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October 17, 2017, 03:58 AM

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Messages - StepS

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1
Tech Support / Re: Creators update messed something up
« on: October 12, 2017, 06:01 PM »
Hi people, so as it stands right now (based on all the information I've collected from testers, since I can't reproduce the issues on any of my machines -- might be outdated drivers but I'll try it soon), the issue can be solved in one the following ways, other than enabling windowed mode:
  • Enable vsync in-game, but force-disable it in nvidia (roping etc. may feel different)
  • Enable Windows 8 or 7 compatibility in the WA.exe properties.
Not sure about quirks other than black screen.
Also would be nice if someone affected by the issue could try launching the game on the Fall Creators Update (the latest) with the latest Nvidia drivers. Thanks!

2
Tech Support / Re: Black screen
« on: October 12, 2017, 05:45 PM »
A new solution from FaD, confirmed to work by at least 2 people so far.
Enable Windows 8 or 7 compatibility mode in WA.exe properties.

Anyone affected by this issue should also try updating to the new Fall Creators Update and report the situation there.

3
Don't have any problems with W:A on steam (except 1-2 seconds of black screen after minimizing, picking new maps, editing scheme, returning back to lobby..)
I wasn't saying it's a Steam problem though. I was saying that many people on the Steam forums had this issue, this affects both the CD and Steam editions. Steam represents a good portion of the casual playerbase.


One year has passed since the release of 0.4! A new update for SuperFrontendHD will come soon.

4
Is there a wkSuperFrontEnd for WA version 3.6.31.0? I'll be needing it for playing PX games.
The module doesn't support 3.6.31.0, because the code differences are expectedly big, and this is not a priority at the moment. Also I am not optimistic about the performance of 3.6.31.0's frontend at larger resolutions, even if you add wndmode.dll. Maybe only on older Windows systems.
I still don't get what this module brings to a game instead of HD menu (where all maps gets smaller and harder to edit)?
One important thing is that it resolves the lack of 640x480 support on a variety of drivers, the #1 issue on the Steam forums, which prevents many people from launching the game. D3D9Wnd is another solution, but it makes the frontend either tiny or badly stretched without this module, and doesn't preserve exclusive fullscreen (although since D3D9Wnd 0.7.0.0, it is now possible to optionally have exclusive fullscreen in-game, while keeping frontend windowed).

Also, FaD told me that he doesn't get screen stuttering (with v-sync OFF) while using mentioned module.
I tried it and stuttering continued as usual - if not worse..
That's probably because the higher the resolution, the lower the framerate (especially in frontend, which suffers more), so by upping the resolution, his non-vsync framerate went down to nearly his screen refresh rate, making it appear like there's no stuttering.

5
General discussion / Re: A thought about WWP
« on: September 27, 2017, 04:12 PM »
This question keeps getting asked, but since the original T17 thread is buried, I'll repeat the answer: it's because Deadcode bought Worms Armageddon.

6
Tech Support / Re: Black screen
« on: August 15, 2017, 03:29 PM »
This seems to happen on Win 10 Creators Update with some NVIDIA cards when vsync is disabled in the game settings (and d3d9 is on).
One of the solutions: enable vsync in the game settings, but force-disable it in the NVIDIA control panel for WA. This may not feel the same as with the previous setup.

Another possible (untested!) solution: Right-click WA.exe, select Properties - Compatibility - "Disable full-screen optimizations". This is new and untested, and because I can not reproduce this issue on my system, I ask everyone who is/was affected by the issue to try this out (disable any of your current workarounds first). This may have something to do with the new Game Mode on Windows 10.
Edit: this doesn't work according to Asbest, FaD and Tiku.

7
Tech Support / Re: Network lags
« on: August 06, 2017, 10:31 AM »
means wont be able to host from now on til all over? id prefer to leave it on, laggy games are better than no games...
Until the maintenance is over (and maybe some more time, depends), it will be running on my home PC instead, which is on all the time anyway.

8
Is it possible to use this module with V-sync off?
If you disable vsync in your game settings, then it is disabled. However, this is not entirely true. Being windowed, the game is now subject to DWM's frame limiting. Therefore it is not really vsync-off anymore. The only way to play without DWM's interference is by using exclusive fullscreen (aka the vanilla one).
It is not possible to use Stretch in an exclusive-fullscreen application without more DirectX engineering than what the module already does.
Changing the resolution before the game can be automated. "FullscreenAlternative" in the frontend does exactly this - changes the system resolution. However it is set to restore it upon minimize/restore, so it'd feel like regular fullscreen. Technically this could be made to change the resolution until the game's shutdown, and not do anything in the process. But it will be your responsibility to fix it, should the game crash.

9
Tech Support / Re: Network lags
« on: July 21, 2017, 10:20 AM »
It is possible if they port forward.
No, it's not.
https://en.wikipedia.org/wiki/Carrier-grade_NAT

Quote
It makes it impossible to host services.

Carrier-grade NAT usually prevents the ISP customers from using port forwarding, because the network address translation (NAT) is usually implemented by mapping ports of the NAT devices in the network to other ports in the external interface. This is done so the router will be able to map the responses to the correct device; in carrier-grade NAT networks, even though the router at the consumer end might be configured for port forwarding, the "master router" of the ISP, which runs the CGN, will block this port forwarding because the actual port would not be the port configured by the consumer.

10
General discussion / Re: How to Change Color From Blue/Red
« on: July 20, 2017, 11:29 AM »
https://www.tus-wa.com/forums/worms-armageddon/how-do-i-edit-backdrop-in-worms-armageddon-31107/
Make sure you edit the .pal file of each frontend screen you want to use. The palette presented in the BMP itself is actually more for your reference than anything.

11
Off Topic / Re: Username Origins
« on: July 14, 2017, 04:22 PM »
My nick comes from my real name, but it went through several modifications. I started with my real name in 2005, when I was 10 years old and got a Siemens phone. At that time I was experimenting with some software modifications regarding Siemens phones, and a few Russian forums existed where I was particularly active. This was especially the case when, around 2006, I got a BenQ Siemens E71 which had standard button mappings, but an unusual screen resolution (240x320) for a Siemens phone. As the result, only a handful of J2ME games worked without input errors and with the full screen resolution. There were multiple forum threads where users published patches for 240x320 games, and one guy I talked to particularly often on this topic. His name was Ness, which was a shortened version of Nester (his real name). I thought it was quite cool, so I made up something similar. That is how "Stepanesss" was born. This nick remained in use until 2010, and was the nick with which I returned to W:A in 2009, participating in Winter Worm Olympics. In 2010, I was playing some Parachute Races with an Ukrainian dude called Argonat. His online nick was "argo", but he was registered as "Argonat" on the Russian forums, and I was curious what had made him change the name. It was for the sake of simplicity and to avoid double-entendre that could potentially lead to confusion. I felt that some of this applied to me, so I decided to shorten the name as well. To make it unique, the last S was capitalized. Thanks to that dude, as it was him who gave me the idea and oversaw the transition.

12
General discussion / Re: Making a CPU vs CPU match
« on: July 13, 2017, 06:01 PM »
Basically what WTF-8 said. Place it in your worms directory and make sure that "Load WormKit modules" is enabled in your settings.
This module will work with the following versions of the game: 3.6.30.0 - 3.7.2.1. Otherwise it will throw an error.

13
Tech Support / Re: Friend can only play on .bit maps!??
« on: July 13, 2017, 05:55 PM »
Tell him to move the game out of Program Files.

14
General discussion / Re: Making a CPU vs CPU match
« on: July 11, 2017, 03:28 PM »

15
General discussion / Re: Change Level's Texture ?
« on: July 07, 2017, 07:50 PM »
Press the Pause button, then get the screenshot from your User\Capture folder.
If it doesn't work, something is wrong with your game.
this something is called Project X
I did not see "Worm PX" in his post, that explains it.
You can use an external overlay to make a screenshot, such as Fraps (not recommended) or Steam, or any other DX capture program.
However, if you are using Project X, then your textures can not be glitched, or at least not as much as with the unmodified game. The game environment is rendered in 32-bit color. No wonder you aren't seeing too many glitches with 112-colour maps. However, other people would likely not want to play on your maps online.

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