issues you may have. Then I read that he can't even fingerroll let alone 2 hand taps, so his physical skill is limited anyway which makes this discussion completely pointless, he will never experience limitations of his roping in the same magnitude I would feel them. I don't even know a single person in this community that still can perform the art of 2 hand taps, I think fudo was the last after Komo suicides his roping skills for BnG. While they barely have any real value they are the only way to test the responsiveness of a kb at maximum possible human speed.

Buy what you want, but I can not take you seriously.

There are only two people in the top tier of precision-oriented uncompromising consistent fast-tapping WA ropers: Anubis and Mablak.  Everyone else who can compete with them in raw rope race completion speed has a long-rope style with more inconsistent bursty tapping when necessary.  His roping style may look impossible, but Anubis has been verified by eyewitnesses (d4rk, I think?  some cool German guy anyway) to actually tap how he does.  In terms of evaluating keyboard consistency and quality specifically for WA roping, I'm certain Anubis has the right impressions.  I trust him.

102
General discussion / Re: ''Worms Player'' like WM player or vlc player
« on: September 25, 2015, 03:01 PM »
A WAgame demuxer for ffmpeg is possible, but has licensing issues because the WA engine is closed-source.

Hypothetically, if the WA engine was open-source, a WAgame demuxer could be written for ffmpeg that simply serves the video and audio from the WA engine optionally built into ffmpeg, in a similar manner to how Themaister, author of ssnes/libsnes/retroarch/libretro, implemented a bsv demuxer for ffmpeg ( https://gist.github.com/Themaister/1154721 ) which played Super Nintendo input recordings using ffmpeg.

This would allow video players that use ffmpeg for decoding video (such as MPC-HC via LAV Filters) to play replays without encoding a video first.

WA can't save and load its state, though, so keyframe seeking would be slower for the longer into the game the seek point is, as the engine would have to run to that point.  WA state is pretty large, so implementing state-saving and therefore keyframes for seeking in a long replay would not be trivial, I think.  Anyway, that's beside the point.  Seeking would be possible, but just slow.

Team17 is unlikely to open-source WA, but I still have hope for that eventuality.

103
General discussion / Re: Aim cheat?
« on: September 23, 2014, 11:21 PM »
so overall he is a pretty good guy

wat

104
General discussion / Re: Aim cheat?
« on: September 23, 2014, 10:30 PM »
Just FYI, that guy seems to have an old leaked tool-assist build of WA.  Here is a thread written by me in 2007 which contains a full explanation of the tool-assist builds' capabilities: http://tasvideos.org/forum/viewtopic.php?t=5736

The TAS builds are generally not public, though there was a leak by someone who no longer has access to new builds many years ago.  The TAS builds do not have network (read: internet) gameplay capabilities.  The replays they produce are encrypted, and therefore can not be played back by public builds of WA.  There is no way to disable trajectory mapping within the TAS builds, so that's why you see it in that video.  Also, that guy sucks at tool-assisted roping.

105
General discussion / Re: Remapping arrow keys
« on: June 28, 2014, 02:07 AM »
It's possible that the vague feeling of disconnection you're experiencing is due to what is known as "ghosting", which is when a high number of keys pressed simultaneously causes a number of them to be ignored due to the primitive internal keyboard design.  Here is an article that explains what I'm talking about.

http://www.microsoft.com/appliedsciences/content/projects/AntiGhostingExplained.aspx

What I'm saying is that it may not be "lag" or "unresponsiveness" at all.  It may be that you are having to play around a problem and you can't easily identify what the problem is.  I hope this helps.  If not, I can't really think of anything else it could be.  Remapping keys in the Windows registry does not add latency to the keystrokes, in my experience.

If this is your problem, you will probably want to find and buy a keyboard that advertises or specifies "NKRO", "N-key rollover", "6-key rollover", or something similar, which just means that N (a variable number) keys can be activated simultaneously and registered by the computer.

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