
- #WORMS ARMAGEDDON TORRENT PC CODE#
- #WORMS ARMAGEDDON TORRENT PC OFFLINE#
Low bandwidth mode (load maps, but not soundbanks, and do not route data unless required to keep the game running). Normal (load maps, soundbanks, route data). Allow customizing the six team colours (for people with colour deficiency, or who don't like certain colours). Team favourite colour (honoured by hosts on a first-come, first-serve basis). #WORMS ARMAGEDDON TORRENT PC OFFLINE#
Move instant replays from a scheme option to a game option, since it only works offline anyway?. With the mouse cursor unlocked, mousing over a worm brings its name/HP bubble to the front. Pressing Escape pops up a menu and shows the mouse cursor, however it is not locked to the Escape dialog. How shall the diff display be triggered? Upon mouse hover over the scheme name? Upon clicking the scheme name? In the scheme viewer?. If requested by the user, shows a list of all the differences between the host's scheme and the closest-matching scheme (e.g. Compares the scheme chosen by the host against all locally-available schemes, and displays the name of the closest-matching scheme, with an asterisk appended if there's any difference (e.g. Add easily-accessible Scheme Comparator. Show a taskbar/tab bar when W:A is windowed, or always except when a game is running. Non-modal interface (Allow switching from a game to the WormNET window, possibly allow playing a game and spectating another simultaneously).
Instead, have a rendering system which renders specific controls.
#WORMS ARMAGEDDON TORRENT PC CODE#
Don't write the control rendering code in the control class.
Preserve classic black&blue look-and-feel. Garbage collection (unreferenced objects). Integrity check (check that all objects correspond to their SHA-1s). Clean-up (suggest deleting unused maps, possibly old replays). Operations (manually accessible through an advanced console):. Network operations will not send objects that already exist on the host (objects, including maps are cached). Store objects into fanned-out files named by the file's hash (similar to git storage, but without packs). Use appropriate OS directories for user data. Preload graphics so that starting an actual game is instant? W:A's sprites don't consume a lot of memory. Load quickly! It'd be shameful if Worms Reloaded would load faster than W:A. Optionally, copy/convert files from an existing W:A installation. Initially, the WWP button will be greyed out OSLT, and clicking on it would prompt the user to insert the WWP CD, which will run the conversion wizard. The missions screen should display a choice between W:A and WWP. Allow importing offline WWP content (missions/training) from WWP's CD. Immediate mode GUIs may be worth considering. The fewer places code must be changed to add/edit a control, the better. It is extremely important that the UI framework is written to be as simple to use as possible. A simplistic dummy open-source game will be written which uses open-source parts of the code, to allow community development of open-source code. The game engine, the network code, and the interface are separated in such a way so that the prior can work without the latter. Separate input, network, rendering and each game logic instance into threads and use message passing?.
Open-source code will be written from scratch, will not be based on W:A code, and will not be W:A-specific. Split into open-source (not W:A-specific) and closed-source (W:A-specific) parts. True colour everywhere use 3D/hardware acceleration where available. If necessary, use a modded compiler to get around a few quirks (patches and build instructions will be available).