Difference between revisions of "Modding changelog"

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Note: this section describes changes between already released 0.93 and not yet released next version of vcmi.
 
Note: this section describes changes between already released 0.93 and not yet released next version of vcmi.
  
== General ==
+
=== General ===
 
* All mods must already be compatible with vcmi 0.93. This can be checked bu running mod with 0.93 installed: any error messages printed in console log on start must be fixed.
 
* All mods must already be compatible with vcmi 0.93. This can be checked bu running mod with 0.93 installed: any error messages printed in console log on start must be fixed.
  
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** Note: if both archive and directory are present files in directory will override files in archive.
 
** Note: if both archive and directory are present files in directory will override files in archive.
 
** See update cove mod for example: https://dl.dropboxusercontent.com/u/22372764/vcmi/mods/cove.zip
 
** See update cove mod for example: https://dl.dropboxusercontent.com/u/22372764/vcmi/mods/cove.zip
 +
 +
=== Towns ===
 +
* property "town/siege/shooterHeight" has been removed
 +
 
== 0.92 -> 0.93 ==
 
== 0.92 -> 0.93 ==
 
=== General ===
 
=== General ===

Revision as of 22:53, 31 July 2013

This page lists changes in modding format between various versions of vcmi

0.93 -> 0.next

Note: this section describes changes between already released 0.93 and not yet released next version of vcmi.

General

  • All mods must already be compatible with vcmi 0.93. This can be checked bu running mod with 0.93 installed: any error messages printed in console log on start must be fixed.
  • Zip support. Mods may use zip archives for their data. This is optional but recommended for performance reasons.
    • To use zip archives: create archive with files from Content directory in it and place it in mod directory with name Content.zip
    • Note: if both archive and directory are present files in directory will override files in archive.
    • See update cove mod for example: https://dl.dropboxusercontent.com/u/22372764/vcmi/mods/cove.zip

Towns

  • property "town/siege/shooterHeight" has been removed

0.92 -> 0.93

General

  • Identifiers resolution system. Same string identifiers from different mods will no longer conflict. Side effect: mod can access identifiers only from mods that are explicitly marked as required. This causes issue with current way to add new towns via 3 mods. There are two ways to fix this:
    • Merge 3 mods into one.
    • Move all creatures and hero classes into "neutral" faction and add proper overrides into town mod. See Cove for example.

Town

  • Icons use path to icon instead of image indexes:
"village" : {
	"normal" : {
		"small" : "modname/icons/hall-small.bmp",
		"large" : "modname/icons/hall-big.bmp"
	},
	"built" : {
		"small" : "modname/icons/hall-builded-small.bmp",
		"large" : "modname/icons/hall-builded-big.bmp"
	}
},
"fort" : {
	"normal" : {
		"small" : "modname/icons/fort-small.bmp",
		"large" : "modname/icons/fort-big.bmp"
	},
	"built" : {
		"small" : "modname/icons/fort-builded-small.bmp",
		"large" : "modname/icons/fort-builded-big.bmp"
	}
}
  • Buildings and structures use string identifiers instead of list
"buildings" :
{
    "building1" : { <Building format> },
        ...
}

Creature

  • Field graphics/iconIndex removed in favor of paths to two icons:
"graphics" :
{
    "iconSmall" : "modname/icons/iconSmall.png",
    "iconLarge" : "modname/icons/iconLarge.png"
}
  • Abilities use string identifiers instead of list
"ability" :
{
    "ability" : { <Bonus format> },
        ...
}
  • Field graphics/attackClimaxFrame was moved into missile description
  • Field graphics/missile/spinning is now removed.

Artifact

  • Field iconIndex removed in favor of path to icon

Hero

  • Field iconIndex removed in favor of path to icons
  • Spellbook description now uses string ID's for spells instead of numeric indexes:
"spellbook" :
[
    "magicArrow",
        ...
]