Difference between revisions of "WormKitDS"

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(good one)
 
(WormKitDS FAQ: more to the faq)
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==== When I run the game, a message "This module is no more needed..." pops up! ====
 
==== When I run the game, a message "This module is no more needed..." pops up! ====
 
Please delete wkPathOverride.
 
Please delete wkPathOverride.
 +
 +
==== When I run the game, a message "Bad module: ..." pops up! ====
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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.
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==== Now I got the intro screen again! How can I get rid of it? ====
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Since 3.6.30.0, you can turn the intro screen off in Advanced options menu. Note that after using the installer this action isn't needed.
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==== Will this way work for WWP? Or any other worms game? ====
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Yes. But you should know that 90% of WormKit modules are written specifically to work with W:A code only.
  
 
== See also ==
 
== See also ==

Revision as of 20:21, 4 July 2011

(Up to WormKit)
icon WormKitDS
Developer: Kawoosh
Supported games: W:A
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've said 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?

As it's known for now, partially (some modules, i.e. RubberWorm and other modules, which don't use Windows APIs, will work under linux). But the rewriting of madCHook has already begun by CyberShadow and its goal is to support Linux. He hopes for help, here is the current file and source code.

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

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

Can I temporarily disable WormKitDS?

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

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

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

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

Please delete wkPathOverride.

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

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

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

Since 3.6.30.0, you can turn the intro screen off in Advanced options menu. Note that after using the installer this action isn't needed.

Will this way work for WWP? Or any other worms game?

Yes. But you should know that 90% of WormKit modules are written specifically to work with W:A code only.

See also

WormKitDS thread on Team17 forum

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