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Topics - Jengu

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Source code for a simple WormKit module. It doesn't really do anything in its current state but it might help others create their own modules.

I wrote it last year. The code isn't the greatest but it works. See here for more information: https://www.tus-wa.com/forums/worms-armageddon/i-made-a-new-wormkit-module-should-i-release-it-details-inside-31553

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General discussion / Some input lag optimisation tips for WA
« on: December 03, 2017, 09:40 AM »
  • Run the game in exclusive fullscreen. Alternatively, you can disable desktop composition if you are using Windows 7.[1]
  • Disable Wait for vertical sync.
  • Disable Assisted vertical sync. I had this option enabled for a long time until I realised it was causing stutter and the occasional lag spike.
  • Use your native desktop resolution.
  • Set your monitor refresh rate to a multiple of 50Hz if you can (50Hz, 100Hz, 150Hz, 200Hz).[2]
  • If you are using D3D9 rendering, choose Direct3D9 (CPU). It is not as efficient as Direct3D9 (shader) but the latency is slightly lower.
  • If you have an Nvidia graphics card, set Maximum pre-rendered frames to 1 for Worms Armageddon.[3]
  • Enable Game Mode if using Windows 10. Make sure it is enabled both globally and for Worms Armageddon.[4]

That's all I can think of for now. Some people have trouble with tearing but it hasn't been a problem for me on my computer. Let me know if you can think of anything to change or add.

[1]
Spoiler! View
Right-click Worms Armageddon (desktop shortcut or executable) > Properties > Compatibility > Disable desktop composition

[2]
Spoiler! View
Usually requires a gaming monitor. Right-click desktop > Screen Resolution/Display settings > Advanced settings/Display adapter properties > List All Modes

[3]
Spoiler! View
NVIDIA Control Panel > Manage 3D settings > Program Settings > Select Worms Armageddon > Maximum pre-rendered frames

[4]
Spoiler! View
Settings > Gaming > Game Mode > Use Game Mode
Run Worms Armageddon > Windows + G > Settings > Use Game Mode for this game

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I made a module that shows mine fuses in-game just like in replays. Should the module be made public? It provides a potential advantage in schemes with random mines enabled. The fuse for random mines are shown once the mine is triggered.

Only 1 of 31 official league schemes uses random mines. That's aerial. The module would be open source like my last module.

4
The first rule of wkStreetCountdown... Is that you really must try to tell as many people as possible about it. It's a rather fun module, and the more people we tell about it, the better!

Okay so what does it do exactly? It displays mine and weapon fuses. These settings can be toggled in the included initialisation file. Random mine fuses won't be displayed until the mine is triggered. This still gives an advantage to the player however and as such the module will likely be disallowed in schemes with random mines.

Feel free to try it out and make changes. I would like to include the option to show retreat time at a later date.

5
This WormKit module removes the wave animation in-game when using the lowest graphics setting. It should work with all versions of Worms Armageddon.

I encourage you to compile the code yourself because you never know if a DLL contains malware. This module was written in C by me. I don't accept any responsibility for the use of this software.



NOTICE

wkWater in its current form is most definitely a cheat; having it enabled while other players do not offers a distinct advantage. As such, I have removed the attachment. Please do not distribute cheat modules. If you have already downloaded wkWater, please make sure only to use it if all players are using it, and if sharing the replay, please make it clear in the game's chat that wkWater is being used.

The module could be fixed by making it automatically send a public chat message communicating its presence at the beginning of every round, similarly to RubberWorm's crate-finder feature. However, distributing it as open source would undermine this, and is a bad idea.

Concerning toggling the visibility of wave animation:
Some players, myself included, consider the mystery of what is hidden by the water waves to be a fun element of challenge to the game. As such it would be a shame for everyone to be forced to hide the waves in order to be able to fairly compete with other players who have the waves hidden. However, seeing the interest in wkWater expressed on this thread, I will consider adding it as a future scheme option.

—Deadcode

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