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 Post subject: CPool
PostPosted: Thu Aug 09, 2012 2:30 pm 
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Joined: Mon Dec 05, 2011 1:14 am
Posts: 242
Cpool


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Last edited by Curtis on Mon Sep 04, 2017 5:40 pm, edited 11 times in total.
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 Post subject: Re: Cool Pool
PostPosted: Thu Aug 09, 2012 3:51 pm 
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Joined: Fri Aug 19, 2011 4:02 pm
Posts: 9
Impressive stuff Curtis..
but you've taken the worms out of worms!! this is unforgivable.


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 Post subject: Re: Cool Pool
PostPosted: Thu Aug 09, 2012 7:40 pm 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
SiD wrote:
but you've taken the worms out of worms!! this is unforgivable.


Ahahahahhaha :lol: :D :lol:

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 Post subject: Re: Cool Pool
PostPosted: Fri Aug 10, 2012 1:44 am 
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Joined: Tue Oct 04, 2011 2:44 pm
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hahah this is cool, nice one

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 Post subject: Re: Cool Pool
PostPosted: Fri Aug 10, 2012 4:49 pm 
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Well, there was no need to use that huge script to replace sprites just with one image :shock:
You could disable render for Worm, and just AddSprite on his slot.
Result: one png file, micro script.


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 Post subject: Re: Cool Pool
PostPosted: Fri Aug 10, 2012 11:18 pm 
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lol...i kinda had the feeling that all those files were not entirely needed but sum worm beahviours have different numbers of sprite frames. the largest one is wbatrope so your saying I can use this file and this one alone to replace all worms sprites? It does take awhile before game to download so this is a good idea.....I'm very noob with script though StepS...I'm glad your hear to help ppl out but I'm still not sure how to accomplish this......


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 Post subject: Re: Cool Pool
PostPosted: Sat Aug 11, 2012 1:36 am 
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Joined: Wed Aug 17, 2011 10:57 pm
Posts: 15
Error log for Pyroman's scheme. In case you are interested.


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 Post subject: Re: Cool Pool (Oct.20)
PostPosted: Sat Oct 20, 2012 8:15 am 
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Joined: Mon Dec 05, 2011 1:14 am
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Updated today..
collisions are much improved (less ball ghosting).


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 Post subject: Re: Cool Pool (Oct.20)
PostPosted: Sun Oct 21, 2012 8:08 pm 
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Joined: Tue Nov 01, 2011 3:25 pm
Posts: 13
no explanation how to play -.-


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 Post subject: Re: CPool
PostPosted: Sat Apr 15, 2017 5:44 am 
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Hello...I wasn't gonna upload this updated scheme on behalf of some still unresolved
annoyances but after countless hours I've decided to share it in it's current,
almost epic state. None of the issues are game breaking but having these features
work would make it alot better.

What features are you talking about?
oh right...only 3 really...

ColorMod

1.I wasnt able to get a "seamless" color mod applied to all sprites having
to do with worms. When a sprite is encountered that renders backwards
(Picking Animations) the color mod flickers or temporarily deactivates.
Adding 262144 fixes the direction but I'm not sure how to tell colormod to
affect backwards playing sprites.

2.Another issue is the worm colors of the current active worm are correct but
the other teams worms also get applied this color making them impossible to
distinguish if not using worm labels.

3.Lastly the colormod deactivates at turn end making all the balls white again.

Other things that would make it alost better that I couldnt figure out:

1. Fireangle:A fireangle script with reversed effect making crosshair slow down.

2. Agility: Ball(Worm) control only allowed when worms are travelling past a certain velocity.

The rubberworm viscosity setting slows down worms pretty rapidly and it would be
sweet if the agility feature of lib had a "diminishing effect" also like
viscosity. Currently you can "roll" your worm forever" I was very close to getting
this right by increasing the velocity condition but ran into problems when worm is say
"rolling" in only vertical path and doesnt detect and SpX to add or subtract.

Anyway....Like i said not gamebreaking just annoying not knowing how to correct this stuff.


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