English
Search
Main Menu
Profile

Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - StepS

#181
#182
Quote from: WTF-8 on July 07, 2017, 01:33 PM
Quote from: StepS on July 07, 2017, 12:53 PMPress 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.
#183
Do not use print screen. Press the Pause button, then get the screenshot from your User\Capture folder.
If it doesn't work, something is wrong with your game. For example, make sure its directories are writable.
Ultimately, you can enable Steam overlay in the game (even if it's not the steam edition of the game) and press the screenshot hotkey (F12 by default). It will always work.
#184
This is a known bug with certain resolutions such as 800x600, 1360x768 and 1680x1050. Changing the width or height of your resolution by 1 pixel solves the bug. However, you have to use windowed mode in this case.
#185
Solution: don't play on oversaturated maps. Use maps of 65 colors or less.
#186
This is because all frontend graphics use specific spots in the color palette. With backdrop it's a black-blue gradient near the end of the palette.
To force a different color, you need Worms.NET PAL Editor. Open the .pal file corresponding to the frontend screen (Singleplayer, Network, etc...) that you want to modify. You must do this for every frontend screen separately.
Alternatively, you may want to try this red background mod. It already does what you wanted to do. Replace all the .pal files in your graphics folder with the provided ones.
Keep in mind that a few frontend screens, such as WormNET, may share backdrop colors. On WormNET, there are a lot of country flags, for example. All with a multitude of colors. Changing the backdrop palette may lead to display errors with those country flags. However, graphics packages in SuperFrontendHD have been designed specifically to minimize the risk of color errors when you modify the backdrop. The only places where you may see minor glitches are Weapon Editor and WormNET.
#187
D3D9Wnd 0.7.0.0 has been released

Changes:

  • Fixed compatibility with the GOG version.
  • Implemented in-game Fullscreen mode. This works like vanilla fullscreen, but in-game (previously you could do this for the Frontend only). This allows you to keep exclusive fullscreen in-game which has slightly higher performance than borderless windowed fullscreen, while still keeping frontend windowed and responsive. No keyboard controls or other extended in-game options are enabled in this mode.

    • To enable Fullscreen, set Fullscreen=1 in [InGameSettings].
    • Note: when you attempt to start a game with an unsupported in-game resolution, you will be forced into windowed mode for the duration of the round. I decided that this was better than the game's default behavior of throwing you into 1024x768.
    • Note 2: Multi-Monitors take priority over Fullscreen. If Multi-Monitors are enabled and used, in-game Fullscreen is disabled.
  • When losing focus, all keys on the keyboard are now released (not just Alt) in windowed mode. One big manifestation of this bug was Ctrl+G, with Ctrl sticking after regaining focus. No buttons stick anymore. However, this fix does not apply to Fullscreen mode.
  • When Direct3D 9 disabled, you will, again, receive messages telling you to enable it (useful for newcomers). This is a restoration of the behavior as seen in older versions (which was removed due to technical concerns back at the time).
  • EnableCustomSize has been disabled. This function has been obsoleted by SuperFrontendHD. There's no reason to enable it any longer. If it's still enabled in your INI file, you will now receive a message box informing you about this. Note that there's a secret option to still enable it, for people who desperately need it (e.g., for testing or experimenting).
  • The module will now make the game Per-Monitor DPI Aware on Windows 8.1 and newer. Previously it would only set System DPI awareness (Vista+), but this would not protect you from DPI Virtualization when multiple monitors are connected on 8.1, or when scaling is changed without logging out and back in on Windows 10.
  • Fixed cursor clipping with Centered Frontend. The clipping rect was totally rekt.
  • Stretched and Centered Frontend options have been deprecated. They can still be used, but the module now recommends trying SuperFrontendHD.
  • Minor Frontend updates.
  • Minor Backend updates.
#188
Announcements / Re: TUS server upgraded
June 28, 2017, 05:01 PM
Quote from: Mega`Adnan on June 28, 2017, 02:43 PM
My browser (Firefox) gives me a warning sign ⚠ about insecure images. Also, when I go to home page of TUS, it takes like 6-8 seconds to load.
Yes, I can confirm that the main page takes a while to load, like said in the previous comments. Other pages work fine, only the main page is so slow.
You get an insecure images warning, because many images on the site, especially in forum posts, signatures and avatars, are externally sourced, with some of them using HTTP links. The only way to fix this problem is by setting up resource proxying. Any http element would be cached by the website, so your machine wouldn't load the insecure http images directly, but instead the site caches it for you, and you load it from the site cache. If the website can provide sufficient cache storage, this could be looked into but isn't mandatory. The biggest part of https is being able to authenticate and communicate (PMs, etc.) securely.
If you have the HTTPS Everywhere extension installed in your browser, there's a hardened mode ("Block all HTTP requests"). This would block any http elements on the website. Also, where possible, https connections may be used for images declared as http. So only a small percent of images would actually be broken.
#189
Announcements / Re: TUS server upgraded
June 28, 2017, 12:35 PM
Quote from: MonkeyIsland on June 28, 2017, 08:00 AM
Generally websites perform slower under SSL protocol because there is encryption/decryption of data. But the time shouldn't be that high to bother anyone. How slow is it on your end?
This will generally depend on the server-side implementation and performance, not so much client-side.
However, in case you didn't know, encrypted HTTP/2 is faster than unencrypted HTTP/1.1: https://www.troyhunt.com/i-wanna-go-fast-https-massive-speed-advantage/
Encrypted HTTP/2 is supported in every modern browser, and is used on certain big websites, especially those with high load. Of course, implementing this would mean much more than just turning the https switch on. Also, it may break current API implementations.

Edit: confirmed, the main page takes a while to load, but other pages load fine.
#190
Announcements / Re: TUS server upgraded
June 23, 2017, 12:48 AM
Great news! Keep it up! :)
#191
No, it was because many people joined with the same Username. The ident tag (also known as "Clan" in Wheat Snooper and Great Snooper) is set to "Username" in the game, and ChanServ therefore thought they were all one user.
#192
Off Topic / Re: Win10 trolling again.
April 09, 2017, 11:32 PM
Quote from: Tomi on April 09, 2017, 04:18 PM
Then I dunno what is this. With the last one I meant that maybe you can't see some applications running in the task manager because you don't have rights, but I am not sure about this either.
The task manager always runs with admin rights when your account is admin. It doesn't ask you for elevation if UAC is in the default mode, but does ask if you set "always notify".

Sometimes processes allocate memory in such a way that it's hard to track which specific process owns it using the task manager. One possible clue you can get, if you enable the "Working Set (Memory)" column in the Details tab, and check that instead of private bytes, however, there can be much more that doesn't appear there.
By the way, if you're using Chrome, there may be memory leaks, especially with the latest updates. I've noticed that on my and other systems, certain tabs, most notably emails, cause repeated allocations, until it runs out of memory (if Chrome is 32-bit, otherwise it keeps allocating) - these reach more than 1GB. However, these are easy to track as you can press Shift+Esc in Chrome.
One popular program that might cause similar hard-to-track "leaks" is uTorrent. These go away once the process causing them is dead.

By the way, the screenshot you provided only displays memory occupied by a user, not by the whole system. The rest is very likely allocated by system apps or services that do not necessarily run on behalf of your user.
Discord, being a web application, can also eat a lot of memory (400MB and more) for no reason.
#193
Files Comments / File #1144, Doodle Worms Mod v1
April 02, 2017, 11:48 PM
Well done, although I would ask that you only include those images that you modified/created, instead of every image. When extracting the folder, they would then replace the files in the existing package, so no need to download more than there already is.
This is not only to better manage credit on the files, but also for future convenience. In a future update of the module, it will be possible to use substitute (modded) packages. They would be loaded before the built-in ones (falling back to original if not present), and would be in a separate folder, so you wouldn't need to replace any existing files. It will also be possible to provide mods of .pal files.
#194
Quote from: TheMadCharles on March 30, 2017, 05:28 PMMassive FAQ in Russian and VS Worms W.M.D (English subtitles coming?)
English subtitles should be ready soon.
#195
Quote from: francot514 on February 11, 2017, 07:35 PM
Yes, i do know PX, but the scripting is not so user friendly, and was thinking for something more updated to fit with latest version..
You don't need to make scripts to edit weapon settings. Project X provides a Fiddler-like interface (actually more advanced) as part of its weapon table editor (in the Scheme Editor). Weapons can be saved in schemes or libraries.

More about the editor here.