Bull, I love you. <3
Credits:
ShadowBrain.
His remake of the bazooka, showed me the light and gave the game the cartoonish look it has now.
He also modeled the holy handgrenade. The guy has been a great supporter.
Divran.
Has given a load of input, gave a lot of great suggestions and came up with the teleporter idea.
He also made 2 excellent maps, which I hope can be added.
Feha.
He came up with the brilliant barrels and landmines idea.
AngryChairR
I have never build something together with someone else, but he is the exception.
ww_eday is the result and I think it's awesome to play on.
For putting effort in making models, but which didn't made it into the game:
QuiTtaX, Manic790, Unsmart, Feha, Zantier and 100 Cotton
Beta testers:
First a special note for Oenmaster, he had a lot of patience with my failing Fraps skills and was a very worthy opponent.
Also ShadowBrain, D3cr1pt0r, Hitman271, QuiTtaX and a load of people whose name I can't remember.
Without their knowledge being my standard Wired Worms team:
Faron, Anticept, Black Phoenix and Syranide.
Please contact me if I have forgotten you.
Features:
- A player spawns the master expression which controls the game. Start new game and start next round is triggered by this player.
- Unlike normal Worms, everyone can use a worm during a round. No sitting around and look helpless another player blasting your worm to bits. This adds a new depth of play, you can try to save your other worms from a enemy with evil plans. At the same time you need to be aware for an ambush and be very careful not to be shot before you make your own shot.
- Practical no player limit, everyone spawns his own worms, everything is communicating through signals and gvars.
The only limit is the server capacity to handle Wired Worms.- Easy controls, WASD and Space to move around
1-6 to select weapons, mouse 1 and 2 to aim and fire weapons.- 24 Weapons; 6 are infinite in stock, 6 start with 1 or 2 in stock, the other 12 are considered super-weapons and need to be picked up.
- Physics, for both weapons and the worms. Nothing is more fun then to see worm fly through the air after you have put a dynamite stick in his mouth.
- Simple but effective movement animations.
- Fall damage, falling of a too big height hurts your worm. Falling from a great height or into water kills your worm instantly.
- Gravestones, Of course a worm needs a proper burial.
- Rather intelligent camera system, when you are inside a building, the camera won't go through a wall and thus make you walk in the dark.
- Free cam! Whenever you can't control a worm, before a game, between a round or when your worm got hurt, you are free to roam around the battlefield with a cam, exactly the same as no-clip.
- Own Message System. Wired worms sends out a lot of messages, to prevent spam to not playing people on the server only clients read the messages.
- Works with a standard installation of wiremod and PHX, nothing else is required.
Weapons:
How to setup and play:
Extract the .zip into ..\steamapps\USERNAME\garrysmod\garrysmod\Added notes to the video:
HQ video available.
- Make sure everyone has the same version.
- The use of Wired Keyboard is optional. In the dupe Keyboard will be wired to 6 added Numpad Inputs (1 to 6) to change weapons. Wiring up a Wired Keyboard as in the video changes weapon-changing to the normal 1 to 6 keys.
How to get the best gameplay:
- Do not EVER duplicate a full loaded client. I haven't added duplication support, so you need to upload the code anyway.
- Since holograms are client-side, they are very lag sensitive. Play in low ping servers.
- Too prevent annoyed other players, try to find a low-player / empty server. It isn't bad with 2 players, but with 6 players it can cause issues for sure.
- Cheating is incredible easy. You don't have to be a genius to start with all weapons, worms with 100000 hp and / or invincible worms. I haven't and will not add cheat protection. Just don't do it.
Bugs and suggestions.
Please post if you noticed a bug, want a weapon nerfed or boosted or have a suggestion.
I won't add any more different types of weapons ( like air-strikes ) in this worms, I could replace weapons though.
A few know bugs.
- The tail of the worms have a tendency to parent at the wrong place when shot.
- Weapons turn according the camera instead of the worm while airborn.
Official maps, included in the zip:
User created maps:
![]()
![]()
How to make your own Wired Worms World:
- Nothing more is needed then plain frozen props.
- Try to keep it simple and propcount low, only using large PHX blocks can do wonders already.
- I would recommend using Easy-Precision and PHX blocks, for accuracy. Worms can fall through tiny gaps between props. The little gap stacker-tool makes between props is too big already!
- There is no problem with being indoors, bunkers and such are highly appreciated.
- Straight forward worms can walk against a 45 angle. Any steeper and they need to zig-zag to get up.
Some worm sizes / stats.
Max jump height with forward jump: 1 PHX block (Difficult though!)
Max jump height with height jump: 2 PHX blocks
Maximum jump able gap: 4 PHX blocks
Worm model height: 1 PHX block (To make doorways an appropiate size, they actually walk underneath 6 units already)
Changelog:
V1.0:
Initial Release.
V1.01:
Compatible with V1.0
Replaced printColor() with PrintColorDriver(), stops messages being printed while not in the chair. Thanks Feha / mattwd0526.
V1.1:
Not compatible with previous versions.
Moved the print messages to a separate chip. (Reverted back to printColor(), the warning messages were to annoying)
(probably) Fixed the not exploding timed explosive bug.
Fixed the tail leaving behind
Fixed the projectile stuck in the air after defeat.
Fixed center messages, they are queued now.
Fixed spawning on none frozen props.
Added as seperate duplications:
- Teleporters. (One way.)
- Exploding Barrels
- Proximity Landmines ( Dupe the clients first, then the mines. )
Up-down movement for no-clip. ( Space - Alt )
Speed-modifier for no-clip ( Shift speeds up )
GPS input for client which overrides the normal spawn area to local around that GPS. (For team games.)
The master-chip has gotten a bigger plate which controls:
- Round time.
- Delay between rounds.
- Automatic new round start.
- Super weapons in crates toggle.
V1.2:
Not compatible with previous versions.
Added random color / name generator for clients with a unfilled team.
Added a separate input for the numpad weapon selection, adding the wired keyboard does not disable them.
Worms and crates are now less likely to spawn on impossible to reach places. (The ground must be rather horizontal.)
Added a * and / numpad input to the master chip which re-spawn the pickups on a different location when needed.
The teleporters are now bi-directional.
Removed the guided rocket in favor of a hand-held cannon. Instant fire, greater velocity but slightly affected by gravity.
Changed the content of the pack to prevent clutter.
I added 2 landmines, 2 explosive barrels and 1 two-way teleporter in a single dupe. I figured that any client could spawn a pack before a game starts and spreads his stuff across the map.
Added a jump pad.
I didn't put it into the main zip, because they should be saved with a map.
They need to be fine-tuned for every situation. (Angle / Force of Jump , look in their E2 for more details. )
Added ww_eday.
A map I made together with AngryChairR.
Thanks for reading!
Bull, I love you. <3
Cool. So (if I'm reading this correctly) your going to make a game out of this?
No matter how many Z's you put after Plz, you still spell as well as a piece of cheese.
http://somone77.net
Thanks for your server, it has been a heaven of peace to build / code this.
No, the game is actually as good as done. It needs more weapons
The editor is code ripped out of the game to make the creation and testing of weapons easy. Now, I don't have to restart a game to test if a hologram is in the right spot. And I posted the editor to see what weapons other people can come up with.
Oh, I'll edit a wish-list in.
Once again your ingenuity amazes me. Interesting idea, seemingly perfectly implemented. A video would be appreciated, but one can live without.
This seems so damn epic. I will test this, and if it seems even half as good as I imagine it (which as its source-engine, means not as good as real worms (cant kill world)), I will love this XD. Any possibility to place pre-defined spawnpoints, for a dm gamemode (randomize where on them you spawn)?
I will probably look into creating a weapon for it... Perhaps the flamethrower XD. But tbh I guess it will be something simple.
I left the video out for two reasons:
1. Not more then only have 3 weapons, not that interesting.
2. I haven't played a game with more then 2 players. Most of the time alone, and it's a bit boring to show me blasting my own team to pieces.
( The standard names are Faron , Anticept , Syranide and Black Phoenix, You don't want to know how much they have been killed the past couple of days. )
I think I need 3 or more players for good video material.
Maybe I'll add a weapon or two tomorrow ( I want a sheep!) and invite some people for a beta game
A flamethrower which blows out a OMGWTFBBQ fireball would be great!
Edit: Anyone feel free to change the projectile model of the bazooka and both models of the hand-grenade.
I made those when I only had two available holograms for the projectile and they could use an update to 4.
Wow, that must have been really hard to make. I think might be one of the first contraptions I download from the forumsGreat work.
Bookmarks