I have posted a text in the wiki about a possible way to define mods for spring to be used with the built-in mod switcher that is under development. So it would be nice if mod developers could take a look and see if it needs any changes or if it should be thrown out completely. :)
The main benefit of a more complex mod definition system instead of just letting the using switch manually between a bunch of files in a mod folder is probably that it allows dependencies to be specified nicely. This will allow the selection interface to only show relevant choices. The loading order will also be deterministic.
So anyway, take a look here: http://taspring.clan-sy.com/wiki/Mod_specification
Mod switcher
Moderator: Moderators
OH, I thought of a good suggestion! Let mods have the ability to enable/disable "features" of the engine, such as always-on-auto-radar-targetting and that ghost-buildings-stay-on-map-when-you-scout thing. Maybe other things like terrain deformation, but the first two alone would definitely be appreciated!
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- Posts: 704
- Joined: 30 Oct 2004, 14:14