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Messages - StepS

#121
As a reminder for anyone who wants to have CPU-only games (with no human teams present), you can already do so by using this WormKit module. It allows the "start game" button to be pressed.
You will have to delete the module when 3.8.0 is released.
#122
Quote from: Ytrojan on December 31, 2018, 07:09 PMHowever, I fear what will happen to those old Rubberworm schemes and games. Will they be converted to the new scheme format?

Yes.
#123
Quote from: Sensei on December 31, 2018, 12:03 PM
Quote[DC] It is now possible for the host in an online game to add CPU teams. The game will only be allowed to start if all clients present support this feature.

Haha! You're telling me we're now able to use AI worms if 1 man short for 2v2/3v3?
This is fun addition but does it make any sense? Could AI be able to handle shopper, aerial, elite...?
Anyway, this is gonna be good for laughs, if nothing else.

This is the so-called "CPU teams in online games" feature that has been requested by casual players for many years. This is among the top requests by casual players (along with controller support), most of whom play teamed games with friends against bots. Team17 once promised to add this feature in Worms WMD, and the thread on steam discussions had the most posts in the WMD boards. However, after a while of silence, Team17 ultimately cancelled the feature, citing "unresolvable bugs". No Worms game previously had it.
This will please many outside players.
#124
General discussion / D3D9Wnd is now open-source
December 28, 2018, 08:05 PM
D3D9Wnd 0.7.1.0 has been released

  • Localized error/notification message boxes will now use Unicode to work independently of the system encoding.
  • Minor fixes.

D3D9Wnd is now open-source
The full source code of the module, along with Worms Helper Tools (used in WormKit module development), has now been released and is available on GitHub. In addition, two more editions have been released in separate branches: the original simplistic version (now called "D3D9Wnd_naked"), redesigned to work with any Direct3D 9 application, as well as a lightweight edition for WWP Remastered. The wiki page has been updated. You can post your issues, suggestions or patches on GitHub from now on.




D3D9Wnd 0.7.1.1 has been released (April 13, 2019)

  • Fixed version range checking code to detect WA.exe versions better. It is recommended, but not necessary, to update.
#125
It's possible that the original recordings use a custom format, which was the case with many DOS games. I faced the same problem when extracting music files of Tronic which used "DMF" (all references of this format on the internet do not belong to the same one used in Tronic, which was a completely unrelated, custom-made format). Changing bytes in the files changed tunes in-game, which means they're primitive 8-bit recordings, just represented differently from the mainstream MOD, S3M, XM, etc. formats.
To decode such files you would need to have some good understanding of audio encoding algorithms and data representation, as well as reverse-engineer the game.
#126
Tech Support / Re: Worms Error
November 20, 2018, 10:06 PM
#127
It would require general understanding of the BMP format and being able to build a file via a script or a program. Since this is a custom format used only by the game, you would need to create your own converter for this. Another thing to keep in mind is, you need to obtain the palette, as well as the width and height of the bitmap used in the .fex files separately, since they are not stored all together unlike normal BMP. As already said, these .fex files are raw data only.
The simplest way to edit them without any special tools would be via a hex editor. One byte = 1 pixel, where the value represents the index in the palette. However, it is a very uncomfortable representation, and you simply wouldn't easily know the location of each pixel on the bitmap (especially with the width/height parameters unknown).
#128
They are raw bitmaps with all headers and palette stripped. You would need to convert them to BMP and back to edit them. (or use a hex editor)
#129
I'm not sure if I'm going to spend my time fixing Team17's mistakes soon, but I'll let you know here if I do something about it.
#130
This is because of the asinine way that Team17 designed the 3.7.2.2 update.
There are two ways to fix this:
- A small wormkit module that ignores the 3.7.2.2 check
- A small program to patch the replays to 3.7.2.1 (single byte change).

3.8.0, when released, will playback these replays properly.
#131
Quote from: cgar on November 09, 2018, 04:18 PM
Yea with the force virtual desktop tweak the frontend becomes a nice moveable window. But its so small. Would love the same 1080p fullscreen frontend like I have on windows.

Any idea what causes the black window over everything? Its so strange.
That's because of the design of the frontend menus, called "DXMFC". What happens is that DirectX and MFC work together, where the former renders graphics on the screen, and the latter specifies the layout of buttons, forms and other controls like in a regular Windows application (you can see what the "innards" look like by opening WA.exe in Resource Hacker and opening "Dialog"). However, the result is that there are two windows: the actual graphical window (or DX), and the MFC window over it. Normally, on Windows systems, the MFC window is transparent and never obscures any part of the screen. However, Wine does not perfectly recreate this weird behavior. The result is that with most renderers (except DirectDraw, where it seems to have been implemented specifically for the game), the MFC window appears black and obscures the screen.

On Windows systems that use DWM (Desktop Window Manager) and fake-fullscreen-emulation, starting with Windows 8, another issue can be seen, where the MFC window is transparent, however all forms appear white and cover their graphical counterparts. That was the famous Windows 8/10 bug in 3.6.31.0 that got fixed in 3.7.0.0, although it still manifests itself when running in windowed mode (which D3D9Wnd works around when it's active), and when minimizing/restoring the game in latest Windows 10 updates (with "Fullscreen optimizations" enabled by default), resulting in even more whiteness.

All of these issues have been completely fixed for the next update (3.8.0.0).
#132
Did you enable wormkit modules in settings?
#133
Quote from: TheKomodo on October 17, 2018, 10:33 PM
Windowed mode indeed works, that's what I used to stream, however the problem is, I cannot rope for shit with windowed mode because it changes the reaction times and just looks awful.
You can enable Fullscreen=1 in [InGameSettings] of wkD3D9Wnd.ini. That will maintain exclusive fullscreen during the game, which should not hinder your roping.
The white rectangle and the white screen come from the frontend (yes, it is technically still there even during the game). The module fixes them. You can use windowed frontend (or "FullscreenAlternative" frontend) but Fullscreen game to fix both the white-screen and roping reaction issues.
This should be the best solution until 3.8 is released.
#134
D3D9Wnd 0.7.0.7 has been released

Changes:

  • Fixed crash when playing 2 or more rounds with a super-resolution (higher than the desktop resolution) and Assisted Vsync enabled. Thanks to "keitaro" on Discord for the report.
#135
I didn't make this, Deadcode did (5 years ago).

Edit: It's now available on WKB:
https://worms2d.info/files/WA_update-3.7.2.1_%5BSteam%5D_Installer.exe