Merge pull request #288 from OpenMW/master

Add OpenMW commits up to 14 Sep 2017
experimental
David Cernat 7 years ago committed by GitHub
commit c98e6dc833

@ -66,15 +66,27 @@ namespace MWGui
std::string pattern = "Splash/";
mVFS->normalizeFilename(pattern);
std::map<std::string, VFS::File*>::const_iterator found = index.lower_bound(pattern);
/* priority given to the left */
std::list<std::string> 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)
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;

@ -219,5 +219,3 @@ Subsection to come...
=====================

@ -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=<name of your bsa>.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.

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