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Messages - StepS

#301
V1.134 update has been released in Steam. It apparently fixes the performance issues, adds a help-section for the keyboard and controller mappings and introduces an HD menu. It's not available on gog.com yet.

More about the update: https://steamcommunity.com/games/270910/announcements/detail/740073477363912519

#302
Quote from: StepS on July 05, 2015, 04:34 PM
Playing a replay file and a real live game is basically the same. Implementing replay playback is almost the same as implementing the entire game, minus controls and networking.
#303
Tech Support / Re: PNG maps not loading
September 07, 2015, 04:35 PM
Please don't install the game into the Program Files directory (unless you're using the Steam version). It has restricted permissions on writing files.
#304
General discussion / Re: MapGEN v0.6.2
September 03, 2015, 08:35 PM
Quote from: MarianRV on September 03, 2015, 09:41 AM
"The application or DLL D:\......\Worms Armageddon v3.7.2.1\MSCVP110.dll is not a valid Windows image. Please check this against your installation diskette"
This means you probably installed a 64-bit version of the DLL, instead of 32-bit.
#305
Quote from: Chelsea on August 24, 2015, 10:18 PM
http://wormolympics.com/t1786#results

final vs Infernal - GAME NOT PLAYES, pls change
should be fixed now.

Quote from: Hurz on August 24, 2015, 10:21 PMproblem with my missing replays seems to be that games werent played on tourneys day but delayed, so prolly there are problems to put them to right tourney...
fixed all of those.
#306
Quote from: Incog on August 24, 2015, 12:27 AM
So, we must send replays here?
No. Only upload them to the site as uploading anywhere else is pointless because of the automatic storage system. If your replay doesn't appear on the website, then it simply means it hasn't been processed yet, or there was an issue (for example: two exact pairings within the same tournament, e.g. when A played vs. B, then one of them got an LL and they got paired again) - then this needs discussion, but the replay files have to be uploaded to the website.
All replays uploaded to the site until now should be processed in 5-10 minutes.
#307
General discussion / Re: MapGEN v0.6.2
August 23, 2015, 04:54 PM
You gave him MSVCR110.dll, and he asked for MSVCP110.dll.
If you don't want to require others to install the VC2012 redistributables, change the runtime library type to non-DLL ("multithreaded" instead of "multithreaded dll"). Then the necessary parts of the runtime will be linked statically with your executable/dll, and no other dependencies will be required.
#308
General discussion / Re: MapGEN v0.6.2
August 23, 2015, 12:27 PM
By default, versions of Visual C++ from 2012 and later don't support XP when building by default. In VS2013, you can enable XP compatibility by switching to the v120_xp toolset in the project's settings. Also make sure that the Minimum Required Vetsion is set to 5.01.
#309
Wormkit Modules / Re: wkRemapKeys question
August 21, 2015, 12:38 PM
Quote from: aik on August 21, 2015, 11:26 AM
Why not use autohotkey?
Because the purpose of wkRemapKeys is integration with the game. The game's code is updated directly, we don't send any inputs via external programs (which, by the way, can take a while before their input comes through to the game, as they're in a separate process - the main reason why integrated solutions are better). Therefore, all key inputs are synchronous, and pressing remapped keys is as momentary as pressing non-remapped keys.
Another thing is that, since the module updates the game's code, it has access to determining whether the chat is open and whether we are currently in-game. Thus, wkRemapKeys does its work only during the game and doesn't affect chatting. And while you could create pageUp/pageDown triggers in an AHK script, it's never synchronized because you never know what state the chat is currently in, and how it was/will be when a round ends or starts, or how many times you pressed the buttons, etc. This problem doesn't exist with an integrated solution.
If mouse remapping is needed, the module could be extended to support that feature.
#310
Off Topic / Re: A game of wormers
August 09, 2015, 10:31 AM
raffie
#311
Tech Support / Re: Annoying graphics lagspikes
August 09, 2015, 07:41 AM
First of all, instead of trying to blindly look for the cause, do some logging. Open the task manager, switch it to the Performance tab and minimize it. Play the game, and as soon as lags happen, check what graph might have spikes (CPU, RAM, HDD, etc.), and go further from that. Seriously, dude.
Quote from: Marko on August 08, 2015, 09:56 PMDefender is doing it's job
Defender doing its job (wasting HDD cycles, slowing down some applications or causing stutter) was a common issue in Windows 8 and it seems to have been fixed or improved in Windows 8.1. But like already said, you need to check real-time graphs in order to be sure.
#312
You should launch the task manager, then run the game with the selected resolution, reproduce the lags, then minimize it and check the CPU/RAM usage.
Big RRs can eat up a lot of RAM. Even if a PNG map is about 1 or 2 MB big, it is compressed, and must fit in memory uncompressed (which can be 100, 200 MB or more). This is why the "Map Memory Warning" slider is present in Advanced settings, to let you know when an uncompressed map is going to hit the threshold (you can set it to "Always" so it'd always display you the amount of RAM it'd be using). It does look like one of the issues you're having here.
Also try to switch between Direct3D 9 (shader) and Direct3D9 (CPU) modes. The shader one should always be preferable, however, but I haven't tried it on systems like yours. The D3D9Wnd module only works with these two modes.
#313
try to remove wkReplayShark, if you have it. I've encountered some weirdnesses with CreateWindow hooking when it's on (it might depend on the order of loading). Due to this, game-detection is malfunctioning, so specific windows are not fixed in the way they should be.
#314
General discussion / Re: MapGEN v0.6.1
August 07, 2015, 10:07 PM
Great work! Thanks for the update.
#315
Quote from: pizzasheet on August 07, 2015, 01:00 AM
my old year 2000 laptop has only ever allowed me to have 1024x768 as my MAX resolution, will this magnification sheet help me get a larger resolution  if i play around with the WK LobbyCmd ??  In the past ive tryed every resolution with LobbyCmd,  some come close to giving me a larger resolution but they dont line up with the screen ( 1/4 of screen black ect).

A way to get larger res on smaller screens would be awsome xD
wkLobbyCmd sets the in-game resolution. If you want to set a resolution that is larger than what your monitor allows, use D3D9Wnd, and set the resolution with wkLobbyCmd.