Nuclide
Software Development Kit for id Technology
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If you built a custom branded version of the 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:
You can dispatch 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.
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, 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:
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.