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120 lines
3.3 KiB
Text
120 lines
3.3 KiB
Text
//unfortunately, have to wrap the docs in a C comment for doxygen
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// vim:tw=74:formatoptions-=l
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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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HudType = "id";
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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 = "${path}/skins";
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GameCode = "qwprogs.dat";
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HudType = "id";
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};
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"Hipnotic" = {
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Inherit = (Quake);
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Path = "hipnotic";
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HudType = "hipnotic";
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};
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"Rogue" = {
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Inherit = (Quake);
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Path = "rogue";
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HudType = "rogue";
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};
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"qw:qw" = {
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Inherit = (QuakeWorld);
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};
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"qw:*" = {
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Inherit = (QuakeWorld);
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Path = "$gamedir";
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};
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"nq:*" = {
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Inherit = (Quake);
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Path = "$gamedir";
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};
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"hipnotic:*" = {
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Inherit = (Hipnotic);
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Path = "$gamedir";
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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>HudType</code></dt>
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<dd>The name of the hud style. Currently, "id", "hipnotic" and
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"rogue" are supported. Has no effect in quakeworld.</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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<dt><code>ShotsPath</code></dt>
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<dd>Where to write screenshots. Defaults to
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<code>QF</code>.</dd>
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</dl>
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Attributes 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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