Hey,
Any reliable ways of running the game? I tried to run it in different compatibility modes along with DXWnd on W10 but to no avail.
Currently I have successfully modified 19 scripts that now have the introductory cutscenes removed.
Link: https://drive.google.com/file/d/1tqpgoQiT1Y6ylnt6q-Qxr2VqXglidK8G/view?usp=sharing
To decompile the scripts which are .lub filetypes, I used https://sourceforge.net/projects/unluac/ In order to use it, make sure you have Java installed on your PC.
The .lub files can be decompiled by using this command in cmd: java -jar unluac.jar myfile.luac > myfile.lua
Make sure cmd is set to a location where unluac.jar and the encoded file is stored.
You can also use the provided script that will decompile the .lub files en masse.
Although the mission scripts become decompiled, they still remain a difficult read. You can apply changes more easily, though. The provided scripts have the 'EFMV.Start' value changed to 'EFMV.End' and StartFirstTurn() method moved over at the end of the first function. This solution removed the cutscenes for 19 missions only. Here is the list:
- D-Day
- Crate Britain
- A Leak in the Vegetable Patch
- Ice, Ice, Maybe
- When Annelids Collide
- Apple Core Island
- Take Me Cherry
- In Space No-one Can Hear You Clean
- Falling for You
- Crop Circle
- Movie Mayhem
- Worm and the Beanstalk (the cloud that the worms stand on will not fully load)
- Schools in for Summer
- High Stakes (game will get stuck if Dracuworm is killed improperly)
- A Quick Fix
- Plaice Holder
- To Boldly Go
- Beefcake Breakfast Brawl
- Costa Del Danger
I would request somebody to verify these new scripts and approve them. Some of them might have stuff missing as various events might happen during a cutscene, like an explosion that creates a hole.
If you are interested in helping me getting the remaining missions to work, please do not hesitate. Inside the archive you will also find original Worms 4 Mayhem scripts that are not encoded. Given that in Worms Ultimate Mayhem uses the same files, but encoded, it may give you a better understanding of how the encoding works.
Other important notes: Some of the scripts names do not match the names inside the game, for example:
A Quick Fix is notpc-w3d.lub Movie Mayhem is landing-w3d.lub Costa Del Danger is holiday-w3d.lub
- Story-wise there's probably no singificant difference, however the games differ in physics and the available weaponry. Some time-consuming investigation would need to be conducted in order to determine most of the differences. I just found including these levels in here as well more fitting because of the reasons mentioned above and the confusion people could experience otherwise.
Maybe I could record a whole run to see how it compares with Eddward's run.
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I used unluac: https://sourceforge.net/projects/unluac/ to decompile the .lub files, however they still remained a difficult read. I discovered that changing 'EFMV.Start' (responsible for the initial cutscene play) value to 'EFMV.End' and moving 'StartFirstTurn()' method at the of the 'Initialise' function removed the initial cutscene for 18 missions. The rest remains a mystery to me, I could not get them to work. I can provide the new scripts for the 18 missions, although I have not yet tested them thoroughly and some stuff might be missing. For example, in D-Day during the initial cutscene an enemy worm gets killed and I had to figure out how to remove it.
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I have not noticed a change in the final time.
Hi, request to include W3D levels:
D-Day Crate Britain Grave Danger A Leek in a Vegetable Patch Ice, Ice, Maybe When Annelids Collide Rum Deal Earn Your Crust Apple Core Island Helter Skelter Take My Cherry In Space, No-one Can Hear You Clean Shiver Me Timbers Falling For You Crop Circle Tree Village Trouble Movie Mayhem Worm and the Beanstalk Schools in for Summer High Stakes A Quick Fix All Cooped Up Trial of the Damned Showdown at the OK Corale Reef Plaice Holder Hook, Line and Skimmer Nobody Rides For Free Hold Until Relieved To Boldly Go Beautiful Balloon A Good Nights Sleep Beefcake Breakfast Brawl Costa Del Danger Ragnarok and Roll Alien Juice Suckers
Notice that the run does not have the initial cutscene. I have removed it inside the script file because these cutscenes are unskippable, making the restarting very tedious. Normally, a cutscene must be viewed entirely and they can last to up one minute long. Would you consider it breaking the rules?
Alright, I have edited Storm the Castle to instantly spawn every enemy worm and give me a Jet Pack. Not as quick as modifying the position values, but retries are still somewhat fast. Now I only have to find an efficient way to repeat the same Fire Punch setups.
I'm looking for a person who could help me with the search for what I call the "Double Speed" bug.
I have a faint memory from childhood that, due to some faulty connection, my game accelerated. It is common for games to be sped up when a severe lag causes a player to fall behind in the present. My guess is that the bug occurred to me when I left a game during this rapid event.
I would like to repeat this.
This could improve the speedrun times substantially (looking at you, Nice to Siege You) if ISlide does not prohibit it.
Although I have a vague lead, the search for the bug will consist mostly of trial and error, and failure is very likely. If this interests you and you are willing to abuse your own connection, let me know. And also download OpenSpy:
I am not planning to work on it soon, rather in over a month. I just thought that I would ask now.
They only seem to store the values, I have not had any success changing the positions. Stuff like this seems to be hardcoded, maybe I could search for clues in the mods created by the players.
Hey, was this played on a console rather than PC? The final position says 10th which is unlikely given the state of the PC LBs.
It could be probably named in the same way Worms 4: Mayhem / Worms Ultimate Mayhem is. Regarding the differences between the versions, Ninja Rope physics appear different in the favor of the PS players. There are some Time Attack speedruns played on PS published on YT that seem way out of the scope for the PC players.
Haha, I thought that I would improve it before the submition. This run was not meant to be ranked, hence why it hadn't been timed. :P
Thanks for going through this hassle, I promise to ease it up the next time.
Would be cool to find the position values to move the worms across a map. LUA files refer to the "databanks" folder for details, but there are XML files that store data only and while there are values responsible for the positions, changing them yields no results.
Hi, awesome stuff.
Impressive triple bat streak in Turkish Delights.
I also noted myself the skip to the last island in Chute to Victory and the spot you used to kill two Dinoworms with the Concrete Donkey in The Land That Worms Forgot.
Keep up the good work.
Comprehensive IL guides list: https://docs.google.com/document/d/1DqezopjRPqJovgGssnrN5-jR_jGYvG6D6DZv_bCP_WI/edit
Contains step-by-step descriptions and videos.
First three chapters speedrun:
Incredible run. I myself have completed everything too, but I'm stuck at 85%, does anybody have any clue why? My overall status is no different than at 4:03:24 except for the kills which I'm shy of 10 more to equal the result.
How is a submitted run's time determined and hence validated?
Hey, any plan in the future to include the DLCs as well?