Difference between revisions of "Worms Armageddon ReadMe (English)"
From Worms Knowledge Base
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== Footnotes == | == Footnotes == | ||
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+ | {| class="toccolours" width="100%" | ||
+ | | | ||
+ | {| class="collapsible collapsed" width="100%" | ||
+ | ! style="background: #ccccff; font-size: 110%;" | 1 | ||
+ | |- | ||
+ | | style="font-size: 90%;" | | ||
+ | |||
+ | 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. | ||
+ | |||
+ | |} | ||
+ | {| class="collapsible collapsed" width="100%" | ||
+ | ! style="background: #ccccff; font-size: 110%;" | 2 | ||
+ | |- | ||
+ | | style="font-size: 90%;" | | ||
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+ | 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. | ||
+ | |||
+ | |} | ||
+ | {| class="collapsible collapsed" width="100%" | ||
+ | ! style="background: #ccccff; font-size: 110%;" | 3 | ||
+ | |- | ||
+ | | style="font-size: 90%;" | | ||
+ | |||
+ | The '''wa://''' protocol can be used to join or host games with advanced parameters. The format is '''wa://host-or-ip?param1=value1&...¶mN=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 == | == Credits == |
Revision as of 15:56, 26 June 2008
This page is incomplete
Contents
Important Licence Information
Version History
Click an update to see a list of features and fixes for that update.
- v3.5 Beta 1 Update (2002.08.09)
- v3.5 Beta 2 Update (2002.08.15)
- v3.6.19.7 Beta Update (2004.02.09)
- v3.6.19.11 Beta Update (2004.02.10)
- v3.6.19.12 Beta Update (2004.02.11)
- v3.6.19.14 Beta Update (2004.02.12)
- v3.6.19.15 Beta Update (2004.02.20)
- v3.6.19.17 Beta Update (2004.03.11)
- v3.6.19.17a Beta Update (2004.03.12)
- v3.6.19.18 Beta Update (2004.03.19)
- v3.6.19.19 Beta Update (2004.03.21)
- v3.6.20.1 Beta Update (2004.07.13)
- v3.6.20.2 Beta Update (2004.08.03)
- v3.6.20.3 Beta Update (2004.08.06)
- v3.6.21.1 Beta Update (2004.09.23)
- v3.6.21.2 Beta Update (2004.09.27)
- v3.6.21.3 Beta Update (2004.09.28)
- v3.6.22.1 Beta Update (2004.10.06)
- v3.6.23.0 Beta Update (2005.03.23)
- v3.6.23.1 Beta Update (2005.03.23)
- v3.6.23.2 Beta Update (2005.03.24)
- v3.6.24.1 Beta Update (2005.03.29)
- v3.6.24.2 Beta Update (2005.03.31)
- v3.6.25.1a Beta Update (2005.04.26)
- v3.6.26.4 Beta Update (2005.11.22)
- v3.6.26.5 Beta Update (2006.01.05)
- v3.6.28.0 Beta Update (2007.06.29)
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” |