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History / SiegeSmith World Builder Guide

Revisions

  • SiegeSmith manual: full rewrite - task-first, complete, corrected The wiki section becomes the SiegeSmith manual, organized around what the user wants to do rather than how the data works (the original Siege Editor's documentation problem, inverted): - NEW "How do I...?" page - one-line answers mapping intent to the exact control, covering terrain, placement, game-making, custom content, retail modding, and a troubleshooting table. - NEW Studio Guide - the main window: install detection, Tank Explorer (tree/search/category jumps/context menu), every format viewer including PRS live playback, GAS editing with validation, Build Tank from Folder, .ssproj projects, Build & Install, Launch. - World Builder Guide rewritten as the full reference: 19 sections with a linked contents line - every palette tab, the complete Inspector field reference (trigger rows/flags and the full condition/action verb lists, command kinds and fields, dialogue line fields), scrubbable number fields, deep zoom, Region tab (load/save, mod identity, mood, atmosphere), Map tab (names, quests, validation/diff/dependencies), World tab (stitching with the mini-map and dangling-stitch indicators), and the Custom tab (imports, template creator, custom tiles, prefabs). - Corrected wrong tab attributions in the guide and walkthrough (mood/atmosphere/mod identity live on the Region tab, not Map). - Hub page routes by intent and leads with How-do-I; Home links the whole manual.

    @codingncaffeine codingncaffeine committed Jul 10, 2026
  • World Builder Guide: scrubbable number fields and deep zoom

    @codingncaffeine codingncaffeine committed Jul 10, 2026
  • SiegeSmith: full documentation section The SiegeSmith page becomes a hub (with the banner) linking three new guides: - World Builder Guide - every editor feature, what it's for and how to use it: terrain painting, scatter, multi-select and group ops, instance overrides, patrols, effects, lighting and atmosphere, triggers and the graph views, dialogue and quests, overlays and visibility eyes, undo/autosave/search, validation/diff/dependencies, prefabs, custom asset imports, and the run/sync/ship loop. - Making a Game from Scratch - the step-by-step walkthrough from an empty viewport to a playable, distributable .dsmap. - Modder's Guide - working with the original game: reading shipped data with the viewers, GAS editing, retexturing, and the folder-mod -> build-tank -> install loop. Home page links all three.

    @codingncaffeine codingncaffeine committed Jul 10, 2026