Difference between revisions of "WormKitDS"

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(WormKitDS FAQ: rewrite part of FAQ to simplify the wording and make idea clear)
m (WormKitDS FAQ)
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Partially. As it's known for now, modules (such as RubberWorm) which don't use Windows APIs will work under linux.
 
Partially. As it's known for now, modules (such as RubberWorm) which don't use Windows APIs will work under linux.
  
The madCHook library has some incompatibilities with Linux, CyberShadow has planned a rewrite of madCHook to enhance Linux support, [http://dump.thecybershadow.net/8402759fd73a29acecd16770cb2f26db/WormKit.zip here] is the current file and source code.
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It is the madCHook library that has some incompatibilities with Linux, CyberShadow has started a rewrite of it to further support Linux, [http://dump.thecybershadow.net/8402759fd73a29acecd16770cb2f26db/WormKit.zip here] is the current file and source code.
  
 
==== Will this allow me to watch replays or to do stuff with them? ====
 
==== Will this allow me to watch replays or to do stuff with them? ====
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==== Now I got the intro screen again! How can I get rid of it? ====
 
==== Now I got the intro screen again! How can I get rid of it? ====
Turn it off again in Advanced options menu. Note that after using the installer this action isn't needed.
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Turn it off again in Advanced options menu. This is a known issue if you're not using the installer.
  
 
==== Will this way work for WWP or Worms 2? ====
 
==== Will this way work for WWP or Worms 2? ====

Revision as of 14:19, 5 July 2011

(Up to WormKit)
icon WormKitDS
Developer: Kawoosh
Supported games: W:A, WWP, W2
Language: C++
License: Open-source
Download: Choose one:

WormKitDS is a custom version of WormKit. Its main purpose is to make the usual way of loading WormKit modules (via external program) obsolete. Now WormKit.exe is not needed anymore, WA.exe will load modules itself!

General purpose

The general purpose of WormKitDS is to switch back to WA.exe while keeping to load WormKit modules. Why? Some programs are used to specific EXE files, so old WormKit, being a temporary process, didn't have its full power sometimes. Second, all replay and URL associations were belong to WA.exe, and not WormKit.exe, which caused troubles while working with replays of RubberWorm games, for example. So you don't need wkPathOverride anymore. And third, this will also allow you to run some of WormKit modules under Linux (the modules that don't use Windows APIs, i.e. RubberWorm and others).

WormKitDS FAQ

You say that this is a new WormKit, but why do I see something like "dsound.dll"?

To make WA loading modules itself, a DLL file which had the same name as one of the WA's required DLL was needed. Usually this file is located in system32 folder, but here it's also used as a module loader.

Will it affect the stability of modules somehow?

Nope.

Will this way work under Linux?

Partially. As it's known for now, modules (such as RubberWorm) which don't use Windows APIs will work under linux.

It is the madCHook library that has some incompatibilities with Linux, CyberShadow has started a rewrite of it to further support Linux, here is the current file and source code.

Will this allow me to watch replays or to do stuff with them?

Yes, but you should use the installer, because it associates replays back to WA.exe (in case you messed the associations up)

Can I temporarily disable WormKitDS?

Yes, you need to run WA.exe with /nowk command-line parameter. You may also make a shortcut.

Oh, and what if I run my old WormKit.exe while having a new WormKitDS?

Nothing. The priority is given only to the one. The installer deletes WormKit.exe and edits registry back to WA.exe.

When I run the game, a message "This module is no more needed..." pops up!

Please delete wkPathOverride.

When I run the game, a message "Bad module: ..." pops up!

This message means that the current WormKit module is corrupted, has an unproprietary function in its code or doesn't seem to be a valid module. Consult the module developer.

Now I got the intro screen again! How can I get rid of it?

Turn it off again in Advanced options menu. This is a known issue if you're not using the installer.

Will this way work for WWP or Worms 2?

The loader will work, but most of WormKit modules are written specifically to work with W:A code only.

See also

WormKitDS thread on Team17 forum

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