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* move phoronlock define * t * force rename * nuke unneeded things * don't do that * tgui sync? * changes * unit testing module * backend * tools update * aaah * go and stay go * path replace * move everything * toss out more stuff * remove * fine those can stay * dependencies.sh * ruin datum move + rename * level assets why did you guys put the turfs in my atmosphers folder grr * more moving * basemap, force stuff * fix that desync meme * move more stuff * move those too * repath * get rid of useless initializers * hacky patchy * reservations * alright * tgui * changelog example * checksum * md5 * errors * more * turf empty * stop * fix * bad kwarg * let's get those in again * alright * rid of that * huh * newlines * newlines * folder * mood * woops * readme * might as well trim now * let's go * fuck it tether isn't being used anyways lol * ok * empty files go * tether is demoted * sorry but this goes too * okay * make that work too * ok * wow. * whew * Fix * fixes * ok * sigh * fix * fix * aah. * rust_g logging * update rust g file * fix * funny * Fix * map issues * fix * initialize hints * solves some problems * those too * ok * pills * let's do that. * hit that too * runtime * add that too * alright * fix * fix * fix * Fix * add * fix * wildwest, what have they done to you... * do that too' git push * fixes * fixes * fixes * pack this tightly * let's not have empty files * sigh * fix * FUCK OFF * fix icon * rip old mapmerge * zz * woo yeah woo yeah * logging * fix * better logs * GRRRRRR * last commit?? * awful
19 lines
1.2 KiB
Plaintext
19 lines
1.2 KiB
Plaintext
/*
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This system is in place to make it easier to seperate data specific to a certain map.
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Each map should have their own folder, and contain both the actual map files, and the code files defining their unique
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things, such as areas, elevators, or shuttles. Generally, the layout is that your map folder has,
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[map_name] folder
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[map_name].dm - Containing a lot of #define directives, and is used to automatically load the other files you need.
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[map_name_defines].dm - This contains the code for the map datum. For more details, read the comments inside ~map_system folder.
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(optional) [map_name]_areas/structures/whatever.dm - Files for unique things to that map.
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[map_name]-1.dmm - Your actual map files. Z-levels should be ordered correctly if you seperate your z-levels across map files.
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-HOW TO LOAD A SPECIFIC MAP-
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Say you want to load southern_cross,
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First, uncheck your current loaded map, presumably northern_star. Uncheck northern_star.dm inside northern_star folder.
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Then go open southern_cross folder, and check southern_cross.dm, don't check any other folders below, and compile.
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When you finish compiling, you should be able to open the map files for southern_cross.
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*/
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