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Updated Overall program structure (markdown)
@@ -4,4 +4,4 @@ The goal of this page is to provide an abstract overview of the components that
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## Object Loading ##
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Every save file has a list of all objects that are required for the scenario. Objects are split into 10 different types. There is a maximum number of objects for each type that can be loaded in each save. When the game first starts it creates an installed objects list of all available objects that are in the object folder. When a save is loaded it checks the installed objects list for a location of the object and loads it. Every object has a checksum to prevent corruption issues. The checksum is checked every time an object is loaded. For more information about the object structure see [[Objects]].
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Every save file has a list of all objects that are required for the scenario. Objects are split into 11 different types. There is a maximum number of objects for each type that can be loaded in each save. When the game first starts it creates an installed objects list of all available objects that are in the object folder. When a save is loaded it checks the installed objects list for a location of the object and loads it. Every object has a checksum to prevent corruption issues. The checksum is checked every time an object is loaded. For more information about the object structure see [[Objects]].
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