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Messages - lolicon-guy

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31
Lolicon-guy, your post was quite a mess. I tried to understand it, but you were jumping from democracy in community, to DC having mental issues, to psycho killers.. :) Gotta admit, fun train of thoughts. Almost felt like you're trolling everyone who decides to read it. Maybe I'm just too stupid to understand it.  ::)
Meh

Quote
Please don't be pedantic at taking me literally, you know what I actually mean.
"Why you have to be a d"... *cough* I'm not the one trolling here.

32
Sensei, I can not agree.

A game isn't like your typical straight-to-point software; whether you think it makes some or no sense, it's just that most people think of it as "it's just the media", with all pros and cons from the concept. If you ask me, and considering CyberShadow seems generally focused on the networking part and derivates, I would have prefered that DeadCode focused on the "visible" changes more than the internals (i.e. I get it you'd want a "clean environment" before doing "major" stuff such as WWP's backwards port, but don't forget, albeit WWP was made on top of WA, it was without DeadCode's fixes!).
The sad fact is, that unless you're making a PacMan-kind of short game, it's inhuman to be alone taking proper care of the whole codebase in a short time, and expect just everything to be nice and tight. That includes hobby projects, or else they get stuck for a long time. Compatibility on newer systems is always welcome, but otherwise, if a function works well and respecting target system/specs, you have to let it go, unless you couldn't avoid needing a speed-up or an optimization somewhere. For every game I've seen its code so far, they all have a collection of rubbish code somewhere anyway.
Not saying what DC "should" do, I'm just trying to point out a functional workflow or something like that. Please don't be pedantic at taking me literally, you know what I actually mean.

Either that and/or an artblock (i.e. lack of money, personal issues), I can't find any other reason for slow updates. I "should" be thankful that there's a dev willing to submit updates at all, butt I'm part of the public so I'm free to at least analyze whatever official info I get and maybe comment it; the self-imposed deadlines have been missed twice if I'm correct? I'm not anyone to judge because I'm being cynical AF here, but I can tell by experience that's a big no-no, feels like the dev has some serious issue and should get help, perhaps not precisely with the code. Don't get me wrong, nothing personal against DC of course, but this all is outright weird, everyone sees it, people wants to comment on it.

So yes, all together I find it completely fine to have "but's". For one, it is completely fine to question or wonder about missed promises. I can't talk for others, but when I point out those "but's", is because I actually worry. I worry when a person can't meet their own goals. The people who comments the ISSUE, deep down they worry. Everyone worry about things they love and hate, even a killer psychopath does because he needs a reason to act. See, I know I'm not entitled to anything; it's free, personal work, and I'm a nobody to him, therefore I couldn't have the same expectations as I would on a professional product. It's fully personal, even if behind Team17's curtain. But have some empathy, I don't care if none of this affects me, why else would anyone read any news anyway? And if I actually wanted to meddle, he can be found in the chat. Please don't tell me how "should" I think.

With good vibes, I hope DC gets a better time in his life.

33
Files Comments / Re: File #2045, `I-NEVER-LOST` has lost a game
« on: May 27, 2020, 01:33 AM »
you know why he never lost? Because he always left the game before losing.

34
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: May 06, 2020, 12:41 AM »
If a changelog was posted earlier in time, what kind of NDA would disallow it to keep constant enough?

35
General discussion / Re: Flaming health bars?
« on: April 06, 2020, 06:38 PM »
yes
great, so, is it known in which version it got removed? Or does it look the very same with no changes in WWP?

36
General discussion / Flaming health bars?
« on: April 06, 2020, 04:55 PM »
I made a ranked server years ago, and in order to respect accuracy to the old setup, I spent weeks trying to find info from old/archived pages, people who used to play during ranked years, strings for HTTP headers and HTML tags from executable, and whatever unused data current WormNET could give me (schemes for deleted channels and so on). Something to note, back then I didn't understood just what every individual HTTP header meant; I don't remember which ones, but from my hex editor, today I say: SetPlayerType (which IIRC is NOT related to PlayerLevel, the medal's ID), ServerInformation, SetPlayerReliability, FileCheck, CDFileCheck


One thing that called my attention, W:A was meant to display flaming health bars for Elite and Staff players: I never managed to make those work. There's not a single video about it either, so the only proof of their (previous?) existance are the words from an old guy called CleanAir.
I understand that WormNET has been through many changes on game side forgetting the rank system, and some issues arise such as the misplaced "Show Rankings" button. What I don't know, is if has this feature actually been removed in the new updates, or I simply didn't knew how to enable it.
It's just honest curiousity; For one, do consider that if it happens to be a "locked down" feature that can be fully enabled by "pushing the right hidden button", it's the kind of stuff TCRF would be eager to see.

In case those were effectively removed on further updates, I tried to see them in the original version, under Oracle VirtualBox with Windows XP, but would outright crash at some point when trying to enter any server, no matter how "fail-safe" I'd try to setup mine. I don't remember if I did it with or without the "WA Patch", though.


In resume, my questions are:
- Did I miss a switch, perhaps one of those headers I don't know what are for?
- Have the flaming bars been intentionally removed in an update? which one?
- In case it's unintentionally disabled due to a bug, which was the first update to offer changes to WormNET's interface or game-side system or so on?

37
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: February 03, 2019, 03:32 PM »
I'm not any more entitled than any other member on this community, and I hope that DC/CS don't take me in the wrong way, I'm only talking off my little not-so-broad experience... I'm a beginner game developer, with some mates we've released a couple free fangames (actually ROMhacks but the same conditions in law/community/dev apply here), and I've already faced all sorts of ups and downs.
I'm not the best programmer either, I'm not as good as others for the logic work though I do best on visual sequences and effects, but on every single project we have released so far, no matter how complex or simple, no matter our focus, "skill", or timeline (even if infinite) to develop & test every feature, even if we total 5 programmers in the team with the best possible organization, no matter if we actually do a "better" job than the original creators... we WILL always get at least 1 bug or oddity, that WILL be found by 1 player within 1 month of release if not less! Under whatever condition, the "perfect" program is just inhuman!

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I do W:A development as a labor of love. j0e hit the nail on the head saying "Maybe he'd lose his ambition to continue if he knowingly left imperfections that he knew he could easily fix." I'm in this for the long haul; I want to make W:A as good as it can be.

I like that sentiment. Personally, I've never been a fan of deadlines. Here's an example: You're working in a game that's very "important" to your public AND yourself too, you got an emotional attachment to the project, and is so technically advanced it plays vfx thought impossible. You're 7 days away from deadline, the ending sequence still has to be manually written (can't just play a video because HW limits), AND the artist doesn't have all sprites ready yet! Which means you have to improvise something to fill the gap; it's your responsability now, and you don't want the ending to suck nor screw it up, or you'll doom all your previous work to a safe failure. By that point, you have no brain to ensure the program is "logically right" nor optimized enough, or you'll have no time to ensure everything actually displays right on screen let alone have it ready on time.

For this, a game on its first public release is hardly ever "finished" at least according to original game plan; there's always that crude moment the team says "we have no time to develop new playable features, let's just finish/make the remaining menus or bonus levels, fix bugs, polish what we have now". Or that's what seems to be done for Sonic 2 and Mania (with its randomly missing transition cutscenes on first releases (!)).

---
HOWEVER, not having a deadline isn't always that good either! But I hope it's not the case for you or anyone else. Because when there's not it's easy to get "lazier" with the time, get 1/3 of game, and then lose any will/energy to keep going. I don't know why that happens to me, but it's very difficult to avoid unless it's a "short & simple" project or there was a constant emotional feedback. The only... "mental workaround" of sorts I've found so far, is to self-impose imaginary deadlines, just to stay awake. This way I'll get the adrenaline, an artificial emotional feedback to help me for the last weeks.
I remember that when I adopted this kind of workflow, I had a very bad look from another mate who does better than me on the coding "logic". After that, I tried to push myself to write logic on-par to her level, but this only led me to an "art block" of sorts and I gave up. I'm not nearly as good as her on it, but in this way I've managed to do a lot more "visible" work, even if more messy than before. For some reason I find myself with more time and mood to experiment new effects than ever before. Overall, I'm faster and more productive, even though I'm not that intelligent in comparison. The sad truth is, as long as the game program works and does it well, average player simply doesn't care unless there's a bug that's too awkward, or worsens/cheats the gameplay. If the worst programmer from the planet done a game that doesn't look buggy to the player (even if it's avoided with many kludges and such) nor slowdowns (too much), people will actually like it.
Within retro community, most people believe that the Megadrive/Genesis games made by japanese teams "push" the video hardware more than the rest, however if you compare the code from Red Zone against Sonic 3 & Knuckles, you'll see the former is infinitely better done.

The point is, I understand the perfectionism, I don't like mediocrity either, but stopping to patiently fix every single detail feels like an impossible goal, IMHO. Because nobody is perfect. And if I can't ever release a bug-free game, at least I'd try to keep things fun and fair, no?

If you have a different point of view, please let me know! I'm always eager to learn more

38
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: December 31, 2018, 03:28 PM »
I just wanted to see two fixes... Move the "Display Rankings" button a few pixels upwards so it doesn't clash with the chat's inbox, and have some way to enable custom maps in a ranked channel. Is it too difficult?

39
General discussion / Re: What do you hate the most?
« on: June 14, 2016, 12:44 PM »
Answering to OP, what I hate the most, is the people who gets the fumes over their head. It triggers my rage to the maximum level imaginable, and I find it hard to just let them go away with it without doing anything myself. The thing is, I don't find anyone is entitled to be superior or inferior to anyone, so...

40
General discussion / Re: What do you hate the most?
« on: May 18, 2016, 01:13 PM »
First of all, hysterical useless overreaction like above just because their disproportionate ego; it's the poison for every community out there.
Secondly, when my internet gets too slow that my players lose their patience to download the map from mine host, or when I get them too slow when playing with HostingBuddy. Looking like a slow hoster.
And finally, I highly hate the fact that WormNET doesn't play like it used to do in the mid 2000, the time I came out the first time. That time I was 5 years old but I remember how different WormNET used to work like. Then I came again a few year(s) before 2010, and everything was different =(. Heck, even their website was much more awesome, with much more info and stuff: https://web.archive.org/web/20000621015822/http://worms.team17.com/pc/?development

What the FUUUCK happened after the 2000?!!?!

41
Promotion Project / Re: GusanoNET
« on: April 06, 2016, 12:58 PM »
You never brought my modem back!
Does free connection even work anymore? :P

42
Promotion Project / Re: GusanoNET
« on: April 06, 2016, 12:42 PM »
Yes, do I know you? Who are you? :P
Also, no, I have no idea what IvanelPiby could be doing...

43
Promotion Project / Re: GusanoNET
« on: April 06, 2016, 12:07 PM »
Quote
<!-- Dealing against autocentering is a damn torture. -->.<!-- DeadCode or CyberShadow, plz fix this, or at least -->.<!-- Add a code tag so it doesn't autocenter!!! It's a f@#!ing hell -->
haha

Well, W:A supports the HTML tag <CENTER>, which is also included with every Serverlist.html file by default (the first file "WormNET browser" ever loads). But it doesn't support the </CENTER> tag, meaning that everything remains forever centered.
At first I wanted to keep my texts aligned to the left side of the screen, to which I went with adding space padding at the end of each line (the frontend works at 640x480 in 95% of the cases anyways...). I have added this padding to every page, including the FAQ. However, it is hackish and not-cool, so I scrapped that a few hours or maybe minutes before the server's release, the only exception being to some extent the HTML footer, and (can't really remember so not sure about) the header. The space padding, along finishing with A BUUUUUUUNCH of bugfixes I got account of since christmas, much other stuff such as #ShopperLeague itself, or "details" regarding the forum system, were all rushed between 30th and 31th of december, so I found myself rushing hard just to get as most functions possible to work flawlessly on time.
My nerves were breaking apart, I tried to vent my frustration in there, and at last I forgot to remove those HTML comments =V
But at least, I have not seen, experimented, or had reports of any "functional" troubles. Nothing triggered any internal alerts either other than some guy logging with "Great Snooper" (like I have stated, no snoopers were able to work here, so I assume this guy could not "see" the game list. Poor guy  ::) ). So, regardless 2 or 3 days of spambots in the forum, I think I can feel proud with the experiment. I was expecting some sensitive internal shit to run highly broken, like games not being registered correctly (and appearing in the wrong channels), rankings to appear incorrectly regardless of the score, time-outs in the IRC logging and command usage process, or #ShopperLeague being unable to complete its scripts from the start to the end of the match.

The dot tk domain has been whitelisted into their "special" list. So consider this server dead, because I think there is no point on moving to eu.org at this times. The source code however, as promised, will come from around the middle to the end of this month anyways.

Too bad the latest W:A updates doesn't include the flaming energy bars. I never got to "meet" them myself either. The server was programmed to send the "flag" to enable them in the game after reaching the "Elite" rank (or scoring at least 250 points) anyways. Not sure if this setting did or not work on older updates, but I hope it did.

44
Promotion Project / Re: GusanoNET
« on: March 21, 2016, 12:16 PM »
Ouch, long time of absence, and I think I need to give an explanation.

Shortly after new year, plans have changed; I had to forcefully get involved into my very first job, a very tiring one, and for lack of previous "practice" it felt even more tiring, and had absolutely no energy for anything else.

Now I got back into college, and I am keeping very far from the server itself, so with luck I could only access it back again since around April, not earlier. Considering another webpage I am going to release in some time later with the same server, and the kind of contents from it, opening a backdoor (such as SSH) makes me feel uneasy.

I would like to approach and thank everybody who gave their thoughts on this project, albeit unsuccessful... but I wasn't really expecting big success anyways :P

And sorry the delay.

EDIT: Just checked some access logs. And I remind: Snoopers are NOT supported.

45
Promotion Project / Re: GusanoNET
« on: January 01, 2016, 06:44 PM »
Fixed.

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