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Messages - StepS

#631
Tech Support / Re: two problems.
June 27, 2013, 09:10 PM
Quote from: Kaleu on June 27, 2013, 08:10 PM2 - Are you running W:A as admin? (Windows 7/8) Don't do it. Have you Installed the lastest update (3.7.2.1) ?
By the way, don't install your game in the 'program files' folder, install it in the default directory! (C:\Team17\Worms Armageddon). Otherwise you must run the game as admin.
vicious cycle if you install into program files indeed  :D

don't do it and run it normally.

PS: btw the admin maximize issue can also be solved with D3D9wnd (dunno why )
#632
Off Topic / Re: Way around blocked ports?
June 26, 2013, 04:32 PM
Quote from: Crok on June 09, 2013, 07:58 PM
unfortunately, the websnooper site seems to be down.
Could anyone tell me which ports I need to open for worms?
I know you write the portname in the setttings box, and by opening that port, I managed to connect to directly hosted games, but not to games hosted by proxy.worms2d.
so you can't connect to both worms2d.info and wormnat2 games? try contacting CyberShadow.

Quote from: Tomi on June 10, 2013, 06:46 PM"Hotspot shield"
it's banned on WormNET
#633
OK guys, thanks for testing, recording and submitting, I appreciate this  :-*

And now... the results.

Spoiler! View
- Although the Xrayez's video didn't meet the quality requirements that I mentioned above, his entry was the first and somewhat original: for this he used a vertical setup of two differently-sized monitors, which actually impressed me.
- j0e's video was 2nd, although he worked seemingly longer for his video. Of course, there's no HD (but the quality is better than above), and he didn't find out quickly how to record sound in conjunction with the PS3 eye camera, but he claims it to be his first video upload ever, therefore 'no problem', said I.

And so, in result, both Xrayez and j0e receive a prize, of $8, as it seems to be the most fair thing to do in this case. Thank you all, and if possible in future, I recommend (but not necessarily) you both to re-record your footages (using any map or scheme of course) in a better quality.


Prizes will be delivered tomorrow (25 Jun), contact me in PM to discuss where and how to send you your prize.




And now what's next. I'm happy to announce that three more people will also be awarded.
The total prize will be a sum of the following conditions:
Quality + length + my_own_opinion

This time, the video's quality has to be:

  • At least 480p*
  • Not too much blurry
The more the better.

Minimal length is 1 minute. There's no maximal length, although only the first 3 minutes will be considered.

My own opinion will, of course, be my own opinion: depending on how I see your video, from different points of view, but mostly subjective.

The minimal prize, assuming all the required conditions are met, is $1. The max prize is $5.

And, again, don't forget the latest version of the module (0.5.2.5), with the multi-mon settings configured.

Good luck to you all!  :P

Official rules established on 24.06.13, 19:43 GMT.

* If you stretch the video to 480p from a smaller size then make sure that this action meets the "not too much blurry" condition.
#634
Quote from: Xrayez on June 24, 2013, 06:20 PM
http://www.youtube.com/watch?v=EX6y9-8f-hE&feature=youtu.be

Crappy quaility but ok? xD
ok, don't worry, let's wait for the second entry, and then I'll announce what awaits you all next
#635
Quote from: j0e on June 24, 2013, 05:18 PMChecked GPU settings but can't find the appropriate setting. I suspect it's a false error..
ok, which version do you have: 0.5.2.4 or 0.5.2.5 (check this in the right click -> file's properties)? I did a small mistake after .4 release and fixed it after some hours, so maybe you downloaded the old one.

EDIT: j0e has confirmed to me that he was using an older (.4) version. false alarm.

Quote from: Xrayez on June 24, 2013, 04:21 PM
I have two monitors but have shit camera xD
anything except 240p is fine, assuming the video isn't too blurry.
#636
A multi-monitor contest, described in this post. The first phase ("the one who posts it first") is over, here comes the 2nd!

Don't forget the latest D3D9Wnd!
#637
General discussion / Re: Disconnects
June 23, 2013, 07:51 PM
Quote from: franz on June 23, 2013, 07:36 PM
Quote from: Khamski on June 23, 2013, 02:34 PM
Agree. If game continuation is possible this is ALL WE NEED!

Btw is there any place we can donate money for w:a update work?
I think it would be great if community supported people who give it so much joy.

W:A Kickstarter for DC/CS, would anyone donate?
it was discussed deeply for more than two times. the conclusion always was: "lack of time rather than money".
#638
General discussion / Re: Disconnects
June 23, 2013, 01:03 PM
Quote from: Komito on June 23, 2013, 12:37 PMAnother idea, sorry if this isn't the place to write this, but about automatic teleports, I heard it's very hard to implement automatic teleports for TTRR etc, but how about after 1st worm places, the rest automatically appear in the same spot? Would that be possible?
Automatic teleports are not hard at all. the idea you proposed considers that the first person is not going to ruin the game. However such tools as wkMagic allowed to define a start (if I remember) with some colour data on the map. this could be done via a PNG chunk as well.
#639
Other worms games / Re: Worms: Clan Wars
June 22, 2013, 07:05 PM
me

...when possible
#640
Other worms games / Re: Worms: Clan Wars
June 22, 2013, 03:16 PM
Quote from: Impossible on June 22, 2013, 02:58 PMhow about weaps like fire punch which doesnt really make explosion but damage worm after touching his mask instead, could this be controlled as well?
yea, it's a basic hook of the game's messages, you check the needed message (this case is M_GUNEXP, it deals non-explosion damage), and check/replace the param which responds for value of health. all you need to know is where this param is, but it's not hard to find out with the analyzer script (it prints out some infos about the game, so you could see where something happens)
#641
Other worms games / Re: Worms: Clan Wars
June 22, 2013, 02:41 PM
Quote from: Impossible on June 22, 2013, 01:01 PMThats all. Really not much, the only thing I dont know how to implement is damage from weapons which is depends on what level your worms have, for example +10% to the overall damage each level, so shotgun takes 55 dmg on level2 and 100 on level10
the explosion procedure can be hooked and the damage value overridden accordingly before proceeding to explode
the handgun weapons do a bit of a different explosion, which is not really an explosion (called M_GUNEXP), I just don't remember if there was something else
#642
Other worms games / Re: Worms: Clan Wars
June 22, 2013, 10:39 AM
Quote from: Impossible on June 21, 2013, 10:09 PMyou know the main problem behind this is that px scripters work on their own enthusiasm, and asking them to implent ideas you want is kinda hopeless, they actually dont spend much time on realizing their own ideas they really like
lack of time, of course... and many other things. but myself I'd like to return to it (my long unreleased Dr Who mod that I may finish one day), as well as my existing creations like Painter and weapons (still didn't make a video for the Painter).

also hoping to see Entuser back, at least in August (when all the studies are done)... too bad I don't have his phone number to support him.

btw Pyro, I'm having a little problem. on this new laptop I use DPI scaling to make stuff bigger, but the PX editors dont seem to like it; all of the buttons go away off the window and can't be retrieved. well I can temporarily fix it with windowscanner by forcefully moving them inside, but it wont last long... (perhaps would only work for one script). maybe if there's no solution I'll create a wormkit module for the editors to automatically fix them in process... but I think it could be edited in the executable, just i dont have any experience
#643
what if you incorporate all of this guy's improvements (giving credit of course)?
http://forum.team17.co.uk/showpost.php?p=759247
(old DL link: http://myfiles.my1.ru/wa/langpacks/)
#644
Other worms games / Re: Worms: Clan Wars
June 21, 2013, 09:11 PM
Quote from: HHC on June 21, 2013, 01:59 PM
Actually, maybe the guys who code the PJX stuff might be able to implement some features. Dunno about complicated stuff like the classes, or something like points/cash for weaps, but maybe the weapons... or even water?
new classes, existing classes, weapons and points, yes it's all possible, and in 32-bit.
the most compicated part though would be water. perhaps would need a rewrite of pxparticles library as well as many other things...
#645
Other worms games / Re: Worms: Clan Wars
June 21, 2013, 11:58 AM
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