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#21
Files Comments / Re: File #2415, Halloween
Last post by MonkeyIsland - July 02, 2025, 10:31 AM
Quote from: kurs on July 02, 2025, 12:58 AMDamn, how do you insert a picture into a message here without using third-party storage?  ???

Click on the "reply" button. It shows you the full editor with the ability to attach images.
#22
Files Comments / Re: File #2415, Halloween
Last post by King-Gizzard - July 02, 2025, 09:22 AM
Quote from: kurs on July 02, 2025, 12:56 AMIt's interesting that I haven't seen anyone using Front.spr in their landscapes, only Back. Why isn't it popular?

I did some quick testing of front.spr a while ago. The main consideration is it obscures the view of the water and I think the parallax movement could do with some tweaking to move quicker than the terrain layer when scrolling.  It would be cool to see in a terrain though.  That layer can be animated as well.

#23
Files Comments / Re: File #3203, Gfx replace
Last post by King-Gizzard - July 02, 2025, 08:33 AM
Ahh ok, I've always been confused about why gfx, gfx0 and gfx1 all exist.  gfx0 and gfx1 take priority if they exist by the looks of it.

Yeah the wkTerrainSync sprite replacement feature is great because all players get to see the new sprites without any manual replacement. I've noticed that if you delete gfx0 and gfx1, it messes up this feature (it causes weird palette issues likely because gfx.dir uses a different palette) so you're probably best restoring those two files.  If you try the Retro Hell terrain and look at the replaced clouds, you'll see what I mean : https://www.tus-wa.com/files/file-3000/

There was no problem with you creating a new palette for your gfx.dir replacement file, it worked perfectly.  And great job with the WoG terrain!
#24
Files Comments / Re: File #2415, Halloween
Last post by kurs - July 02, 2025, 12:58 AM
Quote from: doc on August 03, 2022, 09:12 PMSo Kradie wanted me to do this little edit of your terrain, thought you might wanna see it.
Damn, how do you insert a picture into a message here without using third-party storage?  ???
#25
Files Comments / Re: File #2415, Halloween
Last post by kurs - July 02, 2025, 12:56 AM
It's interesting that I haven't seen anyone using Front.spr in their landscapes, only Back. Why isn't it popular?
#26
Files Comments / Re: File #3203, Gfx replace
Last post by kurs - July 02, 2025, 12:18 AM
Quote from: King-Gizzard on July 01, 2025, 05:07 PMalthough replacing gfx.dir doesn't work for me, I had to replace gfx0.dir / gfx1.dir
It seems I'm starting to understand what's going on, I didn't even think that this was happening since in my version of the game gfx0.dir and gfx1.dir are completely absent, I think I simply deleted them sometime ago because they weren't needed

Quote from: King-Gizzard on July 01, 2025, 05:07 PMSo then I thought, wouldn't it be cool if you could upload just those changed .spr files so people could use them in wkTerrainSync for custom terrains if they wanted.
I didn't even know about this possibility of recording animstions into a Level file.If I understood everything correctly. That is, it is possible to force the game engine to give priority to animated sprites from the level file, and not from the global sprite directory... ???

Quote from: King-Gizzard on July 01, 2025, 05:07 PMYour gfx.dir has a new palette so the replacement spr files wouldn't work directly, so I had to extract what I wanted to use and convert to the default gfx0 and gfx1 palettes

I tried to adjust the palette as much as possible to match the general for the whole game, that is, to use the colors that it uses and, if possible, with the same indexes in the table for the corresponding replaced object, Alas not for all graves it turned out this way, but those animations that you edited for yourself have complete identity of indexes with the old ones, that is, wdie.spr and wormhit2.spr, Especially! in wormhit2 nothing has changed in terms of colors (there is nothing to change there))), only the number of drops in the frame size has been added.
But as I already said, this is all of course designed for a standard set of colors, and not the one you have, and I'm sorry that it didn't quite work out for you and you had to mess around with it yourself.

Anyway, thanks for the feedback, I don't know if I'll find the desire and time to convert sprites to gfx1 and 0, although perhaps this can be done automatically using a script on ImageMagic or something like that...

PS
QuoteI changed wormhit1.spr so that it always shows blood..
By the way, great idea, it's a pity I didn't think of it before)
#27
Files Comments / Re: File #3203, Gfx replace
Last post by King-Gizzard - July 01, 2025, 05:07 PM
Quote from: kurs on July 01, 2025, 11:59 AMI don't quite understand what this has to do with the wkTerrain module, as far as I know in gfx1 and gfx0 there is for people with vision problems, so the colors are less saturated and that's it. The gfx.dir archive presented here works fine regardless of what palette a specific user terrain file uses, this has been verified, and by the way wormhit1 has not changed at all.

You created a new gfx.dir file which includes some new animations with the intention of replacing these sprites globally in the game. This is cool and fine (although replacing gfx.dir doesn't work for me, I had to replace gfx0.dir / gfx1.dir)

But this got me thinking about a feature in wkTerrainSync where you can SELECTIVELY replace sprites for a custom terrain by simply including the .spr files with the terrain. wkTerrainSync supports replacing sprites from gfx0 and gfx1, so it's wise to include files for both.

So then I thought, wouldn't it be cool if you could upload just those changed .spr files so people could use them in wkTerrainSync for custom terrains if they wanted.
But then I found an issue.  wkTerrainSync merges the replacement .spr files with the gfx set that the player uses (gfx0 or gfx1) and so the palettes must match.  Your gfx.dir has a new palette so the replacement spr files wouldn't work directly, so I had to extract what I wanted to use and convert to the default gfx0 and gfx1 palettes.  This way, when people play the Halloween terrain, they will see the new animations regardless of if they use gfx0 or gfx1.

I changed wormhit1.spr so that it always shows blood (and I tweaked the image a bit), to go with the Halloween theme.

#28
Files Comments / Re: File #3203, Gfx replace
Last post by kurs - July 01, 2025, 12:11 PM
Quote from: Kradie on June 28, 2025, 11:14 AMThis is really cool, thank you so much.
Thanks a lot! ::)
#29
Files Comments / Re: File #3203, Gfx replace
Last post by kurs - July 01, 2025, 11:59 AM
Quote..so replacing individual sprites for terrains won't work so well without palette conversion..
I don't quite understand what this has to do with the wkTerrain module, as far as I know in gfx1 and gfx0 there is for people with vision problems, so the colors are less saturated and that's it. The gfx.dir archive presented here works fine regardless of what palette a specific user terrain file uses, this has been verified, and by the way wormhit1 has not changed at all.

QuoteSo the Level.dir.txt file for the terrain has the following entries to replace the sprites :

gfx0\wdie.spr
gfx0\wormhit1.spr
gfx0\wormhit2.spr
gfx1\wdie.spr
gfx1\wormhit1.spr
gfx1\wormhit2.spr

And again, I don't understand at all why the Level.dir file has entries about the main sprites, which the game stores separately in Gfx.dir... :o  but I like your landscape and by the way I also tried to make my own, nothing special but you can still appreciate it) https://www.tus-wa.com/files/file-3202/
#30
General discussion / Re: New CO-OP scheme Flood Rac...
Last post by Kradie - July 01, 2025, 09:01 AM
Will there be a cup of this scheme?
Paradise - THeDoGG