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