FeXoR, on 15 April 2012 - 07:15 AM, said:
(Page seams a little hidden for me) says %appdata%\0ad\cache\mods\public\maps\scenarios would be the default directory for saving maps in Atlas
- Why you say %appdata%/0ad\cache\mods\public\maps is not the custom map folder though it behaves exactly like I would think a custom map folder would?
That page basically says Atlas doesn't have proper mod support yet (which is true), what it doesn't say is that releases often store data in an unwritable location (like a .zip archive or outside the user's home directory). There are technical reasons why it fails and why the files end up in cache instead, it has to do with the inner workings of the VFS. The cache is actually intended for files that are loaded from other sources (like textures from PNGs), they get converted and stored in cache to reduce load time on the next use. The cache will never ever
be officially intended for doing what you're doing, it's a temporary hack because of some missing VFS functionality and mod support
but it changed to %localappdata% as I stated in this post
. The above is true for Alpha 9 (not sure about %localappdata% or %appdata%) but for the SVN version the default save path is \binaries\data\mods\public\map\scenarios in the SVN directory. Atlas and the game itself search for files in %localappdata% as well though (SVN version).
This changed according to the discussion we had here
. Cache should go in local app data instead of roaming, which is a useful distinction for users on domains. It's pretty standard behavior for modern Windows apps. See the link for details.
sais it would be fixed but I cannot find out where in My Documents the files have to be placed (and so doubt that it works at all). It provides a link to this list
and some other useful related stuff.
- Why was it changed from %localappdata% to %appdata% (indicating it can be changed) but not to My Documents/0ad/maps as suggest in this list
- Why is Ticket #1145
set to fixed though it doesn't appear to be fixed?
#1145 was only intended to shuffle existing data paths, not fix the broken VFS
However the description in the ticket is slightly outdated, as the comments explain, the original planned locations were changed due to feedback from others. I just forgot to update the description for Windows.
Fixing mod support in Atlas and generally is a problem for another ticket (#889
is somewhat of a placeholder for that).
- In witch way the virtual file system is broken?
Understand the VFS as a means to translate a game path like maps/scenarios to a real system path on your computer. Actually there can be multiple real paths per a single VFS path, such as if you have multiple mods installed. Now for reading files that is OK, you can have different priorities and pick the file from the mod with highest priority. But for writing files, as Atlas does, there should only be a single real path which is known to be writable. The VFS lacks that currently, but in the future we will have a single "user mod" directory in a standard location, and Atlas will always save maps there.
I'm not sure why hotloading of random maps is broken for SVN versions, I think it's a separate issue from the above.