Go Back   Team17 Forum > Game Chat & Support > Older Titles > Worms Armageddon

Reply
 
Thread Tools Display Modes
Old 14 Mar 2012, 15:34   #211
bonz
 
bonz's Avatar
 
Join Date: December 2003
Location: Graz, Austria
Send a message via ICQ to bonz Send a message via AIM to bonz Send a message via MSN to bonz Send a message via Yahoo to bonz
quoted:
Originally Posted by StepS View Post
yes, if dud mines are enabled in scheme, then some can be dud
Also allow random mines to work on that launcher!
Instant fun.
bonz is offline   Reply With Quote
Old 14 Mar 2012, 17:41   #212
DarkLord22
 
DarkLord22's Avatar
 
Join Date: January 2006
Location: Montreal
quoted:
Originally Posted by SgtFusion View Post
He said invisible mine launcher, not instant.
I know, I was talking about 2 different weapons.

quoted:
Originally Posted by StepS View Post
invisible, not instant.
however you guessed right: i was going to make both
the invisible one won't be instant
it won't be like bazooka: it still reacts only on worm
Prefuse: 1 sec.
Ok cool. Keep up the awesome work StepS.
DarkLord22 is offline   Reply With Quote
Old 15 Mar 2012, 11:16   #213
bonz
 
bonz's Avatar
 
Join Date: December 2003
Location: Graz, Austria
Send a message via ICQ to bonz Send a message via AIM to bonz Send a message via MSN to bonz Send a message via Yahoo to bonz
Any news on the Sheep-on-a-rope and the laser?
bonz is offline   Reply With Quote
Old 15 Mar 2012, 12:47   #214
StepS
 
StepS's Avatar
 
Join Date: November 2009
Location: Moscow
Send a message via ICQ to StepS Send a message via MSN to StepS Send a message via Yahoo to StepS Send a message via Skype™ to StepS
big grin

Ok, I decided to release the three launchers i made: Mine launcher, Random Mine launcher, Instant Mine launcher.
Delay before fuse is 1 sec instead of 4 (because 4 is too much for a launcher), which also ensures that you can't just directly shoot full-power an enemy with instant mine. I can increase it however, if needed.
If dud mines in scheme are enabled, the mines shooted by these launchers may sometimes be dud too.
A replay here (px needed!).
I didn't do the Invisible mine launcher yet, because it requires some other technique (if we simply replace a mine sprite, all mines will be affected, and not only the ones who were shooted by the launcher). I'll release it once I fugure it out.
Also I didn't make a custom canon sprites (I took the one of bazooka); if they are needed - write me.

Download and discuss here.
__________________
signature.
StepS is offline   Reply With Quote
Old 15 Mar 2012, 17:51   #215
_Kilburn
 
_Kilburn's Avatar
 
Join Date: January 2006
Location: ಠ_ಠ
Send a message via MSN to _Kilburn
Oh geez sorry guys, I keep switching projects and right now I'm working on something that has nothing to do with Worms, so that means I haven't touched PX in ages.


In the meantime, just have my current version. Unzip both folders in your main WA folder. It contains libraries that will probably overwrite the default ones, so don't be scared and overwrite everything, nothing bad will happen.
__________________
Windows has not detected any keyboard. Press Enter to continue.

(yay, profile)
_Kilburn is offline   Reply With Quote
Old 15 Mar 2012, 20:00   #216
StepS
 
StepS's Avatar
 
Join Date: November 2009
Location: Moscow
Send a message via ICQ to StepS Send a message via MSN to StepS Send a message via Yahoo to StepS Send a message via Skype™ to StepS
quoted:
Originally Posted by _Kilburn View Post
Oh geez sorry guys, I keep switching projects and right now I'm working on something that has nothing to do with Worms, so that means I haven't touched PX in ages.


In the meantime, just have my current version. Unzip both folders in your main WA folder. It contains libraries that will probably overwrite the default ones, so don't be scared and overwrite everything, nothing bad will happen.
Awesome! That is a very nice surprise from you!
However, there is a compilation error at the laser gun:
quoted:
PXS : CError : TRZ:Process : fault to process symbol PlaySoundAtPos@PCCSoundFile@fffB
at Lib: wp_lasergun.pxl: Script: lasergun:91
What is that PlaySoundAtPos function? It seems like producing stereo sound at the specified coordinates, but I can't find it anywhere (pxdata, etc). The same for UpdateSoundPos

PS: the sheep-on-a-rope has a zero count, and it has a bug if you launch it from air (from a jump for example). Btw, when on a rope, it has a bigger gravity than when flying, is that ok? And also a bovine blitz should better handle the camera position
Either way, excellent!
__________________
signature.

Last edited by StepS; 15 Mar 2012 at 20:49.
StepS is offline   Reply With Quote
Old 15 Mar 2012, 20:21   #217
Thurbo
 
Thurbo's Avatar
 
Join Date: September 2008
Location: there is no cow level
I was wondering about that too but _Kilburn said high ninja sheep gravity was totally on purpose.
__________________
I Can't Believe It's Not Oi Nutter!
Thurbo is offline   Reply With Quote
Old 15 Mar 2012, 21:12   #218
_Kilburn
 
_Kilburn's Avatar
 
Join Date: January 2006
Location: ಠ_ಠ
Send a message via MSN to _Kilburn
quoted:
Originally Posted by StepS View Post
Awesome! That is a very nice surprise from you!
However, there is a compilation error at the laser gun:

What is that PlaySoundAtPos function? It seems like producing stereo sound at the specified coordinates, but I can't find it anywhere (pxdata, etc). The same for UpdateSoundPos

PS: the sheep-on-a-rope has a zero count, and it has a bug if you launch it from air (from a jump for example). Btw, when on a rope, it has a bigger gravity than when flying, is that ok? And also a bovine blitz should better handle the camera position
Either way, excellent!
Yeah PlaySoundAtPos is a function I made for stereo sound. The archive contains an outdated version of utils.pxl, that's why the error occurs. I updated it, so redownload it and everything should be ok.

I'm aware of those issues, except the "zero count" one, what do you mean by that exactly?
Also high gravity ninja sheep is on purpose, apparently it had higher gravity in Worms DC as well, which kinda makes sense since a sheep is heavier than a worm, and I thought it would be a bit overpowered if it was as maneuverable as a worm.
__________________
Windows has not detected any keyboard. Press Enter to continue.

(yay, profile)
_Kilburn is offline   Reply With Quote
Old 15 Mar 2012, 21:15   #219
StepS
 
StepS's Avatar
 
Join Date: November 2009
Location: Moscow
Send a message via ICQ to StepS Send a message via MSN to StepS Send a message via Yahoo to StepS Send a message via Skype™ to StepS
quoted:
Originally Posted by _Kilburn View Post
Yeah PlaySoundAtPos is a function I made for stereo sound. The archive contains an outdated version of utils.pxl, that's why the error occurs. I updated it, so redownload it and everything should be ok.

I'm aware of those issues, except the "zero count" one, what do you mean by that exactly?
Also high gravity ninja sheep is on purpose, apparently it had higher gravity in Worms DC as well, which kinda makes sense since a sheep is heavier than a worm, and I thought it would be a bit overpowered if it was as maneuverable as a worm.
well, there are some bugs.
if you drop a sheep from a jump - you will not be able to shoot after the first shot (unless you press enter and then spaces again).
if the first rope shot didn't attach to a wall, the sheep will not be ropable anymore.

PS: is your utils merged with the last px update one (with the keypress revision)?
__________________
signature.
StepS is offline   Reply With Quote
Old 15 Mar 2012, 21:19   #220
_Kilburn
 
_Kilburn's Avatar
 
Join Date: January 2006
Location: ಠ_ಠ
Send a message via MSN to _Kilburn
quoted:
Originally Posted by StepS View Post
well, there are some bugs.
if you drop a sheep from a jump - you will not be able to shoot after the first shot (unless you press enter and then spaces again).
if the first rope shot didn't attach to a wall, the sheep will not be ropable anymore.
Ah yeah I forgot about the limited rope issue because I tend to test everything with infinite ropes. Normally there's a variable which controls the number of rope shots left but it stopped working after an update and I never bothered finding a fix for it.

As for the sheep being bugged when dropped from a jump, I still don't know how to fix it. Keep in mind that the sheep on a rope is the hackiest piece of code I've ever written, and honestly I don't even know how some of the workarounds I've used work exactly, all I know is that they work, more or less.
__________________
Windows has not detected any keyboard. Press Enter to continue.

(yay, profile)
_Kilburn is offline   Reply With Quote
Old 15 Mar 2012, 21:22   #221
StepS
 
StepS's Avatar
 
Join Date: November 2009
Location: Moscow
Send a message via ICQ to StepS Send a message via MSN to StepS Send a message via Yahoo to StepS Send a message via Skype™ to StepS
Ok. the sheep on a rope should have another place on the 5th row (it currently occupies Super Sheep which is rarely used even). Maybe that will be hard with the wa power tweak (i hate how if you put a launcher on the mine's position with power tweak, it gonna **** up), but anyway. a count in px scheme then maybe [edit: i see that the "Sheep" is free].
And the bovine blitz - it should have a better camera handling, for me it only points the camera when it fastly appears, and then the camera doesn't follow it, and i have to scroll manually.
These weapons really impressed me. Keep it up!
__________________
signature.

Last edited by StepS; 15 Mar 2012 at 21:28.
StepS is offline   Reply With Quote
Old 15 Mar 2012, 21:49   #222
Pac-Man
 
Pac-Man's Avatar
 
Join Date: October 2006
Location: 
Too bad I can't see that there's no "aiming" sprite for the Ninja Sheep when the worm still has it in hands.
Pac-Man is offline   Reply With Quote
Old 15 Mar 2012, 22:01   #223
StepS
 
StepS's Avatar
 
Join Date: November 2009
Location: Moscow
Send a message via ICQ to StepS Send a message via MSN to StepS Send a message via Yahoo to StepS Send a message via Skype™ to StepS
quoted:
Originally Posted by Pac-Man View Post
Too bad I can't see that there's no "aiming" sprite for the Ninja Sheep when the worm still has it in hands.
i'm gonna make one

and the drown
__________________
signature.
StepS is offline   Reply With Quote
Old 15 Mar 2012, 22:40   #224
Pac-Man
 
Pac-Man's Avatar
 
Join Date: October 2006
Location: 
Better leave that task to the boss designer of this weapon...
Pac-Man is offline   Reply With Quote
Old 16 Mar 2012, 04:52   #225
_Kilburn
 
_Kilburn's Avatar
 
Join Date: January 2006
Location: ಠ_ಠ
Send a message via MSN to _Kilburn
Yeah.


don't touch my stuff
__________________
Windows has not detected any keyboard. Press Enter to continue.

(yay, profile)
_Kilburn is offline   Reply With Quote
Old 17 Mar 2012, 20:38   #226
raffie
 
raffie's Avatar
 
Join Date: December 2004
Location: Belgium
I've been testing your updated weapon pack, and i'll post problems that i've encountered in the hope it will help with debugging. I've copied the weapons from the scheme you provided into my existing Kaos scheme.

- Sheep-on-a-rope: Works only when set to unlimited, I cant get a sheep to fire a rope when set to 1

- The new Lib of the Bunker Buster seem to crash the game, whenever the BB starts to drill. This didn't happen when I hosted a game on WN and played by myself with no other players joined.

All the other updates done to the older weapons seem to have improved them, the new features to the fan are awesome, the Lightning Strike doesn't show errors anymore and looks very cool now, the Bowling Balls look like they handle gravity a bit more naturally, and I like the newly added sound to the Tazer.
Can't wait for updates
__________________
www.RigidAttackForce.com

Last edited by raffie; 18 Mar 2012 at 15:01.
raffie is offline   Reply With Quote
Old 18 Mar 2012, 09:59   #227
StepS
 
StepS's Avatar
 
Join Date: November 2009
Location: Moscow
Send a message via ICQ to StepS Send a message via MSN to StepS Send a message via Yahoo to StepS Send a message via Skype™ to StepS
strange. i didn't have these problems, all is fine to me

btw, bunker busters go through an indy terrain
__________________
signature.
StepS is offline   Reply With Quote
Old 18 Mar 2012, 10:03   #228
Pac-Man
 
Pac-Man's Avatar
 
Join Date: October 2006
Location: 
I also don't have any of those problems. Is your PX up to date?
Pac-Man is offline   Reply With Quote
Old 18 Mar 2012, 10:12   #229
raffie
 
raffie's Avatar
 
Join Date: December 2004
Location: Belgium
Hmm okay, maybe it 's a conflict with other PX modules or something went wrong with copying the weapons into my existing scheme... (my PX is up to date)
__________________
www.RigidAttackForce.com
raffie is offline   Reply With Quote
Old 18 Mar 2012, 10:25   #230
StepS
 
StepS's Avatar
 
Join Date: November 2009
Location: Moscow
Send a message via ICQ to StepS Send a message via MSN to StepS Send a message via Yahoo to StepS Send a message via Skype™ to StepS
No, modules cant conflict. Maybe a problem with your spacebar? is it remapped, etc? Weapons detect the physical space press, or i dont know
__________________
signature.
StepS is offline   Reply With Quote
Old 18 Mar 2012, 11:03   #231
raffie
 
raffie's Avatar
 
Join Date: December 2004
Location: Belgium
Spacebar isnt remapped or anything. I'm continuing testing...
__________________
www.RigidAttackForce.com

Last edited by raffie; 18 Mar 2012 at 12:48.
raffie is offline   Reply With Quote
Old 18 Mar 2012, 13:41   #232
hoppi
 
Join Date: November 2010
Location: earth
Yeah I had same problems when I tried to combine it with a kaos scheme using PX scheme editor. I think Bowine Blitz and Sheep-on-a-rope had only 1 in "shoots:", I changed BB to 3 and sheep to -1 (infinite ropeshots, for fun). Now they work fine, except sheep sometimes has 0 rope shots.

Very nice weapons

Last edited by hoppi; 18 Mar 2012 at 13:48.
hoppi is offline   Reply With Quote
Old 18 Mar 2012, 15:17   #233
franpa
 
franpa's Avatar
 
Join Date: March 2006
Location: Australia, QLD, Brisbane
Send a message via MSN to franpa
quoted:
Originally Posted by Thurbo View Post
Just like a mine launcher, only that you get the impression the worm wouldn't carry a weapon at all! How cool is that? (°.°)
He means an "Invisible Mine" Launcher. A launcher that shoots invisible mines.
__________________
Core i7 920 @ 2.66GHZ
ASUS P6T Mother Board
6GB DDR3 1600 RAM
500GB SATA2 HDD
Auzentech Forte
Nvidia Geforce 560Ti 2048MB PCI-E (latest drivers)
Windows 7 Home Premium x64
Thermaltake 750watt Toughpower Power Supply
Thermaltake Armor+ MX case.

http://home.exetel.com.au/franpa/
franpa is offline   Reply With Quote
Old 19 Mar 2012, 13:29   #234
Thurbo
 
Thurbo's Avatar
 
Join Date: September 2008
Location: there is no cow level
Good day

I was being sarcastic
__________________
I Can't Believe It's Not Oi Nutter!
Thurbo is offline   Reply With Quote
Old 19 Mar 2012, 15:10   #235
Pac-Man
 
Pac-Man's Avatar
 
Join Date: October 2006
Location: 
Pac-Man is offline   Reply With Quote
Old 29 Mar 2012, 11:25   #236
Pac-Man
 
Pac-Man's Avatar
 
Join Date: October 2006
Location: 
Hi there, I optimized the PX editors and fixed some nasty things in them... because noone seems to visit the PX forums often enough I think I post my link here http://px.worms2d.info/forum/viewtopic.php?f=15&t=421 to catch attention X)
Pac-Man is offline   Reply With Quote
Old 2 Apr 2012, 22:45   #237
Obn3g0n
 
Join Date: February 2011
Location: Ottawa
Nice work Pac-Man. Will your new editor by any chance be more user friendly? Ie.. less programming type stuff, mouseover explanations, etc?
Obn3g0n is offline   Reply With Quote
Old 3 Apr 2012, 07:25   #238
Pac-Man
 
Pac-Man's Avatar
 
Join Date: October 2006
Location: 
Well, no mouse over explanations. I don't know everything 100% by myself. That's what the wiki is for.
But the interface will be Visual Studio 2010 like :P
Pac-Man is offline   Reply With Quote
Old 14 Apr 2012, 17:54   #239
Pac-Man
 
Pac-Man's Avatar
 
Join Date: October 2006
Location: 
Here's a set of dumb weapon sprites I use for my even dumber scheme:
http://pacman.highfsb.net/px/weaponimages.zip
*preview here when the server is up again :S*
Feel free to use them anywhere, in your scheme, as a picture to go on other peoples nerves or as a print on your toilet paper, whatever.
__________________
You can't explain that
I could spam up this sig by putting in a hundred spoilers but why?
Pac-Man is offline   Reply With Quote
Old 18 Apr 2012, 20:03   #240
franpa
 
franpa's Avatar
 
Join Date: March 2006
Location: Australia, QLD, Brisbane
Send a message via MSN to franpa
crashwa.png implies a very nasty weapon that crashes your opponents game? :P
__________________
Core i7 920 @ 2.66GHZ
ASUS P6T Mother Board
6GB DDR3 1600 RAM
500GB SATA2 HDD
Auzentech Forte
Nvidia Geforce 560Ti 2048MB PCI-E (latest drivers)
Windows 7 Home Premium x64
Thermaltake 750watt Toughpower Power Supply
Thermaltake Armor+ MX case.

http://home.exetel.com.au/franpa/
franpa is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +1. The time now is 01:29.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.