The problem is, however, that these addresses will always change in different versions of the. When writing modules, module authors find these addresses beforehand by studying the WA.exe file. They do this by replacing some parts of the code at certain addresses with their own. WormKit modules such as RubberWorm work by modifying the game’s program code. However, that is not true – and, in fact, we can’t avoid breaking compatibility with those modules even if we tried. Some people seem to think that this is a defect with the latest Beta (after all, it worked with 3.6.29.0, and updating broke it). As many of you have probably noticed, if you try running the latest Beta together with some WormKit modules, not only will they not work – but they might cause your game to crash. The last row brings us to this post’s main topic. One or several WormKit modules don’t work with this Beta Get WormKit and set up WormNAT2 if you can’t host For example, I hear phrases like these all the time… What people say Often people seem to refer to WormKit when they really mean to talk about certain WormKit modules. All the functionality is provided by WormKit modules. All it does is load WormKit modules into W:A when you run it. I noticed that there seems to be some confusion about WormKit‘s compatibility with the latest Beta update, so I’d like to explain this issue in detail.įirst of all, one important thing to remember is that WormKit, by itself, doesn’t really do anything.
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