------------------------------------------------------------------------ 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 .map is loaded ( may also contain directory separators), the engine checks for existence of _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, 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. ------------------------------------------------------------------------ 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. ------------------------------------------------------------------------ r4255 | helixhorned | 2014-01-12 06:54:33 -0800 (Sun, 12 Jan 2014) | 1 line Stylistic/formatting tweaks in cache1d code. ------------------------------------------------------------------------ See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.