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Messages - nizikawa

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31
Wormkit Modules / wkToolAssist v. 0.1.0 released
« on: August 28, 2021, 11:01 AM »
wkToolAssist is a WormKit module that implements some features present in Tool Assisted WA Builds by Deadcode.

Features:
- Adjust game speed at any time
- Set checkpoints to rollback game state
- Step frame forward/backward
- Show trajectories of moving worms, projectiles and mines
- Show overlay info with worm position, speed and state
- Record .wagame replays in a format compatible with stock WA

Limitations:
- To prevent abuse, the module comes bundled with a special version of WA.exe with disabled network functionality. The module is closed source.
- Version 0.1.0 lacks the ability to edit existing replays. This feature is planned for version 0.2.0
- Recorded replays contain chat message about wkToolAssist being used
- Team flags are replaced with "TA" flag

Installation:
  • Extract ToolAssist.dll and TA_*.exe matching your WA version to your Worms Armageddon installation directory.
  • Launch TA_*.exe
  • Disable wkJellyWorm if you have it installed
  • The module does not work under WINE

Controls:
- Keys 0-9 - set game speed to predefined values:
   1: 1.0x,
   2: 0.5x,
   3: 0.25x
   4: 0.15x
   5: 0.1x
   6: 0.05x
   7: 0.025x
   8: 0.0125x
   9: 0.005x
   0: stop time
- Keys + - increase/decrease game speed by 0.01x
- Keys [ ]  step a single frame backward/forward
- Key S - save current frame as checkpoint
- Key R - restore game state to the last checkpoint
- Key Z - remove last checkpoint and restore state to the previous one
- Key ~ - revert game to frame 0 and start playing until the last checkpoint

Notes on keyboard inputs:
- Game controls in stock WA are buggy at game speeds 0.25x and below. To fix this problem the module implements it's own keyboard handling logic and uses it at speeds <= 0.25x
- The custom key logic does not respect custom mappings used in wkRemapKeys
- Some keys such as space or enter are set as sticky - pressing them once remembers the state until the next time the key state is read by the game, usually on the next logic frame.
- To "unpress" sticky key, hold shift and press the keyboard key you want to unpress.
- The list of active keys is displayed in the screen corner

Download: https://github.com/nizikawa-worms/wkToolAssist/releases/download/v.0.1.0/wkToolAssist.v.0.1.0.zip

32
Wormkit Modules / Re: wkJellyWorm Discussion (by nizikawa)
« on: August 26, 2021, 09:25 AM »
.

33
wkTerrainSync v. 1.2.2 has been released to fix some existing bugs and ones introduced in 1.2.1a release.

New features:
- Scanned function offsets are now stored in wkTerrainSync.cache file for significantly faster module startup. This feature can be disabled in .ini file by adding UseOffsetCache=0 under [general] section.

Bug fixes:
- Patched replay loader to allow playback of custom mission replays with CPU Teams with skill level beyond 100
- Fixed custom map sizes in online games (this feature was broken with 1.2.1 release)
- Fixed custom map sizes compatibility with wkMultiInstance

34
Version 1.2.1a has been released to fix known bugs and introduce some features:

New features:
- Custom terrains can now be used in Quick CPU and Deathmatch games. You can also hold Ctrl while clicking the Quick CPU/Start buttons to force custom terrain to be used or hold Alt to force standard terrain. This feature can be completely disabled in .ini file.
- The terrain name is now displayed when hovering on map thumbnail in both offline and online multiplayer
- You can force random map style by holding 1,2,3...8 keys and clicking on the map thumbnail to generate a new map

Bug fixes:
- Map scale dropdowns no longer steal window focus
- CD editions no longer require wkFileOverride
- Fixed Skip Go/Surrender Ammo/Delay settings bug in custom missions [Note: this change might desynchronize the game if a mix of 1.2.0 and 1.2.1 players use a WAM file with these settings]
- General bug fixes

35
Files Comments / Re: File #120, Water Colour editor
« on: August 17, 2021, 09:20 AM »
I have modified the tool to make it compatible with the new high-fps water.dir from WA 3.8. Many thanks to oScarDiAnno for helping me develop it.
Note: Only "solid" water uses the new 3.8 format, the "transparent" water still uses the old, low-fps format.

37
Wormkit Modules / Re: wkIndiMask
« on: August 13, 2021, 09:55 AM »
i've patched the latest version of wkIndiMask to support 3.8.1
it does NOT work with 3.8.0

edit: fixed it - hosting was broken due to a mistake while patching the dll

38
Maps Comments / Re: Map #1976, Big RR by Bismarck
« on: August 06, 2021, 01:29 PM »
.

39
Version 1.2.0 introduces support for custom .WAM files to be played in both offline and online multiplayer games.

A custom mission consists of 3 files:
- Map file in .img/.png/.bit format, for example: missionname.img
- WAM script with mission configuration with the same name as Map file, for example: missionname.wam
- [Optional] .WSC scheme to be used by the mission, with the same name as Map file, for example: missioname.wsc

More info regarding .WAM file format: https://worms2d.info/Worms_Armageddon_mission_file

Usage
To play a mission, enter Map Editor and select .img/.png/.bit map file. If a .wam file with the same name exists, it will be automatically loaded. If .a .wsc scheme file with the same name exits, it will also be automatically loaded.

After exiting map editor, mission details will be displayed in chat (online multiplayer) or in a message box (offline multiplayer).
Add your teams to match what's displayed in mission description (in the exact same team order) and start the game. You don't need to set the number of worms in team and alliances - the module will do it automatically when you start the game.

If you've added less teams than the mission expects, CPU teams will be added automatically to match the requirement. If you add too many teams, they will be automatically removed.
To reset mission configuration and play a regular game simply generate or load a new map.

For your convenience the module will automatically copy default WA mission files to User/SavedLevels/Mission/WA/ folder (and slightly fix them).
Most WWP missions should be playable in WA - some might be broken because certain events are not present in WA.

By default, the mission files use an empty .WSC scheme file that is later populated by .WAM script when the mission begins - it will be labeled as [ Default mission scheme ]. This scheme can be edited by changing basic parameters such as turn time, round time, etc. It is also possible to enable 3.8 scheme extended options.
Mission files can also provide own .WSC scheme, it will be labeled as [ Mission-provided scheme ].
Note: not all scheme settings are preserved - some values are overwritten by .WAM file.

Replay compatibility
Custom mission replay files are fully supported by wkTerrainSync.

Unmodded WA has almost full support for such replays. Online multiplayer missions will raise checksum errors, because all teams will be assigned to the first player in the list. This will be probably fixed in future WA updates.
However, unmodded game will only playback mission replays containing Scheme files in version 1 format. Replays created with this module that contained v2 or v3 schemes probably won't be supported in future WA updates.

Extended WAM options
The module adds some custom fields to WAM file format:

Code: [Select]
[HumanTeam] or [CPUTeamX]
Ammo_SkipGo=1
Delay_SkipGo=2
Ammo_Surrender=3
Delay_Surrender=4

[CPUTeamX]
Optional = 1 ; a CPU team will not be spawned if no player team is added to cover this team
TeamNameValue=Team Name Text ; sets custom team name instead of one specified by TeamNameNumber
WormX_NameValue=Worm Name Text ; sets custom worm name instead of one specified by WormX_NameNumber

[EventXXXX]
TypeOfEvent=10 ; show text event
Text_String_Value=Custom text message to be displayed ; sets custom text message instead of one specified by Text_String_Index

Lobby commands
The module implements some commands available in online lobby:
- /mission - show status of currently set mission
- mission attempts 5 - set attempt number of custom mission (used for activation gold/silver/bronze alternative events
- /mission reset - cancel currently loaded mission
- /terrains - send your wkTerrainSync version
- /terrains list - send your wkTerrainSync version and a list of installed terrains
- /terrains query - query wkTerrainSync version used by other players
- /terrains rescan - rescan terrain directory for new terrains
- /scale - show current map scale

42
Version 1.1.0a has been released!

What's new:
Version 1.1.0 introduces support for custom-sized random maps generated with built-in map generator. The maps can be scaled with 0.1x scale increments in both width and height dimensions up to 5.0x scale max.
The module modifies frontend code to add two dropdown menus under map preview with selectable width and height scale. The scale is applicable only to .LEV maps - i.e. the maps that were generated with map generator and not altered since their generation. Drawing anything on the map preview will cause the map to be immediately converted to .BIT format and its scale reset to default.
Online play on custom sized maps is supported, but all players need to have wkTerrainSync v.1.1.0 (or newer) installed.
The generated maps must be converted to PNG format to be played online with people without wkTerrainSync or previous versions of it installed.

Important notes:
The official WA maintainers have stated that this module WILL NOT BE SUPPORTED in upcoming versions (3.9.x and newer) of Worms Armageddon.
Replays created with wkTerrainSync maps WILL NOT BE COMPATIBLE with WA 3.9.x+ out of the box, however it might be possible to convert the replays to a newer format or create a compatibility layer wormkit module.
If you care about future preservation of your replay files, convert your maps into PNG format in map editor before playing on them.

Source code is available at: https://github.com/nizikawa-worms/wkTerrainSync
Binary DLL is attached to the first post and also available at: https://github.com/nizikawa-worms/wkTerrainSync/releases

---edit:
By mistake version 1.1.0 embedded its metadata in every replay, even if custom terrain/scale wasn't used. Although this shouldn't break replays, the metadata in such cases shouldn't be embedded at all.
I've released version 1.1.0a to amend this bug. Those who've installed v.1.1.0 are requested to update to 1.1.0a. Version 1.0.2 is unaffected.
I'm sorry for inconvenience I've caused.

45
the module has been updated to version 1.0.2
- added a nag message informing players to install wkTerrainSync

fixes:
- host desynchronization with fallback to -Beach terrain
- .BIT levels with custom terrains in online games
- fixed file lock when renaming .part files and infinite request/download/rescan loop
- to fix opaque back sprite in some terrains, back.spr is no longer loaded with extended sprite loader. to use the extended sprite loader, rename back.spr as _back.spr
    - new custom terrains should use _back.spr when using back sprite with custom resolution
    - some existing terrains that utilize custom back.spr loader are added to a predefined exception list by terrain hash
    - the exception list can be overridden by appending the following section to wkTerrainSync.ini file; terrain hashes must be separated by comma symbol:
Code: [Select]
[exceptions]
ExtendedBackSprLoader=e27d433fcd8ac2e696f01437525f34c5,

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