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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. git-svn-id: https://svn.eduke32.com/eduke32@4257 1a8010ca-5511-0410-912e-c29ae57300e0 |
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eduke32 | ||
synthesis.sh |