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#51
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)
#52
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))
#53
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.
#54
Files Comments / Re: File #3203, Gfx replace
Last post by Kradie - June 28, 2025, 11:14 AM
This is really cool, thank you so much. :-*
#55
Files Comments / Re: File #3203, Gfx replace
Last post by kurs - June 28, 2025, 08:46 AM
Quote from: FoxHound on June 27, 2025, 04:00 PMThe red effect of Fire Punch looks more like Mortal Kombat, I liked it. I only saw the gif, I didn't try it yet.
Yeah, and I wanted the amount of blood to be like in the UMK version on Sega old console)  but the frame size of the sprite doesn't allow it) ;D
#56
Files Comments / Re: File #3203, Gfx replace
Last post by kurs - June 28, 2025, 08:44 AM
Glad you liked it)
#57
Wormkit Modules / wkshowkits
Last post by Kradie - June 28, 2025, 04:16 AM
A wormkit module that displays both yours and other people's Installed wormmkits. Maybe showe scripts as well.

Thoughts?
#58
General discussion / Re: New CO-OP scheme Flood Rac...
Last post by Micro - June 27, 2025, 09:40 PM
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.

Edit: Ah, there is an interesting similar scheme by the scheme maker xyz  (a.k.a. User1) called Team Survival Race, but I guess it's different than yours: https://www.wmdb.org/maps/?map%5Btitle%5D=TeamSurvivalRace

Edit 2: There is a scheme by Zalo that is not Coop, but it's called Flood Race too: https://www.tus-wa.com/schemes/scheme-4176/

Thank you Foxhound. yeah it's possible there are many iterations or versions of such scheme. Zippo called it originally Survival Bigrr. I'm not claiming this idea as my own just the recent development and finalization of this scheme and i still would say it was a team effort. Lot of testing lot of shout outs.
#59
General discussion / Re: New CO-OP scheme Flood Rac...
Last post by Micro - June 27, 2025, 09:38 PM
Quote from: Kradie on June 27, 2025, 12:18 PM
Quotewell the scheme has been completely re-calibrated. all the maps have been moved up by 1200-1300px so you can start racing now from the start and not having to use SD timer 1s turns to insta zook the walls because now SD timer goes off at start. other thing is each map is calibrated for a particular amount of players. the pixel rise has been changed too according to that.

In general, the more confusing a scheme become, the less traction it could get by the public. Your post helped me remind me that the configuration of this scheme was quite cumbersome. It was one of the reasons why I chose to abandon it after a few weeks/months.

Quotethat's why i gave original credit to pavle and zippo bcos yes those years ago when they were making schemes left and right i didnt know you were involved too. I don't mind giving you credit too if you really were involved in the development back then but this is a new scheme new maps.
Schemes were Indeed made left and right, Pavle would often come to me see if I had something new cooking. I remember playing and testing big flood race with pavle and zippo. Zippo was very keen on that mode, heck I think he even was the mastermind behind it.  8)

The reason why I made these posts here and now, was because I was pleasantly surprised that this scheme was still around. Some fond memories arose within. I was a little disappointed I wasn't mentioned though. :(  Some acknowledgement would had been nice, considering other people were mentioned regardless if there was a huge update. :)

Ultimately I am happy to see that Billy and You have been working hard on this new iteration of the scheme. Giving it the deserved tweaks and updates. Let's hope that it catches people's attention. It would be cool to see this in a cup too. :)



well i just talked to Zippo and he said it's not your scheme at all and that you weren't involved in its development. but you're quite infamous at this point for stealing others peoples schemes taking out parachute out of them and claiming them as your own and calling it ZaR so i'm not surprised at all with this conclusion.
#60
TUS Discussion / Re: Small game community. VERY...
Last post by ValDorado - June 27, 2025, 09:19 PM
And what about Worms WMD? (I personally really like it: there are a lot of weapons, the bots have become smarter, the mechanics of shelters, vehicles, the music is good,the campaign is more fun - everything is just how we like it. But online should be made the same as in WA, because it's hard to find a game that you want.)