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Deadcode
Team17 Helper

Registered: December 2001
Location:
Posts: 87


quoted :: TonY
Deadcode, being able to pause a game would be a nice feature for league games. Being able to save an offline game would be great too
Pause is another controversial thing about which many ideas have been thrown around (such as a per-game and/or per-player allowance of pause time and number of pauses)... As for games, they are ALL saved, online LAN, Wormnet, offline mission, training, deathmatch, quick CPU.
quoted :: TonY
And one question if you don't mind. Will the color levels have the same amount of colors as colored maps do now?
Precisely as much color as before (64 colors plus 1 black). There's a way I could boost it to 96 colors, by allowing one to use custom soil textures (what appears when land is blown away) but that's not a priority as of now.
quoted :: TonY
By the way, are you a fan of RR? (couldn't stop myself from asking, I remember you were quite the T17'er, even though you never talked when we played)
Well, T17 is my favorite (and BR is my first love, having prepared me in ways for T17ing) but before I got into T17s, I did go on a big roping stint for a while. I have a sort of love/hate relationship with the rope. Sometimes I'm right on the ball, and rope rather well... sometimes I make tons of mistakes and feel like a n00b. (Incidentally, this correlates rather well with whether I'm in the mood to rope or not. Whether that's a cause or effect is up to debate. ) But I'm almost always in the mood to play a T17 or something like it.

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Old Post 22 Jan 2004 16:19
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bloopy
Game Junkie

Registered: September 2002
Location: New Zealand
Posts: 320

Hello, here's Bloopy just checking in. You say you've fixed gameplay bugs, so you've probably fixed the one where crates/oil drums/donor cards get stuck at the water drops level, usually after an earthquake... I was just thinking about that. I like the suggestions for more options with jetpack fuel and mine fuse, and vertical maps. Loading a random saved level sounds good too.

Also TonY's suggestion about Worms 2 water sprites reminded me of something... with bungee in WA your worm never goes upside down when the bungee does, your worm sticks off the end of the bungee at a strange angle. But in W2 the sprites are different, your worm is always at the correct angle on the bungee, even if you're bungeeing upside down. Maybe the WA bungeeing worm could be corrected to look like the W2 one.

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Old Post 22 Jan 2004 18:36
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Pioneer322
Senior

Registered: August 2003
Location: Largo Florida
Posts: 762

Oh, btw, Twiki is back up, omfg yay.

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Old Post 22 Jan 2004 18:49
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UnKnown X
Senior

Registered: January 2003
Location: See Sig...
Posts: 2249

DeadCode, please answer this simple question:

Will all or most of these fixes/features be added to the coming WWP patch?

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Old Post 23 Jan 2004 00:41
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Deadcode
Team17 Helper

Registered: December 2001
Location:
Posts: 87


quoted :: bloopy
Hello, here's Bloopy just checking in. You say you've fixed gameplay bugs, so you've probably fixed the one where crates/oil drums/donor cards get stuck at the water drops level, usually after an earthquake... I was just thinking about that.
Thank you very very much. I've seen that bug before, but only two or three times and those were very early in my Worming days. I was never able to recreate it. I didn't know it had anything to do with quakes... I will look into that now...
quoted :: bloopy
Also TonY's suggestion about Worms 2 water sprites reminded me of something... with bungee in WA your worm never goes upside down when the bungee does, your worm sticks off the end of the bungee at a strange angle. But in W2 the sprites are different, your worm is always at the correct angle on the bungee, even if you're bungeeing upside down. Maybe the WA bungeeing worm could be corrected to look like the W2 one.
Interesting. I didn't realize the sprites for bungeeing were better in W2... I will look into that too :-)
quoted :: UnKnown X
Will all or most of these fixes/features be added to the coming WWP patch?
There is no planned WWP patch. Instead, we plan on making patched WA work with the WWP CD-ROM.

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Old Post 23 Jan 2004 01:23
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Squirminator2k
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Top Threader 2003

Registered: September 2002
Location: Living the Dream
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So... are we still going to have connectivity between WA and the WWP WormNET server?

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Old Post 23 Jan 2004 01:27
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Wishmaster
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Registered: September 2003
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even more important, you are saying the patch will work with wwp.

does it add all these new things your are saying to wwp, or will i just go buy WA

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Old Post 23 Jan 2004 01:47
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Deadcode
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Registered: December 2001
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quoted :: Wishmaster
even more important, you are saying the patch will work with wwp.

does it add all these new things your are saying to wwp, or will i just go buy WA
If the plan is carried out, this will mean the patch will be able to turn WWP into WA in most respects... this doesn't mean you'll see it in Beta 3 necessarily, but in a future patch.

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Old Post 23 Jan 2004 02:07
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bloopy
Game Junkie

Registered: September 2002
Location: New Zealand
Posts: 320


quoted :: Deadcode
Thank you very very much. I've seen that bug before, but only two or three times and those were very early in my Worming days. I was never able to recreate it. I didn't know it had anything to do with quakes... I will look into that now...
Yeah it's not very often you have water drops and shake a crate or drum to the floor with a quake. You'd be more likely to see a donor card get stuck, though I'm not 100% certain about them.

As for the bungee sprites, well I was hugely surprised to find that they were more complete in the older game, I tried bungee racing on W2 for the first time in Nov.

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Old Post 23 Jan 2004 02:47
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Wishmaster
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quote ::
If the plan is carried out, this will mean the patch will be able to turn WWP into WA in most respects... this doesn't mean you'll see it in Beta 3 necessarily, but in a future patch.


thats great. thanks for replying so quickly.

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Old Post 23 Jan 2004 03:44
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redwraith
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Registered: July 2002
Location: Bavaria, Upperpfalz...
Posts: 172

Deadcode, what do you think of these suggestions? Is there any good idea which might be put into praxis?

Cya

[EDIT: zippeurfou, you said that there is already a mission editor for W:A. Where do I get it? I thought there is only a mission editor for WWP...]

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Last edited by Deadcode on 23 Jan 2004 at 22:28

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Old Post 23 Jan 2004 04:37
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Vercetti
W3D Assistance

Registered: September 2003
Location: Australia
Posts: 98

Prevent or warn people trying to host a game with IP 127.0.0.1 or 192.168 or any reserved for private network IP address.

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Old Post 23 Jan 2004 05:04
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JOExTWAx
Newbie

Registered: August 2001
Location:
Posts: 83

Isn't there that text file that says the color of the water somewhere in your worms folder? Ive never tried but maybe changing the numbers changes the water color For some reason i doubt it, though

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Old Post 23 Jan 2004 05:06
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Squirminator2k
Honorary Game Junkie
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Top Threader 2003

Registered: September 2002
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Seperate sprites were made up for the red, yellow, light-blue and purple watertypes but these were omitted from WWP and later builds of WA (i.e. the US version, pre-patched UK version, Hasbro and Sold Out re-releases, etc.).

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Old Post 23 Jan 2004 05:09
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Wishmaster
Junior

Registered: September 2003
Location: In the sky,watching
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so id originally had varying water colours?

why wouldl they remove them?

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Old Post 23 Jan 2004 05:14
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svenneundulat
Real Deal Gamer

Registered: July 2001
Location: Sweden
Posts: 5156


quoted :: Wishmaster
so id originally had varying water colours?

why wouldl they remove them?
Because it where no one that used them in W2, while if it would be brought to WA it would be the same deal, so why bother with the water colour, it doesn't fill more then a tiny bit of variation to it.

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Old Post 23 Jan 2004 05:19
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Wishmaster
Junior

Registered: September 2003
Location: In the sky,watching
Posts: 215

fair enough, i suppose i just liked the variation.

but, why did they bother with varying colours of wate rin 3D if

quote ::
it doesn't fill more then a tiny bit of variation to it.


maybe it was easier, im not claiming to be a programmer :P

and sorry to drag this offtopic,

normal service will resume

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Old Post 23 Jan 2004 05:28
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svenneundulat
Real Deal Gamer

Registered: July 2001
Location: Sweden
Posts: 5156

It's noticed more this time around, for the most time on th 2-d ones, it where pretty low, now you can look around and it's water everywhere, so it where probably therefore they took and changed it again.

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Having no way as the way. Having no limitation as your limitation.

My top 5 C-64 games:
1. Lazy Jones
2. Spy Vs Spy: The island caper's
3. Pengo
4. Commando
5. General Cust.. Just kidding, it's Terra Cresta

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Old Post 23 Jan 2004 05:31
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Annonymous
Junior

Registered: March 2002
Location: Maryland, USA
Posts: 167


quoted :: Vercetti
Prevent or warn people trying to host a game with IP 127.0.0.1 or 192.168 or any reserved for private network IP address.


Best idea I've read in the whole thread. In fact, if it's possible, I would recmmend the following further changes (if not, Vercetti's suggestion could do a lot of good):

- Have Wormnet determine the IP address of the connecting computer

side note: in Unix TCP sockets this would be inet_ntoa(cli_addr.sin_addr) for the human-readable string, where cli_addr is the struct sockaddr from accept().

- Have the client listen briefly on TCP port 17011 while Wormnet runs a test connection

- Now, if the client receives whatever inquiry from Wormnet, have it report that it is able to host.

Thus Wormnet and the client can be sure whether or not this person should be able to successfully host, and there will be fewer explanations and less work required for the people who want to host through routers.

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Old Post 23 Jan 2004 05:50
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Squirminator2k
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Top Threader 2003

Registered: September 2002
Location: Living the Dream
Posts: 1748


quoted :: Wishmaster
so id originally had varying water colours?

why wouldl they remove them?
Actually they were included with WA but never used. They were wasted space, so they were removed from later builds. Such is life.

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Visit the CentralPlexus | http://www.centralplexus.2ya.com/
The WorMatriX Returns! | http://www.wormiverse.com/wormatrix/
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Old Post 23 Jan 2004 06:11
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KungFooWarLord
Newbie

Registered: March 2002
Location: Minnepolis, MN
Posts: 68

Well, I went ahead and found the thread with the listing of people who want a jump on claiming their established names when secure logins take effect.:

http://forum.team17.com/showthread.php?s=&threadid=3617&highlight=ranks

This plan was initially proposed by Lion, haven't seen any sign of him on here in over a year, so is this plan stillpossible, or will it be a free for all to get your name when the time comes???

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Old Post 23 Jan 2004 06:52
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zippeurfou
Newbie

Registered: August 2002
Location: France
Posts: 33


quoted :: joe
haven't used that BaP program in a month or two. I really dont see the point of closing it up, since it really cant do anything bad .....That is to say i didn't use it to do anything bad...


of course :roll: just saw you used it like one month ago or less.., hi everyone light..hi, you speak under my nickname in the game, hi I use all color posssible or all this useless things.

I didn't understand everything (french and too lazy :P) but if i've though a button near the nickname of everybody saying if they are able to host or not would be not that bad.

Well btw, just a suggestion don't take it care if you have too much work (and you have! lol)
I want to say it's my last post asking something because he has much work and I really thank you from the bottom of my heart (french expression maybe not understable for english)

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Deadcode, we are all with you !

Last edited by zippeurfou on 23 Jan 2004 at 11:02

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Old Post 23 Jan 2004 10:55
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Run
Senior

Registered: August 2002
Location: Midlands, Balsall Common
Posts: 1338


quoted :: TonY
Deadcode, being able to pause a game would be a nice feature for league games.


It's turn-based, what more do you want?

If you need the toilet, you're either unprepared and deserve it, or you can damn well time it to when it's not your go.

Ability to pause would lead to unwanted abuse, i suspect. People get bored enough when the timer ticks down and the player is doing nothing. If the timer didn't even tick down, people would feel themselves growing old.

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Old Post 23 Jan 2004 13:50
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PsyDome
Ungrateful

Registered: August 2001
Location: bla bla bla bla bla bla
Posts: 1339

just add a simple /afk command, that when active, skips that players turn

simple

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Things that suck in Worms 3D:

Redicilous online-play, No rankings online, No team stats, Limited scheme-options
No in-game level-editor, Useless random map-generator, No control remapping
Graphics, Sounds, Camera

Worms 3D - Really bad games: 0 - 10

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Old Post 23 Jan 2004 14:16
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JOExTWAx
Newbie

Registered: August 2001
Location:
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Or if you're away during a clan game, it could pass your turn to your clan mate so your clan wouldnt lose a turn

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Old Post 23 Jan 2004 17:11
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iiWizarDii
Newbie

Registered: January 2004
Location: Boise
Posts: 9

i dont see a need for a pause button etiher, youd get the dick heads who would pause it then leave.

and run and psydome both have 1336 posts!

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Old Post 23 Jan 2004 17:30
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Pioneer322
Senior

Registered: August 2003
Location: Largo Florida
Posts: 762


quoted :: JOExTWAx
Or if you're away during a clan game, it could pass your turn to your clan mate so your clan wouldnt lose a turn


Good point



quote ::
and run and psydome both have 1336 posts!


one more and there both one three three seven

__________________
. Dont point that thing at me .
----
Favorite series games - Sonic, Megaman, Worms, henta... opps i mean battletech - Worms team is Veritechs, yes i know robotech, but its also good for VT or vertical tank like in Steel Battalion
----
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Pioneer322.shorturl.com
----
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----
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Old Post 23 Jan 2004 18:11
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JOExTWAx
Newbie

Registered: August 2001
Location:
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lol I hope a mod locks their post count at 1336 ;-D

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Old Post 23 Jan 2004 20:25
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Deadcode
Team17 Helper

Registered: December 2001
Location:
Posts: 87

Ok Bloopy, I've looked into both of these things... here is my answer...


quoted :: bloopy
Hello, here's Bloopy just checking in. You say you've fixed gameplay bugs, so you've probably fixed the one where crates/oil drums/donor cards get stuck at the water drops level, usually after an earthquake... I was just thinking about that.
It is fixed now! The problem was that oil drums and crates had more height below the center than any other object, so their centers never got deep enough to stop bouncing off the land, if the water level was just right (or just wrong, depending on how you look at it).
quoted :: bloopy
Also TonY's suggestion about Worms 2 water sprites reminded me of something... with bungee in WA your worm never goes upside down when the bungee does, your worm sticks off the end of the bungee at a strange angle. But in W2 the sprites are different, your worm is always at the correct angle on the bungee, even if you're bungeeing upside down. Maybe the WA bungeeing worm could be corrected to look like the W2 one.
I just realized what was going on here. In WA, some redundancies were eliminated, like backwards animations that are otherwise exactly the same as their forwards counterparts. I'll bet someone was planning to eliminate further redundancy -- rotations of sprites that could be reproduced by 90 degree rotations of a smaller set of frames. But they didn't get around to implementing it in the code. So, I'll implement it in the code. :-)

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Old Post 23 Jan 2004 22:22
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Keeper
Newbie

Registered: June 2003
Location: pennsylvania
Posts: 24

for deadcode

okay deadcode, you seem to be a well respected individual aroud this part of the internet. so I would like to bounce this off of you.

1.) is there any definitave way i can find out exactly what version of worm i have. i'm sure there is a .DLL that comes with revamped versions and/or patched versions of this program. Because I am the second owner of the program i know damn near nothing about it. From the posts i've rtead i have gatherd that I own an unpatched "first edition" however, popular tricks like the "girder anywhere" cheat does NOT work for me. the newer versions of W:A use only one color water (blue) as does mine but the .bmp files are in the worms directory for yellow water, green water, and another color i am unsure of right now.

I downloaded the patch and executed it... well it messed up everything pretty good. luckily i had backed up all my worms data into a new directory. After the patch was ran i recieved an error about not inserting the CD (which i do not have). Futhermore, I am unable to access wormnet, and that above all is really p**sing me off.
________________________________________________

Let me say now that your proposed ideas for the beta 3 patch sound really good thus far, i would like to see a few things my self:

[quote=MY IDEAS]
Since pausing seems to be a big thing how about a pause with a 2minute time out feature. that way host can not con their guest into quiting so they get all the pionts.

a way to use invisibility when playing in one player deathmatch mode.

a way to set the number or "superweapons" that fall duing play. (i love that concrete donkey, ming vase, french sheep strike, mikes carpet bomb, nuclear test, earthquake, armegedon, and patsey's magic bullit; thought the mail strike and the MB Bomb need a little help.)

[/ quote]____________________________________________
_____
Back to the problem:

I'll do anything to get into wormnet, no mater what it takes. ..(except buy a copy of a game i already own) Is there any know way to get my self into wormnet and functioning properly?

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Old Post 23 Jan 2004 22:27
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TonY
Being watched

Registered: February 2003
Location: California, USA
Posts: 251

Keeper,

Put your mouse over the W:A logo on the main menu screen to find out what version you have.

An AFK feature that skips your turn for you would be nice... it'd eliminate the need for pauses.

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Old Post 23 Jan 2004 22:48
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Deadcode
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Registered: December 2001
Location:
Posts: 87

Re: for deadcode


quoted :: Keeper
1.) is there any definitave way i can find out exactly what version of worm i have.
snip
I downloaded the patch and executed it... well it messed up everything pretty good. luckily i had backed up all my worms data into a new directory. After the patch was ran i recieved an error about not inserting the CD (which i do not have). Futhermore, I am unable to access wormnet, and that above all is really p**sing me off.
Firstly - How could you play without a CD? Did you have the Demo version, perhaps? And you're saying you're unable to access Wormnet, but I imagine you couldn't access it before either, correct me if I'm wrong...


quoted :: Keeper
Since pausing seems to be a big thing how about a pause with a 2minute time out feature. that way host can not con their guest into quiting so they get all the pionts.
I really don't understand that second sentence. However I already have plenty of ideas on how pausing should be implemented if ever -- it would involve an allowance of time and/or number of pauses, per-player and/or per-game.
quoted :: Keeper
a way to use invisibility when playing in one player deathmatch mode.
Deathmatch needs a heck of a lot more than just invisibility. It needs an AI that can use weapons beyond its very limited set, can rope, etc... but this would be very hard to implement and AFAIK most people only play online anyway...
quoted :: Keeper
a way to set the number or "superweapons" that fall duing play.
This was proposed ealier in the thread, and I've been planning it for a long time. There are some difficulties involved.


quoted :: Keeper
I'll do anything to get into wormnet, no mater what it takes. ..(except buy a copy of a game i already own) Is there any know way to get my self into wormnet and functioning properly?
Please email me. Please include a complete directory listing: go to your Worms directory and type "dir /s > files.lst" then copy and paste that list into the email. If those instructions are not enough I can talk you through it in more detail through email.

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Old Post 23 Jan 2004 22:51
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UnKnown X
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Registered: January 2003
Location: See Sig...
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It would have been neat if you had ALL the weapons accessable without having to use a scheme editor.

But what do you think of the vertical map ideas on the previous page(s)?

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Old Post 24 Jan 2004 01:14
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Run
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Registered: August 2002
Location: Midlands, Balsall Common
Posts: 1338


quoted :: UnKnown X
It would have been neat if you had ALL the weapons accessable without having to use a scheme editor.


That's already possible with...some...sort of program that i must of downloaded. It's also planned in beta3, including the previously unavailable ability to edit the crate settings for them.


quote ::

But what do you think of the vertical map ideas on the previous page(s)?

Apparently, that's going to be easy to code

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Old Post 24 Jan 2004 01:24
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PsyDome
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Registered: August 2001
Location: bla bla bla bla bla bla
Posts: 1339

Re: Re: for deadcode


quoted :: Deadcode
Deathmatch needs a heck of a lot more than just invisibility. It needs an AI that can use weapons beyond its very limited set, can rope, etc... but this would be very hard to implement and AFAIK most people only play online anyway
the reason why people only play online is exactly what you mentioned, a really stupid AI

and what about my nifty /afk command?

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No in-game level-editor, Useless random map-generator, No control remapping
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Worms 3D - Really bad games: 0 - 10

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Old Post 24 Jan 2004 02:41
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Deadcode
Team17 Helper

Registered: December 2001
Location:
Posts: 87

Ok, the bungeeing worm sprite now goes around a full 360 degrees!


quoted :: UnKnown X
It would have been neat if you had ALL the weapons accessable without having to use a scheme editor.
At the time, I thought it would be obvious you'd need full wormage to be able to access those weapons...

Last edited by Deadcode on 24 Jan 2004 at 04:18

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Old Post 24 Jan 2004 03:22
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redwraith
Junior

Registered: July 2002
Location: Bavaria, Upperpfalz...
Posts: 172

I see, my suggestions are all crap because you don't want to comment them, deadcode. Sorry for wasting your time.

Cya

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Old Post 24 Jan 2004 03:49
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Deadcode
Team17 Helper

Registered: December 2001
Location:
Posts: 87


quoted :: redwraith
I see, my suggestions are all crap because you don't want to comment them, deadcode. Sorry for wasting your time.

Cya
redwraith, you gave me so many suggestions that they were kind of overwhelming. At the time I didn't feel like answering them, but I made a plan to do so later, ok? :-) And now is as good a time as any.

1. The automatic girders -- yeah, I've thought about that. But it's more complicated than just turning them off -- with them off, worms can potentially be dropped straight into the water during auto placement. I'd have to restructure the auto placement routine.

2. Exemplars in a crate -- yes, I think that's important too. But I need to plan a good new standard scheme format that will accomodate these kinds of extras gracefully.

3. No. Booby-trapped crates were crap, everyone agreed on that.

4. Scrollablle chat window -- yes, this is something I've wanted to do for quite some time, as well as adding copy/paste ability to it.

5. Can't until the server source code is handed to me.

6,7. Back to game lobby -- Yes, that'd be extremely helpful... can't tell you how many times I've asked everyone to surrender, which still doesn't work sometimes because there are extra rounds... so yeah, as long as it can be done in a way that can't be abused, I'll do it

8. CPU players online - Only when they can be clearly identified as such, which will require restructuring the player list -- which is something I need to do anyhow for certain reasons, so you'll probably see this added

9. Sure. I'd also like to add a feature where you can playback a recording online, and take over at a certain point -- seeing "what would happen if?"

10. covered elsewhere in this thread

11. Yes, I'd like to do this too... I'll look into it at some point

12. see #5

13. Mission editor - Yes, agreed, something to look into at some point maybe

14. Yes, I'm quite aware of this... my solution will probably be to remove it completely from that screen.

15. Um... why not just enable V-Sync?

Last edited by Deadcode on 24 Jan 2004 at 04:14

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Old Post 24 Jan 2004 03:52
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UnKnown X
Senior

Registered: January 2003
Location: See Sig...
Posts: 2249


quoted :: Deadcode

quoted :: UnKnown X
It would have been neat if you had ALL the weapons accessable without having to use a scheme editor.
At the time, I thought it would be obvious you'd need full wormage to be able to access those weapons...
I meant so you could set the ammo, delay, appearance in crates, power, etc.

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Old Post 24 Jan 2004 04:23
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Deadcode
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Registered: December 2001
Location:
Posts: 87


quoted :: UnKnown X

quoted :: Deadcode

quoted :: UnKnown X
It would have been neat if you had ALL the weapons accessable without having to use a scheme editor.
At the time, I thought it would be obvious you'd need full wormage to be able to access those weapons...
I meant so you could set the ammo, delay, appearance in crates, power, etc.
In Beta 2, you can set ammo and delay for superweapons if you've got Full Wormage. You cannot set their crate probability yet.

Last edited by Deadcode on 24 Jan 2004 at 04:38

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Old Post 24 Jan 2004 04:35
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