forked from mirror/openmw-tes3mp
Merge pull request #288 from OpenMW/master
Add OpenMW commits up to 14 Sep 2017
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commit
c98e6dc833
3 changed files with 18 additions and 7 deletions
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@ -66,15 +66,27 @@ namespace MWGui
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std::string pattern = "Splash/";
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mVFS->normalizeFilename(pattern);
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std::map<std::string, VFS::File*>::const_iterator found = index.lower_bound(pattern);
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/* priority given to the left */
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std::list<std::string> supported_extensions = {".tga", ".dds", ".ktx", ".png", ".bmp", ".jpeg", ".jpg"};
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auto found = index.lower_bound(pattern);
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while (found != index.end())
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{
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const std::string& name = found->first;
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if (name.size() >= pattern.size() && name.substr(0, pattern.size()) == pattern)
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{
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size_t pos = name.find_last_of('.');
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if (pos != std::string::npos && name.compare(pos, name.size()-pos, ".tga") == 0)
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mSplashScreens.push_back(found->first);
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if (pos != std::string::npos)
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{
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for(auto const extension: supported_extensions)
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{
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if (name.compare(pos, name.size() - pos, extension) == 0)
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{
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mSplashScreens.push_back(found->first);
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break; /* based on priority */
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}
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}
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}
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}
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else
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break;
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@ -219,5 +219,3 @@ Subsection to come...
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=====================
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@ -9,7 +9,7 @@ Install
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#. 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.
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#. Ensure the structure of this folder is correct.
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#. Locate the plugin files, ``.esp`` or ``.omwaddon``. The folder containing the plugin files we will call your *data folder*
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#. Locate the plugin files, ``.esp`` or ``.omwaddon``, or possibly ``.esm``. The folder containing the plugin files we will call your *data folder*
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#. Check that all resource folders (``Meshes``, ``Textures``, etc.) containing additional resource files (the actual meshes, textures, etc.) are in the *data folder*.
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.. note::
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@ -18,9 +18,10 @@ Install
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#. 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.
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#. 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``.
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#. 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*.
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#. 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''``.
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.. note::
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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 ``""``.
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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 ``""``.
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#. Save your ``openmw.cfg`` file.
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