April 25, 2018, 02:31 PM

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Messages - SiD

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Schemes Comments / Scheme #2579, WSOD submitted by Dr Abegod
« on: April 22, 2018, 06:46 PM »
A spectacular baseball bat at 4mins (turn start 3mins36s)

Other worms games / Re: Worms 2 Demo Map in png?
« on: March 30, 2018, 05:32 PM »
64 colour version


Other worms games / Re: Worms 2 Demo Map in png?
« on: March 30, 2018, 05:21 PM »
I cut out the map objects from your image, made the terrain solid, generated the snow terrain and saved as png (@sensei, you can do this in the map editor) then just placed the map objects afterwards in photoshop.

Other worms games / Re: Worms 2 Demo Map in png?
« on: March 30, 2018, 05:01 PM »
I did a quickish recreation, It's not perfect but hopefully it'll suffice.
98 colours, you might want to reduce that if you want destroyed soil appearing.

edit: oops, i forgot an object.
edit2: fixed.

General discussion / Re: DON'T UPDATE ON 1709! (WIN10)
« on: January 23, 2018, 05:43 PM »
Some info about the D3DERR_DEVICELOST:

I set Windows scaling to 125% (I have a 14" 2560x1440 display)
If I set it back to 100%, then W:A works with no error.

Hello! Thanks a lot for such a great tool, it's what I always wished for multitasking haha. Wish I knew it before!

I'm only struggling with something, I have two monitors and I want to run the game on the secondary one.
Config is set to borderless, but I can't move the "window" by pulsing Ctrl + G and "dragging it" as you say.

I have Windows 10 (updates disabled, i'm at 1607) + SuperFrontendHD, Rubberworm and this one.

Everything else works properly.

Code: [Select]




Thanks again! :D

MultiMonitor isn't enabled in your d3d9wnd config.
my bad

General discussion / Re: DON'T UPDATE ON 1709! (WIN10)
« on: January 17, 2018, 05:19 PM »
Well, after a small windows update, I'm getting the same error as Sensei.
Replays run fine. Starting a game causes black screen requiring a CtrlAltDel to quit.
Tried all the compatibility modes, none work for me.

For now, I have to use wkD3D9Wnd.
And actually it works pretty well!
In the past wkD3D9Wnd caused me to have slight input lag, but now with "disable fullscreen optimizations" checked, all is good.


Files Comments / File #1307, 1v1 @Dead-And-Gone Vs SiD
« on: December 20, 2017, 11:42 AM »
You've revealed my dirty secret...

..I play supersheeper.

Tech Support / Re: Creators update messed something up
« on: December 17, 2017, 11:34 AM »
Is it also fixing vsync problem?

yep, game runs as before when this box is checked.

Tech Support / Re: Creators update messed something up
« on: December 16, 2017, 05:57 PM »
I can't minimize the game. If I do, there will be some weird empty geometric bodies on my screen while playing. Or even worse - whole white screen that will require ctrl+alt+del to get rid off.
Also, even tho I always played with vsyncs off, since 1709 - game slowed down and feels like all vsyncs are turned on. 

yep.. both these problems happen to me too after updating to 1709..

"Disable fullscreen optimizations" fixes it.

If the fuse for random mines is only shown after it's been triggered, I don't see much of an advantage to be had (I might be missing something).

I agreed with HHC when he said wkWater should be made an official feature.
I would say the same for this too.

anyone else disabled cough*.wav?
The most irritating sound in worms is a map full of sick worms.

Ah these are the front end sfx and in game background music from WWPR.
Cool thanks.

For anyone wanting the WWPR in game sfx:

Files Comments / Re: File #1276, WWP terrains (Dinos and Domestic)
« on: October 26, 2017, 10:38 PM »
TEXT.img is the thumbnail in the editor to show the texture for BIT/LEV maps.
SOIL.img is the thumbnail to show destroyed soil texture of PNG maps and reside in Data/Custom/[texture] folders.

So i'm not sure why there is a SOIL.img in *some* of the Data/Level/[texture] folders, I don't think there needs to be (I might be wrong).

If you want to use these terrains with, I think your only option is to put the level.dir in an existing texture folder... and use the FileOverride module (

General discussion / Re: wkTerrain
« on: October 24, 2017, 09:27 AM »
Making custom terrains


The program has a lot of bugs so good luck.

Open an existing Level.dir file and click "Extract, convert, log" and select a folder.
All the img files and spr files will be converted to img.bmp and spr.bmp.

Inf files: There is one for each map object, and they specify where on the map they can be placed (on the grass, hanging from ceiling, sides)
Spd files: There is one for each spr file (animated sprites), open with text editor. They're self explanatory.
index.txt: Just lists all the objects.
Level.dir.txt: is the log file that sprite editor uses when you click the "Reconstruct from log" button.

All bmp files should use a 113 colour palette (including black).
When creating/editing bmp files, you should save them as 8 bit OS/2, and make sure black is indexed 1 (I only know how to do this in Photoshop)
After you've created your bmps and written your spds and infs.. make sure the img, spr and inf files are listed in level.dir.txt, then use sprite editor to reconstruct from log, and save the DIR file.

The process is a bit of a headache but doable. Any problems feel free to message me.
If you want to try something else to generate your own terrains:

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