This is about a patch I am writing,
the prototype phase is over jumping into the final implementation.

http://www.wesnoth.org/forum/viewtopic.php?f=36&t=29670
https://gna.org/bugs/?8832

Since I want to contribute the patch into mainline I would like to hear
your opinions and thoughts on the specification.

Let's define some vocabularies to make the talking easier.

Core -- A core is the base of Wesnoth's wml datatree.
         Currently that is all the files in datadir/data.
         There is only one Core loaded at the same time.

Default Core -- Current Wesnoth

Conversion -- A conversion provides another core.

mod -- A mod provides extra code for a specific core.
        You can only load mods if the target core is loaded.

Some examples:

Spacenoth -- Despite being abandoned and outdated this project
              is the best example for what can be called and implemented
              as an conversion.

Ascension -- This era provides additional lvl4 and lvl5 upgrades for the 
default units.
              This can be implemented by a conversion providing a core 
that loads the default
              core and adds the additional units.
              But it can also (the better solution) be a mod for the 
Default Core.

Usage:
     ./wesnoth --conversion "core-id" will load Wesnoth with the 
specified core instead of default.
     ./wesnoth --mods "ascension, whatever" will load the mods if the 
match the current core.

     Conversions and mods can be downloaded from the addon server like 
normal.
     Another gui dialog similar to the campaign selector will let the 
player switch to another core,
     making it also the default for the next start of Wesnoth.

     A second dialog will provide all mods matching the current core and 
let the player select a subset of them.

Any thoughts?

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