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Messages - Muzer

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1
Tech Support / Re: 3.8 update problems
« on: August 20, 2020, 11:27 AM »
Yeah i've had nothing but issues with 3.8 as well, the fact it doesn't work on it's own without pissing around with it puts me right off.

Unless these are issues that have already been reported, please document these clearly so they can be fixed rather than just generically moaning about them which will achieve absolutely nothing.

2
Hype! Though I'm still in favour of getting rid of the Select Worm entirely...

3
Cups and Tournaments Comments / Re: Tournament #1101, Island Team17
« on: August 15, 2020, 05:28 PM »
Oops, I reported because I have never done one of these before, but it turns out you're not supposed to report if you lose. Can someone undo my report?

4
If you click the "Register associations" button in the advanced options screen that should fix it without the need for any drastic actions.

5
Wormkit Modules / Re: wkKick38
« on: August 12, 2020, 06:59 PM »
This gives me a "failed to initialize signature scanner" error message when starting WA. I'm using the CD version of 3.8 on Windows 10.



Any ideas on this error?

I've reworked the module to fix signature scanner, add /kick# command and introduce 5s delay between warning message and kick.

Wonderful, thanks for adding the delay, it will help newbies at least to know why they've been disconnected, rather than them just assuming the game's networking is flaky :)

6
Announcements / Re: WormNET Service Updates
« on: August 01, 2020, 11:20 PM »
HostingBuddy will now use the 3.8 logic version if everyone in the game is running 3.8. As before it will downgrade the logic version as necessary if players with older versions join. There is still not yet support for v3 schemes (that is, the new Extended Scheme Options in 3.8) but this should be coming soonish.

7
Announcements / Re: Worms Armageddon v3.8 Released
« on: July 29, 2020, 07:10 PM »
Hello, I found problem loading maps. Many old maps from other users and all the maps I created now, when loaded into the menu, always have an indestructible border on top. Re-saving doesn't help. You need to turn off the top border every time. I hope this bug will be fixed.
Please upload an example of a map that does this for you so we can investigate.

8
Announcements / Re: Worms Armageddon v3.8 Released
« on: July 17, 2020, 12:20 PM »
i had immediate desynch when using 3.8 while other ppl using lower versions, playing online, while 3.8 game version working fine, alone. did i miss to use some stuff? or is it under construction?
Were they using RubberWorm? RubberWorm 3.7.2.1 and 3.8 are not interoperable online, though you can view RubberWorm replays. If you weren't trying to use RubberWorm, please upload the recorded games from as many people as you can find in the match, for debugging. Thanks!

9
Announcements / Re: Worms Armageddon v3.8 Released
« on: July 17, 2020, 12:14 PM »
Just one minor concern:

Quote
[DC] Most in-game motion and animations are now rendered at the hardware refresh rate, rather than being locked to 50 Hz as before. The game engine still runs at 50 Hz, so "tweening" is used to accomplish this. As a result, most in-game motion that used to appear somewhat jerky will now look quite smooth. (Note, tweening of animations is still limited by the number of pre-rendered frames in Gfx.dir. The difference is that now, the available frames are used as effectively as possible.)

I think I asked this once before - can this be disabled? If not, will it be possible to have such an option in the future? I ask because people may prefer the old, technically inferior look because they're used to it.

Same questions and reasoning goes for this:

Quote
[DC] When loading its water graphics, the game now first tries to load DATA\Gfx\Water.dir, which is a re-rendered version of the original blue water waves – using the same algorithm, but antialiased and animated at a much higher framerate, to make it look good in super-slow-motion playback. If that file is not found, the game falls back to loading the original rendering of blue water waves, Data\Water\Blue\Water.dir (on CD-ROM if running the CD Edition).

I don't believe it's possible to disable render tweening, but you can disable water tweening simply by deleting the new Water.dir.

10
Announcements / Re: Worms Armageddon v3.8 Released
« on: July 17, 2020, 01:10 AM »
For me Steam in-Game Ovelay doesn't work in Game, but in Menu works fine.

Which renderer are you using? You should have best results with Direct3D 9 (shader) in terms of the Steam overlay etc.

11
Announcements / Re: Worms Armageddon v3.8 Released
« on: July 16, 2020, 11:58 PM »
For those who haven't read the full changelog, we made a wiki page outlining the highlights of 3.8's new features:

https://worms2d.info/Worms_Armageddon_3.8_Features

12
Announcements / Re: Worms Armageddon 3.8.0 changelog sneak peek
« on: June 02, 2020, 02:50 PM »
Quite simply, we don't know. While in years gone by it would tend only to take a few days, we have no idea how much Team17's processes and practices have changed in the last 7 years. It's quite possible they will want to give this update a much more thorough going over, and they are completely within their rights to do so, as it's their reputation on the line if this update breaks people's games.

13
Hi guys,

see that version of worms2?
Here screen from beta-version worms2. As u see, mines is diffirent. btw many things diffirent. Anybody knows, where allow to get it? Just interesting.

As far as I know, this was only a back-of-the-box screenshot (from when boxart was often made long before the game was finished). I don't think I've ever seen it in high resolution like that though.

14
quick easy fix i'll do for the design is changing the basic gwt button on top left (menu,...) to more worms like button (e.g. background black and color red).
The idea was to have icons on them, but I decided regular buttons were good enough. Black buttons may also be slightly problematic since I'd like the weapon selection gird to stand out, and black buttons forces me to make changes that reduce its contrast compared to the rest of the GUI.

What I am more concerned about is how the game responds to unexpected values. The description of the file format is quite crude, and doesn't mention anything how things work in the game. I'm thinking of things like Crate Probability and more or less any option that just states it's unit as percentage. Or rather, if I could figure out what mechanics changed between Worms 2 and Worms Armageddon, then I can use some of the information already present in the Knowledge Base.

I mostly wrote the wiki pages on the W2 options and weapons formats (as well as a few others). I didn't spend time working out how each one works, though I expect it responds in a similar way to WA when IT is given unexpected values. If you find out through experimentation or other means, feel free to add it to the wiki.

15
Announcements / Re: W:A v3.7.2 Released
« on: April 03, 2013, 05:52 PM »
hey steps, here's my problem with colours.

[images snipped]

i'm tired of this shit, could you help me?


Are you using the DirectDraw 8-bit renderer? That's probably not recommended - try the Direct3D renderers (Direct3D9 (Shader) being the best), or if those don't work, the DirectDraw 32-bit one. You can change your renderer in the advanced options screen.

If you are using DirectDraw 8-bit for a reason, try enabling the palette fix options in the same menu.

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