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PXS and PXL file format specification
http://px.worms2d.info/forum/viewtopic.php?f=15&t=1970
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Author:  Pac-Man [ Sat Jan 11, 2014 5:55 pm ]
Post subject:  PXS and PXL file format specification

Here is my reversed PXS and PXL file format specifications. Entuser himself never made one or lost it. At least that was the last stupid thing I heard from him.
If you do not understand the documentation, feel free to ask for help, it is following my standardized documentation format for file formats (a format, a format, my file scheme for a format).

The documentation is now in the worms2d wiki:
Scheme files *.pxs
Library files *.pxl

Thanks to Steps the details for Canister and Flamethrower are also included.

Worms.NET classes are available to load PX files.

Soon very very later (or never) ( :ugeek: ) I publish completely new and graphical editors for PX files, a submodule in Worms.NET Studio.

Author:  Danylo [ Tue Jul 29, 2014 1:33 pm ]
Post subject:  Re: PXS and PXL file format specification

thank you, Pac-Man. vgj

1. i've almost sorted the structure out, but stuck at weapon specification. i wanted to code a little utility for sorting files in .pxl. i thought it's a pretty easy task, because each 'Entry' has 'Length' field, and i can read and remember the whole 'Entry' with the necessary amount of bytes of 'Data', then move it wherever i want in the whole pxl-file, but!.... :| when 'Type'=0x08, meaning that the 'Data' should be 'Weapon' there is no 'Length' field! :O and 'Weapon' alone lacks the 'Length' field! so my code need to check all those weapon types, activation types, all stuff to know how much bytes to remember... damn! i don't want to get hands dirty in it! >_<
i wish i could sort those fckn files in libs. when one develops a lib it would be helpful: if you want to add a new weapon, there wold be no need to extract all images/scripts/weapons to add all again in order you want. can you code this? :)

2.
the remark about weapon 'Activation flag' you wrote:
if Activation by != Space, meaning this.Activation by
...
- Crosshair: Not used
...
that's not right actually, if i'm correct. i've noticed, that if this 'Not used' parameter is equal to:
  • 1, then when the weapon is launched uzi-bullet sound is played and uzi fire animation is played at couple of frames
  • 2, then weapon launch is grenade-like. worm hand throwing appears as well as throwing sound is played
  • 3, -//- bazooka-like
  • 4, -//- similar to 1, but minigun instead
  • 5, -//- similar to 1, but shotgun instead. this one is especially funny if you set it, for example, to bazooka: you set a fire power, then you release space, then worm starts to load an unexpectedly appeared shotgun, and shots bazooka with shotgun :D lol
  • 6, -//- -//-, but handgun instead
  • 10, -//- -//-, but longbow instead
so the point is, if one is making a launcher-weapon that is activated by crosshair and it's a grenade or some throwing bomb then 'Not used' parameter should be set to 2, otherwise 1 in most cases. i've noticed this thing when was playing with CWeaps7. Curtis made a Sling Shot that is a launcher weapon and it doesn't emit any sound when setting fire power. i thought it is weird and looked in weapon settings.

3. i wait eagerly for for new editors :)

Author:  Danylo [ Sat May 09, 2015 7:05 am ]
Post subject:  Re: PXS and PXL file format specification

Oh... the link is dead :cry:
I need it... :(

Author:  DebugErr [ Sun Feb 14, 2016 11:03 am ]
Post subject:  Re: PXS and PXL file format specification

Doesn't matter, it's now in the worms2d.info wiki, http://worms2d.info/Project_X/Scheme_file and http://worms2d.info/Project_X/Library_file

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