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* 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>
19 lines
1.6 KiB
XML
19 lines
1.6 KiB
XML
<ADDITIONALTILEPROPERTIES>
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<ubTerrainID>1</ubTerrainID> <!-- terrain type, 1-10: FLAT_GROUND, FLAT_FLOOR, PAVED_ROAD,
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DIRT_ROAD, LOW_GRASS, HIGH_GRASS, TRAIN_TRACKS, LOW_WATER, MED_WATER, DEEP_WATER-->
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<!-- 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. -->
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<bWoodCamoAffinity>0</bWoodCamoAffinity><!-- how powerful will be wood camo on this tile (in percents, can be negative) -->
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<bDesertCamoAffinity>0</bDesertCamoAffinity><!-- how powerful will be desert camo on this tile (in percents, can be negative) -->
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<bUrbanCamoAffinity>0</bUrbanCamoAffinity><!-- how powerful will be urban camo on this tile (in percents, can be negative) -->
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<bSnowCamoAffinity>0</bSnowCamoAffinity><!-- how powerful will be snow camo on this tile (in percents, can be negative) -->
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<!-- 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) -->
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<bCamoStanceModifer>0</bCamoStanceModifer><!-- how much less important will be merc's stance in calculating camo (-10 - 10)-->
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<bSoundModifier>0</bSoundModifier><!-- how much louder will be footstep sound on this tile (in tile range ) (-10 - 10) -->
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<bStealthDifficultyModifer>0</bStealthDifficultyModifer><!-- how much more difficult will be sneaking through this tile (in percents, can be negative) -->
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<bTrapBonus>0</bTrapBonus><!-- bonus to trap level set on this tile (-10 - 10) -->
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</ADDITIONALTILEPROPERTIES>
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<!-- note: for "regwater" tiles (texture 6) properties will be set for edges only --> |