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Getting Started
The OpenRA Mod SDK includes an example mod that demonstrates the environment. As a first step, you should try building and running this mod to make sure that everything is working before you change anything to suit your mod.
- Download the latest version of the SDK from the Releases page or using your git client. We recommend that you always use the latest tagged release, as the master branch may have incomplete or insufficiently tested changes.
- Compile the example mod. If you are on Windows then double click
make.cmdand then typeallwhen you are presented with the list of commands. If you are on macOS or Linux then open terminal in the root of the SDK directory and then runmake. - Run the example mod. If you are on Windows then double click
launch-game.cmd. If you are on macOS or Linux then open terminal in the root of the SDK directory and then run./launch-game.sh. The example mod should show a grey "Quit" button on a black screen.
Unfortunately, the example mod is missing many of the core definitions that are required for a basic game. We hope to eventually change this, but for now the best approach to creating a new mod is to copy and then adapt/replace parts from one of the official OpenRA mods.
The following steps outline how to clone the cnc mod to create your own SDK-hosted cncex mod. This example assumes that your mod does not require any custom C# code. Adapt as necessary for your own purposes.
- Delete the
mods/exampledirectory to remove the example mod. - Delete the
OpenRA.Mods.Exampledirectory andExampleMod.slnfile to remove the custom mod code. - Delete or adapt
README.md,CONTRIBUTING.md, andCODE_OF_CONDUCT.mdas appropriate for your own mod. - Make a copy of the base
cncmod fromengine/mods/cnctomods/cncex. This assumes that you ran themakecommand before you started! - Open
mods/cncex/mod.yamland make the following changes:- In the
Metadatasection set your mod title and version. - In the
Packagingsection replace$cnc: cncwith$cncex: cncex. This tells OpenRA that the explicit mountcncexshould refer to the root of your mod directory instead of the defaultcncmod (see Mod manifest), which is not available by default from the SDK. - Change all lines that start with
cnc|tocncex|. This updates the explicit mount references to account for the change that you have just made above.
- In the
- Open
mod.configand make the following change:- Replace
MOD_ID="example"near the top of the file withMOD_ID="cncex". If you plan on creating proper installers for you mod then you should read through the "Packaging" section and make changes as appropriate.
- Replace
- Rebuild your mod by running the
makecommand again, and then test your newly-cloned mod by runninglaunch-game.
You should now have a functioning stand-alone clone of the cnc mod that you can adapt / replace piece by piece with your own project!
If you don't plan on including any custom C# logic in your mod then you should delete ExampleMod.sln and the OpenRA.Mods.Example directory. If you do plan on including custom logic, then you will need to make some futher changes:
- TODO: Explain updating the GUIDs, project name, and changing the build output to
mods/mynewmod/ - TODO: Explain how to customize a new C# library to reference the engine and output files to the correct location.
If you would like to adapt an existing mod to the SDK, then the steps are largely the same as above. Copy your mod files to the SDK mod directory, and if you have custom code copy these files to the root of the repository. The main difference is that you may need to update your mod to be compatible with the latest engine release. If your mod already targets bleed then you probably already know how to do this; just update ENGINE_VERSION in mod.config to reference the upstream commit that you are targeting and you should be set. Otherwise, see Updating to a new SDK or Engine version for instructions on how to update your mod to to the latest engine.