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#106
Quote from: AduN on February 09, 2019, 02:08 AMyeah, did it twice... and repair, even restart windows (hi 2019)
I've now uploaded self-contained versions of the Servers. They don't require you to install the .NET Core Runtime, but will take 60 MB of space each. Please test (updated "addons" links in the original post).

Quote from: Aladdin on February 09, 2019, 11:35 AM
Holy shit, I can not make up my account, I can not understand anything  :(
You don't need to create any account. If you have problems navigating the main menus, watch the videos to see how to get to single-player mode.
#107
Quote from: AduN on February 07, 2019, 02:54 AM
this is when im trying to run the server application
Did you install .NET Core Runtime linked in the original post? I currently don't have a spare VM to test...
#108
WWPA includes 3 Korean speechbanks for male and female. Each speechbank is as follows:

Man_S - Standard Korean
Man_C - Jeolla (Chŏlla) dialect
Man_K - Gyeongsang (Kyŏngsang) dialect
Same for Woman speechbanks.
#109


Online Worms and its sequel, Worms World Party Aqua, are Asian adaptations of Worms 2 and WWP, released in 2001-2003 and 2004 respectively. The games were developed by MGame (called "Wizgate" before 2003) with permission and source code obtained from Team17. There were three language editions released for Korea, Japan and China.

The games have some fundamental differences from their Western counterparts, from their distribution to their engines. Most importantly, they were based on an online-only, free-to-play model with some premium content. It was only possible to obtain the installers online, and every player was required to register an online account, even if they wanted to play a single-player match. They enjoyed extreme popularity in the beginning. According to IGN, there were up to 20000 concurrent players online at peak.

In 2005, the Japanese servers of Online Worms closed down. In 2006-2007, all services for all games ceased operation. Japanese and Chinese regional websites have vanished from existence, and all Korean links to MGame return "page not found" errors. Any surviving publisher websites no longer contain any references to the games. All download links for the game installers and servers hosting them have also died. Moreover, even if one manages to obtain an installer and install the game, they will be unable to launch it, because it requires 1) a special init config and 2) a working online server. This basically rendered the games completely unusable and almost forgotten since then. There had been some attempts to hack the games, but none of them successful enough.

In January 2019, a developer called "Ray"/"RayKoopa" (also known as "Pac-Man" in the Worms community) has been able to reverse-engineer the initialization and networking protocols used by the games, as well as gather much more information about the file formats in use. He has created a complete launcher and a simple online server that emulates the server list and lobby/channel protocols, as well as converters for some of the game data, some of which had never been seen in a raw form before. Thanks to this, it is now possible to launch into single-player matches of the games for the first time since their death in mid-00s. The online server is available as part of the Syroot.Worms library, licensed under MIT, on GitLab.

General differences



The game engine, borrowed from Worms 2 and WWP, has experienced remarkable changes. The original menu systems were scrapped and replaced with those more resembling other popular Korean games of the time such as KartRider. The in-game interface has had some notable additions, such as mouse-assisted power bars (to ease shooting at "easy"/"normal" difficulty levels), mouse cursor being present on-screen at all times (to interact with some parts of the UI) and other features. The Enter button is now used for on-screen chat (instead of the chat panel), where text renders on top of the game, and Jump/Drop is remapped to Z. Backflip is mapped to both X and Backspace, though X is recommended by the game.

Online Worms is more or less just Worms 2. Most of the changes that you will see are cosmetic (like the mouse-based UI, support for 800x600 and 1024x768, new background music, etc.). It adds some special utilities like "restore health" and some paid items, as well as support for half-sized maps (960x696) in the Korea-Small version. In singleplayer 1v1 matches, "antisink" is enabled and prevents worms from drowning (with some health adjustments). It also makes more extensive use of the Worms 2 engine than the original Worms 2: for example, the Backflip is enabled by default and doesn't require a cheat.


(click to see the whole gallery)

WWP Aqua, on the other hand, is completely different. The menu systems at their core are the same as in OnlineWorms (though noticeably upgraded along with the network protocols), but the game engine has seen a whole range of new developments.

  • The game now runs in 16-bit (65536 colors) mode, and it includes new objects, weapons, sprites and mechanics. It is not even WWP, it's more like a mix of the Worms 2 and WWP engines: the game core has been upgraded to WWP, with new weapons, sprites and sounds from WWP, but not completely: for example, the Ninja Rope used in the game is the one from Worms 2 (both in its physics and sounds) and not the "slower" one from WA/WWP. Backflip height also feels higher (more like Worms 2) than in WA/WWP. It also doesn't implement the whole range of weapons at once: some of the new weapons were hand-picked into the game, some were never included and some (like Utilities) are paid exclusives at the Item Shop (emulation of the Item Shop is one of the tasks to be done at the moment). Some weapons were reskinned (Axe -> Hammer, paid; Jetpack -> Underwater Jetpack). But at the same time it does implement "team mines" from WWP.
  • A remarkable addition is Worm Genders: they can be male and female. This setting is determined by your online profile (in the current server implementation there's no way to change this so the default of female is used). Worms wear team-colored hats and hairs for male and female respectively. Each gender also has 3 speechbanks by default: Standard Korean, Gyeongsang & Jeolla dialects (in the Korean version). It should be noted, though, that with these hats comes a slight decrease in the number of animation frames. This was possibly done to simplify the work for graphics artists, since each frame was essentially pixel-edited to appear with hats. These hats will appear cyan in the Gfx.dir files, however they will actually be rendered with the respective team color once in-game.
  • Parts of the front-end UI can now be displayed in-game, such as high-score tables, guild (clans that you can join) stats, and other overlays.
  • The weapon power-up bar is no longer displayed in the path of the crosshair. It is now displayed only at the bottom-left Dolphin UI. Using the mouse allows for "notching" where you can pre-set any desired shooting power, which is helpful on "Easy" and "Normal" difficulty levels. On "Easy", you get full trajectory prediction (without accounting for bounces), with "Normal" you get half of it, and with "Pro" you get the usual crosshair. Once you have set the desired power level, you have to hold the spacebar and release it precisely when it's around the position of the bookmark (so, this is not a complete aimbot).
  • There's a comprehensive in-game help displayed behind the map. It explains key bindings and weapon usage. The help is toggled via Ctrl+H or via the button on the Dolphin UI.
  • The game includes various original maps (full 256-color palette) with custom landscape themes (background, water and debris), many of which have been exported a while ago on WMDB. However, 38 additional maps have been discovered in .WSM offline challenge files, never seen before (one notable example is an elaborate Battle Race map). These will be studied and properly exported in the near future.
  • There are 38 offline challenges (training missions), each supporting Global Highscores. Missions are spread into 5 levels, up to 8 challenge types in each. Challenge types include things like Grenade, Baseball Bat, Aqua Sheep, Ninja Rope challenge, Walking challenge, etc. They are very well made and some are quite difficult. Some of these dynamic missions use features from WWP missions such as respawning mines. Upon completing every level, global highscores are displayed. However, highscore handling has not yet been implemented in the online server, so you will see nothing and will have to wait around 10 seconds before the window dismisses itself.
  • When you hit a wall (lightly), the parachute will be auto-selected and then used when falling. It will also be pre-selected as a secondary weapon for multi-chute falling (pressing Space several times). Once you get on the ground, your Rope is re-selected back again.
  • The game includes a new soundtrack in MP3, rather than MIDI like in OnlineWorms. Most of the tracks are original, however there's at least one track that's been reused in other games ("Festival of the Ghost").
  • There is a good selection of custom single player settings and schemes compared to Online Worms. One notable scheme is Underwater. It includes Bubble Jetpack (infinite ammo) and Spears. Underwater terrains have a unique mine-generation feature. There are "underwater mines" floating in the "air" with a 0.5s fuse. They are automatically regenerated upon each turn end (up to a certain amount), and they may be affected by wind for short periods of time. Another feature is worm bubbles: if your retreat time ends in "mid-air", your worm is enclosed in a bubble and stays floating, partially affected by the wind, for some time. All motion on underwater levels produces bubbles in the path of the projectile. There are also other schemes very close to those in WA/WWP, such as Roper, Onlycrates, BnG, etc.
  • There are new weapons exclusive to WWPA, such as Spears. "Spears" are arrow-shooting guns, each with different amounts of shots and damage. Arrows stick to the ground as usual. The four types are: Spear, Double Spear, Balinese Spear, Super Spear. More information can be found on the Korean namu.wiki which covers each weapon and their effects in detail, as well as paid weapons, and Online Worms in general. This information will also eventually appear on worms2d.info.

Installation

Before installing and running the games, make sure you have .NET Framework Runtime 4.6.1 or later (needed for the Launcher). You can get it here.




Online WormsWWP Aqua

  • Download the Korea Small installer.
  • Download the OW addons package.
  • Install the game (do not use "Program Files" as the target directory! It's best to install into an unprotected directory such as C:\Games or Documents)
  • Extract the addons package into the installation directory of the game.
  • If you're using high-DPI (scaling) in your system, right-click DWait.exe, then "Properties", and on the "Compatibility" tab, check either "Disable scaling on high DPI settings" or "Change DPI settings" -> "Override high DPI settings". This is not done automatically by the addons yet.
  • Download the WWPA Korean installer.
  • Download the WWPA addons package.
  • Install the game (do not use "Program Files" as the target directory! It's best to install into an unprotected directory such as C:\Games or Documents)
  • Extract the addons package into the installation directory of the game.
  • If you're using high-DPI (scaling) in your system, right-click Main.exe, then "Properties", and on the "Compatibility" tab, check either "Disable scaling on high DPI settings" or "Change DPI settings" -> "Override high DPI settings - Application". This is not done automatically by the addons yet.

Note: the window border in WWP Aqua is disabled because the game has some issues with it. For example, clicking the Close button does not kill the process; use the bottom-right Exit button in the frontend to quit. Also it causes the game window to be downscaled and compressed when proceeding to the in-game, because it resizes itself without taking account of the border. This may be alleviated later with custom wormkit modules.

For those who are interested, more installers (like Japanese and Chinese language editions of OnlineWorms) are available here, but they don't work with the online server yet.

Configuration (optional)



Online WormsWWP Aqua


  • You may change your nickname and some other things using the LauncherConfig.json file.
  • Server settings are stored in Server\OWServerConfig.json. Note that because the latest version of the merged OW+WWPA server breaks OW, it is temporarily replaced with an older version. Another thing to note is that there's currently a bug whereby if you connect from outside of localhost (outside 127.0.0.1), the game will get confused and spam an endless loop of login requests! Only test in local environments for now!

  • You may change your nickname and some other things using the LauncherConfig.json file.
  • Server settings are stored in Server\ServerConfig.json. This defaults to 127.0.0.1 for testing the game on your computer. You may put "external" in place of the IP in case you want to open the server to the outside world (in which case your external IP will be detected automatically upon launch). A shared server may be hosted soon for those who don't want to run the Server on their own machines.

Running


  • If the online server is not yet running, open the "Server" directory of the game, and then click the exe (OWServer or Server) to launch it.
  • Run the game by clicking "Launcher.exe" in its directory.

What's next?

Further work includes being able to unlock paid weapons and some sort of online play. Support for more packet types is planned. The 38 embedded IMG maps from offline challenges need to be studied and exported for use in Worms Armageddon. Additionally, ReSolution support for WWPA is planned (to support resolutions higher than 1024x768). Unlikely to come for OnlineWorms since so many different versions exist, and the Korea Small version struggles with some of its small 960x696 maps.

Videos
#110
General discussion / Re: MapGEN v0.8.6.2
February 04, 2019, 05:16 PM
Quote from: TheMadCharles on February 04, 2019, 09:32 AM
oooh, I do like these pillar islands. maybe add a scale slider to make the same results but at a higher dpi and no artifacts?
You can create double-sized terrain themes and use them to generate higher-dpi maps. Here's a test I did with Medieval x2 (on the right):
#111
Quote from: Edoardo Moretti on January 30, 2019, 10:56 PM
Quote from: Thewolensheep on January 30, 2019, 07:55 PM
Edoardo, I recommend you use the psp version's audio as its much more higher quality than the wii.
For now I use the Wii version, cause I didn't found a way to export the audio files from PSP games.
You need to use a converter from atrac3, several are published online.
I've done these things in the past, I could help you with extraction soon.
#112
Tech Support / Re: KawooshKick problem
January 23, 2019, 01:52 AM
Historically, most modules required it, and it was distributed alongside WormKit.exe. Now that WormKit.exe is no longer in use, and various modules (such as D3D9Wnd, SuperFrontend and others I've made) no longer use madCHook, this can be a common occurrence when you install a module that depends on it.

In the past, many modules that I hosted included madCHook. Unfortunately, because it is apparently popular with malware writers, various antiviruses threat it as malware, including server-side ones hosting the files. I had to remove all traces of madCHook several years ago.
#113
Tech Support / Re: KawooshKick problem
January 22, 2019, 08:38 PM
You probably don't have madCHook.dll which the module depends on. It is included in the WormNAT2 archive if you want to get it.
#114
Quote from: TheKomodo on January 18, 2019, 10:06 PM
Which one? On or Off? I'm guessing on, but wanna make sure.
Use On to enable the fix and Off to disable.
#115
I've just made a discovery.
You don't need wkFrontendFix or any other module. The solution to this problem has existed in the game since the 3.7.0.0 release, but was only present as a .reg file in Tweaks.

All you need to do to fix the white frontend after minimizing is to apply this reg file:
Tweaks\GDILayerTransparencyWorkaround_On.reg

This one disables the fix:
Tweaks\GDILayerTransparencyWorkaround_Off.reg

Enjoy I guess, while 3.8.0 is not out yet.
#116
Quote from: ohms on January 13, 2019, 03:00 AM
WWP was ported to Steam a couple years back with the promise of updates which amounted to nothing so interest in it didn't last (like every other Worms game they release) but there are still some cool features in it like the interface for extra game options you can add (extra long ropes, extra explosive explosives, and the like).
More scheme features, like long ropes, will eventually be added.

Quote from: j0e on January 12, 2019, 08:08 PM
Just wondering, is the windowed mode for the frontend the same as d3d9wnd, or can we finally drag the window around with normal window controls?
Spoiler! View


#117
Quote from: XanKriegor on January 12, 2019, 12:25 PM
He uses mac, goom xD
You can run regedit.exe to edit the wine registry on any system.
#118
Quote from: wza on January 12, 2019, 12:36 PM
I was wondering about the force wine virtual desktop being removed. I've had a pain trying to get it to work with wine. I finally have it working but I have to run it in xquartz on x11. If I uncheck the force virtual desktop I get black screen with sound but can't do anything. If I run natively in wine without x11 or xquartz I would see a white or red flash before it launched,  it would go through the intro, and then the start menu would be unclickable, or it would be black.
You don't need any wine-specific fixes anymore. 3.8.0 will run natively without any virtual desktop, and it will use your native window manager to run in windowed mode (with the new "Windowed mode" option). Fullscreen has not been tested much (although I think it works) and depends completely on its implementation in wine itself.
All black-screen issues have been fixed completely.
Upon a fresh start you will only be asked if you want to enable windowed mode.
All renderers now work in wine, not only ddraw32. However, even though OpenGL was added, its performance is still sub-par compared to Direct3D 9, both in wine and on Windows. Direct3D 9 is now the default renderer in use on all systems after Win9x.
#119
Quote from: Chicken23 on January 09, 2019, 11:47 PM
What are others thoughts on the release of 3.8 in relation to classic and league style?
New scheme options should hopefully lead to upgraded variants of classic schemes. People have already expressed their will to turn off wind in TTRR. With native reaiming support, the BnG scheme can be improved to remove the repetitive reaim procedure at turn start. In Forts game mode, automatic placement has become possible (as well as the ability to have constant/variable wind in the opposing fort direction). Glitches such as skip-walking in battle races can be disabled to enforce fair play. Eventually more scheme rules will make their way into game engine options, opening up the classic "rule-specific" schemes to more newcomers instead of the historical situation. These are just a few quick examples and I'm sure people will come up with more.
#120
Quote from: WTF-8 on January 05, 2019, 08:14 PM
The primary concern against including RubberWorm into the base game is that many of its options would be "WTF hack" to newcomers. Like, someone joins what appears to be an usual Intermediate game, and suddenly gravity is wrong, worms bounce, shots don't end the turn and all that. Would there be some sort of notification or something if any game-changing RubberWorm options are enabled, or is it now mandatory to check all RubberWorm options in every game?

There will be indication when there's any change from standard values.