Difference between revisions of "Worms Armageddon ReadMe (English)/v3.6.26.4 Beta Update"

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* Fixes affecting game logic
 
* Fixes affecting game logic
 
** In a scheme with infinite turn time, collecting a Double Time utility crate would cause the turn time indicator to be glitched for the remainder of the turn.
 
** In a scheme with infinite turn time, collecting a Double Time utility crate would cause the turn time indicator to be glitched for the remainder of the turn.
** In a cavern map with no detected available positions for Worm autoplacement, the attempt at autoplacement would fall into an infinite loop, audible as a string of beeps. However, the game would actually crash after a number of repetitions, due to the memory leak described above. This could happen after starting a game with an empty (or nearly 100% full) colour map with Placement Holes disabled, if the timer was allowed to expire on the forced manual placement or a CPU team was present. The game now automatically drowns the Worm in this case, which is what was intended. '''(See Footnote 2.)'''
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** In a cavern map with no detected available positions for Worm autoplacement, the attempt at autoplacement would fall into an infinite loop, audible as a string of beeps. However, the game would actually crash after a number of repetitions, due to the memory leak described above. This could happen after starting a game with an empty (or nearly 100% full) colour map with Placement Holes disabled, if the timer was allowed to expire on the forced manual placement or a CPU team was present. The game now automatically drowns the Worm in this case, which is what was intended. '''[[Worms_Armageddon_ReadMe_%28English%29#Footnotes|(See Footnote 2.)]]'''
 
** The random crate drop algorithm avoids dropping crates near other objects (worms, mines, oil drums and other crates). For v3.5 Beta 1, the algorithm was rewritten (to fix a bug) with the intention of preserving the same logic for judging proximity. Despite this, it changed; in v3.0, the exclusion area around an object was a diamond with a radius of 64 pixels, but in v3.5 Beta 1 it became a square encompassing the diamond. This means that the new algorithm was twice as strict about placing crates diagonally close to objects. It is now back to how v3.0 was in terms of avoiding proximity to objects.
 
** The random crate drop algorithm avoids dropping crates near other objects (worms, mines, oil drums and other crates). For v3.5 Beta 1, the algorithm was rewritten (to fix a bug) with the intention of preserving the same logic for judging proximity. Despite this, it changed; in v3.0, the exclusion area around an object was a diamond with a radius of 64 pixels, but in v3.5 Beta 1 it became a square encompassing the diamond. This means that the new algorithm was twice as strict about placing crates diagonally close to objects. It is now back to how v3.0 was in terms of avoiding proximity to objects.
 
** It was possible for a crate to fall on top of a frozen worm, or very close to one. If this happened immediately before the frozen worm's team got its turn, then the crate would be instantly collected. (The fix reported in v3.6.23.2 was ineffective.)
 
** It was possible for a crate to fall on top of a frozen worm, or very close to one. If this happened immediately before the frozen worm's team got its turn, then the crate would be instantly collected. (The fix reported in v3.6.23.2 was ineffective.)
** If a Worm dismounted a horizontally-stationary Ninja Rope in direct contact with the ground '''(see Footnote 1)''', then jumped and attempted to fire the Rope during that jump, it would refuse to fire.
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** If a Worm dismounted a horizontally-stationary Ninja Rope in direct contact with the ground '''[[Worms_Armageddon_ReadMe_%28English%29#Footnotes|(see Footnote 1)]]''', then jumped and attempted to fire the Rope during that jump, it would refuse to fire.
 
** The Scales of Justice included dead allies (team colour groups with no remaining worms) when dividing the total worm health by the number of allies to calculate an average. For example, if out of 5 players, 2 had died off, Scales would multiply the total health by 3/5. Another result of this bug was that if at least one ally had died off, and the remaining ones each had one worm with 1 health point, Scales of Justice would kill every worm, drawing the game.
 
** The Scales of Justice included dead allies (team colour groups with no remaining worms) when dividing the total worm health by the number of allies to calculate an average. For example, if out of 5 players, 2 had died off, Scales would multiply the total health by 3/5. Another result of this bug was that if at least one ally had died off, and the remaining ones each had one worm with 1 health point, Scales of Justice would kill every worm, drawing the game.
 
** The small horizontal girder had two stray dark pixels on its right edge. This could cause a grenade to bounce oddly.
 
** The small horizontal girder had two stray dark pixels on its right edge. This could cause a grenade to bounce oddly.

Revision as of 16:01, 26 June 2008

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