diff --git a/apps/openmw/mwgui/loadingscreen.cpp b/apps/openmw/mwgui/loadingscreen.cpp index c5836b653..15d9d555f 100644 --- a/apps/openmw/mwgui/loadingscreen.cpp +++ b/apps/openmw/mwgui/loadingscreen.cpp @@ -66,15 +66,27 @@ namespace MWGui std::string pattern = "Splash/"; mVFS->normalizeFilename(pattern); - std::map::const_iterator found = index.lower_bound(pattern); + /* priority given to the left */ + std::list supported_extensions = {".tga", ".dds", ".ktx", ".png", ".bmp", ".jpeg", ".jpg"}; + + auto found = index.lower_bound(pattern); while (found != index.end()) { const std::string& name = found->first; if (name.size() >= pattern.size() && name.substr(0, pattern.size()) == pattern) { size_t pos = name.find_last_of('.'); - if (pos != std::string::npos && name.compare(pos, name.size()-pos, ".tga") == 0) - mSplashScreens.push_back(found->first); + if (pos != std::string::npos) + { + for(auto const extension: supported_extensions) + { + if (name.compare(pos, name.size() - pos, extension) == 0) + { + mSplashScreens.push_back(found->first); + break; /* based on priority */ + } + } + } } else break; diff --git a/docs/source/manuals/openmw-cs/tour.rst b/docs/source/manuals/openmw-cs/tour.rst index bb1097e0c..b1b147992 100644 --- a/docs/source/manuals/openmw-cs/tour.rst +++ b/docs/source/manuals/openmw-cs/tour.rst @@ -219,5 +219,3 @@ Subsection to come... ===================== - - diff --git a/docs/source/reference/modding/mod-install.rst b/docs/source/reference/modding/mod-install.rst index a72678173..e62c27fc1 100644 --- a/docs/source/reference/modding/mod-install.rst +++ b/docs/source/reference/modding/mod-install.rst @@ -9,7 +9,7 @@ Install #. Your mod probably comes in some kind of archive, such as ``.zip``, ``.rar``, ``.7z``, or something along those lines. Unpack this archive into its own folder. #. Ensure the structure of this folder is correct. - #. Locate the plugin files, ``.esp`` or ``.omwaddon``. The folder containing the plugin files we will call your *data folder* + #. Locate the plugin files, ``.esp`` or ``.omwaddon``, or possibly ``.esm``. The folder containing the plugin files we will call your *data folder* #. Check that all resource folders (``Meshes``, ``Textures``, etc.) containing additional resource files (the actual meshes, textures, etc.) are in the *data folder*. .. note:: @@ -18,9 +18,10 @@ Install #. Open your ``openmw.cfg`` file in your preferred plain text editor. It is located as described in :doc:`paths` and *not* in your OpenMW root directory. #. Find or search for ``data=``. This is located very near the bottom of the file. If you are using Morrowind, this first entry should already point to your Morrowind data directory, ``Data Files``; otherwise it will point to your game file, ``.omwgame``. #. Create a new line underneath and type: ``data="path/to/your/data folder"`` Remember, the *data folder* is where your mod's plugin files are. The double quotes around this path name are *required*. +#. If your mod contains resources in a ``.bsa`` file, go to near the top of the file, locate the entries like ''fallback-archive=Morrowind.bsa'' and create a new line underneath and type: ``fallback-archive=.bsa''``. .. note:: - Some text editors, such as TextEdit on Mac, will autocorrect your double quotes to typographical "curly" quotes instead of leaving them as the propper neutral vertical quotes ``""``. + Some text editors, such as TextEdit on Mac, will autocorrect your double quotes to typographical "curly" quotes instead of leaving them as the proper neutral vertical quotes ``""``. #. Save your ``openmw.cfg`` file.