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mods do not appear in the menu unless -basedir is used #768

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vide0hanz opened this issue Jan 26, 2025 · 4 comments
Open

mods do not appear in the menu unless -basedir is used #768

vide0hanz opened this issue Jan 26, 2025 · 4 comments
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@vide0hanz
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On linux, here are the contents of ~/.vkquake:

.vkquake
├── ctf
│   └── pak0.pak
├── dopa
│   └── pak0.pak
├── hipnotic
│   ├── music
│   └── pak0.pak
├── id1
│   ├── music
│   ├── pak0.pak
│   └── vkQuake.cfg
├── mg1
│   └── pak0.pak
└── rogue
    ├── music
    └── pak0.pak

Running vkquake with just vkquake starts id1 as expected, and using vkquake -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.

@j4reporting
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the mods menu is quite basic and only searches in the standard/first basedir, this is either dirname <path/vkquake> or the argument passed with the option -basedir ).

@vide0hanz
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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.

@j4reporting
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j4reporting commented Jan 28, 2025

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 /usr/local/share/quake. This all could be a side effect. But I do not know for sure.

The Mods menu shows the same items as the command mods. The function populating the list does not browse in userdir.
As I said, the command/menu for mods is quite simple and could do with some improvements.

you can still change gamedir in console: game <moddir>

@vide0hanz
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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.

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