View Full Version : WWP Mission Editor as W:A Mission Editor?
Alby1987
13 Mar 2010, 17:38
Hi!
I was minding... W:A and WWP share quite the same mission code, isn't?
So, the mission editor for WWP should be good for W:A. So, why in the new patch* don't let players load external wam files from frontend (hard way for DC and CS) or from command line (easy way for DC and CS)? Shouldn't be to difficult, also it should give W:A a really nice new feature!
I know, it would be incredible merging the two games (original owners of both could have a new campaign on W:A with all WWP missions, training missions and multiplayer missions, altrough multiplayer mission aren't anywhere in W:A, maybe they have to recode this, and so, for us, feature deleted...) but just loading new mission... why not? :cool:
Alby87
*=This is not an "Hurry up" releasing patch thread, obviously...
It'll be ready when will be ready.
but...
but...
[HYPNOTOAD ON]
http://www.freewebs.com/ibored12398/hypnotoad5uf.gif
Release it, Release it, Release it...
[HYPNOTOAD OFF] :p:D
CyberShadow
13 Mar 2010, 17:47
Thanks for the suggestion. We were planning to extend the mission format to allow it to be customized by the user and played in online games, eventually. (It might not be compatible with the mission editor, but someone from the community could create a new GUI for editing them.) Feel free to add your idea to http://feedback.worms2d.info/ so it doesn't get buried by time.
Alby1987
13 Mar 2010, 18:26
Maybe I can create a clone of WWP mission editor for W:A in Java or C#. Just not now, I'm buried by study :( :)
Bye! (And thanks for keeping this great game alive!)
I'm not sure, but I believe that someone has already shown that WWP mission do work in WA, if you substitute the files of the default missions.
CyberShadow
13 Mar 2010, 22:55
W:A doesn't implement all of the options in WWP mission files. Some missions might work flawlessly, but that's about it.
(And yes, it probably wouldn't be too hard to implement the rest.)
Alby1987
13 Mar 2010, 23:56
W:A doesn't implement all of the options in WWP mission files. Some missions might work flawlessly, but that's about it.
(And yes, it probably wouldn't be too hard to implement the rest.)
(And yes, it probably wouldn't be too hard to implement the rest.)
Like it :D
To bonz: Yes, I've already know that, but's the idea of messing with original files that I don't like much. In fact, my original topic suggest to let a WAM files (created with a tool or by hand) to be loaded manually :)
I think (Cybershadow correct me if I'm wrong) that the MOST difficult think to implement are Multiplayer Missions, right?
Just for talk sake... Do you have the code also for WWP?
Explorer
14 Mar 2010, 00:36
Maybe I can create a clone of WWP mission editor for W:A in Java or C#. Just not now, I'm buried by study :( :)
How about a file format converter? It'll be easier to make than a complete mission editor. Also, it would be possible to compare between two formats and get the differences so that we'll know what option is available for WA and what's not.
CyberShadow
14 Mar 2010, 09:05
Just for talk sake... Do you have the code also for WWP?Yes.How about a file format converter? It'll be easier to make than a complete mission editor. Also, it would be possible to compare between two formats and get the differences so that we'll know what option is available for WA and what's not.Convert between what and what? The point is to implement the WWP options in W:A just as they are implemented in WWP. And what about additional options we'll add to W:A that never existed in WWP?
Alby1987
14 Mar 2010, 09:17
Not bad, my friend! WWP Mission editor is a really simple program, the really (at least at first sight) difficulty task is the "Terrain" section, as I have to manipulate BMP files (not done before by me in my programming history).
So the only thing to do is discover what is possible and what is impossible in WWP and W:A mission files... Maybe Cybershadow can give us a list of the Keywords present in the W:A source? (To test them is our concern :)
[EDIT] I took too much time to reply, I've seen now the CS post
You can convert a mission file from WWP to W:A, removing all the funcionalities from a file to another. For example, in case of smart mines, a software can delete it from the files, warning the user do not use that function. Simple as that :)
Explorer
14 Mar 2010, 11:45
Yes.Convert between what and what? The point is to implement the WWP options in W:A just as they are implemented in WWP.
Before implementing those options, WWP missions should not work in WA, right? So isn't a converter useful? (Just convert those WWP-only options to be compatible with WA.)
And what about additional options we'll add to W:A that never existed in WWP?
As Alby1987 said, warn the user not to use that function.
CyberShadow
14 Mar 2010, 12:10
W:A will already ignore any unrecognized options in the file.
No he means, add a visual warning if the map is intended for use in WWP and your using a new feature that WWP does not support. (assuming new features are added to W:A)
Alby1987
15 Mar 2010, 15:23
W:A will already ignore any unrecognized options in the file.
Yeah, but don't warn the player. I've been stuck with a perfect functionant mission in WWP, and in W:A Crashed. I've discovered that the Time Delay isn't an option in W:A, so the constatly spawning of mines created some troubles :o
All the text are internal in the game, I've tried, but I can't change the Worms name and teams name and the text put in the blue and red sequences, and events.
Another thing it's the terrain. I know I can import the terrain and copy Custom.img, but I can't modify the data/land.dat. Simply won't work. I've to manually modify the file PUMPKINS.IMG for Mission0.wam.
So, can we have a list of the keyword? Can explain us how to change text ingame? How load custom IMG files and convert from a commandline/DLL a BMP to IMG?
Many, many thaks :D
Explorer
16 Mar 2010, 12:08
Yeah, but don't warn the player. I've been stuck with a perfect functionant mission in WWP, and in W:A Crashed.
Why? Showing an error message is obviously better than letting W:A crash.
Can explain us how to change text ingame?
Shtirlitz has asked this question already, and IIRC,
"The in-game strings are hard-coded in the game." (thread 40492 (http://forum.team17.co.uk/showthread.php?p=714260#post714260))
Alby1987
16 Mar 2010, 12:46
Why? Showing an error message is obviously better than letting W:A crash.
Sorry, I hadn't explain well. I 've made a sequence: mine in random place, wait 10 seconds, go up and repeat.
Well, the wait isn't implemented in W:A, so, ignoring it, it was random mine over and over again. So over that W:A crashed ;)
Shtirlitz has asked this question already, and IIRC,
"The in-game strings are hard-coded in the game." (thread 40492 (http://forum.team17.co.uk/showthread.php?p=714260#post714260))
I've read this. It appear that we have to expect a compatible patch to create good wam custom mission files :cool:
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