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Messages - StepS

#391
New version posted. It has a number of 1.5.7.0.
  • Now including a variant of the package with the new ReSolution  module. ReSolution allows to set any screen resolution for the gameplay, and also allows to resize and zoom the game while in windowed mode. More details on the module's page.
  • Some improvements: the wkWndMode companion is now the same for WA/W2/WWP, and not separate as before. Also, resolution switches are now handled better.
  • Removed "AlternativeWhiteFieldsFix", it's useless now.
#392
Other worms games / ReSolution v0.4.1
October 04, 2014, 05:09 PM
A new version has been released: 0.4.1.
  • Added WWP support. Supported versions are European 1.01 and 1.00. Zooming/resizing features are supported, but the "ProgressiveUpdate" option is not available at this time.
  • Added UseTouchscreenZoom to zooming. This option allows to utilize the touch pinch zoom gesture in order to zoom the game in and out, when Zooming is enabled.
  • Water rises will now dynamically letterbox the camera (something that was the main issue with caverns), removing the old workaround.
  • The settings file is now ReSolution.ini instead of W2.ini, to fit both games.
  • Fixed the default letterboxed dimensions in a cavern, which could slightly shift interface previously.
  • Various other fixes.
#393
General discussion / Re: Very weird colour problem
September 28, 2014, 11:28 AM
Which rendering mode were you using? Shift+Pause normally restores the palette, but in 32-bit rendering modes there should be no such issues at all.
#394
General discussion / Re: Aim cheat?
September 23, 2014, 01:25 PM
That's just a tool-assisted offline game, apparently using a very old build. Such builds don't support online play, and cannot produce proper replays.
#395
Yeah, don't worry about it, it's mostly just a note for the future maps, it's fine if you don't want to fix the old maps yourself. Just helping to prevent such things in the future, and you know it's best to be aware as soon as possible. It's been some time since I first noticed that, but somehow I didn't have the motivation to tell you about this until now. The maps are still great, of course. Great job! ;D
#396
Cool map.
But I'm very disappointed that all of your maps I've played so far include an extreme waste of the palette. There are lots of completely unneeded palette entries, and sometimes the background is borked due to that, missing the flying particles, and the background gradient looks really bad. There's no reason why the maps you make would themselves look any better with more than 64 colors in the palette (take "Where's Wally" as an example: 110 colors in that? Really? That'd even fit 16!). Keep in mind that all of the original levels and coloured IMG maps from Team17 used no more than 65 colors (64 + black); the possibility to have more than 65 colors in a map is a last-resort implemented by Deadcode, not something that you should always use when making maps regularly.
I had the exact same problem in the past when making some maps, in fact even worse. I've later understood how wrong I was. In fact, I may start reuploading my old maps to always use 65 colors or less, to finally fix all these maps people play frequently in HB.
You may be saying "Who plays with coloured background?" and even if that's true for a particular percent of wormers, you can't deny the fact that the issue is still there and will always remain there as long as it remains to be ignored - and don't forget about schemes with destructible maps and think of the newcomers as well.
If you don't know what nasty effects the higher amounts of colors have, see this page.
Hopefully you'll consider this.
#397
Tech Support / Re: WNet MOTD
September 16, 2014, 07:31 AM
Quote from: Kaleu on September 16, 2014, 03:42 AMNever banned snoopers.  :D
WormKit2 (ProSnooper/WormKit hybrid) is banned.
#398
General discussion / Re: I'm feeling rather peaky
September 13, 2014, 08:33 AM
#399
Tech Support / Re: Can't install anymore the game
September 03, 2014, 01:53 PM
Open the Install/Install.exe on the CD instead of Setup.exe, and it should install properly.
Also, you don't need Daemon Tools on Windows 8 anymore. Windows 8 supports built-in mounting of .iso files (via double click).
#400
General discussion / Re: Crates and weapons delay
August 28, 2014, 02:09 PM
In order to delay a weapon it must have a nonzero ammo. So, you need to have at least one minigun in the scheme by default. Setting the delay to 255 will forbid the use of that weapon (for example, infinite donkeys with a 255 delay result in a ban of donkey crates, even if you get them).
#401
Quote from: Alien on August 16, 2014, 10:07 AM
i can't see the arrows for #help, #partytime and #ropersheaven channels.

[attachment=1]
That's normal. To see the players from other channels, you must join the channels. Previously there was a bug that allowed to see some of the people from the other channels, but as you can guess, this was not an intended behavior and it was partially broken.
#402
Quote from: Zalo on August 10, 2014, 07:48 AM
I think You are wrong Sir. My 3rd Replay was flagged in my folder for Polish time and it says 13:07:58... Polish time goes 2+ hours faster than GMT time, now in summer.
Replay files are written in GMT time on all systems.
#403
From channel logs, times are in GMT.

QuoteAug 09 2014 11:54:35 <MOD-RomanL> Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last. That mean NO DRAW results.
Aug 09 2014 12:04:20 <MOD-RomanL> Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results
Aug 09 2014 12:12:59 <MOD-RomanL> >>Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results
Aug 09 2014 12:14:20 -`GadZeT`/#RopersHeaven- Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results
Aug 09 2014 12:16:43 <MOD-RomanL> >>Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results
Aug 09 2014 12:31:15 <MOD-RomanL> >>Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results
Aug 09 2014 13:17:49 <MOD-RomanL> >>Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results
Aug 09 2014 13:19:23 <MOD-RomanL> >>Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results
Aug 09 2014 13:49:23 <MOD-RomanL> >>Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results
Aug 09 2014 13:49:23 <MOD-RomanL> >>Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results
Aug 09 2014 13:49:24 <MOD-RomanL> >>Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results
Aug 09 2014 13:49:36 -`GadZeT`/#RopersHeaven- Important NOTE: If both teams will plop all worms at the same turn - the loser - whose worm drowned last That mean NO DRAW results

In short words, he did say this a lot of times both before and during the tournament.
I agree though that he should have instead sent an email to correct the tourney page. However he made it clear before the tournament, and that is allowed.
#404
General discussion / Re: moving to the new update
August 03, 2014, 05:13 PM
Quote from: Masta on August 03, 2014, 03:41 PM
I'm fairly sure this "Assisted Vsync" is triple buffering, that adds 1 frame of input lag, and in addition to that the fps gets locked at 60 50.
No. Assisted Vsync checks the stage (scan line) at which the picture is currently being drawn. In short words, it's a manual algorithm that bypasses the default vsync behavior. The game itself runs at 50 fps internally, however if you launch a benchmarker, you'll see that 60 actual frames are being drawn. It's just that those 10 frames are identical to their respective ancestors.
#405
General discussion / Re: moving to the new update
August 03, 2014, 02:41 PM
Quote from: Masta on August 03, 2014, 12:12 PM
Impo, have you tried: http://www.kegetys.fi/d3d-antilag-v1-01/
It will slightly decrease the fps, but reduce input lag. I can't rope without it on my laptop due to input lag.
It shouldn't be needed. Assisted Vsync prevents input lag, and I don't see a reason for not enabling it.