I am truly sorry for causing trouble to you and the entire worms community.
Shoddy workmanship and then refusing to accept responsibility for the problem is.
I agree that my works are on the lower end of code quality spectrum and my wording could've been better. Though I think that through discussion in this thread issues with the module were corrected and the most recent release of the module seems to work properly.
In my previous posts I have identified numerous problems with the module and wormkit ecosystem in general and in the following post I've released a corrected version that fixed problems on my end. While still a shoddy workmanship, I wouldn't call it refusing responsibility.
My works are and will remain open source, so if anyone wants to improve them, anyone is free to do so and I would love to see an active open source worms community in near future.
Yes. So, please try to not release software which causes confusing error messages.
Clearly, I'm no expert on windows api but I think that LoadLibraryA triggers this error before my module runs a single code instruction, so there is not much that I can do from technical standpoint. I should've stated in OP that this module requires MSVC runtimes, but some users would ignore it regardless (just like GrO did a few posts back when I instructed him to install runtimes).
Though from technical standpoint your works are excellent and take into consideration every possibility (I didn't even think of the case with loading exports from WA.exe), I think that they need to be adjusted for real world cases, such as this thread and make some assumptions to make it more clear to end users.
You may observe a non-negligible performance gain by avoiding the WinAPI overhead.
I am well aware of that and I've already changed that code before your posts when feedback about issues reached me.
- in my opinion this functionality should come standard with base game to avoid shitty kick module implementations like this.
And I still support this opinion. WormKit modules are inherently low quality hacks and need to reinvent the wheel to provide basic functionality, which can be properly implemented within matter of minutes in the base game. If there was a proper API to deal with the game's memory or proper open source examples, things could've been a bit better.
I know that your WormKit modules are available on github, but they work on hooking Windows API level or the most important parts of them are closed source, thus entire module's code is useless for other developers.