The game components (modules, counters, maps, etc) are all computer generated. The most efficient way for me to create a Vassal module would be to generate the Vassal files directly.
However, the description of the module structure on p102 of the Design Guide (BuildFile and ModuleDate file) are inadequate.
Are there definitions of the XML structures somewhere that I could use for this purpose?
The game components (modules, counters, maps, etc) are all computer
generated. The most efficient way for me to create a Vassal module would
be to generate the Vassal files directly.
However, the description of the module structure on p102 of the Design
Guide (BuildFile and ModuleDate file) are inadequate.
Are there definitions of the XML structures somewhere that I could use
for this purpose?
This is one of the shortcomings which made me decide that we need a new
file format for VASSAL 4. In VASSAL 3.2 and earlier, the only reliable
description of the buildFile is in the code itself. You could wade
thgough the code to get an understanding of it, but then you’d have an
understanding of something that is horrible to work with, rather than
something human-readable.
I wrote some scripts for generating buildFile fragments for The Longest
Day module, and that did expedite things a great deal, but it’s still
kind of painful to do. This will be much improved in VASSAL 4.
Thanks for the quick reply. It sounds like I should wait for v4 to embark on this.
Regarding documentation I found the design guite quite informative and well written. I am guessing that the module editor closely follows the xml allowing UI editing of the components. Perhaps you could add a description of the relevant XML to each section of the design guide or else have a sepearate guide that followed the same structure.