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Responding to sirherrbatka's feedback.
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Nicola Bodill 9 years ago
parent 20aa89e785
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\section{Files and Directories}
\subsection{Introduction}
This section of the manual describes the directories and file types used by OpenCS. A file is a resource for storing data, identified by its
filename extension (e.g. .exe, .jpg, .txt), whereas a directory is a folder or file system structure in which these files are stored. You
are most likely already familiar with these concepts.
This section of the manual describes the directories and file types used by OpenCS. A file is a resource for storing data (e.g. .exe, .jpg, .txt),
whereas a directory is a folder or file system structure which points to these files (or other directories). You are most likely already familiar
with these concepts.
\subsection{Used terms} %TODO
@ -15,7 +15,7 @@ files and several other folders. The location of the user directory is hard code
%TODO list paths.
In addition to the user directory, both \OMW{} and \OCS{} need a place to store the games actual data files: for example, the
textures, models, sounds and records of in-game objects. We support multiple paths to these files (termed \textbf{data paths}),
as specified in the configuration. Usually, one data path points to the directory where \MW{} is installed, however, you are
as specified in the configuration. Usually, one data path points to the directory where \MW{} is installed; however, you are
free to specify as many data paths as you would like. In addition, one particular data path, as described below, is used to store
newly created content files.
@ -23,7 +23,7 @@ newly created content files.
\BS{} \MW{} engine uses two file types: ESM (master) and ESP (plugin). The distinction between the two is often confusing.
You would expect that the ESM (master) file is used to specify a single master which is modified by the ESP files (plugins), and indeed:
this is the basic idea. However, the original expansions are also ESM files, even though they can be described as very large plugins.
There were technical reasons behind this decision -- somewhat valid in the case of the original engine, but a more logical file system is
There were technical reasons behind this decision -- somewhat valid in the case of the original engine -- but a more logical file system is
much preferable. \OMW{} achieves this through the creation of our own types of content file.
We support both ESM and ESP files, but, in order to make use of \OMW{}'s new features, one should consider using new file types designed
@ -42,9 +42,9 @@ Furthermore, our content files extensions are .omwaddon for addon files and .
\subparagraph{\MW{} content files}
Using our content files is the recommended solution for projects that employ the \OMW{} engine. However, some players will wish to use
the original \MW{} engine, despite its large flaws and lacking features\footnote{If this is wrong, we are a very successful project. Yay!}.
In addition, since 2002 thousands of ESP/ESM files have been created, some with truly outstanding content. Because of this, \OCS{} is
committed to supporting ESP/ESM files. If you do decide to use ESP/ESM files rather than our own content files, you are most likely aiming
for original engine compatibility. This subject is covered in the very last section of the manual.
In addition, since 2002, thousands of ESP/ESM files have been created, some with truly outstanding content. Because of this, \OCS{}
will support ESP/ESM files, although this will impose limitations on the user. If you do decide to use ESP/ESM files rather than our own content
files, you are most likely aiming for original engine compatibility. This subject is covered in the very last section of the manual.
%not finished TODO add the said section. Most likely when more features are present.
The actual creation of new files is described in the next chapter. Here we are going to focus only on the essential information needed

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