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Messages - mozzribo

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Hi! I'm getting the following error (on Linux):

i'm not familiar with running worms under wine, but some users confirmed the module works fine on linux. my guess is that your current working directory is not set to WA directory:
launch a new terminal window and enter:
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cd /home/username/path/to/your/wa/dir/
wine ./WA.exe
this should make dev console output visible in your terminal and might fix the terrain loading issue. i will look into the compatibility of the module with wine

Thanks for the help. Ultimately I managed to remove all existing instances of the game and re-install it. Now everything works as expected. We did need to use the most recent version You just posted, though.

Otherwise, me using WA 3.8.1, while the other person using 3.8, both with the previous versions of wkTerrainSync, got the desync error. Here are screenshots, maybe they help even though there isn't much technical information on them:

Me, as a host:



On the joiner's side:




Thanks for the awesome work You're doing!

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Hi! I'm getting the following error (on Linux):



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recursive_directory_iterator::recursive_directory_iterator:
File not found.: "data\level\"

I'm sure I'm doing something wrong. Any ideas what that might be? DevConsole shows no output (possibly because I'm in Linux).

I've put the two files in the WA root directory and the terrain folders into DATA/Level... WormKIT is enabled, of course.

The old wkTerrain38 also doesn't seem to work anymore (I get the same error). However, I remember that it did (on the same installation). I haven't been using it in a while, though, due to the desync.

I'm not using a CD version but the GoG one, yet I tried the wkFileOVerride just in case, and of course, it didn't help (unless I used that one improperly as well).

Update: I now (after removing all the terrain files and folders and the wkTerrainSync files) actually encounter a fatal error within the game:



I cannot load customs maps, while generated maps don't load to the game setup screen. When I start the game, it crashes. I can provide the error log if needed.

If I install another instance of the game, I have the same problem. I suppose this has something to do with the registry (not that I have an idea)?

3
file description has the download link

Not for what I'm asking. 8)

I'm talking about this Pokémon terrain type:


4
Hello there!

On the download link, there is a 'soundbanks.png' and on it, we can see a Pokémon/Ditto terrain type. Is this only a joke, or does a TUS file exist for wkTerrain? ;D

5
Tech Support / Re: Crate Shower questions (3.8 RubberWorm)
« on: January 07, 2021, 04:23 PM »
what was that scheme called that had very specifically designed caves for crates? trench warfare or sth?

yea, maybe that's what you're looking for https://worms2d.info/Trench_Warfare

Interesting, thank You! :)

6
Tech Support / Re: Crate Shower questions (3.8 RubberWorm)
« on: January 07, 2021, 11:58 AM »
Some people think differently.

Can't the create probabilities be set to be equal? Or what am I missing?

I do understand the sentiment, though. WormPot is great, even though most of its features can be emulated in 3.8 (and I guess fully will in a way or the other in future updates). Hopefully, there will be options to satisfy people who want the "vanilla" crate shower to be enabled in a streamlined way.

What I like about 3.8 that schemes can be fine-tuned to create unique experiences. It kind of revitalised the whole Worms experience for me. So, the way I see it, the more of these options (that still make sense) are present, the better.

I see the current behaviour of the Crate Shower (that it respects probability settings) as better because this enables deeper customisation. Which I always a better alternative if we must choose.

7
Tech Support / Re: Crate Shower questions (3.8 RubberWorm)
« on: January 06, 2021, 10:50 PM »
Thank You for the clarification. I appreciate it. 8)


The one that disregards probabilities is the Crate Shower utility picked up from a utility crate in-game (this cannot be forced to be always-on at the moment).

That is fine. I mean, the option to toggle the utility Crate Shower would be welcome, but the important thing is that the forced Crate Shower respects the set crate rate.


I'm afraid there is no real solution for 2 and 3 other than designing a map specifically to suppress those effects.

I see, a pity, yet livable. And by designing a map that suppresses these effects, what do You mean exactly? Is there an option I'm missing, or do You mean the shape of the terrain?

8
Tech Support / Crate Shower questions (3.8 RubberWorm)
« on: January 06, 2021, 07:53 PM »
Hi! :)

I have three questions:

1. Originally, the separate RubberWorm WormKit module's 'Crate Shower' option disregarded crate probability setting, afaik. Is this still true and if so, can it be forced to take the probabilities set in the scheme options into account?

2. Can showering crates be prevented from stealing camera focus during a turn?

3. Can crates be forced to always "teleport in" as opposed to often "parachuting in?"

Sorry if this doesn't qualify as a tech support question, this is my first post and this seemed the most appropriate place.

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