VGUI-Menu: friendList, chat backend, textview class proto SurfaceProps: Flesh impacts recognition PropData: BreakModels now use a bodyque to limit possible physics overhead PMove: falldamage, liquids can now be configured via external decl NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl API: Team class management APIS NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added. More polish everywhere else
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Launching
If you [built a custom branded version of the engine](@ref build-engine), you can run that as is.
Using a generic FTE 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 manifest
file, or , or a Source Engine 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.