Difference between revisions of "Worms Armageddon ReadMe (English)"

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== Known Issues/Bugs ==
 
== Known Issues/Bugs ==
  
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* The Trymedia/Trygames online-downloadable version of Worms Armageddon cannot be patched, and is equivalent to v3.5 Beta 2. When the current Beta has stabilised sufficiently, it will be sent to Trymedia to be incorporated into a new Trygames version of W:A.
 
* The Trymedia/Trygames online-downloadable version of Worms Armageddon cannot be patched, and is equivalent to v3.5 Beta 2. When the current Beta has stabilised sufficiently, it will be sent to Trymedia to be incorporated into a new Trygames version of W:A.
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| Crashes / Fatal errors
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* When minimised during the end-of-round screen in an online game, W:A will crash if the host clicks the "Play Again" button before you have restored.
 
* When minimised during the end-of-round screen in an online game, W:A will crash if the host clicks the "Play Again" button before you have restored.
 
* When entering the Team Editor, W:A will crash if there are any custom graves or flags not matching the required bitmap dimensions and colour depth.
 
* When entering the Team Editor, W:A will crash if there are any custom graves or flags not matching the required bitmap dimensions and colour depth.
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** Workaround: Each time after you install a new W:A beta update you need to delete the entry for "WA.exe" from your firewall so it can create a new, working entry.
 
** Workaround: Each time after you install a new W:A beta update you need to delete the entry for "WA.exe" from your firewall so it can create a new, working entry.
 
** Plan: In a future version this will be addressed by "faking" accesses to the needed ports before going full-screen, so that the user has a chance to respond to firewall windows that may pop up.
 
** Plan: In a future version this will be addressed by "faking" accesses to the needed ports before going full-screen, so that the user has a chance to respond to firewall windows that may pop up.
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| Privacy
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* Whispers are not sent securely, and can be spied upon using a network packet logger. This applies both to the host/join lobby and the in-game chat.
 
* Whispers are not sent securely, and can be spied upon using a network packet logger. This applies both to the host/join lobby and the in-game chat.
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| In-game Connectivity
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* When you are not the host during an online game, and someone other than the host is disconnected, you will not see the reason for the disconnection. Additionally, if the current player is disconnected due to a desynchronisation, from that player's point of view the reason will be stated as being "due to network drop", even though the network drop is merely a byproduct of the desync.
 
* When you are not the host during an online game, and someone other than the host is disconnected, you will not see the reason for the disconnection. Additionally, if the current player is disconnected due to a desynchronisation, from that player's point of view the reason will be stated as being "due to network drop", even though the network drop is merely a byproduct of the desync.
 
* When a v3.6.24.1 user is present in an online game along with v3.6.23 or v3.6.24.2+ users, a desync may happen during long turns of the v3.6.23 / 3.6.24.2+ users.
 
* When a v3.6.24.1 user is present in an online game along with v3.6.23 or v3.6.24.2+ users, a desync may happen during long turns of the v3.6.23 / 3.6.24.2+ users.
 
* In an online game with 3 or more players, when a non-host player disconnects at an odd moment (in all or most cases due to a crash or desync), it can in some cases trigger a cascade desync, where the other players desync one by one. Also, the desync of one player during game initialisation can cause another player to be disconnected.
 
* In an online game with 3 or more players, when a non-host player disconnects at an odd moment (in all or most cases due to a crash or desync), it can in some cases trigger a cascade desync, where the other players desync one by one. Also, the desync of one player during game initialisation can cause another player to be disconnected.
 
* In an online game, the delay between turns is perhaps sometimes longer than necessary.
 
* In an online game, the delay between turns is perhaps sometimes longer than necessary.
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| Usability issues
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* The front end may be slow/laggy sometimes. One known cause of this is MSN Messenger; if you are using it, go to Tools -> Options -> Personal and uncheck the box ''Show me as "Busy" and block my alerts when I'm running a full-screen program, such as a slide presentation''. Another known cause is video driver related, and this is addressed in v3.6.26.4.
 
* The front end may be slow/laggy sometimes. One known cause of this is MSN Messenger; if you are using it, go to Tools -> Options -> Personal and uncheck the box ''Show me as "Busy" and block my alerts when I'm running a full-screen program, such as a slide presentation''. Another known cause is video driver related, and this is addressed in v3.6.26.4.
 
* When returning to the front end from a finished game session, the palette sometimes is not correctly set and is black and white. Minimising and restoring fixes it, but without this step it's necessary to operate blind.
 
* When returning to the front end from a finished game session, the palette sometimes is not correctly set and is black and white. Minimising and restoring fixes it, but without this step it's necessary to operate blind.
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* There are some text strings (mainly those added in the beta patch) that have not been translated and are shown only in English.
 
* There are some text strings (mainly those added in the beta patch) that have not been translated and are shown only in English.
 
* Under certain conditions (possibly related to the v3.6.26.4 "slow front end" fix) the Alt fine-tuning key in the Map Editor doesn't work properly.
 
* Under certain conditions (possibly related to the v3.6.26.4 "slow front end" fix) the Alt fine-tuning key in the Map Editor doesn't work properly.
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| Playability issues
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* Weapons dropped by a roping worm will sometimes immediately hit or bounce against the roping worm. Examples:
 
* Weapons dropped by a roping worm will sometimes immediately hit or bounce against the roping worm. Examples:
 
* The Bazooka may hit the roping worm before it has any chance to retreat, instantly detonating even if there are no obstacles in the immediate vicinity.
 
* The Bazooka may hit the roping worm before it has any chance to retreat, instantly detonating even if there are no obstacles in the immediate vicinity.
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* The camera follows an opponent's active worm and cursor even if they are Invisible. This gives an advantage to players who are running W:A at a low resolution, since this narrows down the opponent's location.
 
* The camera follows an opponent's active worm and cursor even if they are Invisible. This gives an advantage to players who are running W:A at a low resolution, since this narrows down the opponent's location.
 
* There are several perfomance issues with large maps, particularly during spawning of supply crates.
 
* There are several perfomance issues with large maps, particularly during spawning of supply crates.
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| Cosmetic issues
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* PNG maps with more than 64 non-black colours create glitches in the background gradient, and in the soil texture when land is destroyed. This will be fixed by creating a standard for embedding gradients and/or soil textures in maps, and by allowing automatic girders to be turned off. (Note that the glitches can be avoided in 3.6.25.1+ by disabling Placement Holes, at the cost of losing soil textures and some or all background graphics.)
 
* PNG maps with more than 64 non-black colours create glitches in the background gradient, and in the soil texture when land is destroyed. This will be fixed by creating a standard for embedding gradients and/or soil textures in maps, and by allowing automatic girders to be turned off. (Note that the glitches can be avoided in 3.6.25.1+ by disabling Placement Holes, at the cost of losing soil textures and some or all background graphics.)
 
* During fast-forward, rising water can cause a graphical glitch in which there is a temporary shift between the terrain and sprites. (This may only happen when the resolution is high enough to letterbox a cavern terrain.)
 
* During fast-forward, rising water can cause a graphical glitch in which there is a temporary shift between the terrain and sprites. (This may only happen when the resolution is high enough to letterbox a cavern terrain.)
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** Resizing of the player list when hosting (to limit the number of players who can join) causes very perceptible flicker.
 
** Resizing of the player list when hosting (to limit the number of players who can join) causes very perceptible flicker.
 
* When viewing a map of nonstandard size (something other than 1920×696) in the Map Editor, the cavern borders are not rescaled or moved; they are shown as if the map is still 1920×696. Also, the water level will not be proportionally correct.
 
* When viewing a map of nonstandard size (something other than 1920×696) in the Map Editor, the cavern borders are not rescaled or moved; they are shown as if the map is still 1920×696. Also, the water level will not be proportionally correct.
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| Replay/logging issues
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* In recorded replay files of online games, only the passage of game time during turns will separate lines of chat. Chat that took place between turns or during network lag will be displayed all at once during playback.
 
* In recorded replay files of online games, only the passage of game time during turns will separate lines of chat. Chat that took place between turns or during network lag will be displayed all at once during playback.
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== Footnotes ==
 
== Footnotes ==

Revision as of 14:12, 18 December 2009

This page contains a complete transcription of the Beta ReadMe. Besides minor formatting changes for the purposes of presentation and some spelling corrections, the content has been unmodified.

The original RTF is included with Beta updates, and can be found in your W:A folder. You can also download it from here.

Important Licence Information

Thank you for participating in this External Beta Test for Worms Armageddon PC. All your comments are gratefully received and we will endeavour to address all of your reported problem points where possible for the intended Update Final Release. We would also like to extend our gratitude to the countless users providing requests and points for inclusion, without which much of the improved content could not have been made possible.

Please note that we can only receive / provide beta support via English language only.

If you do happen to encounter any bugs during play, please read the Bug Reporting section at the bottom of this page for how to produce and report any findings directly to the Team17 Development Team.

IMPORTANT: You should very carefully read and agree to the following External Beta Test Licence Agreement prior to installing this software update.

If you do not agree to the terms and conditions of the licence then please do not install the software. It is also highly recommended to view this entire document in order to fully understand the software content, specific game additions and implications of accepting subsequent installation and use.

External Beta Test Licence Agreement

This software update and accompanying documentation are a copyright of Team17 Software Ltd. This release is provided to end users specifically for evaluation and testing purposes only within the conditions of the licence agreement. Any forms of use outside the terms of the licence agreement are expressly prohibited. On acceptance to proceed with the installation of this software you agree to be fully bound by the terms and conditions of this licence agreement and the acknowledgements comprised herein.

License Acknowledgements

It is your understanding that this particular software update is BETA, and is therefore as such a work in progress and may possibly contain problems that could be resultant in a loss of data. Team17 Software Ltd cannot be held responsible for damage sustained to operating system and / or game setups through installation and use of this update program in its current form.

Feedback information should be provided by you, the end user, where possible relating to problematic instances that may occur during use of this software update. This supply of information should be generated and forwarded for the attention of Team17 Software Ltd via the contact method as outlined within this documentation.

The software content comprised within this update is a property of Team17 Software Ltd and should therefore not be reverse engineered, disassembled, de-compiled or altered in any way from its original compilation. If conduct such as the aforementioned is subsequently performed without prior permission from Team17 Software Ltd this will be considered a breach of licence agreement terms and may result in appropriate action being taken.

Version History

Click an update to see a list of features and fixes for that update.

Installation

The contents of the update installer are the files required to update your current version of Worms Armageddon to v3.8.1 (Beta). This Beta includes all previous updates from the Official v3.0 and Beta versions of the game.

*IMPORTANT: Please note that this installation will overwrite existing game files. Therefore it will not be possible to revert back to a previous version of the game without a full re-install from the W:A CD. It is STRONGLY recommended that prior to an installation of this update that you backup all save files such as team files, custom landscapes and sound sets (although such backups are not strictly necessary prior to v3.6+ installations).

INSTALLATION

Launch the WA_update-3.8.1_Beta.exe update installer, and follow the installer instructions.

Once the update has been installed, you can then run the game as you would normally.

Known Issues/Bugs

Footnotes

  1. If a Worm dismounts a horizontally-stationary Ninja Rope in direct contact with the ground, it will land instantly, thus ready to do other things without delay. It is not always possible to extend a rope to the length necessary for this to happen — since it extends and retracts 4 pixels at a time, it may stop with 1-3 pixels of room remaining between Worm and ground. Also, even if a rope appears to be horizontally stationary, it may have a microscopic amount of momentum. Following are ways to recreate the circumstances required for an instant rope dismount:
    • (All versions of W:A) Worm is standing in a confined space (e.g. at the bottom of a tunnel 9 pixels wide and at least 8 pixels high), and shoots the Ninja Rope straight upward. It may then retract and extend the rope and/or fire a weapon, as long as it does not nudge the rope left or right. Then, when that rope is extended to maximum length (either by not moving at all, or by re-extending the rope as far as it will go) the Worm is in direct contact with the ground.
    • (v3.6.23.0 and later) Same as above, but Worm is not required to fire the rope from a confined space. It may do so from any standing position.
    • (v3.6.23.0 and later) Worm is in midair, with no horizontal velocity, and shoots the Ninja Rope straight upward. There is a 25% chance that the rope will be phased such that it is possible to put the Worm in direct contact with the ground.
    • (All versions of W:A) Same as above, but Worm must be in a 9-pixel-wide tunnel at the time the rope connects.
  2. This bug is emulated for compatibility with older versions of W:A. An emulated crash ends the game in a draw for those using a newer version. The older versions will still crash.
  3. The wa:// protocol can be used to join or host games with advanced parameters. The format is wa://host-or-ip?param1=value1&...&paramN=valueN. Specifying a blank host/IP will cause the game to host a game with the specified parameters. The following parameters are supported:
    • pass or password – specifies the game's password.
    • id or gameid – specifies the game's ID, as used on WormNET.
    • scheme – specifies the channel scheme to be used. This setting should be identical on all ends. Since this information isn't transmitted via the game peer-to-peer connection, unmatching values can cause a desynchronisation. For more information on the channel scheme format, see http://worms2d.info/WormNET_(Worms_Armageddon)#Channels

      Using the scheme parameter, it's possible to create direct IP games with rope knocking enabled. To do this, the host must run WA.exe wa://?scheme=Pf , and other players must run WA.exe wa://host-or-IP?scheme=Pf .

      If the game is hosted on a TCP port other than the default one (17011), the port can be specified with the syntax: wa://host-or-ip:port?parameters...

Credits

Lead Code Karl Morton
Lead Art Dan Cartwright
Original Concept Andy Davidson
Lead Support Code Colin Surridge
Support Code Rob Hill, Martin Randall
Network Code Phil Carlisle
Producer Martyn Brown
Scenario Art Tony Senghore, Rico Holmes, “Jan The Man”
Sound and Music Bjorn Lynne
Additional Audio Matinee Studios, Martyn Brown, Richie Palmer, Cris Blyth (inc vocals on WormSong98), Rico Holmes, Fraser Stewart, Mike Green
Additional Art Paul Robinson, Cris Blyth, Rory McLeish
Assistant Producer Craig Jones
Mission Design Porl Dunstan, John Eggett, Martyn Brown
Lead QA Kelvin Aston, Mark Baldwin
QA John Eggett, Grant Towell, Andy Aveyard, Kevin Carthew, Paul Webb, Brian Fitzpatrick
QA Manager Paul Field
Localisation Paul Sharp
Beta Coding/Design:
Versions 3.5 to 3.6.29.0 and later David Ellsworth — “Deadcode”
Versions 3.6.27.1 to 3.6.29.0 and later Vladimir Panteleev — “CyberShadow”
Beta Localization:
French “Jabba”
German “bonz”
Dutch “Koen”

Bug Reporting To Team17

This software update is in a continued state of internal development and testing. The update has been primarily released for external consumption in order to capture a greater range of system setups for compatibility purposes.

In the interests of efficiency we have provided a bug reporting service that is available through the Team17 Forum. If you wish to provide feedback, registering on the forum is free, quick and easy to perform. It is recommended and we would most appreciate that you browse through forum posts prior to submitting any feedback information. This will hopefully restrict the level of duplicate reports that are received.

If, for any reason, you encounter any problems whatsoever running the game, please contact us and provide the following information via the Team17 Forum.

External Beta Submission Form

W:A Beta Version:
Operating System:
CPU:
Motherboard:
System Memory:
Video Card / Driver Revision:
Sound Card / Driver Revision:
DirectX Revision:
Nature of the problem:
Steps to recreate:
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