added doc/mods
This commit is contained in:
parent
3b0ad9468a
commit
5e710d5427
2 changed files with 44 additions and 1 deletions
|
@ -51,6 +51,7 @@ sound definitions, we recommend The Wastes method for individual maps, while
|
||||||
the Nuclide method should be used for Mods or Map Packs. We find these to be
|
the Nuclide method should be used for Mods or Map Packs. We find these to be
|
||||||
the most clean and efficient way.
|
the most clean and efficient way.
|
||||||
|
|
||||||
NOTE: We recommend only using materials text files for GoldSrc related modding purposes. It is inefficient for modern projects as there are much better
|
NOTE: We recommend only using materials text files for GoldSrc related modding
|
||||||
|
purposes. It is inefficient for modern projects as there are much better
|
||||||
standards already supported in Nuclide. Keep in mind, it takes memory to load
|
standards already supported in Nuclide. Keep in mind, it takes memory to load
|
||||||
big text files, and lots of text files adds up over play sessions.
|
big text files, and lots of text files adds up over play sessions.
|
||||||
|
|
42
doc/mods
Normal file
42
doc/mods
Normal file
|
@ -0,0 +1,42 @@
|
||||||
|
Mod loading and setting up games
|
||||||
|
================================
|
||||||
|
|
||||||
|
For mods to show up in the "Custom Game" menu, we have to either find a manifest
|
||||||
|
file, or a liblist.gam, or a gameinfo.txt inside the respective mod directory.
|
||||||
|
|
||||||
|
It'll scan .pk3 and .pk4 archives, as well as loose files in the mod directory,
|
||||||
|
however it will not search inside any sub-directories.
|
||||||
|
It is trying to look inside the dlcache/ folder, but the engine is currently
|
||||||
|
restricting that.
|
||||||
|
|
||||||
|
A liblist.gam file can look something like this:
|
||||||
|
|
||||||
|
game "My Cool Mod"
|
||||||
|
version "1.0"
|
||||||
|
startmap "e1m1"
|
||||||
|
trainingmap "traininglevel"
|
||||||
|
|
||||||
|
But more definitions are available.
|
||||||
|
Check src/menu-fn/m_customgame.qc's customgame_liblist_parse() function to stay
|
||||||
|
up to date regarding all the supported liblist variables that can be set.
|
||||||
|
|
||||||
|
GameInfo.txt files are supported too. They originate from the Source Engine
|
||||||
|
filesystem, however there's no concept of Tools and Game AppIDs as Nuclide does
|
||||||
|
not link against Steamworks.
|
||||||
|
Support for such definitions is complementary and I'd advise not to expect it
|
||||||
|
to be feature complete. It has a concept of inheriting multiple paths as defined
|
||||||
|
by the specification.
|
||||||
|
|
||||||
|
If you need more control, you can use manifest files. Similar to the default.fmf
|
||||||
|
that's in the root Nuclide source tree. You can set liblist entries like this
|
||||||
|
inside of them:
|
||||||
|
|
||||||
|
-set gameinfo_game "My Cool Mod"
|
||||||
|
-set gameinfo_version "1.0"
|
||||||
|
-set gameinfo_startmap "e1m1"
|
||||||
|
-set gameinfo_trainingmap "traininglevel"
|
||||||
|
|
||||||
|
Please name the manifest the same as the mod/game dir. For example if your game
|
||||||
|
its directory is named "foobar" name your manifest "foobar.fmf".
|
||||||
|
|
||||||
|
That's all there is to know about mod-detection in Nuclide its menu progs.
|
Loading…
Reference in a new issue