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 Apr 1 19:46:15 2007  
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 Apr 1 19:46:15 2007, 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 Apr 20 03:47:14 2015shadowmasterOpen/ClosedOpen=>Closed
    Thu Jun 5 08:34:30 2014fendrinStatusIn Progress=>Fixed
    Thu May 8 20:47:10 2014fendrinStatusPostponed=>In Progress
    Fri Dec 6 10:06:52 2013fendrinStatusIn Progress=>Postponed
    Fri Jan 11 22:26:26 2013fendrinPriority5 - Normal=>3 - Low
    Thu Dec 27 14:56:56 2012fendrinPriority1 - Later=>5 - Normal
    Thu Dec 27 14:56:27 2012fendrinStatusPostponed=>In Progress
    Fri Oct 26 10:21:18 2012fendrinStatusIn Progress=>Postponed
    Sun May 27 15:36:10 2012fendrinPriority5 - Normal=>1 - Later
    Wed Feb 15 18:24:45 2012fendrinStatusPostponed=>In Progress
    Tue Jan 31 14:29:18 2012fendrinStatusNone=>Postponed
    Sun Jan 29 21:55:44 2012shadowmasterStatusPostponed=>None
    Mon Aug 30 13:30:03 2010fendrinStatusIn Progress=>Postponed
    Thu Apr 22 17:04:49 2010fendrinStatusNone=>In Progress
      Assigned toNone=>fendrin
    Sun Apr 1 19:46:15 2007zookeeperAttached File-=>Added mod-support-1.jpg, #2183
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