The State of the Mods Address

Mods are flourishing right now in Supreme Commander, and it’s only going to get better. The next patch is going to be amazing for the mod community, including improvements to the way mods and maps are handled, an official map editor, and the continued promise of help and support from the GPG team. The mod handling changes are being announced and, to me, they look great. Cleaner implementation of the hooking system can only lead to more and more possibilities. Already, from reading these, I know I can greatly reduce redundant lines of code in a mod I’m working on once the next patch comes out. This means I can put more time into making the mod work and making it fun. While I’m not a huge fan of needing to generate a UID (Unique ID) for each mod I make, UIDs will make for much better handling of mods with the same name, such as different versions of the same mod.

A very cool new feature thats been announced in the above thread is the first OS call to be turned back on, OpenURL(string). This allows a mod to send a command to the OS to open up a given URL in your default browser (or other program associated with the specific protocol). Only safe protocols that can’t easily be used to spread adware, malware, or viruses can be used, specifically: HTTP, HTTPS, mailto, Ventrillo, TeamSpeak, Dapp, and IM protocols. The ability to add a help page or a feedback email right into the mod’s code is great though. Instead of needing a separate plain text readme to make sure people can find information on your mod or give feedback, you can just add a UI button.

In another thread, “O”, a GPG employee, released this information about the Map Editor:

“The map editor, which you don’t yet have (but will have soon hopefully), has a ‘marker’ editor which mass deposits are placed with. MarkerTemplates.lua specifies the available markers and can be modded to add your own marker types and attributes. The way to make this mod is to add a field to the mass deposit marker called something like “OwnerArmy” which you can then fill out in the editor you don’t have.”


This is great news. Basically, the Official Map Editor will have very detailed support for custom markers, which are key to scripted maps, especially scripted encounters such as campaign missions. As a modder who works mainly with map scripts myself, I’m really looking forward to this. I think some really interesting template map scripts will be popping up to be put in new custom maps, and scripted encounters, such as Warcraft III Tower Defense style maps, won’t be too far behind.

And as always, there is no end to the amazing support GPG employees give on the Mod Developer Support forums. They consistently answer questions about the Lua scripts and the game engine, and provide the best customer service and mod support I’ve ever seen. Calling Supreme Commander the most moddable RTS ever isn’t just marketing fluff; they’re serious about it!

13 Responses to “The State of the Mods Address”

  1. Cyde Weys Says:

    Oh wow, I had no idea this stuff was on the horizon. I am so excited, you have no idea. The “Use Map Settings” custom maps in StarCraft and WarCraft III were my absolute favorite things to play. I wasted so many days of my life playing tower defense maps and DoTA maps. Hell, I even had my own brand of heroes-style map going for awhile.

    If Supreme Commander gets these capabilities, as it seems on track to, it’s going to stick around for years with a vibrant multiplayer community. I can’t wait.

  2. masturbj0e Says:

    Supreme commander just seems to be getting better and better. Can’t wait for a ‘bunker command’ style map ala SC =]

  3. Will Says:

    I dunno… I get a little worried when people start relating SupCom to Starcraft. It’s like comparing apples to cat litter.
    And no one wants KitLitCom.

  4. Edswor Says:

    I think I never seen such a support from a developer company towards its customers/fans.
    I’m really looking forward the next patch and also for the first tower defense ;) .

  5. Rhysin Says:

    Never having played Starcraft, I have no idea what ‘tower defense maps’ or ‘bunker command style maps’ are. Could someone please explain. Cheers.

  6. faker_phil Says:

    Tower Defense maps I know from Warcraft III. Check this out, it demonstrates the principle pretty well.

    http://www.handdrawngames.com/DesktopTD/

  7. Jotto Says:

    Another good example is http://novelconcepts.co.uk/FlashElementTD/ which illustrates a slightly different sort of Tower Defense map. This sort is a bit easier to make as you don’t have to deal with mazes and enforcing no blocking rules.

  8. Rhysin Says:

    @Jotto: Cheers. I am not sure I have any more of an understanding, but I certainly have had two hours worth of fun, for free. Supreme Commander and hours of fun = $100, tower defence game and hours of fun = free.

  9. Rhysin Says:

    Opps, I meant faker_phil. I havent got around to playing Jotto’s game yet, I have to sleep now.

  10. creezy Says:

    Hopefully we’ll see some good total conversion mods. That’s all I really care for.

  11. woppin Says:

    SWSUPCOM anyone? Even if SWTA wasnt the greatest mod ever, nothing beats the sound of a squadron of tie fighters.

  12. freelancer Says:

    yeah, Tower defense games will be good, i just wanna get into rushed stratigic scale fighting
    starcraft was the age of tactical warfare. Supcom is suppose to be big, gritty and all sorts of ‘im winning here, but im loosing there’ stuff.

  13. kevin v Says:

    u make the map editor ill make the maps. i love making wc3 tower defenses and starcraft maps. ive made cat n mouse types dota typer tower defense/wars typer in warcraft 3. u got a beta version?

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