mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-24 05:11:42 +00:00
b13a2b6dbd
I got tired of screenshots getting scatter across the tree. ShotsPath in the dirconf can override this.
120 lines
3.3 KiB
Text
120 lines
3.3 KiB
Text
//unfortunately, have to wrap the docs in a C comment for doxygen
|
|
// vim:tw=74:formatoptions-=l
|
|
/**
|
|
\page dirconf Directory Configuration
|
|
|
|
QuakeForge allows the structure of the game data directory tree to be
|
|
specified at run time. The default configuration is given below, but can be
|
|
overridden by setting the \c fs_dirconf Cvar to point to a configuration
|
|
file (eg, <code>"~/.quakeforge/gamedir.conf"</code>)
|
|
|
|
\verbatim
|
|
QF = {
|
|
Path = "QF";
|
|
};
|
|
Quake = {
|
|
Inherit = QF;
|
|
Path = "id1";
|
|
GameCode = "progs.dat";
|
|
HudType = "id";
|
|
};
|
|
QuakeWorld = {
|
|
Inherit = (Quake);
|
|
Path = "qw";
|
|
SkinPath = "${path}/skins";
|
|
GameCode = "qwprogs.dat";
|
|
HudType = "id";
|
|
};
|
|
"Hipnotic" = {
|
|
Inherit = (Quake);
|
|
Path = "hipnotic";
|
|
HudType = "hipnotic";
|
|
};
|
|
"Rogue" = {
|
|
Inherit = (Quake);
|
|
Path = "rogue";
|
|
HudType = "rogue";
|
|
};
|
|
"qw:qw" = {
|
|
Inherit = (QuakeWorld);
|
|
};
|
|
"qw:*" = {
|
|
Inherit = (QuakeWorld);
|
|
Path = "$gamedir";
|
|
};
|
|
"nq:*" = {
|
|
Inherit = (Quake);
|
|
Path = "$gamedir";
|
|
};
|
|
"hipnotic:*" = {
|
|
Inherit = (Hipnotic);
|
|
Path = "$gamedir";
|
|
};
|
|
"rogue:*" = {
|
|
Inherit = (Rogue);
|
|
Path = "$gamedir";
|
|
};
|
|
"abyss" = {
|
|
Inherit = (Quake);
|
|
Path = "abyss";
|
|
};
|
|
"abyss:*" = {
|
|
Inherit = (abyss);
|
|
Path = "$gamedir";
|
|
};
|
|
\endverbatim
|
|
|
|
The directory config is a collection of tags with collections of
|
|
attributes. Normally, the tags will be in the form of either
|
|
<code>\"[name]\"</code> or <code>\"[name]:*\"</code>. The first form is
|
|
usually used for allowing inheritance (via the \c Inherit attribute)
|
|
|
|
Supported attributes are:
|
|
<dl>
|
|
<dt><code>Path</code></dt>
|
|
<dd>The relative path of the mod directory.</dd>
|
|
<dt><code>GameCode</code></dt>
|
|
<dd>The name of the mod progs file. This is relative to the mod
|
|
directory</dd>
|
|
<dt><code>HudType</code></dt>
|
|
<dd>The name of the hud style. Currently, "id", "hipnotic" and
|
|
"rogue" are supported. Has no effect in quakeworld.</dd>
|
|
<dt><code>SkinPath</code></dt>
|
|
<dd>Directory to which downloaded skins will be saved. This is
|
|
relative to the QuakeForge data directory, and thus the default
|
|
configuration uses <code>\${path}</code>. This attribute is ignored
|
|
by nq clients and servers.</dd>
|
|
<dt><code>SoundPath</code></dt>
|
|
<dd>Where to look for sounds. Defaults to
|
|
<code>\${path}/sound</code></dd>
|
|
<dt><code>ModelPath</code></dt>
|
|
<dd>Where to look for models. Defaults to
|
|
<code>\${path}/progs</code></dd>
|
|
<dt><code>MapPath</code></dt>
|
|
<dd>Where to look for maps. Defaults to
|
|
<code>\${path}/maps</code>.</dd>
|
|
<dt><code>ShotsPath</code></dt>
|
|
<dd>Where to write screenshots. Defaults to
|
|
<code>QF</code>.</dd>
|
|
</dl>
|
|
|
|
Attribute allow variable substitution. Variables can take the form of
|
|
either <code>\$NAME</code> or <code>\${NAME}</code>, where the latter is
|
|
useful when the end of \c NAME is ambiguous (eg,
|
|
<code>\${NAME}STUFF</code> vs <code>\$NAME/STUFF</code>).
|
|
|
|
Supported vars are:
|
|
<dl>
|
|
<dt><code>gamedir</code></dt>
|
|
<dd>This is the current mod directory as specified by either
|
|
<code>-game [modname]</code> on the command line (nq) or the
|
|
<code>gamedir [modname]</code> console command.</dd>
|
|
<dt><code>path</code></dt>
|
|
<dd>This is the first directory in the \c Path attribute. If the
|
|
current tag does not set the \c Path attribute, this variable will
|
|
be undefined.</dd>
|
|
<dt><code>\$</code></dt>
|
|
<dd>The way to get <code>\$</code> into an attribute is by using
|
|
<code>\$\$</code></dd>
|
|
</dl>
|
|
*/
|