Wa_update 3.6 22.1 _beta exe




















Version 3. This was intentional on my part if there can only be one special weapon, and the teams in a group don't have the same one, which weapon should be dropped? So now, if there is a disagreement between teams in a group on which special weapon to stock, the choice is made depending on which team gets the first turn which is random at the beginning of a game, then incremented after each round.

The legacy behavior was that only the last team in the team slot list would get its special weapon, and this stayed constant throughout a set of rounds and indeed, beyond that if the teams weren't reshuffled manually. The first team in an allied group to get a turn was not being properly set; usually the first in the team slot list in each group would always get the first turn.

Features Ammo is now displayed for delayed weapons in the right-mouse-click weapons panel. The Indestructible Border must also be turned on for this to work. Player disconnections are now properly recorded.

During playback, players' names are greyed when their disconnections are reenacted. The reason for a disconnection is also shown, if detected or communicated across the network. Currently, disconnection reasons are not communicated over the host so clients still won't see why other clients disconnected; this will be remedied in a later release.

Allied whispers are now readable during playback. This is under Bug Fixes because it was the original intention for crate spy, weapon selections and allied whispers all to be visible in a playback once the game was finished, for a "behind the scenes" effect. Error messages showing up when a recorded game could not be played back did not show properly. Now they do.

The background ambient sound loop no longer restarts each time you go back to the Main Menu. There is now a Map Extraction feature which can be applied on game recordings. Right-click on a. Changes Recording is now a bit more streamlined: nothing is recorded while there is no controlling team i. If there was an error loading a scheme file, the dialog was undismissable requiring the "WA. During playback, the dialog menu button ESC would beep if a "game over" was in progress as in normal play Checksums for remote players were not recorded.

This is now used to detect who was the local player whose copy of W:A created the recording ; recordings made from now on don't require this detection nor would it work.

Fixes affecting game logic When placing worms at the beginning of a game, placing directly on land caused an annoying delay of two seconds, whereas letting the worm drop onto land did not create much of a delay.

Now, placing directly on land causes virtually no delay the only delay will be due to network lag. Weapons can now be selected while your worm is reshooting the Ninja Rope. It was possible to teleport horizontally outside the indestructible border, which could result in an accidental drowning during placement. Glitch introduced in v3.

Features When the turn timer has a negative value currently only possible by editing a scheme externally a forward turn counter is displayed, starting at zero. During a replay, hundredths of a second will be shown in the turn timer. There is now a built-in screenshot key that works in game.

The key is Pause, and it saves screenshots in PNG format using minimum compression for speed. They are named screenNNNN. There is now a single-step key for replays. Press S to step through a replay frame by frame. Press a speed key ,0 to resume normal playback. In playback behind-the-scenes mode mine fuses are now shown.

Dud status cannot be shown in advance because it is decided only upon the triggering of a mine. During playback, the camera tracking can now be overridden by holding down the Left Mouse Button. This is especially useful in fast mode, to prevent the camera from jumping around. This results in much smoother rendering, especially if your display's vertical refresh rate is a multiple of 50 Hz.

The mouse and camera are now updated between frames, for much smoother scrolling and local-user-controlled cursor movement. It was not ready for release, and created some unwanted side effects.

The new Single Step replay key could cause an infinite loop, requiring the "WA. If you pressed Space to shoot the Ninja Rope while your Worm was preparing for a jump, and your Worm became airborn before you released Space, then a second pressing of Space would be ignored; an extra press would be required to detach the initial rope or if the rope catch was denied quickly, the rope would fire again spuriously the moment your Worm became airborn.

Pressing Shift during an instant replay affected speed in a buggy way. Now, the same speed- control keys used during a playback replay are supported during an instant replay. Fixes affecting game logic The v3. It was not intended that selection be possible during the starter rope shot.

Features In an offline game or playback, the ESC dialog no longer closes automatically after minimising. This way, the game it will remain paused upon restoring until you press ESC again. Added the ability to load colour maps that were saved in. At first this merely caused the terrain type soil background to be reset each time, but starting after v3. Certain games with CPU players e. Bug introduced in v3. The game no longer freezes when Single Stepping is used up to the end of an Instant Replay.

The crosshair visual angle is now more precisely depicted. The phone icon no longer displays as a result of a whisper which would otherwise be invisible.

Note that people with older versions will still see the icon. It is no longer possible for a host to start the game on your end if you have not lighted on your end to signal readiness.

With Large Fonts fonts set to something other than 96 dpi , certain border boxes were drawn with overextended lines. The random map generator is now much less likely to make oversimplified maps; it now generates complex maps more consistently than versions prior to 3.

Crates no longer fall slowly following a turn in which Low Gravity was active. The previous fix: "There was a mismatch between the Fall Damage threshold speed, and the threshold speed at which the Parachute was activated. This is now fixed once and for all. This would have required hacking, though: it wasn't possible using the keyboard.

Features A game timer is shown above the turn timer. In replays, it has full precision; in game play, it has hours and minutes. This is useful for referencing moments in replays, and is also a stopgap until bookmarking and cropping are implemented.

The turn timer no longer "fades in" during replays, so that the duration of a very short turn can be read easily. Precise fuse timers are shown during replays. The phone icon is now displayed in whichever corner is least intrusive.

The display can now be scrolled while paused in Single Step mode during a replay. Features affecting game logic Worms can now change direction and fire a weapon in the same instant. This is similar to a change in v3. So for example, in a Battle Race, you can now land from a jump, hold the key to face in the opposite direction and fire the shotgun immediately after landing without worrying that your worm may fire in the wrong direction if your timing is perfect.

Utilities can now be toggled; for example, if you use Low Gravity after it has been activated, it is cancelled. Worms can now walk backwards. When you hold the Shift key and walk, your Worm will not change the direction in which it is facing. This is useful for fine-tuning your position prior to a jump or shotgun shot, for example.

This may make the game engine a bit faster e. To avoid distraction, the phone icon which could swap sides at any time in 3. Fixes affecting game logic There was a bug in v3. Through a loophole, this also allowed the offline use of slow motion. The possible earlier use of the loophole is now reported when playing back replays in which it was used pull down the chat to see such messages.

This caused desyncs when playing back replays and playing online games using such schemes. Now, compatibility is restored, as long as the power levels lie within some "standard" ranges. Schemes that break these limits will bring up a warning when loaded or when a replay is opened. Worms can now always dismount the Jetpack or Parachute by pressing Space, whereas before, this was not possible in Artillery mode in which worms are forbidden from walking. Using clustered weapons, skunks, longbows or axes could cause a desync.

Now, v3. To avoid invoking v3. Note that there is still an exception in which a desync can happen: if you are not the host of a game, and the other people in it have a mixture of. If the host is running.

The instant replay fix in v3. It was possible to fool it into starting anyway by Alt-Tabbing to one of the W:A processes, or in some cases something more complex , but the palette would be wrong and the update rate would be slow.

As it turns out, the fix was not complete, because this bug would sometimes still happen. Now there is a more correct fix that goes closer to the root of this problem, and it may solve problems some people have been having trying to start a game.

Some people experience a palette bug in which background apps can steal the palette from W:A, corrupting some or all of its colours. W:A will now log these to "palette. Note that the problem can still happen; the only change is that it is logged. This information gleaned from this may lead to finding a fix. Even when instant replays were disabled in the scheme, one would still be shown after a Worm had skimmed water or used a Kamikaze.

This is now fixed. On the other hand, the cursor for Teleport and other targeted weapons was originally intended to point 45 up-left, but everybody is used to that fact that it points 34 left from up. This is caused by a glitch, but a change would be disorienting, so the 34 angle has been preserved.

Ran Profiling on W:A to find where the CPU spends most of its time in-game, with some interesting and helpful results. The function to render flaming health bars was always being executed, whether or not any flaming bars were actually being displayed.

This routine was unoptimised and very processor intensive. It is now much more efficient, and furthermore will not run unless needed. Fixed-point multiplication has now been inlined, creating a global speed-up.

Sea bubbles were a heavy user of multiplication, so there's a speed-up even in idle conditions. These changes allow for better performance when fast-fowarding replays, and should also help to keep the frame rate steady during normal play. In games recorded with v3. Fixes affecting game logic The Girder Radius maximum ortho-distance between your worm and any possible place you can place a girder is now calculated from the center of the girder. Previously, it was calculated from the upper-left corner of an orthogonal rectangle encompassing the girder, which was asymmetric and nonintuitive.

Note that the radius actually defines a diamond rather than a circle, as with many things in W:A; ortho-distance is the sum of horizontal and vertical distance, as opposed to distance which is the square root of the sum of the squares of horizontal and vertical distances.

If an animal such as a sheep was sent out to collect a health crate, and the Worm sending it died before collection, the health would still be added to its team total. This could cause the game to see that team as "alive" even after all its worms died out; but when the turn passed to that team, the game would crash. Now, health crates will not be collected by an animal sent by a now-dead Worm. See Footnote 2. After using Rope, Bungee or Parachute, a player would always get Air retreat time on that turn, even if using a weapon from the ground.

The weapon would not fire, but would incur retreat time. Now, such an attempt will result in a warning beep. Under certain very rare circumstances, a roping Worm could become stuck against a wall at the same moment the rope unsnagged, causing it to be trapped in that spot until dismounting from the rope. This also caused the game's CPU usage to soar until the rope was dismounted. However, there was again a small area between vertical speed thresholds where a Worm that fell out of a roll or slide would twang without accruing fall damage, as there was in v3.

Under certain rare circumstances, a dud mine could explode. The condition for this made no sense; it didn't have anything to do with blasting or knocking the mine, but rather happened when the center of the mine was within 1 pixel of the center of a worm at the right moment.

This is now disabled and in a future version will be replaced with something more sensible. Features It is now possible to play replays as fast as your machine is likely to handle, and at 1. The [1]-[9] keys now correspond to 1,1. Hold [0] while pressing [1]-[9] and you will get 24,32,48,64,96,,,, As before, holding Shift while pressing [1]-[9] will set slow-motion; the multiplier chart becomes a divider chart.

The frame rate will not be allowed to drop significantly below 10 fps. Thus the keyboard will no longer become very unresponsive during a fast-forward which taxes the CPU.

As before, holding the left mouse button during a replay will override automatic camera motion. This now works in an online game during other players' turns. WAgame file and choose "Extract Log", and the game information, chat and major game events with timestamps in game time and end-game stats will be logged to a file in the same folder with the same base filename. Features affecting game logic In Cavern levels, the Teleport and homing weapons can now be pointed within a slightly larger range, encompassing the leftmost and rightmost positions where a Worm may stand on the edges of the landscape.

When pointing on the rightmost edge, the cursor will temporarily flip for visibility. The cursor can also now be moved all the way down to water level. When a player tries to Teleport to a spot that is partially blocked, the cursor is nudged to the nearest available spot and a spangle flashes in the new spot. But in a game with v3. To remote players in a network game, and during playback, the cursor nudge and spangle would not show up. The message "Game will take advantage of the latest n.

It is now re-enabled. During an instant replay, a fast-forward that was fast enough to drop frames could overshoot the end of the turn, eating into the turn time of the next Worm. The prior version restricted the rendering rate from dropping below 10fps. When fast- forwarding, this is often well above 10fps, especially on faster computers this should also make screen lag more tolerable.

Additionally, slow computers may sometimes need to drop below 10fps for example, when a lot of fire is being thrown around. In-game palette fading is smoother now. This is partly due to streamlining the way fading is done previously, each fade increment was done separately for objects, water and terrain , and partly due to making external applications unaware of the game's palette adjustments. The latter is a workaround for that fact that, regarding palettes, DirectDraw does not give exclusive treatment to full-screen apps.

Volume adjustments When the volume was adjusted in the front end, and a game was started within the same session, the adjustment would be forgotten. Volume adjustments in the front end are now instantly applied to the ambient "menu loop". Due to this, the DirectDraw palette workaround will be disabled on those systems.

The following v3. Volume adjustment is now applied to streams and in-game ambient music. There is now nothing left that doesn't respond to volume control. The Extract Log feature brings up a console window to show its progress.

However, it would often be opened behind other windows. It will now try to move itself to the front. The former would in some cases play without crashing, but would desync due to differing crate falls.

If W:A were forced to minimise in-game without using the ESC menu option then its palette would be garbled and no amount of minimising would bring it back. The game would sometimes crash when returning to the front end. Fixes affecting game logic The Girder Starter-Pack allows you to select a stop sign after placing at least one girder, to prematurely stop placing them.

However, in v3. It works again now. The colour scheme used for allies red, blue, green, yellow, purple, cyan can now be modified to allow those with certain types of colour deficiency to be able to easily distinguish problematic colour pairs. It is targeted particularly towards protanomaly. This switch has been added to the Options menu, replacing the terrain editing button in that screen.

If the new colour set does not help you and you still have trouble distinguishing certain team colours, please post in the support forum see section 6. Features affecting game logic You now get retreat time after using the Girder Starter-Pack on land.

The Mortar and Homing Missile now have shiny new launchers that are coloured differently, to make them easily distinguishable from the Bazooka and Homing Pigeon. The Bazooka also has a makeover. Notes Due to the changes regarding colours, a pair of new sprite archives have been included in this release.

These files are approximately 12 MB each, and are not internally compressed because this allows the distributed package to compress much better for a quicker download. If you are not going to use the colour deficiency option, you may safely delete Gfx1. Similarly, you may delete Gfx0. Deleting them both will still allow W:A to run, but will locally disable the new colour features. The original Gfx. Do not delete it. If this is a problem for you, please post in the support forum see section 6.

As an upshot, W:A may run be slightly faster in-game since it will not need to decompress sprites on the fly. These could cause a crash when the game tried to display the erroneous text. Whether or not a crash would actually happen depended on the layout of RAM, the compiled executable, and random chance. In certain versions of the executable, there may have been no chance of a crash from one or both of these bugs. However, even if there was no crash, the erroneous comment, when displayed, would be a concatenation of two particular comments which would never be individually displayed.

For example, if a Worm named Torg died on land, and the Spanish bug occured without a crash, the comment "Torg falleci ya no poda ms" would be displayed. The fix involved changing which comments are randomly chosen; previously there had been two comments in a set which were treated as one.

This guarantees that any two given players will see the same comment at the same time if W:A is localised in the same language for both of them. If your nation in Control Panel: Regional and Language Options: Location was unrecognised, you were assigned an invalid flag number and thus disallowed from joining hosted games not to mention being greeted with several error messages regarding defaults upon launching W:A.

Now when your nation is unrecognised, you are assigned a question- mark flag and can join any game and fanfare, flag and soundbank will default to the UK for CPU and newly-created teams. Flags have been added for the countries Chile, Serbia, and Slovenia.

Domain names are now supported and used in ServerList. Previously, only IP addresses would work. Also, the default http port is now always 80, and doesn't have to be specified explicitly in a server list with multiple servers. The WormNET server incorrectly limits nicknames to 15 characters instead of 16, so if you came onto WormNET with a 16 character name, it would be truncated and you would not be able to properly join channels. W:A now detects and recognises the truncated name as being your own.

When you host or join a game, your name will not be truncated. Changing the team colour set in the Options menu only lasted for a single session; it was necessary to change the registry setting directly to make it stick. When using the mouse to open the Scheme or Terrain combo-boxes, if there had been no previously selected item or if it had been modified, the first item in the list would be autoselected. Map Editor PNG levels saved with indestructible borders, when loaded, would be reset to having no borders.

A corrupt or invalid. BIT file would cause a crash when loaded. When an image larger than horizontally, vertically or both was loaded with the Import function, it was automatically resized to without prompting the user. Now the user is prompted to choose between Shrinking and Cropping. As noted in the entry for v3. The previous fix did not work. A stronger attempt is now made to bring the window to the foreground. Also, it now displays the timer on one line instead of scrolling.

It works properly now. The ability to scroll the display while paused in Single Step mode during a replay was added in v3. The camera coordinates were allowed to bypass the normal limits, so while the display didn't scroll beyond the edges, you had to mouse back the same distance you had "virtually" moved beyond the edges to be able to scroll again. Since v3. When a Worm was in a confined space, its Ninja Rope would sometimes fail to catch for no apparent reason.

Note that this has nothing to do with the fact that the rope will not catch if you are right against a wall; this remains the same. Features The Intro fade-in screens Team17 and Microprose logos have been improved. The nation flags are improved in the WormNET lobby, with an expanded palette. The Server List now includes a link that automatically logs you onto WormNET using the nickname entered in the main Network Menu this works because logins are currently not enabled.

Specifically, if the size is in quotes e. And colour names e. These work in the same places as the other colour escape codes ygwrnbBpP. If enabled while on the rope, jetpack, parachute or bungee, the worm will attempt a landing before skipping its turn. This should make "screen lag" a bit less disruptive, and is a stopgap until a better method for tempering screen lag is found. Pressing the R key during playback of a recorded game will restart it from the beginning. This is useful if you are fast forwarding and have overshot the part you wanted to see.

The scrolling of chat text happens at normal speed except in fast forward, where it speeds up. The Delete key now skips past the minimum info detail level when worms are invincible.

Previously, "Collect" was used for both for this and for collecting crates, and "Drop" was never used. When a Worm found itself near a fused weapon about to explode, it would be alarmed and randomly say either "RunAway", "TakeCover", or "WhatThe". There was another sound also intended to be used for this purpose, "Grenade", but it was left unused due to a typo. Now it is used. An unrecognised operating system language resulted in localised text being blank.

It now defaults to English again. Most of these WhatsApp. Generally, WhatsApp will be unable to start without resolving these errors. Try reinstalling the program to fix this problem. Thus, it's critical to make sure your anti-virus is kept up-to-date and scanning regularly. Finding the source of the WhatsApp. This can occur due to poor programming on behalf of WhatsApp, conflicts with other software or 3rd-party plug-ins, or caused by damaged and outdated hardware.

Also, these types of WhatsApp. If you're encountering one of the error messages above, follow these troubleshooting steps to resolve your WhatsApp. These troubleshooting steps are listed in the recommended order of execution.

When the first two steps haven't solved your issue, it might be a good idea to run Windows Update. Many WhatsApp. To run Windows Update, please follow these easy steps:. If Windows Update failed to resolve the WhatsApp. Please note that this final step is recommended for advanced PC users only.

If none of the previous three troubleshooting steps have resolved your issue, you can try a more aggressive approach Note: Not recommended for amateur PC users by downloading and replacing your appropriate WhatsApp.

Notice: your web browser doesn't support JavaScript, or it is turned off. This skin requires JavaScript for proper functioning. For more accessibility, please switch to another skin e. Jump to: navigation , search. Up to Worms Armageddon. Views Page Discussion View source History. This happens without your messages being sent to WhatsApp in the process and includes voice messages, photos and videos.

To start, this feature is available on any Samsung device running Android 10 or higher, and will be available on more Android devices soon. While taking photos or videos on our phones has become such a big part of our lives, not everything we share needs to become a permanent digital record. On many phones, simply taking a photo means it will take up space in your camera roll forever.

As with all the personal messages you send on WhatsApp, View Once media is protected by end-to-end encryption so WhatsApp cannot see them. For added privacy, you can now send photos and videos that disappear from your WhatsApp chat after the recipient has opened them once.

Whether with a smiling teacup or a crying broken heart, stickers help you share your feelings in a way that you can't always express with words. To start, we're launching sticker packs created by our designers at WhatsApp and a selection of stickers from other artists. We've also added support for third-party sticker packs to allow designers and developers around the world to create stickers for WhatsApp. You can publish your sticker app like any other app to the Google Play Store or Apple App Store, and users who download and install your app will be able to start sending those stickers right from within WhatsApp.

To use stickers in a chat, simply tap the new sticker button and select the sticker you want to share. You can add new sticker packs by tapping the plus icon. Whether you're meeting up with friends, letting loved ones know you're safe, or sharing your commute, Live Location is a simple and secure way to let people know where you are.

This end-to-end encrypted feature lets you control who you share with and for how long. You can choose to stop sharing at any time or let the Live Location timer simply expire. Here's how it works.

Open a chat with the person or group you want to share with. Under "Location" in the attach button, there's a new option to "Share Live Location.



0コメント

  • 1000 / 1000