Gameinfo.gi/Dota 2
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A gameinfo.gi
from Dota 2
"GameInfo"
{
//
// gameinfo.gi is the non-branch-varying content and can be integrated between branches.
// Branch-varying info, such as the game/title and app IDs, is in gameinfo_branchspecific.gi.
//
gamelogo 1
type multiplayer_only
nomodels 1
nohimodel 1
nocrosshair 0
GameData "dota.fgd"
SupportsDX8 0
nodegraph 0
tonemapping 0 // Hide tonemapping ui in tools mode
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 _<langage> at the end.
// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
//
//
// Search paths are relative to the exe directory\..\
//
SearchPaths
{
// These are optional language paths. They must be mounted first, which is why there are first in the list.
// *LANGUAGE* will be replaced with the actual language name. If not running a specific language, these paths will not be mounted
Game_Language dota_*LANGUAGE*
// These are optional low-violence paths. They will only get mounted if you're in a low-violence mode.
Game_LowViolence dota_lv
Game dota
Game core
Mod dota
Write dota
// These are optional language paths. They must be mounted first, which is why there are first in the list.
// *LANGUAGE* will be replaced with the actual language name. If not running a specific language, these paths will not be mounted
AddonRoot_Language dota_*LANGUAGE*_addons
AddonRoot dota_addons
// Note: addon content is included in publiccontent by default.
PublicContent dota_core
PublicContent core
}
AddonsChangeDefaultWritePath 0
}
MaterialSystem2
{
RenderModes
{
"game" "Default"
"game" "DotaDeferred"
"game" "DotaForward"
"game" "Depth"
"tools" "ToolsVis" // Visualization modes for all shaders (lighting only, normal maps only, etc.)
"tools" "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
}
}
Engine2
{
"HasModAppSystems" "1"
"Capable64Bit" "1"
"PanoramaUIClientFromClient" "1" // IPanoramaUIClient is implemented by client.dll
"HasLegacyGameUI" "1" // dota uses some legacy gameui systems
"URLName" "dota2"
"MsaaOverrideType" "0"
"UsesBink" "0"
"MaxNetworkableEntities" "10000"
"MaxNonNetworkableEntities" "10000"
// The shader binary cache on non-Windows can be over 500MB.
// Also currently demo files are loaded entirely into memory for
// 64-bit binaries so they can easily use 100's of MB at load time.
// Go ahead and allow very large allocations, essentially removing this warning.
"AllocWarnMB" "2000"
"ReserveWarnMB" "64"
"DefaultRenderSystem" "-vulkan" [ $LINUX || $OSX ] // macOS/Linux default to Vulkan
"SupportsVulkanParticleOptimizations" "1"
"RenderingPipeline"
{
"SkipPostProcessing" "1"
"SupportsMSAA" "0"
}
"BugBait"
{
// Used by 'bug:' in chat to normalize report settings during playtests
"Owner" "triage*"
"Severity" "high"
"Priority" "none"
"Category" "---"
"Product" "dota"
"Component" "dota"
}
"NoResetInputOnGameOverlay" "1"
}
SceneFileCache
{
"ServerUsesSceneImageFile" "0"
}
SceneSystem
{
"SunLightManagerCount" "0"
"TransformTextureRowCount" "2048"
"CMTAtlasWidth" "1024"
"CMTAtlasHeight" "512"
"CMTAtlasChunkSize" "128"
"DrawParticleChildrenSeparateFromParents" "1"
"MaxAutoPartitions" "8"
"LayerBatchThreshold" "512" [ $OSX && $CPU_EMULATED ] // Apple M1 - increase sc_layer_batch_threshold from 128 -> 512. Reduces TBDR memory bandwidth.
}
SoundSystem
{
"SteamAudioEnabled" "0"
}
ToolsEnvironment
{
"Engine" "Source 2"
"ToolsDir" "../sdktools" // NOTE: Default Tools path. This is relative to the mod path.
"DeveloperHelpURL" "https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools"
"ToolsProductName" "Dota2 Workshop Tools"
"HideCoreMod" "1"
"SupportsActivities" "1"
}
Hammer
{
"fgd" "dota.fgd" // NOTE: This is relative to the 'mod' path.
"GameFeatureSet" "Dota"
"LoadScriptEntities" "0"
"DefaultTextureScale" "0.250000"
"DefaultSolidEntity" "trigger_dota"
"DefaultPointEntity" "info_player_start_dota"
"NavMarkupEntity" "func_nav_markup"
"EnableDotaTools" "1"
"DefaultGridTileSet" "/maps/tilesets/radiant_basic.vmap"
"DefaultGridTileSet2" "/maps/tilesets/dire_basic.vmap"
"DotaMaxTrees" "8000"
"AddonMapCommand" "dota_launch_custom_game"
"PostMapLoadCommands" "jointeam good" // Commands sent to the console by hammer after it finishes building a map and loads it
"RequiredGameEntities" "info_player_start_goodguys|info_player_start_dota; info_player_start_badguys|info_player_start_dota; env_global_light; ent_dota_game_events"
"UnitsFiles" "scripts/npc/npc_units.txt; scripts/npc/npc_units_staging.txt; scripts/npc/npc_units_custom.txt; scripts/npc/npc_heroes.txt; scripts/npc/npc_heroes_staging.txt"
"ItemsFiles" "scripts/npc/items.txt; scripts/npc/items_staging.txt; scripts/npc/npc_items_custom.txt"
"OverlayBoxSize" "16"
"TileGridBlendOrderBGRA" "1"
"TileGridBlendDefaultColor" "0 255 0"
}
MaterialEditor
{
"DefaultShader" "global_lit_simple"
"ExpressionHelpUrl" "https://intranet.valvesoftware.com/index.php/Source_2.0/Shader_Format#Shader.2FMaterial_Expression_Syntax"
}
ModelCompile
{
}
ModelDoc
{
"models_gamedata" "models_gamedata.fgd"
"features" "econitems;editorconfig"
}
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
{
"light" "0" // Dota does not use baked lighting
"envmap" "0" // Dota doesn't generate environment maps from the map
"gridnav" "1" // Dota generates its grid navigation data by default
}
"DotaTileGrid" "1"
"DeprecatedBehaviorVersionsAllowed" "1"
MeshCompiler
{
EncodeVertexBuffer "1"
EncodeIndexBuffer "1"
}
WorldRendererBuilder
{
UseAggregateInstances "1"
VisibilityGuidedMeshClustering "1"
MinimumTrianglesPerClusteredMesh "512"
MinimumVerticesPerClusteredMesh "512"
MinimumVolumePerClusteredMesh "1024"
MaxPrecomputedVisClusterMembership "16"
}
}
RenderPipelineAliases
{
"Tools" "Dota:Forward"
"EnvMapBake" "Dota"
}
Particles
{
"GameSupportsLegacyShaders" "1"
"features" "no_gpu_blobs"
}
Panorama
{
"UsesSvg" "1"
}
RenderSystem
{
SwapChainSampleableDepth 1
//"VulkanUseSecondaryCommandBuffers" "1" // Use secondary command buffers for more efficiency on tiled based renderers. All platforms to limit configurations. (Disabled due to GPU blobulator incompatibility)
"VulkanSteamShaderCache" "1"
"OpenGLForceSM30" "1"
"LowLatency" "1"
}
vdata_editor
{
"fgd" "vdata_dota.fgd"
}
ConVars
{
"r_size_cull_threshold" "0.4"
"cl_interp" "0.016"
"cl_predict" "0"
}
}