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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.
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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.
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.
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?
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.
[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.
[DC] In the team statistics viewer, "Overall Team Rank" was incorrectly calculated, and had a maximum of 85% instead of 100%.
[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.
[DC] Bug introduced in v3.6.28.0: Compatibility with Windows 95 was broken and has now been restored.
[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.
[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.
[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.
[DC] The front end had quite a bit of latency in its response to input. It is now much faster.
[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.
[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.)
[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.)
[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.
How the community was expanded, huh? Can you elaborate on that? Is showcasing TUS not enough?
wdym reviews?