bugBattle for Wesnoth - Bugs: bug #8832, Enabling a generic mod system

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bug #8832: Enabling a generic mod system

Submitted by:  Lari Nieminen <zookeeper>
Submitted on:  Sun 01 Apr 2007 07:46:15 PM UTC  
Category: Feature RequestSeverity: 2 - Minor
Priority: 3 - LowItem Group: WML
Status: FixedPrivacy: Public
Assigned to: Fabian Müller <fendrin>Open/Closed: Closed
Release: 1.13Operating System: all

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Sun 01 Apr 2007 07:46:15 PM UTC, original submission:

A mod == something that requires complete control over all the WML, which is something the usual campaign/era mechanisms do not allow. Currently there are only two projects that would use this, Spacenoth and Storm of Steel.

There should be a new top-level tag, [mod], which would be rather comparable to [campaign]; just something that provides the meta information necessary for showing the user what he needs to see and for starting the campaign/mod. Here's an example [mod] tag that something like SoS would use, showing all the essential keys:

name= _ "Storm of Steel"
description= _ "A WW1 mod with lots of fancy stuff!"

Attached to this report is a mock-up image of how these mods should be displayed in-game, in the title screen. The (72x72) icon would get bordered with the same borders that are used around the main menu. Hovering over one should produce a tool-tip showing the description=.

Clicking on one of these "mod icons" should restart Wesnoth using the path= as the command line argument or just reload all the .cfg's using the path= as the main data path (whichever would be best code-wise; I don't know). In any case, the effect should be that instead of loading <Wesnoth-dir>/data/game.cfg like is done when starting Wesnoth normally, <userdata>/data/campaigns/Storm_of_Steel/data/game.cfg would get loaded instead (and this custom game.cfg would take care of the rest).

Obviously, the visual representation of these could change a lot, this was the simple way of displaying mods I thought of which doesn't require changes to other parts of the UI. A better way will probably be desirable at some point, and certainly open for discussion/suggestions. Feel free to implement the visual side of this in another way if you feel like it, the only thing that matters to me at least is getting any in-game way of switching between mods.

Lari Nieminen <zookeeper>
Project Member


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Attach File(s):

Attached Files
file #2183:  mod-support-1.jpg added by zookeeper (286kB - image/jpeg)


Depends on the following items: None found

Items that depend on this one: None found


Carbon-Copy List
  • -unavailable- added by shadowmaster (Updated the item)
  • -unavailable- added by fendrin (Updated the item)
  • -unavailable- added by zookeeper (Submitted the item)

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    Follow 17 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Mon 20 Apr 2015 03:47:14 AM UTCshadowmasterOpen/ClosedOpen=>Closed
    Thu 05 Jun 2014 08:34:30 AM UTCfendrinStatusIn Progress=>Fixed
    Thu 08 May 2014 08:47:10 PM UTCfendrinStatusPostponed=>In Progress
    Fri 06 Dec 2013 10:06:52 AM UTCfendrinStatusIn Progress=>Postponed
    Fri 11 Jan 2013 10:26:26 PM UTCfendrinPriority5 - Normal=>3 - Low
    Thu 27 Dec 2012 02:56:56 PM UTCfendrinPriority1 - Later=>5 - Normal
    Thu 27 Dec 2012 02:56:27 PM UTCfendrinStatusPostponed=>In Progress
    Fri 26 Oct 2012 10:21:18 AM UTCfendrinStatusIn Progress=>Postponed
    Sun 27 May 2012 03:36:10 PM UTCfendrinPriority5 - Normal=>1 - Later
    Wed 15 Feb 2012 06:24:45 PM UTCfendrinStatusPostponed=>In Progress
    Tue 31 Jan 2012 02:29:18 PM UTCfendrinStatusNone=>Postponed
    Sun 29 Jan 2012 09:55:44 PM UTCshadowmasterStatusPostponed=>None
    Mon 30 Aug 2010 01:30:03 PM UTCfendrinStatusIn Progress=>Postponed
    Thu 22 Apr 2010 05:04:49 PM UTCfendrinStatusNone=>In Progress
      Assigned toNone=>fendrin
    Sun 01 Apr 2007 07:46:15 PM UTCzookeeperAttached File-=>Added mod-support-1.jpg, #2183
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