Files
questshock/modding/README.md
T
ml ab2b778f44
build / build (push) Successful in 3m36s
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

284 lines
13 KiB
Markdown

# Modding
Tools and reference material for modding System Shock (1994) itself - distinct
from the rest of this repository, which is the [QuestShock](../README.md) VR
port of the game engine. Everything modding-related lives under this folder.
`hacked` and `ss-specs` come from the [InkyBlackness](https://inkyblackness.github.io)
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](https://github.com/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](../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](https://github.com/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](../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.
```sh
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](https://github.com/inkyblackness/hacked/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:
```sh
./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](../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:
```sh
./dist/run.sh "$(pwd)/modding/mymod"
```
The mod-folder argument **must be an absolute path**: `run.sh` `cd`s 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
```sh
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](../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](../README.md) section 4) alongside the plain
`run.sh`/`run.bat`:
```sh
../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:
```sh
../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`.