43 lines
1.6 KiB
Text
43 lines
1.6 KiB
Text
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Mod loading and setting up games
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For mods to show up in the "Custom Game" menu, we have to either find a manifest
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file, or a liblist.gam, or a gameinfo.txt inside the respective mod directory.
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It'll scan .pk3 and .pk4 archives, as well as loose files in the mod directory,
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however it will not search inside any sub-directories.
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It is trying to look inside the dlcache/ folder, but the engine is currently
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restricting that.
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A liblist.gam file can look something like this:
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game "My Cool Mod"
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version "1.0"
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startmap "e1m1"
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trainingmap "traininglevel"
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But more definitions are available.
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Check src/menu-fn/m_customgame.qc's customgame_liblist_parse() function to stay
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up to date regarding all the supported liblist variables that can be set.
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GameInfo.txt files are supported too. They originate from the Source Engine
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filesystem, however there's no concept of Tools and Game AppIDs as Nuclide does
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not link against Steamworks.
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Support for such definitions is complementary and I'd advise not to expect it
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to be feature complete. It has a concept of inheriting multiple paths as defined
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by the specification.
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If you need more control, you can use manifest files. Similar to the default.fmf
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that's in the root Nuclide source tree. You can set liblist entries like this
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inside of them:
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-set gameinfo_game "My Cool Mod"
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-set gameinfo_version "1.0"
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-set gameinfo_startmap "e1m1"
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-set gameinfo_trainingmap "traininglevel"
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Please name the manifest the same as the mod/game dir. For example if your game
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its directory is named "foobar" name your manifest "foobar.fmf".
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That's all there is to know about mod-detection in Nuclide its menu progs.
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