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
38 lines
1.4 KiB
Markdown
38 lines
1.4 KiB
Markdown
# 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.
|