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Add support for loading JKA assets. #159
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- new cvar fs_assetsPathJKA; works similar to fs_assetsPath, but automatically tries to detect jka rather than jk2 (using registry keys on Windows and known paths on Mac) - new cvar fs_noJKA; disables loading of jka assets - jka assets are loaded before jk2 assets, thus jk2 files take precedence in case of conflicts - .shader files from jka assets are virtually renamed to .shader_jka and .shader_jka files are loaded with lower priority than .shader files - when trying to load an image the renderer tries to load all extensions without considering the jka assets and only includes jka assets if all extensions failed; this avoids cases of a higher priority extension images from the jka assets overriding jk2 images
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I'd like to see list of all base JKA asset types and give each type a thought. do you have such list? Maybe even use a whitelist when loading. You had to do some processing with .shader files, we may add some more stuff like this in the future.
It may be interesting to, for example, let player choose if he wants to use jka or jk2 player model. Same with model skins (harder).
I think trap_FS_GetFileList() returning JKA assets may mess up some mods, but it's not a deal breaker. There is always an option to use fs_noJKA.
…AssetsDirectoryJKA.
…stent with existing cvars.
…g the cvar from fs_noJKA to fs_loadJKA).
If fs_basejka is not explicitly set as launch argument: - if fs_assetspathjka is set on launch (either manually or via detection for non-portable versions) the fs_basejka cvar is set to "base" - if fs_assetspathjka is not set on launch the fs_basejka cvar is set to "basejka" to make it easier to manually provide assets
Add support for loading JKA assets:
Known (non-)issues:
To consider:
Solves #80.