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View Full Version : Has anyone gotten Worms Armageddon to work on Windows 8?


SGMD1
30 Jun 2012, 15:50
I just installed the Windows 8 Release Preview (http://windows.microsoft.com/en-US/windows-8/release-preview) and can't get WA to work :(

I have the most recent patch installed (3.6.31) as well as WormKit (http://worms.thecybershadow.net/wormkit/) and wkColorFix (http://forum.team17.co.uk/showthread.php?threadid=38762). WormKit opens the app but all the fields to enter text/options are white and I can't click inside them.

Anyone having the same problem or know of a fix?

StepS
30 Jun 2012, 17:00
hi! I've ran Windows 8 Release Preview on two real machines, and got the same issues you mentioned (http://youtube.com/watch?v=__spK6qK034).
First, the Windows 8 RP and RTM run all old games in a 32-bit virtual window (no palette distortion anymore, and delete wkColorFix.).
The problem is that WA's frontend (menu system) is coded in a specific way that it consists of two windows: the graphical one (that you see and work with), and the "real" one (aka Windows 'Controls'), which listens to mouse and its position, and which is made of these white gaps like you said. The problem here is that the "real" window is in the front of the graphical one, making the frontend messy. Also, a slow frontend issue persists here (the built-in fix won't help).
Once you start a match, the in-game process will run at 2 FPS, pausing through every second. It's unplayable. Disabling LandInVRAM inproves this to 7 FPS, but still hard to play.

Here is how to solve ALL the problems:

Question: How are we supposed to prevent these lags manually?
Answer: We need a custom renderer for Worms Armageddon.

Question: What are the renderers and where can I get them?
Answer: I am aware of two renderers compatible with WA.

# 1. The windowed mode (https://dl.dropbox.com/u/48532592/wa/wk/windowmode.rar) library by VEG, a modified menopem's d3dhook with customizable settings. This is the best emplementation of a windowed mode I've ever seen. Kawoosh has also fixed the white fields of frontend overlaying as Windows Controls. Install it as a wormkit module (put the three files into your folder). The frontend will be fixed, and in-game there should be no lags (depending on the system; see #2 if having issues). If you are an experienced user, you can also experiment with the settings in ini file, but only if you're sure what you're doing!
For the best effect i recommend to combine this with Renderer #2.

# 2. Don't open! ;)Some people might get upset of what this spoiler contains :mad:Don't tell me that I didn't warn you!Ok, here it isit's Project X (http://px.worms2d.info). Project X enables the 32-bit Direct-X Nine rendering during the game (only), which completely and for 100% solves the lags in game (considering you have a PC good enough to sustain the common modern games).
But don't forget the #1, or else the frontend will be covered in white fields! When used in conjunction with the aforementioned windowed mode, the frontend is rendered by wndmode, and the ingame is rendered by Project X (Windowed=1 in PX.ini for a window in-game).
And before you start wondering: yes, it actually heals the WA in-game on Windows 8. рwned.

SGMD1
30 Jun 2012, 21:37
Thank you so much!! This is very helpful info :)

Is there any workaround at this point for the white boxes to get into the multiplayer menu?

StepS
1 Jul 2012, 07:58
Thank you so much!! This is very helpful info :)

Is there any workaround at this point for the white boxes to get into the multiplayer menu?

Update: see in the bottom.

OLD INFO:

unfortunately, no :( however, I've seen some user (http://forum.team17.co.uk/showpost.php?p=759040&postcount=28) to make the WA window semi-transparent, thus the white boxes too. But i don't know of any other solution (I'll try to contact VEG soon if it's possible to do something about it). BTW, "UseForegroundControl=1" in the wndmode.ini can be useful to switch control and see the WA window in same time.
To get into wormnet you can use a snooper (http://worms2d.info/Software). To join or host a game, still the frontend with white fields will be required, but it will only be in the dropdowns, and the chat input (yeah... blind typing, whatever :D). It could be a bit hard to choose the scheme and map. For this I'd suggest joining other people's games or using hostingbuddy, or either the semi-transparency (as described above)

PS: last, but can be epic:
WineOnWindows (http://wiki.winehq.org/WineOnWindows) can be used to run WA. This is very hard and I personally have no experience at all with this, but considering that WA 3.6.31.0 works well under Wine (still, having some other problems that can pop up!), this is very possible. I don't recommend this, however

SGMD1
1 Jul 2012, 15:24
StepS you are awesome. I got it to work using your tips. Thank you again :) :)

Please keep us posted if there's a fix for the white fields...I'm sure this will get more common as more people migrate to W8 :/

Muzer
2 Jul 2012, 18:48
unfortunately, no :( however, I've seen some user (http://forum.team17.co.uk/showpost.php?p=759040&postcount=28) to make the WA window semi-transparent, thus the white boxes too. But i don't know of any other solution (I'll try to contact VEG soon if it's possible to do something about it). BTW, "UseForegroundControl=1" in the wndmode.ini can be useful to switch control and see the WA window in same time.
To get into wormnet you can use a snooper (http://worms2d.info/Software). To join or host a game, still the frontend with white fields will be required, but it will only be in the dropdowns, and the chat input (yeah... blind typing, whatever :D). It could be a bit hard to choose the scheme and map. For this I'd suggest joining other people's games or using hostingbuddy, or either the semi-transparency (as described above)

PS: last, but can be epic:
WineOnWindows (http://wiki.winehq.org/WineOnWindows) can be used to run WA. This is very hard and I personally have no experience at all with this, but considering that WA 3.6.31.0 works well under Wine (still, having some other problems that can pop up!), this is very possible. I don't recommend this, however

Wouldn't it be possible, then, to make the input window 100% transparent, ie invisible?

StepS
2 Jul 2012, 18:55
Wouldn't it be possible, then, to make the input window 100% transparent, ie invisible?

unfortunately, that input window is so hardcoded that even CyberShadow's window manager cannot see and/or disable it.
The seeable window gets created once in the wormnet screen, but hiding it results in the freeze of a graphical window. So it would work, but only for wormnet part

Muzer
2 Jul 2012, 18:57
You're missing my point.

* You can use various applications to make the window semitransparent
* The transparency level can be modified in many of these applications that I've found
* So, can you just make the window 100% transparent and still see the WA window behind?

StepS
2 Jul 2012, 19:00
You're missing my point.

* You can use various applications to make the window semitransparent
* The transparency level can be modified in many of these applications that I've found
* So, can you just make the window 100% transparent and still see the WA window behind?

If you make the window 100% transparent, both windows will be gone. As i said, they're very strongly tied to each other :(

However, if it was possible, a solution would be to move the graphical window 640 pixels to right. As I've seen, the "real" input window can't be moved, and the graphical one can. A little bit unusual can be the mouse position, while one being in left, being in right on the graphical window as seen. And, of course, all the white fields would be away of the graphical window, but still not gone.
Just I don't know which app can move the graphical window, but I saw that this was possible! On WWP, at least.

CyberShadow
2 Jul 2012, 19:08
We'll have a look at Windows 8 compatibility once it gets to Release Candidate. Until then, I suggest reporting backwards-compatibility issues via the official forum (http://answers.microsoft.com/en-us/windows/forum/windows_8).

Muzer
2 Jul 2012, 19:09
Ah, that makes sense, so it makes BOTH transparent. It just doesn't look that from the screenshot.

Moving the graphical window would surely push it off the right edge of the (virtual?) screen. Would it be happy with that? I suppose it should, because multiple monitors and all that.

StepS
2 Jul 2012, 19:20
We'll have a look at Windows 8 compatibility once it gets to Release Candidate.

I think, the "Release Preview" should explain it itself. :)
The 32-bit virtual window for old games was added in Release Preview, while it never was there before

Moving the graphical window would surely push it off the right edge of the (virtual?) screen. Would it be happy with that? I suppose it should, because multiple monitors and all that.
yeah, but don't forget about mouse position as i said. You'd get a brain problem while realizing that the mouse is actually on the leftwards monitor, unless you don't move it out of the window for too far :o

SGMD1
2 Jul 2012, 19:24
We'll have a look at Windows 8 compatibility once it gets to Release Candidate. Until then, I suggest reporting backwards-compatibility issues via the official forum (http://answers.microsoft.com/en-us/windows/forum/windows_8).
Thanks for that! I just reported it.

Muzer
2 Jul 2012, 19:34
I think, the "Release Preview" should explain it itself. :)
The 32-bit virtual window for old games was added in Release Preview, while it never was there before


yeah, but don't forget about mouse position as i said. You'd get a brain problem while realizing that the mouse is actually on the leftwards monitor, unless you don't move it out of the window for too far :o

But wouldn't the cursor be rendered on the graphical side, rendering the point moot?Considering you mostly can't do window mode as it is, mouse moving outside the window shouldn't be too disadvantageous.

StepS
2 Jul 2012, 19:40
But wouldn't the cursor be rendered on the graphical side, rendering the point moot?Considering you mostly can't do window mode as it is, mouse moving outside the window shouldn't be too disadvantageous.

first you'd have to move the Windows cursor over the input window, and it would be then rendered on the graphical side. If you move it away of the window, you will find it where you don't expect it to be

StepS
7 Jul 2012, 20:06
A full automated solution for the frontend's white fields! :D
Windowed mode has now been updated by Kawoosh to disable the white fields of frontend thus allowing you to use it without any problems :)
Download the updated windowmode (https://dl.dropbox.com/u/48532592/wa/wk/windowmode.rar). :)

SGMD1
7 Jul 2012, 21:18
A full automated solution for the frontend's white fields! :D
Windowed mode has now been updated by Kawoosh to disable the white fields of frontend thus allowing you to use it without any problems :)
Download the updated windowmode (https://dl.dropbox.com/u/48532592/wa/wk/windowmode.rar). :)
Yay! You guys are the best :)

StepS
8 Jul 2012, 18:50
Archive updated! :D

Angelbg
24 Aug 2012, 00:20
Well... the lag is fixed on 8 RP C:
But can't minimize WA :( when i do it appears this:

33398

How I can fix it? :/

arymaynart
18 Nov 2012, 23:49
hi! I've ran Windows 8 Release Preview on two real machines, and got the same issues you mentioned (http://youtube.com/watch?v=__spK6qK034).
First, the Windows 8 RP and RTM run all old games in a 32-bit virtual window (no palette distortion anymore, and delete wkColorFix.).
The problem is that WA's frontend (menu system) is coded in a specific way that it consists of two windows: the graphical one (that you see and work with), and the "real" one (aka Windows 'Controls'), which listens to mouse and its position, and which is made of these white gaps like you said. The problem here is that the "real" window is in the front of the graphical one, making the frontend messy. Also, a slow frontend issue persists here (the built-in fix won't help).
Once you start a match, the in-game process will run at 2 FPS, pausing through every second. It's unplayable. Disabling LandInVRAM inproves this to 7 FPS, but still hard to play.

Here is how to solve ALL the problems:

Question: How are we supposed to prevent these lags manually?
Answer: We need a custom renderer for Worms Armageddon.

Question: What are the renderers and where can I get them?
Answer: I am aware of two renderers compatible with WA.

# 1. The windowed mode (https://dl.dropbox.com/u/48532592/wa/wk/windowmode.rar) library by VEG, a modified menopem's d3dhook with customizable settings. This is the best emplementation of a windowed mode I've ever seen. Kawoosh has also fixed the white fields of frontend overlaying as Windows Controls. Install it as a wormkit module (put the three files into your folder). The frontend will be fixed, and in-game there should be no lags (depending on the system; see #2 if having issues). If you are an experienced user, you can also experiment with the settings in ini file, but only if you're sure what you're doing!
For the best effect i recommend to combine this with Renderer #2.

# 2. Don't open! ;)Some people might get upset of what this spoiler contains :mad:Don't tell me that I didn't warn you!Ok, here it isit's Project X (http://px.worms2d.info). Project X enables the 32-bit Direct-X Nine rendering during the game (only), which completely and for 100% solves the lags in game (considering you have a PC good enough to sustain the common modern games).
But don't forget the #1, or else the frontend will be covered in white fields! When used in conjunction with the aforementioned windowed mode, the frontend is rendered by wndmode, and the ingame is rendered by Project X (Windowed=1 in PX.ini for a window in-game).
And before you start wondering: yes, it actually heals the WA in-game on Windows 8. рwned.
Hi Mate!
I have the same error that our firend up there.
I did like u said at the 1 option. Unfortunly the FPS is playable but, still with a little lagg.
Then i tryed the 2 option, but dosent work for me. I have this error when i try to play with project X: WA caused an Access Violation (0xc0000005).
I google about the low FPS and dosent found a solution (low FPS). I am using Windows 8 Pro and my config is: AMD Phenon x3, 4 gb RAM and GTX560.
I really like this game and want to play it again.
PS: Sorry about the english!

StepS
19 Nov 2012, 14:27
Hi Mate!
I have the same error that our firend up there.
I did like u said at the 1 option. Unfortunly the FPS is playable but, still with a little lagg.
Then i tryed the 2 option, but dosent work for me. I have this error when i try to play with project X: WA caused an Access Violation (0xc0000005).
I google about the low FPS and dosent found a solution (low FPS). I am using Windows 8 Pro and my config is: AMD Phenon x3, 4 gb RAM and GTX560.
I really like this game and want to play it again.
PS: Sorry about the english!

did you run the updater from the game folder after unpacking px? what else do you get? if crash still continues, send me pxlog.txt directly after reproducing it.

arymaynart
19 Nov 2012, 15:36
did you run the updater from the game folder after unpacking px? what else do you get? if crash still continues, send me pxlog.txt directly after reproducing it.

Dud, I installed the update before install the PX.
Here is the log.
But still hoping that someone makes a patch that solves the low FPS problem. With or without PX.

Log:

Log started
Project X! Version : 0.8.0.3104
for WA 3.6.31.0
WormKit Module
Wormkit module is used : wkColorFix.dll
Wormkit module is used : wkRubberWorm.dll
Unlocked code region
Unlocked data region
Loading from : px3d.dll
PX3D library loaded and binded
Cleaning old render
Cleaning old render VFT
Precision : Double
Round Mode : Nearest
Making Multi Player form scheme select..
Done
Begin hosting
Done
Making Multi Player form scheme select resources..
Result MWAB : 1835352
Done
Loading level dat file : data\current.thm 0x0043BC6E
Level is resetted by random gen!
Constructor of Multi Player Match form..
Scheme list saved
Checking saved PX Scheme
Loading scheme default.pxs
Loading scheme file PXSchemes\default.pxs
SchemeMan is being initializated..
PXS : Loading pxdata.pxd
PXS : Symbols loaded and linked
PXFS has been initialized
Processing scheme scripts.
PXS : Making scheme scripts
PXS : Compiling..
PXS : Compiled
PXS : N Classes : 0
PXS : Linking group 2..
PXS : Processing overrides
PXS : Making overrides
PXS : Linking..
PXS : Updating class sizes..
PXS : Compiled from 040F0004
PXS : Code size - 0,00 KB (0,000%)
PXS : Variables size - 0,00 KB (0,000%)
PXS : HKLIBEX extra memory size - 0,00 KB (0,000%)
PXS : Linked
PXS : ESS has been initialized
Loading hi\bazooka.img
Loading hi\bazooka.img
Loading hi\hmissile.img
Loading hi\mortar.img
Loading hi\pigeon.img
Loading hi\launch.img
Loading hi\grenade.img
Loading hi\cluster.img
Loading hi\banana.img
Loading hi\axe.img
Loading hi\quake.img
Loading hi\shotgun.img
Loading hi\handgun.img
Loading hi\uzi.img
Loading hi\minigun.img
Loading hi\longbow.img
Loading hi\firepnch.img
Loading hi\dragball.img
Loading hi\kamikaze.img
Loading hi\suicide.img
Loading hi\prod.img
Loading hi\dynamite.img
Loading hi\mine.img
Loading hi\sheep.img
Loading hi\sprsheep.img
Loading hi\aqua.img
Loading hi\mole.img
Loading hi\airstrke.img
Loading hi\firestrk.img
Loading hi\postal.img
Loading hi\minestrk.img
Loading hi\molestrk.img
Loading hi\blwtorch.img
Loading hi\drill.img
Loading hi\girder.img
Loading hi\baseball.img
Loading hi\girders.img
Loading hi\rope.img
Loading hi\bungee.img
Loading hi\parachut.img
Loading hi\teleport.img
Loading hi\scales.img
Loading hi\sbanana.img
Loading hi\hgrenade.img
Loading hi\thrower.img
Loading hi\tamborin.img
Loading hi\mbbomb.img
Loading hi\petrolbm.img
Loading hi\skunk.img
Loading hi\mingvase.img
Loading hi\shpstrke.img
Loading hi\carpet.img
Loading hi\cow.img
Loading hi\oldwoman.img
Loading hi\donkey.img
Loading hi\nuke.img
Loading hi\armagedn.img
Loading hi\skipgo.img
Loading hi\surender.img
Loading hi\select.img
Loading hi\freeze.img
Loading hi\bullet.img
Loading hi\jetpack.img
Loading hi\gravity.img
Loading hi\speed.img
Loading hi\laser.img
Loading hi\invisibl.img
Loading hi\damagex2.img
Loading hi\cratespy.img
Loading hi\cratespy.img
Loading hi\cratespy.img
Loading done 4 all
SchemeMan initialized successfully!
Scheme is changed
Loaded
Done
Player 6is reset
PXS : calling method Init@
Constructing render
Destructing DD
Intitiazlizing D3D wrapper..
Calling PX3D routines..
PX3D.dll : D3D was initialized successfully
PX3D.dll : Refresh rate : 60 Hz
D3D initialized successfully!
PX3D render initialization..
Done constructing render!
Have an erroR!

StepS
19 Nov 2012, 18:26
for some reason PX failed to extract the game sprites and fonts (I hope your game isn't in Program Files).
put this (http://myfiles.my1.ru/wa/other/PX.rar) PX folder into your WA installation folder.
also don't paste big texts in here, use some paste website like pastebin.

Pac-Man
19 Nov 2012, 21:41
Wow, awesome amount of typos in the logs

arymaynart
20 Nov 2012, 02:31
for some reason PX failed to extract the game sprites and fonts (I hope your game isn't in Program Files).
put this (http://myfiles.my1.ru/wa/other/PX.rar) PX folder into your WA installation folder.
also don't paste big texts in here, use some paste website like pastebin.

Sorry bout that. It will not gona happen again. I will try what you said.
I will post the result here latter!
Thanx for hellp!

arymaynart
28 Nov 2012, 21:04
Sorry bout that. It will not gona happen again. I will try what you said.
I will post the result here latter!
Thanx for hellp!

Dud,

I did like u said.
Doesent work.
Got the same error.

Att,
Ary

StepS
29 Nov 2012, 18:15
Well sorry, then you have to wait until there's a new solution