xash3d-fwgs
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CFG.BAK files and MAPS.LST
Is it possible to disable the creation of the CFG.BAK files whenever the engine is run?
Also, a lot of maps in the multiplayer maps list have no titles or typos (like Lamda instead of Lambda), but whenever I edit MAPS.LST in the valve folder, the file is overwritten back to it's default state as soon as I run the engine again. Is it possible to edit the names of the maps as they appear in the multiplayer list?
Is it possible to disable the creation of the CFG.BAK files whenever the engine is run?
For what?
Also, a lot of maps in the multiplayer maps list have no titles or typos (like Lamda instead of Lambda), but whenever I edit MAPS.LST in the valve folder, the file is overwritten back to it's default state as soon as I run the engine again. Is it possible to edit the names of the maps as they appear in the multiplayer list?
Engine automatically detects multiplayer maps using mpentity
value from liblist.gam
/gameinfo.txt
and get title from .bsp
, so you do not need to edit maps.lst
.
If you really want to fix title you can modify map via ripent
utility.
Thanks for letting me know about ripent.
About the disabling of the BAK files, not super necessary, of course, but would be a nice option to have, since goldsrc games usually already have so many files inside the game folder.
@eduardodesigner bak files are created for you, just to always have previous version of the config files.
Though, I agree that it creates clutter in game directory. What would be a solution that might satisfy our users? Create a hidden file that starts with a dot & sets Hidden attribute?
We actually already use hidden directories, for example the font cache in mainui_cpp.
Could be hidden files, an option in config.cfg that works individually for each game or mod, or a global option that is a shortcut command (similar to -dev or -console) that creates no bak files (something like -nobak for example).
Maybe the shortcut command could be even more expansive, by being an option that never writes anything to disk except save files. It reads the cfg files if those are available, and assumes default values for anything that isn't written in the cfg files.
I wouldn't create another option, we have too much of them, and it doesn't break mods (at least it didn't, so far).
I think making them hidden should be enough.