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2.0 BETA
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@ -1,59 +1,57 @@
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IFS LayeredFS will search every directory in this folder for modded files to use.
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Search order
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Alphabetical via mod folder name
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The first folder with a matching mod will be used for that file
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This is done on a per-file basis
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If two mods change the same IFS but different images, there are no conflicts
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EXAMPLE:
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data_mods/Boltex/test_ifs/logo.png
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data_mods/Loltex/test_ifs/logo.png
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data_mods/Loltex/test_ifs/title.png
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Game asks for logo image : Boltex used
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Game asks for title image: Loltex used
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Folder structure
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Mods get their own folder, eg "english" or "custom_songs"
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The structure inside that folder is identical to the "data" folder
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Any files that exist here will be used instead
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Special case: IFS files and their textures
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IFS file contents can be modded by replacing ".ifs" with "_ifs" and creating a folder
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Most textures live inside the "tex" folder eg "somefile_ifs/tex/image.png"
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You can just use "somefile_ifs/image.png" for neater folders
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Replacement images must match the dimensions of the image they are replacing
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If not, the error is logged and the image is not used
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Images that do not exist in the original IFS will be added to its texture list
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This is especially useful for preview jackets
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Special case: IFS files that do not exist
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IFS LayeredFS cannot create IFS files out of nothing
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Either use a packed ".ifs", or modify an existing file with "_ifs"
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Special case: XML files
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XML files with the same name as the default will be used normally
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XML files that end in ".merged.xml" instead of ".xml" will be merged into the default
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eg: music_db.merged.xml
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Merged files must have valid structure (<?xml ... ?> header and single root)
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eg: music_db.merged.xml must have the "<mdb>" root element
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The _cache folder
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Any files that are adjusted are placed into the _cache folder for redirection
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It can be deleted at any time
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Textures are compressed as they are loaded for the first time
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First launch compression of textures may slow down first launch a little
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Beatstream is annoying
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There is a data2 folder alongside data
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For now, if you want to mod data2, use this folder structure
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data_mods/
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my_bst_mod/
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graphic/
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some_mod_for_data
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data2/
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graphic/
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some_mod_for_data2
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I am aware this is not ideal.
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If you really hate it, get in touch and I might upgrade the code
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IFS LayeredFS will search every directory in this folder for modded files to use.
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Search order
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Alphabetical via mod folder name
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The first folder with a matching mod will be used for that file
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This is done on a per-file basis
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If two mods change the same IFS but different images, there are no conflicts
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EXAMPLE:
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data_mods/Boltex/test_ifs/logo.png
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data_mods/Loltex/test_ifs/logo.png
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data_mods/Loltex/test_ifs/title.png
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Game asks for logo image : Boltex used
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Game asks for title image: Loltex used
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Folder structure
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Mods get their own folder, eg "english" or "custom_songs"
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The structure inside that folder is identical to the "data" folder
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Any files that exist here will be used instead
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Special case: IFS files and their textures
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IFS file contents can be modded by replacing ".ifs" with "_ifs" and creating a folder
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Most textures live inside the "tex" folder eg "somefile_ifs/tex/image.png"
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You can just use "somefile_ifs/image.png" for neater folders
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Replacement images must match the dimensions of the image they are replacing
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If not, the error is logged and the image is not used
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Images that do not exist in the original IFS will be added to its texture list
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This is especially useful for preview jackets
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Special case: IFS files that do not exist
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IFS LayeredFS cannot create IFS files out of nothing
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Either use a packed ".ifs", or modify an existing file with "_ifs"
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Special case: XML files
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XML files with the same name as the default will be used normally
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XML files that end in ".merged.xml" instead of ".xml" will be merged into the default
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eg: music_db.merged.xml
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Merged files must have valid structure (<?xml ... ?> header and single root)
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eg: music_db.merged.xml must have the "<mdb>" root element
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The _cache folder
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Any files that are adjusted are placed into the _cache folder for redirection
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It can be deleted at any time
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Textures are compressed as they are loaded for the first time
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First launch compression of textures may slow down first launch a little
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Mods that don't live in data/
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Some games (Beatstream, Nostalgia) have extra data folders (data2, data_op2)
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These subfolders must exist in the mod folder if you want to mod them.
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For example, for a Beatstream mod using data2:
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data_mods/
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my_cool_mod/
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graphic/
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some_mod_for_data
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data2/
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graphic/
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some_mod_for_data2
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@ -36,7 +36,7 @@ using std::string;
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#undef max
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#undef min
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#define VER_STRING "2.0"
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#define VER_STRING "2.0_BETA"
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#ifdef _DEBUG
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#define DBG_VER_STRING "_DEBUG"
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