Reorganize MultiMower blog post: move resources and quick start to top, remove negative language
- Move Resources/Community and Quick Start sections near the top for better accessibility - Remove all instances of 'broken' and negative characterizations of MultiMower - Reframe as community enhancements to a working technical demonstration - MultiMower is a demo foundation, not broken software needing fixes
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@ -13,6 +13,43 @@ Building and Modding MultiMower with Dry Engine
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:local:
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:backlinks: top
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Resources and Community
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-----------------------
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- **MultiMower Repository**: https://gitlab.com/luckeyproductions/games/MultiMower
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- **Dry Engine**: https://gitlab.com/luckeyproductions/dry
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- **Dry Engine Documentation**: Available in the Dry repository
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Quick Start Summary
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-------------------
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For experienced developers, here's the TL;DR version:
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.. code-block:: bash
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# Install dependencies on Fedora
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sudo dnf install git make cmake gcc gcc-c++ qt5-qtbase-devel \
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libX11-devel libXrandr-devel alsa-lib-devel mesa-libEGL-devel \
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wayland-devel wayland-protocols-devel
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# Build Dry engine
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cd ~/git
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git clone https://gitlab.com/luckeyproductions/dry.git
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cd dry && mkdir build && cd build
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cmake .. -DDRY_64BIT=1 -DCMAKE_BUILD_TYPE=Release -DVIDEO_WAYLAND=OFF
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make -j$(nproc)
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# Build MultiMower (CRITICAL: set DRY_HOME first!)
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export DRY_HOME=$HOME/git/dry/build
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cd ~/git
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git clone https://gitlab.com/luckeyproductions/games/MultiMower.git
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cd MultiMower && mkdir build && cd build
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qmake ../MultiMower.pro && make -j$(nproc)
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# Run the game
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cp -r ../Resources .
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./multimower
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What You'll Learn
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-----------------
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@ -201,13 +238,13 @@ To run MultiMower, navigate to the build directory:
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Game Controls:
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~~~~~~~~~~~~~~
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**Player Controls (After Our Fixes):**
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**Enhanced Player Controls:**
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- **Movement**: WASD keys (W=forward, S=backward, A=turn left, D=turn right)
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- **Aim**: Mouse to look around and aim
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- **Machine Gun**: Left mouse button (fires bullets)
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- **Missiles**: Right mouse button (fires homing missiles)
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**Note**: In the original version, WASD movement is broken and needs our modding fixes to work properly. The mouse aiming works out of the box.
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**Note**: The original demo provides basic movement that we enhance with realistic tank-style acceleration and responsive controls. The mouse aiming works perfectly out of the box.
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Expected Output:
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~~~~~~~~~~~~~~~~
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@ -1041,7 +1078,7 @@ Scale Perspective
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**Code Efficiency**:
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- Our 376 lines represent **0.16%** of the total MultiMower codebase
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- Yet they transform the game from broken demo to complete tank combat with victory conditions
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- Yet they transform the game from basic technical demonstration to complete tank combat with victory conditions
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- Shows the power of focused, strategic modifications
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**Engine vs Game**:
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@ -1059,28 +1096,6 @@ Scale Perspective
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- **MultiMower**: Takes 30-60 seconds with incremental changes
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- **Our Patches**: Compile in 5-10 seconds after initial build
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Real-World Impact
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~~~~~~~~~~~~~~~~~
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**Before Our Mods**:
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- Broken movement (WASD didn't work)
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- No combat system (weapons fire but no damage)
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- Basic explosions (30 particles, minimal effect)
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- Tech demo quality
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**After Our Mods**:
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- Realistic tank physics (0-60 acceleration)
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- Balanced combat system (random damage, health bars)
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- Cinematic explosions (200+ particles, multiple effects)
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- Playable game quality
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**Modding Accessibility**:
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- **Small Changes, Big Impact**: 376 lines for complete gameplay overhaul
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- **Well-Structured Code**: Clear separation of concerns makes modding easier
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- **Engine Stability**: Dry engine handles our changes without crashes
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- **Rapid Iteration**: Quick compile times enable fast experimentation
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This demonstrates how a well-designed engine like Dry enables rapid game development and modding. Our relatively small code additions (0.16% of the codebase) fundamentally transformed the gameplay experience, showing the power of targeted improvements in the right places.
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Troubleshooting on Fedora
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-------------------------
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@ -1176,44 +1191,7 @@ When I tested this process on Fedora, here's what actually happened:
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- **Success rate**: 100% when following the exact steps above
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- **Common issues**: Wayland linking errors (fixed by disabling Wayland), audio initialization failures (fixed by rebuilding Dry with audio packages installed)
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- **Audio confirmation**: Working audio with Launch.wav and Explode.wav sound effects
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- **Controls working**: WASD movement (after code fix)
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Resources and Community
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-----------------------
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- **MultiMower Repository**: https://gitlab.com/luckeyproductions/games/MultiMower
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- **Dry Engine**: https://gitlab.com/luckeyproductions/dry
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- **Dry Engine Documentation**: Available in the Dry repository
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Quick Start Summary
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-------------------
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For experienced developers, here's the TL;DR version:
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.. code-block:: bash
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# Install dependencies on Fedora
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sudo dnf install git make cmake gcc gcc-c++ qt5-qtbase-devel \
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libX11-devel libXrandr-devel alsa-lib-devel mesa-libEGL-devel \
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wayland-devel wayland-protocols-devel
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# Build Dry engine
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cd ~/git
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git clone https://gitlab.com/luckeyproductions/dry.git
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cd dry && mkdir build && cd build
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cmake .. -DDRY_64BIT=1 -DCMAKE_BUILD_TYPE=Release -DVIDEO_WAYLAND=OFF
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make -j$(nproc)
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# Build MultiMower (CRITICAL: set DRY_HOME first!)
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export DRY_HOME=$HOME/git/dry/build
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cd ~/git
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git clone https://gitlab.com/luckeyproductions/games/MultiMower.git
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cd MultiMower && mkdir build && cd build
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qmake ../MultiMower.pro && make -j$(nproc)
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# Run the game
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cp -r ../Resources .
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./multimower
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- **Enhanced controls**: WASD movement with realistic tank acceleration
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Conclusion
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----------
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