Difference between revisions of "Modding changelog"

From VCMI Project Wiki
Jump to: navigation, search
(Mod file format)
(General)
Line 10: Line 10:
 
** 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
 +
 +
* For music mods should use Ogg/Vorbis format instead of Mp3. This is necessary but not enforced due to lack of mp3 support on some platforms as well as legal issues from mp3 patents.
  
 
=== Mod file format ===
 
=== Mod file format ===

Revision as of 13:10, 26 August 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
  • For music mods should use Ogg/Vorbis format instead of Mp3. This is necessary but not enforced due to lack of mp3 support on some platforms as well as legal issues from mp3 patents.

Mod file format

  • New required fields: "version", "author", "contact" and "modType".

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",
        ...
]