Update doc/ to include notes about the filesystem and loading multiple game-dirs in sequence
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NUCLIDE FILESYSTEM DOCUMENTATION
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The 'nuclide' shell script is the launcher.
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It sets PATH to include the directory 'bin' which contains the engine that
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you've built with build_engine.sh.
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When nuclide is run and executes the engine, it'll first read default.fmf which
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is a manifest file the engine reads. It is updated occasionally.
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It defines which folders to mount in the virtual filesystem of the engine
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and has a document entirely dedicated to itself. For that please read:
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src/engine/specs/fte_manifests.txt
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On its own, Nuclide launches the game 'base', unless you tell it otherwise:
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./nuclide -game mygame
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You can also load multiple additional folders in a specific order by specifying
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multiple '-game' arguments.
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Will load 'mygame' instead of base.
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It will still load the other 'BASEGAME' entries listed in the default.fmf.
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You can even load your own manifest file over default.fmf, by passing
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./nuclide -manifest mymanifest.fmf
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Once the game has loaded, it'll load the persistent menu.dat into our QuakeC
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progs VM.
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It' always running, you can make your own by forking src/menu-fn, src/menu-vgui
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or write something from scratch.
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When a game is mounted, we're either looking for loose files (loaded last), or
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pak archives the engine supports. Plain .pak, or zip archives with the pk3 or
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pk4 extensions are supported.
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Folders with the .pk3dir extensions are treated as if they were .pk3 files.
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The editor also supports .pk3dir folders.
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Nuclide contains many custom definition files that are not engine specific.
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.efx, .font, .sndshd and .way to name a few.
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The engine doesn't really read them, the game-logic mostly handles them.
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