play-test copies are temporary (levels/.playtest, removed and mod selection restored when the game ends), add to llamamod and keep option in the editor, remove level and open levels folder in the launcher plus --remove-level, unique level mod ids for files differing only in case, esc leaves the waypoint tool

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MineTec committed 2026-11-07 09:42:24 +01:00
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@@ -83,6 +83,8 @@ that Ctrl+click therefore also inverts snapping).
* **Backspace** (while the tool is active) or **Delete** / **Edit → Delete** removes the selected
nodes and **relinks** the chain: the previous node now leads to the following one. The next
node becomes selected, so you can delete several in a row.
* **Esc** clears the waypoint selection; pressing it again (or **Q**) leaves the Waypoint tool
and returns to Select.
* Moving the owner object with the Place tool moves the whole chain along (option
*Move waypoints along*).
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@@ -47,15 +47,21 @@ status bar keeps the result of the last build; click it to open the Problems pan
**Level → Play** (**F5**, toolbar **Play**) does everything in one go:
1. builds the level,
2. installs it in LlamaMod's `levels` folder as a level mod (next to the mods you have switched
on),
2. installs a **temporary copy** of it as a level mod (next to the mods you have switched on),
3. prepares the play-test save slot (unlocked up to your level),
4. starts the game **directly in the level** – no logos, no menus, no map.
![The game started straight in the level](img/play_boot.jpg)
In the game, press **Escape** to quit straight back to the editor. When the game has ended,
LlamaMod switches your normal mod selection back on; the level itself stays installed.
LlamaMod switches your normal mod selection back on and deletes the temporary copy – play-tests
do not fill LlamaMod's mod list. While the game runs, the copy shows up in LlamaMod as
"*name* (play-test)" with a blue **temporary play-test** badge.
If the editor is closed before the game, the clean-up happens the next time the editor starts.
To keep a level in LlamaMod, use **Level → Add to LlamaMod…** (see
[Playing without the editor](#playing-without-the-editor)) or switch on **Keep play-tested level
in LlamaMod**.
### Play from the camera position
@@ -75,6 +81,7 @@ dropping the llama into the void. The original level's opening fly-by is skipped
|---|---|---|
| **Play boots straight into the level** | on | Off: the game starts at the main menu with the map cursor on your level (choose *Spiel starten* → slot → Enter on the map); groove.exe is not changed. |
| **Escape quits the play-test** | on | In a play-test the pause key ends the game at once. Off: Escape opens the normal pause menu. |
| **Keep play-tested level in LlamaMod** | off | On: Play installs the level as a normal level mod in the `levels` folder (as **Add to LlamaMod** does) and it stays switched on after the game. |
| Play-test save slot (**Edit → Preferences**) | 3 | The slot the game plays with; it is backed up before it is changed. |
> **Note:** Booting into the level uses the **Boot to level** mod, which adds code to LlamaMod's
@@ -95,6 +102,12 @@ More in [Troubleshooting and FAQ](20-troubleshooting.md).
## Playing without the editor
The level is now a mod in LlamaMod's **Levels** category. To play it the normal way, tick it in
LlamaMod, click **Apply** and **Play**. New levels are on the world-9 (TestLevel) map – unlock
**Level → Add to LlamaMod…** copies the current state of the level into LlamaMod's `levels`
folder as a normal level mod – on the TestLevel chapter chosen in the
[Level settings](14-level-settings.md), or replacing its original chapter. Adding the same
project again updates that mod. To play it the normal way, tick it in LlamaMod's **Levels**
category, click **Apply** and **Play**. New levels are on the world-9 (TestLevel) map – unlock
it in **Save games → Unlock TestLevel (world 9)**; edited original levels replace their chapter.
A level you no longer want in LlamaMod is removed with **Remove…** on its card
(see [Mods](18-mods.md#level-mods)).
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@@ -23,11 +23,12 @@ Any of these works:
* **Copy the file into the `levels` folder** of LlamaMod's data folder (**Settings → Data folder
→ Open folder**, then `levels`) and restart LlamaMod. The level appears in the **Levels**
category of the **Mods** tab.
* **Open it in the editor** (**File → Open project**) and press **F5**: the play-test installs it
in the `levels` folder and starts it.
* **Open it in the editor** (**File → Open project**) and choose **Level → Add to LlamaMod…**.
(**F5** only play-tests it: the copy is removed again when the game ends.)
* From the command line: `LlamaMod --import-level <file.llamalevel>`.
Then tick the level in LlamaMod, click **Apply** and **▶ Play**.
Then tick the level in LlamaMod, click **Apply** and **▶ Play**. To get rid of it again, click
**Remove…** on its card – the file is moved to the backups, see [Mods](18-mods.md#level-mods).
## Where the level appears in the game
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@@ -39,6 +39,22 @@ option:
Edited original levels have no options – they replace their chapter. See
[Sharing levels](17-sharing.md).
**Removing a level:** click **Remove…** on its card. After you confirm, the project file is moved
to `backups/levels/<date-time>/` in the data folder – nothing is deleted, and you can copy it back
into `levels` to get the level again. This is refused while the game runs. If the level was
active, it is taken out of the selection and LlamaMod asks you to click **Apply**. Careful: the
editor saves projects in the `levels` folder by default, so the file may also be your editor
project – it is then in the backup folder.
**Open levels folder** (in the **Levels** header) shows the folder in your file manager.
Levels you play-test in the editor are only installed for the play-test and disappear when the
game ends (while it runs they show a **temporary play-test** badge). Older LlamaMod versions
kept every play-tested level; those files are ordinary level mods now – remove the ones you do
not want with **Remove…**.
![Removing a level](img/levels_remove.jpg)
## Command line
LlamaMod can be scripted:
@@ -48,6 +64,7 @@ LlamaMod --mods list all mods with their optio
LlamaMod --apply fog,mirror --opt fog.distance=400 apply mods with options
LlamaMod --apply restore the original game
LlamaMod --launch start the game
LlamaMod --remove-level level-my-level move a level mod's file to backups/levels/
```
Option values are checked and saved like in the window.
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@@ -219,10 +219,12 @@ Every menu command with its shortcut and a short description.
| Level settings… | | Name, chapter, grid size, death plane, feature flags |
| Check for problems | | List problems that would break the level (missing start, exits …) |
| Build | **Ctrl+B** | Validate the level and build its WAD (in the background) |
| Play | **F5** | Build the level, install it as a mod and start the game directly in it (no menus; your mod selection is restored when the game exits) |
| Play | **F5** | Build the level, install a temporary copy and start the game directly in it (no menus; when the game exits, the copy is removed and your mod selection restored) |
| Play from camera position | **Shift+F5** | Play-test with the llama standing on the ground point in the middle of the view, facing the camera direction |
| Play boots straight into the level (on/off) | | Off: Play starts at the main menu with the map cursor on the level (no change to groove.exe) |
| Escape quits the play-test (on/off) | | In a play-test the pause key (Escape) ends the game at once, back to the editor |
| Keep play-tested level in LlamaMod (on/off) | | Off: Play installs a temporary copy that is removed when the game exits. On: the level stays in LlamaMod's mod list (Mods → Levels) after testing |
| Add to LlamaMod… | | Copy the level into LlamaMod's level folder as a normal level mod (on its TestLevel chapter or original slot), to play it from LlamaMod or share the mod list |
| Bake lighting… | | |
| Environment zones | | |
| Visibility regions | | |
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