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Messages - PyroMan

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61
Maps n stuff / PX Darts maps
« on: June 28, 2013, 09:52 PM »
Hi guys. Lot of time in Darts takes placing worms on start. 8 worms is pretty much for simgle player even. But for multyplayer games and specially for dS tours it pretty awful amount of time. The best way to save our time - adopt maps to PX stuff.
But before i start to explain how to do that, i will have to say that PX maps can be played in non-PX games. I mean they can be still loaded as regular maps for regular gameplay. online or offline.
So..
To make simplest PX Darts map remix (which is worms autoplacement) you need follow few simple steps:
1. Open map in PX Map editor [attachment=1]
2. In map editor window open map you want to adopt (ctrl+O hehe)
3. Set spawning point on map. To do that need follow few simple steps:
3.1 open dialog box Script->Libraries (Ctrl+L) and select "editorsobj.pxl" and click OK [attachment=2]
3.2 on left panel, select Object Type "SpawnPoint" and click "Create"[attachment=3]
3.3 drag appeared "worm" into place on map you want to be make spawning point [attachment=4]
3.4 set parameters of placed "SpawnPoint" object: "FromWorm" set to 1 (default), "ToWorm" set to 8 (also default), "OffsetPerWorm" set to 0 (default is 20, its a distance between worms when they placed", "Team" set to 0 (default)[attachment=5]
4. Save your map into new place or with new name, or replace existing. Map will still works as original map for non-px gameplay and it still available to be opened in any image editors like photoshop, paint etc. Its besically regular .png file just with additional parameters inside file, that reads only by PX. BTW, when you host this map (for example PNG info is 1 MB, PX stuff is 500KB, so filesize is 1.5MB), if game you hosting isn`t PX one, players on lobby recieve only 1MB. PX stuff doesnt sending. Same with HostingBuddy. When you load it from wmdb, if its regular game, PX stuff won`t transfer.
5. Host a game and disable "Teleport Placement" in scheme, or make additional REGULAR (not px) scheme with that option OFF. Otherwise PX will not place your worms on the point you`ve set in map editor.
6. Make sure PX scheme option isn`t "OFF", but choose "default" to work with regular W:A scheme.
7. Enjoy your map and saved time :P

P.S. if you need to install ProjectX, follow these steps:
1. Make sure you have Worms:Armageddon 3.6.31 installed and WormKit aswell. If you don`t, you can install it on separate folder, other then your latest 3.7.x.x.
2. go to ProjectX official website main page and download latest stable version (0.8.0 nowadays) and extract archive content into you W:A_3.6.31 root folder (e.g. C:\Games\Worms Armageddon)
3. Once you unpacked your archive, you PX does NOT ready to be used. You must update it using PXUpdater.exe, which is located into your W:A root folder.
4. Once it`s updated - you ready to use it, launching worms trough WormKit.
p.p.s. sometimes additional setting changing into PX.ini requires for best PX gaming results.

P.P.P.S. To get PX work best for you, need configure PX.ini, located into W:A root folder.
here is parameters, that works best for me:
  • GameLogging=1 (you can set this to 0, coz its for debugging, for scripters)
  • Windowed=0
  • AAState=0 (AntiAliasing, 1 = 2x, 2 = 4x, 3 = 8x)
  • VSync=0
  • TripleBuffering=0
  • Framelimit=0
  • BackBuffers=1
You can change any of those to get best results for your system.

62
Schemes / Re: Future of Feature of W:A schemes?
« on: June 27, 2013, 06:29 PM »
i have 3.6.31 with PX active all the time, no matter which scheme i play - px or not. Its just enabled always. I dont have any problems and happy with that.
Also there are some people who do exact same thing. sK`Heisenberg, for example.
Does it somehow affects on my roping/other skills? I say no.

63
Schemes / Re: Feature of W:A schemes?
« on: June 27, 2013, 10:26 AM »
Did you mean "Future of W:A schemes"? ^^
I`m also want to read like that each when reading topic name))))
But it is about feature :) kind of rpg lib, that can be attached to any scheme as an additional feature :)

64
Schemes / Re: Feature of W:A schemes?
« on: June 27, 2013, 06:48 AM »
About levels feature. Stay tuned its coming soon!!!1

Yeah i almost finished scripting this one. We gotta release it soon

65
Schemes / Re: Feature of W:A schemes?
« on: June 25, 2013, 12:23 PM »
You'd want to know which class the enemy worms are. Otherwise it would be damn hard to 'predict' what he's gonna do and anticipate on it.
Maybe! We dont know till we try right? But what I can say is that it provides new tactical moves. for example you can give to the worm on top f8 class and f2 to the worm that is somewhere deep and then switch them to confuse the opponent. If you will be able to see what class worms have it might make the moves of the opponent even more obvious, which is boring, since there will be no surprize effect at all
Hmm maybe. But we might know where OUR mates with which level, right? In that case there is possible to show info panel about your particular team and on your screen only. PX able to do that.

66
Schemes / Re: Feature of W:A schemes?
« on: June 25, 2013, 11:33 AM »
does PX work with the new update?
No. With 3.6.31 only. And only Entuser can change that.

67
Schemes / Re: Feature of W:A schemes?
« on: June 25, 2013, 09:49 AM »
You'd want to know which class the enemy worms are. Otherwise it would be damn hard to 'predict' what he's gonna do and anticipate on it.

IMO, if classes are implemented they should be the same as the ones in Worms:Rev at first, or at least closely resemble them. That makes it easy for all to understand what they do. Once people are used to them you can think about adding new classes with new abilities.
well there is a lot of different ways with ProjectX how to "show" information about classes. The only limit - is imagination.
We able change worm`s sprites, moving speed, collision mask, add additional (and switchable) info field above the worm to tell his "rank" or "class". We could attach some picture on animation underneeth the worm, with semi-transparent. Or even make a switchable table with all game staticsitcs and scores for each players and worms or for current team. or both!

To understand what i mean and what possible - need try to play my (with Drumstick) PX Golf, it has a lot of very cool and usefull stuff about that.
btw, PX Golf has nothing similar to usual worms Golf, but has as maximum similar to real golf, as possible. It looks like the whole new game. Who love golf - i`m strongly recommend to try that! If you`ll catch me online - i will host it for anyone who want to try it with pleasure.

68
Schemes / Re: Feature of W:A schemes?
« on: June 25, 2013, 08:05 AM »
I think this is good idea, which can push regular schemes up to the next level.

..saying about Highlander (yes, you wrote it wrong :P Highlander translates as "горец", special translate for impo) its very balanced and very popular scheme between PX owners. Everyone who has PX tryed it and and love it. Becouse of its nice idea as a strategic scheme, not becouse of weapons.
Dunno why it didnt seem nice to you. Probably you didnt get what its about.

69
This time im not gonna miss this :D ..hopefully

70
Other worms games / Re: Worms: Clan Wars
« on: June 23, 2013, 04:14 PM »
btw Pyro, I'm having a little problem. on this new laptop I use DPI scaling to make stuff bigger, but the PX editors dont seem to like it; all of the buttons go away off the window and can't be retrieved. well I can temporarily fix it with windowscanner by forcefully moving them inside, but it wont last long... (perhaps would only work for one script). maybe if there's no solution I'll create a wormkit module for the editors to automatically fix them in process... but I think it could be edited in the executable, just i dont have any experience

Well to be honest, i dont have that experience too. I dont really have other programming experience than EAX scripting! I`ve learned programming regards to other existing libs (which are open-source for everyone and it worked as best guides for me). So basically i can`t help you with that.

well about px, really gj guys. Btw i always wanna play something like boss fight in WA. For example there is a big shoppa map. And a boss have around 5000 hp. 3 or 5 crate drop like in kaos every 30 second. And you try to get crates with your rope and try beat that boss with those crates. That boss can be like Castlevania Aria of Sorrow bosses (Death, Head Hunter and Legion fits that boss profile imo)

Yeah BOSS idea is interesting. But what we need - is some AI to control that boss :)

@impo:
stealing health by atttack is not implemented
if something is not implemented, you can always implement it by your own!
maybe Im bad with all this PX scripting, but as a programmer I know what Im talking about :D

heh, i know how to script that)) And it can be turn-based or proceeded immidietly. Both ways possible and not hard :)

Thats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10
Yep it also pretty easy and fast to implement. We can make variable, which will work as multiply coefficient, which value depends on worm`s level. We need simply override damage and push params in M_GUNEXP and in M_EXPLOSION messages. We can go two ways: increase damage for other objects if you have high level or decrease damage for you as owner of high level.

how about weaps like fire punch which doesnt really make explosion but damage worm after touching his mask instead, could this be controlled as well?
yea, it's a basic hook of the game's messages, you check the needed message (this case is M_GUNEXP, it deals non-explosion damage), and check/replace the param which responds for value of health. all you need to know is where this param is, but it's not hard to find out with the analyzer script (it prints out some infos about the game, so you could see where something happens)

Controlling this messages (M_GUNEXP and M_EXPLOSION) is actually the way how my GodMode works (damn i need finish all of my weaps2.0). The only thing - is that i`ve putted there my own formula for push damage without health damage and without loosing control.

71
Other worms games / Re: Worms: Clan Wars
« on: June 22, 2013, 06:43 AM »
you know the main problem behind this is that px scripters work on their own enthusiasm, and asking them to implent ideas you want is kinda hopeless, they actually dont spend much time on realizing their own ideas they really like

Diego and GranPC  helped me did all the work bring life to some weapons back in the days of PX beta testing.

So you're not saying the truth because I cannot code for shit.

I have made a topic on px forum about weaps ideas where we share ideas and realizing best of them.

72
Other worms games / Re: Worms: Clan Wars
« on: June 22, 2013, 06:40 AM »

Maybe all these features are a lil too much? It seems kinda confusing to have THAT many options. Maybe you can introduce them somewhere one at a time and give examples of schemes that use these options? In the WA forum of TUS for example?

It's the reason why I stick to my good old PSP version 5 or someshit even though I have Corel Painer 12 Pimpass edition  :-[ Just too many goddamn features  ;D

Well yeah. The main problem with projectX forums - is that we have there a lot of topics about schemes, libs, maps. Some of them cool, some of them trololo offtopic (unfortunately admins and moderators inactive there now) and a lot of good topics are simply lost in the past.
And some schemes are really sh*t. And its kinda luck or unluck, when new wormer wants ty try ProjectX - he got stuck with "what the f*ck is this, what i should play, where is schemes, how does all this libs work, wtf stupid scheme i just played" etc etc etc.
THere are a lot of strategic-based schemes. Like Team-fortess, highlander, px kill the king etc. They are extremely interesting and well-done. We have good active scripter - Zed. He writes amazing scripts for strategical schemes.

So what we should do.. or what I should do - is summarize PX stuff, spread out on the shelves, cut most interesting schemes and libs, write how to operate them. And also first install of ProjectX - this also requires some additional topic.
When we will have that summarized schemes and libs with descriptions what does they do - i think this can be that way where PX will not be boring for most of us. Becouse its just about what you have tryed. And about does it fits your interests or not.

This weekend im going out of city, on river. But when i`ll back - i`ll try to handle this summarizing and descriptions stuff. So you guys will able to try what you want.
Saying about options.. its not rly that much of them when you host games. Its actually same, like hosting regular schemes: you choosing PX scheme, puts some map (if scheme requires specialy scripted maps) or just put regular map. And thats all - you ready to play. PX scheme already contain inside - WA scheme. So you don`t really have to adjust second WA scheme that has to work with PX one. So its same 2 stage principle as hosting usual games of Worms armageddon. Mostly, to choose some options of scheme - u just need another version of scheme with labled parameters.

So stay tuned, i will make PX topic when i`ll back home. Hopefully this will help to understand the power of ProjectX and to find the scheme and abilities that you really like.

@impo:
stealing health by atttack is not implemented, but as scripter i can tell you that its matter of 30-60 minutes to scrit that, test and improve/stabilize. But we already have cool scheme with different weaps for EACH worm (not team, notice) and killing that worm forces steal his weaps and to be a stronger worm and kill others and steal their weapons. Its really very popular scheme now and also has diffferent versions.

73
Other worms games / Re: Worms: Clan Wars
« on: June 21, 2013, 11:29 PM »

you know the main problem behind this is that px scripters work on their own enthusiasm, and asking them to implent ideas you want is kinda hopeless, they actually dont spend much time on realizing their own ideas they really like

we actually spend a lot of time on implemeting ideas. Own and others.
me, personally, have sucesfully spent huge amount of time partically for portal gun and for px golf. And what im working on now - is PX trick race. it works for smth like 60% now. but im not far from success :) And results from that lib for px trick race could be used in many schemes, i think. To minimize misunderstanding about time, rope catch, succeding\failing tricks etc. System does it automatically, which maximizing fair play. There will be an option even to send worm on start of the trick (each start of the turn) where he was last time. This minimizes time wasting to get the beginning of trick and maximizes attention to tricks itself. And again.. its just an options. means it can be switchable in lobby.
Its just a small example of potential power that PX has.

74
Other worms games / Re: Worms: Clan Wars
« on: June 21, 2013, 11:08 PM »
Actually, maybe the guys who code the PJX stuff might be able to implement some features. Dunno about complicated stuff like the classes, or something like points/cash for weaps, but maybe the weapons... or even water?

I own most of the worms games. Only Ultimate mayhem not I think, but not sure about that, might have bought it sometime xD
But yeah, if any of those guys are interested in getting info on options/weapons/schemes/features and stuff like that from the 3D titles, Reloaded/Rev/WFUS or even Crazy Golf... feel free to contact me and I'll send you any info you like.

Many things already done. points\cash been made long time, but forgotten. WE (px community) already have over hundreds of new weaps. Over dozens of new cool schemes. Cool maps with trycky stuff on it. With background images, animations and other stuff. New way for regular worms animations. Even such things like resizing regular worms and changing colors dynamically - already done.
About crazy golf - we already did amazing px golf, wich is like whole new game. It works like original golf with table points, par holes, all those stuff that has in regular golf - we already have it! To make it like worms Crazy Golf we just need add some other cool stuff that we also have did already - like magnets, forcefields, tunnels, portals, different weap impacts etc etc etc. WE have weather effects. we have sticky snow, smart lightings, slippery ground, swimsuits, helicopters, wings.. utilities like GOD mode (even survive out of Kami and suicide bomber), anti fall damage, lasers and MANY many other extremely cool stuff!
About water like in worms revolution - even that possible!
There is so much new weaps and possibilities out there - so A LOT of new amazing schemes are possible to do!
It all so cool, that worth extra worms installed in separated folder - for 3.6.31 with PX stuff. Everyone should at least try that and amaze himself. If you ay its laggy etc - just play with settings a bit. Ofc you won`t get that smoothness that 3.7 has, but its still worth it.

Ok i`ve said my word. ty :P

75
General discussion / Re: Finger Rollers - Keyboards
« on: June 21, 2013, 07:00 PM »
I`m using A4 Tech KL-7MU. Its the best keyboeard i ever had and played!
Oh, also i have to say that its the only keyboard i ever had. Oh yeah, also i dont use any fingerrolling. Onefingerman ftw! :D

Its all this thread about - nothing. As many players - as many differnet opinions.
First learn fingerroll on any keyboard you have. Understand you need that or you dont. When u`ll get used to it - buy any keyboeard with small flat keys, for fast respond and enjoy your roping skills :)
So that`s my tip. From a guy who never even tryed that stuff and who think he is good @1finger spacing and prouds of that :D lel.

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