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Build 3708

25 April 2013 · 3 commits by 1 author · SVN

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Original log file · 20130425-3708.txt
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r3708 | terminx | 2013-04-25 10:49:10 -0700 (Thu, 25 Apr 2013) | 14 lines

Support adding custom grps to the selector in the startup window. To use this feature, create a file with a ".grpinfo" extension in your EDuke32 directory, following this template:

grpinfo
{
    name "YourGameName"
    scriptname "yourgame.con"
    defname "yourgame.def"
    size yourgrpsize
    dependency DUKE15_CRC
    flags GAMEFLAG_ADDON
    crc yourgrpcrc
}

The "flags" field can also take the value "GAMEFLAG_DUKE" to define a new base game. Since this is the first commit of a new feature, certain semantics of the implementation and syntax are liable to change as necessary.
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r3707 | terminx | 2013-04-25 10:48:51 -0700 (Thu, 25 Apr 2013) | 1 line

Don't write SelectedGRP to eduke32.cfg when using the Megaton compatibility "-addon" parameter.
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r3706 | terminx | 2013-04-25 10:48:37 -0700 (Thu, 25 Apr 2013) | 1 line

Automatically execute mapname.cfg at map load time. This allows different maps in mods to have different rendering settings (shadescale, etc). This is not currently suitable for standalone user maps as there's no functionality to reset such cvars back to default at the next map load (so, if using this in a mod, every map needs to have a cfg).
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CON

Support adding custom grps to the selector in the startup window. To use this feature, create a file with a ".grpinfo" extension in your EDuke32 directory, following this template:

Richard Gobeille (TerminX) 25 Apr 2013, 10:49 UTC−7 r3708

grpinfo { name "YourGameName" scriptname "yourgame.con" defname "yourgame.def" size yourgrpsize dependency DUKE15_CRC flags GAMEFLAG_ADDON crc yourgrpcrc } The "flags" field can also take the value "GAMEFLAG_DUKE" to define a new base game. Since this is the first commit of a new feature, certain semantics of the implementation and syntax are liable to change as necessary.

Engine

Automatically execute mapname.cfg at map load time. This allows different maps in mods to have different rendering settings (shadescale, etc). This is not currently suitable for standalone user maps as there's no functionality to reset such cvars back to default at the next map load (so, if using this in a mod, every map needs to have a cfg).

Richard Gobeille (TerminX) 25 Apr 2013, 10:48 UTC−7 r3706