Opened 2 years ago

Closed 20 months ago

#162 closed enhancement (fixed)

Support Mod directories in knights_data

Reported by: stephen Owned by: stephen
Priority: major Milestone: 021
Component: knights Version: 019
Keywords: Cc:
Release Notes:

Description

Should extend the .txt and .lua config file system to allow for user-created Mods.

The idea is that user would put their mod in a directory, then drop that directory into knights_data. There would also be a file "mods.txt" containing a list of mods that the user wants to enable.

See http://www.knightsgame.org.uk/forum/index.php?topic=199.0

Change History (3)

comment:1 Changed 2 years ago by stephen

  • Milestone changed from 020 to 021

comment:2 Changed 2 years ago by stephen

The main tasks would be:

1) Add the mods.txt file as described above (see also the forum thread).

2) Modify server to download image data to the client, rather than relying on the image files being present in "knights_data" on the client machine. (Then mods can be installed entirely on the server, without needing any files to be downloaded to the client machine beforehand.)

3) Allow config files to "overwrite" existing definitions, e.g. replace:i_wand_of_undeath = ... (as suggested in the forum thread).

4) Possibly think about interaction between mods. The main area of concern is menus.txt; currently, if two mods both try to add an option to the quest menu, I think we will get conflicts. At some point need to make the menu system a bit cleverer so that it can "merge" definitions from different mods.

5) Write up some instructions somewhere so that people can understand how to make their own mods, and how to install a mod (should just be a matter of unzipping it in the right place and editing mods.txt to "activate" it). Probably add a short chapter to the Knights manual.

See also #149.

comment:3 Changed 20 months ago by stephen

  • Resolution set to fixed
  • Status changed from new to closed
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