Gameinfo.txt/Half-Life Deathmatch: Source
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From: Half-Life Deathmatch: Source
gameinfo.txt
txt
"GameInfo"
{
game "HALF-LIFE: Deathmatch"
title "HALF-LIFE"
type multiplayer_only
nocrosshair 0
nohimodel 1
nomodels 0
hidden_maps
{
"background02" 1
"background03" 1
"background07" 1
"background12" 1
"background15" 1
"test" 1
}
FileSystem
{
SteamAppId 360 // This will mount all the GCFs we need (240=CS:S, 220=HL2).
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
//
// 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 base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\<username>\half-life 2.
//
// Once under Steam, |gameinfo_path|. and hl1 will usually map to the same thing,
//
SearchPaths
{
// First, mount all user customizations. This will search for VPKs and subfolders
// and mount them in alphabetical order. The easiest way to distribute a mod is to
// pack up the custom content into a VPK. To "install" a mod, just drop it in this
// folder.
//
// Note that this folder is scanned only when the game is booted.
game+mod hl1mp/custom/*
// We search VPK files before ordinary folders, because most files will be found in
// VPK and we can avoid making thousands of file system calls to attempt to open files
// in folders where they don't exist. (Searching a VPK is much faster than making an operating
// system call.)
game_lv hl1mp/hl1mp_lv.vpk
game+mod hl1mp/hl1mp_sound_vo_english.vpk
game+mod hl1mp/hl1mp_pak.vpk
game_lv hl1/hl1_lv.vpk
game+mod hl1/hl1_sound_vo_english.vpk
game+mod hl1/hl1_pak.vpk
game |all_source_engine_paths|hl2/hl2_textures.vpk
game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
game |all_source_engine_paths|hl2/hl2_misc.vpk
platform |all_source_engine_paths|platform/platform_misc.vpk
// Now search loose files. We'll set the directory containing the gameinfo.txt file
// as the first "mod" search path (after any user customizations). This is also the one
// that's used when writing to the "mod" path.
mod+mod_write+default_write_path |gameinfo_path|.
// Add the Portal directory as a game search path. This is also where where writes
// to the "game" path go.
game+game_write hl1mp
// Where the game's binaries are
gamebin hl1mp/bin
// Last, mount in shared HL2 loose files
game |all_source_engine_paths|hl1
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
// Random files downloaded from gameservers go into a seperate directory, so
// that it's easy to keep those files segregated from the official game files
// or customizations intentially installed by the user.
//
// This directory is searched LAST. If you visit a server and download
// a custom model, etc, we don't want that file to override the default
// game file indefinitely (after you have left the server). Servers CAN have
// custom content that overrides the default game files, it just needs to be
// packed up in the .bsp file so that it will be mounted as a map search pack.
// The map search pack is mounted at the top of the search path list,
// but only while you are connected that server and on that map.
game+download hl1mp/download
}
}
}