https://worms2d.info/api.php?action=feedcontributions&user=Ed+Webb&feedformat=atomWorms Knowledge Base - User contributions [en]2024-03-28T20:47:16ZUser contributionsMediaWiki 1.26.3https://worms2d.info/?title=Fairground_Grabber_Strike&diff=17535Fairground Grabber Strike2010-10-16T12:57:16Z<p>Ed Webb: </p>
<hr />
<div>This strike involves a large grabber, as see in fairground games.<br />
<br />
This weapon is activated by pressing the space bar. A grabber on a horizontal pole will whizz slowly above the terrain. Pressing space bar again will drop the grabber vertically from the current position.<br />
<br />
The grabber can pick up any object on the terrain, such as a mine or enemy worm. When an object is picked up, the player can move the grabber left or right, and release the object, including out to sea.<br />
<br />
The grabber has a limited distance (set randomly) to move an object, before the object 'slips' from its grab. 25% of the time, an object will slip before it gets significantly off the ground (excludes worms on your own team).<br />
<br />
When the user is ready to release the object, the space bar is pressed again. The object will be released at an angle, depending on the movement of the grabber.<br />
<br />
Possible option: If the grabber misses completely, there's a 25% chance of a random weapon being picked up from beneath the terrain, and controlled as usual. Examples include sheep, mad cows, old women, and (rarely) more powerful weapons such as the holy hand grenade and concrete donkey.</div>Ed Webbhttps://worms2d.info/?title=Fairground_Grabber_Strike&diff=17531Fairground Grabber Strike2010-10-15T23:00:59Z<p>Ed Webb: </p>
<hr />
<div>This strike involves a large grabber, as see in fairground games.<br />
<br />
This weapon is activated by pressing the space bar. A grabber on a horizontal pole will whizz slowly above the terrain, from the direction the user sets. Pressing space bar again will drop the grabber vertically from the current position.<br />
<br />
The grabber can pick up any object on the terrain, such as a mine or enemy worm. When an object is picked up, the player can move the grabber left or right, and release the object, including out to sea.<br />
<br />
The grabber has a limited distance (set randomly) to move an object, before the object 'slips' from its grab. 25% of the time, an object will slip before it gets significantly off the ground (excludes worms on your own team).<br />
<br />
When the user is ready to release the grabber, the space bar is pressed again, and the object will be released at an angle, depending on the motion of the grabber beforehand.<br />
<br />
If the grabber misses completely, there's a 25% chance of a random weapon being picked up from beneath the terrain, and controlled as usual. Examples include sheep, mad cows, old women, and even (very rarely) the concrete donkey.</div>Ed Webbhttps://worms2d.info/?title=Fairground_Grabber_Strike&diff=17530Fairground Grabber Strike2010-10-15T22:55:41Z<p>Ed Webb: More detail added</p>
<hr />
<div>This strike involves a large grabber, as see in fairground games.<br />
<br />
This weapon is activated by pressing the space bar. A grabber on a horizontal pole will whizz slowly above the terrain, from the direction the user sets. Pressing space bar again will drop the grabber vertically from the current position.<br />
<br />
The grabber can pick up any object on the terrain, such as a mine or enemy worm. When an object is picked up, the player can move the grabber left or right, and release the object, including out to sea.<br />
<br />
The grabber has a limited distance (set randomly) to move an object, before the object 'slips' from its grab. 25% of the time, an object will slip before it gets significantly off the ground (excludes worms on your own team).<br />
<br />
When the user is ready to release the grabber, the space bar is pressed again, and the object will be released at an angle, depending on the motion of the grabber beforehand.<br />
<br />
If the grabber misses completely, there's a 25% chance of an animal being picked up from beneath the terrain, and controlled as usual. Examples include sheep, mad cows, and even (very rarely) the concrete donkey.</div>Ed Webbhttps://worms2d.info/?title=Weapons_(Worms_Unlimited)&diff=17529Weapons (Worms Unlimited)2010-10-15T22:22:36Z<p>Ed Webb: /* Contents */ Added Fairground Grabber Strike</p>
<hr />
<div>{{ParentArticle|[[Worms Unlimited]]}}<br />
== Introduction ==<br />
<br />
These pages describe some weapons that might feature in Worms Unlimited.<br />
<br />
Ideally, Worms Unlimited would have a powerful scripting feature which would allow its users to effectively create any weapon imaginable - not unlike some existing third-party programs which can create or modify weapons for Worms Armageddon, such as the [[Fiddler]] or [[Project X]]. This would be far more versatile than simply including a fixed set of new weapons.<br />
<br />
Would such a feature give ''too much'' versatility? Having fixed weapons with slightly variable settings (the power setting) gives the game a degree of reliability, and assures WormNET players that they know roughly what to expect, and won't be surprised by a handgun that fires bazooka shells, or other absurdities. Giving players the ability to create and use new weapons at will might make it too difficult for other players to find games in which they can be comfortable.<br />
<br />
But these issues can be solved with carefully restricted WormNET channels. The simplest version of this solution might be as follows: one channel is restricted to the "default" weapon set that comes with the game, and another channel allows all scripted weapons. A more complex solution might involve a go-between channel, which filters out the awful, unbalanced weapons that people would surely create in extreme numbers. This channel might be restricted only to those scripted weapons that have won community approval (in much the same way as certain schemes have become staples). How this might be implemented though is not discussed here.<br />
<br />
Given the infinite possibilities that such a scripting feature would provide, why bother listing any potential weapons at all, as this page does?<br />
<br />
The weapon ideas listed below could be considered to be potential additions to the "default" weapon set that would come with Worms Unlimited. These ideas, or the inspirations for them, were collected from community forums and catalogued on Run's Worms Unlimited website (the content of which has since been moved here), and were selected for the perceived fun, balance and strategic value they might bring to the game.<br />
<br />
Alternatively, the ideas here could be seen as a way to inspire others to create them, should such a powerful scripting feature ever come about in a Worms game (if not Worms Unlimited itself). The wiki nature of these pages allows anyone to 'invent' their own weapons and suggest modifications for any of the existing ideas, and so create a hub of brainstorming for that future possibility.<br />
<br />
== Contents ==<br />
<br />
These articles begin with a basic description of the weapon in use, followed by technical considerations (which are speculative at best), then strategical implications of the weapon in a Worms environment, and finally end in a comment on its aesthetics and suitability to Worms as an idea.<br />
<br />
{| class="sortable" width="100%"<br />
|-<br />
! Weapon !! Type !! Author<br />
|-<br />
| [[Crate Spy as a real weapon]] || Utility || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[Damage x2 as a real weapon]] || Utility || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[Double Turn Time as a real weapon]] || Utility || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[Geyser]] || Utility || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[Opera Cloak]] || Utility || [[User:Ion Zone|Ion Zone]]<br />
|-<br />
| [[High Air Viscosity]] || Utility || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[High Gravity]] (and fall damage) || Utility || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[Indestructible Terrain as a weapon]] || Utility || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[Shrink]] || Utility || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[Thermal Vision]] || Utility || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[Wind Choice]] || Utility || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[Boomerang]] || Projectile || [[People/Run|Run]]<br />
|-<br />
| [[Bowling Ball]] || Projectile || [[People/Run|Run]]<br />
|-<br />
| [[Insanity Bomb]] || Projectile || [[Ion Zone|Ion Zone]]<br />
|-<br />
| [[Frisbee]] || Projectile || [[People/Run|Run]]<br />
|-<br />
| [[Radiation Bomb]] || Projectile || [[People/Run|Run]]<br />
|-<br />
| [[Stone]] || Projectile || [[People/Run|Run]]<br />
|-<br />
| [[Air Guitar]] || Firearm || [[User:Snicklin|Snicklin]]<br />
|-<br />
| [[Disc Launcher]] || Firearm || [[People/Run|Run]]<br />
|-<br />
| [[Freeze Ray]] || Firearm || [[People/Run|Run]]<br />
|-<br />
| [[Gamma Gun]] || Firearm || [[People/Run|Run]]<br />
|-<br />
| [[Glue Gun]] || Firearm || [[People/Run|Run]]<br />
|-<br />
| [[Laser Gun]] || Firearm || [[People/Run|Run]]<br />
|-<br />
| [[Air Pump]] || Close Combat || [[People/Run|Run]]<br />
|-<br />
| [[Bite]] || Close Combat || [[People/Run|Run]]<br />
|-<br />
| [[Cricket Bat]] || Close Combat || [[People/Run|Run]]<br />
|-<br />
| [[Cannibalism]] || Close Combat || [[People/Run|Run]]<br />
|-<br />
| [[Pick Pocket]] || Close Combat || [[People/Run|Run]]<br />
|-<br />
| [[Tazer]] || Close Combat || [[People/Run|Run]]<br />
|-<br />
| [[Alien Invasion]] || Global || [[People/Run|Run]]<br />
|-<br />
| [[Ozone Hole]] || Global || [[People/Run|Run]]<br />
|-<br />
| [[Chicken]] || Animal || [[People/Run|Run]]<br />
|-<br />
| [[Eagle]] || Animal || [[People/Run|Run]]<br />
|-<br />
| [[Rhino]] || Animal || [[People/Run|Run]]<br />
|-<br />
| [[Alien Abduction]] || Localised Strike || [[People/Run|Run]]<br />
|-<br />
| [[Crevice]] || Localised Strike || [[People/Run|Run]]<br />
|-<br />
| [[Fairground Grabber Strike]] || Localised Strike || [[User:Ed Webb|Maz]]<br />
|-<br />
| [[Lightning Strike]] || Localised Strike || [[People/Run|Run]]<br />
|-<br />
| [[Telekinetic Prod]] || Localised Strike || [[People/Run|Run]]<br />
|-<br />
| [[Tornado]] || Localised Strike || [[People/Run|Run]]<br />
|-<br />
| [[Anvil]] || Drop and Run || [[People/Run|Run]]<br />
|-<br />
| [[Beehive]] || Drop and Run || [[People/Run|Run]]<br />
|-<br />
| [[Platinum Donkey]] || Drop and Run || [[User:Snicklin|Snicklin]]<br />
|-<br />
| [[Self-replicating Mine]] || Drop and Run || [[People/Run|Run]]<br />
|-<br />
| [[Sentry Gun]] || Drop and Run || [[People/Run|Run]]<br />
|-<br />
| [[Bunker]] || Construction || [[People/Run|Run]]<br />
|-<br />
| [[Cement]] || Construction || [[People/Run|Run]]<br />
|-<br />
| [[Security Door]] || Construction || [[People/Run|Run]]<br />
|-<br />
| [[Invisible Girder]] || Construction || [[People/Run|Run]]<br />
|-<br />
| [[Teleport Inhibitor]] || Construction || [[People/Run|Run]]<br />
|-<br />
| [[Back to the Future]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Boat]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Catapult]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Evacuation]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Hang-glider]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Harness]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[History Eraser]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Hot Air Balloon]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Magic Carpet]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Object Teleport]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Super Teleport]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Trampoline]] || Transport || [[People/Run|Run]]<br />
|-<br />
| [[Bubble]] || Other || [[User:FoxHound|FoxHound]]<br />
|-<br />
| [[BulletTime (Matrix Slow-Motion)]] || Other || [[User:Hosma293|Hosma293]]<br />
|-<br />
| [[Chaos Bomb (Wild Magic)]] || Other || [[User:Ion Zone|Ion Zone]]<br />
|-<br />
| [[Dynamite Belt]] || Other || [[User:UnderscoreKilburn|UnderscoreKilburn]]<br />
|-<br />
| [[Fan]] || Other || [[People/Run|Run]]<br />
|-<br />
| [[Health Jab]] || Other || [[People/Run|Run]]<br />
|-<br />
| [[Mitosis]] || Other || [[People/Run|Run]]<br />
|-<br />
| [[Protective Suit]] || Other || [[People/Run|Run]]<br />
|-<br />
| [[Reinforcement Worm]] || Other || [[People/Run|Run]]<br />
|-<br />
| [[Resurrector]] || Other || [[People/Run|Run]]<br />
|-<br />
| [[Target Painter]] || Other || [[User:UnderscoreKilburn|UnderscoreKilburn]]<br />
|}<br />
<br />
== See also ==<br />
<br />
* [[Weapons]]</div>Ed Webbhttps://worms2d.info/?title=Fairground_Grabber_Strike&diff=17528Fairground Grabber Strike2010-10-15T22:18:32Z<p>Ed Webb: Created page with "This strike involves a large grabber, as see in fairground games. This weapon is activated by pressing the space bar. A grabber on a horizontal pole will whizz slowly above the ..."</p>
<hr />
<div>This strike involves a large grabber, as see in fairground games.<br />
<br />
This weapon is activated by pressing the space bar. A grabber on a horizontal pole will whizz slowly above the terrain, from the direction the user sets. Pressing space bar again will drop the grabber vertically from the current position.<br />
<br />
If the worm is on your team, the grabber will always pick it up. If a foe's worm, it has a 50% chance of picking the worm up. The grabber will move to the end of the terrain and drop the worm out to sea. This can be interrupted by pressing the space bar again, which will release the worm vertically from its current position.</div>Ed Webbhttps://worms2d.info/?title=Colour_map&diff=13664Colour map2010-01-16T23:29:41Z<p>Ed Webb: /* Map size */ Max width of maps is 28408, not 28416</p>
<hr />
<div>{{ParentArticle|[[File formats]]}}<br />
<br />
Support for PNG colour maps were added to Worms Armageddon with the '''v3.6.19.7 Beta Update''' (released on 9 February 2004). <br />
W:A maps need to be in a paletted 256-colour mode. <br />
The number of colours that may appear in the map is restricted as well. <br />
W:A stores the extra map settings (water level, borders, etc.) in an extra PNG chunk.<br />
<br />
The black colour, which must be present in the colour palette, is considered as transparent (zones/pixels painted black will appear as free space in the game).<br />
<br />
== Map size ==<br />
<br />
Versions of W:A before 3.6.28.0 only allowed maps that are exactly 1920&times;696 pixels in size. Version 3.6.28.0 introduces support for arbitrarily-sized maps, with the following restrictions:<br />
<br />
* the width and height of a map must be divisible by 8;<br />
* a cavern map may now be up to 32512 pixels wide and 32600 pixels tall;<br />
* an island is limited to being 28408 pixels wide and 30552 pixels tall; <br />
* the minimum map size is 640×32 pixels.<br />
<br />
A list of valid sizes having the standard aspect ratio (80:29) is available [[Standard proportion map sizes|here]].<br />
<br />
== Colour limitation ==<br />
<br />
Since W:A uses a paletted display, the number of colours that may appear simultaneously on-screen is limited. The majority of the colour space is used for in-game graphics for the Worms, weapons, objects, water, UI elements, etc.<br />
Therefore, the colour maps may only use a limited number of colours in the palette ('''excluding black''', which is treated as transparent), without affecting other Worms graphics:<br />
<br />
* 64 colours and less - the map will be displayed perfectly, with no glitches<br />
* 65-96 colours - the map background sprites (falling debris, clouds, etc.) are removed; the destroyed-soil background may be glitchy<br />
* 97-112 colours - destroyed soil will be solid black; the destroyed-soil border is solid gray. The background gradient palette will be evenly loaded into the remaining space in the palette, and the background gradient is redithered using the map + background palette - thus, a map with 112 colours (bar black) will have a background gradient dithered exclusively from the map's palette.<br />
* 113 colours and more - the map will not load.<br />
<br />
These restrictions apply to the palette size, not merely the number of unique colours. WA will automatically reduce the palette losslessly, or offer to dither the image. Internally WA only supports a palette of 113 colours or less and requires that the colour at palette position 0 is black.<br />
<br />
== PNG chunk ==<br />
<br />
W:A stores the extra settings in an extra [[w:PNG#Metadata chunks|PNG chunk]], labeled '''w2lv''' or '''waLV'''. The chunk, excluding the label header, is at least 40 bytes long, and contains the same data as the header for [[Monochrome map (.bit)|monochrome maps]]. Extensions to the header format add extra bytes at the end; so far, there is one optional extra byte which controls the number of worm/object placement holes (the default is 18).<br />
<br />
[http://entropymine.com/jason/tweakpng/ TweakPNG] allows manipulation of PNG images on the chunk level, thus allowing chunk import/export, etc.<br />
<br />
== Authoring instructions ==<br />
=== Microsoft Paint ===<br />
Microsoft Paint will always save paletted PNGs with 256 colours in the palette, even if not all colours are used in the image. This makes it hard to create new maps with Microsoft Paint - however, if you don't want to use other image editors, this limitation can be overcome using [http://entropymine.com/jason/tweakpng/ TweakPNG]:<br />
*You may edit an already existing map. This will not allow you to edit the palette with Microsoft Paint, however you can use TweakPNG to do that.<br />
*You may create a new map in MS Paint as usual, and later reduce the number of colours in the palette using TweakPNG. You must however be careful to only use the colours at the beginning of the colour palette, otherwise your map will not load or will lose colour information.<br />
*Before drawing your new map, you may create your colour palette beforehand. To do that, create a new 256-colour PNG (see below), and then edit the palette chunk using TweakPNG, and resize the palette to at most 113 colours. You can also edit the palette colours from TweakPNG. After you're done, save the image and open it with Paint - Paint will now use the palette specified by you.<br />
<br />
To create a 256-colour PNG in MS Paint:<br />
#open or draw your map, or open a new image<br />
#click '''File''', '''Save As...'''<br />
#in the '''Save as type''' drop-down box, select '''256 Color Bitmap'''<br />
#enter a temporary file name and click '''Save'''<br />
#when prompted about loss of colour information, click '''Yes'''. This will downsample your current image to use a standard 256-colour palette.<br />
#click '''File''', '''Save As...'''<br />
#in the '''Save as type''' drop-down box, select '''PNG'''<br />
#enter the name of your 256-colour .PNG image and click '''Save'''.<br />
After you're done, you may delete the temporary BMP file created in step 4. The saved PNG will have 256 colours in the palette - see above on how to reduce the number of colours with TweakPNG.<br />
<br />
=== Adobe Photoshop ===<br />
Use the following steps to create a WA-compatible map in Adobe Photoshop:<br />
<br />
#draw or open your map<br />
#select File → Save for Web (or Save for Web & Devices in CS3)<br />
#in the options in the right, set the following options:<br />
#*set '''Optimized file format''' to '''PNG-8'''<br />
#*uncheck '''Transparency''' and '''Interlaced''' (if any was checked)<br />
#*set '''Maximum number of colors in Color Table''' to '''113 or below''' (see [[#Colour_limitation|above]] for details on side effects of using certain colour ranges)<br />
#*play with the '''Color reduction algorithm''' and '''Dither algorithm''' options until your map looks nice, increase/decrease the number of colours accordingly<br />
#*if there is no black in the colour palette (e.g. Mole Shopper maps), you'll have to add it manually: set '''Colour reduction algorithm''' to '''Custom''', choose the black colour using the controls to the left, and click the '''Add color''' (''Adds eyedropper color to palette'') button<br />
#click '''Save''', enter a file name.<br />
<br />
=== Paint Shop Pro ===<br />
Use the following steps to create a WA-compatible map in Paint Shop Pro:<br />
<br />
#draw or open your map<br />
#select Image → Decrease Color Depth → X Colors (8 bit)<br />
#*set '''Number of colors''' to '''113 or below''' (see [[#Colour_limitation|above]] for details on side effects of using certain colour ranges)<br />
#*it is recommended that you select '''Optimized Median Cut''' from the '''Palette''' options and '''Nearest color''' from the '''Reduction method''' options<br />
#*The image will be saved as a 4-bit image if you select fewer than 17 colours. WA only accepts 8-bit images.<br />
#select File → Save As<br />
#*enter a file name<br />
#*select '''Portable Network Graphics (*.png)'''<br />
#*click '''Save'''<br />
<br />
=== The GIMP ===<br />
The [[w:GIMP|GIMP]] (GNU Image Manipulation Program) is a free advanced image editor. Here's how to author your W:A-compatible maps using The GIMP:<br />
<br />
#draw or open your map<br />
#select Image → Mode → Indexed...<br />
#select the desired colour-reducing image options. <br />
#*Normally you'll want to generate an optimum colour palette and use some kind of dithering (you don't need transparency dithering as W:A doesn't understand PNG transparency). <br />
#*'''Maximum number of colors''' should be set to '''113 or below''' (see [[#Colour_limitation|above]] for details on side effects of using certain colour ranges). It must also be a number '''above 16''', otherwise The GIMP will save your PNG as a 4-bit or 1-bit image, instead of an 8-bit image required by W:A. <br />
#when creating a reduced colour palette, GIMP sometimes doesn't create a "pure black" palette entry. To check and fix this, do the following:<br />
##open the Colormap by selecting Dialogs → Colormap<br />
##find the black colour index (it's usually first)<br />
##*Hint: you can find the colour index of a pixel in the image by selecting the Color Picker tool, and clicking in the transparent/black area. The '''Index''' field will show the clicked colour's index.<br />
##double-click the black colour entry to open the '''Edit Colormap Entry''' dialog<br />
##set the R, G and B values to 0.<br />
#select File → Save as...<br />
#enter a file name - the file name must include the extension and end with '''.png'''<br />
#click '''Save''' to open the '''Save as PNG''' dialog:<br />
#*uncheck '''Interlacing''' as it will only increase your image's file size. <br />
#*you may uncheck all '''Save ...''' options, as W:A ignores them<br />
#*compression level can be set to maximum (PNG is a lossless format, so compression does NOT affect image quality).<br />
#click '''OK'''.<br />
<br />
=== PhotoFiltre (Studio) ===<br />
PhotoFiltre is the free edition of PhotoFiltre Studio available on http://photofiltre.free.fr/. You can also create W:A compatible maps with it by following these steps:<br />
<br />
#draw or open your map<br />
#select Image → Mode → Indexed color...<br />
#select the desired colour-reducing image options. <br />
#*if you want to increase the image quality, enable the checkbox '''Diffusion'''. Warning: This can sometimes mess the black color and free space will be filled with slightly non-black pixels here and there.<br />
#*'''256 colors''' is recommended setting. You can also choose the other options, but that will just decrease the image quality for no reason.<br />
#select File → Save as...<br />
#enter a filename and select '''PNG (*.png)''' from the list of filetypes.<br />
#click '''Save''' to open the '''PNG''' dialog<br />
#*if checked, uncheck the '''Interlacing''' option as it will only increase your image's file size. <br />
#*use no filtering option by activating the radio box '''None'''.<br />
#click '''OK'''.<br />
<br />
<!-- add new programs here --><br />
<br />
== Using colour maps ==<br />
<br />
To load a colour map in W:A, copy it to your '''User\SavedLevels''' folder, or a subfolder of that folder. You can load your map in W:A by opening the map editor (right-click the map thumbnail in the offline multiplayer or host screen), and selecting the map from the drop-down combo box.</div>Ed Webbhttps://worms2d.info/?title=Mumble&diff=12547Mumble2009-10-22T23:20:42Z<p>Ed Webb: Added other VoIP clients</p>
<hr />
<div>Mumble is an open source voice chat application, that lets you talk to players in realtime. It can also be used in a similar way to [[IRC (Internet Relay Chat)|IRC]].<br />
<br />
[http://mumble.sourceforge.net/ Download Mumble]<br />
<br />
Set up the voice chat feature using the wizard, which appears first time, and can be accessed in Configure - Audio Wizard.<br />
<br />
After installation, you can connect to the worms server here: [mumble://worms2d.info/ mumble://worms2d.info/]<br />
<br />
If the link doesn't work, you can add the server to Mumble manually. In custom servers, add the following:<br />
<br />
* Label: Worms<br />
* Address: worms2d.info<br />
* Port: 64738<br />
* Username: (your nickname)<br />
* Password: (no password)<br />
*: Enter a password of 8+ characters to register<br />
<br />
Click Add, then Connect.<br />
<br />
[http://en.wikipedia.org/wiki/Skype Skype], [http://en.wikipedia.org/wiki/Ventrilo Ventrilo] and [http://en.wikipedia.org/wiki/Teamspeak Teamspeak] have also been used, though more frequently with other online games.</div>Ed Webbhttps://worms2d.info/?title=Mumble&diff=12545Mumble2009-10-22T23:01:43Z<p>Ed Webb: Mumble moved to VoIP: Talking in mumbles?
Clear the airwaves, speak freely:
Ningy nangy noo fip spoit.</p>
<hr />
<div>Mumble is an open source voice chat application, that lets you talk to players in realtime. It can also be used in a similar way to [[IRC (Internet Relay Chat)|IRC]].<br />
<br />
[http://mumble.sourceforge.net/ Download Mumble]<br />
<br />
Set up the voice chat feature using the wizard, which appears first time, and can be accessed in Configure - Audio Wizard.<br />
<br />
After installation, you can connect to the worms server here: [mumble://worms2d.info/ mumble://worms2d.info/]<br />
<br />
If the link doesn't work, you can add the server to Mumble manually. In custom servers, add the following:<br />
<br />
* Label: Worms<br />
* Address: worms2d.info<br />
* Port: 64738<br />
* Username: (your nickname)<br />
* Password: (no password)<br />
*: Enter a password of 8+ characters to register<br />
<br />
<br />
Click Add, then Connect.</div>Ed Webbhttps://worms2d.info/?title=Mumble&diff=12472Mumble2009-10-17T19:44:14Z<p>Ed Webb: Added direct server link, more details</p>
<hr />
<div>Mumble is an open source voice chat application, that lets you talk to players in realtime. It can also be used in a similar way to [[IRC (Internet Relay Chat)|IRC]].<br />
<br />
[http://mumble.sourceforge.net/ Download Mumble]<br />
<br />
Set up the voice chat feature using the wizard, which appears first time, and can be accessed in Configure - Audio Wizard.<br />
<br />
After installation, you can connect to the worms server here: [mumble://worms2d.info/ mumble://worms2d.info/]<br />
<br />
If the link doesn't work, you can add the server to Mumble manually. In custom servers, add the following:<br />
<br />
* Label: Worms<br />
* Address: worms2d.info<br />
* Port: 64738<br />
* Username: (your nickname)<br />
* Password: (no password)<br />
<br />
Click Add, then Connect.</div>Ed Webbhttps://worms2d.info/?title=Mumble&diff=12471Mumble2009-10-17T19:27:26Z<p>Ed Webb: No password on server.</p>
<hr />
<div>Mumble is an open source voice chat application, that lets you talk to players in realtime. It can also be used in a similar way to [[IRC (Internet Relay Chat)|IRC]].<br />
<br />
[http://mumble.sourceforge.net/ Download Mumble]<br />
<br />
Set up the voice chat feature using the wizard, which appears first time, and can be accessed in Configure - Audio Wizard.<br />
<br />
In custom servers, add the following:<br />
<br />
* Label: Worms<br />
* Address: worms2d.info<br />
* Port: 64738<br />
* Username: (your nickname)<br />
* Password: (no password)<br />
<br />
Click Add, then Connect.</div>Ed Webbhttps://worms2d.info/?title=Mumble&diff=12470Mumble2009-10-17T19:25:58Z<p>Ed Webb: Page created.</p>
<hr />
<div>Mumble is an open source voice chat application, that lets you talk to players in realtime. It can also be used in a similar way to [[IRC (Internet Relay Chat)|IRC]].<br />
<br />
[http://mumble.sourceforge.net/ Download Mumble]<br />
<br />
Set up the voice chat feature using the wizard, which appears first time, and can be accessed in Configure - Audio Wizard.<br />
<br />
In custom servers, add the following:<br />
<br />
* Label: Worms<br />
* Address: worms2d.info<br />
* Port: 64738<br />
* Username: (your nickname)<br />
* Password: worms<br />
<br />
Click Add, then Connect.</div>Ed Webbhttps://worms2d.info/?title=Project_X&diff=9827Project X2009-04-08T14:49:08Z<p>Ed Webb: Added Features, How to run, screenshot</p>
<hr />
<div>{{ParentArticle|[[Software]]}}<br />
{{Software_infobox<br />
| icon = Project_x_icon.png<br />
| name = Project X<br />
| screenshot = Project_x_editor.png<br />
| developer = [[Entuser]]<br />
| version = v0.6.5 / 31 October, 2008<br />
| games = [[Worms Armageddon|W:A]]<br />
| language = Pascal<br />
| license = Freeware<br />
| website = http://worms-px.ru/<br />
| <!-- download = [http://wiki.thecybershadow.net/files/fiddler401.zip fiddler401.zip (574 kb)] --><br />
}}<br />
<br />
Project X is a game editor for Worms Armageddon. The program includes features from [[The Fiddler]], and the ability to create custom scripts, which allow you to control objects and events in the game. The program can also be used online, when all players are using the program at the same time.<br />
<br />
== Features ==<br />
<br />
There project includes a game and script editor, and a map editor for making map-specific events. The game and script editor can edit existing weapons in the game, and add additional weapons with weapon 'tables'. The program also has partial support for adding new sprites to the game.<br />
<br />
== How to run ==<br />
<br />
You will need either W:A 3.6.28.0 or 3.6.29.0 and [[WormKit]] installed. Download and extract the files in the rar file (can be opened with 7-Zip) into your Worms Armageddon directory. <br />
<br />
To create your own schemes, go into the PX Scheme Editor directory, and run PXSchemeEd.exe. Save the scheme files in your Worms Armageddon\PXSchemes directory.<br />
<br />
To run Project X, open WormKit.exe, then minimise W:A, select the PX scheme from the drop-down list, and maximise W:A. You will then be playing with the scheme file loaded.<br />
<br />
<br />
{{stub}}</div>Ed Webbhttps://worms2d.info/?title=File:Project_x_icon.png&diff=9826File:Project x icon.png2009-04-08T13:59:39Z<p>Ed Webb: The Project X icon, for the Worms Armageddon editor.</p>
<hr />
<div>The Project X icon, for the Worms Armageddon editor.</div>Ed Webbhttps://worms2d.info/?title=File:Project_x_logo.png&diff=9825File:Project x logo.png2009-04-08T13:55:29Z<p>Ed Webb: The Project X logo, for the Worms Armageddon editor.</p>
<hr />
<div>The Project X logo, for the Worms Armageddon editor.</div>Ed Webbhttps://worms2d.info/?title=File:Project_x_editor.png&diff=9824File:Project x editor.png2009-04-08T13:51:29Z<p>Ed Webb: The Project X scheme editor for Worms Armageddon.</p>
<hr />
<div>The Project X scheme editor for Worms Armageddon.</div>Ed Webbhttps://worms2d.info/?title=Project_X&diff=9730Project X2009-04-04T20:58:22Z<p>Ed Webb: First edit.</p>
<hr />
<div>{{ParentArticle|[[Software]]}}<br />
{{Software_infobox<br />
| <!-- icon = Project_X_icon.png --><br />
| name = Project X<br />
| <!-- screenshot = Project_X.png --><br />
| developer = [[Entuser]]<br />
| version = v0.6.5 / 31 October, 2008<br />
| games = [[Worms Armageddon|W:A]]<br />
| <!-- language = Delphi --><br />
| <!-- license = Shareware --><br />
| website = http://worms-px.ru/<br />
| <!-- download = [http://wiki.thecybershadow.net/files/fiddler401.zip fiddler401.zip (574 kb)] --><br />
}}<br />
<br />
Project X is a game editor for Worms Armageddon. The program includes features from [[The Fiddler]], and the ability to create custom scripts, which allow you to control objects and events in the game. The program can also be used online, when all players are using the program at the same time.</div>Ed Webbhttps://worms2d.info/?title=Resume_Game&diff=8804Resume Game2008-12-08T20:16:59Z<p>Ed Webb: Added signed method</p>
<hr />
<div>__NOTOC__<br />
<br />
Based on [http://feedback.worms2d.info/pages/general/suggestions/72462 original idea] from feedback page.<br />
<br />
The current idea is based on secure communication between players, where each player sends an encrypted code that the receiver will only be able to decrypt later on. This will be used to confirm that players are who they claim to be.<br />
<br />
== Encrypted method ==<br />
<br />
To securely resume a game, [http://en.wikipedia.org/wiki/Public-key_cryptography public-key cryptography] is applied. First, each player has a private key and a public key, which is randomly generated one-time by W:A.<br />
<br />
When the game begins, the player's public keys are shared, so that only the sender and receiver can read the exchanged messages. The players then exchange messages with codes, that are encrypted to the receiver, which will be later decrypted if the game is suspended. The codes are saved in the replay, with decryption codes.<br />
<br />
The game is suspended at the end of a turn, when all players agree to do so. The host would type in the command '/suspend' during a turn, and when the turn's completed, the game would pause. All players would need to agree to suspend the game.<br />
<br />
When a game is about to resume, the players send a second message, decrypting the first, and the players confirm that they have decrypted the message to the original sender.<br />
<br />
E.g. An encrypted message was sent to players when game is suspended. The decryption message sent when the game resumes:<br />
* P1 to P2: ANR<br />
* P1 to P3: TXP<br />
* P2 to P1: QCH<br />
* P2 to P3: IZT<br />
* P3 to P1: WGG<br />
* P3 to P2: RLD<br />
<br />
Which decrypts the original message:<br />
* P1 to P2: Code is 527<br />
* P1 to P3: Code is 167<br />
* P2 to P1: Code is 502<br />
* P2 to P3: Code is 119<br />
* P3 to P1: Code is 293<br />
* P3 to P2: Code is 954<br />
<br />
The messages are returned to sender:<br />
* P2 to P1: Your code was 527<br />
* P3 to P1: Your code was 167<br />
* P1 to P2: Your code was 502<br />
* P3 to P2: Your code was 119<br />
* P1 to P3: Your code was 293<br />
* P2 to P3: Your code was 954<br />
<br />
When the codes are confirmed, the game resumes.<br />
<br />
=== Notes ===<br />
<br />
The addition of an encrypted message between two people, that can only be unlocked when the game resumes, means that third-parties will find it difficult to takeover a player's team without permission, even with the help of other players.<br />
<br />
It may be possible to work around this, after obtaining the resume codes. A centralised server may be a better option, though this adds a single-point-of-failure to the method.<br />
<br />
== Signed method ==<br />
<br />
A second option is to confirm that a player played in a game, using a signature in the replay that only the developer can read.<br />
<br />
A developer releases a public key, again using [http://en.wikipedia.org/wiki/Public-key_cryptography public-key cryptography], and the player sends a message to the developer using the key, which includes their own public key, along with a signature. <br />
<br />
When the game starts, the players add the signature to the replay using the developer's key, along with additional information on the game itself. The developer is the only person who can read all of the signatures in the replay.<br />
<br />
Every time the game is resumed, the signature is added, along with info on the game.<br />
<br />
E.g. Alice's signature is 8204610382, and Bob's 6206100293. The message Alice embeds in the replay:<br />
* Name: Alice<br />
* Signature: 8204610382<br />
* Date: 2009-01-01 00:00 GMT<br />
* Players: Alice, Bob<br />
* Game time: 00:00:00<br />
* Turn number: 0<br />
<br />
And Bob's:<br />
* Name: Bob<br />
* Signature: 6206100293<br />
* Date: 2009-01-01 00:00 GMT<br />
* Players: Alice, Bob<br />
* Game time: 00:00:00<br />
* Turn number: 0<br />
<br />
When resuming, the information is copied, but the game time and turn number would be different.<br />
<br />
Different players can resume the game, e.g. Chris takes over from Alice, but Alice's second signature and information will be missing.<br />
<br />
This method means that a developer can always tell if players were playing after resuming a game.<br />
<br />
=== Notes ===<br />
<br />
Of course, the developer and player's private keys must be kept secure, and a backup plan, such as more than one developer key, and ability to revoke a key, may be necessary.</div>Ed Webbhttps://worms2d.info/?title=Resume_Game&diff=8803Resume Game2008-12-08T19:08:40Z<p>Ed Webb: Moved encrypted code sentence</p>
<hr />
<div>__NOTOC__<br />
<br />
Based on [http://feedback.worms2d.info/pages/general/suggestions/72462 original idea] from feedback page.<br />
<br />
The current idea is based on secure communication between players, where each player sends an encrypted code that the receiver will only be able to decrypt later on. This will be used to confirm that players are who they claim to be.<br />
<br />
=== Ideas for resuming online games ===<br />
<br />
To securely resume a game, [http://en.wikipedia.org/wiki/Public-key_cryptography public-key cryptography] is applied. First, each player has a private key and a public key, which is randomly generated one-time by W:A.<br />
<br />
When the game begins, the player's public keys are shared, so that only the sender and receiver can read the exchanged messages. The players then exchange messages with codes, that are encrypted to the receiver, which will be later decrypted if the game is suspended. The codes are saved in the replay, with decryption codes.<br />
<br />
The game is suspended at the end of a turn, when all players agree to do so. The host would type in the command '/suspend' during a turn, and when the turn's completed, the game would pause. All players would need to agree to suspend the game.<br />
<br />
When a game is about to resume, the players send a second message, decrypting the first, and the players confirm that they have decrypted the message to the original sender.<br />
<br />
E.g. An encrypted message was sent to players when game is suspended. The decryption message sent when the game resumes:<br />
* P1 to P2: ANR<br />
* P1 to P3: TXP<br />
* P2 to P1: QCH<br />
* P2 to P3: IZT<br />
* P3 to P1: WGG<br />
* P3 to P2: RLD<br />
<br />
Which decrypts the original message:<br />
* P1 to P2: Code is 527<br />
* P1 to P3: Code is 167<br />
* P2 to P1: Code is 502<br />
* P2 to P3: Code is 119<br />
* P3 to P1: Code is 293<br />
* P3 to P2: Code is 954<br />
<br />
The messages are returned to sender:<br />
* P2 to P1: Your code was 527<br />
* P3 to P1: Your code was 167<br />
* P1 to P2: Your code was 502<br />
* P3 to P2: Your code was 119<br />
* P1 to P3: Your code was 293<br />
* P2 to P3: Your code was 954<br />
<br />
When the codes are confirmed, the game resumes.<br />
<br />
=== Notes ===<br />
<br />
The addition of an encrypted message between two people, that can only be unlocked when the game resumes, means that third-parties will find it difficult to takeover a player's team without permission, even with the help of other players.<br />
<br />
It may be possible to work around this, after obtaining the resume codes. A centralised server may be a better option, though this adds a single-point-of-failure to the method.</div>Ed Webbhttps://worms2d.info/?title=Resume_Game&diff=8802Resume Game2008-12-08T18:32:00Z<p>Ed Webb: Added additional info, notes</p>
<hr />
<div>__NOTOC__<br />
<br />
Based on [http://feedback.worms2d.info/pages/general/suggestions/72462 original idea] from feedback page.<br />
<br />
The current idea is based on secure communication between players, where each player sends an encrypted code that the receiver will only be able to decrypt later on. This will be used to confirm that players are who they claim to be.<br />
<br />
=== Ideas for resuming online games ===<br />
<br />
To securely resume a game, [http://en.wikipedia.org/wiki/Public-key_cryptography public-key cryptography] is applied. First, each player has a private key and a public key, which is randomly generated one-time by W:A.<br />
<br />
When the game begins, the player's public keys are shared, so that only the sender and receiver can read the exchanged messages.<br />
<br />
The game is suspended at the end of a turn, when all players agree to do so. The host would type in the command '/suspend' during a turn, and when the turn's completed, the game would pause. All players would need to agree to suspend the game.<br />
<br />
The players exchange messages with codes, that are encrypted to the receiver, which will be later decrypted. The codes are saved in the replay, with decryption codes.<br />
<br />
When a game is about to resume, the players send a second message, decrypting the first, and the players confirm that they have decrypted the message to the original sender.<br />
<br />
E.g. An encrypted message was sent to players when game is suspended. The decryption message when game resumes:<br />
* P1 to P2: ANR<br />
* P1 to P3: TXP<br />
* P2 to P1: QCH<br />
* P2 to P3: IZT<br />
* P3 to P1: WGG<br />
* P3 to P2: RLD<br />
<br />
Which decrypts the original message:<br />
* P1 to P2: Code is 527<br />
* P1 to P3: Code is 167<br />
* P2 to P1: Code is 502<br />
* P2 to P3: Code is 119<br />
* P3 to P1: Code is 293<br />
* P3 to P2: Code is 954<br />
<br />
The messages are returned to sender:<br />
* P2 to P1: Your code was 527<br />
* P3 to P1: Your code was 167<br />
* P1 to P2: Your code was 502<br />
* P3 to P2: Your code was 119<br />
* P1 to P3: Your code was 293<br />
* P2 to P3: Your code was 954<br />
<br />
When the codes are confirmed, the game resumes.<br />
<br />
=== Notes ===<br />
<br />
The addition of an encrypted message between two people, that can only be unlocked when the game resumes, means that third-parties will find it difficult to takeover a player's team without permission, even with the help of other players.<br />
<br />
It may be possible to work around this, after obtaining the resume codes. A centralised server may be a better option, though this adds a single-point-of-failure to the method.</div>Ed Webbhttps://worms2d.info/?title=Resume_Game&diff=8800Resume Game2008-12-08T13:20:03Z<p>Ed Webb: </p>
<hr />
<div>__NOTOC__<br />
<br />
Based on [http://feedback.worms2d.info/pages/general/suggestions/72462 original idea] from feedback page.<br />
<br />
=== Ideas for resuming online games ===<br />
<br />
To securely resume a game, [http://en.wikipedia.org/wiki/Public-key_cryptography public-key cryptography] is applied. First, each player has a private key and public, which is randomly generated one-time by W:A.<br />
<br />
The game is suspended at the end of a turn, when all players agree to do so. The host would type in the command '/suspend' during a turn, and when the turn's completed, the game would pause. All players would need to agree to suspend the game.<br />
<br />
The player's public keys are then shared. Each player sends an encrypted message to the other players, each one receiving a unique message. When a game is about to resume, the players return the messages they received to the other players.<br />
<br />
E.g. Players 1-3 exchange public keys, then encrypted messages are sent.<br />
* P1 to P2: Code is 527<br />
* P1 to P3: Code is 167<br />
* P2 to P1: Code is 502<br />
* P2 to P3: Code is 119<br />
* P3 to P1: Code is 293<br />
* P3 to P2: Code is 954<br />
<br />
When resuming, the messages are returned to sender.<br />
* P2 to P1: Your code was 527<br />
* P3 to P1: Your code was 167<br />
* P1 to P2: Your code was 502<br />
* P3 to P2: Your code was 119<br />
* P1 to P3: Your code was 293<br />
* P2 to P3: Your code was 954<br />
<br />
When the messages are confirmed, the game resumes.</div>Ed Webbhttps://worms2d.info/?title=Resume_Game&diff=8799Resume Game2008-12-08T13:13:52Z<p>Ed Webb: Initial resume page</p>
<hr />
<div>__NOTOC__<br />
<br />
Based on [http://feedback.worms2d.info/pages/general/suggestions/72462|original idea] from feedback page.<br />
<br />
=== Ideas for resuming online games ===<br />
<br />
[http://en.wikipedia.org/wiki/Public-key_cryptography]<br />
To securely resume a game, public-key cryptography is applied. First, each player has a private key, which is randomly generated one-time by W:A.<br />
<br />
The game is suspended at the end of a turn, when all players agree to do so. The host would type in the command '/pause' during a turn, and when the turn's completed, the game would pause. All players would need to agree to suspend the game.<br />
<br />
The player's public keys are then shared. Each player sends an encrypted message to the other players, each one receiving a unique message. When a game resumes, the players return the messages they received to the other players.<br />
<br />
E.g. Players 1-3 exchange public keys, then encrypted messages are sent.<br />
P1 to P2: Code is 527<br />
P1 to P3: Code is 167<br />
P2 to P1: Code is 502<br />
P2 to P3: Code is 119<br />
P3 to P1: Code is 293<br />
P3 to P2: Code is 954<br />
<br />
When resuming, the messages are returned to sender.<br />
P1 to P2: Your code was 502<br />
P1 to P3: Your code was 293<br />
P2 to P1: Your code was 527<br />
P2 to P3: Your code was 954<br />
P3 to P1: Your code was 167<br />
P3 to P2: Your code was 119</div>Ed Webbhttps://worms2d.info/?title=WA_directory_editor&diff=5347WA directory editor2007-12-19T21:02:59Z<p>Ed Webb: Added Sprite Editor original url</p>
<hr />
<div>{{ParentArticle|[[Software]]}}<br />
{| class="infobox" cellspacing="2" style="width: 21em; font-size: 90%; text-align: left;"<br />
! colspan="2" style="font-size: larger; text-align: center" | [[Image:Spriteeditor.gif]]&nbsp;&nbsp;W:A Directory Editor<br />
|-<br />
|colspan="2" style="text-align: center;"|[[Image:DirectoryEditor.png|250px|W:A Directory Editor screenshot]]<br />
|-<br />
|Developer:||[[Fudge Boy]]<br />
|-<br />
|Latest version:||N/A / 26th March, 2001<br />
|-<br />
|Supported games:||[[Worms Armageddon|W:A]]<br />
|- <br />
|Language:||Delphi<br />
|-<br />
|Licence:||Closed source<br />
|- <br />
| Website: || [http://maz.me.uk/wormsmart2/sprite-editor.shtml WormsMart]<br />
|- <br />
! Download: || [http://wiki.thecybershadow.net/files/SpriteEditor.zip SpriteEditor.zip (215 kb)]<br />
|}<br />
<br />
[[Fudge Boy]]'s Directory Editor (also Sprite editor) allows editing W:A's [[Graphics directory|graphics directories]].<br />
Although slightly buggy and unable to decode a few files, it is still widely used to extract or alter W:A's graphical files.<br />
{{wkb-stub}}</div>Ed Webbhttps://worms2d.info/?title=Mr_Flump&diff=2501Mr Flump2006-10-22T18:56:00Z<p>Ed Webb: </p>
<hr />
<div>#REDIRECT [[Allan West]]</div>Ed Webbhttps://worms2d.info/?title=WA_directory_editor&diff=2500WA directory editor2006-10-22T18:45:57Z<p>Ed Webb: Changing the date of release</p>
<hr />
<div>{| class="infobox" cellspacing="2" style="width: 21em; font-size: 90%; text-align: left;"<br />
! colspan="2" style="font-size: larger; text-align: center" | [[Image:Spriteeditor.gif]]&nbsp;&nbsp;W:A Directory Editor<br />
|-<br />
|colspan="2" style="text-align: center;"|[[Image:DirectoryEditor.png|250px|W:A Directory Editor screenshot]]<br />
|-<br />
|Developer:||[[Fudge Boy]]<br />
|-<br />
|Latest version:||N/A / 26th March, 2001<br />
|-<br />
|Supported games:||[[Worms Armageddon|W:A]]<br />
|- <br />
|Language:||Delphi<br />
|-<br />
|Licence:||Closed source<br />
|- <br />
| Website: || none?<br />
|- <br />
! Download: || [http://wiki.thecybershadow.net/files/SpriteEditor.zip SpriteEditor.zip (215 kb)]<br />
|}<br />
<br />
[[Fudge Boy]]'s Directory Editor allows editing W:A's [[Graphics directory|graphics directories]].<br />
Although slightly buggy and unable to decode a few files, it is still widely used to extract or alter W:A's graphical files.</div>Ed Webbhttps://worms2d.info/?title=Worms_World_Party&diff=2499Worms World Party2006-10-22T18:37:50Z<p>Ed Webb: </p>
<hr />
<div>{{ParentArticle|[[Worms Knowledge Base]]}}<br />
{| class="infobox" cellspacing="2" style="width: 21em; font-size: 90%; text-align: left;"<br />
! colspan="2" style="font-size: larger; text-align: center" | [[Image:WWP_icon.gif|32px|Worms World Party icon]]&nbsp;&nbsp;Worms World Party<br />
|-<br />
|colspan="2" style="text-align: center;"|[[Image:WWP_screenshot.png|250px|Worms World Party's title screen]]<br />
|-<br />
|Developer:||[[Team17]]<br />
|-<br />
|Publishers:||Titus, Sold-Out Software, Green Pepper, Ubisoft, TryMedia<br />
|-<br />
|Release year:||2001<br />
|-<br />
|Latest version:||Service pack 1 / 30 May, 2001<br />
|- <br />
|Website:||[http://wwp.team17.com http://wwp.team17.com]<br />
|- <br />
!Buy:||[https://secure.team17.com/browse.html?area=search&keyword=World+Party From Team17's Secure Shop]<br />
|-<br />
|Update:||[http://wwp.team17.com/main.html?page=comm&area=_down_patc On Team17's WWP site]<br />
|}<br />
<br />
[[Worms World Party]] is a strategy game developed by UK-based company, [[Team17]]. Based on [[Worms Armageddon]], it was originally designed for the Sega Dreamcast console to make use of its online capabilities, but was also released for the PC with new missions, a mission editor, and some extra customisability.<br />
<br />
__NOTOC__<br />
== Releases ==<br />
=== Only Worms World Party ===<br />
* [[United Kingdom release (Worms World Party)|United Kingdom Titus release]]<br />
* [[American release (Worms World Party)|American Titus release]]<br />
* [[Polish release (Worms World Party)|Polish Titus release]]<br />
* [[Sold-Out Software release (Worms World Party)|Sold-Out Software release]]<br />
* [[TryGames download release (Worms World Party)|TryGames download release]]<br />
=== Compilations including Worms World Party ===<br />
* [[Worms Triple Pack]]<br />
...add more releases if you have them...<br />
<br />
== The game technology ==<br />
* [[Game logic]]<br />
* [[File formats]]<br />
* [[WormNET2]]<br />
<br />
== 3rd-party programs ==<br />
=== Scheme editors ===<br />
* [[Scheme Works]]<br />
* [[SchemeEddy]]<br />
* [[Worms World Party Scheme Editor]]<br />
=== Team editors ===<br />
* [[TeamED]]<br />
=== Map viewers ===<br />
* [[BIT Monkey]]<br />
=== Map stealers ===<br />
* [[Map Theif]]<br />
=== Map generators/creators ===<br />
* [[The Architect]]<br />
=== WormNET2 proxies ===<br />
* [[WWPPipe]]<br />
=== Add-ons ===<br />
* [[CutWorm]]<br />
=== Misc ===<br />
* [[Anzas Minimize]]<br />
<br />
== The programmers and reverse-engineers ==<br />
<!-- Wiki etiquette dictates that one should never create a page about themselves. Please only add people that have made a significant contribution to the Worms community. --><br />
* [[Allan West]]<br />
* [[Annelid]]<br />
* [[Anzas]]<br />
* [[EthoCryptic]]<br />
* [[hud]]<br />
* [[Jehuty]]<br />
* [[Zloi-Adun]]<br />
...add more here...</div>Ed Webbhttps://worms2d.info/?title=People/MrFlump&diff=2498People/MrFlump2006-10-22T18:35:20Z<p>Ed Webb: </p>
<hr />
<div>{{ParentArticle|[[Worms Armageddon]] or [[Worms World Party]]}}<br />
<br />
Allan West (aka Mr Flump) created the [[Worms Armageddon]] scheme editor called [[Armageditor]], which let players change the weapon and game settings. He created the [[Wormsmart]] website to host his editor, and included [[Fudge Boy]]'s [[SchemeEd]] on the site.<br />
<br />
Soon after the site started, the site focused on a new program from Fudge Boy, called [[The Fiddler]], which was more powerful, and quickly grew in popularity, along with extra staff helping hime.<br />
<br />
In 2000, when the site was at its peak in popularity, he gradually posted less on the site due to work commitments, though was still around and retained full control of Wormsmart. <br />
<br />
After [[Worms World Party]] was released, he made the [[Worms World Party Scheme Editor]], which along with saving WWP scheme files also included easter eggs inside the editor.</div>Ed Webbhttps://worms2d.info/?title=People/MrFlump&diff=2497People/MrFlump2006-10-22T18:33:09Z<p>Ed Webb: Info about wwpedit, cleanup</p>
<hr />
<div>{{ParentArticle|[[Worms Knowledge Base]]}}<br />
<br />
Allan West (aka Mr Flump) created the [[Worms Armageddon]] scheme editor called [[Armageditor]], which let players change the weapon and game settings. He created the [[Wormsmart]] website to host his editor, and included [[Fudge Boy]]'s [[SchemeEd]] on the site.<br />
<br />
Soon after the site started, the site focused on a new program from Fudge Boy, called [[The Fiddler]], which was more powerful, and quickly grew in popularity, along with extra staff helping hime.<br />
<br />
In 2000, when the site was at its peak in popularity, he gradually posted less on the site due to work commitments, though was still around and retained full control of Wormsmart. <br />
<br />
After [[Worms World Party]] was released, he made the [[Worms World Party Scheme Editor]], which along with saving WWP scheme files also included easter eggs inside the editor.</div>Ed Webbhttps://worms2d.info/?title=People/MrFlump&diff=2496People/MrFlump2006-10-22T18:25:00Z<p>Ed Webb: </p>
<hr />
<div>{{ParentArticle|[[Worms Knowledge Base]]}}<br />
<br />
Allan West (aka Mr Flump) created the [[Worms Armageddon]] scheme editor called [[Armageditor]], which let players change the weapon and game settings. He created the [[Wormsmart]] website to host his editor, and included [[Fudge Boy]]'s [[SchemeEd]] on the site.<br />
<br />
Soon after the site started, the site focused on a new program from Fudge Boy, called [[The Fiddler]], which was more powerful, and quickly grew in popularity, along with extra staff helping hime.<br />
<br />
In 2000, when the site was at its peak in popularity, he gradually posted less on the site, though retained full control of Wormsmart. [[AGi]] and [[Edward Webb]] continued to develop the site until the end of 2001, when the site went dormant.<br />
<br />
Currently, Allan West hasn't been seen in Worms for several years, and no contact information is available.</div>Ed Webbhttps://worms2d.info/?title=Team17&diff=2257Team172006-09-19T18:44:53Z<p>Ed Webb: Removed the stub</p>
<hr />
<div>Team17 are the developers of the Worms series of games, based in Ossett, UK.<br />
<br />
More information on Team17 can be found on [http://en.wikipedia.org/wiki/Team17 Wikipedia's Team17 page].</div>Ed Webbhttps://worms2d.info/?title=Team17&diff=2256Team172006-09-19T18:42:21Z<p>Ed Webb: </p>
<hr />
<div>Team17 are the developers of the Worms series of games, based in Ossett, UK.<br />
<br />
More information on Team17 can be found on [http://en.wikipedia.org/wiki/Team17 Wikipedia's Team17 page].<br />
<br />
<div class="boilerplate" id="stub">''This [[A]]-related article is a [[Wikipedia:Stub|stub]]. You can help Wikipedia by {{plainlink|url={{fullurl:{{FULLPAGENAME}}|action=edit}} expanding it}}''.</div>[[Category:B stubs]]</div>Ed Webbhttps://worms2d.info/?title=Worms_2&diff=2255Worms 22006-09-19T18:30:57Z<p>Ed Webb: MicroProse published Worms 2, as they did with W:A.</p>
<hr />
<div>{{ParentArticle|[[Worms Knowledge Base]]}}<br />
{| class="infobox" cellspacing="2" style="width: 21em; font-size: 90%; text-align: left;"<br />
! colspan="2" style="font-size: larger; text-align: center" | [[Image:Worms2_icon.gif|32px|Worms 2 icon]]&nbsp;&nbsp;Worms 2<br />
|-<br />
|colspan="2" style="text-align: center;"|[[Image:Worms2.png|250px|Worms 2 front-end screenshot]]<br />
|-<br />
|Developer:||[[Team17]]<br />
|-<br />
|Publishers:||MicroProse<br />
|-<br />
|Release year:||1997<br />
|-<br />
|Latest version:||v1.5<br />
|- <br />
|Website:||[http://wa.team17.com http://wa.team17.com]<br />
|- <br />
!Buy:||[https://secure.team17.com/browse.html?area=search&keyword=Worms2 From Team17's Secure Shop]<br />
|-<br />
|Update:||[http://www.worms2.com/main.html?page=supp&area=patc On Team17's Worms 2 site]<br />
|}<br />
<br />
[[Worms 2]] is a strategy game developed by UK-based company, [[Team17]]. The engine was rewritten to support DirectX-based graphics, and Worms 2 is the first version of Worms to feature online play.<br />
<br />
__NOTOC__<br />
== The game technology ==<br />
* [[Game logic]]<br />
* [[File formats]]<br />
* [[WormNET (Worms 2)|WormNET]]<br />
<br />
== 3rd-party programs ==<br />
=== Weapons editors ===<br />
* [[Wedit95]]<br />
* [[The Vigro's Weapon Editor]]<br />
=== Options editors ===<br />
* [[Worms2 Option Editor]]<br />
=== Map stealers ===<br />
* [[X-Terrain]]<br />
=== Add-ons and game editors ===<br />
* [[S*natch Patch]]<br />
* [[Worms 2 Super Editor]]<br />
...add more here...<br />
<br />
== The programmers and reverse-engineers ==<br />
<!-- Wiki etiquette dictates that one should never create a page about themselves. Please only add people that have made a significant contribution to the Worms community. --><br />
* [[S*natch]]<br />
* [[Phet]]<br />
* [[Jiggerman]]<br />
* [[Ser]]<br />
* [[Des]]<br />
* [[Igor]]<br />
* [[Philip Evans]]<br />
...add more here...<br />
<br />
== External links ==<br />
<br />
* [[w:Worms_Armageddon#Second_2D_generation_.281997.29|Wikipedia acticle]]<br />
<br />
[[Category:Worms games]]<br />
[[Category:Worms Knowledge Base]]</div>Ed Webbhttps://worms2d.info/?title=Team17_forums&diff=2254Team17 forums2006-09-19T18:20:12Z<p>Ed Webb: Looked in e-mail archives, Spadge said it was live in the "World of Worms" Yahoo! group on 27/07/2001</p>
<hr />
<div>{| class="infobox" cellspacing="2" style="width: 21em; font-size: 90%; text-align: left;"<br />
! colspan="2" style="font-size: larger; text-align: center" | Team17 forums<br />
|-<br />
|colspan="2" style="text-align: center;"|[[Image:Team17_forums.png|250px|Team17 forums screenshot]]<br />
|-<br />
|Creator:||[[Team17]]<br />
|-<br />
|Creation date or year:||July 2001<br />
|-<br />
|Forum package:||[[w:vBulletin|vBulletin]]<br />
|-<br />
!Link:||[http://forum.team17.com/ http://forum.team17.com/]<br />
|}<br />
<br />
The [[Team17 forums]] were created by [[Team17]] to give their fans a place for support and discussion for and about the games they have developed.<br />
<br />
[[Category:Websites]]</div>Ed Webbhttps://worms2d.info/?title=User:Ed_Webb&diff=2253User:Ed Webb2006-09-19T18:11:34Z<p>Ed Webb: </p>
<hr />
<div>An editor from the WormsMart website from 2000-01, and used to help [[Fudge Boy]] with development of [[The Fiddler]].</div>Ed Webb