initial commit: llamamod 0.2.0 – reverse-engineered level formats (wad, map, trak, text, stpc), python tools and notes, java mod manager (iso install, mod pipeline with exe patching, save editor, wine/windows launcher) with mods (test world, debug wireframe, mirror, randomizer, fog, cheats, intro skip, practice, free camera, boot to level, level projects) and the 3d level editor (geometry, objects, cross-world import, environment, textures, play-test, manual)
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# Installing LlamaMod and the first start
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LlamaMod runs on **Windows** and **Linux**. It needs your own copy of the game – the CD or an ISO
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image of it. The game itself does not have to be installed: LlamaMod copies what it needs into
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its own data folder and never changes the original.
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## Download and start
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| System | Package | Start |
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|---|---|---|
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| Windows | `LlamaMod-<version>-full-windows-x64.zip` | Unzip anywhere and start **LlamaMod.exe**. Keep `LlamaMod.exe` and the `runtime` folder together. No installation and no administrator rights are needed. |
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| Linux | `LlamaMod-<version>-full-linux-x64.tar.gz` | Unpack and start `./LlamaMod`. `./install-desktop-entry.sh` adds a menu entry. Install **Wine** to run the game. |
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Both packages bring their own Java runtime. The editor's 3D view needs a graphics driver with
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**OpenGL 3.3** (any graphics card from the last ten years).
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## First start: setting up the game
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On the first start a wizard asks where your game is:
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1. Choose **ISO file…** for a CD image, or **Folder / CD…** for the inserted CD or a copied
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folder. LlamaMod shows how many files it found and how much disk space it needs – or, in red,
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what is wrong: the file is not a CD image, the folder does not contain the game, the ISO file
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is incomplete (an interrupted download), or the disk is too full.
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2. Check the **Data folder**. Game copy, mods, save games and settings are stored there. The
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default is `%LOCALAPPDATA%\LlamaMod` on Windows and `~/.local/share/LlamaMod` on Linux;
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**Change…** picks another place.
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3. Click **Set up**. LlamaMod copies the game data, checks it for damaged files and reports
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**All set!** **Cancel** stops the copy; clicking **Set up** again continues where it stopped.
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You can repeat this later with **Settings → Set up again…**.
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## The LlamaMod window
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* **▶ Play** (top right) starts the game with the selected mods. While the game runs, the button
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reads **■ Quit game** – handy when the game hangs or its window is hidden. If the game
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crashes, LlamaMod says so and offers to open the log files.
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* **Level Editor** (next to Play) opens the level editor in its own window.
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* The **Mods** tab lists all mods by category (**Levels**, **Gameplay**, **Visual**,
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**Cheats & debug**). Tick the ones you want, set their options (each one is explained next to
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it) and click **Apply**. **Restore original** switches all mods off. Mods marked *modifies groove.exe* change the
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game program in LlamaMod's private copy (see [antivirus warnings](20-troubleshooting.md)).
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All mods and their options are listed in [LlamaMod mods](18-mods.md).
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* The **Save games** tab edits the three save slots: unlocked worlds and chapters, coins, gold
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coins and collectibles per level, lives, where the world map **Opens at**, **Unlock all
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worlds** and **Unlock TestLevel (world 9)**. **Undo changes** throws away unsaved edits. A
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backup is made before every change (**Backups** opens the folder); **Import…** reads a `.ksv`
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file and starts in the backups folder, so restoring a backup is two clicks.
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* The **Settings** tab sets the game resolution (**Automatic** shows the size it will use),
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**Run in a window** (Linux: Wine virtual desktop, recommended), the light or dark
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**Appearance**, the Wine command, the data folder (**Open folder**, **Logs**), **Set up
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again…** (copies the game once more; mods, settings and save games are kept) and **Clear
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cache** for the mod cache.
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> **Tip:** Every level project in the data folder's `levels` folder appears as a mod in the
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> **Levels** category. That is how you install levels from other people – see
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> [Sharing levels](17-sharing.md).
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## Starting the editor
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* Click **Level Editor** in LlamaMod's header, or
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* start LlamaMod with `--editor`, optionally followed by a project file or the name of an
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original level, for example `LlamaMod --editor t1l1m001` (Village chapter 1).
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The editor opens with a start page: **New level**, **Open original level**, **Open project** and
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your recent projects. **Help → Getting started** (**Shift+F1**) shows a five-step tour, and this
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manual is always one **F1** away.
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## The data folder
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| Folder | Content |
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|---|---|
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| `levels/` | your level projects (`.llamalevel`) – each one is a mod |
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| `editor/` | editor settings, autosaves, prefabs |
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| `library/` | geometry saved to the editor's library (`.llamamesh`) |
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| `original/` | the untouched copy of the game from your CD |
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| `game/`, `cd-active/` | the copy the game runs from, with the active mods applied |
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| `cache/` | built mod files (cleared with **Settings → Clear cache**) |
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| `backups/saves/` | save game backups |
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| `logs/` | log files (game, mod apply) for troubleshooting |
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