EDuke32 Changelog Archivio non ufficiale

Build 4257

12 gennaio 2014 · 3 commit di 1 autore · SVN

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File di log originale · 20140112-4257.txt
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r4257 | helixhorned | 2014-01-12 06:54:36 -0800 (Sun, 12 Jan 2014) | 27 lines

Engine-side per-map ART file support.

When a map named <filename>.map is loaded (<filename> may also contain directory
separators), the engine checks for existence of <filename>_XX.art in the virtual
file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive
sequence of these ART files, i.e. aborts whenever a number in the sequence isn't
found (in contrast to normal ART loading).

Restrictions:
 - the per-map ART files must not reside in ZIP files
 - if a tile number is attempted to be overridden that has a dummytile or is
   cache1d-locked, per-map ART loading fails
On failure, the map is still loaded, but a diagnostic message is output to the
log/OSD.

Loaded per-map ART data are cleared whenever the map is "left". In particular:
 - whenever another map is loaded
 - in the editor: when a new map is started
 - in the game: after the bonus ending screen of a finished level, after going
   to the title screen via the menu

A final note: file names are supposed to be looked up and compared
case-sensitively. That is, <filename> must match EXACTLY between the map's and
per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will
come and eat you!

BUILD_LUNATIC.
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r4256 | helixhorned | 2014-01-12 06:54:34 -0800 (Sun, 12 Jan 2014) | 1 line

LunaCON: for readgamevar, if ud.config.scripthandle < 0, keep value, don't err.
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r4255 | helixhorned | 2014-01-12 06:54:33 -0800 (Sun, 12 Jan 2014) | 1 line

Stylistic/formatting tweaks in cache1d code.
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.
Engine

Engine-side per-map ART file support.

Philipp Kutin (Helixhorned) 12 gen 2014, 06:54 UTC−8 r4257

When a map named <filename>.map is loaded (<filename> may also contain directory separators), the engine checks for existence of <filename>_XX.art in the virtual file system, where XX is a 0-padded number from 00 to 19. It loads a consecutive sequence of these ART files, i.e. aborts whenever a number in the sequence isn't found (in contrast to normal ART loading). Restrictions: - the per-map ART files must not reside in ZIP files - if a tile number is attempted to be overridden that has a dummytile or is cache1d-locked, per-map ART loading fails On failure, the map is still loaded, but a diagnostic message is output to the log/OSD. Loaded per-map ART data are cleared whenever the map is "left". In particular: - whenever another map is loaded - in the editor: when a new map is started - in the game: after the bonus ending screen of a finished level, after going to the title screen via the menu A final note: file names are supposed to be looked up and compared case-sensitively. That is, <filename> must match EXACTLY between the map's and per-map ART one; 'art' must be lowercase. Otherwise, the cookie monster will come and eat you! BUILD_LUNATIC.