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Worms Revolution

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Title Screen

Worms Revolution

Developer: Team17
Publishers: Team17, Warner Bros. Interactive
Platforms: Windows, Xbox 360, PlayStation 3, Mac OS X, PlayStation Vita
Released internationally: October 10, 2012 (Windows/360/PS3), June 6, 2013 (Mac), October 8, 2013 (Vita)


SourceIcon.png This game has uncompiled source code.
DevTextIcon.png This game has hidden development-related text.
MovieIcon.png This game has unused cinematics.


ProtoIcon.png This game has a prototype article

Worms Revolution is the first game in the series to introduce... water!

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Hidden Videos

In the XBLA version, there are three videos that have a Windows cursor in them. They are most likely accidentally left in and they don't exist in the Steam version. They all feature some white noise in the background and a noise click at the beginning of each video.

HTP1.wmv

This video shows some kind of developer error message.

htp2.wmv

A 2 FPS video showing off an early online leaderboard.

HTP3.wmv

This video shows off the title screen with an early logo.

Early Achievement Names

Trebus = 27; // now called Kleptomaniac
DianasLegacy = 29; // now called Claymore More
Besty = 30; // now called Bug Gulp

Xb360Config.txt in the XBLA version has comments about old names of achievements. Note that "Big Gulp" has a typo.

Scripts

Hmmm...
To do:
  • Maybe dedicate a sub-page for all uncompiled scripts? and compare between Xbox 360 and PS3.
  • Find out which file on Steam the scripts are compiled to.

In the XBLA version, data.zip\Scripts\ includes plaintext script files for everything: weapons, enemies, backgrounds, worms, HUD, game settings, etc. By extracting the XBLA package, editing the scripts and repacking it, changes can be seen in-game.

Below is an example of Grenade.txt:

Equip =
{
	CanHoldInCave = true;
	CanHoldOnPack = true;
	CanHoldOnRope = true;
	CanHoldOnPara = true;
	
	RequiresAim				= true;
	RequiresPowerBar			= true;

	Poser =
	{
		ResourceMesh				= "3DGrenade";
		AttachmentPoint				= "WeaponLocator";
		DrawAnim					= "DrawGrenade";
		HoldAnim					= "HoldGrenade";
		AimAnim						= "AimGrenade";
		PreFireAnim					= "PrefireGrenade";
		FireAnim					= "FireGrenade";
		ShowResourceMeshDuringFire	= false;

	}
	
	Gadget =
	{
		StoryName					= "Grenade";
		SuggestedReplayCam			= "kReplayCamera_ZoomIn"; // "kReplayCamera_Tracking", "kReplayCamera_Landscape", "kReplayCamera_ZoomIn", "kReplayCamera_ZoomOut", "kReplayCamera_Vertigo", "kReplayCamera_StaticPos",
		ResourceMesh				= "3DGrenade";
		AttachmentPoint				= "WeaponLocator";
		DrawAnim					= "DrawGrenade";
		HoldAnim					= "HoldGrenade";
		AimAnim						= "AimGrenade";
		PreFireAnim					= "PrefireGrenade";
		FireAnim					= "FireGrenade";
		DeploymentTime				= 0.00;
		OnNoDamageWormSays			= "WeaponMissed";
		ShowResourceMeshDuringFire	= false;

		MinShotPower = 10.000000;
		MaxShotPower = 415.000000;
		PowerUpTime = 1.500000;
		LaunchDelay = 0.000000;
		RoundDelay = 0.000000;

		FuseTimeHelper =
		{
			Fuse0 = 3000;
			Fuse1 = 4000;
			Fuse2 = 5000;
			Fuse3 = 1000;
			Fuse4 = 2000;
		}
		
		SecondaryDropVelocityScale = 1.0;

		AimAngleHelper =
		{
			Style				= "Press"; // "Click" or "Press"
			Speed				= 2.0;
			UseFacing			= true;
			ShowReticle			= true;
						
			Wedges =
			{
				Wedge0 =
				{	
					Dir = "MaxToMin";
					Min = 0.0;
					Max = 180.0;
				}
			}
		}
				
	}
	
	Payload =
	{
		PayloadID			= "kPayload_Grenade";
		StoryName			= "GrenadeRound";
			
		PayloadMesh			= "3DGrenade";
		LaunchSound			= "WormsNext/Weapons/DefaultThrow";
		BounceSound			= "WormsNext/Weapons/GrenadeImpact";
		PreEmptSpeech		= "GrenadeLanded";

		FlightBehaviour			= "Tumbling";

		OnDeploymentWormSays		= "Grenade";
		StaticAspects		= "<Grenade> <Magnetic> <Payload>";

		BlastEffect			= "";
		ExplosionEffect			= "BlastMediumFX";
				
		Mass				= 1.0;
		Restitution			= 0.4;
		AirResistance			= 0.0001;
		GravityFactor			= 0.93;
		Friction			= 0.75;
		AffectedByMagnets		= 1.0;	
		BounceAttenuation	= 0.0;
		Spin				= 0.2;
		TravelTimeReplay	= true;
		WaterPushForceCap	= 0.05;
	}
}