@‘Gila’, had the method not worked, I would have not been using it; unless I fell victim to some false conclusions about how things are.
Interesting that the trick with double “-game” parameter, works only under ‘QSS’ - good to know, before calling it a ‘Quakespasm’ universal kind of trait. Also, does it underscore the difference between the ‘QSS’ and the original ‘Quakespasm’ - after all, it appears these are not practically the same thing, just with one of them having some extra sparkles on.
‘Underdark Overbright’, is an example where I needed to load the base ‘Copper’] and the campaign separately. The campaign, would not work without the base properly - even though, the introductory map in this unique case, did appear; which could be somewhat misleading; for if the base had been loaded improperly, the starting map would have been simply unsolvable; which could turn some people away, wondering. Notwithstanding, plenty of mods requiring some custom base of assets, simply do throw out an error in the engine console, if started without the required base.
Mingling folders is not always the most handy or optimum way out. I have downloaded plenty of maps that require, for example, ‘Arcane Dimensions’ or ‘Quoth’, so I have one folder per each of these bases - placed parallel to an ‘id1’ folder - with all the maps, jams and campaigns, located simply next to them, respectively in own separate directories. To call out a base folder and a map folder, is eventually easier than building ladders of inclusive directories, which either do take unnecessary amount of disk space with repeated content, or require constant micromanagement. The latter is based on assumption that if one puts the content of a map folder in the directory of the map-required base, it should be enough to call out just that one inclusive folder; even though I have not tried it personally.
@‘I Like Quake’, I do have some little experience with ‘autoexec’ in ‘Tech4’ and ‘Tech2’. For what I know, the ‘autoexec’ itself cannot be overwritten - unlike the basic, machine-made ‘config’ - therefore any change to ‘config’ issued during the gameplay continuum, would be only temporary; since as soon as with the next engine start, the changes are again imposed by the ‘autoexec’. Good idea to throw a skill level setting there, in the ‘autoexec’, if one wishes to always play with the selected one by default. What if, though, one has selected a different difficulty level the “organic” way - in an introductory hall - does the ‘autoexec’ then influence this decision, or does the game save file own the last word?
For the ‘quake.rc’ file, I have seen that it is kind of an ‘autoexec’, certain way, but I do not know anything further about how it works - it seems to have no clear equivalent in any later iterations of the ‘idTech’ engine.