It's (roughly) 23 years since Goodbye Galaxy came out, so here's a preview release of Omnispeak so we can experiment with supporting (simple) mods.
This is an (unfinished, unpolished) preview of how to create and run mods in Omnispeak.
It includes:
- Mod-enabled copies of Omnispeak for Windows, Linux, and 32-bit DOS
- Debug copies, which display warnings and other information to help you fix any issues you may find.
- Some documentation on how to make mods with Omnispeak.
- Pre-converted copies of Keen 7, Keen Asylum, and Keen 5.5 as examples.
[*]A huge number of accumulated bugfixes since Omnispeak 1.1. (Even if you don't want to try mods, it may be worth trying.)
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It also should work with the 15th Anniversary AAMBA versions, and Operation Station Infiltration was built on top of an early version of this.
As-is, it should be able to (with some conversion) run any mod which just changes levels, graphics, sounds, text, and ]some very basic enemy behaviour changes. (Keen 7 is about as complicated as is possible). More complicated mods can be made, but would require modifying Omnispeak's source code and recompiling — this, for example, is what Operation Station Infiltration did.
The overall way this works is by having "variable files", which store all sorts of "moddable" information. A mod can either replace these entirely, or provide its own file which overrides the originals. The variable files are simple text files, in a ckpatch-style format, and can be easily changed.
Full Changelog: v1.1...1.2preview