From: Joerg H. <jo...@lu...> - 2008-09-16 18:56:12
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Hi, [...] > Auria and I had a chat on irc some days ago about the future of the > blender-mod and decided to release the first blender-mod together > with the next STK-release. That makes sense :) > That leads to a problem: > We have no idea, how long it will take, till the next release gets > tagged Good question. I'd like to know, too - but it's (in my experience) not really possible to keep to a schedule in open source development (e.g. I know that some things might come up for me which would mean less time for STK for a while ... but currently I don't know what's happening, and when). I hope to finish the LAN version in a month (meaning getting all the menus synched), and then another month for various bug fixes and minor improvements. So a RC mid November, and hopefully a release beginning of December. Of course, if we can finish earlier, we won't wait. And of course this depends on auria's time as well (to get at least one special multi-player mode in). > and what parts of the STK will be modable by then and how. > Will we have modding of menus, backgrounds, sounds, music, tracks, > challenges and karts available, or will something be static? All my statements here should have a 'unless someone else submits a patch' added to it: if we get something earlier, I'll do my best to put it in asap. - Menus will not be modable (too much work, wait till irrlicht, to do it properly) - meaning the position and looks of the widgets will be fixed. - Background can easily be made modable (do you need a different background for each menu for a start, or just one?). - sounds: I am currently working on the engine sound patch, and I'll make all sound effects modable (i.e. the wav files are not hardcoded in STK anymore, they will be read from a data file) - tracks/karts: additional tracks can be defined in their own group (e.g. a 'blender-mod' group), but all existing tracks/karts would still be available (if you select a certain group STK will try to fill up all AI positions with karts from the same group) We can add an option to select the default kart and track groups. - music: each track can already have their own music. - challenges: each new track/kart can come with their own challenges (in a data file) to unlock them. If additional options are needed for certain challenges (something we haven't thought of) it should be easy to add this. I'll probably add an option to specify a different configuration file to be used (where things like background options etc would be specified). So a mod would actually be a new stk_config.data file, together with music, tracks, challenges, sfx, ... The only thing missing: an easy way to select a different mod (stk_config.data file, or perhaps a new mod-file, stk_config.data contains a lot of data that will not change from mod to mod. A command line option (which would then be saved in the user specific data) is easy, so once it is done it will always be the default. Or perhaps a default.mod file (which only specifies the stk_config.data file (or whatever) to be read in) - so you only have to add/overwrite this default.mod file to make the new mod the default look. Adding a menu for this would be rather difficult: a lot of information is read in at the beginning, so re-doing it would be very difficult, so I'd think that with the next release a fresh start is necessary if you want to change the mod. > What's actually your concept for mod-support? > Will it be like a whole different game (so we just clone and change > STK's data-folder, put it in a special subdir of STK's datadir and, > when activated, the engine uses exclusively the data in there) or > will it just change the menu-background and the standard-groups for > tracks and karts (so all the stuff from the STK main-package will > still be available?) I think I answered most of this. Long term: I'd like people to be able to download as many mods as they like it, then they select their favourite (for the menu etc look). But all additional tracks etc. should be available in all mods (this gives the user the most flexibility, i.e. they don't have to install different STK versions just to be able to play all tracks). So changing/copying the data dir should not be necessary. Is this what you want/prefer/can accept? Or do you prefer any other way? Of course, we could publish a blender-mod-only version - i.e. it replaces the standard tracks etc with the blender mod only (and people could download a base-mod to get this data in). > To me, the Blender-mod is not only a nice showoff to the blender- > community in hope to attract some artists, but shall also be a > demonstration of STK's mod-capabilities, to attract the huge > community of modders out there. > To show the modding-capabilities and the best way to implement a mod, > we need as much info as possible ;) > While I think, support for a total-mod would be way more attractive > to the modder-community, I also think, they will always find a way to > do that - be it by fully replacing the data-dir. what comes close to > a fork. Of course - it's open source anyway :) I'll try to put more information in the wiki, but this will be at least a week before I can get to that. But: have I answered your important or urgent questions so that you can keep on working? Basically: the gui/widgets will not be modable, but I think everything else can be made modable for the 0.6 release. But it will not be possible to change a mod in game, a new start is (most likely) required. If you have any concerns about my ideas, please let me know. Cheers, Joerg |