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Messages - StepS

#931
Quote from: MonkeyIsland on September 04, 2012, 05:07 PM
it is already fixed as darkone said. The problem is your browerccs cache. Today's browers love to cache images and js scripts. Once a change is made you need to empty your cache of that site. Ctrl + f5 does trick on most browsers. For opera ctrl + R empties the cache.

doesn't seem to be fixed...
here is what happens in Chrome: open a group chatbox, it's already scrolled to the bottom.
scroll it to top, write a message, you will be punched by autoscroll to bottom again, and you have to slide up to see it again
#932
Quote from: MonkeyIsland on September 03, 2012, 07:35 PMAbout the scroll, what is your browser and what version?
the latest google chrome.
weird, but it seems that now the new messages show on top instead of bottom  :o
but the auto scroll autoscrolls to the bottom...

Quote from: DarkOne on September 03, 2012, 08:39 PMWhy would you do that? :o shoutbox is english only!
you know what, all unicode characters are affected, that doesn't concern a language... same for latin diactrical-marked letters
#933
any non-English alphabetic characters are converted to %u####% after sending. this is frustrating in clan/community chats.

PS: also, the autoscroll in the clan/community chats isn't accurate - when there's text below the bottom line, the autoscroll scrolls to a message which is before the last written one, and not to the last one itself.
#934
Bug Report / [SOLVED] translating is not available
September 03, 2012, 07:14 PM
I'm unable to access the /languages/ page. i hope it will be back soon  :)
#935
TUS Discussion / forum icons
September 03, 2012, 06:41 PM
some of the forum icons (which are in gif format) are targetted to a bright skin, and we have a dark one. Are there the good versions (without white-ish pixels around)?

#936
Bug Report / Re: Pending Games
September 03, 2012, 06:40 PM
maybe that's also a Laziness meter  :)
you can see how many games you refused to play due to that ;D
#937
General discussion / Re: --->>> job :D
August 31, 2012, 11:26 AM
lol n, i remember some russian guy had all of his worms plopped in 1st turn like u  :)
#938
Quote from: Impossible on August 25, 2012, 10:50 PMThis means if both players change weapons setting the same way via hex editor (if its somewhere on ram) or maybe some file (if setting is out of exe) on lobby between rounds and only with scheme where weapons moves between them you can put any weaps with opponent you need  :D
Do that and you'll smack a tasty, platinum desync. :)

Edit: ok, but it would have to be controlled by extension, not by a human. Also it's most likely in RAM, so finding it is another task.
#939
General discussion / Re: Tanto Atao Gueon
August 25, 2012, 04:22 PM
Quote from: Chelsea on August 25, 2012, 08:20 AM
btw. Twyrfher, I love your signature xDDDDDDDDDDDD  :-*

http://wqdb.org
#940
General discussion / Re: Replay Organiser
August 22, 2012, 07:09 PM
Quote from: Alien on August 19, 2012, 06:45 PMbtw skime, this link works for me... just wait a bit and it will start the dl automatically.
http://worms2d.info/Worms_Armageddon_Recorded_Game_Organiser

i just realized, both links referred to the same download.

haha, I just noticed the date-time of skime's post  ;D you should too
That was me who remapped it to web archive btw. A long time ago

My mirrors:

https://dl.dropbox.com/u/48532592/wa/other/ReplayOrganiser_v0.2.zip
http://myfiles.my1.ru/wa/other/ReplayOrganiser_v0.2.zip
#941
Maps Comments / Map #3157 by franz
August 22, 2012, 07:59 AM
well, what to say... I always suck on such maps, but this one is good, gj!
#942
General discussion / Re: 4 Pump Climb Combo :<
August 21, 2012, 10:20 AM
Very nice!
#943
General discussion / Re: Swimming worms
August 18, 2012, 08:14 PM
I've just released it here.
Changes since the video: Speed reduced by 2, enabling fastwalk enables fastswim, missiles now affect swimming worms, some fixes.
There are no oxygen points in Swim Suit, however an alternative weapon called "Swim Mask" will be released later which will feature the oxygen points.
#944
General discussion / Re: Swimming worms
August 11, 2012, 02:59 PM
Quote from: Ramone on August 11, 2012, 01:49 PMDoes that mean it's possible if TestStuff is enabled?

The idea that I had is that worms would not be drown and instantly dead when they enter the water, either way - by being ploped or by jumping in water by themselves..

That's why I meant to somehow separate those two as two different features, "floating" and "diving". Oxygen points would be needed if worm "dives" under water and not needed if worm "floats" on the top..

I'm just fantasizing, I guess it's too complicated to do that.. ;x
with ts, yes
on top of water, you say? then it's possible :)

Quote from: Uzurpator on August 11, 2012, 01:26 PM
add this weap in t17 tus sheme! xD games wil be faster xDD
you can't swim outside the mapscreen range.
#945
General discussion / Re: Swimming worms
August 11, 2012, 01:37 PM
Quote from: Ramone on August 11, 2012, 01:31 PM
When his turn comes, he could swim back to the ground and continue the game? That's the big difference, you can't kill 200hp worm with a plop, that worm would still have i.e. 156 hp left when he swims back to the ground in his next turn... And if it's not his turn, they could shoot at him too while he's floating on the water..
Am I fantasizing too much? That's too complicated?  ???
worms don't stay between turns when TestStuff is disabled. That's a hardcoded limitation, and bypassing it will require lots of unnecessary tricks, hacks, and whatever, resulting in loss of features.

Btw, with the oxygen points he would die at some point when they end
I can also add a "hp reduction" when the oxygen points reach zero.

Another idea: the "invincibility" weapon (as from my set) would also give the unlimited oxygen until next turn
Paradise - THeDoGG