Project X Forums



It is currently Thu Mar 28, 2024 10:54 am

All times are UTC




Post new topic Reply to topic  [ 110 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11  Next
Author Message
 Post subject: Re: CWeps8
PostPosted: Tue Dec 30, 2014 10:52 pm 
Offline
User avatar

Joined: Mon Dec 05, 2011 1:14 am
Posts: 242
Hey GermTmWA

That error looks familiar....I'm pretty sure it has to do with pxparticles. (maybe).

Included in the attached archive is:

utils.pxl
p_utils.pxl
pxparticles.pxl

Replace your libs with these and see what happens.


Top
 Profile  
Reply with quote  
 Post subject: Re: CWeps8
PostPosted: Wed Dec 31, 2014 6:14 am 
Offline

Joined: Tue Dec 30, 2014 6:03 am
Posts: 9
Oh thank you!!! Is functioning now!! :D :D
Now i can play with joy!

_________________
I wish to have W:A on Android and iOS!


Top
 Profile  
Reply with quote  
 Post subject: Re: CWeps8
PostPosted: Sat Jan 03, 2015 7:41 am 
Offline

Joined: Tue Dec 30, 2014 6:03 am
Posts: 9
I have a Question: Can i download the older versions of cweps?
I want to see all weapons there was before :idea:

_________________
I wish to have W:A on Android and iOS!


Top
 Profile  
Reply with quote  
 Post subject: Re: CWeps8
PostPosted: Sat Mar 28, 2015 5:18 pm 
Offline
User avatar

Joined: Mon Dec 05, 2011 1:14 am
Posts: 242
Hello Guys...

I decided to release a finalised version of the Library with many
awesome additions, improvments and fixes. Main page has detailed information
(which I make for informational purposes only, to those who might be interested).
I no longer plan on updating the library and I know it's been a bumpy ride so
this last version I kind of went all out on. I hope you all like.

Some utilities I implemented in the test schemes for convenience and testing purposes.
It is not my intent to take credit for these utilities but there is a nakedness to the
schemes without them which I cannot accept and they were very helpful when testing.

Cpool & Icy Shopper have also been updated......there around here......somewhere....


Top
 Profile  
Reply with quote  
 Post subject: Re: CWeps8
PostPosted: Sat Mar 28, 2015 10:00 pm 
Offline

Joined: Sat Aug 09, 2014 1:30 am
Posts: 43
awesome work Curtis.pxl , my respect


Top
 Profile  
Reply with quote  
 Post subject: Re: CWeps8
PostPosted: Mon Mar 30, 2015 2:38 am 
Offline
User avatar

Joined: Mon Mar 30, 2015 1:58 am
Posts: 3
WTF? Where weapons yet?

Image

_________________
God is ill
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: CWeps8
PostPosted: Mon Mar 30, 2015 9:18 am 
Offline

Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Maybe on multiple panels?

_________________
http://twitch.tv/wormsdotam | http://worms.am/hl | http://worms.am/zombieshopper | http://worms.am/golf | http://worms.am/holywar


Top
 Profile  
Reply with quote  
 Post subject: Re: CWeps8
PostPosted: Mon Mar 30, 2015 12:54 pm 
Offline
User avatar

Joined: Mon Mar 30, 2015 1:58 am
Posts: 3
-raffie- wrote:
Maybe on multiple panels?


I pressed to + button, but nothing has been happened.

_________________
God is ill
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: CWeps
PostPosted: Sat Apr 04, 2015 4:20 pm 
Offline

Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Whenever I attach this cweps or your previous one (cweps8), sprites disappear (swimsuit, sentry gun, glider, ...) and WA crashes when the game ends. This does not occur when using pre-spritebuilder version of cweps.

_________________
http://twitch.tv/wormsdotam | http://worms.am/hl | http://worms.am/zombieshopper | http://worms.am/golf | http://worms.am/holywar


Top
 Profile  
Reply with quote  
 Post subject: Re: CWeps
PostPosted: Sun Apr 05, 2015 12:08 am 
Offline
User avatar

Joined: Mon Dec 05, 2011 1:14 am
Posts: 242
Hey Raffie.....

I know exactly what yr sayin.....I cant tell you how many hours I spent trying to figure out why that happens and Pyro also had an ambitous look at it but Im almost positive its some kind of limit imposed on the amount of sprites the game can load....a threshold of some kind......maybe....

Using swimsuit as an example if the blue circle fails to appear around the worm affter activation then the scheme is "overloaded" and replacing a few "used from library" weps (that also rely on spritebuilder for aiming animations) with traditional weps.......or.......weps that do not rely on spritebuilder for aiming rendering, fixes the issue. It never seems to be problematic with weps that only have custom bullet animations but having many weps present with custom aiming is where things get messy. This is why I couldnt showcase all the weps in one scheme file.

I understand totally the satisfaction of having a scheme injected with all yr favourite stuff but it just never seems to go 100 percent as planned.....I guarantee though if you apply the above rule to your schemes they will become stable and the utilities will work as intended. When I had a look at that cool HL of yours I replaced Super Gravedigger with Bazooka and everything worked good...at least in a lan envionment.

I hope this helps friend......

(Thanks Rafa......wpanel + fireangle I love) :)


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 110 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 24 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Skin by Lucas Kane