Cleanup mod packaging; also fixes the 'cannot find mixes->recurse to /' bug

This commit is contained in:
pchote
2010-02-20 15:30:37 +13:00
parent f0e80bcae6
commit 463030205a
17 changed files with 7683 additions and 7 deletions

View File

@@ -359,7 +359,7 @@ namespace OpenRa
public static void PreInit(Settings settings)
{
while (!File.Exists("redalert.mix"))
while (!Directory.Exists("mods"))
{
var current = Directory.GetCurrentDirectory();
if (Directory.GetDirectoryRoot(current) == current)

View File

@@ -2,9 +2,13 @@
Folders:
./mods/cnc/
./mods/cnc/packages_ra/
./shaders
./
Packages:
mods/cnc/overrides.mix
# Fully qualify the cnc package names
mods/cnc/packages/cclocal.mix
mods/cnc/packages/speech.mix
mods/cnc/packages/conquer.mix
@@ -12,6 +16,7 @@ Packages:
mods/cnc/packages/sounds.mix
mods/cnc/packages/tempicnh.mix
mods/cnc/packages/updatec.mix
# Cannot qualify the RA names because they may live inside a mix
~main.mix
redalert.mix
hires.mix
@@ -26,7 +31,6 @@ Packages:
conquer.mix
sounds.mix
LegacyRules:
mods/cnc/minimal.ini: Minimal rules definitions
mods/cnc/weapons.ini: Weapons are still in the old format
@@ -54,7 +58,6 @@ Assemblies:
mods/cnc/OpenRa.Mods.Cnc.dll: Cnc mod traits
mods/ra/OpenRa.Mods.RA.dll: Red alert mod traits
Maps:
scg01ea.ini: GDI Mission 1
scm01ea.ini: Green Acres

3659
mods/cnc/templates.ini Normal file

File diff suppressed because it is too large Load Diff

BIN
mods/ra/bogus.SNO Normal file

Binary file not shown.

BIN
mods/ra/bogus.TEM Normal file

Binary file not shown.

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@@ -1,7 +1,9 @@
# Classic Red Alert Mod -- Package Manifest
Folders:
./mods/ra/
./mods/ra/packages
./mods/ra
./shaders
./
Packages:

3659
mods/ra/templates.ini Normal file

File diff suppressed because it is too large Load Diff

353
mods/ra/tileSet.til Normal file
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@@ -0,0 +1,353 @@
; clear ground
TSI
1
ff
clear1
; clear ground
TSI
1
ffff
clear1
; sandy shorelines
TS-
56
0003
sh{0:00}
; plain water
TS-
2
0001
w{0}
; cliffs
TS-
38
0087
s{0:00}
; rocky coast
TS-
38
003b
wc{0:00}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ROADS
; roads
TS-
43
00ad
d{0:00}
; road
TS-
1
00e3
d44
; road
TS-
1
00e4
d45
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RIVERS
; river emerging from cliff
TS-
4
00e7
rc{0:00}
; rivers
TS-
13
0070
rv{0:00}
; river
TS-
1
00e5
rv14
; river
TS-
1
00e6
rv15
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BRIDGES
; long bridge (north end)
TS-
1
00eb
br1a
; long bridge (north end, damaged)
TS-
1
00ec
br1b
; long bridge (north end, broken)
TS-
1
00ed
br1c
; long bridge (south end)
TS-
1
00ee
br2a
; long bridge (south end, damaged)
TS-
1
00ef
br2b
; long bridge (south end, broken)
TS-
1
00f0
br2c
; long bridge (middle)
TS-
1
00f1
br3a
; long bridge (middle, damaged)
TS-
1
00f2
br3b
; long bridge (middle, broken)
TS-
1
00f3
br3c
; long bridge (middle, broken, south end missing)
TS-
1
00f4
br3d
; long bridge (middle, broken, north end missing)
TS-
1
00f5
br3e
; long bridge (water / totally broken)
TS-
1
00f6
br3f
; long bridge (north surround)
TS-
1
017c
br1x
; long bridge (south surround)
TS-
1
017d
br2x
; short bridge "/"
TS-
1
0083
bridge1
; short bridge "/" (destroyed)
TS-
1
0084
bridge1d
; short bridge "/" (damaged)
TS-
1
017a
bridge1h
; short bridge "/" (surround)
TS-
1
017e
bridge1x
; short bridge "\"
TS-
1
0085
bridge2
; short bridge "\" (destroyed)
TS-
1
0086
bridge2d
; short bridge "\" (damaged)
TS-
1
017b
bridge2h
; short bridge "\" (surround)
TS-
1
017f
bridge2x
; fyords
TS-
6
00f7
f{0:00}
; short fyord
TS-
2
0081
ford{0}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; WATERFALLS
; waterfall (E-W)
TS-
1
007d
falls1
; waterfall (E-W, into sea)
TS-
1
007e
falls1a
; waterfall (N-S)
TS-
1
007f
falls2
; waterfall (N-S, into sea)
TS-
1
0080
falls2a
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; DEBRIS / ROCKS
; random rock chunks (impassable)
TS-
3
0061
b{0}
; random rock chunks (passable)
TS-
11
00d8
rf{0:00}
; random debris
TS-
4
0067
p{0:00}
; random debris
TS-
1
006b
p07
; random debris
TS-
1
006c
p08
; random debris
TS-
1
006d
p13
; random debris
TS-
1
006e
p14
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; INTERIOR
; walls
--I
49
0149
wall{0:0000}
; black floor
--I
7
010c
flor{0:0000}
; walls with stuff, random tiles
--I
16
0180
xtra{0:0000}
; black/yellow stripe
--I
11
013e
strp{0:0000}
; red stripe
--I
15
00fd
arro{0:0000}
; white floor
--I
5
0113
gflr{0:0000}
; white floor with black/yellow stripe
--I
11
0118
gstr{0:0000}
; bogus
TS-
1
fffe
bogus

View File

@@ -6,7 +6,7 @@
# List of game files to copy into the app bundle
# TODO: This will be significantly shorter once we move the ra files into its mod dir
GAME_FILES="OpenRA allies.mix conquer.mix expand2.mix general.mix hires.mix interior.mix redalert.mix russian.mix snow.mix sounds.mix temperat.mix line.fx chrome-shp.fx chrome-rgba.fx bogus.SNO bogus.TEM world-shp.fx tileSet.til templates.ini mods maps packaging/osx/settings.ini"
GAME_FILES="OpenRA shaders mods maps packaging/osx/settings.ini"
# List of system files to copy into the app bundle
# TODO: Sort out whats going on with libglfw so we don't need to do this

View File

@@ -1,7 +1,7 @@
[Settings]
NetworkHost=localhost
NetworkPort=1234
InitialMods=ra
Width=1024
Height=768
PerfGraph=false
PerfGraph=false
InitialMods=ra