![]() ![]() Helpful in the development of new WormKit modules.Īn example on C++ to verify the W:A version before hooking code. Creates dump by pressing Ctrl+Break.Ī pointer scan made specifically for W:A. Helpful to find reasons of certain freezes. Helpful to find what process(es) steal focus from the game (causing e.g. Allows forcing the chat window to a set size.īrings back the famous flaming team health bars and allows the use of custom health bars. Implements automatic text macros in both lobby and in-game chat.Īdds Tool Assisted features - playing the game in super slow motion or frame by frame, saving and restoring game state, showing roping trajectoryĪllows the downloading of maps randomly from the WMDB site from within the editor, based on schemes and map size.Īppends worm order numbers to their names and allows randomizing the worm order within the team in multiplayer gamesĪllows the weapon menu to remain open. Real-time online multiplayer for racing schemes.Ī W:A-specific key remapper which doesn't affect chatting and works in-game only.Īllows to run the menu screens at any screen resolution with higher-definition graphics.Īllows to specify custom terrains for use with the map generator. Picks random maps from SavedLevels folder. Prevents the NVIDIA 3DVision from becoming active when using Direct3D 9. Play custom music instead of the original in-game music. Allows host to kick players from in-game.Īllows to generate random PNG maps from the map editor.Īllows launching multiple WA instances without file conflicts. It allows maps to have both destructible and indy areas by embedding data in the palette.Ī kick module for 3.8. #WORMS 2 ARMAGEDDON STEAM CODE#In the CD edition, allows to override CD-only files with your versions.Ĭhoose the soundcard W:A should use for sound output.Īllows hosting games even if you're behind a router or firewall.Ī simple module to fix screen lags in-game by increasing the WA.exe process priority.Ī key mapper which works independently of the game's code and has a toggle key option.Īllows the user to redefine the order and content of weapons for each F hotkey. #WORMS 2 ARMAGEDDON STEAM UPDATE#Such is the case, for example, with D3D9Wnd and RubberWorm in Update 3.8. Some of the WormKit modules listed on this page have eventually become part of the base game. Starting with W:A version 3.7.0.0, the ability to load WormKit modules is included as a game option, which makes the loader itself obsolete. There is no API or further integration, however some DLLs can provide common functionality for other modules to share (such as wkPackets). The distribution contained a module loader (whose only purpose is to load WormKit modules), and a set of default modules, each providing specific functionality.īy convention, a WormKit module is a DLL file, the filename of which begins with the prefix "wk". ![]() WormKit was an extension framework for Worms Armageddon. It's also not really used by anything else. Finally, I don't see the problem with a permanent port forwarding rule (assuming you don't use DHCP) - the default port used by W:A (17011) is within the registered port range, and thus will not be assigned by the operating system to programs requiring a random port to listen on. I'm also not sure how port triggering would work in conjunction with W:A's ability to use an arbitrary port number for incoming connections, as supporting both would require a server and an IPv4 address that accepts connections on any port. I'm not sure what you mean by "simple NAT (1:1)" - I have not encountered that terminology before. I have researched the problem here, a while ago. Although it would be possible to implement the desired features of TCP on top of UDP, so far I haven't encountered a solution that would work for W:A. Latency is not an issue for a turn-based game, and reliability is mandatory for synchronization based on input, and for this reason W:A needs to use TCP (as opposed to raw UDP). Other games (mainly realtime multiplayer games) commonly use the UDP protocol, which sacrifices reliability for improved performance. This model has made W:A resilient to common forms of cheating, such as memory hacking. In comparison with many realtime multiplayer games, or even newer Worms games, Worms Armageddon relies on a synchronized state that is updated with each player's input for each instance. ![]()
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