Battlegoatstudios (talk | contribs) Tag: Visual edit |
Battlegoatstudios (talk | contribs) Tag: Visual edit |
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* Items that load ''before'' workshop data is available: |
* Items that load ''before'' workshop data is available: |
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** Splash screens (BltSplashScreen) - pubsplash, splash, splashme/box |
** Splash screens (BltSplashScreen) - pubsplash, splash, splashme/box |
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− | **MouseCursor images |
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**''If Workshop data arrives in time, everything else should be OK'' |
**''If Workshop data arrives in time, everything else should be OK'' |
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*When a new Workshop MAPS game is started, all graphics (textures) are unloaded |
*When a new Workshop MAPS game is started, all graphics (textures) are unloaded |
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**This may cause brief visual anomalies when starting a new game |
**This may cause brief visual anomalies when starting a new game |
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**Other workshop changes (ie turning MODS items on/off) usually require a game restart. |
**Other workshop changes (ie turning MODS items on/off) usually require a game restart. |
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+ | **There are some items (ie FONTS pages, Cursors) that can't be modded in MAPS files, as they are not unloaded. |
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File Loading Sequence - stops at first found: |
File Loading Sequence - stops at first found: |
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# ''<Mapspath>\SRNEW\MAPS\Default.WMData'' |
# ''<Mapspath>\SRNEW\MAPS\Default.WMData'' |
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# ''MAPS\Default.WMData'' |
# ''MAPS\Default.WMData'' |
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+ | |||
+ | ===== Limitations of Steam Workshop ===== |
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+ | The following are currently limitations with the Steam Workshop implementation: |
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+ | |||
+ | * Workshop maps cannot be used with multiplayer games. |
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+ | ** Workaround: Host starts/creates game, saves it, and then transfers save game to other players |
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+ | * Workshop type MAPS items cannot modify game engine items such as graphics pages without side effects; use MODS type items for this. |
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+ | |||
+ | <br /> |
Latest revision as of 22:39, 29 March 2020
Steam Workshop support is being added to Supreme Ruler Ultimate effective version 9.1.286+ (March 2020 Update).
Workshop items supported are MAPS and MODS, described below.
Workshop type MAPS:[ | ]
- Upload from: \Scenario\Workshop
- A "Package" of a .scenario file and as many game items as necessary
- Game items load from Workshop path if available, then check SRU path
- Display/Select:
- SP: Listbox 1534
- MP: switch list as with Save games; Listbox 2907
Workshop type MODS:[ | ]
- Upload from: ??
- Replacement/addition items for anything in game root path
- Once "subscribed", will be used for file load paths
- Search workshop paths, in order, until file found
- If file not found, use default SRU path
- Optional, handle file list paths (ie Sandbox) by combining all results into one
- Could be unsubscribed from SRU
- Optional, could query list and subscribe from within SRU
- Note: This usage can cause conflicts with other workshop items, unexpected changes (ie flag replacements), issues with core game, etc
Uses of Steam Workshop[ | ]
- Create a new Sandbox/Scenario (MAPS)
- Created in \Scenario\Workshop\
- Create a .scenario file
- Create a folder with the same name for scenario-specific files
- Optional: Create folders with override for default game (Maps\, Graphics\ etc)
- Upload to Steam using Asset Tool
- Create Mods for Core Game (MODS)
- Create a folder structure with changed files
- Can be in any folder - Sandbox\ etc, Maps\, Graphics\, Localize\ etc
- Can also override data from existing Core Sandbox, Campaign, or Scenario
- Can override in the Sandbox\... folder, and/or the Common\ folder etc
- Upload to Steam using ???
Technical Details[ | ]
Game Engine initializes Steam during application startup, before main menu display
- Workshop items should be retrieved before menu is called, so that graphics and haps will load through the workshop sequence.
- Items that load before workshop data is available:
- Splash screens (BltSplashScreen) - pubsplash, splash, splashme/box
- If Workshop data arrives in time, everything else should be OK
- When a new Workshop MAPS game is started, all graphics (textures) are unloaded
- This will force the game to use any graphics in the MAPS workshop folders first
- This may cause brief visual anomalies when starting a new game
- Other workshop changes (ie turning MODS items on/off) usually require a game restart.
- There are some items (ie FONTS pages, Cursors) that can't be modded in MAPS files, as they are not unloaded.
File Loading Sequence - stops at first found:
- If MAPS: MAPS workshop path
- If not MAPS: Loop through each MODS path looking for Scenario Path overrides
- If not MAPS: Scenario Path in Default installation
- Default installation
For Example - loading Sandbox SR1940, looking for Default.WMData
- Look through all MODS : <Modpath>\Sandbox\SR1940\MAPS\Default.WMData
- Sandbox\SR1940\MAPS\Default.WMData
- MAPS\Default.WMData
For Example - Loading MAPS Workshop Scenario SRNEW, looking for Default.WMData
- <Mapspath>\SRNEW\MAPS\Default.WMData
- MAPS\Default.WMData
Limitations of Steam Workshop[ | ]
The following are currently limitations with the Steam Workshop implementation:
- Workshop maps cannot be used with multiplayer games.
- Workaround: Host starts/creates game, saves it, and then transfers save game to other players
- Workshop type MAPS items cannot modify game engine items such as graphics pages without side effects; use MODS type items for this.