# Launching {#launching} If you [built a custom branded version of the engine](@ref build-engine), you can run that as is. Using a generic [FTE](https://www.fteqw.org/) binary however, you need to specify the game directory. You run `./fteqw` with a parameter specifying the game directory: ``` $ ./fteqw +game base ``` You can dispatch [console](@ref console) commands to be executed once the client is running by appending them to the command-line as launch parameters, prefixed with the `+` character, as seen above. ``` ./TestGame_x64 +set g_gametype some_mode +devmap some_level ``` ## Mod/Game Setup For mods to show up in the "Custom Game" menu, Nuclide has to either find a `liblist.gam` file, a [FTE-specific](https://www.fteqw.org/) manifest file, or , or a [Source Engine](https://web.archive.org/web/20110724220714/http://source.valvesoftware.com/) styled `GameInfo.txt` inside the respective mod directory. It'll scan [resource archives](@ref archives), as well as loose files in the mod directory, however it will *not search inside any sub-directories*. A liblist.gam file can look something like this: ``` game "My Cool Mod" version "1.0" startmap "e1m1" trainingmap "traininglevel" ``` You can find the types of key/value pairs a game can use to identify itself in GameLibrary_LibListParse() under `src/platform/gamelibrary.qc`. Those settings alone can alter quite a bit of the menu options and branding/presentation of your game.