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questshock/modding/README.md
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Add AI-upscaled critter/object art as a new MDL mod type
Extends the MDL system beyond text overrides: bitmaps/<label>.json
names a model/scale and resource list, and mdlp extracts each
resource's frames, runs them through an ONNX Runtime CPU upscaler
baked into mdlp-image, re-quantizes to the game's palette, and writes
the result back - same build-time pipeline as message overrides.

Adds animgallery, a standalone viewer that renders any data
directory's animated resources as an HTML/GIF gallery with a
checkbox-driven MDL JSON generator, and -only-changed to preview just
what a mod overrides against the base game.

Fixes a real data race in hacked's ChangeNotifier.hashAll() (found via
go build -race causing non-deterministic resource counts), via a new
numbered patch rather than editing the vendored source.

Adds engine-patches/, a general-fixes counterpart to
android/engine-patches/ now staged and applied to the desktop builds
too (previously unpatched): a real GL_UNPACK_ROW_LENGTH stride bug, an
audio error-logging improvement, and two critter-rendering fixes -
mod art was losing to the base game's own re-opened resource files,
and critters rendered at the wrong size/position once that was fixed,
both from how the billboard renderer derives on-screen size and
placement straight from bitmap pixel dimensions.

Updates README.md and AGENTS.md to document engine-patches/.
2026-09-27 20:52:35 +02:00

13 KiB

Modding

Tools and reference material for modding System Shock (1994) itself - distinct from the rest of this repository, which is the QuestShock VR port of the game engine. Everything modding-related lives under this folder.

hacked and ss-specs come from the InkyBlackness project; sqweek-dialog is a separate third-party dependency of hacked. All three are vendored unmodified under src/, each under its own upstream license (see below) - none is relicensed by this repository's own MIT license. mdlp (also under src/) is first-party code written for this repository.

1. Layout

  • src/ - every vendored and first-party source tree, kept apart from the Docker/script scaffolding that builds them:
    • hacked/ - InkyBlackness HackEd, the graphical mod editor. A vendored source snapshot (New BSD License), taken from the main branch on 2026-09-26. To update it, replace this directory with a fresh checkout and update that date.
    • hacked-patches/ - numbered patch -p1 files applied to a scratch copy of hacked/ at build time (same pattern as the root project's android/engine-patches/, see the repository root's AGENTS.md section 6) - hacked/ itself is never edited in place. See section 1.1 for what each patch does.
    • sqweek-dialog/ - github.com/sqweek/dialog, hacked's native file-dialog dependency. Vendored at the exact version hacked/go.mod would otherwise pull from the module proxy (ISC License), so it can be patched the same way as hacked/ itself (see section 1.1).
    • sqweek-dialog-patches/ - patches for sqweek-dialog/, same pattern as hacked-patches/ (section 1.1).
    • mdlp/ - the Mod Definition Language Processor (section 4). First-party Go source, not vendored - edit it directly, no patch system needed.
    • ss-specs/ - InkyBlackness ss-specs, the unofficial file-format specifications the editor (and any other modding tool) is written against. Reference documentation only, not built. A vendored snapshot (CC BY-NC-SA 4.0 - non-commercial, unlike the rest of this repository), taken from the main branch on 2026-09-26.
  • hacked-build-image/ - the Dockerfile (and supporting scripts) for the hacked build environment: the Go toolchain plus every dependency src/hacked/go.mod pins, fetched once at image-build time so the actual build needs no network access. Mirrors the main project's own build-image/ (see the repository root's README.md section 4) one level down, for this subproject.
  • hacked-build-image.sh / hacked-build-run-image.sh / hacked-build-upload-image.sh - build the image, run it to compile hacked/, and push it to a registry, respectively. Same pattern as the root project's own build-image.sh/run-image.sh/upload-image.sh.
  • mdlp-image/, mdlp-image.sh / mdlp-run-image.sh / mdlp-upload-image.sh - the same pattern again, for mdlp (section 4.2).
  • mods/ - mod definitions in the Mod Definition Language (section 4).
  • Makefile - hacked (default) builds hacked/ via the image; build-image (re)builds that image; mdlp-image builds the mdlp image; mods processes every mod under mods/ via that image; clean removes dist/.
  • dist/ - build output (git-ignored): make hacked under linux//win/, make mods under mods/.

Shockolate (the engine ../engine/ vendors) already has its own modding support (level/resource files, res/data/); this folder is about the external tools that create and inspect that content, not about changing the engine itself.

1.1. Patch reference

src/hacked-patches/ and src/sqweek-dialog-patches/ (applied to scratch copies of src/hacked/ and src/sqweek-dialog/ respectively) are both plain, numbered patch files applied in order at build time - neither vendored source is ever modified in place. What each one does:

src/hacked-patches/:

  • 01-use-patched-dialog.patch - adds a go.mod replace directive pointing github.com/sqweek/dialog at the local, patched ../sqweek-dialog instead of the upstream module, so hacked (and anything else building against this source, such as mdlp/animgallery) picks up the crash fix below.
  • 02-fix-hashall-race.patch - fixes a real data race in ss1/resource/ChangeNotifier.go's hashAll(): it hashes many resources concurrently (one goroutine per ID) to detect what changed after a modification, but only guarded the resource lookup with a mutex, not the actual block-reading inside hashResource() - resources from the same underlying file share a stateful reader, so concurrent unguarded reads corrupted each other, non-deterministically. Found via go build -race after animgallery produced a different resource count on every run against the exact same input. The mutex now guards the whole hash computation per resource, not just the lookup.

src/sqweek-dialog-patches/:

  • 01-xinitthreads.patch - adds XInitThreads() before gtk_init() in the Linux backend. Without it, hacked segfaults the moment a native GTK3 dialog (file/folder browse) opens while a GLFW/OpenGL context is live: GLFW's own X11 backend installs a process-wide Xlib error handler that conflicts with GTK's unless Xlib has been told up front that it will be used from multiple threads.

2. Building hacked

Packages dist/<version>.linux64.tgz and dist/<version>.win64.zip (native Linux build, Windows amd64 cross-compiled via mingw-w64 - both from the same source, in one run).

Prerequisites: Docker - same as the root project, nothing modding-specific to install locally.

cd modding

# 1. Build the hacked-build-image (once, or after hacked-build-image/ or
#    src/hacked/go.mod|go.sum changes)
./hacked-build-image.sh

# 2. Compile hacked/ for Linux and Windows
make hacked

<version> is hacked-<date>, not an InkyBlackness release version: hacked/ is a vendored snapshot here, not its own git checkout, so there is no tag to derive a real version from (see hacked-build-image/build-hacked.sh's own comment).

Run the result: dist/linux/hacked/hacked on Linux, dist\win\hacked\hacked.exe on Windows. Needs OpenGL 3.2; usage is documented on hacked's own wiki.

2.1. Publishing the build-image

Same registry as the root project's own build-image (see the repository root's registry.env.example), under a separate image name so the two don't collide:

./hacked-build-upload-image.sh

Reads REGISTRY/REGISTRY_USER/REGISTRY_PASSWORD and (optionally) HACKED_REGISTRY_IMAGE from ../registry.env, same as the root scripts. Don't bump hacked-build-image/VERSION just because the Dockerfile changed - only once a build with the current version has actually succeeded, same policy as the root project's own build-image/VERSION.

3. Example: Editing a message

hacked has no inline text editor - every text field is edited by right-click -> Copy to Clipboard, editing the text in an external editor, then right-click -> Copy from Clipboard back into the field. Example: changing Rebecca Lansing's first email.

  1. Run dist/linux/hacked/hacked (or the Windows build).
  2. Window -> Project. Under Static World Data, Add... and browse to the game's whole res/assets/ss_ee/data/ directory (see the root README.md section 3 for where that comes from), so every .res/.dat file is available.
  3. Window -> Messages (F5). Message Type: Mails. Index: 26 (Rebecca's first mail). Edit Sender/Subject/Title/the message text via the clipboard round-trip above.
  4. Back in the Project window, under Mod Location, click Save (first time: Browse... to an empty folder, for example ./modding/mymod).
  5. Test it from the root project's desktop build:
    ./dist/run.sh "$(pwd)/modding/mymod"
    
    The mod-folder argument must be an absolute path: run.sh cds into dist/ before launching the engine, so a relative path resolves against the wrong directory and the mod silently fails to load (the engine's ProcessModDirectory() reports nothing on a bad path). When the path is right, the terminal shows ProcessModDirectory ... / Found resource file: ... / Loading mod file ... for confirmation.

4. Mod Definition Language (mods/)

MDL is a small, declarative JSON format for describing a mod's content - one file per piece of content (a message override, an upscaled sprite, and so on), naming the game resource it touches and the values to set, rather than the resource's actual binary data. mdlp (the Mod Definition Language Processor, mdlp/) reads these files and produces the same kind of mod folder hacked itself would save, reproducibly and offline. Since a plain-text description is all that's checked into git, mods stay reviewable and reproducible from the game's own data alone (see section 4.3) - unlike the workflow in section 3, whose result only ever lives in whatever you clicked through in hacked.

4.1. Layout

mods/
  <mod-name>/
    messages/
      <label>.json   # one message's overrides
      <label>.txt    # optional: a text field's body, referenced by ...File

Each messages/*.json overrides one message (email, log, or fragment) by type and index. Only fields present in the file are changed - everything else is read from the game's own data (Static World Data), the same inheritance the Messages window in hacked shows via its "(read-only)" label:

Field Meaning
type Mails, Logs, or Fragments
index The message's index within that type
language Default, French, or German - omit for Default
title, sender, subject Plain strings
verboseText / verboseTextFile The long body, inline or from a sibling file (avoids escaping newlines/quotes in JSON)
terseText / terseTextFile The short body, inline or from a sibling file
nextMessage, isInterrupt, colorIndex, leftDisplay, rightDisplay See ElectronicMessage in src/hacked/ss1/content/text/ElectronicMessage.go

mods/mymod/ is a worked example matching section 3's Rebecca's-mail edit, expressed as MDL instead of a hacked session.

4.2. mdlp

src/mdlp/ is first-party Go source (not vendored - edit it directly, no patch system needed). It reuses hacked's own resource read/write code (ss1/edit, ss1/world, ss1/content/text) through a go.mod replace pointing at the sibling ../hacked (both under src/), instead of reimplementing System Shock's file formats. It needs no GUI, GLFW, or GTK - only the packages that model resource data.

mdlp-image/ is its own Docker build/runtime environment, separate from hacked-build-image/: mod processing is expected to grow further external tool dependencies (image/audio conversion, etc.) of its own over time, independent of hacked's GTK/GLFW/mingw toolchain.

4.3. Building mods

cd modding

# 1. Build the mdlp-image (once, or after mdlp-image/ or
#    src/mdlp/go.mod|go.sum changes)
./mdlp-image.sh

# 2. Process every mod under mods/
make mods

# ...or only some of them:
MODS="mymod" make mods

Needs the game's own data directory at ../res/assets/ss_ee/data (see the root README.md section 3) as read-only reference data, so overrides that touch only some fields of a message can inherit the rest.

Output lands in dist/mods/<mod-name>/mod/ (the same shape hacked's own Project window Save produces) for each mod, plus one combined dist/questshock-mods.zip packaging all of them together. Nothing but mods/'s own JSON/text files needs to be checked into git - the game's own data (already required locally, already git-ignored) plus those files is always enough to reproduce this output from scratch.

Test every built mod at once with run-mods.sh (Linux) / run-mods.bat (Windows), copied into the root project's own dist//dist-win/ by make dist (root README.md section 4) alongside the plain run.sh/run.bat:

../dist/run-mods.sh

It scans dist/mods/*/mod and passes each one it finds to run.sh as a separate, absolute argument - the engine's ProcessModDirectory() only scans one directory level deep (see res/run-mods.sh's own comment), so it can't simply be pointed at dist/mods/ itself. To test a single mod instead, use run.sh directly the same way as section 3's step 5:

../dist/run.sh "$(pwd)/dist/mods/mymod/mod"

4.4. Publishing the mdlp-image

Same as hacked-build-image/ (section 2.1): ./mdlp-upload-image.sh reads REGISTRY/REGISTRY_USER/REGISTRY_PASSWORD and (optionally) MDLP_REGISTRY_IMAGE from ../registry.env. Don't bump mdlp-image/VERSION just because the Dockerfile changed - only once a build with the current version has actually succeeded, same policy as the root project's own build-image/VERSION.