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Some more edits
Responding to sirherrbatka's feedback.
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\section{Files and Directories}
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\subsection{Introduction}
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This section of the manual describes the directories and file types used by OpenCS. A file is a resource for storing data, identified by its
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filename extension (e.g. .exe, .jpg, .txt), whereas a directory is a folder or file system structure in which these files are stored. You
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are most likely already familiar with these concepts.
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This section of the manual describes the directories and file types used by OpenCS. A file is a resource for storing data (e.g. .exe, .jpg, .txt),
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whereas a directory is a folder or file system structure which points to these files (or other directories). You are most likely already familiar
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with these concepts.
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\subsection{Used terms} %TODO
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@ -15,7 +15,7 @@ files and several other folders. The location of the user directory is hard code
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%TODO list paths.
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In addition to the user directory, both \OMW{} and \OCS{} need a place to store the game’s actual data files: for example, the
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textures, models, sounds and records of in-game objects. We support multiple paths to these files (termed \textbf{data paths}),
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as specified in the configuration. Usually, one data path points to the directory where \MW{} is installed, however, you are
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as specified in the configuration. Usually, one data path points to the directory where \MW{} is installed; however, you are
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free to specify as many data paths as you would like. In addition, one particular data path, as described below, is used to store
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newly created content files.
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@ -23,7 +23,7 @@ newly created content files.
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\BS{} \MW{} engine uses two file types: ESM (master) and ESP (plugin). The distinction between the two is often confusing.
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You would expect that the ESM (master) file is used to specify a single master which is modified by the ESP files (plugins), and indeed:
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this is the basic idea. However, the original expansions are also ESM files, even though they can be described as very large plugins.
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There were technical reasons behind this decision -- somewhat valid in the case of the original engine, but a more logical file system is
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There were technical reasons behind this decision -- somewhat valid in the case of the original engine -- but a more logical file system is
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much preferable. \OMW{} achieves this through the creation of our own types of content file.
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We support both ESM and ESP files, but, in order to make use of \OMW{}'s new features, one should consider using new file types designed
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@ -42,9 +42,9 @@ Furthermore, our content files’ extensions are .omwaddon for addon files and .
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\subparagraph{\MW{} content files}
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Using our content files is the recommended solution for projects that employ the \OMW{} engine. However, some players will wish to use
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the original \MW{} engine, despite its large flaws and lacking features\footnote{If this is wrong, we are a very successful project. Yay!}.
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In addition, since 2002 thousands of ESP/ESM files have been created, some with truly outstanding content. Because of this, \OCS{} is
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committed to supporting ESP/ESM files. If you do decide to use ESP/ESM files rather than our own content files, you are most likely aiming
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for original engine compatibility. This subject is covered in the very last section of the manual.
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In addition, since 2002, thousands of ESP/ESM files have been created, some with truly outstanding content. Because of this, \OCS{}
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will support ESP/ESM files, although this will impose limitations on the user. If you do decide to use ESP/ESM files rather than our own content
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files, you are most likely aiming for original engine compatibility. This subject is covered in the very last section of the manual.
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%not finished TODO add the said section. Most likely when more features are present.
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The actual creation of new files is described in the next chapter. Here we are going to focus only on the essential information needed
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