Quote from: goom on July 01, 2016, 02:59 PMon a side note, has it been confirmed yet if this game is going to run at a proper 60 FPS?Check the youtube gameplay from IGN link.
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#241
Other worms games / Re: Team17 has announced Worms WMD
July 01, 2016, 08:38 PM #243
General discussion / Re: What resolution do you use?
July 01, 2016, 08:47 AM
Using 1920x1080, 15.6'' with all schemes.
#244
Files Comments / Re: File #628, Great Snooper
June 30, 2016, 11:15 PMQuote from: avdic on June 30, 2016, 09:50 PMAre you on Qihoo-360 by any chance?
TROJAN !!
#245
Wormkit Modules / Re: wkTerrain
June 28, 2016, 08:20 PM
Great work. The only thing I found strange though was that it opens the WA.exe file to get the version. You could instead get the needed data from the data section of the already loaded executable module. (And, of course, it should first check the version via GetFileVersionInfo - I have some wrappers for that ready, if needed). I might make some adjustments to the module soon, if I find the opportunity.
Added to the WormKit page; if it needs a separate page I can create it.
Added to the WormKit page; if it needs a separate page I can create it.
#246
Other worms games / Re: Team17 has announced Worms WMD
June 27, 2016, 02:34 PMQuote from: Jonno_Team17 on June 27, 2016, 12:08 PMGood video. But as you probably understand from other people's replies in the thread, this will not be enough to fully replace the drill. Perhaps the most critical feature of the drill was that it could be activated in mid-air (during a jump or a controlled flight), as well as from ropes/bungees/jetpacks/parachutes, and slide on the terrain in case there's horizontal momentum. Another (though less important overall) point was the slight randomness of the tunnel drilled. Thanks for letting us know though.
Hey gang.
So I've noticed a bit more chatter about the Drill and I recalled saying that I would look into whether or not the Blowtorch mimic'd what the Drill could do. I've made a quick little clip to showcase the Blowtorch in action:
https://www.youtube.com/watch?v=Xc2lvNYaZyY
#247
Tech Support / Re: Unexpected Direct3D 9 problems
June 27, 2016, 10:25 AMQuote from: TheWalrus on June 26, 2016, 11:37 PMDirectDraw is an ancient and very unoptimal renderer nowadays (and at the time of its introduction as well, given how it works internally - painting pixels onto your desktop... it's a huge mess). It's been deprecated for use since 2000 (and not used in most games made after 2000), and has had several performance penalties over new releases of Windows systems (as it's in maintenance mode and not going to be updated). It saw its largest performance hit with Windows 8 (which was one of the driving factors to include new renderers into the game). In Windows 10, after some updates, it seems they have improved performance of software-rendered DirectDraw, but overall compatibility is the same. Hardware-rendered ddraw is still 2fps in 1080p (and is never going to be fixed).
why not just play in directdraw 32 bit? ive played for my entire worms career with that setting, no problems.
people are a bit prissy about their settings, you cant play worms unless it is some directx9 thing marian?
With Direct3D 9 you can also window your game and have third-party overlays such as Steam. It'd be much harder to implement something like that for DirectDraw. For DirectDraw, the existing windowed mode solutions are far from optimal and involve a lot of wrappers.
#248
Tech Support / Re: Unexpected Direct3D 9 problems
June 26, 2016, 08:22 PM
Just upload the CRASH.DMP and ERRORLOG.TXT files. From the crash dump, the developers will be able to tell what exactly causes your issue (if the error happened in the game's code), or what might have caused it (if the error happened in an external module such as a driver DLL).
#249
Tech Support / Re: Unexpected Direct3D 9 problems
June 26, 2016, 08:01 PM
Did you update your graphics drivers lately? Can you check what version you currently have?
When the game crashes, does it create CRASH.DMP and ERRORLOG.TXT? If so, upload them here.
When the game crashes, does it create CRASH.DMP and ERRORLOG.TXT? If so, upload them here.
#250
Other worms games / Re: Team17 has announced Worms WMD
June 21, 2016, 02:55 PMQuote from: Komito on June 21, 2016, 10:31 AMThe feel is because of the new environment, graphics etc.
He specifically said "yet new feel", which to me means it's different, hence remix.
#251
Files Comments / Re: File #968, Whos gonna die first?
June 19, 2016, 12:37 PM
Coordinates are not integer numbers. Depending on how a worm was placed with the teleport, and how it was affected by the explosion, there can be microscopic differences.
The easiest way to test this would be making a px script that places all worms at specific coordinates and kills them artificially.
To test whether this depends on randomness, changing the logic seed for every game would tell the answer.
The easiest way to test this would be making a px script that places all worms at specific coordinates and kills them artificially.
To test whether this depends on randomness, changing the logic seed for every game would tell the answer.
#252
Tech Support / Re: Help with Rubberworm
June 15, 2016, 12:45 PMQuote from: aik on June 14, 2016, 10:34 PMb) wsdb always "repairs" schemes with rubber settingsIt sanitizes the schemes not to prevent RubberWorm, but as an anti-noob measure. There are thousands of "broken" schemes around created with external scheme editors, where people set obscure unused values without knowing they're unused (except by mods), making their game and their replay files incompatible with RubberWorm users. WSDB has helped reduce the amount of these badly designed schemes, but certainly not as much as would be preferable. This is why SchemeEddy is one of the worst scheme editors, because it misleads new players into enabling nonexistent scheme options.
#253
Other worms games / Re: Team17 has announced Worms WMD
June 15, 2016, 08:05 AMQuote from: Rabbit on June 15, 2016, 03:26 AMYes, like already said in Steam, crafting is a scheme option.
Won't we be able to just turn those options on and off in certain schemes anyways? So it won't really matter. Might help create some newer schemes eventually.
Yes, this is the 1000th post.
#254
Leagues Complaints / Re: stop tita gifs
June 13, 2016, 04:35 PM
You can now ignore people in the shoutbox using the same "Ignore" feature in your profile. Note that it'll still be visible in the history.
#255
General discussion / Re: How to create new terrain types, if possible?
June 12, 2016, 03:07 PM
Great theme, SiD. Do you still happen to have the source files for the theme? They could be included with a MapGEN update, if you like (right now there aren't many user-created themes bundled with MapGEN by default).