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Dummy Mod v0.2

Posted: 25 Jan 2009, 13:44
by SpliFF
Introducing one of the smallest Spring mods ever.

Dummy mod is a mod that simply loads and gives each player a unit. That's it.

Why would you want that?:

* For testing AI, gadgets, widgets or Spring itself.
This mod is 30k, loads in about 5 seconds (with a small map) and doesn't introduce any mod-specific behaviour. It is the ultimate 'clean-room' for testing engine code and addons.

* As a base for a new mod or mutator.
With no dependencies on otacontent or other mods, up-to-date and documented configs, and no unessential code or data this provides an excellent starting point for original mods. This is actually the reason i created Dummy Mod in the first place.

Known issues:
My main mod is going to use the 'fireplatform' feature of transports and the CA ARM transport boat is the only unit I know that implements it. For simplicity I have used this unit but for testing reasons I turned it into a tank. The result is your single unit is a boat that drives around on land and can't fire! Still, i did say it was a minimal mod didn't I?

Once my own mod has it's models ready i'll release an update with a variety of basic unit types (though still minimal). For now you'll need to make your own units and weapons if you need that kind of thing.

This release isn't well tested. Feel free to report bugs in this thread.

Download Site

Re: Dummy Mod v0.1

Posted: 25 Jan 2009, 13:53
by Agon
That is a good idea. I will use it for testing the MonoAIInterface.
Thank you.

Edit:
I get an "could not open wave file" error on Linux.

Re: Dummy Mod v0.1

Posted: 25 Jan 2009, 14:00
by SpliFF
i get that error too but it seems non-fatal on windows. does it still load?

Re: Dummy Mod v0.1

Posted: 25 Jan 2009, 14:03
by danuker
Even quantum mods have missing files.

Re: Dummy Mod v0.1

Posted: 25 Jan 2009, 14:09
by koshi
http://github.com/spring/spring/commit/ ... e58a0ac63f

was a non-fatal error on windows until friday

Re: Dummy Mod v0.1

Posted: 25 Jan 2009, 14:15
by Auswaschbar
Oh, and we are currently working on making it no error at all. But that won't happen until next release.

Re: Dummy Mod v0.1

Posted: 25 Jan 2009, 14:19
by SeanHeron
This is something really useful! I'd actually been looking for something like this (cause I wanted to throw together a little gameplay idea), and had the luck of stumbling over this.

I guess the intent might be slightly different, cause that is practicly the absolute barebones (no unit that does anything).

But I wanted to make you aware of that anyway, as I reckon Flozi might not have really advertised it (much). Oh, and I'd been doing a little expansion on that one (hardly though) - not put it anywhere yet though.

So good job in any case :)
Regards Sean
Edit: Just had a look at it - some good documentation there! This is just the kind of stuff I had in mind. So one last time: nice effort (like the Mod Guide on your site as well :P)!

Re: Dummy Mod v0.1

Posted: 25 Jan 2009, 17:19
by FLOZi
Yeah, I always meant to release the mod dev kit in 3 stages, 1 is absolute bare minimum files to run without errors, 2 was a full set of directories and documentation of each folder and important gamedata files, and 3 was to be an actually functioning, playable mod.

Never did get around to finishing it. :P

Re: Dummy Mod v0.1

Posted: 25 Jan 2009, 20:44
by SpliFF
Well even if you've got unfinished stuff lying around i'd love to see it. Finding doco for spring is like water in a freakin desert!

Anyway I've updated to v0.2. Changelog (nothing major):

* added 3 required sound files (for linux). beep4.wav, beep6.wav, button9.wav
* removed some unneeded temporary files

Also submitted a patch for Spring to make ArchiveMover recognise modinfo.LUA. it was hardcoded for tdf. Not a major issue for this mod since the users are all developers but important for mods based on it (or any future mods using modinfo.lua).

Download Link

Re: Dummy Mod v0.2

Posted: 25 Jan 2009, 22:55
by FLOZi
I never got past phase 1 :P