Making progress on corrections.

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Marek Kochanowicz 11 years ago
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\section{Files and Directories}
\subsection{Introduction}
As you imagine, there is no other way to store and distribute computer data without files. You surely know that each file in your file system is identified by the unique path. This is basic knowledge, and applies to both Open{MW} and Open{CS} alike.\\
Needless to say, this chapter describes paths and files that are used/created/edited with OpenCS editor.\\
This section of the manual covers usage of files and directories by the OpenCS. Files and directories are file system concepts, and you are probably already familiar with it. We won't try to explain this concepts, we will just focus on Open{CS}.
\subsection{Used terms} %TODO
\subsection{Basics}
\paragraph{Directories}
Open{MW} and Open{CS} uses multiple directories on file systems, however from end user perspective only two matters. That's it: user path and game path.\\
Open{MW} and Open{CS} uses multiple directories on file systems. First of, there is a \textbf{user directory} that holds configuration files and few different folders. The location of the user directory is hard coded for each supported operating system.\\
User path is the per user path that holds both configuration files and the content/project files (described later). Game path on the other hand, is the location of your game (most likely Morrowind\texttrademark).
%TODO list paths.
%TODO give correct path
In addition to this single hard coded directory, both Open{MW} and Open{CS} need a place to seek for actual data files of the game: textures, models, sounds and files that store records of objects in game; dialogues and so one -- so called content files. We support multiple such paths (We call it \textbf{data paths}) as specified in the configuration. Usually one data path points to the directory where original Morrowind\texttrademark is either installed or unpacked. You are free to specify as many data paths as you would like, however, there is one special data path that, as described later, is used to store newly created content files.
\paragraph{Content files}
Bethesda Morrowind engine is using two types of files: esm (master) and esp (plugin). The distinction between those is not clear, and often confusing, mostly because large esp files could hurt stability. Open{MW} supports both esm and esp files, but in order to make use of new features of OpenMW one should consider using new file types designed with our engine in mind: game files and addon files together called ``content files``.\\
Bethesda Morrowind\texttrademark engine is using two types of files: esm (master) and esp (plugin). The distinction between those is not clear, and often confusing. You would expect the esm (master) file is used to specify one master, that is modified by the esps plugins, and indeed: this is the basic idea. However, original expansions also were made as esm files, even though they essentially could be described as a really large plugins, and therefore rather use esp files. There were technical reasons behind this decision -- somewhat valid in the case of original engine, but clearly it's better to create a system that can be used is more sensible way. Open{MW} achieves this with our own content file types.\\
We support both esm and esp files, but in order to make use of new features of OpenMW one should consider using new file types designed with our engine in mind: game files and addon files together called ``content files``.\\
The actual creating of new files is described in the next chapter. Here We are gonna focus only on details that you need to know in order to create your first Open{CS} file while full understanding your needs. For now let's jut remember that content files are created inside the user directory, in the the \textbf{data} subfolder (that is the one special data path mentioned earlier).\\
\subparagraph{Open{MW} content files}
Game and Addon files are concept somewhat similar to the old esm/esp, only in the way it should be from the very beginning. Nothing easier to describe. If you want to make new game using Open{MW} as engine (so called ``total conversion'') you should create a game file. If you want to create a addon for existing game file -- simply create addon file. Nothing else matters: The only distinction you should consider is if your project is about changing other game, or creating a new one. Simple as that.\\
Game and Addon files are concept descended from old esm/esp system, but much more flexible and cleaner. We can describe the difference between those two file types use case with clean statements. If you want to make new game using Open{MW} as engine (so called ``total conversion'') you should create a game file. If you want to create a addon for existing game file -- simply create addon file. The addon size is not a factor here. The only distinction you should consider is if your project is about changing other game, or creating a new one. Simple as that.\\
Other simple thing about content files are extensions. We are using .omwaddon for addon files and .omwgame for game files.\\
%TODO describe some characteristics, like file extensions. What about project files?
%TODO describe what content files contains. and what not.
The actual creating of new files is described in the next chapter. Here We are gonna focus only on details that you need to know in order to create your first Open{CS} file while full understanding your needs. For now let's jut remember that content files are created inside the user directory, in the the \textbf{data} subfolder. Open{CS} scans for content files not only data subfolder but also the game path, most likely directory where you installed or unpacked Morrowind\texttrademark. However it is probably better to not pollute game path, and use only data path for Open{MW} content files, both when creating and only playing with others content files.\\
\subparagraph{Morrowind content files}
Using our content files is recommended solution for projects that are intended to used with Open{MW} engine. However some players wish to use original Morrowind engine, even with it large flaws and lacking features\footnote{If this is actually wrong, We are very successful project. Yay!}. Also, more than ten years
\paragraph{Project files}
Project files act as containers for data not used by the Openm{MW} game engine itself, but still useful for OpenCS. The shining example of this data category are without doubt record filters (described in the later section of the manual you are reading currently). As a mod author you probably don't need or want to distribute project files among players, but for sure you will want to aid all your colleagues working together with you on, well project. As you would imagine, project file makes sense only in combination with actual content files. In fact, each time you start to work on new content file and project file was not found it will be created.\\
Project files act as containers for data not used by the Openm{MW} game engine itself, but still useful for OpenCS. The shining example of this data category are without doubt record filters (described in the later section of the manual you are reading currently). As a mod author you probably don't need and/or want to distribute project files among players, but for sure you will want to aid all your colleagues working together with you on, well project. As you would imagine, project file makes sense only in combination with actual content files. In fact, each time you start to work on new content file and project file was not found, it will be created.\\
Project files extension is, to not surprise ``.project''. The whole name of the project file is the whole name of the content file with appended extensions. For instance awesomeswords.omwaddon file is associated with awesomeswords.omwaddon.project file.\\
%TODO where are they stored.
Project files are stored inside the user directory, in the \textbf{projects} subfolder. This is the path location for both freshly created project files, and the place where Open{CS} look for already existing files.
Project files are stored inside the user directory, in the \textbf{projects} subfolder. This is the path location for both freshly created project files, and the place where Open{CS} look for already existing files.\\
\paragraph{Dependencies}
Since addon is supposed to change the game it is logical that it also depends on the said game. It simply can't work otherwise. Just think about it: your modification is changing prize of the iron sword. But what if there is no iron sword in game? That's right: we get nonsense. What you want to do is to tie your addon to the files you are changing. Those can be either game files (expansion island for a game) or other addon files (house on the said island). It is a a good idea to be dependent only on files that are really changed in your addon obviously, but sadly there is no other way to achieve this than knowing what you want to do.\\

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