Difference between revisions of "Worms Armageddon ReadMe (English)"

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{{ParentArticle|[[Guides, FAQs, and ReadMes]]}}
 
{{ParentArticle|[[Guides, FAQs, and ReadMes]]}}
 +
{{Languages/Readme}}
  
This page is incomplete
+
This is a web version of the Worms Armageddon Update Documentation. The original RTF is included with the updates, and can be found in your W:A folder.
 +
{{Anchor|section-1-0}}
  
__TOC__
+
==Introduction==
  
== Important Licence Information ==
+
Since its initial release in 1999, Worms Armageddon has undergone continual evolution, with two programmers, Deadcode and CyberShadow, continuing to add new features and implement community-requested improvements to the game. This document lists the changes which have been introduced in each version and provides a list of known issues and bugs in the current software.
  
== Version History ==
+
{{Anchor|section-2-0}}
  
{| class="toccolours" width="100%"
+
==[[{{FULLPAGENAME}}/Supplementary Documentation|Supplementary Documentation]]==
! style="background: #ccccff; font-size: 120%;" | v<span style="color:red">xx.xx.xx.xx</span> Beta Update (yyyy.mm.dd)
+
{{Anchor|section-3-0}}
 +
 
 +
==Version History==
 +
 
 +
{{Anchor|version-v3-5-beta-1-update}}
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 +
===[[{{FULLPAGENAME}}/v3.5 Beta 1 Update|v3.5 Beta 1 Update (2002-08-09)]]===
 +
{{Anchor|version-v3-5-beta-2-update}}
 +
 
 +
===[[{{FULLPAGENAME}}/v3.5 Beta 2 Update|v3.5 Beta 2 Update (2002-08-15)]]===
 +
{{Anchor|version-v3-6-19-7-beta-update}}
 +
 
 +
===[[{{FULLPAGENAME}}/v3.6.19.7 Beta Update|v3.6.19.7 Beta Update (2004-02-09)]]===
 +
{{Anchor|version-v3-6-19-11-beta-update}}
 +
 
 +
===[[{{FULLPAGENAME}}/v3.6.19.11 Beta Update|v3.6.19.11 Beta Update (2004-02-10)]]===
 +
{{Anchor|version-v3-6-19-12-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.19.12 Beta Update|v3.6.19.12 Beta Update (2004-02-11)]]===
 +
{{Anchor|version-v3-6-19-14-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.19.14 Beta Update|v3.6.19.14 Beta Update (2004-02-12)]]===
 +
{{Anchor|version-v3-6-19-15-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.19.15 Beta Update|v3.6.19.15 Beta Update (2004-02-20)]]===
 +
{{Anchor|version-v3-6-19-17-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.19.17 Beta Update|v3.6.19.17 Beta Update (2004-03-11)]]===
 +
{{Anchor|version-v3-6-19-17a-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.19.17a Beta Update|v3.6.19.17a Beta Update (2004-03-12)]]===
 +
{{Anchor|version-v3-6-19-18-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.19.18 Beta Update|v3.6.19.18 Beta Update (2004-03-19)]]===
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{{Anchor|version-v3-6-19-19-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.19.19 Beta Update|v3.6.19.19 Beta Update (2004-03-21)]]===
 +
{{Anchor|version-v3-6-20-1-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.20.1 Beta Update|v3.6.20.1 Beta Update (2004-07-13)]]===
 +
{{Anchor|version-v3-6-20-2-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.20.2 Beta Update|v3.6.20.2 Beta Update (2004-08-03)]]===
 +
{{Anchor|version-v3-6-20-3-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.20.3 Beta Update|v3.6.20.3 Beta Update (2004-08-06)]]===
 +
{{Anchor|version-v3-6-21-1-beta-update}}
 +
 
 +
===[[{{FULLPAGENAME}}/v3.6.21.1 Beta Update|v3.6.21.1 Beta Update (2004-09-23)]]===
 +
{{Anchor|version-v3-6-21-2-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.21.2 Beta Update|v3.6.21.2 Beta Update (2004-09-27)]]===
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{{Anchor|version-v3-6-21-3-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.21.3 Beta Update|v3.6.21.3 Beta Update (2004-09-28)]]===
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{{Anchor|version-v3-6-22-1-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.22.1 Beta Update|v3.6.22.1 Beta Update (2004-10-06)]]===
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{{Anchor|version-v3-6-23-0-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.23.0 Beta Update|v3.6.23.0 Beta Update (2005-03-23)]]===
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{{Anchor|version-v3-6-23-1-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.23.1 Beta Update|v3.6.23.1 Beta Update (2005-03-23)]]===
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{{Anchor|version-v3-6-23-2-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.23.2 Beta Update|v3.6.23.2 Beta Update (2005-03-24)]]===
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{{Anchor|version-v3-6-24-1-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.24.1 Beta Update|v3.6.24.1 Beta Update (2005-03-29)]]===
 +
{{Anchor|version-v3-6-24-2-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.24.2 Beta Update|v3.6.24.2 Beta Update (2005-03-31)]]===
 +
{{Anchor|version-v3-6-25-1a-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.25.1a Beta Update|v3.6.25.1a Beta Update (2005-04-26)]]===
 +
{{Anchor|version-v3-6-26-4-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.26.4 Beta Update|v3.6.26.4 Beta Update (2005-11-22)]]===
 +
{{Anchor|version-v3-6-26-5-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.26.5 Beta Update|v3.6.26.5 Beta Update (2006-01-05)]]===
 +
{{Anchor|version-v3-6-28-0-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.28.0 Beta Update|v3.6.28.0 Beta Update (2007-06-29)]]===
 +
{{Anchor|version-v3-6-29-0-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.29.0 Beta Update|v3.6.29.0 Beta Update (2008-07-28)]]===
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{{Anchor|version-v3-6-30-0-beta-update}}
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===[[{{FULLPAGENAME}}/v3.6.30.0 Beta Update|v3.6.30.0 Beta Update (2010-10-26)]]===
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{{Anchor|version-v3-6-31-0-beta-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.31.0 Beta Update|v3.6.31.0 Beta Update (2010-11-16)]]===
 +
{{Anchor|version-v3-6-31-2b-alpha-update}}
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 +
===[[{{FULLPAGENAME}}/v3.6.31.2b Alpha Update|v3.6.31.2b Alpha Update (2012-09-12) - first Steam release]]===
 +
{{Anchor|version-v3-7-0-0-update}}
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 +
===[[{{FULLPAGENAME}}/v3.7.0.0 Update|v3.7.0.0 Update (2012-12-20)]]===
 +
{{Anchor|version-v3-7-2-1-update}}
 +
 
 +
===[[{{FULLPAGENAME}}/v3.7.2.1 Update|v3.7.2.1 Update (2013-03-15)]]===
 +
{{Anchor|version-v3-8-update}}
 +
 
 +
===[[{{FULLPAGENAME}}/v3.8 Update|v3.8 Update (2020-07-13)]]===
 +
{{Anchor|version-v3-8-1-update}}
 +
 
 +
===[[{{FULLPAGENAME}}/v3.8.1 Update|v3.8.1 Update (2020-11-08)]]===
 +
{{Anchor|section-4-0}}
 +
 
 +
==Known Issues/Bugs==
 +
 
 +
===Crashes / Fatal errors===
 +
* One possible cause of crashes, sometimes before W:A even has a chance to start up, can be nonstandard, erroneous, or missing files in the directory structure of the W:A CD-ROM or installed "Worms Armageddon" folder, often due to a pirated copy of W:A.<br />
 +
* On some systems running Windows 10, with fullscreen optimizations enabled, it may occasionally become impossible to unminimize W:A after it has been minimized. The workaround for this is either to disable fullscreen optimizations in the Compatibility tab of WA.exe's Properties, or enable "Windowed mode" in W:A's Advanced Options screen.<br />
 +
 
 +
===Privacy===
 +
* Whispers are not sent securely, and can be spied upon using a network packet logger. This applies both to the host/join screen and the in-game chat.<br />
 +
 
 +
===Network Connectivity===
 +
* In an online game, the delay between turns (a minimum of 2 seconds) is perhaps sometimes longer than necessary.<br />
 +
* When a v3.6.24.1 user is present in an online game along with v3.6.23 or v3.6.24.2+ users, a desync may happen during long turns of the v3.6.23 / 3.6.24.2+ users.<br />
 +
* In v3.6.30.0 and later, if a client is in an online game with at least one other connected client, and the host stops responding (without detectably dropping the connection) during a remote client's turn, then the game will not automatically time out the connection.<br />
 +
* A temporary network problem (manifesting as a TCP disconnect or timeout) causes the affected player to irreversibly drop out of the current game (and cause a two-player match to end). There is currently no way to continue an interrupted match.<br />
 +
* The user's external IP address will not be autodetected until they connect to a WormNET server.<br />
 +
* WormNET / Direct IP games hosted from systems lacking a network interface with a global IPv4 address (or behind a network firewall) may not be joinable by other players.<br />
 +
* Network configurations with broken path MTU discovery or Deep Packet Inspection (e.g. due to an overly-aggressive firewall) may cause network packets of a certain size to be lost. As a result, attempting to add a team after joining a game can lock up the connection.<br />
 +
 
 +
===Usability issues===
 +
* In the end-of-round screen of an online game, the "Exit" button sometimes stays greyed out for an unreasonable or indefinite amount of time.<br />
 +
* A game hosted on WormNET will disappear from the list after a timeout, even if the game is still open for joining. A workaround for this is for the host to use the '''/open''' command (introduced in v3.7.2.1).<br />
 +
* There are some text strings (mainly those added since v3.0) that have not been translated and are shown only in English. Since v3.7.0.0, most of these have been translated; the ones that remain untranslated are mostly strings that are printed in the chat in an online game (and thus may have to be printed in multiple different languages simultaneously depending on the configured Language of each connected player).<br />
 +
* Certain Cyrillic characters are internally represented as their look-alike Latin characters. As a result, Cyrillic strings emitted in log files or copied into the clipboard may not coincide with the original strings. One effect of this is that it may not be possible to search generated log files using a Cyrillic search pattern; another is that online translation engines and other translation software may not work.<br />
 +
* It is too easy to accidentally kick another player in the host lobby.<br />
 +
 
 +
===Playability issues===
 +
* Weapons dropped by a roping worm will sometimes immediately hit or bounce against the roping worm. Examples:<br />
 +
** The Bazooka may hit the roping worm before it has any chance to retreat, instantly detonating even if there are no obstacles in the immediate vicinity.<br />
 +
** The Holy Hand Grenade may bounce against the roping worm and fall the wrong way.<br />
 +
** The Sheep Launcher may brush against the roping worm and drop straight down.<br />
 +
* It is too easy to accidentally Surrender.<br />
 +
* It is possible to fall onto a Crate in the middle of Rope Roll without collecting the crate. This is very rare. (This can also happen in a Mission/Training round, if a worm continues roping after losing enough health to die; that is a separate issue, and if anything needs to be fixed in ''that'' case it is the fact that a zombie worm can keep moving.)<br />
 +
* When computing the possibilities for firing a projectile, a CPU worm follows the paths with staggered pixels. However, a projectile's actual collision path sweeps a 7x5 rectangle, which may collide in a place the CPU worm didn't check. This can result in the CPU worm accidentally throwing a Grenade which bounces back onto itself, regardless of its CPU skill level.<br />
 +
* When the Pneumatic Drill is used on top of an Oil Drum, it does not cause an explosion. (It does, however, if a corner or side of the Oil Drum is hit.)<br />
 +
* The camera follows an opponent's active worm and cursor even if they are Invisible. This gives an advantage to players who are running W:A at a low resolution, since this narrows down the opponent's location.<br />
 +
* There are several performance issues with large maps, particularly during the spawning of randomly placed crates.<br />
 +
** In particular, with a large map, and both "Maximum crate count on map at once" and "RubberWorm crate rate" set to high values, there can be a long pause at the beginning of each turn while new crates are spawned, during which the viewport is not updated and the game does not respond to input.<br />
 +
***:A fix is planned which will result in an enormous speed-up for the calculations of spawning multiple crates in a single frame.<br />
 +
** A fix is eventually planned which will allow the game to redraw itself and respond to input during crate spawning calculations.<br />
 +
* In certain situations, it may be possible to have Double Time and Crate Shower crates in the weapon inventory, however these utilities will appear invisible due to not having weapon inventory icons.<br />
 +
* The weapon tips in the sprites of worms holding the Uzi, Handgun and Minigun weapons do not correspond with the actual coordinates from where the bullets emerge.<br />
 +
* In some cases, fall damage is incorrectly not being applied to falling worms.<br />
 +
* Impractically high values for Extended Game Options<br />
 +
** With Gravity set to a very low value or Wind set to a very high value, the persistent flamelets from a Petrol Bomb may stick to a wall without falling, causing a softlock (unending turn) while the game waits for the flamelets to fall.<br />
 +
** The largest allowed value for "Maximum crate count on map at once" is higher than what could be practically achieved, and exceeds the maximum number of sprites than can be rendered at once. With about 1000 or more crates on the map at once, some sprites may become temporarily invisible.<br />
 +
** A "RubberWorm bounciness" value of 1.00000 is allowed because RubberWorm supported it (achievable by directly editing a scheme file), but can easily result in a softlock due to a worm bouncing forever without the height/power of their bounce decaying. Values such as 0.99998 can result in bounces taking an impractically long time to decay.<br />
 +
* With "RubberWorm wind influence" given a sufficiently high value and applied to Worms, and a sufficiently high value for the current turn's wind, a worm skimming over water beyond the map's left or right edge results in a softlock, continuing to skim forever without slowing down (unless another worm is able to trigger an Indian Nuclear Test, causing the skimming worm to drown).<br />
 +
 
 +
===Cosmetic issues===
 +
* PNG maps with more than 64 non-black colours create glitches in the soil texture when land is destroyed. (Note that the glitches can be avoided in 3.6.25.1+ by disabling Placement Holes, at the cost of losing soil textures and some or all background graphics.)<br />
 +
* Several sprites for in-game graphics contain various errors:<br />
 +
** In the sprite of a Worm holding a Freeze, the worm is incorrectly shown as standing on a downward slope if it is standing on an upward slope. A fix for this will be bundled with the next update of Gfx0.dir and Gfx1.dir (delayed because it is hard to get the palette just right).<br />
 +
** In the sprite of a Worm firing a Minigun at certain angles, some stray pixels are visible at a 90 degree angle from the direction of the aiming angle.<br />
 +
** In the sprite of a Worm aiming or swinging a Baseball Bat, the bat's tip appears cut off at certain angles.<br />
 +
** In the sprite of a Worm activating a Suicide Bomber, the worm is incorrectly shown as standing on flat terrain if it is standing on a slope.<br />
 +
* With ambient music enabled, sudden switches in the music track (for example, when Sudden Death initiates) can cause an ugly audio pop. It is unknown whether this happens on all systems.<br />
 +
* When viewing a map of nonstandard size (something other than 1920×696) in the Map Editor, the cavern borders are not rescaled or moved; they are shown as if the map is still 1920×696. Also, the water level will not be proportionally correct.<br />
 +
* The background debris in the front end moves at a speed dependent on your video refresh rate.<br />
 +
* The description for the eighth mission, "Big Shot", is wrong. The error is present in all translations.<br />
 +
* Long weapon names may not fit in the bottom text bar of the weapon selection panel (especially when the weapon has a delay and limited ammunition).<br />
 +
* Various kinds of dynamic in-game objects have fixed count limits. Reaching limits may cause e.g. multiple explosions to cause older flamelets to disappear, or dud mines to not emit visible smoke.<br />
 +
* Tweening inaccuracies<br />
 +
** Collisions/bounces of non-roping objects are not yet tweened. Any such object that experiences a collision/bounce will stop being tweened (i.e. appear to stop moving) until the next 1/50 second frame is reached.<br />
 +
** With Wind set to a very high value, flamelets may be visually shown to pass through thin walls, and suddenly backtrack to the original side of the wall when the next 1/50 second frame is reached.<br />
 +
 
 +
===Interoperability issues===
 +
* Windows versions starting with Windows XP disable certain keyboard shortcuts, such as Alt+Tab, the Windows logo key, and Menu key, when they detect that W:A is running (even when it is minimised). This was presumably done as a compatibility measure for early W:A versions, which did not support minimisation — pressing such keys would cause W:A to crash. Even though those problems were fixed in W:A updates, the compatibility entry remains in Windows' compatibility database. One way to work around the problem is to delete Landgen.exe, or rename WA.exe to something else, which avoids Windows' detection of W:A.<br />
 +
* Certain versions of Media Player Classic and VMware may crash when W:A is started, due to the switch to 640×480 resolution.<br />
 +
* In the Steam edition of the game, it may not be possible to open a replay if its filename contains international characters. To work around this problem, rename the file and remove international characters from its filename.<br />
 +
* Temporary files use fixed locations, which may cause conflicts for multiple instances of the game. For example, opening two replay files, then rewinding the first one would cause the second one's map to be used, which will result in playback desynchronisation.<br />
 +
* When certain compatibility flags are enabled in the WA.exe file's properties, it may not be possible to select high resolutions on the options screen. Clear any unnecessary compatibility options to resolve this problem.<br />
 +
* Norton Personal Firewall, and possibly other personal firewalls, do not gracefully detect the replacement of "WA.exe" with a new version.<br />
 +
** Symptom: You can no longer connect to WormNET.<br />
 +
** Workaround: Each time after you install a new W:A update you need to delete the entry for "WA.exe" from your firewall so it can create a new, working entry.<br />
 +
** Plan: In a future version this will be addressed by "faking" accesses to the needed ports before going full-screen, so that the user has a chance to respond to firewall windows that may pop up.<br />
 +
* PeerGuardian may prevent W:A from successfully connecting to a WormNET server.<br />
 +
* On systems which use the Mesa 3D OpenGL renderer, Worms Armageddon will crash on start-up if the OpenGL renderer is selected. The root cause seems to be a bug in Mesa or a dependency. The problem can be worked around by selecting a different renderer, building Wine with the commit 0cb79db12ac7c48477518dcff269ccc5d6b745e0 reverted, or using a Wine version which does not include that commit (4.5 or older).<br />
 +
 
 +
===Replay/logging issues===
 +
* In recorded replay files of online games, only the passage of game time separates lines of chat. Chat that took place during network lag or game loading will be displayed all at once during playback.<br />
 +
 
 +
===Further Troubleshooting===
 +
Additional troubleshooting resources can be found at <span style="color:#0000ff"><u>[https://worms2d.info/Troubleshooting https://worms2d.info/Troubleshooting]</u></span>.
 +
 
 +
{{Anchor|section-5-0}}
 +
 
 +
==Footnotes==
 +
 
 +
{|
 +
|'''1.'''
 +
|If a Worm dismounts a horizontally-stationary Ninja Rope in direct contact with the ground, it will land instantly, thus ready to do other things without delay. It is not always possible to extend a rope to the length necessary for this to happen — since it extends and retracts 4 pixels at a time, it may stop with 1-3 pixels of room remaining between Worm and ground. Also, even if a rope appears to be horizontally stationary, it may have a microscopic amount of momentum. Following are ways to recreate the circumstances required for an instant rope dismount:
 
|-
 
|-
|
+
|}
{| class="collapsible collapsed" width="100%"
+
* ''(All versions of W:A)'' Worm is standing in a confined space (e.g. at the bottom of a tunnel 9 pixels wide and at least 8 pixels high), and shoots the Ninja Rope straight upward. It may then retract and extend the rope and/or fire a weapon, as long as it does not nudge the rope left or right. Then, when that rope is extended to maximum length (either by not moving at all, or by re-extending the rope as far as it will go) the Worm is in direct contact with the ground.<br />
! style="background: #ccccff; font-size: 110%;" | Fixes
+
* ''(v3.6.23.0 and later)'' Same as above, but Worm is not required to fire the rope from a confined space. It may do so from any standing position.<br />
 +
* ''(v3.6.23.0 and later)'' Worm is in mid-air, with no horizontal velocity, and shoots the Ninja Rope straight upward. There is a 25% chance that the rope's length modulo 4 will match what its length modulo 4 would be if the Worm were in direct contact with the ground, and when this is the case, the rope can be extended to put the Worm in direct contact with the ground.<br />
 +
* ''(All versions of W:A)'' Same as above, but Worm must be in a 9-pixel-wide tunnel at the time the rope connects.<br />
 +
{|
 +
|'''2.'''
 +
|This bug is emulated for compatibility with older versions of W:A. An emulated crash ends the game in a draw for those using a newer version. The older versions will still crash.
 +
|-
 +
|'''3.'''
 +
|The '''wa://''' protocol can be used to join or host games with advanced parameters. The format is '''wa://'''''address'''''?'''''param1'''''='''''value1'''''&amp;'''...'''&amp;'''''paramN'''''='''''valueN''. Specifying a blank address will cause the game to host a game with the specified parameters. The following parameters are supported:
 
|-
 
|-
| style="font-size: 90%;" |
 
<!-- INSERT FIXES HERE -->
 
 
|}
 
|}
{| class="collapsible collapsed" width="100%"
+
* '''pass''' or '''password''' – specifies the game's password.<br />
! style="background: #ccccff; font-size: 110%;" | Features
+
* '''id''' or '''gameid''' – specifies the game's ID, as used on WormNET.<br />
 +
* '''scheme''' – specifies the channel scheme to be used. This setting should be identical on all ends. Since this information isn't transmitted via the game peer-to-peer connection, non-matching values can cause a desynchronisation. For more information on the channel scheme format, see <span style="color:#0000ff"><u>[https://worms2d.info/WormNET_(Worms_Armageddon)#Channels https://worms2d.info/WormNET_(Worms_Armageddon)#Channels]</u></span><br />Using the scheme parameter, it's possible to create direct IP games with rope knocking enabled. To do this, the host must run '''WA.exe wa://?scheme=Pf''' , and other players must run '''WA.exe wa://'''''address'''''?scheme=Pf''' .<br />If the game is hosted on a TCP port other than the default one (17011), the port can be specified with the syntax: '''wa://'''''address''''':'''''port'''''?'''''parameters'''''...'''<br />
 +
{|
 +
|4.
 +
|The following registry tweaks allow setting certain game options, most of which can also be set using the '''Advanced Options''' screen. These files are located in the '''Tweaks''' folder, and are activated by double-clicking them (the game should not be running).
 
|-
 
|-
| style="font-size: 90%;" |
 
<!-- INSERT FEATURES HERE -->
 
 
|}
 
|}
 +
* '''BackgroundGradientParallax_Disable.reg''', '''BackgroundGradientParallax_Enable.reg''' - enable or disable the dithered gradient parallax effect introduced in the same version. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.30.0)</span></span><br />
 +
* '''FrontendUseDesktopWindow_Enable.reg''', '''FrontendUseDesktopWindow_Disable.reg''' - Enables a workaround to allow the front end to render correctly under Wine. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.30.0)</span></span><br />
 +
* '''ForceWineVirtualDesktop_On.reg''', '''ForceWineVirtualDesktop_Off.reg''' - Causes W:A to automatically restart itself under a Wine virtual desktop. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.30.0)</span></span><br />
 +
* '''HardwareRendering_Disable.reg''', '''HardwareRendering_Enable.reg''' - Disables or enables hardware rendering. Used when a supported rendering API is selected. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.8)</span></span><br />
 +
* '''LargerFonts_On.reg''', '''LargerFonts_Off.reg''' - Use a larger font in some places in-game and in the front end. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.28.0)</span></span><br />
 +
* '''LegacyUtilityKey_On.reg''', '''LegacyUtilityKey_Off.reg''' - Use the key used for typing the '''`''' character for the current input language to select utilities, instead of using the key under '''Escape''' (for non-US keyboard layouts). <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.28.0)</span></span><br />
 +
* '''LoadWormKitModules_Enabled.reg''', '''LoadWormKitModules_Disabled.reg''' - Load WormKit modules (DLL files starting with "wk") on start-up. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.7.0.0)</span></span><br />
 +
* '''MapAreaWarnLimit_Always.reg''', '''MapAreaWarnLimit_Default.reg''', '''MapAreaWarnLimit_Unlimited.reg''' - Sets the threshold for which to display the map loading prompt, to prevent a Denial of Service attack by loading a very large map. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.28.0)</span></span><br />
 +
* '''SkipIntro_On.reg''', '''SkipIntro_Off.reg''' - Skips the intro and logos shown upon W:A start-up; identical to the /nointro command line option. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.30.0)</span></span><br />
 +
* '''OfflineRopeKnocking_On.reg''', '''OfflineRopeKnocking_Off.reg''' - Enables "rope knocking" in Offline Multi-Player and Quick CPU games. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.24.2)</span></span><br />
 +
* '''Phone_Disable.reg''', '''Phone_Enable.reg''' - Disables or enables the in-game telephone icon (used for notification of new chat messages). <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.26.4)</span></span><br />
 +
* '''RegisterAssociations_Automatically.reg''', '''RegisterAssociations_Manually.reg''' - Enables associating W:A with replays and wa:// on W:A start-up. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.30.0)</span></span><br />
 +
* '''SlowFrontendWorkaround_Alternative.reg''', '''SlowFrontendWorkaround_Off.reg''' - Enables a compatibility tweak for certain new video cards, which may resolve low responsiveness and refresh rates in the front end. Even if there is no frame rate problem, it can reduce the black-out period when switching between front end screens. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.26.5, v3.6.28.0)</span></span><br />
 +
* '''SmoothBackgroundGradient_Disable.reg''', '''SmoothBackgroundGradient_Enable.reg''' - Disables or re-enables the dithered background gradient in all in-game detail levels. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.30.0)</span></span><br />
 +
* '''StereoEffects_Disabled.reg''', '''StereoEffects_Normal.reg''', '''StereoEffects_Reversed.reg''' - Disable, enable (default) and reverse the stereo sound effects. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.29.0)</span></span><br />
 +
* '''TimerWorkaround_On.reg''', '''TimerWorkaround_Off.reg''' - Prevents W:A from using the system's high-resolution timer. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.6.20.1)</span></span><br />
 +
* '''UseCommunityServerList_Enabled.reg''', '''UseCommunityServerList_Disabled.reg''' - Load '''CommunityServerList.htm''' (instead of '''ServerList.htm'''), which redirects to a third-party server list linking to community WormNET servers. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.7.0.0)</span></span><br />
 +
* '''UseVRAM_Disable.reg''', '''UseVRAM_Enable.reg''' - Disables or enables usage of hardware graphics memory. Used when hardware rendering is active. <span style="font-size:7pt"><span style="color:#808080">(introduced in v3.8)</span></span><br />
 +
{|
 +
|'''5.'''
 +
|WA.exe exports a function '''SetHostingProxyAddressAndPort''', which can be used by a DLL that hooks into W:A to tell it the current hosting proxy address and external port, allowing the '''/url''' command to work properly. This is currently used by the WormKit module '''wkWormNAT2'''.
 +
|-
 
|}
 
|}
 +
Function prototype:
  
{| class="toccolours" width="100%"
+
void __stdcall SetHostingProxyAddressAndPort(const char *hostingProxyAddressAndPort);
! style="background: #ccccff; font-size: 120%;" | v<span style="color:red">3.6.28.0</span> Beta Update (2007.06.29)
+
 
 +
Example calls:
 +
 
 +
* SetHostingProxyAddressAndPort("proxy.worms2d.info:54321"); // proxy address is "proxy.worms2d.info" and external port is 54321 <br />
 +
* SetHostingProxyAddressAndPort(NULL); // reset back to "no hosting proxy", the default state <br />
 +
* SetHostingProxyAddressAndPort(""); // reset back to "no hosting proxy", the default state (alternative method) <br />
 +
{|
 +
|6.
 +
|When the '''Phased Allies''' and/or '''Phased Enemies''' setting is set to '''Worms+Weapons+Damage''' (or the '''BoomRacing''' test version is used), this creates a condition in which worms do not influence friendly and/or enemy worms at all, respectively, with the following exceptions:
 
|-
 
|-
|
+
|}
{| class="collapsible collapsed" width="100%"
+
* The landscape is shared, so terrain creation (girders, arrows) and destruction (explosions, Fire Punch, Kamikaze, Blow Torch, Pneumatic Drill, Mole Bomb, Mole Squadron, Napalm Strike, Flame Thrower) influence all worms. Worms standing on terrain may fall if that terrain is destroyed or pierced by an arrow; the creation of terrain puts an obstacle in the path of all worms, and its destruction removes an obstacle.<br />
! style="background: #ccccff; font-size: 110%;" | Fixes
+
* Rising water drowns all worms, regardless of who or what caused it to rise.<br />
 +
* Destroying an Oil Drum will remove it as an obstacle, meaning worms that were standing on it will fall.<br />
 +
* An Earthquake triggered by any team will move all Oil Drums, thus influencing shared objects that can affect any team.<br />
 +
* Collecting or destroying a Crate will prevent any other team from collecting it.<br />
 +
* If a Mine placed on start-up is triggered by proximity, the influence of its damage will be restricted by the Phased Allies/Enemies setting. However, its disappearance will mean that it can no longer serve as an obstacle for any worms.<br />
 +
* A Mine placed on start-up can be pushed by explosions, gun fire, Earthquakes, and other means without triggering it by proximity, thus influencing a shared object that can affect any team.<br />
 +
* Anything that creates flames (Napalm Strike, Petrol Bomb, Oil Drum explosion) may erase pre-existing flames if the maximum number of flamelets is reached, regardless of which team created the flames.<br />
 +
* Worms will visually hide the terrain covered by their sprites.<br />
 +
* These shortcomings may be addressed in a future update.<br />
 +
{|
 +
|7.
 +
|When describing game engine fixes and changes which apply to occurrences that were previously only possible by enabling options in RubberWorm, the new v3.8 extended scheme option names are used. Here they are alongside their RubberWorm names:
 
|-
 
|-
| style="font-size: 90%;" |
+
|}
*Occasionally, W:A would freeze while minimised, making it impossible to restore the game and continue playing. It would become necessary to kill the "WA.exe" process.
+
* "Weapon use doesn't end turn" was called "Shot Doesn't End Turn" (SDET) in RubberWorm.<br />
*In the front end, pasting text from the clipboard could cause a crash later on if the pasted string had a length divisible by 16 characters.
+
* "Loss of control doesn't end turn" was called LDET in RubberWorm.<br />
*A WormNET server could cause a client-side crash by sending a malformed scheme-configuration string when the client joined a channel.
+
* "Worm Selection is never cancelled" was called "Select Worm Any Time" (SWAT) in RubberWorm.<br />
*The previous feature "The precise fuse display (introduced in v3.6.20.1) is now disabled at the minimum Info display level (pressing Delete cycles through Info levels)." was incomplete. At the minimum display level, fuses that exceeded 3 or 5 seconds (depending on the weapon) were still shown. This was particularly troublesome because the 4-digit fuse could not be hidden when playing back Super Sheep runs in which Sheep Heaven was enabled.
+
{{Anchor|section-6-0}}
*A mine with a random fuse that happened to be exactly n.00 seconds would be displayed as "n.100" during playback of replays.
+
*The game no longer uses 100% CPU when minimised. (An earlier fix in v3.6.20.1 was meant to do this, but was incomplete and did not work on all systems.)
+
*With the slow front end workaround activated, there may now be flicker on certain systems (due to the fix that prevents 100% CPU use). Importing '''SlowFrontendWorkaround_AntiFlicker.reg''' (from the '''Tweaks''' folder) into your system registry may fix this problem, but it may cause the game's front end to use nearly 100% CPU unless minimised.
+
*If, while playing a game, W:A is minimised by an external application or by a hotkey such as Alt-Tab, its colour palette will no longer be corrupted upon restoring.
+
*The '''/me''' command now works properly while in the WormNET lobby (i.e., IRC).
+
*Quit messages are now displayed in the WormNET lobby, along with the quit reason. A quit reason is now sent when hosting a game.
+
*Map Editor
+
**When loading a PNG map that had been previously resaved within the map editor, its cavern border status would be reset, instead of being overridden by the header as it should be.
+
**When loading a PNG map that hadn't been previously resaved within the map editor, the enabled/disabled status of "Placement Holes" was carried over from the last map. Now it defaults to being disabled.
+
**The Map Editor refused to load PNG maps that didn't have a true black in the palette. Black is now automatically added when necessary, if there is room in the palette.
+
**In the file list box, subdirectories with names matching "*.CUS, *.IMG, *.PNG, *.BIT, *.LEV" would be listed twice — once as a subdirectory with <> around its name, and once as a fake file.
+
**After loading an incomplete PNG file (resulting in the message "PNG Error: Invalid chunk length"), the incompletely-loaded picture would be committed upon exiting the Map Editor. Now, the notice "INVALID MAP FILE" is displayed instead.
+
**The eight mini-thumbnails of generated maps were rendered at 160×58 and then resampled to 120×43, resulting in more aliasing than necessary. Now they are rendered directly at 120x44. (Note that as before, they are not anti-aliased.) The mini-thumbnails also had a mismatch between their clickable area and the area that caused their borders to light up upon mouse-over.
+
*Entering a line at least 256 characters long in the host/join chat caused a local crash.
+
*If the host of a game chose an intrinsic map (e.g. Cars or Polar), and then someone joined later, the chosen map would not be communicated to them. Thus if the game was started with that map, it would desync.
+
*It was possible, sometimes even likely, for certain intrinsic maps (Birthday, Fruity2, Paris, Polar, Shoes, Speccy, and Village) to be initialised with Placement Holes in them. This depended on the random seed; now, a host will automatically avoid seeds that would lead to the presence of Placement Holes.
+
*There are some filename inconsistencies between the various Soundbanks on the W:A CD-ROM. Two of them were handled in v3.6.19.7. This version handles a few more variations, in soundbanks including "Cad", "Formula One" and "Russian".
+
*The game did not range-check the number of worms per team when loading a WAgame file. Giving this a value greater than 8 (using a hex editor or memory editor) would have bizarre effects due to the resulting access of out-of-range array elements, and may have even caused a crash with certain values.
+
*When a text notice appears in-game (e.g., "1x Ninja Rope") it is now shown immediately, rather than being delayed by 1 frame as it was before. Also, the "transparency" dithering effect that is applied to the text is now never purely vertical, whereas before, this depended on the width of the rendered text.
+
*In certain circumstances, replay launching (e.g. Playback) would fail with a crash error. This was rare, but consistent for those who experienced it.
+
*The game now runs properly from the Czech W:A CD-ROM, whereas before, it would give a "WARNING: No default Flag Found" message upon startup.
+
*A compatibility switch for '''Wine''' has been added, which works around several Wine issues which may prevent large maps from working. To activate the workaround, import the file '''NoLandInVram_On.reg''' (from the '''Tweaks''' folder) into Wine's registry using Wine's Regedit tool.
+
*The utility selection hotkey, intended to be the key located between '''Escape''', '''Tab''' and '''1''', is now bound to that key regardless of the currently active keyboard layout. To revert to the old behavior, using the current layout's grave accent ( ` ) key for utility selection, import '''LegacyUtilityKey_On.reg''' (from the '''Tweaks''' folder) into your system registry.
+
*If an error occurred while connecting to an online game, for example if the room was full or if your name was already in use, the mouse cursor would inappropriately remain in the "busy" state.
+
*At the Next Round stage, if only players of a single ally remained after others quit or disconnected, the light-up button and text entry box would disappear, but it would still be possible to enter text into the chat. Now, these two elements do not disappear unless all players except for the local player have quit or disconnected.
+
*The Exit button in the Next Round screen is now never greyed out or disabled in any way.
+
*If a player quits or is disconnected in-game, you will no longer have to wait 60 seconds for them to time-out in the Next Round screen.
+
*Since v3.6.19.7, right-clicking the scheme name in the Net Join dialog would erroneously bring up a Windows GUI context menu with an invisible mouse cursor.
+
*In the Match Finished screen (where the stats are shown), if the user minimised before the fanfare finished and the music began, the game would crash upon being restored.
+
*Fixes affecting game logic
+
**If a player released Mad Cows from a Worm on the rope, jetpack, parachute or bungee (by pressing Enter), and then pressed Enter a second time, the Worm would instantly dismount and would not respond to player input for the remainder of the turn and retreat.
+
**It was possible for a perfectly aimed Shotgun to miss, if the target was farther away than the width of a map. For example, Worms at opposite diagonal corners of a map would not be able to hit each other with a gun.
+
**If an external scheme editor was used to make the Petrol Bomb a "zero power" weapon, and an attempt was made to start a game with that scheme, W:A would crash. '''(See Footnote 2.)'''
+
**It was possible for the Pneumatic Drill to fail when used by one Worm atop another. This happened when the top Worm (the one doing the Drilling) had not left the floor since initial autoplacement or Teleportation directly on land, but the bottom Worm (the one being Drilled) had fallen or landed on the floor.
+
**In a cavern map with Indestructible Borders enabled and no detected available positions for Worm autoplacement, the attempt at autoplacement would fall into an infinite loop, audible as a string of beeps. This could happen after starting a game with an empty (or nearly 100% full) colour map with Placement Holes disabled, if the timer was allowed to expire on the forced manual placement or a CPU team was present. The game now automatically drowns the Worm in this case, which is what was intended.
+
**The crosshair angle for the Blow Torch was misleading; it pointed at a 30° angle, whereas the digging angle is 22.5°.
+
**The v3.6.26.4 Scales of Justice bug fix introduced a new bug. If a dead ally created a "gap" in the original list of allies, the ally at the end of the list would not have any health deducted or added.
+
**It was previously possible for an empty Donor Card to be created. Now an ordinary grave is created instead.
+
**It was possible, when blowing up a large number of Oil Drums and Crates simultaneously, to invoke a bug in the flamelet code (specifically, the code that destroys an old flamelet to create a new one).
+
**It is possible, especially in large maps, for a projectile or flying animal to reach the edges of the coordinate system. In previous versions, passing an edge would result in wraparound or odd behavior. Now, objects are prevented from going beyond an edge; objects that are player-controlled or respond to wind may turn around and come back from an edge.
+
**Due to unnecessary rounding errors, the Kamikaze deviated from a 45° angle by about 3° upwards when fired down-left or up-right; it also stretched further when going up-left and shorter when going down-right.
+
**A dormant Mine would be stripped of its horizontal velocity upon bouncing on the floor or ceiling. This would happen in situations where the mine was knocked by an explosion, punch, etc., while it was still dormant. (A Mine is dormant for 4 seconds after it has been dropped; during this period, proximity to a Worm will not trigger it.)
+
  
 +
==Credits==
 +
 +
{|
 +
|Lead Code
 +
|Karl Morton
 +
|-
 
|}
 
|}
{| class="collapsible collapsed" width="100%"
+
<span style="font-size:5pt"></span>
! style="background: #ccccff; font-size: 110%;" | Features
+
{|
 +
|Lead Art
 +
|Dan Cartwright
 
|-
 
|-
| style="font-size: 90%;" |
 
* Registry scripts that change game options have been moved to a new '''Tweaks''' folder.
 
* Limitations relaxed or removed
 
** It is now possible to play on PNG maps having dimensions other than 1920×696. A cavern map may now be up to 32504 pixels wide or 32600 pixels tall; an island is limited to being 28408 wide or 30552 tall. The minimum map size is 640×32. A map's width and height must be divisible by 8.
 
*** In the network join lobby, the game now displays a warning message when it begins receiving a map file larger than 512 kB. Also, if the map is a colour PNG, and the image area (width × height) is larger than 8 megapixels, the game will require confirmation from the user to load the map once it has been received. The warning limit for the map's area can be overridden by creating a value named "'''MapAreaWarnLimit'''" of type REG_DWORD in W:A's Options key (HKEY_CURRENT_USER\Software\Team17SoftwareLTD\WormsArmageddon\Options), which specifies the image area boundary, above which the game asks for a confirmation before loading the image. You can quickly set this value to the default value or disable the warning by importing '''MapAreaWarnLimit_Default.reg''' or '''MapAreaWarnLimit_Unlimited.reg''' (from the '''Tweaks''' folder) respectively.
 
*** If you are using '''Wine''', large map support may not work properly without the NoLandInVram workaround. See '''Fixes''', above.
 
** It is now possible to play with up to '''48''' Worms if all players are using v3.6.28.0 or later. Because of limitations in the network protocol of older W:A versions, if the total exceeds '''18''' Worms, clients using older versions will be shown only 1 Worm in each team and the game will not be allowed to start. Note that most randomly generated 1920×696 maps will not accommodate 48 worms without forcing manual placement, unless the host modifies the map to have lots of Placement Holes (see below; this can now be done by clicking the circled-girder icon in the Map Editor).
 
** It is now possible to customise the initial number of in-game hazard objects (Mines and Oil Drums). The setting can be adjusted in the Scheme Options editor by Shift+clicking the Mine/Oil Drum button. The maximum number is '''250''', however this is limited by the rule which forbids two objects from being initially placed too close to each other.
 
* W:A launching / command line parameters
 
** People hosting Direct IP games may now offer links in the format '''wa://address-of-host''', and launching this link will cause W:A to automatically launch and join the hosted game. This link format supports additional parameters '''(See Footnote 3)'''. A port can be specified using the '''wa://ip:port''' syntax.
 
** The command line "'''WA.exe /host'''" will cause W:A to automatically launch and host a Direct IP game.
 
** The '''/play''' parameter required to play replays is now optional, as long as the replay has a '''.WAgame''' file extension. This allows associating .WAgame files with WA.exe directly.
 
** The '''/playat''' parameter will now accept the starting time as an argument in the command line, bypassing the dialog box. With this parameter, playback starts paused. The syntax is: '''WA.exe /playat "filename.WAgame" time'''
 
* Minimising
 
** When the game is minimised, it will flash its taskbar button and produce a standard beep in the following circumstances:
 
*** At the start of a local player's turn
 
**** If the player has gone "away" using the /away or /afk command, the game will only produce a standard beep
 
*** When the user receives a private whisper
 
** The game can now be minimised from both the front end and in-game by pressing '''Shift+Escape'''.
 
* In-game
 
** It is now possible to paste from the clipboard in the in-game chat, using '''Ctrl+V''' or '''Shift+Insert'''. Several other editing hotkeys have been added: '''Ctrl+Left''' and '''Ctrl+Right''' move the cursor word by word, '''Ctrl+Delete''' deletes the word starting at the cursor, and '''Ctrl+Backspace''' deletes the word before the cursor.
 
** The '''Home''' key, which centers on the currently active Worm, now works regardless of whether it is your turn or not. When held down, it now maintains this centering continuously. The key has no effect during others' turns if the current worm is invisible.
 
** Holding '''Shift''' now causes the mouse sensitivity to be multiplied by '''4'''. Holding the middle mouse button does the same. With both combined, the multiplier becomes '''16'''. This is useful (sometimes even necessary) when playing on a very large map.
 
** If '''M''' is pressed during playback, the current frame will be marked as if "Playback at" had been used. Subsequently pressing '''R''' will fast-forward to that point after restarting the replay. As before, '''Shift+R''' resets the marker to the first frame of the replay. The marker is temporary and lasts only for the duration of the current playback session.
 
** During a game, players may now use '''Ctrl+PageDown''' to initiate "chat pinning", in which the chat panel is displayed even when it is not "in focus". This allows a player to play while reading what the other players are saying. Since this could give users of v3.6.28.0+ an unfair advantage in situations where there is emulation, in online games with more than 2 players its absence is emulated.
 
** The network chat panel can now be resized using '''Ctrl+Up''' and '''Ctrl+Down'''. The position is remembered independently for the panel's active and pinned states, but only for the duration of the game.
 
** Cursor movement within the weapon panel, and the motion of the panel itself, is now smooth (as opposed to being updated only 50 times per second).
 
** The player colour swatches in the right side of the in-game chat box are now slightly wider.
 
* The '''Pause''' screenshot key now works in the front end.
 
* If you have achieved a Gold Medal in a mission, you can now adjust the number of Attempts by left- or right-clicking the number. (A higher number of Attempts generally adds items and/or events to a mission to make it easier.)
 
* The exact values of the Turn Time, Retreat Time, Round Time, Worm Energy and Health Crate Energy settings are now precisely displayed in all screens of the front end and can be fine-tuned. To adjust them in increments of 1, hold the '''Shift''' key while left- or right-clicking to increase or decrease the value. Without Shift being held, these settings will cycle through a set of values similarly to how they used to.
 
** The Round Time is normally measured in minutes, however it can also be adjusted up to 128 seconds in steps of 1 second. The way this is done is a little strange — you need to go below 0 minutes, and then left- and right-clicking will have a "backwards" effect on the number of seconds.
 
* In the Map Editor, you may now fine-tune the number of Placement Holes instead of being constrained to either 0 or 18. This is done by left- or right-clicking the circled-girder icon, which displays the current number of Holes; holding '''Shift''' allows you to fine tune the value, otherwise it skips from 0 to 18 to 32 to 48 and then to the maximum. The allowed range is 0-300, but hosting a game with more than 18 Holes requires all players to be using v3.6.28.0 or later. If a map is too small to accommodate the requested number of holes, the value will max out; for example, a solid 640×480 map can't have more than 8-13 holes, depending on its random seed; but if it maxes out at 10, further Reseeds will be limited to 10 Holes (and eventually as few as 8) unless you manually increment the count. Holding '''Ctrl''' while clicking Reseed will force it to try for as many Holes as it can get.
 
* Various actions involving map rendering, such as clicking a map thumbnail to cycle through randomly generated maps or re-rendering a map preview in the Map Editor, will now be a bit more responsive. The progress indicator — a small flat piechart (not to be confused with the 3D piechart that shows during the loading of a game) — has been removed. It was never very meaningful anyway, and may possibly be reimplemented in a future version.
 
* The quick description messages in the front end and some in-game text can be made to use a larger font, to improve accessibility. To enable this feature, import '''LargerFonts_On.reg''' (from the '''Tweaks''' folder) into your system registry.
 
* In the "'''Playback at...'''" entry box, you may now use shortcuts such as "3:" instead of "3:00" for 3 minutes, or "1::" instead of "1:00:00" for 1 hour. Before, the best shortcuts for those were "3:0" and "1:0:0".
 
* Using the "'''Playback at...'''" entry box, it is now possible to start playback in paused (single-step) mode.
 
* An offline "multi-player" game can now be started with only one team, or with teams of the same allied colour. In such cases, the game can only be ended in a draw, when all teams surrender or are eliminated.
 
* Maps from OnlineWorms (Korean, Japanese, and Chinese Worms) and WWP Aqua (Korean) can now be loaded from W:A's Map Editor. The '''land*.dat''' files must be placed underneath '''User\SavedLevels''' and are loaded just like other maps.
 
** Note that WWP Aqua's maps use a full palette of 256 colours. The Map Editor will allow you to load them with the full palette intact, but exiting forces the map to be dithered to 113 colours so that it will be usable in-game.
 
* W:A now auto-detects the user's IP address using a reply from the WormNET server. This should make manually configuring the external IP address unnecessary in most cases. The IP address can still be overridden using the "Force IP address" checkbox.
 
* Background gradients are now rendered by the game. When a PNG map with more than 96 colours is used, this now replaces the old behaviour of not having a background at all. The gradient is dithered and may include colours from the map's palette; if a 112 colour map is used, the gradient will only use colours from the map's palette.
 
* In case of an unrecoverable error, W:A will save an error report to the file '''errorlog.txt'''.
 
* In the Host/Join screens, entering "'''/v'''", "'''/ver'''", or "'''/versions'''" will display players' game logic versions. For clients, this will only include their own version and the host's version. For hosts, all players' versions will be displayed.
 
* A rudimentary host/join chat logging feature has been added. Currently, this logs the hosting and joining of games, the player list upon joining, the chat, players joining and leaving, players kicked (in the host's log), and games initiated. GMT timestamps are included for each log entry, and in the filenames of the logs. The logs are stored in '''User\Logs'''.
 
* Flags have been added for seven additional countries for a total of eleven, and all extended nation flags are now shown in the host/join screen and in WormNET's list of hosted games. These flags now include Chile, Serbia, Slovenia, Lebanon, Moldova, Ukraine, Latvia, Slovakia, Costa Rica, Estonia, and China.
 
* Previously implemented "test versions" can now be accessed. These are game logic versions which, when emulated, enable some options that are not yet official. If you are hosting a game, you may enable and disable the test versions using commands entered into the chat (see below). The game will then explain this mode change to all players present. Newly joining players will be informed if one of these modes is enabled. These modes persist both through multiple rounds and when the host clicks "Play Again". They are mutually exclusive (enabling one will disable others), although TestStuff is a superset of BattyRope. Access to the options enabled by these test versions should not be considered official at this time, as they are planned to be added to the scheme format (among many other new options that may be more useful) and will then be individually selectable, whereas in test versions they are grouped together and attached to a specific game logic version.
 
** BattyRope: Toggled by entering "'''/batty'''" in the chat. Allows the Ninja Rope to stay connected during other players' turns, and also forces Rope Knocking to be enabled.
 
** 150% Speed: Toggled by entering "'''/150'''", "'''/fast'''" or "'''/speed'''" in the chat. Makes everything in-game go 50% faster; the engine's frame rate is changed from 50 fps to 75 fps.
 
** TestStuff: Toggled by entering "'''/ts'''" or "'''/test'''" in the chat. Enables BattyRope, Rope Knocking, use of weapons during a rope roll, the Indian Rope Trick, worm selection without ending hot seat time, skipwalking facilitation (up/down/middle arrow keys act like right-clicking while walking), and Girder Radius Assist. Disables loss of control while roping. TestStuff4 doubles the maximum speed for projectiles, roping, and jetpacking. (Emulation of an older version may force TestStuff3, which abolishes the speed limits on projectiles and roping but leaves jetpacking alone, or TestStuff2, which doesn't touch the speed limits.) TestStuff4 also adds Circular Aiming (where weapon aiming can be continuously turned 360 degrees without releasing the Up or Down arrow) and Anti-lock Power (where powering up a weapon doesn't automatically release the shot at maximum power, but rather powers the weapon back down, making it fire directly onto your Worm if you don't release the Space Bar).
 
* It is now possible to set the TCP port used for hosting games. This setting is in the Network Configuration screen, and affects both WormNET and Direct IP games. Games hosted on a port other than the default one, '''17011''', will be inaccessible to game versions prior to 3.6.28.0.
 
* Adjustments to previous features
 
** Right-clicking the Water Level bar in the Map Editor sets the appropriate level for "water drops". However, since the water level is still stored as a percentage, "water drops" are only acheivable at certain map heights. At other heights, right-clicking the Water Level bar will result in a "can't click here" beep.
 
* Export Log additions
 
** Instances of the "alien" glitch are now logged. (This is where a Worm horizontally hitting a wall at a nearly vertical angle steeper than 87.138° (slope=20) and a vertical speed past the fall damage threshold will stop and twang as if it hit the ground, but will then continue to fall. If the worm fell from a rope dismount, it will not lose control of its turn.)
 
* Features affecting game logic
 
** Players may now view the weapon panel for their team during other players' turns. (Strictly speaking this change doesn't affect the game logic, but it is tied to the logic version for fairness.)
 
** Chat pinning — see above. (Strictly speaking this change doesn't affect the game logic, but it is tied to the logic version for fairness.)
 
 
|}
 
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Original Concept
 +
|Andy Davidson
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Lead Support Code
 +
|Colin Surridge
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Support Code
 +
|Rob Hill, Martin Randall
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Network Code
 +
|Phil Carlisle
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Producer
 +
|Martyn Brown
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Scenario Art
 +
|Tony Senghore, Rico Holmes, “Jan The Man”
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Sound and Music
 +
|Bjørn Lynne
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Additional Audio
 +
|Matinee Studios, Martyn Brown, Richie Palmer,
 +
|-
 +
|
 +
|Cris Blyth (inc vocals on WormSong98),
 +
|-
 +
|
 +
|Rico Holmes, Fraser Stewart, Mike Green
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Additional Art
 +
|Paul Robinson, Cris Blyth, Rory McLeish
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Assistant Producer
 +
|Craig Jones
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Mission Design
 +
|Porl Dunstan, John Eggett, Martyn Brown
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Lead QA
 +
|Kelvin Aston, Mark Baldwin
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|QA
 +
|John Eggett, Grant Towell, Andy Aveyard,
 +
|-
 +
|
 +
|Kevin Carthew, Paul Webb, Brian Fitzpatrick
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|QA Manager
 +
|Paul Field
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Localisation
 +
|Paul Sharp
 +
|-
 +
|-
 +
|'''Update Coding/Design:'''
 +
|-
 +
|Versions 3.5 to 3.8 and later
 +
|David Ellsworth — “Deadcode”
 +
|-
 +
|Versions 3.6.27.1 to 3.8 and later
 +
|Vladimir Panteleev — “CyberShadow”
 +
|-
 +
|Version 3.6.31.2b
 +
|Charles Blessing (Team17 Senior Programmer)
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|'''Update Localisation:'''
 +
|-
 +
|French
 +
|“Jabba”, “LTK”
 +
|-
 +
|German
 +
|“bonz”, “schaf”
 +
|-
 +
|Dutch
 +
|“Koen”
 +
|-
 +
|Spanish
 +
|“OutofOrder”
 +
|-
 +
|Russian
 +
|“Mr.X”, “CyberShadow”, “Shtirlitz”, “StepS”
 +
|-
 +
|Swedish
 +
|Olle Settergren
 +
|-
 +
|Finnish
 +
|Juho Toivanen
 +
|-
 +
|Portuguese
 +
|Wallison “Kaleu” Camargo
 +
|-
 +
|}
 +
<span style="font-size:5pt"></span>
 +
{|
 +
|Update Testing and Research:
 +
|Adame “LTK” BF,
 +
|-
 +
|
 +
|Alborz “MonkeyIsland” Shams,
 +
|-
 +
|
 +
|Alex “Lex” Folland,
 +
|-
 +
|
 +
|Balázs “Balee” Laky,
 +
|-
 +
|
 +
|Ben Paddon,
 +
|-
 +
|
 +
|Chris “Plutonic” Wallace,
 +
|-
 +
|
 +
|Cody “Mablak” Myers,
 +
|-
 +
|
 +
|Edward “Maz” Webb,
 +
|-
 +
|
 +
|Esme Povirk,
 +
|-
 +
|
 +
|Gregor “KRD” Koželj,
 +
|-
 +
|
 +
|John “Cueshark” Evans,
 +
|-
 +
|
 +
|Juho Toivanen,
 +
|-
 +
|
 +
|Kaddour “bonz” Bounab,
 +
|-
 +
|
 +
|Kevin “goom” Yaccino,
 +
|-
 +
|
 +
|Kieran “Melon” Millar,
 +
|-
 +
|
 +
|Liam Dobson,
 +
|-
 +
|
 +
|Marc “DarkOne” Vrooland,
 +
|-
 +
|
 +
|Mark “GreeN” Dawson,
 +
|-
 +
|
 +
|Martin “Wyv” Denk,
 +
|-
 +
|
 +
|Murray “Muzer” Colpman,
 +
|-
 +
|
 +
|Nick “NickyNick” Tymchenko,
 +
|-
 +
|
 +
|“OutofOrder”,
 +
|-
 +
|
 +
|Paul “Bloopy” Harvey,
 +
|-
 +
|
 +
|Paulo “Twyrfher” Miranda,
 +
|-
 +
|
 +
|“schaf”,
 +
|-
 +
|
 +
|Simon Arlott,
 +
|-
 +
|
 +
|Stepan “StepS” Obraztsov,
 +
|-
 +
|
 +
|Stéphan Kochen,
 +
|-
 +
|
 +
|Trey Brisbane,
 +
|-
 +
|
 +
|Veronika Ajtai,
 +
|-
 +
|
 +
|and others
 +
|-
 
|}
 
|}
  
== Installation ==
+
'''Licence for "Flexible and Economical UTF-8 Decoder":'''
  
The contents of the update installer are the files required to update your current version of Worms Armageddon to v3.6.28.0 (Beta). This Beta includes all previous updates from the Official v3.0 and Beta versions of the game.
+
<span style="font-size:8pt">Copyright (c) 2008-2009 Bjoern Hoehrmann &lt;bjoern@hoehrmann.de&gt;
  
'''IMPORTANT:''' Please note that this installation will overwrite existing game files. Therefore it will not be possible to revert back to a previous version of the game without a full re-install from the W:A CD. It is STRONGLY recommended that prior to an installation of this update that you backup all save files such as team files, custom landscapes and sound sets (although such backups are not strictly necessary prior to v3.6+ installations).
+
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
  
'''INSTALLATION'''
+
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
Launch the WA_update-3.6.28.0_Beta.exe update installer, and follow the installer instructions.  
+
  
Once the update has been installed, you can then run the game as you would normally.
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  
== Known Issues/Bugs ==
+
</span>
 +
{{Anchor|section-7-0}}
  
== Footnotes ==
+
==Bug Reporting==
  
== Credits ==
+
Feedback for future Worms Armageddon updates may be provided via the channels listed on:
 
+
{| cellspacing="10" style="float: left; font-size: 100%; text-align: left;"
+
|-
+
| Lead Code
+
| Karl Morton
+
|-
+
| Lead Art
+
| Dan Cartwright
+
|-
+
| Original Concept
+
| Andy Davidson
+
|-
+
| Lead Support Code
+
| Colin Surridge
+
|-
+
| Support Code
+
| Rob Hill, Martin Randall
+
|-
+
| Network Code
+
| Phil Carlisle
+
|-
+
| Producer
+
| Martyn Brown
+
|-
+
| Scenario Art
+
| Tony Senghore, Rico Holmes, “Jan The Man”
+
|-
+
| Sound and Music
+
| Bjorn Lynne
+
|-
+
| Additional Audio
+
| Matinee Studios, Martyn Brown, Richie Palmer, Cris Blyth (inc vocals on WormSong98), Rico Holmes, Fraser Stewart, Mike Green
+
|-
+
| Additional Art
+
| Paul Robinson, Cris Blyth, Rory McLeish
+
|-
+
| Assistant Producer
+
| Craig Jones
+
|-
+
| Mission Design
+
| Porl Dunstan, John Eggett, Martyn Brown
+
|-
+
| Lead QA
+
| Kelvin Aston, Mark Baldwin
+
|-
+
| QA
+
| John Eggett, Grant Towell, Andy Aveyard, Kevin Carthew, Paul Webb, Brian Fitzpatrick
+
|-
+
| QA Manager
+
| Paul Field
+
|-
+
| Localisation
+
| Paul Sharp
+
|-
+
| Beta Coding/Design:
+
|
+
|-
+
| Versions 3.5 to 3.6.28.0 and later
+
| David Ellsworth — “Deadcode”
+
|-
+
| Versions 3.6.27.1 to 3.6.28.0 and later
+
| Vladimir Panteleev — “CyberShadow”
+
|-
+
| Beta Localisation:
+
|
+
|-
+
| French
+
| “Jabba”
+
|-
+
| German
+
| “bonz”
+
|-
+
| Dutch
+
| “Koen”
+
|}
+
  
== Bug Reporting To Team17 ==
+
<span style="color:#0000ff">'''<u>[https://worms2d.info/Feedback https://worms2d.info/Feedback]</u>'''</span>

Latest revision as of 12:17, 24 October 2023

In other languages: English (en) • français (fr) • español (es) • русский (ru) • português (pt) • +/-

This is a web version of the Worms Armageddon Update Documentation. The original RTF is included with the updates, and can be found in your W:A folder.

Contents

Introduction

Since its initial release in 1999, Worms Armageddon has undergone continual evolution, with two programmers, Deadcode and CyberShadow, continuing to add new features and implement community-requested improvements to the game. This document lists the changes which have been introduced in each version and provides a list of known issues and bugs in the current software.

Supplementary Documentation

Version History

v3.5 Beta 1 Update (2002-08-09)

v3.5 Beta 2 Update (2002-08-15)

v3.6.19.7 Beta Update (2004-02-09)

v3.6.19.11 Beta Update (2004-02-10)

v3.6.19.12 Beta Update (2004-02-11)

v3.6.19.14 Beta Update (2004-02-12)

v3.6.19.15 Beta Update (2004-02-20)

v3.6.19.17 Beta Update (2004-03-11)

v3.6.19.17a Beta Update (2004-03-12)

v3.6.19.18 Beta Update (2004-03-19)

v3.6.19.19 Beta Update (2004-03-21)

v3.6.20.1 Beta Update (2004-07-13)

v3.6.20.2 Beta Update (2004-08-03)

v3.6.20.3 Beta Update (2004-08-06)

v3.6.21.1 Beta Update (2004-09-23)

v3.6.21.2 Beta Update (2004-09-27)

v3.6.21.3 Beta Update (2004-09-28)

v3.6.22.1 Beta Update (2004-10-06)

v3.6.23.0 Beta Update (2005-03-23)

v3.6.23.1 Beta Update (2005-03-23)

v3.6.23.2 Beta Update (2005-03-24)

v3.6.24.1 Beta Update (2005-03-29)

v3.6.24.2 Beta Update (2005-03-31)

v3.6.25.1a Beta Update (2005-04-26)

v3.6.26.4 Beta Update (2005-11-22)

v3.6.26.5 Beta Update (2006-01-05)

v3.6.28.0 Beta Update (2007-06-29)

v3.6.29.0 Beta Update (2008-07-28)

v3.6.30.0 Beta Update (2010-10-26)

v3.6.31.0 Beta Update (2010-11-16)

v3.6.31.2b Alpha Update (2012-09-12) - first Steam release

v3.7.0.0 Update (2012-12-20)

v3.7.2.1 Update (2013-03-15)

v3.8 Update (2020-07-13)

v3.8.1 Update (2020-11-08)

Known Issues/Bugs

Crashes / Fatal errors

  • One possible cause of crashes, sometimes before W:A even has a chance to start up, can be nonstandard, erroneous, or missing files in the directory structure of the W:A CD-ROM or installed "Worms Armageddon" folder, often due to a pirated copy of W:A.
  • On some systems running Windows 10, with fullscreen optimizations enabled, it may occasionally become impossible to unminimize W:A after it has been minimized. The workaround for this is either to disable fullscreen optimizations in the Compatibility tab of WA.exe's Properties, or enable "Windowed mode" in W:A's Advanced Options screen.

Privacy

  • Whispers are not sent securely, and can be spied upon using a network packet logger. This applies both to the host/join screen and the in-game chat.

Network Connectivity

  • In an online game, the delay between turns (a minimum of 2 seconds) is perhaps sometimes longer than necessary.
  • When a v3.6.24.1 user is present in an online game along with v3.6.23 or v3.6.24.2+ users, a desync may happen during long turns of the v3.6.23 / 3.6.24.2+ users.
  • In v3.6.30.0 and later, if a client is in an online game with at least one other connected client, and the host stops responding (without detectably dropping the connection) during a remote client's turn, then the game will not automatically time out the connection.
  • A temporary network problem (manifesting as a TCP disconnect or timeout) causes the affected player to irreversibly drop out of the current game (and cause a two-player match to end). There is currently no way to continue an interrupted match.
  • The user's external IP address will not be autodetected until they connect to a WormNET server.
  • WormNET / Direct IP games hosted from systems lacking a network interface with a global IPv4 address (or behind a network firewall) may not be joinable by other players.
  • Network configurations with broken path MTU discovery or Deep Packet Inspection (e.g. due to an overly-aggressive firewall) may cause network packets of a certain size to be lost. As a result, attempting to add a team after joining a game can lock up the connection.

Usability issues

  • In the end-of-round screen of an online game, the "Exit" button sometimes stays greyed out for an unreasonable or indefinite amount of time.
  • A game hosted on WormNET will disappear from the list after a timeout, even if the game is still open for joining. A workaround for this is for the host to use the /open command (introduced in v3.7.2.1).
  • There are some text strings (mainly those added since v3.0) that have not been translated and are shown only in English. Since v3.7.0.0, most of these have been translated; the ones that remain untranslated are mostly strings that are printed in the chat in an online game (and thus may have to be printed in multiple different languages simultaneously depending on the configured Language of each connected player).
  • Certain Cyrillic characters are internally represented as their look-alike Latin characters. As a result, Cyrillic strings emitted in log files or copied into the clipboard may not coincide with the original strings. One effect of this is that it may not be possible to search generated log files using a Cyrillic search pattern; another is that online translation engines and other translation software may not work.
  • It is too easy to accidentally kick another player in the host lobby.

Playability issues

  • Weapons dropped by a roping worm will sometimes immediately hit or bounce against the roping worm. Examples:
    • The Bazooka may hit the roping worm before it has any chance to retreat, instantly detonating even if there are no obstacles in the immediate vicinity.
    • The Holy Hand Grenade may bounce against the roping worm and fall the wrong way.
    • The Sheep Launcher may brush against the roping worm and drop straight down.
  • It is too easy to accidentally Surrender.
  • It is possible to fall onto a Crate in the middle of Rope Roll without collecting the crate. This is very rare. (This can also happen in a Mission/Training round, if a worm continues roping after losing enough health to die; that is a separate issue, and if anything needs to be fixed in that case it is the fact that a zombie worm can keep moving.)
  • When computing the possibilities for firing a projectile, a CPU worm follows the paths with staggered pixels. However, a projectile's actual collision path sweeps a 7x5 rectangle, which may collide in a place the CPU worm didn't check. This can result in the CPU worm accidentally throwing a Grenade which bounces back onto itself, regardless of its CPU skill level.
  • When the Pneumatic Drill is used on top of an Oil Drum, it does not cause an explosion. (It does, however, if a corner or side of the Oil Drum is hit.)
  • The camera follows an opponent's active worm and cursor even if they are Invisible. This gives an advantage to players who are running W:A at a low resolution, since this narrows down the opponent's location.
  • There are several performance issues with large maps, particularly during the spawning of randomly placed crates.
    • In particular, with a large map, and both "Maximum crate count on map at once" and "RubberWorm crate rate" set to high values, there can be a long pause at the beginning of each turn while new crates are spawned, during which the viewport is not updated and the game does not respond to input.
      • A fix is planned which will result in an enormous speed-up for the calculations of spawning multiple crates in a single frame.
    • A fix is eventually planned which will allow the game to redraw itself and respond to input during crate spawning calculations.
  • In certain situations, it may be possible to have Double Time and Crate Shower crates in the weapon inventory, however these utilities will appear invisible due to not having weapon inventory icons.
  • The weapon tips in the sprites of worms holding the Uzi, Handgun and Minigun weapons do not correspond with the actual coordinates from where the bullets emerge.
  • In some cases, fall damage is incorrectly not being applied to falling worms.
  • Impractically high values for Extended Game Options
    • With Gravity set to a very low value or Wind set to a very high value, the persistent flamelets from a Petrol Bomb may stick to a wall without falling, causing a softlock (unending turn) while the game waits for the flamelets to fall.
    • The largest allowed value for "Maximum crate count on map at once" is higher than what could be practically achieved, and exceeds the maximum number of sprites than can be rendered at once. With about 1000 or more crates on the map at once, some sprites may become temporarily invisible.
    • A "RubberWorm bounciness" value of 1.00000 is allowed because RubberWorm supported it (achievable by directly editing a scheme file), but can easily result in a softlock due to a worm bouncing forever without the height/power of their bounce decaying. Values such as 0.99998 can result in bounces taking an impractically long time to decay.
  • With "RubberWorm wind influence" given a sufficiently high value and applied to Worms, and a sufficiently high value for the current turn's wind, a worm skimming over water beyond the map's left or right edge results in a softlock, continuing to skim forever without slowing down (unless another worm is able to trigger an Indian Nuclear Test, causing the skimming worm to drown).

Cosmetic issues

  • PNG maps with more than 64 non-black colours create glitches in the soil texture when land is destroyed. (Note that the glitches can be avoided in 3.6.25.1+ by disabling Placement Holes, at the cost of losing soil textures and some or all background graphics.)
  • Several sprites for in-game graphics contain various errors:
    • In the sprite of a Worm holding a Freeze, the worm is incorrectly shown as standing on a downward slope if it is standing on an upward slope. A fix for this will be bundled with the next update of Gfx0.dir and Gfx1.dir (delayed because it is hard to get the palette just right).
    • In the sprite of a Worm firing a Minigun at certain angles, some stray pixels are visible at a 90 degree angle from the direction of the aiming angle.
    • In the sprite of a Worm aiming or swinging a Baseball Bat, the bat's tip appears cut off at certain angles.
    • In the sprite of a Worm activating a Suicide Bomber, the worm is incorrectly shown as standing on flat terrain if it is standing on a slope.
  • With ambient music enabled, sudden switches in the music track (for example, when Sudden Death initiates) can cause an ugly audio pop. It is unknown whether this happens on all systems.
  • When viewing a map of nonstandard size (something other than 1920×696) in the Map Editor, the cavern borders are not rescaled or moved; they are shown as if the map is still 1920×696. Also, the water level will not be proportionally correct.
  • The background debris in the front end moves at a speed dependent on your video refresh rate.
  • The description for the eighth mission, "Big Shot", is wrong. The error is present in all translations.
  • Long weapon names may not fit in the bottom text bar of the weapon selection panel (especially when the weapon has a delay and limited ammunition).
  • Various kinds of dynamic in-game objects have fixed count limits. Reaching limits may cause e.g. multiple explosions to cause older flamelets to disappear, or dud mines to not emit visible smoke.
  • Tweening inaccuracies
    • Collisions/bounces of non-roping objects are not yet tweened. Any such object that experiences a collision/bounce will stop being tweened (i.e. appear to stop moving) until the next 1/50 second frame is reached.
    • With Wind set to a very high value, flamelets may be visually shown to pass through thin walls, and suddenly backtrack to the original side of the wall when the next 1/50 second frame is reached.

Interoperability issues

  • Windows versions starting with Windows XP disable certain keyboard shortcuts, such as Alt+Tab, the Windows logo key, and Menu key, when they detect that W:A is running (even when it is minimised). This was presumably done as a compatibility measure for early W:A versions, which did not support minimisation — pressing such keys would cause W:A to crash. Even though those problems were fixed in W:A updates, the compatibility entry remains in Windows' compatibility database. One way to work around the problem is to delete Landgen.exe, or rename WA.exe to something else, which avoids Windows' detection of W:A.
  • Certain versions of Media Player Classic and VMware may crash when W:A is started, due to the switch to 640×480 resolution.
  • In the Steam edition of the game, it may not be possible to open a replay if its filename contains international characters. To work around this problem, rename the file and remove international characters from its filename.
  • Temporary files use fixed locations, which may cause conflicts for multiple instances of the game. For example, opening two replay files, then rewinding the first one would cause the second one's map to be used, which will result in playback desynchronisation.
  • When certain compatibility flags are enabled in the WA.exe file's properties, it may not be possible to select high resolutions on the options screen. Clear any unnecessary compatibility options to resolve this problem.
  • Norton Personal Firewall, and possibly other personal firewalls, do not gracefully detect the replacement of "WA.exe" with a new version.
    • Symptom: You can no longer connect to WormNET.
    • Workaround: Each time after you install a new W:A update you need to delete the entry for "WA.exe" from your firewall so it can create a new, working entry.
    • Plan: In a future version this will be addressed by "faking" accesses to the needed ports before going full-screen, so that the user has a chance to respond to firewall windows that may pop up.
  • PeerGuardian may prevent W:A from successfully connecting to a WormNET server.
  • On systems which use the Mesa 3D OpenGL renderer, Worms Armageddon will crash on start-up if the OpenGL renderer is selected. The root cause seems to be a bug in Mesa or a dependency. The problem can be worked around by selecting a different renderer, building Wine with the commit 0cb79db12ac7c48477518dcff269ccc5d6b745e0 reverted, or using a Wine version which does not include that commit (4.5 or older).

Replay/logging issues

  • In recorded replay files of online games, only the passage of game time separates lines of chat. Chat that took place during network lag or game loading will be displayed all at once during playback.

Further Troubleshooting

Additional troubleshooting resources can be found at https://worms2d.info/Troubleshooting.

Footnotes

1. If a Worm dismounts a horizontally-stationary Ninja Rope in direct contact with the ground, it will land instantly, thus ready to do other things without delay. It is not always possible to extend a rope to the length necessary for this to happen — since it extends and retracts 4 pixels at a time, it may stop with 1-3 pixels of room remaining between Worm and ground. Also, even if a rope appears to be horizontally stationary, it may have a microscopic amount of momentum. Following are ways to recreate the circumstances required for an instant rope dismount:
  • (All versions of W:A) Worm is standing in a confined space (e.g. at the bottom of a tunnel 9 pixels wide and at least 8 pixels high), and shoots the Ninja Rope straight upward. It may then retract and extend the rope and/or fire a weapon, as long as it does not nudge the rope left or right. Then, when that rope is extended to maximum length (either by not moving at all, or by re-extending the rope as far as it will go) the Worm is in direct contact with the ground.
  • (v3.6.23.0 and later) Same as above, but Worm is not required to fire the rope from a confined space. It may do so from any standing position.
  • (v3.6.23.0 and later) Worm is in mid-air, with no horizontal velocity, and shoots the Ninja Rope straight upward. There is a 25% chance that the rope's length modulo 4 will match what its length modulo 4 would be if the Worm were in direct contact with the ground, and when this is the case, the rope can be extended to put the Worm in direct contact with the ground.
  • (All versions of W:A) Same as above, but Worm must be in a 9-pixel-wide tunnel at the time the rope connects.
2. This bug is emulated for compatibility with older versions of W:A. An emulated crash ends the game in a draw for those using a newer version. The older versions will still crash.
3. The wa:// protocol can be used to join or host games with advanced parameters. The format is wa://address?param1=value1&...&paramN=valueN. Specifying a blank address will cause the game to host a game with the specified parameters. The following parameters are supported:
  • pass or password – specifies the game's password.
  • id or gameid – specifies the game's ID, as used on WormNET.
  • scheme – specifies the channel scheme to be used. This setting should be identical on all ends. Since this information isn't transmitted via the game peer-to-peer connection, non-matching values can cause a desynchronisation. For more information on the channel scheme format, see https://worms2d.info/WormNET_(Worms_Armageddon)#Channels
    Using the scheme parameter, it's possible to create direct IP games with rope knocking enabled. To do this, the host must run WA.exe wa://?scheme=Pf , and other players must run WA.exe wa://address?scheme=Pf .
    If the game is hosted on a TCP port other than the default one (17011), the port can be specified with the syntax: wa://address:port?parameters...
4. The following registry tweaks allow setting certain game options, most of which can also be set using the Advanced Options screen. These files are located in the Tweaks folder, and are activated by double-clicking them (the game should not be running).
  • BackgroundGradientParallax_Disable.reg, BackgroundGradientParallax_Enable.reg - enable or disable the dithered gradient parallax effect introduced in the same version. (introduced in v3.6.30.0)
  • FrontendUseDesktopWindow_Enable.reg, FrontendUseDesktopWindow_Disable.reg - Enables a workaround to allow the front end to render correctly under Wine. (introduced in v3.6.30.0)
  • ForceWineVirtualDesktop_On.reg, ForceWineVirtualDesktop_Off.reg - Causes W:A to automatically restart itself under a Wine virtual desktop. (introduced in v3.6.30.0)
  • HardwareRendering_Disable.reg, HardwareRendering_Enable.reg - Disables or enables hardware rendering. Used when a supported rendering API is selected. (introduced in v3.8)
  • LargerFonts_On.reg, LargerFonts_Off.reg - Use a larger font in some places in-game and in the front end. (introduced in v3.6.28.0)
  • LegacyUtilityKey_On.reg, LegacyUtilityKey_Off.reg - Use the key used for typing the ` character for the current input language to select utilities, instead of using the key under Escape (for non-US keyboard layouts). (introduced in v3.6.28.0)
  • LoadWormKitModules_Enabled.reg, LoadWormKitModules_Disabled.reg - Load WormKit modules (DLL files starting with "wk") on start-up. (introduced in v3.7.0.0)
  • MapAreaWarnLimit_Always.reg, MapAreaWarnLimit_Default.reg, MapAreaWarnLimit_Unlimited.reg - Sets the threshold for which to display the map loading prompt, to prevent a Denial of Service attack by loading a very large map. (introduced in v3.6.28.0)
  • SkipIntro_On.reg, SkipIntro_Off.reg - Skips the intro and logos shown upon W:A start-up; identical to the /nointro command line option. (introduced in v3.6.30.0)
  • OfflineRopeKnocking_On.reg, OfflineRopeKnocking_Off.reg - Enables "rope knocking" in Offline Multi-Player and Quick CPU games. (introduced in v3.6.24.2)
  • Phone_Disable.reg, Phone_Enable.reg - Disables or enables the in-game telephone icon (used for notification of new chat messages). (introduced in v3.6.26.4)
  • RegisterAssociations_Automatically.reg, RegisterAssociations_Manually.reg - Enables associating W:A with replays and wa:// on W:A start-up. (introduced in v3.6.30.0)
  • SlowFrontendWorkaround_Alternative.reg, SlowFrontendWorkaround_Off.reg - Enables a compatibility tweak for certain new video cards, which may resolve low responsiveness and refresh rates in the front end. Even if there is no frame rate problem, it can reduce the black-out period when switching between front end screens. (introduced in v3.6.26.5, v3.6.28.0)
  • SmoothBackgroundGradient_Disable.reg, SmoothBackgroundGradient_Enable.reg - Disables or re-enables the dithered background gradient in all in-game detail levels. (introduced in v3.6.30.0)
  • StereoEffects_Disabled.reg, StereoEffects_Normal.reg, StereoEffects_Reversed.reg - Disable, enable (default) and reverse the stereo sound effects. (introduced in v3.6.29.0)
  • TimerWorkaround_On.reg, TimerWorkaround_Off.reg - Prevents W:A from using the system's high-resolution timer. (introduced in v3.6.20.1)
  • UseCommunityServerList_Enabled.reg, UseCommunityServerList_Disabled.reg - Load CommunityServerList.htm (instead of ServerList.htm), which redirects to a third-party server list linking to community WormNET servers. (introduced in v3.7.0.0)
  • UseVRAM_Disable.reg, UseVRAM_Enable.reg - Disables or enables usage of hardware graphics memory. Used when hardware rendering is active. (introduced in v3.8)
5. WA.exe exports a function SetHostingProxyAddressAndPort, which can be used by a DLL that hooks into W:A to tell it the current hosting proxy address and external port, allowing the /url command to work properly. This is currently used by the WormKit module wkWormNAT2.

Function prototype:

void __stdcall SetHostingProxyAddressAndPort(const char *hostingProxyAddressAndPort);

Example calls:

  • SetHostingProxyAddressAndPort("proxy.worms2d.info:54321"); // proxy address is "proxy.worms2d.info" and external port is 54321
  • SetHostingProxyAddressAndPort(NULL); // reset back to "no hosting proxy", the default state
  • SetHostingProxyAddressAndPort(""); // reset back to "no hosting proxy", the default state (alternative method)
6. When the Phased Allies and/or Phased Enemies setting is set to Worms+Weapons+Damage (or the BoomRacing test version is used), this creates a condition in which worms do not influence friendly and/or enemy worms at all, respectively, with the following exceptions:
  • The landscape is shared, so terrain creation (girders, arrows) and destruction (explosions, Fire Punch, Kamikaze, Blow Torch, Pneumatic Drill, Mole Bomb, Mole Squadron, Napalm Strike, Flame Thrower) influence all worms. Worms standing on terrain may fall if that terrain is destroyed or pierced by an arrow; the creation of terrain puts an obstacle in the path of all worms, and its destruction removes an obstacle.
  • Rising water drowns all worms, regardless of who or what caused it to rise.
  • Destroying an Oil Drum will remove it as an obstacle, meaning worms that were standing on it will fall.
  • An Earthquake triggered by any team will move all Oil Drums, thus influencing shared objects that can affect any team.
  • Collecting or destroying a Crate will prevent any other team from collecting it.
  • If a Mine placed on start-up is triggered by proximity, the influence of its damage will be restricted by the Phased Allies/Enemies setting. However, its disappearance will mean that it can no longer serve as an obstacle for any worms.
  • A Mine placed on start-up can be pushed by explosions, gun fire, Earthquakes, and other means without triggering it by proximity, thus influencing a shared object that can affect any team.
  • Anything that creates flames (Napalm Strike, Petrol Bomb, Oil Drum explosion) may erase pre-existing flames if the maximum number of flamelets is reached, regardless of which team created the flames.
  • Worms will visually hide the terrain covered by their sprites.
  • These shortcomings may be addressed in a future update.
7. When describing game engine fixes and changes which apply to occurrences that were previously only possible by enabling options in RubberWorm, the new v3.8 extended scheme option names are used. Here they are alongside their RubberWorm names:
  • "Weapon use doesn't end turn" was called "Shot Doesn't End Turn" (SDET) in RubberWorm.
  • "Loss of control doesn't end turn" was called LDET in RubberWorm.
  • "Worm Selection is never cancelled" was called "Select Worm Any Time" (SWAT) in RubberWorm.

Credits

Lead Code Karl Morton

Lead Art Dan Cartwright

Original Concept Andy Davidson

Lead Support Code Colin Surridge

Support Code Rob Hill, Martin Randall

Network Code Phil Carlisle

Producer Martyn Brown

Scenario Art Tony Senghore, Rico Holmes, “Jan The Man”

Sound and Music Bjørn Lynne

Additional Audio Matinee Studios, Martyn Brown, Richie Palmer,
Cris Blyth (inc vocals on WormSong98),
Rico Holmes, Fraser Stewart, Mike Green

Additional Art Paul Robinson, Cris Blyth, Rory McLeish

Assistant Producer Craig Jones

Mission Design Porl Dunstan, John Eggett, Martyn Brown

Lead QA Kelvin Aston, Mark Baldwin

QA John Eggett, Grant Towell, Andy Aveyard,
Kevin Carthew, Paul Webb, Brian Fitzpatrick

QA Manager Paul Field

Localisation Paul Sharp
Update Coding/Design:
Versions 3.5 to 3.8 and later David Ellsworth — “Deadcode”
Versions 3.6.27.1 to 3.8 and later Vladimir Panteleev — “CyberShadow”
Version 3.6.31.2b Charles Blessing (Team17 Senior Programmer)

Update Localisation:
French “Jabba”, “LTK”
German “bonz”, “schaf”
Dutch “Koen”
Spanish “OutofOrder”
Russian “Mr.X”, “CyberShadow”, “Shtirlitz”, “StepS”
Swedish Olle Settergren
Finnish Juho Toivanen
Portuguese Wallison “Kaleu” Camargo

Update Testing and Research: Adame “LTK” BF,
Alborz “MonkeyIsland” Shams,
Alex “Lex” Folland,
Balázs “Balee” Laky,
Ben Paddon,
Chris “Plutonic” Wallace,
Cody “Mablak” Myers,
Edward “Maz” Webb,
Esme Povirk,
Gregor “KRD” Koželj,
John “Cueshark” Evans,
Juho Toivanen,
Kaddour “bonz” Bounab,
Kevin “goom” Yaccino,
Kieran “Melon” Millar,
Liam Dobson,
Marc “DarkOne” Vrooland,
Mark “GreeN” Dawson,
Martin “Wyv” Denk,
Murray “Muzer” Colpman,
Nick “NickyNick” Tymchenko,
“OutofOrder”,
Paul “Bloopy” Harvey,
Paulo “Twyrfher” Miranda,
“schaf”,
Simon Arlott,
Stepan “StepS” Obraztsov,
Stéphan Kochen,
Trey Brisbane,
Veronika Ajtai,
and others

Licence for "Flexible and Economical UTF-8 Decoder":

Copyright (c) 2008-2009 Bjoern Hoehrmann <bjoern@hoehrmann.de>

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Bug Reporting

Feedback for future Worms Armageddon updates may be provided via the channels listed on:

https://worms2d.info/Feedback

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