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mods do not appear in the menu unless -basedir is used #768
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the mods menu is quite basic and only searches in the standard/first basedir, this is either |
In this case though, isn't one of the default paths expected to be ~/.vkquake on Linux? I know the base directory can point to any valid location with the game data, but I was under the impression that simply placing everything in .vkquake was sufficient enough. For example, if one doesn't have, at a minimum, id1/pak0.pak stored there then vkQuake would warn of an empty basedir IIRC (unless a different path was specified). As such, I was expecting that placing the game's id1 directory and all of the expansion/mod directories in ~/.vkquake as well would show the directories in the mods menu all the same. |
The userdir feature needs to be enabled at compile time. And I suspect that the motivation for the userdir function was to separate the user settings (config files, save games, screenshots etc. ) from the game data, which is located elsewhere like The Mods menu shows the same items as the command you can still change gamedir in console: |
Ah, okay I think I get what you're saying now; that the userdir is mainly intended to keep configs separated. It is worth mentioning that I am using the AUR pkgbuild for vkQuake on my system, I'll check there to see what it's compiled with. On the topic of the mods menu, ironwail does a lot of cool things with its mods menu, and it would be cool to have that as an option in vkQuake. I am willing to take a stab at that myself if there is any interest. |
On linux, here are the contents of
~/.vkquake
:Running vkquake with just
vkquake
starts id1 as expected, and usingvkquake -game dirname
works as expected.If I remember right, placing everything in this directory used to show the folders in the mods menu right? I could only get them to appear when I used
vkquake -basedir ~/.vkquake
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