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Worms Armageddon 3.8

worms2d.info

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Re: Worms Armageddon 3.8

#71

Earlier quoted context omitted.

Also keep in mind the game is built for couch coop and that it takes a bit of time to swap seats/hand over the keyboard

Right. For what it's worth, at least some of these delays are configurable in Armageddon ("Hot-Seat Time" and "Retreat Time"). There is a spicy game mode in Armageddon called Paranoia ( https://worms2d.info/Paranoia ), in which these delays, plus the turn duration, are all set to zero, meaning players have exactly one frame to make their move. As you can imagine it is very hectic!

Huh. Thats hilarious. My first thought was, "how does that even work?"

Though I imagine games are rather quick like that

Re: Worms Armageddon 3.8

#72

Worms Armageddon maintainer here, AMA :) Here is a somewhat more nicely formatted list of highlights: https://worms2d.info/Worms_Armageddon_3.8_Features

Do you know who to ask about the voice lines and voice actors?

Worms 2 introduced the "Danish Pyrus" voice bank, and it might have been voiced by Jan Linnebjerg, who played Pyrus, but it isn't written down anywhere in the manual or credits.

Re: Worms Armageddon 3.8

#76

Worms Armageddon maintainer here, AMA :) Here is a somewhat more nicely formatted list of highlights: https://worms2d.info/Worms_Armageddon_3.8_Features

Thank you for keeping this wonderful game updated!

IIRC you were also working on a D port of the engine. Did that make it into this release or is it planned for later / not at all?

Re: Worms Armageddon 3.8

#77

Do you think anyone will write a web-based version of Worms? Multiplayer, in the browser. It seems like it would be hugely popular. You could even turn websites themselves into arenas to battle in. :) Imagine blowing up a hacker news comment.

I made a web-based clone as a Java applet circa 2003-2004 for a $300 contract on rentacoder.com for which I was never paid. :)

I built just the basic skeleton of a game engine, and stupidly handed over the code to the client before they paid me. They went on to find another contractor to dupe and turned it into a game called "Fat Super Heroes" which was online for a while on some sleazy website where you could gamble real money on the outcome of the game.

The original (horrible, terrible, hacky) engine I wrote is here:

https://github.com/emezeske/museum-of-ancient-artifacts/tree...

I don't think it ever got much real popularity; I was not a fan of the theme and the second contractor added a bunch of bloat that made it load slowly, etc. But it was quite a fun learning experience.

Re: Worms Armageddon 3.8

#78
post #54

After looking for something similar I have been playing Hedgewars https://www.hedgewars.org/ which is Hogs instead of Worms, an interesting code base and play mode addons based on Lua. Not looking back to Worms. There's a nice European userbase and if you tune in at hedgehog hour (8pm time in CEST/CET) you'll have some fine company. My favourite mod is Monarchy: https://www.hedgewars.org/node/6718#comment-34937 .

hedgewars is awesome. lived with 3 friends and installed this on our beamer in the living room. Competition is fierce still, in 5+ years nobody would even change team once. we lost track of score 3 years into the competition tho.

Re: Worms Armageddon 3.8

#79
post #53

Worms Armageddon maintainer here, AMA :) Here is a somewhat more nicely formatted list of highlights: https://worms2d.info/Worms_Armageddon_3.8_Features

Big fan of worms from my Amiga days - thanks for keeping it alive! Have you played liero? Do you like it?

Yes, Liero's great! Lots of fun.

Re: Worms Armageddon 3.8

#80
post #59

Earlier quoted context omitted.

> That’s wonderful! Is the code open source{,able}? Unfortunately no. And, saying this as a big open source enthusiast (see profile), it would not do the game's community much good to be open-sourced right now (as the game relies almost entirely on security by obscurity to deal with multiplayer cheating). Open sourcing also would be unlikely to solve any big problems - e.g. native Linux / macOS support is not due to…

Thanks for your efforts! It's great to see someone keeping the classic Worms going. Out of general curiosity, is there anything you can tell us about the source code? What languages are used? How many LOC? Did they use any sort of version control? Whats the build process like? Were you surprised by any of the ways they were doing things when you first got to see the code?

Yes, I'll gladly answer those questions!

Worms Armageddon is written in C++, with some bits of x86 assembler. Though, we are phasing out the assembler code (for portability), and it isn't as necessary due to advancements in compiler optimizers. 300KLOC at the moment. No version control software was used back in 1999, to the best of our knowledge. The build process changed over the years, due to inheriting Worms 2's frontend/game split; these days it's just one Visual Studio project, though I'm trying to move to CMake/Clang.

The game engine was written by Karl Morton, and it definitely felt special. Information is propagated using a message queue system. Other parts of the code were in a completely different style, having been written by other people. Fun things like jokes left around in comments, and also "fun" things like UI code tangled with network code and other nightmares that we're untangling to this day. It's humbling being able to maintain this legacy!

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