Hi! Happy to answer but don't have time right now, if I forget to do it later feel free to poke me!
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#77
General discussion / Re: MapGEN v0.8.6.2
October 03, 2018, 08:51 AM
Hmm interesting, will see if I can get it happening here.
#78
General discussion / Re: MapGEN v0.8.6.2
September 15, 2018, 09:32 AMQuote from: TheMadCharles on September 15, 2018, 09:03 AM
that reminds me... here's the Tetris theme
I feel like that we'll need to split themes into default, world party and community
Nice! That looks realy good

#79
General discussion / Re: MapGEN v0.8.6.2
September 15, 2018, 08:22 AM
Ok, a new version is up that fixes the dodgey fort map terrain edge issue.
#80
General discussion / Re: MapGEN v0.8.6.1
September 07, 2018, 02:33 PM
Hi! Yes, sorry, the server is very much down... to be more accurate it is sat on my bedside table... I am working on both getting it fixed and migrating to something not in my house!
The link you found is a bit out of date, I will try and get the latest up somewhere in the next few days.
The link you found is a bit out of date, I will try and get the latest up somewhere in the next few days.
#81
General discussion / Re: MapGEN v0.8.6.1
September 05, 2018, 07:39 PM
Ha! Yep, ok... I get the same thing. Will add that too the list

#82
General discussion / Re: MapGEN v0.8.6.1
September 05, 2018, 07:25 PM
Hi, sorry, I dont check by here all that often! (feel free to PM me if you dont see a response here, as at least that tends to email me!)
Wow, that fort map... I dont remember seeing that, I will try to take a look when I get a chance.
For the sky graient colour look in the Settings.txt files in the theme folder, it should look something like:
themeid: 21
waterlv: 0
watercol: 0
skytop: FF404264
skybottom: FF62412C
Some of these are experimental / no longer supported by WA itself, but the themeid number is what dictates the falling objects and gradient colours I think.
Skytop and Skybottom should probably be set to match. (though I cant remember why, something to do with palette generation for the map I think), but if you find another theme that has the right gradient you can just copy it's Settings.txt file across.
As for girders... I have concidered it, but not really dug to deep. If enough people want features I am happy to try.
Wow, that fort map... I dont remember seeing that, I will try to take a look when I get a chance.
For the sky graient colour look in the Settings.txt files in the theme folder, it should look something like:
themeid: 21
waterlv: 0
watercol: 0
skytop: FF404264
skybottom: FF62412C
Some of these are experimental / no longer supported by WA itself, but the themeid number is what dictates the falling objects and gradient colours I think.
Skytop and Skybottom should probably be set to match. (though I cant remember why, something to do with palette generation for the map I think), but if you find another theme that has the right gradient you can just copy it's Settings.txt file across.
As for girders... I have concidered it, but not really dug to deep. If enough people want features I am happy to try.
#84
General discussion / Re: [virtually solved] Programming language used for worms (2 and/or armageddon)
April 12, 2018, 12:30 PM
How is modern C++ not a modern language? And how does using a higher level or interpretted language make new features more likely to be implemented?
#85
General discussion / Re: Old School Wormers!?
April 12, 2018, 12:21 PMQuote from: HHC on April 07, 2018, 04:41 PMQuote from: Plutonic on April 07, 2018, 08:10 AM
Hi!
Just doing my yearly drive-by...
I think I remember your alias better, but my memory is pretty much shot these days (I blame children).
Are you working on something atm Plut?
You were quite the busy bee back in the worms days
Hey HHC!
Not actively working on anything worms related currently, though I am always happy to add stuff to MapGEN if people have an idea for features, though my spare time is a bit sporadic!
Non-worms / work realted we last released Battlezone.
#86
General discussion / Re: Old School Wormers!?
April 07, 2018, 08:10 AM
Hi!
Just doing my yearly drive-by...
I think I remember your alias better, but my memory is pretty much shot these days (I blame children).
Just doing my yearly drive-by...
I think I remember your alias better, but my memory is pretty much shot these days (I blame children).
#87
General discussion / Re: [virtually solved] Programming language used for worms (2 and/or armageddon)
March 30, 2018, 08:28 AM
I am fairly certain it was C or C++. I don't think there was any scripting language used, it was all just done using C.
#88
General discussion / Re: MapGEN v0.8.6.1
August 15, 2017, 09:52 PM
Oops! Updated WKB...
Not getting the crash with Forts though...
Not getting the crash with Forts though...
#89
General discussion / Re: MapGEN v0.8.6.1
June 21, 2017, 10:20 PM
Uploaded a minor update, v0.8.6.1 that Optimises the SSR generator. It reduces time for a fully complex map on my laptop from ~8 seconds to ~0.5 seconds.
#90
General discussion / Re: MapGEN v0.8.6
June 13, 2017, 08:33 PM
Have now uploaded a new version: v0.8.6.0
* Changed the way that SuperSheepRace maps are generated, specifically how it goes about trying to fill the map area as complexity is increased. At maximum, it should now fill almost all of the available space.
http://worms2d.info/MapGEN
* Changed the way that SuperSheepRace maps are generated, specifically how it goes about trying to fill the map area as complexity is increased. At maximum, it should now fill almost all of the available space.
http://worms2d.info/MapGEN