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Messages - Immortal

#46
Announcements / Re: Project X 0.8.0 Released
August 18, 2011, 01:04 AM
Quote from: madog on August 18, 2011, 01:02 AM
Quote from: Immortal on August 17, 2011, 12:33 PM
Quote from: sm0k on August 17, 2011, 11:59 AM
nice work there.
but there is one bad thing that could be changed in a new version
the point is when i run my game with wormkit .. and want to host a normal ttrr .. well it dont rly works. coz the px shemes are on too. i have always to run game with wa.exe to host classic shemes. may i missed something. but didnt find a solutution till yet. there is a px sheme "defoult"  tough when i set it then px shemes are off.. but no way xd.

but still gj
Use /px_toggle command when you are hosting, it disables PX (windowed mode and Anti-Aliasing will still work).

surely it would make more sense to be off by default and then enable it with px_toggle? i don't want to write px_toggle every time either to TURN IT OFF when playing non PX schemes 99% of the time.
yup. You're right

Or even better : enabling or disabling it by default on PX.ini
#47
Maps / 3D!
August 18, 2011, 12:28 AM
Who said 3D is impossible in Worms ?  :P
Check this out if you have 3D glasses (Red/Cyan).
It's a bit hard though. I will try to convert all W:A sprites to 3D sprites. Perhaps a guide for converting normal 2D map to 3D map..
http://uppix.net/9/3/b/1d555e3756df013ec64c604fdf72b.png
So what do you think?

Edit : no need to upload it to TUS. Could be a bit useless.. it's only experimental, because 3D worms is coming
#48
Announcements / Re: Project X 0.8.0 Released
August 17, 2011, 11:50 PM
Quote from: TenoriTaiga on August 17, 2011, 11:28 PM
Hey guys, is it possible to make frontend windowed as well? It could be super awesome because it would allow to make WA livestreams without using virtual machine. Fullscreen (and thus non-visible for stream video capture drivers, at least those we are aware of) frontend is really a bummer :(
No, it's impossible, sorry.
#49
Announcements / Re: Project X 0.8.0 Released
August 17, 2011, 11:10 PM
Quote from: DumbBongChow on August 17, 2011, 11:04 PM
Weird... Game crashes when I switch the px scheme including even when I just turn on only px module. Any idea why? [Already knows PX is aweseome wkit module.] :(

Tried PX updater, and it still doesn't work. DX
Can you post pxlog.txt ?
#50
Announcements / Re: Project X 0.8.0 Released
August 17, 2011, 02:55 PM
Quote from: Rok on August 17, 2011, 02:17 PM
I downloaded PX and I can't figure out how to actually use Library Editor. How do we make new libs? There's no save button. :) Where's the compiler, how to use it? Any tips and/or hints?

I already checked wiki, but there's only a pic of PXLEdit and the rest are code examples, no word about compiling.

Great work this is, nonetheless, kudos.
File -> Save/Save as

You don't need to compile. PX compiles right before starting the game (you can also Test Compile while you are coding).
For testing, use the scheme editor and add scripts there (then you save the PX Scheme on PXSchemes folder and test offline).

Yeah, wiki is still unfinished.

Remember that we have a forum : http://wormspx.com/forum/index.php

@Guaton : I made this map, I'm actually improving it. Give me ideas if you want.
I wrote a tutorial with Metacooler if you want to create such maps : http://px.worms2d.info/px080wiki/index.php/PX_RR
#51
Announcements / Re: Project X 0.8.0 Released
August 17, 2011, 12:33 PM
Quote from: sm0k on August 17, 2011, 11:59 AM
nice work there.
but there is one bad thing that could be changed in a new version
the point is when i run my game with wormkit .. and want to host a normal ttrr .. well it dont rly works. coz the px shemes are on too. i have always to run game with wa.exe to host classic shemes. may i missed something. but didnt find a solutution till yet. there is a px sheme "defoult"  tough when i set it then px shemes are off.. but no way xd.

but still gj
Use /px_toggle command when you are hosting, it disables PX (windowed mode and Anti-Aliasing will still work).
#52
Announcements / Re: Project X 0.8.0 Released
August 17, 2011, 08:12 AM
Quote from: Statik on August 17, 2011, 06:14 AM
Yesterday I found a funny bug (or a feature? :D) with pixel weapon (lol). If you put that pixel on a worm, it will go down through the landscape and plop ;D
It's a weapon for testing.
#53
Announcements / Re: Project X 0.8.0 Released
August 16, 2011, 11:45 PM
I see that you have a bunch of wormkit module enabled.. one of them might cause the problem. Disable all modules except wkPX.dll and try.

PX RR works fine here and for many other players.
#54
Announcements / Re: Project X 0.8.0 Released
August 16, 2011, 11:37 PM
Quote from: Wolfgang on August 16, 2011, 11:32 PM
in start the game

Fatal Error
Worms Armaggedon has encountered and error.
detailed informacion about the error can be found in the ERRORLOG.TXT
Do you have latest W:A Beta?
Also, can you upload an archive with pxlog.txt, pxcrashlog.txt and errorlog.txt ? (you will find them on W:A directory)
#55
Quote from: fenrys on May 18, 2010, 09:02 PM
immortal and phoenix I cant catch this guys a lot of days on ag, if I see us in ag he`s dont answer me  >:( same situation with msn....

Ah, sorry for this.. I'm testing my snooper and it doesn't support private messages yet..
About msn, I don't see any message and any request.. maybe try removing me and re-inviting me again :<