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Topics - StepS

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46
General discussion / Crazy Replays! [YOUTUBE AVAILABLE]
« on: November 16, 2011, 06:10 PM »
Hello, here I will post my crazy PX replays i made with help of stuff :D needs PX

TTRR in 0.580 seconds? Easy!
Crazy Worm completing a maze! first (Beta), 2nd
Funny Worms jumping around the map!!!

Youtube available!



47
General discussion / A new glitch in WA
« on: October 16, 2011, 06:35 PM »
Hello,
Me and Alternax have discovered a new glitch in W:A.
It requires a girder and a ninja rope to be performed. Fire the ninja rope, don't press anything, just wait until it stops moving, then select a girder and place it on the rope. After this, release the rope - your worm will fall down with a doubled velocity.
I'm not sure whether this glitch is already known or not, just didn't find it anywhere else.
No add-ons were used when performing this glitch. It's properly a W:A's glitch.
Note: this glitch will not occur if you have just shot the rope at 90 degrees (without shaking before).
PS: I didn't attach the gif since it won't tell much by itself anyway :D

48
General discussion / Weed Snooper BETA (0.0.2.5) discussion thread
« on: October 12, 2011, 02:03 PM »
This is a thread about Weed Snooper, which is currently being developed by Kawoosh.
There's an upcoming major update (beta release), which should happen shortly.

13 Sept 2013 Update:
Hey guys, Kawoosh has declared his wish to continue improving Weed Snooper soon, but only at condition that the current buggy beta is released. Thefore, here it is: download. Unpack the Weedsnooper folder into any good place and launch. Configure nickname and stuff in the "Options" button, top left.

Whats new? Info from posts in this thread:
Spoiler! View

skins!



Skins pack - 81 skins!  ;D



Skins will be able to be turned off, to either blank plain window or the Pseudo-WA style from the 0.0.1.14 beta (from the screenshots).

Also, improved pings. Not only the Game ID check verification has been done, but also now you can see which game is fully filled with players (full-room), and which are passworded (but appear as unpassworded in the list). This will now ensure the 100% quality of all the hosts you are about to join. And of course, it can show the hosts which were removed from the wormnet list (due to timeout, for example), but still available to be joined.

Private chats are now possible both on channel and in the separate tab/window. I'd point out to the newcomers that it's always possible to make a tab to be a window, or a window to be a tab (tabs system).

I'd also like to mention the perfect hosting ability of this snooper. Unlike wheat snooper, Weed Snooper can host on any server, with the possibility of WormNAT2, changing the flag, name, address for the host, and even (for the server owners) the proxy server for WormNAT2. It also allows full control on your host, you can close it anytime (in the future versions it will be able to reopen the closed lobbys directly from WA without rehosting). It also gets and uses the dynamic IP automatically, if your IP is dynamic (changing from time to time).

It's also worth mentioning that Weed Snooper doesn't do /who all the time like Wheat does. It adds players to the list gently as of them by join-part messages (the method WA uses also), which is additionally faster and eating an extremely low amount of traffic.


Please note that this version may be unstable or have glitches. For now, use it only for test purposes. In particular, a skins overhaul using a newer system will happen in the next update. It would resolve a few glitches and improve the overall look, as well as possibly give more customizability. This release is done as a proof of interests and intentions to do the update, and mainly serves as a motivation for its further development. Thank you.

49
General discussion / WA + Windows 8 = omg... it WORKS!
« on: October 06, 2011, 12:40 PM »
Okay, please close this thread. I mean, look at the damn date or something. >_>
Spoiler! View
Original Thread title: WA + Windows 8 = no deal at all.

OLD INFORMATION FROM 2011

As we know currently, WA doesn't work on Windows 8. It crashes once you start a match, and the errorlog isn't created too (because it is a Windows appstop error).
Me and Kawoosh later tried launching it with Project X, and guess what, it lauched! Most likely because of Project X's Direct X integration. However it crashes after a match, because the game must return to frontend.
I've installed Windows 8 myself and can give you the screenshots.

after some tries, it WORKS on Windows 8, without PX or anything! Double buffering fixed the black screen, but I still don't know what fixed the App Crash.

50
General discussion / stepsfiles.tk has been shut down
« on: October 03, 2011, 11:18 AM »
Important message: my domain stepsfiles.tk has been shut down today for no known reason yet.
Thus, all my links containing that domain are inaccessible right now.
Right now you need to change "stepsfiles.tk" to "myfiles.my1.ru" in the URL to get the desired file/page.
I'm sorry for the inconvenience caused by this accident.
PS: all links at TUS, team17 forums and worms2d.info are currently being updated.

51
General discussion / WA is flooding :D
« on: September 21, 2011, 12:19 PM »
The map explains itself [chatbox go]
No need of any plugin to watch this one! (they won't help anyway :P)

http://myfiles.my1.ru/wa/replays/spurious.WAgame

52
General discussion / StepS' new weapons v4, the TUS thread
« on: September 11, 2011, 05:23 PM »


Hello, this is my presentation of some new weaps I made   :-[


Video presentation by DumbBongChow (Warning: contains special effects by DumbBongChow)

So, here they are:

  • Homing Cluster Bomb - like in Worms 2, a cluster bomb with clusters that can fly to the selected location.
  • Gas Canister - a canister containing some gas, like a dynamite it explodes after 5 seconds. Produces some toxic gas, which is affected by wind.
  • Wormy Army - a herded army of worms, up to 5 as usually. They walk and jump almost like the real worms do, and after pressing spacebar they explode and produce some toxic gas. Vulnerable to sheep glitch (herd must be 1).
  • Homing Air Strike - like in Worms 2, it's a combo of Air Strike and Homing Missile. After selecting the target, all missiles fly to that location.
  • Cloned Sheep - like in Worms 2, it represents a usual sheep, except these sheeps have different sprite and come in herds. Vulnerable to sheep glitch (herd must be 1).
  • StepS' Bible Strike - a special weapon; the sprite for it I took from the unused bible.spr in Gfx.dir :D It's similar to Carpet Bomb, except the book amount is 6, they are bouncier, produce a bit more damage and the drop+bounce sound remind you of a holy grenade.
  • Ents Launcher - a funny bouncy weapon, representing a tale being, used commonly in the talk by some PX team guys. They will understand what it means. :D
  • RubberWorm Launcher - launches a rubber worm. Once it stops bouncing, it explodes into 5 rubber worms, which explode after 2 seconds.
  • Burning Sheep Launcher - launches a burning sheep, the one from French Sheep Strike. Performs 2 bounces and fire, as usually.

    -----v3 Update-----
  • Terrain Exploder (NEW!) - explodes the terrain vertically where selected. Pressing spacebar/enter will make it go horizontally. Stops on contact with a worm. Not for a cavern. Not for an indy terrain.
  • Object Pusher (NEW!) - once fired, it can blow the worms/mines/graves/weapons and other objects in the air at the high height. Works only in the top. Not for a cavern.
  • Golden Grenade (NEW!) - an extended Cluster Bomb with more power. Idea goes to Zippy, the sprites were the hardest work for me.
  • Instant Mine (NEW!) - an instant mine. It acts as usual one, except it explodes instantly on contact (not earlier than 4 seconds after throwing).
  • Ghost Sheep (NEW!) - an extended Aqua Sheep, it can also go through textures and objects, explodes on contact with a worm. Can swim, can also be launched from/on the water without having to fly first.
  • Terrain Digger (NEW!) - digs the terrain until it loses its power (air gap). Not for a cavern. Not for an indy terrain.
  • Super Terrain Digger (NEW!) - a Terrain Digger with a bigger quantity of drills and an improved surviving. Not for a cavern. Not for an indy terrain.
  • Hole Punch (NEW!) - makes holes in the terrain vertically. Works in cavern. Not for an indy terrain.
  • Super Hole Punch (NEW!) - a Hole Maker with an increased hole making rate and a possibility to choose the angle. Works in cavern. Not for an indy terrain.
  • Doncrete Conkey (NEW!)
  • Acid Rain (NEW!) - acid rain from the heaven.
  • Cake Drop (NEW!) - a cake from WWP.
  • Reversed Parachute (NEW!) - it is a normal parachute, except it flies to the opposite side. Useful to switch between usual one and a reversed one when flying.
  • Damage x2 (NEW!) - as a real weapon - a Damage x2, which can be used as a real weapon, and it isn't instant.

    -----v3.5 Update-----
  • Trollface Launcher (NEW!) - launches a troll face, that flies around very randomly and produces a laugh when bouncing from a wall/roof/floor.
  • Poor Worm (NEW!) - throw a worm which will explode after the set delay like the usual one does.
  • Crate Spy (NEW!) - as a real weapon - a crate spy that can be activated or deactivated manually.
  • Fixed some weapon names.
  • Gas Canister in v3.5 updated to FINAL revision (fully restored original WA canister weapon). It is also possible to set "Gas canisters" collision flags too!  :D

    -----v3.8 Update-----
  • Sprite fixes - now Ghost Sheep has semi-transparent gray pull sprite, pink trail removed but is still accessible as a number 635 now.
  • Super Suicide Bomber - omg DAT WORM IS BIG!   -- normal Suicide Bomber is inaccessible right now.
  • Farting Sheep - a Super Sheep that farts while flying. Fly is activated by double space (1 - fart, 2 - fly) to prevent instant poisoning, cannot swim. Vulnerable to Sheep Glitch.
  • Holy Grenade Strike - a strike of Holy Grenades. The best interpretation, the real holy grenade behavior.
  • Worm Strike - a remake of a "default" but not introduced W:A weapon, now available here (was present in 0.6.5 schemes also).
  • "Super" Teleport - just doesn't end turn (if the multishot option isn't enabled). Added for the sake of suggester in the left said link. Also useful not change weapon tables to teleport.
  • Diggers improved - moving drill + sound.
  • Some other weapon fixes.
-----v4.0 Update-----

  • Wings (NEW!) - an innovate and universal travelling tool, with wings you can fly to any side with any speed. Also useful for racing (scheme included). Included as a separate library. Special thanks to Zed for helping me out with the problems occured.
  • Reversed Bungee (NEW!) - a bungee that goes up to the sky! Crazy!
  • ExTurnSide script (NEW!) - allows you to turn around on rope/bungee/firing/blowtorching/jumping and many many more using special keys (rope/bungee - Z/X, others - Left/Right). Parachute isn't turnable for the sake of Wings and Hang-Glider, which were made from the parachute (this could be done to avoid them, but it's useless).
  • Some little fixes.
PS: теперь и по-русски!  :D

DOWNLOAD (1.47 MiB)

Official Project X forum thread
Wiki

54
General discussion / WA Localizer: translate W:A yourself!
« on: August 10, 2011, 09:02 PM »
WA Localizer (or wkLocalizer) is a WormKit module, bundled with an editor, which allows you to fully translate W:A (front-end, ingame, etc.). The langpacks are placed in the /Languages/ folder of W:A directory, and can be choosed from the Options menu.

Download:
Installer (1,25 MB) or the archive (1,06 MB)
source code
Download langpacks: list

WKB article - please read before translating!

55
General discussion / New RubberWorm! 0.0.1.17
« on: July 23, 2011, 10:09 AM »
This is a thread about RubberWorm which is currently being developed by Kawoosh (KMZ).
The latest stable version is 0.0.1.17 (15 August 2013).

Download

To do:
  • [!]Versioning of rubberworm replays and remote rubberworm check
  • [!]New command which will force starting of the next turn even if there are weapons, flames or worms flying around the map (/ndbt)
  • A /save command to save the current scheme with the entered features
  • All of the remaining LaserFix features if possible
  • A feature to extend the maximum worm health to 2 bytes
  • Being able to check if the client has RubberWorm or not (by typing /v).
  • A non-breaking invisibility feature
  • Weapons jumping out from crates while those get exploded
  • Make the camera not stay immobile after /usw (this is the default behavior of the game)
  • A frontend option for editing RubberWorm settings.
  • Once you type the command in the lobby, you will see the notification that it was enabled. done
  • Custom rope knocking (like in WormNET channels - 0 - off, 5 - normal, 10 - extra. Currently presents only in #TestStuff channel of StepS' WormNET server, also in Direct IP games) done
  • Extend the grenade and other weapons' selectable fuse to 9 done
  • Non-limit, fully unlocked TestStuff. done
  • wkTrastulloPerAtrox features to be inside done
  • 3-weapons unlock (Indian Nuclear Test, Earth Quake and Armageddon) to be used with sdet. done
Short version history:

0.0.1.17: Fixed scheme distribution failure when entering commands by hand in a lobby with more than 2 players. Note: this only affected 3.7.2.1 users.
0.0.1.16_Update: Compatible with both CD and Steam editions. /version command extended to 65535 (top-level byte ''Freeze'' crate probability); the /ts9 alias now points to 297 (3.7.2.1[TestStuff9]). Restored the feature pop-ups and the fix setting removed.
0.0.1.16: Fully fixed fuseex zero, added clarification for "wrong revision" users. You must update, my sir
0.0.1.15: Fixed fuseex jump/hook issue (desynchronization).
0.0.1.13-14: Ported to 3.7.0.0.
/fuseex has been extended to support 10 cows in one herd, and also zero-second grenades, cluster bombs and bananas. The remaining parts of this feature are still compatible, and also an older user can't activate the unavailable option by pressing 0.
■ RubberWorm now informs you (invisible to others) when you enable some feature.
■ The actual W:A version number is now shown near the value of /version command (after typing /show or /showme)
■ Due to the crash bug discovered in W:A 3.7.0.0 (comboboxes randomly causing crash after closing the scheme pop-up), by default RubberWorm now disables pop-ups that appear after clicking on the scheme to prevent the crash. This doesn't affect /showme feature as there's no combobox involved. This can be re-enabled by using SchemePopupOff=0 in the [Fixes] section of RubberWorm.ini, though the potential danger of a crash (anytime and unpredictably) should be taken into consideration.
0.0.1.12: Added /knock[1-255] - custom knocking force. Using it you can set any force from 1 to 255 (where 100 is the normal, 254 is the max and 255 forces no knocking). This does not depend on a channel/TS/batty. Note: like always, a knock is treated by W:A as a "rope knock" until you lose your turn (lose control), i.e. losing turn by rolling on landscape and then touching a worm doesn't qualify as a rope knock.
0.0.1.11: Added in-game command /colormod - team-colored rope, outlines of worm bars and lasersight. Best with darker team colour scheme (PX users will have to install wkPXColorРwnage to make darker colour scheme work).
0.0.1.10: Added /swat - select worm any time during the turn - let it be mid-air, fall, sliding, or etc. Just press Tab when you wish. If "selectworm" option is enabled in the scheme, swat will be working during the whole game. If "selectworm" option is disabled, you can call swat by using a SelectWorm weapon - this will last till the end of your turn!
0.0.1.9: Added /fuseex - up to 9 seconds selectable fuse of grenades, bananas, madcow herds, etc.
Also kaosmod4 and kaosmod5 by request of DreamTrance,
0.0.1.8: Added:
/speed[value] - speed limit for roping and objects (16 - default, 32 - TS, 255 - unlim (like in ts3))
/ts8 - TS8 aliase command (version164) which can be directly integrated into the scheme file.
These features have been ported from italian wkTrastulloPerAtrox.dll module:
/reaim: auto reaiming at the turn start
/cira: circular aiming (ts-like)
/alp: antilock power (ts-like)
/usw: unlock sdet weapons (armageddon,earthquake,nuketest)
Also, the crateshower can now be used together with craterate.
0.0.1.7: Added /wdca - weapons don't change automatically.
0.0.1.6: Added the /kaosmod2 feature, which was needed for the kaos league. An explanation table is here.
0.0.1.5: Added /ope - all objects are pushed by explosions, like in the one of previous versions. This one doesn't use emulation.
0.0.1.4: Minor rubberbounce fix (at 255 value)
0.0.1.3: Added /flames and /kaosmod features. /flames allows you to increase the limit of persisting flames at the map in the same time.
0.0.1.2: Ported to 3.6.31.0.
0.0.1.1: Fixed zero gravity and black hole; full compatibility (per Kawoosh's words) with the old 3.6.29.0 RubberWorm
0.0.1.0: Greatly improved compatibility with 0.7.32 black hole (some bugs still persisting), added ability to set jetpack using the built-in scheme value, as well as a no-argument /jetpack shortcut for infinite fuel
0.0.0.9: Added blackhole
0.0.0.8: Added gravity, made rubber bounciness reportedly compatible with 0.7.32 (except one issue which got fixed later in 0.0.1.4)
0.0.0.7: Some improvements; rubber bounciness temporarily disabled
0.0.0.6b: Minor fixes in code
0.0.0.6a: Rubber bounciness has been improved (?)
0.0.0.5: Added crateshower
0.0.0.4: Added /show for client lobbies, added first test of rubber bounciness
0.0.0.3: Added viscosity, antisink and wind response.
0.0.0.2: Fixed the non-incrementing crate counter in bottom left. Also fixed incompatibility with pisto's craterate: in pisto's version crates didn't produce any comments during craterate, but Kawoosh added so that one comment is shown per each drop. This has been reverted.
0.0.0.1: Added cratelimit, friction, version override, cratecount and craterate. Enough for playing Kaos.
0.0.0.0: initial build. Supported: sdet, ldet, fdpt and ir. No /help and /show yet.

Note:
The /tellv and /show features work like in LaserFix, you can look the parameters while being a client, and can tell the version with /tellv.

56
General discussion / WormKitDS - WormKit without WormKit!!!
« on: July 10, 2011, 03:43 PM »
Hello, I present you a new way of loading WormKit modules, made by Kawoosh (KMZ) - WormKitDS. With this method you don't need anymore to run WormKit.exe or to associate everything for it - WA.exe will load modules itself!
The latest stable version is 1.0.0.1 and it's written on C++.
This method has been made some months ago but I was too lazy to post it, so sorry for that:rolleyes:
The HookLib.dll is also not needed anymore.
For Linux users: only some modules which don't use Windows APIs (i.e. RubberWorm and some others) will work under Linux in this way.

Download:
  • Fast installer (it will delete WormKit.exe and reassociate replays/URLs back to WA.exe)
  • Or just the archive with required files to be put into W:A folder (madCHook.dll is for those who don't have WormKit yet)
  • You may get the source code here.
WKB article

Short FAQ:
Quote
Q: You've said that this is a new WormKit, but why do I see something like "dsound.dll"?
A: To make WA loading modules itself, a DLL file which had the same name as one of the WA's required DLLs was needed. Usually this file is located in system32 folder, but here it's also used as a module loader.

Q: Will it affect the stability of modules somehow?
A: Nope.

Q: Will this way work under Linux?
A: Partially. As it's known for now, modules (such as RubberWorm) which don't use Windows APIs will work under linux.
It is the madCHook library that has some incompatibilities with Linux, CyberShadow has started a rewrite of it to further support Linux, here is the current file and source code. Note that it's still unfinished and is written on Delphi, but any contribution to the project will be appreciated.

Q: Will this allow me to watch replays, to do stuff with them or to use WebSnoop?
A: Yes, but you should use the installer, because it associates replays and URLs back to WA.exe (in case you messed the associations up).

Q: Omg, really?
A: Yes. Just run WA.exe.

Q: Can I temporarily disable WormKitDS?
A: Yes, you need to run WA.exe with /nowk command-line parameter.
If you used the installer, then just navigate to WA's executable/shortcut, then hold Shift and right-click it; the option "Run WA without WormKit" will appear. To play a replay without WormKit, just right-click it and choose the corresponding option.

Q: Oh, and what if I run my old WormKit.exe while having a new WormKitDS?
A: Nothing. The priority is given only to the one. The fast installer deletes WormKit.exe and edits registry back to WA.exe.

Q: When I run the game, a message "This module is no more needed..." pops up!
A: Please delete wkPathOverride.

Q: When I run the game, a message "Bad module: ..." pops up!
A: This message means that the current WormKit module is corrupted, has an unproprietary function in its code or doesn't seem to be a valid module. Consult the module developer.

Q: Now I got the intro screen again! How can I get rid of it?
A: Turn it off again in Advanced options menu. This is a known issue if you're not using the installer.

Q: Will this way work for WWP or Worms 2?
A: The loader will work, but most of WormKit modules are written specifically to work with W:A code only.

57
General discussion / New replays' context-menu icons
« on: July 08, 2011, 10:20 AM »

Hi,
Today I added some icons to the WAgame's context menu.:)
Currently available in my WormKitDS and Rubberworm installers.
Feel free to download and post comments here.:)
Currently only works on Vista and 7.

Thanks to Team17 for the Replay icon, thanks to wmdb.org for the map icon, thanks to SupSuper for the bomb icon, thanks to Joseph North for the video icon, thanks to Yusuke Kamiyamane for the log icon and to CyberShadow for the WormKit icon.

58
General discussion / NANO WORMS
« on: January 14, 2011, 12:52 PM »
DON'T EVEN TOUCH the colours.img in the Gfx#.dir!
View the image

59
General discussion / lol trick :D
« on: December 25, 2010, 09:17 PM »
Really funny :D REPLAY HERE


60
General discussion / Old or new, but funny one :D
« on: December 17, 2010, 04:20 PM »
Works with TestStuff.

Replay (3.6.31.0)

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