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

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== Known Issues/Bugs ==
 
== Known Issues/Bugs ==
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{| class="toccolours" width="100%"
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{| class="collapsible collapsed" width="100%"
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! style="background: #ccccff; font-size: 110%;" | Versions / Patching
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| style="font-size: 90%;" |
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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.
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{| class="collapsible collapsed" width="100%"
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! style="background: #ccccff; font-size: 110%;" | 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.
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* 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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* After minimising from the WormNET lobby, W:A may crash on an attempt to restore.
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* When entering the Map Editor screen (and possibly other screens) the screen may go blank, possibly due to applications such as Winamp running "Always On Top".
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* There are crashes that reportedly happen for various other causes, sometimes before W:A even has a chance to start up. These have not been thoroughly investigated, but may have something to do with nonstandard or erroneous files in the directory structure of the W:A CD-ROM or installed "Worms Armageddon" folder, often due to a pirated copy of W:A.
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* Norton Personal Firewall, and possibly other personal firewalls, do not gracefully detect the replacement of "WA.exe" with a new version.
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** Symptom: You can no longer connect to WormNET.
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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.
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** 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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{| class="collapsible collapsed" width="100%"
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! style="background: #ccccff; font-size: 110%;" | 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.
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{| class="collapsible collapsed" width="100%"
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! style="background: #ccccff; font-size: 110%;" | 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.
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* 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.
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* 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.
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* In an online game, the delay between turns is perhaps sometimes longer than necessary.
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{| class="collapsible collapsed" width="100%"
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! style="background: #ccccff; font-size: 110%;" | 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.
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* 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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* In the end-of-round screen of an online game, the "Exit" button sometimes stays greyed out for an unreasonable or indefinite amount of time.
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* When minimised in-game, the sound sometimes continues at maximum volume. When this is fixed, an option will be added to switch between disabling in-game sounds while minimised, or keep them going at normal volume.
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* When a WAgame file is launched from Windows Explorer, a refresh is triggered in Explorer, so upon returning from Playback, the selection is reset to the first file in the folder.
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* A game hosted on WormNET will disappear from the list after a timeout, even if the game is still open for joining. If this is fixed before the implementation of a new rankings/server system, the fix will be an auto-renewal.
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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.
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* 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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|}
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{| class="collapsible collapsed" width="100%"
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! style="background: #ccccff; font-size: 110%;" | Playability issues
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* Weapons dropped by a roping worm will sometimes immediately hit or bounce against the roping worm. Examples:
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* 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 Holy Hand Grenade may bounce against the roping worm and fall the wrong way.
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* The Sheep Launcher may brush against the roping worm and drop straight down while requiring one less pressing of the Fire key than is expected to trigger explosion.
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* Graves can block a Girder from being placed in certain positions that would be possible if the grave were not present. The alternative, however, would be to allow the girder to be placed, thus causing the grave to fall down through the terrain, which would be rather weird.
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* The teleport may fudge sideways against the player's wishes; this can happen when the player is attempting to place a Worm directly on land, such that the Worm can jump after placement.
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* It is too easy to accidentally Surrender.
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* It is possible to fall onto a Crate in a the middle of Rope Roll without collecting the crate. This is very rare. (This can also happen in a Mission/Training round, if a worm continues roping after losing enough health to die; that is a separate issue, and if anything needs to be fixed in that case it is the fact that a zombie worm can keep moving.)
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* When computing the possibilities for firing a projectile, a CPU worm follows the paths with staggered pixels. However, a projectile's actual collision path sweeps a 7x5 rectangle, which may collide in a place the CPU worm didn't check. This can result in the CPU worm accidentally throwing a Grenade which bounces back onto itself, regardless of its CPU skill level.
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* When the Pneumatic Drill is used on top of an Oil Drum, it does not cause an explosion. (It does, however, if a corner or side of the Oil Drum is hit.)
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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.
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* There are several perfomance issues with large maps, particularly during spawning of supply crates.
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{| class="collapsible collapsed" width="100%"
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! style="background: #ccccff; font-size: 110%;" | 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.)
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* 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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* The sprite of a Worm holding a Mole Bomb always shows the worm as standing flat, regardless of whether it may be standing on a slope.
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* In the sprite of a Worm holding a Freeze, the worm is incorrectly shown as standing on a downward slope if it is standing on an upward slope. A fix for this will be bundled with the next update of Gfx0.dir and Gfx1.dir (delayed because it is hard to get the palette just right).
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* A Donor Card can give "-1x" of an item if the previous owner had an unlimited supply of that item. Collecting it has no effect.
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* In the WormNET and host/join lobbies, the wrap width for previously entered long lines in a message history will not be readjusted when a scrollbar appears, causing some characters in the previously wrapped lines to be hidden from view.
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* With ambient music enabled, sudden switches in the music track (for example, when Sudden Death initiates) can cause an ugly audio pop. It is unknown whether this happens on all systems.
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* Sometimes (rarely) the light-bulb icon in the host/join screen is replaced by a small black square. Since the cause of this is unknown, it may happen to other buttons in other screens as well.
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* Side effects of the v3.6.26.4 "slow front end" fix
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** The intro doesn't fade.
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** Resizing of the player list when hosting (to limit the number of players who can join) causes very perceptible flicker.
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* 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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{| class="collapsible collapsed" width="100%"
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! style="background: #ccccff; font-size: 110%;" | 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.
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== Footnotes ==
 
== Footnotes ==

Revision as of 17:40, 26 June 2008

This page is incomplete

Important Licence Information

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 v3.6.28.0 (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-3.6.28.0_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

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 3.6.28.0 and later David Ellsworth — “Deadcode”
Versions 3.6.27.1 to 3.6.28.0 and later Vladimir Panteleev — “CyberShadow”
Beta Localisation:
French “Jabba”
German “bonz”
Dutch “Koen”

Bug Reporting To Team17

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