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Messages - StepS

#451
che / Re:
April 04, 2014, 08:25 AM
thanks!
#452
Other worms games / WWP fix update
March 31, 2014, 03:03 PM
A new update has been released, tagged 1.4.0.0.

Changes:
  • Restored the Windows XP compatibility (it was accidentally broken in the previous release)
  • Removed the two compatibility options: "UnhideT17WindowInGame" and "Force1024x768InGame", as the issues that would require their use have now been identified and resolved.
  • When playing in windowed mode, you can now unpin the cursor from the game window by either alt-tabbing (if the new "AutoUnpin" setting is enabled: default is enabled) or pressing Ctrl+G. This will allow you to move the window around if the Border is enabled. Pin it back by clicking inside the window (or using Ctrl+G again).
  • Added support for the window border, which did not work before. It can be enabled by setting the "Border" setting to 1 in the wndmode.ini file. The window border will only show up during the gameplay; there's no border in the menu screens.
  • Added base for the future high-resolution hacks. This version will already support the high-resolution hacks (such as HD menu screens and HD gameplay) when they are released. This may happen in the near future.
  • Now, if the 640x480 (or the required) frontend resolution is not supported by your system, GPU or monitor, the module will throw a warning, describing the error, and will switch you to the windowed mode. If such an error happens when starting the gameplay, no warning will be shown.
  • Improved the behavior of the mouse cursor and window positions in-game. The in-game space will now always be consistent with the graphical representation of the gameplay. This fixes various issues that were present in windowed gameplay (one of them previously required "UnhideT17WindowInGame" to be resolved).
  • When running frontend in windowed mode, bringing the window to the foreground through a taskbar click will now work properly.
  • When AlternativeWhiteFieldsFix is enabled, if the colour depth of your system is lower than 32-bit, it will now be set to 32-bit for this mode to work.
  • Now an error will be thrown if the wndmode.dll file, required by the module, was not found in the WWP directory.
  • Various other fixes: reworked most of the code, preventing potential issues that were possible before.
#453
Unfortunately, this installer includes a modified (cracked) executable of the game, which is the only reason why this works on the Steam version. It will, otherwise, not work on the CD version of the game (crash upon start of a match), unless there have been files copied from the CD and/or used in conjunction with wkFileOverride before.
There's a simpler and legal way to run the CD edition through Steam: simply make an image out of your Steam files and use it with the CD updates. You don't need to modify the original executable.
Hope this helps.
#454
Tech Support / Re: Fatal Error wormkit modules
March 30, 2014, 10:18 AM
This is a W:A crash bug triggered by a Ctrl+Alt+Del, Win+L keypress, or an UAC pop-up. The higher chances of it happening are when the W:A window is on foreground. Please see the PM for more details.
#455
Tech Support / Re: Fatal Error wormkit modules
March 30, 2014, 09:46 AM
Where's the ERRORLOG.TXT?
#456
Tech Support / Re: Map Objects.
March 29, 2014, 06:56 PM
Jon Skeet, I think.
Also you can use SpriteEddy to extract/convert sprites and pictures from .dir files.
#457
General discussion / Re: Thought boooobbbllleee
March 28, 2014, 11:16 AM
it isn't hard if you use your thumb for pressing the spacebar... your hand is in a position where the index finger can press T easily
I think that's the only way to interact with others without chatting during your turn, since wa has no voice talk support.
#458
Off Topic / Re: Worms in 4K resolution
March 25, 2014, 10:24 PM
You can also use D3D9Wnd and set any in-game resolution, even if your monitor doesn't support it :) Bigger resolutions will be shrunk to your size (so the objects will appear smaller than they are), but the game's "Export Video" and screenshot features will export in an actual 4K size.
This was how I filmed this video a month ago: https://www.youtube.com/watch?v=DF3222N_COc
#459
Files / Re: Great Snooper | Support & Feedbacks
March 25, 2014, 05:52 PM
Hi, why was the file deleted? Someone needs to download the snooper, but I'm afraid I don't have the latest release here...
#460
Tech Support / Re: keeping time over 1000 secs
March 25, 2014, 11:54 AM
Actually, 65408 isn't the maximum time. It depends on the setting in the scheme.
It's like this:

Quote255 (-1) = 65535 seconds
254 (-2) = 65534 seconds
253 (-3) = 65533 seconds
...
128 (-128) = 65408 seconds
127 (+127) = 127 seconds
126 (+126) = 126 seconds
...
0 (0) = 0 seconds

This is because in a byte value (which ranges from 0 to 255), the numbers 255-128 act as negative if the byte is signed. A two-byte value ranges from 0 to 65535. So imagine 0 as 65536 (unsigned value), from which the said amount of seconds is substracted.

To answer your question, once the timer reaches half of the said value (like 32767), it turns around and goes back to 0.

So, you can customize a precise turn time between 65408 and 65535 seconds using a scheme editor. But this also makes it kind of inconsistent: the SchemeEddy schemes will mostly have 65408 seconds, while the "infinite" turn time set from W:A will be 65535.

Here's an example replay of a 65535 second turn. Press Space and watch.
#461
Tech Support / Re: keeping time over 1000 secs
March 24, 2014, 04:13 PM
I think your best option is the match timer: comparing the total match time at the start and at the end of the turn. It however includes intermissions (for example if you used a shotgun during that time - the turn timer was frozen), so the log file may provide additional info on this.
The maximum turn time length in W:A is 65408 seconds (aka "infinite", which actually is 18 hours 10 minutes and 8 seconds). There's currently no way to have a truly infinite turn in W:A. Hopefully that's enough for your challenge.
#462
Quote from: j0e on March 22, 2014, 11:33 PM
Fourthly: PX can indeed interfere with non-PX games. I think the bug has to do with the longbow. Easy solution: don't use your PX copy of W:A for non-PX games. the host can easily verify people's versions before the game starts.
not only longbows, but also moles digging external girders. It's due to the land mask that remains unchanged for the rest of the gameplay. More details.
#463
Quote from: francot514 on March 15, 2014, 12:08 AM
Anyone to contact project x creator
that's the problem. he doesn't respond.
#464
General discussion / Re: useless n%b survey
March 17, 2014, 05:47 PM
#465
General discussion / Re: useless n%b survey
March 17, 2014, 05:39 PM
8) is also cooler than 8)
Paradise - THeDoGG