Gameinfo.txt:ko

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하프라이프1(골드 소스엔진)/GoldSrc, 에 대해서는 liblist.gam을 참조해주세요.

GameInfo.txt 는 소스모드를 구성하는 파일입니다. 개발자의 웹사이트 같은 정포를 포함해 SearchPaths 경로를 지정하기도 합니다. 이것은 소스 모드 폴더 내에 위치해 있습니다. S소스엔진 및 SDK,스팀이 사용합니다.

Note:Booleans값은 0 또는 1로 설정이 됩니다..
Note:만약 공백이 있다면 ""따옴표로 묶어줘야 합니다..

기본설정

Name

제목을 정합니다


Game <string>
The name of the mod in ASCII. 스팀목록과 윈도우 창화면에서의 이름을 지정합니다.
Title <string>
A Unicode 게임 내에서의 이름을 지정합니다. 당신은 Title(2,3...)으로 타이틀을 더 추가할 수도 있습니다.
Note:숫자가 높아질수록 점점 화면 밑으로 내려가집니다.
GameLogo <boolean> (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
Title resource\GameLogo.res파일을 이용해 이미지 로고를 사용합니다. 자세한 내용은 Adding Your Logo to the Menu문서를 참조해주세요.

옵션들

Keys that affect what tabs and options that show up in the Options panel. Also see Customizing Options: Keyboard.


Type <string>
싱글플레이어(Singleplayer_Only) 혹은 멀티플레이어(Multiplayer_Only)를 지정할 수 있습니다. 게리모드처럼 싱글 및 멀티를 모두 가지고 있는 모드일 경우 이 옵션을 생략하세요.
NoDifficulty <boolean>
싱글플레이어 모드에 한해 난이토 탭을 숨깁니다. 멀티플레이어 모드는 자동으로 활성화 됩니다.
HasPortals <boolean> (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
포탈 옵션을 활성화 시킵니다.
NoCrosshair <boolean>
멀티플레이어 모드의 crosshair selection 메뉴를 숨깁니다.
AdvCrosshair <boolean>
고급 crosshair selection옵션을 사용합니다.. To do: 어떻게 구현합니까?
NoModels <boolean>
멀티플레이어에서의 모델 선택 옵션을 비활성화 시킵니다..
NoHIModel <boolean>
Hides toggle checkbox for cl_himodels, which was used in GoldSource. Only displayed properly if cl_himodels exists in the first place.
Hidden_Maps <subkey>
서버 생성 시 선택할 수 있는 맵에서 제외시킵니다. 다만 콘솔로(map AA) 불러오는 것은 막을 수 없습니다. 입력볍은 mapname "AA", 다음과 같으며 한줄에 하나씩만 입력할 수 있습니다.. 절대로 .bsp를 포함하지 마십시오.

Steam games list

스팀 라이브리러 페이지에 어떻게 표시될지 설정합니다.


Developer <string>
모드 개발자 정보를 입력합니다. 개인이름이여도 되고 팀 이름으로 해도 됩니다.
Developer_URL <string>
모드 주소를 입력합니다. http://.
Manual <string>
모드 설명서 주소를 입력합니다만, 로컬파일도 가능합니다..
Icon <string>
GameInfo.txt 내 경로에 표시된 아이콘으로써 16x16 크기의 TGA 이미지를 이용해야 합니다. 이때 파일 확장명(.TGA)를 포함시키지 마십시오. 이보다 큰 32px 픽셀 아이콘은 <icon>_big.tga으로 16x16 크기의 tga이미지와 같이 있어야합니다..
Note:For transparency to work, the TGA must be saved in 32-bit mode with active alpha channel.

Engine and tools

엔진이 어떻게 작동되는지 설정하는 구간


Nodegraph <boolean> (in all games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two>)
맵 내에 nodegraph를(.ain 파일) 작성할 수 있는지에 대한 여부
GameData <string>
FGD 파일 경로는, Hammer'와 연관된 경로입니다.. 이것은 instances들이 맵으로 컴파일 되는데 필요합니다.
InstancePath <string> (in all games since <Source><Source>)
Instance VMF 폴더를 검색할 경로입니다..
SupportsDX8 <boolean> (in all games since <Left 4 Dead>)
False로 할경우, 구형 다이렉트X 버전 즉 DX8 이하부터는 게임 구동을 할 수 없게끔 합니다. 이는 .sw.vtx.dx80.vtx 모델 파일을 가지지 않아도 됨을 의미합니다.
SupportsVR <boolean> (in all games since <Source><Source>)
VR모드를 지원하는지에 대한 여부입니다.
SupportsXBox360 <boolean> (in all games since <Left 4 Dead>)
XBOX360 지원 여부.
Confirm:그렇다면 XBOX360 컨트롤러도 사용 가능한 겁니까

FileSystem

Keys that are within the subkey FileSystem.


{{KV|SteamAppID|int|이것은 AppID 어떤 게임을 기반으로 할 것인지에 대한 부분입니다. Source Sdk 2013 기준 멀티플레이어는 243750,싱글 플레이어는 243730입니다.

Note:오래된 소스엔진 모드는 Source Sdk base 2006,2007 버전을 사용합니다.(215/218) 새로운 모드를 만들경우 이러한 구식 SDK ID를 가급적 사용하지 말아야 합니다.
Note:싱글플레이어 모드는 VAC가 적용되지 않습니다.
AdditionalContentId <integer> <Obsolete>
Deprecated. Another AppID that the mod has access to. This feature was added to the SDK source code but somehow never made it to Valve's other games; you will have to build your own binaries to use it. If you need to mount multiple apps using this, make these changes.
Bug: The engine understands this command, but the SDK tools unfortunately do not. The best solution, currently, is to copy the content of the game to a location on your hard drive and add an absolute SearchPath to it. Remember to delete the SearchPath before you release.
ToolsAppId <integer> <Obsolete>
Deprecated. This is the AppID of the SDK currently in use.

SearchPaths

SearchPaths is a subkey within FileSystem. It contains a key for every search path. When the engine needs a file it traverses the search paths, stopping when the desired file has been found, hence the order of the search paths is important.


Note:A thing to keep in mind, is the order that you put the search paths in is important, if there are 2 files of the same name that are in 2 different search paths, and you list them both, the search path at the top will win, and use that file.

Directories

The directory, which is the value of the key, will either be relative to the SteamAppID's root directory (i.e. where the executable of the game is located), relative to GameInfo.txt or absolute. A example of each one respectively would be this:

Game       |All_Source_Engine_Paths|HL2 // Go to the executable directory, and mount a folder called HL2 in it.
Game       |GameInfo_Path|. // Go to the directory of where GameInfo.txt is located, and mount the folder it's in.
Game       "C:\MyFolderOfContent\content" // Mount this absolute directory, useful for mounting content temporarily.
Note:In order to mount a VPK file, you need to add the VPK's name at the end of the directory with the .vpk extension. If the VPK is a multi-chunck VPK, then put the name of the VPK in without the "_dir" or "_###" at the end.

The 2 variables above will start the search in a certain directory, |All_Source_Engine_Paths| will start the directory within the root folder, and |GameInfo_Path| will start it in the folder where GameInfo.txt is located. Both of these variables can be appended with any number of folders. There are also some special commands you can append in addition to the folders and variables, the known ones are:


  • ../
    Goes back one folder, this will useful for mounting other games' content like Portal, since AdditionalContentID is deprecated. If you wanted to mount Portal, and your game is in, say for example "<SteamFolder>\SteamApps\Common\MyGame\FolderWhereGameInfoIs", you would create a search path like this to mount it's content:
// Start in the executable directory, then go back one folder so we're in Common, and then go into Portal/portal and mount portal_pak.vpk
Game       |All_Source_Engine_Paths|../Portal/portal/portal_pak.vpk 


Here is also an example of how to mount a SourceMod:

// Start in the executable directory, then go back two folders so we're in SteamApps, and then go into SourceMods and mount the MySourceMod folder.
Game       |All_Source_Engine_Paths|../../SourceMods/MySourceMod


  • .
    This stops the search in the current directory, this should only be used if you want to directly mount where |All_Source_Engine_Paths| or |GameInfo_Path| are. An example of both:
// Mount both |All_Source_Engine_Paths| and |GameInfo_Path| variables' path.
Game       |All_Source_Engine_Paths|.
Game       |GameInfo_Path|.


  • /*
    Mount every sub-folder and VPK in the current directory, this command is what makes the custom folder work in most update to date Source games. An example of it's use:
// Mount the custom folder's sub-folders and VPKs.
Game       |GameInfo_Path|custom/*

Keys

In most older Source games, the only keys for search pathing is Game and Platform, while these keys will suit most search pathing, in Source 2013 a few new keys where introduced that add more control.

Tip:Insurgency and Day of Infamy use the same search pathing system as Source 2013, so commands and keys that work in Source 2013 will work for them as well!

The current keys known so far are:

  • Game
    Adds the path as a simple search path. Will add any content it finds.
  • Game_Write (in all games since <Source><Source>)
    Marks the search path as a Game write path. This is usually where the game executable is. It marks the directory as the default directory for writing (configuration files, etc) for this game.
  • GameBin (in all games since <Source><Source>)
    A special key that requires that the path lead to a game's binary files (where Server.dll and Client.dll are located), and will use any other DLL files it finds. This should lead to your own mod's Bin folder, or the game you're basing it off's Bin folder if you're not building your own DLLs.
  • Platform
    Adds a special search path to the folder containing core engine files, this will usually lead to the game's Platform folder.
  • Mod (in all games since <Source><Source>)
    Marks the search path as a Mod path. This is usually where the game executable is. To do: What does this do exactly?
  • Mod_Write (in all games since <Source><Source>)
    Marks the search path as a Mod write path. This is usually where GameInfo.txt is. It marks the directory as the default directory for writing (configuration files, etc) for this mod.
  • Default_Write_Path
    A fallback for when either Mod_Write or Game_Write isn't specified. This is usually where GameInfo.txt is. To do: What does this "Write" exactly?
  • VPK (in all games since <Contagion>)
    Used to mount a VPK by name. Do not put .vpk at the end.


In Source 2013, you may also append keys to each other by separating each key name by a + sign, this way if you need to use one directory for multiple keys, instead of writing this:

Game      |GameInfo_Path|MyFolder
Mod       |GameInfo_Path|MyFolder

It can instead be shortened like this:

Game+Mod  |GameInfo_Path|MyFolder

This saves you time from having to retype the directory over again.

자동 설정

소스 엔진은 스스로 경로를 설정 할 수 있습니다. If you mount the folder HL2, then when your mod runs in French HL2_French is automatically mounted just above it, overriding any content in HL2. To do: Does this also apply for the mod folder?

예시

해당 GameInfo.txt는 Singleplayer 기준입니다.

GameInfo
{
	Game			"나의 모드 이름"
	 GameLogo		0
	Nodegraph		1
	Title			"게임 내에서 출력된 나의 모드 이름"
	 Developer 		"개발자 이름"
	 Developer_URL 	"개발자 사이트"
	 Type			Singleplayer_Only
	SupportsDX8 	0
	SupportsVR		0
	SupportsXbox360	0
	GameData		HalfLife2.fgd
	FileSystem
	{
		SteamAppId	243730
		SearchPaths
		{
			GameBin		|All_Source_Engine_Paths|SourceTest/Bin // Using the SourceTest DLLs.
			
			// Source 2013 Singleplayer comes with Episode 2, Episode 1, and Lost Coast content. So let's mount it.
			Game		|All_Source_Engine_Paths|EP2/EP2_Pak.vpk // EP2 content has the highiest priority.
			Game		|All_Source_Engine_Paths|Episodic/EP1_Pak.vpk
			Game		|All_Source_Engine_Paths|SourceTest/SourceTest_Pak.vpk // Lost Coast
			
			// Source 2013 Multiplayer comes with HL2 Deathmatch, and Lost Coast content, so let's mount the HL2 Deathmatch content too.
			Game		"|All_Source_Engine_Paths|../Source SDK Base 2013 Multiplayer/HL2MP/HL2MP_Pak.vpk" // Has to be in quotes because of spaces.
			
			Game		|All_Source_Engine_Paths|HL2/HL2_Misc.vpk
			Game		|All_Source_Engine_Paths|HL2/HL2_Sound_Misc.vpk
			Game		|All_Source_Engine_Paths|HL2/HL2_Sound_VO_English.vpk // Optional, just dialog.
			Game		|All_Source_Engine_Paths|HL2/HL2_Textures.vpk
			
			Game+Game_Write+Mod+Mod_Write+Default_Write_Path	|GameInfo_Path|.
			
			// These search for loose files in the folders, incase we missed anything.
			Game		|All_Source_Engine_Paths|EP2
			Game		|All_Source_Engine_Paths|Episodic
			Game		|All_Source_Engine_Paths|SourceTest
			Game		|All_Source_Engine_Paths|HL2

			Platform	|All_Source_Engine_Paths|Platform
			Platform	|All_Source_Engine_Paths|Platform/Platform_Misc.vpk
		}
	}
}