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Hosma293
11 Feb 2007, 11:28
wkMagic Map Wizard


http://img259.imageshack.us/img259/1346/wkmw01bw1.png

At last, a program that can create Magic Maps for use with the wkMagic1 module! This would have been released sooner but I wasn't able to complete it for a while due to family issues.

Be sure to read the readme, as it has some important info in it that could mean the difference between this program working or not. You of course need WormKit (http://thecybershadow.net/worms/wormkit/), and the wkMagic1 module (http://thecybershadow.net/worms/files/wkmagic1.zip) in order to bring the Magic to life. Oh, and you need the .NET Framework.

Download the program Here (http://www45.brinkster.com/Hosma293/files/wkMagic_MapWizard.zip), or Here (http://thecybershadow.net/worms/files/wkMagic_MapWizard.zip).

Can someone please provide some alternate links? This webhost is crappy and I'll probably run out of bandwidth before long.

If you find any bugs, post here and I'll try and quash them. For those who don't read readme's, you must use the mouse to select the items in the Collisions List dialog. If you use the keyboard, it won't work.

Many thanks to CyberShadow for all his help. :)

Enjoy!
-Hosma293

PS: I'm starting a WormKit module that some of you will like. Look out for it in the near future. ;)

Run
11 Feb 2007, 11:53
For the uninitiated: What does it do? What is a Magic Map?

CyberShadow
11 Feb 2007, 11:53
Download mirror: http://thecybershadow.net/worms/files/wkMagic_MapWizard.zip

Run: wkMagic is an attempt I did last summer of doing something Fiddler-like in real time. A WormKit module which reads settings from a barcode on a map, and enables certain effects during gameplay.

Muzer
11 Feb 2007, 12:02
WOW! Thanks A LOT!

lDarKl
11 Feb 2007, 12:06
I was kinda waiting for this. ;) Thank you, good work!

Alien King
11 Feb 2007, 12:34
Run: wkMagic is an attempt I did last summer of doing something Fiddler-like in real time. A WormKit module which reads settings from a barcode on a map, and enables certain effects during gameplay.

Does it work Online?

Muzer
11 Feb 2007, 12:38
WTF? WA is being stupid. I saved a PNG in paint, and magic-ified it. Both the original and the magic version, and in wormkit.exe and wa.exe come up with "Error opening map". WTF? Are paints PNGs bad-ified? I can open all other maps.

Muzer
11 Feb 2007, 12:38
Does it work Online?

No .

yakuza
11 Feb 2007, 12:46
Um, as far as I'm concerned it does work online?

And awesome job, last time I had an attemp at doing my won maps they worms would go into crazy windy loops or skunks would do sheep like explosions just before freeing the gas, although I did figure out how to do them this is much much better so it's great.

Muzer
11 Feb 2007, 12:48
It works online if both players have wkmagic1. Just like the fiddler.

yakuza
11 Feb 2007, 12:49
So it does work online.

Muzer
11 Feb 2007, 12:50
Yes, but not with just random people. You wouldn't say the fiddler worked online.

yakuza
11 Feb 2007, 12:53
Does teamspeak work online?

Run
11 Feb 2007, 13:09
I think we can stop this derail by coming to the agreement that Muzer's answer was ambiguous rather than simply right or wrong.

Muzer
11 Feb 2007, 13:25
Yes.


Yakuza does seem to be an arguing fellow.


Can anyone solve my above problem?

[UFP]Ghost
11 Feb 2007, 13:28
Nice very nice but it gets very boring very quickly :?

yakuza
11 Feb 2007, 13:31
Does it?

I really enjoyed the chutless open island Team17s with infinite LG. Flying from side to side of the map with a jump to firepunch a worm without even touching the ground is fun.

Also I suggest you have a worms start here upong drowning ON. As with enough practice you can swim into the water only to appear there and WHAM! :P

franpa
11 Feb 2007, 13:49
does wind affect worms while they sit on the ground? or only while in the air? is it for parachuting? or what?

Muzer
11 Feb 2007, 13:51
In the air, rope, 'chute etc

stepz
11 Feb 2007, 15:09
Very nice job.

Hosma293
11 Feb 2007, 15:54
Thanks everyone, but most of the credit goes to CyberShadow for helping me out like he did. :)

Muzer: Yeah I think Paint does this sometimes as I've had it happen. I don't know what causes it. Maybe try 'IrfanView' to resave the image?

AndrewTaylor
11 Feb 2007, 15:58
Ghost;559190']Nice very nice but it gets very boring very quickly :?

I don't think it's meant to be fun in and of itself. You're supposed to use it to enhance roperace maps or to make specialist schemes play more intuitively, to reduce the amount of artificial rules you have to introduce. And it seems to do that pretty well, even if the "windy worms" setting is about the most ridiculous thing I've seen in ages.

Muzer
11 Feb 2007, 16:00
Lol, watch this replay. Do open with --> wormkit and make sure wkMagic1.dll is properly enabled.

CyberShadow
11 Feb 2007, 20:31
Yeah um... don't enable manual placement with automatic placement... they don't mix :P

Metal Alex
11 Feb 2007, 22:16
Yeah um... don't enable manual placement with automatic placement... they don't mix :P

hehehe... I have some ideas with that...

imagine, starting the round, placing them. only some dots for the worms to fall there. indestructible terrain.

Water? you get teleported to the center of the map... without even losing the turn, or you can throw people there... etc...

I smell new games...

actually, if respawn place could be compatible with random placement... I have some ideas...

AndrewTaylor
12 Feb 2007, 00:32
Water? you get teleported to the center of the map... without even losing the turn, or you can throw people there... etc...
If you combined it with the "sequences" from the Fiddler, could you make a map where anytime a worm drowned they teleported into a huge pit full of mines in the middle somewhere? That might be cool.

h2oz7v
12 Feb 2007, 01:42
I digged this up:

wkMagic1 can do a couple of things:
Encode a starting position in the map. (Handy for races)
Disable drowning (also handy for races, worms teleport back to the starting position)
Disable certain collisions (again, handy for races, worms go through eachother)
Set a wind effect on worms.
Disable grenade sitters. (for BnG)
Increase the number of mines up to 30.
Enabling the last two is easy:
To enable grenade sitters, get a scheme editor and add 200 to the grenade power. (so you want to set it to 202 for regular grenades with sitting disabled) (also, I overheard this is possibly broken at the moment)
To increase the amount of mines, set the mine power to a number between 200 and 230. The amount of mines is the power - 200, and actual mine power will be forced back to 2 (normal).

Enabling the others is tricky. They're encoded in the map. There is a utility to do this, but it's not very user friendly, and CyberShadow didn't distribute it along with wkMagic.

What does the "Grenade Sitters" point mean?

So has anyone got any neat games/settings with this yet?

franpa
12 Feb 2007, 02:29
the nade vanishes if it becomes motionless most likely, thus helping with bng games :)

h2oz7v
12 Feb 2007, 02:44
Lol, watch this replay. Do open with --> wormkit and make sure wkMagic1.dll is properly enabled.

lol... heres another silly one like that, going off the edge of the map and surrounding

[UFP]Ghost
12 Feb 2007, 03:32
the nade vanishes if it becomes motionless most likely, thus helping with bng games :)

is that even in this program, i don't remember seeing it.

franpa
12 Feb 2007, 05:05
i never stated what i said as tho it was fact.

Joeyjoejoe
12 Feb 2007, 05:18
CyberShadow please make Wormkit for 64 bit as soon as you can!

Hosma293
12 Feb 2007, 07:06
Well the program itself is simple enough. It simply starts W:A and loads the module dlls into its memory. It shouldn't be that difficult to rewrite for 64bit in another language but I won't be able to do it; I don't have the time and I flatly refuse to write it in managed C++.

Yes, Grenade Sitters is included in wkMagic1, along with the ability to increase the mine count. This is done via some scheme settings as G-Lite stated.

Edit: I forgot to add that Disabling Grenade Sitters does make grenades disapear if they stay still too long.

Joeyjoejoe
12 Feb 2007, 07:43
So Wormkit x64 soon maybe?

Hosma293
12 Feb 2007, 09:09
If someone wants to rewrite it in a different language, yes, but as I said I'm not in a position to be that someone.

CyberShadow
12 Feb 2007, 10:58
CyberShadow please make Wormkit for 64 bit as soon as you can!
That's right about impossible ATM. Borland doesn't have a 64-bit compiler, and API hooks in 64 bits are still into the future (if they're possible at all).

Edit: actually, the above only applies to hooking 64-bit applications, of which W:A is not. I don't know why API hooks don't work on 64-bit OSes.

Joeyjoejoe
13 Feb 2007, 04:12
Dammit! :(

Run
13 Feb 2007, 13:17
Dammit! :(

I bought a Mac and now my WA doesn't work http://www.nanacide.com/images/Emoticons/cry.gif

CS fix plz

(sorry)

Hosma293
17 Feb 2007, 01:58
So umm... anyone else want to comment? :P

pisto
17 Feb 2007, 13:21
it seems to crash if you join a game and the hoster loads a monocromatic map, and it's hard to find some1 in wormnet using it:(

Hosma293
19 Feb 2007, 06:37
Monocromatic as in .bit or .lev maps? If so, wkMagic won't work anyway as it relies on a Barcode being imprinted onto the map to enable its features (Which is what my program does).

pisto
19 Feb 2007, 10:18
i think bit maps, i remember that i joined a game, the hoster loaded a non-magic map, and i returned to desktop. i disabled wkmagic and everything worked fine. i usually play online with wkmagic module on in non-magic games with png maps and everything work.

Muzer
24 Feb 2007, 12:55
Check This Replay Out! It's ****ing Hillarious!

Melon
24 Feb 2007, 13:06
What. The. Hell. Happened. There?

The ropes going through the ground I can understand. I take it that's due to an option in wkMagic (I haven't looked through it properly yet...) but why did the worms get stuck bouncing from one side to the other? What's that all about?

dr.koljan
24 Feb 2007, 13:16
No idea. Really. I was playing with him and couldn't stop laughing when this happened. :)

Muzer
24 Feb 2007, 13:35
'Tis true.

pisto
24 Feb 2007, 19:20
my best grab ever. watch 2:30

amusing...

dr.koljan
24 Feb 2007, 19:58
LOL that's funny...
The same situation in the end.. :)

Metal Alex
24 Feb 2007, 20:25
I can't seem to be able to open the replays with wormkit... D: I can open them with WA itself, but "the magic" won't work, obviously :p

Any help?

Also, it saays I need administrator privileges or something... I'll try to see if it's windows XP being a tit...

edit: Ok, so I have administrator privileges for sure. Now, what is left is to know why Bill Gates hates me...

So, yes, I need help :p

Muzer
24 Feb 2007, 22:16
redownload wormkit. It was enabled in a later version.

Metal Alex
24 Feb 2007, 23:35
redownload wormkit. It was enabled in a later version.

oh! perfection. I'll try it in about... 12minutes 23 seconds

Metal Alex
24 Feb 2007, 23:49
Sorry for the double post, but the same thing appears... what could be happening?

Yes, I downloaded and reopened it again... what's wrong?

Melon
24 Feb 2007, 23:57
Actually, the same error appeared to me once when I tried to open a replay from a .rar file before extracting it first. WA.exe would run it fine, but trying to open it with WormKit.exe caused that error to pop up. Extracting it onto my hard disk and running it from there worked fine though.

Of course, the replay above isn't in a .rar file, so I have no problems with it. I don't know why yours isn't working.....

CyberShadow
25 Feb 2007, 01:29
Metal Alex: what is the exact error you're getting?

Metal Alex
25 Feb 2007, 01:45
Failed to start W:A + WormKit.
Check that you have administrator privileges, and that all DLLs are in place.

I redownloaded again, and extracted directly to the WA folder, and I obviously right click the file (wich is not compressed), and select to open with wormkit.

CyberShadow
25 Feb 2007, 03:09
Try to drag-and-drop the file on WormKit.exe instead.

pisto
25 Feb 2007, 13:26
when u fall in water with a chute and windy worms off, it teleports, and then windy worms are on.
EDIT: then use a chute again, without drowning, and windy worms is off.

Metal Alex
25 Feb 2007, 23:42
Try to drag-and-drop the file on WormKit.exe instead.

Tryed, same result.

CyberShadow
26 Feb 2007, 14:23
Can you play using WormKit/wkMagic generally?

Metal Alex
26 Feb 2007, 17:48
Can you play using WormKit/wkMagic generally?

without a single problem...

CyberShadow
26 Feb 2007, 19:00
Could you try to copy the replay to the W:A folder before launching it with WormKit?

Metal Alex
26 Feb 2007, 19:33
Could you try to copy the replay to the W:A folder before launching it with WormKit?

oooh! now that fixed it! thanks.

Actually...

OW!
ow...
OW!

(at the end) :p

SilPho
27 Feb 2007, 17:53
I guess that's one of the potential pit falls of teleporting worms on destructible landscapes.

One possible workaround I can think of is to only allow a worm to be respawned X times in any given turn, perhaps cycle through multiple respawn points.

EDIT: Upon testing Pisto's chute bug with Windy Worms a little further it's worth mentioning that it only turns windy worms on for the individual worm that drowned with the chute.

franpa
28 Feb 2007, 13:00
oooh! now that fixed it! thanks.

Actually...

OW!
ow...
OW!

(at the end) :p

everything plays out right and all but why in the chat window is there all this info about checksum errors and what not?

from what i saw that no sitter option in wkmagic is pretty gay. but just hangon im gonna open it with wormkit.

edit: ah, that makes sense except er, i saw more nades get fired when i didnt use wormkit :( so i cant have a better examine of how that option with sitters work. (and im to lazy to play my own offline game.)

CyberShadow
28 Feb 2007, 23:49
If a grenade's velocity reaches 0, set its power to 0. Simple as that.

franpa
1 Mar 2007, 04:50
but what if its velocity and timer both reach 0 simaltaneosly?

and i thought i saw nades which still had potential to fall (rolling off a cliff) that disappeared before it did.

CyberShadow
1 Mar 2007, 09:37
but what if its velocity and timer both reach 0 simaltaneosly?
Then it either explodes or "disappears". Sorry, the universe won't implode in the slim chance that this would happen.
and i thought i saw nades which still had potential to fall (rolling off a cliff) that disappeared before it did.
Yeah, you probably just thought you saw them ;) Examine the replay closely, frame-by-frame when in doubt.

AndrewTaylor
1 Mar 2007, 10:35
If a grenade's velocity reaches 0, set its power to 0. Simple as that.

I think you should also check that it's on the ground when it's velocity hits zero. It seems pretty unlikely that it would hit exactly zero in midair but that's ont the same as impossible.

franpa
1 Mar 2007, 10:50
I think you should also check that it's on the ground when it's velocity hits zero. It seems pretty unlikely that it would hit exactly zero in midair but that's not the same as impossible.

ah, yes... im sure i noticed this and that this might be what is confusing me with the no sitters option...

SilPho
1 Mar 2007, 14:38
Did the rule in BnG not have something to do with it not being allowed to "sit" for longer than a second? Just wondering if the best way to do it would be to let the grenade remain stationary for half a second before it vanishes or has it's power set to 0. Removes the problem of the grenade being at 0 velocity in mid air if fired straight up.

AndrewTaylor
1 Mar 2007, 14:51
What if its power was proportional to its speed? That would be really mental.

bonz
1 Mar 2007, 15:52
What if its power was proportional to its speed? That would be really mental.
Hehe. Sounds wacky.
You could make the power of different weapons proportional do other values like angle, worm direction, height of the worm, wind speed, worm count, health points, etc. to get totally crazy. :D

Melon
1 Mar 2007, 15:57
How about only allowing rope re-swings if you're moving above a certain speed? That would be entertaining. Or even better, if you drop below a certain speed, the worm detaches itself from the rope. You'd have to be falling to actually start using it, but you could make a pretty funky mission with it.

Run
1 Mar 2007, 16:18
Hehe. Sounds wacky.
You could make the power of different weapons proportional do other values like angle, worm direction, height of the worm, wind speed, worm count, health points, etc. to get totally crazy. :D

When scripting happens that'll probably be possible.

I quite like the idea of some limited weapons getting more powerful over time... giving you an incentive to save them for later.

SilPho
3 Mar 2007, 20:05
If a barcode is placed on a map, does cutting and pasting in to a new map still work? From my first efforts I have found that you need to run the map through the wizard again and I'm not sure why.

Perhaps there is more than just the barcode that determines the magical properties of the map, such as something telling the game where to find the code.

AndrewTaylor
3 Mar 2007, 20:41
When scripting happens that'll probably be possible.

I quite like the idea of some limited weapons getting more powerful over time... giving you an incentive to save them for later.

I think I suggested that once as a sudden death mode -- to stop long, drawn out artillery style endgames, the weapons just get more and more ludicrously powerful until someone has to kill something.

Metal Alex
3 Mar 2007, 21:08
I think that a "Smash Bros mode" dll for wormkit can be easy to do... I would like to play like that once to try.

CyberShadow
4 Mar 2007, 00:04
If a barcode is placed on a map, does cutting and pasting in to a new map still work? Yes, that should work. Just make sure that the white parts of the barcode stay white, the black ones remain black (transparent), and that you copy the entire barcode.

olavi
22 Apr 2007, 10:17
tis is nice :D check it out :)

yakuza
22 Apr 2007, 12:53
Yes, that should work. Just make sure that the white parts of the barcode stay white, the black ones remain black (transparent), and that you copy the entire barcode.

If you don't chances are the wind strenght will be extreme and your worms will hit themselves against a wall and start a loop.

Muzer
22 Apr 2007, 13:06
What??? .

CyberShadow
22 Apr 2007, 19:46
If you don't chances are the wind strenght will be extreme and your worms will hit themselves against a wall and start a loop.
Or, what's much more likely, nothing will happen (the map won't be treaded as a magic map).

yakuza
22 Apr 2007, 21:41
Oh was never the case for me when I tried to do my own maps before this program was released.

When copying and pasting the barcode into Battle races and the such (color maps) wind seemed to be thousand times stronger and stepping down any plataform would make the game loop.

franpa
22 Apr 2007, 23:15
Or, what's much more likely, nothing will happen (the map won't be treaded as a magic map).

that's what i was gonna say rofl.

Gnork
2 May 2007, 17:06
Uhm, is it me or is it impossible to use wkmagic with a surfmap? I want the worms to be able to continue after surf, but they just keep dying or teleported when they hit the water...

pisto
2 May 2007, 17:37
it seems worms are teleported just when they hit water, i tried many times...

Melon
2 May 2007, 17:40
I can only assume this is how the teleport drowned worms feature works.

If it teleported them AFTER they were in the water, they'd be dead. I can only assume it teleports them as soon as they hit the water to prevent this. As you need to hit the water to skim, you can't do this anymore.

Does it only do this on maps with this feature enabled, or does it always do it provivded you are running wkMagic1?

yakuza
2 May 2007, 18:09
They teleport as soon as touching it, that's why if you drill/kami into the watter the worm will teleport drilling/kamikazeing, or if you have a nice timing you can drown and attach the rope at start.

It only works with the barcode of the rr map provided

KRD
2 May 2007, 23:30
Have you tried the Kamikaze bug with wkMagic1.dll yet? I'm curious what the worm would be doing after it gets respawned.

The kamikaze bug where you fly downwards into the water from just the right height, that is.

pisto
3 May 2007, 13:30
just tested and kamikaze is buggy with teleport: the worm falls in water and starts an infinite loop because terrain is transparent for it!!

I omit the replay because I tested with this (http://www.wmdb.org/_maps/files/medium/1866.jpg) map:p

yakuza
3 May 2007, 14:29
Have you tried the Kamikaze bug with wkMagic1.dll yet? I'm curious what the worm would be doing after it gets respawned.

The kamikaze bug where you fly downwards into the water from just the right height, that is.

Yes, I found this while playing around with the thing, I was able to walk on a "different" plane, I recall Cybershadow said the worm appeared as dead, he could basically walk from right to left on an invisible tunnel (even off the map limits) and passing through the map. Most things gave a loop and crashed, bows where fun because if you went to the far left/right and shot the arrow would do the curve inmediatly as it thinks it starts off limits (which tiggers arrow curve). If you jetpacked or roped, or anything you would go through the map, you could only stand on other worm's heads. With Batty ropes it was even more strange, bungeeing from the far left of the map (being hung from nothing onto the water) and throwing a nade/petrol/zook whatever would make the weapon go at mega speed left or right, it was pretty bizarre.

KRD
3 May 2007, 18:55
Aah, that's how the shadow world you were talking about was accessed. Funny stuff.