WormKitDS

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

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

General purpose

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

WormKitDS FAQ

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

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

Will it affect the stability of modules somehow?

Nope.

Will this way work under Linux?

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

It is the madCHook library that has some incompatibilities with Linux, CyberShadow has started a rewrite of it to further support Linux, here is the current file and source code. Note that it's still unfinished and is written on Delphi, but any contribution to the project will be appreciated.

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

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

Can I temporarily disable WormKitDS?

Yes, you need to run WA.exe with /nowk command-line parameter.

If you used the installer, then just navigate to WA's executable/shortcut, then hold Shift and right-click it; the option "Run WA without WormKit" will appear. To play a replay without WormKit, just right-click it and choose the corresponding option.

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

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

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

Please delete wkPathOverride.

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

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

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

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

Will this way work for WWP or Worms 2?

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

The FkeyRearrange module shows me an error that it can't find its config file. I'm using The Wheat Snooper

When joining or hosting games, The Wheat Snooper doesn't care about changing the working directory to the WA's directory, it just uses its own. This can cause the config files not to be found by their modules (if there are some). WormKitDS doesn't force using the WA's directory as a working directory, its main purpose is transparency and portability. Hopefully this issue will be fixed in the future The Wheat Snooper's releases.

The latest version of the installer fixes this problem as well. But it would be better if modules, that are connected to their configuration files, search for them in the WA directory, and not the "current" directory. The same concerns The Wheat Snooper.

See also

WormKitDS thread on Team17 forum

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