tool paths configurable by environment (LLAMAMOD_CD, LAMA_WINEPREFIX, LAMA_MOD, APPTEST_ROOT, APPTEST_ISO; tools/lamapaths.py), music tracks without a file on the cd marked in the editor and the tutorial uses kronk, levelbuild.py accepts the english texture names
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@@ -359,9 +359,9 @@ On real hardware no wrapper should be needed (unverified).
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Runs the game through the LlamaMod app (fat jar CLI), invisible and muted, one isolated *session*
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per name: own data folder (`<root>/<name>/data`, = LLAMAMOD_DATA, own Wine prefix and save games),
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own Xvfb display, own PulseAudio daemon with only a null sink (PulseEffects on the desktop steals
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streams from null sinks on the main server). Root: `$APPTEST_ROOT`, default
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`/home/elias/.claude/jobs/90c6eed7/tmp`. The original game data is installed once from
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`~/Downloads/GROOVE_DK.iso` into `<root>/_llamamod-template` (file lock, so parallel agents wait)
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streams from null sinks on the main server). Root: `$APPTEST_ROOT`, else `$CLAUDE_JOB_DIR/tmp`
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(AI agent sessions), else `~/.cache/llamamod-apptest`. The original game data is installed once from
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the ISO (`--iso`, `$APPTEST_ISO`, default `~/Downloads/GROOVE_DK.iso`) into `<root>/_llamamod-template` (file lock, so parallel agents wait)
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and hard-linked into each session (~30 MB per session + ~200 MB Wine prefix on first start).
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`~/.wine-lama` and the user's own game are never touched.
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