Files
source/gamedir/Base/tilesets/AdditionalProperties/template.xml
T
d683cdeb64 Run from gamedir (#686)
* 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>
2026-08-01 11:05:15 -03:00

19 lines
1.6 KiB
XML

<ADDITIONALTILEPROPERTIES>
<ubTerrainID>1</ubTerrainID> <!-- terrain type, 1-10: FLAT_GROUND, FLAT_FLOOR, PAVED_ROAD,
DIRT_ROAD, LOW_GRASS, HIGH_GRASS, TRAIN_TRACKS, LOW_WATER, MED_WATER, DEEP_WATER-->
<!-- Note: ubTerrainID will be assigned dynamically if tile is used in tileset as texture, road, floor or roof. Set this tag only for other objects you want to treat as surfaces. -->
<bWoodCamoAffinity>0</bWoodCamoAffinity><!-- how powerful will be wood camo on this tile (in percents, can be negative) -->
<bDesertCamoAffinity>0</bDesertCamoAffinity><!-- how powerful will be desert camo on this tile (in percents, can be negative) -->
<bUrbanCamoAffinity>0</bUrbanCamoAffinity><!-- how powerful will be urban camo on this tile (in percents, can be negative) -->
<bSnowCamoAffinity>0</bSnowCamoAffinity><!-- how powerful will be snow camo on this tile (in percents, can be negative) -->
<!-- note: affinities for all tiles put on the same map grid stack (unless specific tile is a surface, then all layers below it are ignored) -->
<bCamoStanceModifer>0</bCamoStanceModifer><!-- how much less important will be merc's stance in calculating camo (-10 - 10)-->
<bSoundModifier>0</bSoundModifier><!-- how much louder will be footstep sound on this tile (in tile range ) (-10 - 10) -->
<bStealthDifficultyModifer>0</bStealthDifficultyModifer><!-- how much more difficult will be sneaking through this tile (in percents, can be negative) -->
<bTrapBonus>0</bTrapBonus><!-- bonus to trap level set on this tile (-10 - 10) -->
</ADDITIONALTILEPROPERTIES>
<!-- note: for "regwater" tiles (texture 6) properties will be set for edges only -->