Comments (4)
There are built-in versions which are packed into the main .NET assembly through another tool. This file is called versions.dat and it basically contains all the game versions you see in the version selector.
It is enough to put the file versions.dat next to the executable (or in the Debug/Release folder maybe if you build locally).
The file is part of the repository and it is located inside the project directory. Normally this works when building on Windows.
But if you build on other operating systems, try to copy the file to the directory where the executable is created. Like the "bin" or "dist" folder.
from ambermoon.net.
Hi there. You can specify the data path inside the config file "ambermoon.cfg". You also have to activate the external path there.
It is documented here: https://github.com/Pyrdacor/Ambermoon.net/blob/master/Configuration.md
See External Data.
Basically you set a boolean to true and specify a path to the "Amberfiles" folder. For example "my/path/Amberfiles".
Hope this works as expected. Let me know if you have further questions or problems. ;)
from ambermoon.net.
Sorry about that, I feel a little silly for missing that!
However, I'm still a tiny bit confused. Whenever I build Ambermoon.net myself from source, I get the exception shown above, which I thought was normal because I hadn't provided the original Ambermoon files yet. However, it seems that the prebuilt binaries you're shipping per release already run just fine without me providing the original files. Yet I can't those releases don't come with any external data files.
Are the assets in the release build packed straight into the .NET assembly? And if so, how would I achieve the same thing when building the application from source myself?
Again, sorry if I'm confusing you with my rambling, I'm just very confused myself right now :)
from ambermoon.net.
Perfect, that's the info I needed. Thanks!
from ambermoon.net.
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from ambermoon.net.