mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
* prepare gamedir for running the game * Stop telling installers to overwrite the vanilla game The release no longer contains anything that lands on a vanilla file: its base data lives in Base, so unpacking it over the game directory and copying the game's Data into the release now amount to the same installation. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * Give the mod's base data its own VFS profile Its files ship in Base now, so that a vanilla Data directory can be copied in whole without a single collision. Mount Base right above the vanilla dirs in every profile stack — the slot where the installer's overwrites used to end up. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * Mount Base in the language overlays' VFS configs too Assembling a release copies a <Language>_Version directory over gamedir, its own copies of the configs included, so without the same Base profile every non-English release would mount nothing from Base. Their libraries move along with the rest of the base data: each language slf, and the Russian data.slf that shadows the vanilla Data.slf by name. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * Ignore a vanilla Data directory dropped into gamedir Running the game here needs one copied in, and it is an untouched copy of somebody's retail install — nothing this repository should track. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * Ignore only the player profile directory, not every Profiles The unanchored pattern also swallowed Base/TableData/Profiles, the mod's soldier profile XMLs, which are tracked and belong in a release. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> * move gamedir/Data to gamedir/Base * move gamedir-languages' Data to Base --------- Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
26 lines
787 B
XML
26 lines
787 B
XML
<?xml version="1.0" encoding="utf-8"?>
|
|
<!--
|
|
This file defines the mine name on strategic screen and resource type name in mine infobox.
|
|
|
|
Fields index:
|
|
uiIndex - it is the number identifier in initmines.lua. (max 255 entries)
|
|
e.g. MineType = { Silver = 0, Gold = 1.... }
|
|
MineType assignment for each mines is done at function InitializeMines()
|
|
within the same LUA script.
|
|
|
|
sNameType - mine name to be displayed on strategic screen.
|
|
|
|
sMineral - resource type name to be displayed in mine infobox
|
|
-->
|
|
<MINERALS>
|
|
<TYPE>
|
|
<uiIndex>0</uiIndex>
|
|
<sNameType>Mine</sNameType>
|
|
<sMineral>Silver</sMineral>
|
|
</TYPE>
|
|
<TYPE>
|
|
<uiIndex>1</uiIndex>
|
|
<sNameType>Mine</sNameType>
|
|
<sMineral>Gold</sMineral>
|
|
</TYPE>
|
|
</MINERALS> |