[aquaria] Patch catchup...
False.Genesis
false.genesis at googlemail.com
Sun Nov 20 20:39:24 EST 2011
Thanks Ryan! :)
As an additional thank you here are 9 more patches:
#1 fixes an oversight in one of the win32 patches, my bad.
#2 removes a float->int->float cast from randVector() and enables the
formula Andrew suggested there, but corrected (angle*2*PI instead of
angle*PI). Also, generateEmptyTexture() always allocated memory 4x as
large as required. It was freed right after, but why not clean this up.
#3 is basically the same "world maps in mods" patch i posted earlier,
but now with tabs instead of spaces. It didn't require any VFS stuff,
you misunderstood that. (An old version did, but this one not).
#4 applies cleanly now (requires #3)
#5 applies cleanly now, cleaned up, tabs corrected
#6 ... Can data that were never shipped with the game be considered
copyrighted? Imho not. =) (Needed this for modding)
#7 cleans up paths on windows; someone broke saving screenshots on
windows. Seems this went unnoticed for a long time.
#8 & #9 explain themselves.
If one doesn't apply cleanly, i must have messed up. Verified that
everything works and tested all of them. (All of this is in my
experimental repo anyways)
> I didn't apply this because it's massive, marked experimental, and my
> ego thinks you should use PhysicsFS instead. :P
>
> (but I'll definitely apply this if others like it and test it a little
> bit!)
Thanks that you didn't apply it. That patch was never supposed to go in
- if i mark something as experimental it usually means "touch it and it
will explode". I might make a new one in some time, as it is required
for other stuff that is not yet finalized - but no time to work on these
things right now.
I considered using PhysicsFS, but i had already written my own... and
yours might not be insane enough to do what i need :P
Like, this (some code from my experimental repo):
#ifdef BBGE_BUILD_MACOSX
// we assume the working dir is something like
"/Applications/Aquaria-fg.app",
// and that the commercial game resides at "/Applications/Aquaria.app".
// we do NOT mount the whole folder, as it may contain some garbage
we do not want.
// (saves messing up, user settings, etc)
// This is less a problem if mounting in non-overwriting mode, but
in that case, there is
// a problem with hot-patching: changes to textures require a game
restart to be reverted.
//vfs.MountExternalPath("../Aquaria.app", "", false);
// Instead, mount only the paths that are needed (but forcing
overwrite),
// this prevents the problems described above.
vfs.MountExternalPath("../Aquaria.app/_mods", "_mods", true);
vfs.MountExternalPath("../Aquaria.app/data", "data", true);
vfs.MountExternalPath("../Aquaria.app/gfx", "gfx", true);
vfs.MountExternalPath("../Aquaria.app/mus", "mus", true);
//vfs.MountExternalPath("../Aquaria.app/scripts", "", true); //
this is provided by _hackfixes.lvpa (old scripts are incompatible anyways)
vfs.MountExternalPath("../Aquaria.app/sfx", "sfx", true);
vfs.MountExternalPath("../Aquaria.app/vox", "vox", true);
#endif
Plus, i don't consider mine stable yet, but it definitely works well
enough already to do most of the file handling in my experimental repo,
and allows some nice tricks which i happily abuse.
> hg changeset 5c8ef070be7a. Blah blah tabstops blah blah.
Got the rant, lesson learned! :)
Keep rockin'!
-- fg
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