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Messages - The Extremist

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16
Cups and Tournaments Comments / Re: Cup #1092, 20$ Intermediate Cup
« on: January 07, 2020, 10:16 AM »
I would've been in even without the money. :D

17
General discussion / Re: 3.8
« on: May 24, 2019, 05:39 AM »
Y'know, May 31st is the 20th anniversary of WA's North American launch. Would be nice if something official (or semi-official) happened on the day, however small...

18
General discussion / Re: 3.8
« on: May 20, 2019, 11:34 PM »
I am not signing up for Twitter or any other social media app, just to see an update posted once in or twice a year.

You don't need to sign up for Twitter to read it, but in any case, there's already a fine outlet for status updates called TUS.

19
Announcements / Re: Map database is back
« on: May 19, 2019, 08:20 AM »
I have 3 of normal-game-guy's 5 missing maps (attached). Better than nothing...

20
General discussion / Re: 3.8
« on: May 19, 2019, 08:06 AM »
IMO it would be better to get short Twitter-style updates once every 2-4 weeks or whatever, even if they're cryptic and unexplained. For example: "Still alive" or "Crunched some code today, fixed a bug". Leaving us guessing is bad, since guesses can so easily become credible rumours, which in theory could have negative consequences, depending who hears/interprets/spreads them.

This is all I ever wanted. I could wait another 5 years for the next update, as long as there was steady communication.

21
Off Topic / Re: PC again..
« on: March 15, 2019, 12:51 AM »
Good modern power supplies have all kinds of protection features. Either it's NOT a good modern power supply, or your home wiring is seriously borked, or really bad luck.

22
Off Topic / Re: PC again..
« on: March 13, 2019, 07:19 AM »
To see if it's the RAM, run MemTest86 for a few hours.

23
General discussion / Re: Early 2000s
« on: March 06, 2019, 12:31 AM »
I started playing in 2004, though I've rarely played the past couple of years while I'm working on a console backlog.

24
TUS Discussion / Re: "Daddy, how does the internet actually work?"
« on: January 24, 2019, 09:39 AM »
Nah, these guys run it:


25
Off Topic / Re: Found something about keyboards input lag
« on: January 17, 2019, 06:31 AM »
Also has a follow-up of sorts:

https://danluu.com/input-lag/

26
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: January 03, 2019, 11:14 PM »
I love you guys. This update will be so great.
Only features I could ask for are some system for downloading soundbanks (steam workshop integration maybe?), a way to make custom weapons, less limitations on the map image format (they aren't very restrictive, but having none would be best, although it's probably difficult) and last, but not least, game saving.
Will any of those appear in the future?

That all sounds like the kind of stuff planned for 4.0 (a very major update that's a long way off).

27
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: January 03, 2019, 04:45 AM »
The best thing about WA is how polished and perfect it is, and that is something Team17 still fails to comprehend. There will never be a worms game that comes anywhere near WA in quality. This new update cements that fact indisputably.

I'll say it again - polish is king.

In any kind of game, but especially one with heavy customization, online lobbies and peer-to-peer netcode, I can't stand jank - and I don't think Deadcode can either.

Anyhow, while lots of new features could be added at this point, it's best the current slate of bugs be cleared before more are undoubtedly added by large new chunks of code. The new scheme format alone is probably going to need another update or two to tidy things up.

Nobody's really expecting anything massive before 4.0 anyways. Interim updates that make the existing experience smoother do well enough to keep the playerbase invested, and they help clear a path for 4.0 too (enabling windowed play is certainly a big step).

28
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: December 31, 2018, 09:37 AM »


I was expecting a lot, but this...you guys threw in an entire China's worth of kitchen sink factories. :D

Quote
[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.

This is the one I was waiting for. I don't know why it couldn't have been a hotfix, but it's still great to finally have it.

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[DC] In the team statistics viewer, "Overall Team Rank" was incorrectly calculated, and had a maximum of 85% instead of 100%.

This one's been around as long as can remember. It'll be weird to see it corrected. ^_^

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[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.

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[DC] Bug introduced in v3.6.28.0: Compatibility with Windows 95 was broken and has now been restored.

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[DC] This version of W:A can now emulate and interoperate with W:A v1.0. It is possible for an online game to have mixture of v1.0 and v3.7.2.20+ users, and it doesn't matter who is hosting.

Still kickin' it old school!

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[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.

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[DC] The background debris in the front end had a 80 pixel empty area on the bottom upon being initialised. This was a very minor flaw; the gap would quickly be filled as the debris moved from its initial position.

Now THAT'S some serious attention to detail!

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[DC] The front end had quite a bit of latency in its response to input. It is now much faster.

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[DC] The centering, alignment, and spacing of front end controls (buttons, text, edit boxes, group-boxes, etc.) have been improved in all dialog boxes and screens.

Awesome!

In general, it's really great to see so much front end menu jank being fixed. I always thought it was one of WA's clear weak points. Polish is king! :)

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[DC] All in-game motion and animations are now rendered at the hardware refresh rate, rather than being locked to 50 Hz as before. The game engine still runs at 50 Hz, so "tweening" is used to accomplish this. As a result, most in-game motion that used to appear somewhat jerky will now look quite smooth. (Note, tweening of animations is still limited by the number of pre-rendered frames in Gfx.dir. The difference is that now, the available frames are used as effectively as possible.)

Hmm...will it be possible to turn this off if one thinks the game looks/feels too different?

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[DC] W:A can now be used in windowed mode, with all renderers (except for 8-bit DirectDraw with hardware rendering). (Special thanks to StepS for lots of research and testing contributing to this feature.)

I'm guessing this and the new fully-loaded scheme format were big parts of why the update took so long?

On that note, nice to see glitches can be turned off via scheme editing. This could fix some problems in the competitive scene.

I wouldn't mind Girder Radius Assist being a front end option, BTW.

And as for this...

Quote
[DC] It is now possible to start an offline game with CPU teams only, and no human teams present, pitting the CPU to play against itself.


29
How the community was expanded, huh? Can you elaborate on that? Is showcasing TUS not enough?

Not how the community was expanded (though that's important too - besides TUS, the clans might be worth a mention), how the players expanded the way WA was played, from standard deathmatch with generated maps to all the crazy custom schemes and maps we have now.

wdym reviews?

Just reviews, whether they be professional or from consumers. Here's some good sources:

https://www.mobygames.com/game/windows/worms-armageddon/mobyrank
https://www.metacritic.com/game/pc/worms-armageddon
https://store.steampowered.com/app/217200/Worms_Armageddon/ (scroll down)
https://www.gog.com/game/worms_armageddon (scroll down)

30
Somewhere along the line, be sure to explain how the community has expanded Worms from its traditional gameplay to rope games and other neat gametypes, many of which use custom maps (show the best examples of those).

And for "8. Where to buy WA?", mention that it can be bought digitally both on Steam and GOG. That those versions are fully cross-compatible with the original CD-ROMs might also be worth mentioning (as may be the censored content).

Bringing up the game's glowing reviews both new and old might also be something to consider.

Oh, and including the series' humour (voicebanks, death animations, AI names, special weapons, and so on), possibly in the introduction, might be good for added detail.

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