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 Post subject: Re: Highlander (PyroMan) v.1.1
PostPosted: Sat Jan 19, 2013 11:41 pm 
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Posts: 23
i think it might be to do with my old libraries actually. although im not sure, i will find out.


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 Post subject: Re: Highlander (PyroMan) v.1.1
PostPosted: Sun Jan 20, 2013 6:01 pm 
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Location: Texas, US
UDF wrote:
....also the digging cluster bomb sometimes doesn’t work at all sometimes and i think there is a similar issue with one of the other new cluster weapons...



At first i thought it was just one of those bugs like the laser (firing when up against a wall will cause the laser to stop) but i have seen someone shoot the digging cluster away from a wall and nothing happens - it just disappears like if you were to aim straight down and shoot. This is one of the reasons I have removed this weap from my HL scheme


Pyro, make a Remote Roller Magnet ffs ;p

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 Post subject: Re: Highlander (PyroMan) v.1.1
PostPosted: Sun Jan 20, 2013 9:01 pm 
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Location: Ukraine, Kyiv
stRiNgkiNg wrote:
UDF wrote:
....also the digging cluster bomb sometimes doesn’t work at all sometimes and i think there is a similar issue with one of the other new cluster weapons...



At first i thought it was just one of those bugs like the laser (firing when up against a wall will cause the laser to stop) but i have seen someone shoot the digging cluster away from a wall and nothing happens - it just disappears like if you were to aim straight down and shoot. This is one of the reasons I have removed this weap from my HL scheme


Pyro, make a Remote Roller Magnet ffs ;p


This fixed in pyroweaps 1.3 (release soon) and many other things fixed, like desynchs when spamming nuke brockets or mines with mines gun. Also all sprites rewritten and even improved. New pyroweaps_graphics lib will be less than 200 Kb! (compare to current 2000kb)

Rlx with magnet roller xD im working on other cool things atm.

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 Post subject: Re: Highlander (PyroMan) v.1.1
PostPosted: Sun Jan 20, 2013 9:04 pm 
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Joined: Mon Jul 30, 2012 9:45 am
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PyroMan wrote:
New pyroweaps_graphics lib will be less than 200 Kb! (compare to current 2000kb)


I'm curious to know how u did this? Same graphics? Or use WA graphics instead of custom ones?

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 Post subject: Re: Highlander (PyroMan) v.1.1
PostPosted: Mon Jan 21, 2013 12:02 am 
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Location: Ukraine, Kyiv
-raffie- wrote:
PyroMan wrote:
New pyroweaps_graphics lib will be less than 200 Kb! (compare to current 2000kb)


I'm curious to know how u did this? Same graphics? Or use WA graphics instead of custom ones?


Script-based animations wthat uses only ONE FRAME png!!! And renders animation of picking weapon, aiming and also animations of rotating bullets with same available parameters: cicle, track movement, fast cilce, horiz velocity etc. All those animations rendered for each worm state (as u know sprites has 3 variations: p, u, d).
This saves over 90-95% (!!!!!) of grapgics lib filesize and frees from boring photoshop work and stupid rotations in photoshop each frame. Its in the past! And still, if your sprite animated for bullet - that animation will be still running!

Well a lot of tricks available thtere. I will tell more detailed about with releasing that library. U can even draw some hat to worm witht 1 frame file and 1 min adjusting script! All examples for different weapon situations and explanation step by step will be there. So stay tuned !!!

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 Post subject: Re: Highlander (PyroMan) v.1.1
PostPosted: Mon Jan 21, 2013 12:07 am 
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-raffie- wrote:
Or use WA graphics instead of custom ones?


So basically no, all same graphics (some improved) but based on ONE FRAME png! (3-6 Kb/weap)
actually weap graphics will take 67-70 Kb. Rest filesize of lib (up to 170KB) is actually ico for weap panels!
Your lib will have that 170 kb size, but players will load in lobby only that 67-70 Kb! (as i noticed when hosted some tests)

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 Post subject: Re: Highlander (PyroMan) v.1.1
PostPosted: Mon Jan 21, 2013 7:19 am 
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Joined: Mon Jul 30, 2012 9:45 am
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That's impressive, would love to see the results!

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 Post subject: Re: Highlander (PyroMan) v.1.1
PostPosted: Mon Jan 21, 2013 8:46 pm 
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That does sound impressive, although I only understood about 5% of what you said. It seems PyroMan is on the forefront of all-things-PX.

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 Post subject: Re: Highlander (PyroMan) v.1.1
PostPosted: Mon Jan 21, 2013 8:47 pm 
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It's a great time to be playing worms!

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 Post subject: Re: Highlander (PyroMan) v.1.2
PostPosted: Mon Mar 25, 2013 8:23 am 
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Joined: Mon Mar 25, 2013 8:06 am
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Can someone help me ? i get this error when i load the schem(failed to load images : see pxerorrs.txt for list) , what can i do for it to work ?


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