20190825
Pre-release- Updated engine to
playtest-20190825
- Updated toolchain to work with the new OpenRA engine
- Linux and macOS applications no longer require a system Mono installation
- Added 64-bit Windows installer and portable packages (with
-x86
and-x64
filename suffixes) - Changed AppImage filename to include
-x86_64
suffix.
This is a major update to the mod SDK. The following files have changed:
.travis.yml
Makefile
make.ps1
mod.config
ExampleMod.sln
packaging/linux/buildpackage.sh
packaging/linux/include/AppRun.in
packaging/linux/include/Eluant.dll.config
(deleted)packaging/linux/include/OpenAL-CS.dll.config
(deleted)packaging/linux/include/SDL2-CS.dll.config
(deleted)packaging/linux/include/mod-utility.in
packaging/osx/buildpackage.sh
packaging/windows/buildpackage.nsi
packaging/windows/buildpackage.sh
We recommend updating by making a backup of any custom icons you have set in the platform-specific packaging directories, deleting the packaging
directory and all its contents, and then replacing it with the updated versions in this release before restoring your custom icons. Note that several files have been deleted, so extracting the new files over the top of the existing structure is not sufficient.
.travis.yml
, Makefile
, ExampleMod.sln
, and make.ps1
should then be replaced with the updated versions in this release.
If your mod defines its own sln
file you must update the Debug and Release configurations to build all projects as Any CPU
and add a new Release-x86
configuration that builds all dll projects using the Release
configuration, and all exe projects using the Release-x86
configuration. Refer to the ExampleMod.sln
for more details.
The following changes made to mod.config
:
- In the
Core Configuration
section:- Change
ENGINE_VERSION
toplaytest-20190825
- Add a new definition:
If your mod has deleted the Example dll then you should instead define this as
# .dll filenames compiled by the mod solution for use by the runtime assembly check WHITELISTED_MOD_ASSEMBLIES="OpenRA.Mods.Example.dll"
or if you have your own mod dll(s) this should instead specify their name(s) separated by spaces.# .dll filenames compiled by the mod solution for use by the runtime assembly check WHITELISTED_MOD_ASSEMBLIES=""
- Change
- In the
Packaging
section:- Change
PACKAGING_OSX_LAUNCHER_TAG
toosx-launcher-20190506
- Change
PACKAGING_APPIMAGE_DEPENDENCIES_TAG
to20190506
- Change
- In the
Advanced Configuration
section:- Add new definitions:
# List of .NET assemblies that we can guarantee exist # OpenRA.Game.dll is a harmless false positive that we can ignore WHITELISTED_OPENRA_ASSEMBLIES="OpenRA.Game.exe OpenRA.Utility.exe OpenRA.Platforms.Default.dll OpenRA.Mods.Common.dll OpenRA.Game.dll" # These are explicitly shipped alongside our core files by the packaging script WHITELISTED_THIRDPARTY_ASSEMBLIES="ICSharpCode.SharpZipLib.dll FuzzyLogicLibrary.dll MaxMind.Db.dll Eluant.dll rix0rrr.BeaconLib.dll Open.Nat.dll SDL2-CS.dll OpenAL-CS.dll" # These are shipped in our custom minimal mono runtime and also available in the full system-installed .NET/mono stack # This list *must* be kept in sync with the files packaged by the AppImageSupport and OpenRALauncherOSX repositories WHITELISTED_CORE_ASSEMBLIES="mscorlib.dll System.dll System.Configuration.dll System.Core.dll System.Numerics.dll System.Security.dll System.Xml.dll Mono.Security.dll"
- Add new definitions:
If your mod includes any custom c# projects you must update their csproj
files to use the new OpenRA standard template. Open each csproj
file with a standard text editor and replace the file contents with the text in OpenRA.Mods.Example/OpenRA.Mods.Example.csproj
. Find the <OutputPath>
definition (line 9) and replace example
with your mod ID.
This SDK version is not backwards compatible with previous OpenRA's engine versions, and you must proceed with the Engine update guide before your mod will run on the new release.