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Messages - StepS

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61
...or just navigate the "Tweaks" folder and run 'RegisterAssociations_Automatically.reg'
No that will likely not work because of UAC.

62
The code is typed in the main menu.

63
boggy sent me

64
Thanks a lot brother - works perfectly, but as I understand it right, this setting will stop rubber_worm emulation for the older versions met in the lobby?
There is no lobby emulation for RubberWorm, but yes this will disable emulation for Rubber replays.
Alternatively, you can launch WA with the command-line: WA.exe /play <path-to-WAgame> /rwemu=off
to disable RW emu just this once.

This problem will be resolved in the future by expanding the "Repair Replay" functionality to clean up WAgames with messy schemes.

65
Files / Re: Worms2 Music for Worms Armageddon
« on: August 03, 2020, 06:39 PM »
I have a question in regards to Worms 2 soundtrack. There is a track consisting only of nature sounds. I have not heard this piece outside of Worms 2 but only in the game. The game picks it randomly as any other tracks.

Does anyone know what I speak of?
I think it's this track, but not sure. It's what Pac-Man used in his PX mod.

66
Announcements / Re: Worms Armageddon v3.8 Released
« on: July 26, 2020, 08:26 PM »
Hi. I'm wondering about the Polish translation. I'm a translator myself; can I help?
It's been years since we've since Polish language in Worms (it's in the official early release), but all the other updates rather skipped it... despite the tremendous Polish WA community.
We're almost full: https://worms2d.info/WA_character_table
So probably not in the near future. However, feel free to make a fan translation. (I think you can easily find one for 3.7.2.1 downloadable online)

Is there a way to break out of such a scenario to allow the game to continue or would there be plans to include such safeguards?
I was thinking about disabling RW object-specific modifiers (such as RW gravity factor/wind/etc) when falling outside visible screen boundaries. I'll ask Deadcode about it, but there have been several other ideas for resolving deadlocks, including a "Turbo mode" where all between-turn movement is ignored and the next turn can start immediately (also no pausing for damage or kills). That might happen for 3.8.2 or 3.9.

67
Wormkit Modules / Re: wkKick38
« on: July 25, 2020, 09:50 PM »
I don't believe you, Rafal should had been banned years ago, I insist.
There were complaints about Rafal and he was banned. I have not seen any complaints about him since his last ban.

My whole point was: the game's maintainers insist on having disputes resolved properly rather than abusing in-game mechanics, even for allegedly good purposes. I did not invent these guidelines. There will never be an in-game kicking functionality in the game or in HostingBuddy. Feel free to contact CyberShadow/Deadcode/KRD and voice your disagreement if you believe that it is valid for someone to be given such power.
(If you ask me, I personally would have preferred a majority-vote mechanism)

68
Wormkit Modules / Re: wkKick38
« on: July 25, 2020, 09:46 PM »
Right, and will you finally ban the trolls then? That's the point of in-game kicking. Wish HB had it too.
Trolls can be banned if properly reported and verified. You can always send reports in PM to SheriffBot.

69
Wormkit Modules / Re: wkKick38
« on: July 25, 2020, 09:03 PM »
Abusing the client-server model to kick players in-game is discouraged, with the sole exception of it being made clear to the player getting kicked and all other players in the game. If there is any complaint in connection to kicking tools from anyone on WormNET, the perpetrator has a high chance of getting banned without second thought.

In practice nobody has complained because normally such kicks are justified. However, that's where one might say, "use at your own risk".

70
Wormkit Modules / Re: wkKick38
« on: July 25, 2020, 06:51 PM »
If so, can it be shown as disconnect only?
No and you may get banned from WormNET for proliferating solutions like that.

71
General discussion / Re: MapGEN v0.8.7.2
« on: July 25, 2020, 10:35 AM »
I transferred that dll over and both modules are working now, thanks very much :)
You should've received an error upon starting the game if madCHook is missing. Modules depending on it will not load otherwise.
Specifically, error 0x0000007E. These errors are fatal and should not be ignored.

Code: [Select]
---------------------------
Warning
---------------------------
Failed to load WormKit module wkWmdb.dll:
LoadLibrary failed: Error 0000007E (???????????????????)

Please check that all files required by the module are present in the W:A directory.
---------------------------
OK   
---------------------------

When you see such an error, it is NOT a 3.8 compatibility error!

72
General discussion / Re: MapGEN v0.8.7.2
« on: July 24, 2020, 08:08 PM »
Neither of them seem to be working for me. I'm using 0.8.7.2 for MapGEN.

I'm running the Steam version if that's of any use to you
Both modules are working perfectly for me. Are you sure Loading WormKit modules is enabled? Just to double-check.
These modules do not modify the game code and should always work anyway.

73
General discussion / Re: Unnecessary drama
« on: July 22, 2020, 09:18 PM »
man

74
^ The Indian Nuclear Test is BANNED in the game, if this weapon appears and you pick it up skip the turn.
You can set the delay of the Indian Nuclear Test to infinite (through an external scheme editor) and then it will never be able to be used.
By the way, this is a nice idea but your post is off-topic for this thread.

75
Bug Report / Re: Corrupted Map PNGs
« on: July 20, 2020, 09:54 PM »

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