Gameinfo.gi/Deadlock
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A GameInfo.gi from Deadlock.
Note:Last retrieved 2024-11-10
"GameInfo"
{
game "citadel"
title "Citadel"
type multiplayer_only
nomodels 1
nohimodel 1
nocrosshair 0
hidden_maps
{
"test_speakers" 1
"test_hardware" 1
}
nodegraph 0
perfwizard 0
tonemapping 1
GameData "citadel.fgd"
Localize
{
DuplicateTokensAssert 1
}
FileSystem
{
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<language> at the end.
// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
// 3. If no "Mod" key, for the first "Game" search path, it adds a search path called "MOD".
// 4. If no "Write" key, for the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
//
//
// Search paths are relative to the exe directory\..\
//
SearchPaths
{
Game citadel
Game core
}
}
MaterialSystem2
{
RenderModes
{
game Default
game Forward
game Depth
game AbsoluteZ
game FrontDepth
game GBuffer
game MotionVectors
dev ToolsVis // Visualization modes for all shaders (lighting only, normal maps only, etc.)
dev ToolsWireframe // This should use the ToolsVis mode above instead of being its own mode\
tools ToolsUtil // Meant to be used to render tools sceneobjects that are mod-independent, like the origin grid
}
}
MaterialEditor
{
"DefaultShader" "environment_texture_set"
}
NetworkSystem
{
BetaUniverse
{
FakeLag 40
FakeLoss .1
//FakeReorderPct 0.05
//FakeReorderDelay 10
//FakeJitter "low"
// Turning off fake jitter for now while I work on making the CQ totally solid
FakeReorderPct 0
FakeReorderDelay 0
FakeJitter "off"
}
}
RenderSystem
{
IndexBufferPoolSizeMB 32
UseReverseDepth 1
Use32BitDepthBuffer 1
Use32BitDepthBufferWithoutStencil 1
SwapChainSampleableDepth 1
VulkanMutableSwapchain 1
//"LowLatency" "1"
"VulkanOnly" "1" [ $LINUX || $OSX ] // No OpenGL or D3D9/11 fallback on Linux or OSX, only Vulkan is supported.
"VulkanRequireSubgroupWaveOpSupport" "1" [ !$OSX ]
"VulkanRequireDescriptorIndexing" "1" [ !$OSX ]
"VulkanSteamShaderCache" "1"
"VulkanSteamAppShaderCache" "1"
"VulkanSteamDownloadedShaderCache" "1"
"VulkanAdditionalShaderCache" "vulkan_shader_cache.foz"
"VulkanStagingPMBSizeLimitMB" "384"
"GraphicsPipelineLibrary" "1"
"VulkanOnlyTestProbability" "0"
"VulkanDefrag" "1"
"MinStreamingPoolSizeMB" "1024"
"AlwaysPreloadTexturesInGame" "0"
}
Engine2
{
HasModAppSystems 1
Capable64Bit 1
URLName citadel
RenderingPipeline
{
Tonemapping_UseLogLuminance 1
SupportsMSAA 0
DistanceField 1
}
PauseSinglePlayerOnGameOverlay 1
DefensiveConCommands 1
}
SoundSystem
{
SteamAudioEnabled "1"
}
ToolsEnvironment
{
"Engine" "Source 2"
"ToolsDir" "../sdktools" // NOTE: Default Tools path. This is relative to the mod path.
}
Hammer
{
"fgd" "citadel.fgd" // NOTE: This is relative to the 'game' path.
"GameFeatureSet" "Citadel"
"DefaultSolidEntity" "trigger_multiple"
"DefaultPointEntity" "info_player_start"
"NavMarkupEntity" "func_nav_markup"
"OverlayBoxSize" "8"
"TileMeshesEnabled" "1"
"RenderMode" "ToolsVis"
"CreateRenderClusters" "1"
"DefaultMinDrawVolumeSize" "2048"
"DefaultMinTrianglesPerCluster" "16384"
"TileGridSupportsBlendHeight" "1"
"TileGridBlendDefaultColor" "0 255 0"
"LoadScriptEntities" "0"
"UsesBakedLighting" "1"
"UseAnalyticGrid" "0"
"SupportsDisplacementMapping" "1"
"DisplacementMappingSelectionDepthBias" "1024"
"SteamAudioEnabled" "1"
"LatticeDeformerEnabled" "1"
}
SoundTool
{
"DefaultSoundEventType" "src1_3d"
SoundEventBaseOptions
{
"Base.Announcer.VO.2d" ""
"Base.World.VO.Emitter.3d" ""
"Base.Hero.VO.Ping.2d" ""
"Base.Hero.VO.2d" ""
"Base.Hero.VO.3d" ""
"Base.Hero.VO.Ability.3d" ""
"Base.Hero.VO.Ultimate.3d" ""
"Base.Hero.VO.Dash.3d" ""
"Base.Hero.VO.Effort.3d" ""
"Base.Hero.VO.Pain.3d" ""
"Base.Hero.VO.Melee.3d" ""
"Base.Hero.VO.Death.3d" ""
}
}
RenderPipelineAliases
{
}
ResourceCompiler
{
// Overrides of the default builders as specified in code, this controls which map builder steps
// will be run when resource compiler is run for a map without specifiying any specific map builder
// steps. Additionally this controls which builders are displayed in the hammer build dialog.
DefaultMapBuilders
{
"bakedlighting" "1" // Enable lightmapping during compile time
"envmap" "0" // turned off since it currently causes an assert and doesn't work due to some build issue
"nav" "1" // Generate nav mesh data
}
MeshCompiler
{
OptimizeForMeshlets 1
TrianglesPerMeshlet 64 // Maximum valid value currently is 126
UseMikkTSpace 1
}
WorldRendererBuilder
{
VisibilityGuidedMeshClustering "1"
MinimumTrianglesPerClusteredMesh "8192"
MinimumVerticesPerClusteredMesh "8192"
MinimumVolumePerClusteredMesh "8192" // ~20x20x20 cube
MaxPrecomputedVisClusterMembership "96"
MaxCullingBoundsGroups "128"
UseAggregateInstances "1"
AggregateInstancingMeshlets "1"
BakePropsWithExtraVertexStreams "1"
}
BakedLighting
{
Version 3
LightmapChannels
{
direct_light_shadows 1
debug_chart_color 1
directional_irradiance_sh2_dc 1
directional_irradiance_sh2_r
{
CompressedFormat BC7 //DXT1
}
directional_irradiance_sh2_g
{
CompressedFormat BC7 //DXT1
}
directional_irradiance_sh2_b
{
CompressedFormat BC7 //DXT1
}
}
UseStaticLightProbes 0
LPVAtlas 1
}
SteamAudio
{
ReverbDefaults
{
GridSpacing "3.0"
HeightAboveFloor "1.5"
RebakeOption "0" // 0: cleanup, 1: manual, 2: auto
NumRays "32768"
NumBounces "64"
IRDuration "1.0"
AmbisonicsOrder "1"
}
PathingDefaults
{
GridSpacing "3.0"
HeightAboveFloor "1.5"
RebakeOption "0" // 0: cleanup, 1: manual, 2: auto
NumVisSamples "1"
ProbeVisRadius "0"
ProbeVisThreshold "0.1"
ProbeVisPathRange "1000.0"
}
}
SoundStackScripts
{
CompilerVersion "1"
// CompileForCompare "1"
}
VisBuilder
{
MaxVisClusters "4096"
PreMergeOpenSpaceDistanceThreshold "128.0"
PreMergeOpenSpaceMaxDimension "2048.0"
PreMergeOpenSpaceMaxRatio "8.0"
PreMergeSmallRegionsSizeThreshold "20.0"
}
}
Source1Import
{
// this is just copied from the left4dead3 gameinfo.gi
"forcevtxfileupconvert" 1
}
WorldRenderer
{
EnvironmentMaps 1
EnvironmentMapFaceSize 256
EnvironmentMapRenderSize 1024
EnvironmentMapFormat BC6H
EnvironmentMapPreviewFormat BC6H
EnvironmentMapColorSpace linear
EnvironmentMapMipProcessor GGXCubeMapBlur
// Build cubemaps into a cube array instead of individual cubemaps.
"EnvironmentMapUseCubeArray" 1
"EnvironmentMapCacheSize" 175
"EnvironmentMapCacheSizeTools" 300
BindlessSceneObjectDesc CitadelBindlessDesc
GrassCastsShadows 1
}
SceneSystem
{
GpuLightBinner 1
FogCachedShadowAtlasWidth 1024
FogCachedShadowAtlasHeight 1024
FogCachedShadowTileSize 256
GpuLightBinnerSunLightFastPath 1
CSMCascadeResolution 2048
SunLightManagerCount 0
SunLightManagerCountTools 0
DefaultShadowTextureWidth 6144
DefaultShadowTextureHeight 6144
DynamicShadowResolution 1
TransformTextureRowCount 2048
SunLightMaxCascadeSize 4
SunLightShadowRenderMode Depth
LayerBatchThresholdFullsort 20
NonTexturedGradientFog 1
// Temp till I can add support in citadel shaders
DisableLateAllocatedTransformBuffer 1
MinimumLateAllocatedVertexCacheBufferSizeMB 64
CubemapFog 1
VolumetricFog 1
FrameBufferCopyFormat R11G11B10F
WellKnownLightCookies
{
"blank" "materials/effects/lightcookies/blank.vtex"
"flashlight" "materials/effects/lightcookies/flashlight.vtex"
}
ComputeShaderSkinning 1
}
NavSystem
{
"NavTileSize" "128.0"
"NavCellSize" "1.5"
"NavCellHeight" "2.0"
// Hull definitions live in scripts/nav_hulls.vdata
// Preset definitions live in scripts/nav_hulls_presets.vdata
"NavHullsPreset" "default"
"NavRegionMinSize" "8"
"NavRegionMergeSize" "20"
"NavEdgeMaxLen" "1200"
"NavEdgeMaxError" "51.0"
"NavVertsPerPoly" "4"
"NavDetailSampleDistance" "120.0"
"NavDetailSampleMaxError" "2.0"
"NavSmallAreaOnEdgeRemovalSize" "81.0"
}
AnimationSystem
{
"DisableServerInterpCompensation" "1"
"DisableAnimationScript" "1"
"ServerPoseRecipeHistorySize" "60"
"ClientPoseRecipeHistorySize" "60"
}
ModelDoc
{
"models_gamedata" "models_gamedata.fgd"
"features" "animgraph;modelconfig;gamepreview;wireframe_backfaces;distancefield"
}
Particles
{
"EnableParticleShaderFeatureBranching" "1"
"Float16HDRBackBuffer" "1"
"ParticlePixelCBSlot" "4"
"ParticleVertexCBSlot" "4"
"PET_SupportFadingOpaqueModels" "1"
"Features" "non_homogenous_forward_layer_only"
}
ConVars
{
"rate"
{
"min" "98304"
"default" "786432"
"max" "1000000"
}
"sv_minrate" "98304"
"sv_maxunlag" "0.200"
"cl_clock_buffer_ticks" "1"
// Spew warning when adding/removing classes to/from the top of the hierarchy
"panorama_classes_perf_warning_threshold_ms" "0.75"
// Panorama - enable minidumps on JS exceptions
"panorama_js_minidumps" "1"
// too expensive (500MB+) to load this
"snd_steamaudio_load_reverb_data" "0"
"snd_steamaudio_load_pathing_data" "0"
// Steam Audio project specific convars
"snd_steamaudio_enable_custom_hrtf" "0"
"snd_steamaudio_active_hrtf" "0"
"snd_steamaudio_reverb_update_rate" "10.0"
"snd_steamaudio_ir_duration" "1.0"
"snd_steamaudio_enable_pathing" "0"
"snd_steamaudio_invalid_path_length" "0.0"
"cl_disconnect_soundevent" "citadel.convar.stop_all_game_layer_soundevents"
"snd_event_browser_default_stack" "citadel_default_3d"
// voip
"voice_in_process" "1"
"voice_always_sample_mic"
{
"version" "2"
"default" "0"
}
"reset_voice_on_input_stallout" "0"
"voice_input_stallout" "0.5"
"cl_usesocketsforloopback" "1"
// For perf reasons, since we don't use source-based DSP:
"disable_source_soundscape_trace" "1"
"cl_tickpacket_desired_queuelength" "1"
"fps_max" "400"
"fps_max_ui" "120"
"in_button_double_press_window" "0.3"
// Convars that control spatialization of UI audio.
"snd_ui_positional" "1"
"snd_ui_spatialization_spread" "2.4"
// sound volume rate change limiting
"snd_envelope_rate" "100.0"
"snd_soundmixer_update_maximum_frame_rate" "0"
"speaker_config"
{
"min" "0"
"default" "0"
}
"cq_buffer_bloat_msecs_max" "120"
"snd_soundmixer" "Default_Mix"
"cloth_filter_transform_stateless" "1"
"cl_joystick_enabled" "0"
"panorama_joystick_enabled" "0"
"snd_event_browser_focus_events" "true"
"cl_max_particle_pvs_aabb_edge_length" "100"
}
Memory
{
"EstimatedMaxCPUMemUsageMB" "1"
"EstimatedMinGPUMemUsageMB" "1"
"ShowInsufficientPageFileMessageBox" "1"
"ShowLowAvailableVirtualMemoryMessageBox" "1"
}
}