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Messages - Ytrojan

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61
Bug Report / Re: Shrinking Text
« on: January 13, 2019, 10:54 PM »
Hey, it works. Yes, I can finally use it without the text randomly shrinking.

62
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: January 13, 2019, 10:52 PM »
More scheme features, like long ropes, will eventually be added.
Does this mean a Project X-like environment will eventually be implemented?!


If yes, the day it is implemented in a release will be the day I finally uninstall 3.6.31.0, which is not only ancient, but doesn't work properly on Windows EIGHT (let alone 10) without Project X's rendering

63
Off Topic / Re: A brand new creaction: War'n'Guns
« on: January 12, 2019, 05:45 PM »
Smited for yet ANOTHER worms knockoff

64
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: January 12, 2019, 05:43 PM »
Just bring the flaming health bars back that's all I want
[sarcasm]Yes. In fact, let's make any animated GIF be able to be used in Health bars, I feel it could work.[/sarcasm]

Seriously, though. While the flaming health bars are a good idea, the creation of the update has already been finished. However, I can see it happening in 3.9 or 4.0, which will likely be 5 years away

5 more years for something they removed from the game 15 years ago  :'(
They can also add it in the next update, if the players REALLY want it back. Or you can create a Wormkit module, shouldn't be too hard.

65
General discussion / Re: W2 and Worms United on Win10?
« on: January 12, 2019, 05:41 PM »
I bought w2, united and forts under siege recently on gog.
Installed only w2 to try it out after 20 yrs, didn't run others.

Can't get past intro video in w2. 8/10 times can't even end task, only pc reset helps.
Also, for some unknown reason, w2 uses 35% of my cpu (i5, 6th generation), while armageddon takes like 0,1%.

Did i just purchase 3 games that cannot run on newer systems? If anyone knows solution, let me know.
Thx.
VirtualBox exists, and I know that downgrading your operating system can be bad for security & Microsoft doesn't like it, but it can work. Computers with older OS's are cheap on eBay anyways.

66
Gaming Central / Re: Why gaming became worse
« on: January 05, 2019, 11:11 PM »
Lately, Nintendo's been taking down ROM sites. Hell, they didn't even give us Bowsette to compensate.


Still, they're GODLY compared to these AAA developers.

67
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: January 05, 2019, 11:05 PM »
Just bring the flaming health bars back that's all I want
[sarcasm]Yes. In fact, let's make any animated GIF be able to be used in Health bars, I feel it could work.[/sarcasm]

Seriously, though. While the flaming health bars are a good idea, the creation of the update has already been finished. However, I can see it happening in 3.9 or 4.0, which will likely be 5 years away

68
Bug Report / Re: Shrinking Text
« on: January 03, 2019, 10:28 PM »
The problem is how you are using them. Why do you need to use size tag at all? (just type your message without any formatting?)
It seems to happen at random, and I don't even click the size button when it happens. It has gotten so bad that I have had to press the Size and set it to 10, just to get it to work properly. It happens randomly every time I copy and paste text, so I feel like this is a bug.
Here's an example
This is an example of how it can go horribly wrong

69
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: January 03, 2019, 10:24 PM »
From the quick glance of the changeset, most of the changes were directed towards fixing obvious bugs with windows 10 compatibility (yay!) and resolving glitches that were low level and so obscure, that we didn't know they even existed (yay... maybe?). Don't get me wrong, some technical features (ASLR) and fixes were truly necessary, but I bet that most players can live through a sea bubble skipping an animation frame.

I use Windows 8.1, in case you're wondering, so yeah.
[/size]
The thing that I cannot comprehend at the moment, is why do have to stick with absolutely perfect backwards compatibility across multiple WA versions. Most folks on WormNet stick with 3.7.2.1 (because it's newest* and greatest at the moment), 3.6.31.0 (because of ProjectX) or 3.7.2.2 (because they don't know any better and just use what steam installed by default). Yet, there has been substantial amount of work put into bringing back WA 1.0 to play nicely with 3.8. Too bad, that WA 1.0 is unobtainable at the moment, so the only somewhat viable way of playing 1.0 in the year 2019, was if someone's grandma found an ancient CD and wanted to relive the good ol' days of The Berlin Wall falling down. More of the time could be spent on more meaningful changes if we just decided to drop the compatibility support and print a nice prompt to update the game when somebody joined the party with their 1920 Ford model T. Btw, even if the core game can synchronize with 1.0, the Napoleonic Wars veteran will still be kicked out/desynchronized because he lacks the rubberworm or other modules.

I think that there's a reason for this: reenactment, or having more chaos in schemes. Besides, the changes can actually be made while preserving backwards compatibility if Deadcode & Cybershadow spend a few more seconds in the coding room. Do you REALLY want rushed updates that suck AND break compatibility with players that want to use them?! Besides, Worms Armageddon mode compatibility may be useful for people that aren't Ancient Egyptians using stone tablets to record games. For example, we can see more chaotic matches with emulation (which can be useful for expiremental experimental matches).
The power of WA is it's great community, that has already proven numerous times that it *can* and *will* bring many new exciting features through the Wormkit. Even better, we are backed by two truly skilled developers with access to the game's source code, so some technical and otherwise unfeasible changes can be done at the source code level. But I'm afraid this update missed the chance to revitalize the game. Of course, nobody expected a full ProjectX reimplementation, but at least a cornerstone of a true Wormkit system could be laid. We all know, that in its current state wormkit is a fancy name for LoadLibraryA wrapper and module developers are left to figure out everything by themselves. As result, every wormkit module implements important stuff in a chaotic way that often does not play out nice with other modules or game features. Of course, now* rubberworm is a part of the core game, so it is bound to behave nicely, but all other modules need to be redone or patched anyway with the same nonexistent API.

It exists, it's built-in. Next thing you know, you will complain about a non-existent CAW that exists as a template in WWE games.
Extending the game with bigger weapon roster (alongside more team, player, sprite and other miscellaneous arrays) will break backwards compatibility (even though some protocol messages actually offer more space than needed), but if we just prompt the outdated player to upgrade the game, we will be just fine.

You can always hack the game to automatically remove the additional weapons, or make a WormKit module for older versions to handle the new weapons.
If the community has to make a leap to 3.8 and redevelop most of the modules, please at least make it worthwhile.
They have done this every update (no matter how minor) for the past decade, and they'll most likely do it again.

70
Files / Re: Worms MC: an all-round Worms movie creator
« on: January 01, 2019, 08:09 PM »
It already ended up like this, since no wormer other than me is interested in it.
Yeah, I know. Plus, DeadCode & CyberShadow will inevitably put it in Worms Armageddon 4.0 or an earlier version sooner or later anyways

71

This guy's stupid suggestions in a nutshell (he's the one without an eyepatch)

72
TUS Discussion / Re: Awards 2017 when?
« on: January 01, 2019, 08:02 PM »
It's 2019, and still no 2017/2018 awards.

73
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: January 01, 2019, 07:51 PM »
Wow that makes my longest post ever look like nothing  ;D

But seriously, these are the new things i'm most excited about:

Quote
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.

Quote
It is now possible for the host in an online game to add CPU teams. The game will only be allowed to start if all clients present support this feature.

Quote
Auto-place worms by ally (checkbox) – When worm placement is automatic, group worms by team colour. May make automatic placement feasible even in Fort-style maps. Default off.

I'm really interested to know more about auto-placement, we've been dying to have this in Darts for as long as we can remember, there are many people who don't like the scheme specifically because they must wait a while placing worms at the start, this changes everything there! Couldn't be happier!

Great work on the bug fixes, I didn't realize the game had so many issues... Will be nice to try some of the other things too :)

I hope i'm still alive for 4.0, not even joking!
It probably places them in a similar way to Forts, but don't worry: They'll probably do a similar thing that applies to Darts before 4.0 starts development

74
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: December 31, 2018, 10:45 PM »
I didn't read whole, but will be real time worms? like real time ttrr etc. If no, its very sad.
Not YET, that's 4.0


If you want Real Time Worms, OpenLiero is your answer.

75
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: December 31, 2018, 10:34 PM »
Now, I think I'll keep 3.7.2.1 ONLY for replay preservation, but keep 3.6.31, as the former is obsolete, while the latter is still necessary for Project X,  while Rubberworm is basically gonna die, since it's basically been implemented in Vanilla Worms Armageddon.

3.8 is actually better at playing replays recorded by 3.7.2.1 (and all previous versions) than 3.7.2.1 is. There are some cases in which 3.7.2.1 (and other previous versions) would desync playing a valid replay, that 3.8 will play correctly. And also 3.8 plays back replays with tweening, so they'll look better than they did when they were originally played.

Of course, keep 3.7.2.1 if you want, but it's unlikely to be needed except maybe for other game-logic-changing modules besides RubberWorm.
Well, Time to uninstall it. Besides, 3.6.31.0 is the only previous version I use anyways, because Project X demands it, and I would've uninstalled THAT if it was implemented in Worms Armageddon or a WormKit module for a newer version anyways, but I still fear for the arrows feature of RubberWorm.
However, I fear what will happen to those old Rubberworm schemes and games. Will they be converted to the new scheme format? Or will they be lost to history because of an obsolete format?

I considered implementing automatic conversion of RubberWorm schemes into the new format, but there were some complexities involved and I decided to leave it out of 3.8 rather than delay 3.8 further by taking the time to implement this properly. There's a good chance I'll add the feature in a later version (as well as live play interoperability with 3.6.x/3.7.x + RW), but by then perhaps most schemes will have been manually converted anyway.

(Actually, there is a very easy way of implementing built-in conversion. It is rather distasteful in a programming sense, but I suppose I should probably do it, because of the big impact on convenience it would have for all players of RubberWorm schemes, at least in the initial period of time after 3.8's release.)
I feel that you should do it in a minor release after this one, which shouldn't take 6 years (We shouldn't wait until 2025 for a new Worms Armageddon release). That way, people will actually download the new version.

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