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605d60167d
So I don't have to keep duplicating file names all over the place, I've decided to use the "dox" extension on text files that are formatted for doxygen processing. This way, doxygen can search for them using wildcards, and unformated text files won't cause any headaches.
109 lines
2.9 KiB
Text
109 lines
2.9 KiB
Text
//unfortunatly, have to wrap the docs in a C comment for doxygen
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/**
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\page dirconf Directory Configuration
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QuakeForge allows the structure of the game data directory tree to be
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specified at run time. The default configuration is given below, but can be
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overridden by setting the \c fs_dirconf Cvar to point to a configuration
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file (eg, <code>"~/.quakeforge/gamedir.conf"</code>)
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\verbatim
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QF = {
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Path = "QF";
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};
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Quake = {
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Inherit = QF;
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Path = "id1";
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GameCode = "progs.dat";
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};
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QuakeWorld = {
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Inherit = (Quake);
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Path = "qw";
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SkinPath = "${path}/skins";
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GameCode = "qwprogs.dat";
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};
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"qw:qw" = {
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Inherit = (QuakeWorld);
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};
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"qw:*" = {
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Inherit = (QuakeWorld);
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Path = "$gamedir";
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};
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"nq:*" = {
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Inherit = (Quake);
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Path = "$gamedir";
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};
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"hipnotic" = {
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Inherit = (Quake);
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Path = "hipnotic";
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};
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"hipnotic:*" = {
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Inherit = (hipnotic);
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Path = "$gamedir";
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};
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"rogue" = {
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Inherit = (Quake);
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Path = "rogue";
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};
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"rogue:*" = {
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Inherit = (rogue);
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Path = "$gamedir";
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};
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"abyss" = {
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Inherit = (Quake);
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Path = "abyss";
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};
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"abyss:*" = {
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Inherit = (abyss);
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Path = "$gamedir";
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};
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\endverbatim
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The directory config is a collection of tags with collections of
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attributes. Normally, the tags will be in the form of either
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<code>\"[name]\"</code> or <code>\"[name]:*\"</code>. The first form is
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usually used for allowing inheritance (via the \c Inherit attribute)
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Supported attributes are:
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<dl>
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<dt><code>Path</code></dt>
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<dd>The relative path of the mod directory.</dd>
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<dt><code>GameCode</code></dt>
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<dd>The name of the mod progs file. This is relative to the mod
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directory</dd>
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<dt><code>SkinPath</code></dt>
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<dd>Directory to which downloaded skins will be saved. This is
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relative to the QuakeForge data directory, and thus the default
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configuration uses <code>\${path}</code>. This attribute is ignored
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by nq clients and servers.</dd>
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<dt><code>SoundPath</code></dt>
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<dd>Where to look for sounds. Defaults to
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<code>\${path}/sound</code></dd>
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<dt><code>ModelPath</code></dt>
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<dd>Where to look for models. Defaults to
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<code>\${path}/progs</code></dd>
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<dt><code>MapPath</code></dt>
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<dd>Where to look for maps. Defaults to
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<code>\${path}/maps</code>.</dd>
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</dl>
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Attribute allow variable substitution. Variables can take the form of
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either <code>\$NAME</code> or <code>\${NAME}</code>, where the latter is
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useful when the end of \c NAME is ambiguous (eg,
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<code>\${NAME}STUFF</code> vs <code>\$NAME/STUFF</code>).
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Supported vars are:
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<dl>
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<dt><code>gamedir</code></dt>
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<dd>This is the current mod directory as specified by either
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<code>-game [modname]</code> on the command line (nq) or the
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<code>gamedir [modname]</code> console command.</dd>
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<dt><code>path</code></dt>
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<dd>This is the first directory in the \c Path attribute. If the
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current tag does not set the \c Path attribute, this variable will
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be undefined.</dd>
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<dt><code>\$</code></dt>
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<dd>The way to get <code>\$</code> into an attribute is by using
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<code>\$\$</code></dd>
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</dl>
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*/
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