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  1. 1 vote
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    Muzer commented  · 

    Indeed. The first generation of Worms games had this feature.

  2. 3 votes
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    Muzer commented  · 

    I actually assumed this feature would be implemented, and implemented it into my xchat script when I first wrote it, the possibility of a game actually being specified in that message ;)

  3. 6 votes
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    Muzer shared this idea  · 
  4. 11 votes
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    Muzer commented  · 

    ...Or just any time (since IIRC, the time/bounce is saved between shots, and even for different weapons the same values are used)

  5. 72 votes
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    Muzer supported this idea  · 
  6. 3 votes
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    Muzer shared this idea  · 
  7. 135 votes
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    Muzer commented  · 

    (continued)
    the map is downloaded.
    5) That map is kept in /SavedLevels and the checksum added to "checksums".

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    Muzer commented  · 

    The best way of going about it would be to do this:

    1) Make a file in SavedLevels called "checksums"
    2) On each boot of W:A, find all new maps and grab the md5sums of them (or similar), add the md5 and the filename to the checksums file.
    3) When the host hosts a game, his client sends out the md5sum of the map he is hosting
    4) If the md5sum is in the checksums file, that map is loaded, else

  8. 48 votes
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    I am changing my stance on this idea… when we switch to OpenGL/true color, adding some simple (optional) additional effects using OpenGL could be possible.

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    Muzer commented  · 

    Will this still look good on W:A's limited palette?