Replays recorded by the game in real-time mode are currently broken.Mouse cursor movement of other players is not visible. When using teleport for the first time in round, the camera will be broken.Players can display their module version by typing /realtime in chat. All players must use the same version of the module.This is a bug of the module that is more likely to happen when hosting with WormNAT2. In some cases, their movement and chat will be delayed by several seconds. Sometimes, players will appear to lose connectivity - they will be able to see worm movement of other teams and read chat, but their chat messages and movement won't be seen by other players.To end the round, either close the game with ALT-F4 and rehost or sink all worms except the current turn-holder.When placing the worms on game start, only one worm should be placed at a time, according to current turn-holder.Certain actions should be only done by the turn-holder team to avoid bugs and disconnects. In real-time mode all teams have control of worms, but one team is priviledged and holds the turn - it's name and health bar should be flashing in bottom HUD. The game makes distinction between "turn-holding" and "inactive" teams.Real-time should work in both Direct IP and WormNAT2 games, but it's recommended to use Direct IP games for less latency and connectivity issues. This module is in early stage of development and has several limitations and bugs.On the next turn real-time mode will be started. Directly in game: all players must type /realtime on in game chat, and once it's done, the player currently holding turn must skip the turn.This way is recommended and appears to introduce less latency. The game will allow all teams to move immediately after round starts. In multiplayer lobby: the host must type /realtime on in lobby chat and start the game normally.The real-time mode can be enabled in two ways: Support for combat schemes might be possible with future versions of the module. Antisink (available in 3.8 scheme options under RubberWorm menu).Phased worms (Allied & Enemy) set to Worms+Weapons+Damage (available in 3.8 options under Physics menu).Infinite ammunition for all available weapons.Infinite worm health (available under Cheats in general scheme options).Indestructible land (available under Cheats in general scheme options).Weapon use doesn't end turn (SDET, available in 3.8 scheme options under Gameplay 1 menu).Loss of control doesn't end turn (LDET, available in 3.8 scheme options under Gameplay 1 menu).Infinite turn time (available in main screen).In general, the scheme requires the following options: The module is currently meant to be used in racing schemes (for example: Big RR, TTRR, Bungee Race, Parachute Race, Battle Race) where worms don't directly interact with each other or destroy the land. Place wkZRealTime.dll and wkRealTime.ini in Worms Armageddon installation directory and ensure that WormKit modules are enabled in Advanced Settings. Experimental Worms Armageddon WormKit module that implements real-time online multiplayer for racing schemes.
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