Difference between revisions of "Out-of-bounds weapons glitches"

From Worms Knowledge Base

Jump to: navigation, search
m
m (More accurate description of the 3.7.x.x crash.)
 
(24 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{ParentArticle|[[Tricks and glitches (Second generation)]]}}
+
{{ParentArticle|[[Tricks and glitches (second generation)]]}}
 +
If a weapon, such as the [[Super Sheep]] together with the Sheep Heaven scheme setting, reached the height limit of a map's coordinate system, unexpected behaviours could occur, depending on the version in use. Note that reaching a map's width limit (960 "worm meters" beyond the visible area) always results in the weapon blowing up.
 +
{{ReplayBox2|Pre-3.6.28.0_Super_Sheep_wraparound_bug.WAgame|Pre-3.6.28.0 behaviour.}}
 +
Up to (and not including) v3.6.28.0, reaching the game's height limits (3,072 "worm meters" beyond the visible area) generally resulted in wraparound in the water (a plop sound effect can be heard). [[People/CyberShadow|CyberShadow]]'s fix in v3.6.28.0 prevents the Super Sheep from going above those height limits.
 +
{{ReplayBox2|(3.6.28.0-.29.0)_Far_away_Super_Sheep_glitches.WAgame|3.6.28.0-.29.0 glitches.}}
 +
The fix applied in v3.6.28.0 then exposed a couple of other bugs, which have been fixed in v3.6.30.0 by [[People/Deadcode|Deadcode]] (the weapon now simply blows up in both cases):
 +
* If a weapon reached to the game's maximal height and moved sidewards (either on the left or on the right) until reaching a 3,212 "worm meters" distance beyond the visible area, then a powerful explosion will affect the whole map (Worms, Mines and Oil Drums). According to Deadcode, this happens because its Euclidian distance from a given object on the map overflows from 32,767 pixels (3,276 "worm meters") to -32,768 pixels. An object that is a "negative distance" away is closer than it could ever possibly be, and thus results in a stronger explosion than if it were just 1 pixel away. If it's sufficiently far away then it will be a "negative distance" from everything.
 +
* In a game with either BattyRope or TestStuff enabled, if a weapon went more than 2,000 "worm meters" above the visible area and reached the coordinate system's maximal width on either side of the map, then as the weapon explodes, Worms hanging from ropes and bungees will be detached from their utility and fall down. The required distance for this to happen is lower because whereas an explosion is circle-shaped in most ways, regarding its rope-detaching effect it's "diamond" shaped (a 45-degree tilted square).
  
{{ReplayBox2|Super_Bugs.WAgame|Demonstration of both like in the .gif|screenshot=Super_Batty_Knock&Super_Worm.gif}}
+
Since v3.7.0.0, reaching the game's maximal height with a weapon tracked by the camera results in a crash.
{{ReplayBox2|SuperWorm.WAgame|Demonstration of the Super Worm on an open map}}
+
== Things needed ==
+
To perform these glitches, you will need:
+
 
+
* Batty Rope on (for the Super batty knock),
+
* Supersheep or Aquasheep with unlimited time of flying.
+
 
+
== Information ==
+
The Supersheep is limited to a maximum height out of 3072 and to a maximum widht of ~1000.
+
If the Supersheep reaches the height of 3072, it simply can't fly higher and goes on flying on that height.
+
If the Supersheep reaches the widht of ~1000 it will immediately disappear (it explodes)
+
 
+
== Super batty knock ==
+
First step is to have at least one worm on the Rope.
+
After that, the Supersheep has to reach a height of more than 2000 but less than 3072.
+
The next step is to fly from from this height to the right or left out of the map.
+
After the Supersheep reaches it's width of ~1000 from that height, it will disappear again and the worms which were on the Rope simply fall down. This way has only an effect on the batty rope/bungee and no effect to barrels, crates, mines or other worms.
+
 
+
== Super Worm ==
+
First step here is again to fly upwards. But this time to the maximum height of 3072.
+
Then the Supersheep has to fly to it's maximum widht from there again.
+
It has to fly in a diagonale way, so it is possible, to fly higher than 3072.
+
The Supersheep can now reach a maximum height of 3212. It will immediately explode in the second when it reaches that height.
+
(The Supersheep is than at ~1000 of widht and 3212 of height)
+
And everything on the map will go crazy.
+
The worms are flying around with an enorm speed level, as the mines do. Barrels and crates will explode.
+
 
+
== Information #2 == 
+
The first replay shows the two bugs with some explanations again for better understanding.
+
The second shows how harmful that bug is on everything on the map.
+
It doesn't matter, how many worms on the map are. This glitch will get every one.
+
It is not possible in the normal games, because the Supersheeps are there limited to a time. So it can only be used at all in schemes like [[Super Sheep Race]].
+
It also doesn't matter, in which direction the worms are looking, or in which part of the map they are. It is pretty random in which direction they will fly.
+
The worms can fly or surf much more than 600 out of the map without low gravity!
+
 
+
To enjoy the replays, you can put in slow motion by pushing Shift + numbers 1 to 9 (9 is the slowest)
+
 
+
It is not yet known, how this bug appears.
+

Latest revision as of 07:32, 27 August 2013

If a weapon, such as the Super Sheep together with the Sheep Heaven scheme setting, reached the height limit of a map's coordinate system, unexpected behaviours could occur, depending on the version in use. Note that reaching a map's width limit (960 "worm meters" beyond the visible area) always results in the weapon blowing up.

  W:A replay
Pre-3.6.28.0 behaviour.
Download · Info

Up to (and not including) v3.6.28.0, reaching the game's height limits (3,072 "worm meters" beyond the visible area) generally resulted in wraparound in the water (a plop sound effect can be heard). CyberShadow's fix in v3.6.28.0 prevents the Super Sheep from going above those height limits.

  W:A replay
3.6.28.0-.29.0 glitches.
Download · Info

The fix applied in v3.6.28.0 then exposed a couple of other bugs, which have been fixed in v3.6.30.0 by Deadcode (the weapon now simply blows up in both cases):

  • If a weapon reached to the game's maximal height and moved sidewards (either on the left or on the right) until reaching a 3,212 "worm meters" distance beyond the visible area, then a powerful explosion will affect the whole map (Worms, Mines and Oil Drums). According to Deadcode, this happens because its Euclidian distance from a given object on the map overflows from 32,767 pixels (3,276 "worm meters") to -32,768 pixels. An object that is a "negative distance" away is closer than it could ever possibly be, and thus results in a stronger explosion than if it were just 1 pixel away. If it's sufficiently far away then it will be a "negative distance" from everything.
  • In a game with either BattyRope or TestStuff enabled, if a weapon went more than 2,000 "worm meters" above the visible area and reached the coordinate system's maximal width on either side of the map, then as the weapon explodes, Worms hanging from ropes and bungees will be detached from their utility and fall down. The required distance for this to happen is lower because whereas an explosion is circle-shaped in most ways, regarding its rope-detaching effect it's "diamond" shaped (a 45-degree tilted square).

Since v3.7.0.0, reaching the game's maximal height with a weapon tracked by the camera results in a crash.

Personal tools