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#41
Wormkit Modules / Re: wkSuperFrontendHD 0.4.4 re...
Last post by Joeker Wilde - June 29, 2025, 07:32 PM
This is fantastic! Have a monitor 3440 x 1440 (max ratio) but run almost everything on the 2560 x 1440 in full screen mode, everything is zoomed out a bit too much but that didn't take long to get used to as it makes navigating the default Worms Armageddon maps & the huge custom maps online so much easier. Also noticed that with the larger ratio, the maps can have more worms & mines/barrels without forcing you to manually place every worm before matches start (even if that was turned off, it would still happen if more then 16-20 Worms were in play, removing all mines & barrels too).
#42
Files Comments / Re: File #3203, Gfx replace
Last post by King-Gizzard - June 29, 2025, 04:02 PM
Quote from: kurs on June 28, 2025, 05:12 PMOh god! You are absolutely right, I did not want to offend those players who have vision problems, and therefore made a version with normal colors not for colorblind people, to be honest I completely forgot about it, but considering that I have very crooked hands, I will hardly be able to fix the palettes, I barely managed to cope with this volume, please take into account that I am a killer and not a coder, just an enthusiast))

I think we might be talking about different things but I see what you mean.  I was talking about the wkTerrainSync feature where you can replace individual sprites for a custom terrain rather than changing sprites globally.  But I've just had a look at the sprites and noticed that you've created a new palette for all assets so replacing individual sprites for terrains won't work so well without palette conversion.

But as an example, I've updated my Halloween terrain to include the Worms 2 death animation and the new blood animation.  I converted these sprites to the global (stock) gfx palettes for gfx0 and gfx1 : https://www.tus-wa.com/files/file-2415

So 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
#43
Files Comments / Re: File #3203, Gfx replace
Last post by h3oCharles - June 29, 2025, 01:06 PM
pretty sure this is the first time in 3.8+ days I see someone do sprite swaps, great work
#44
Leagues Games Comments / Game #245850, reported by blit...
Last post by Godmax - June 29, 2025, 12:40 PM
taner is bad
#45
General discussion / Re: New CO-OP scheme Flood Rac...
Last post by Micro - June 29, 2025, 11:19 AM
Quote from: MonkeyIsland on June 29, 2025, 08:11 AMI've removed offtopics from this post. Please stick to the topic.

sorry
#46
General discussion / Re: New CO-OP scheme Flood Rac...
Last post by Big Billy - June 29, 2025, 10:12 AM
I really like this scheme. It's a fresh new take on rope racing and its exiting when you finally beat a map you tried for 6-10 times.
Because you have to think in advance where to open walls and help your teammates out since you all need to finish.

Quote from: FoxHound on June 27, 2025, 03:42 PMI'll give it a try sometime, maybe me Vs me offline. I already worked on a scheme that took 2 years of development, good to see that people are working that hard on scheme maps and balancement. I will add this page to Scheme ideas later, and maybe write an article too. A replay would be cool, although it's spoiler for those that wanna try.

You can join our games too Fox. I can text you on discord. We might play tongight again if you would have time. But it's a bit off from your timezone I guess..
#47
General discussion / Re: New CO-OP scheme Flood Rac...
Last post by MonkeyIsland - June 29, 2025, 08:11 AM
I've removed offtopics from this post. Please stick to the topic.
#48
Files Comments / Re: File #3203, Gfx replace
Last post by kurs - June 28, 2025, 05:19 PM
Quote from: King-Gizzard on June 28, 2025, 02:27 PMNice work!  It's worth mentioning that any / all of these new gfx0.dir elements can be integrated directly into a custom terrain, including the water.dir.  This is made possible with the wkTerrainSync module which will load and replace GFX0 and/or GFX1 elements that are included in a terrain for all players to see without any stock file replacement.

Example: If you just wanted to have the new dying animation in your custom terrain, you would include the sub folder and file "gfx0\wdie.spr" along with the usual files in your level.dir.

With this in mind, it might be worth adding the modified gfx0.dir contents on this post as well, as a ZIP.
all you need is just replace GFX.dir in WA/DATA/Gfx according to the path in the archive, you don't even need to use water dir . it's only necessary to display the sprites that drowned
And of course, make a backup) now I play online, no desynchronizations, if you notice any errors, let me know)
#49
Files Comments / Re: File #3203, Gfx replace
Last post by kurs - June 28, 2025, 05:12 PM
Quote from: King-Gizzard on June 28, 2025, 02:27 PMNice work!  It's worth mentioning that any / all of these new gfx0.dir elements can be integrated directly into a custom terrain, including the water.dir.  This is made possible with the wkTerrainSync module which will load and replace GFX0 and/or GFX1 elements that are included in a terrain for all players to see without any stock file replacement.

Example: If you just wanted to have the new dying animation in your custom terrain, you would include the sub folder and file "gfx0\wdie.spr" along with the usual files in your level.dir.

With this in mind, it might be worth adding the modified gfx0.dir contents on this post as well, as a ZIP.

Oh god! You are absolutely right, I did not want to offend those players who have vision problems, and therefore made a version with normal colors not for colorblind people, to be honest I completely forgot about it, but considering that I have very crooked hands, I will hardly be able to fix the palettes, I barely managed to cope with this volume, please take into account that I am a killer and not a coder, just an enthusiast))
#50
Files Comments / Re: File #3203, Gfx replace
Last post by King-Gizzard - June 28, 2025, 02:27 PM
Nice work!  It's worth mentioning that any / all of these new gfx0.dir elements can be integrated directly into a custom terrain, including the water.dir.  This is made possible with the wkTerrainSync module which will load and replace GFX0 and/or GFX1 elements that are included in a terrain for all players to see without any stock file replacement.

Example: If you just wanted to have the new dying animation in your custom terrain, you would include the sub folder and file "gfx0\wdie.spr" along with the usual files in your level.dir.

With this in mind, it might be worth adding the modified gfx0.dir contents on this post as well, as a ZIP.