User:Gameinfo Chinese
- For Half-Life 1/GoldSrc, see liblist.gam.
GameInfo.txt
is a KeyValues config file that describes a Source mod. Apart from containing metadata like the name of the mod or a link to the developer's website, it also defines which games it depends on and the SearchPaths that the engine uses to look up resources. It is stored in the mod's root folder. Source, the SDK tools and Steam rely on it.
Basic settings
Name
Keys that affect the menu and window title.
- Game
([todo internal name (i)])
<string> - The name of the mod in ASCII. Displayed in Steam and used as the window title. Only displayed in the main menu if
Title
isn't specified. - Title
([todo internal name (i)])
<string> - A Unicode string displayed in the main menu of your mod. You can also new line the menu text by adding another key of the same name
Title
, but append either 2 or a higher number onto it.Note:The higher the number, the further down the text will be. - GameLogo
([todo internal name (i)])
<boolean> (in all games since ) - Rather than displaying the
Title
text on the main menu, display the content inresource\GameLogo.res
. See Adding Your Logo to the Menu.
Options
Keys that affect what tabs and options that show up in the Options panel. Also see Customizing Options: Keyboard.
- Type <string>
- 这将决定在设置选项里是否会有单人和多人模式,该值一般为M
Singleplayer_Only
或Multiplayer_Only
。如果您的模组同时具有单人和多人模式,请忽略此键值。
- NoDifficulty <boolean>
- 隐藏难度设置(如果你的mod是多人游戏的话,该键值将自动生成。)
- HasPortals <boolean> (存在于自 以来)
- 显示传送门漏斗选项
- NoCrosshair <boolean>
- 隐藏多人游戏中的准星设置界面
- AdvCrosshair <boolean>
- 启用特殊的高级准星设置。Todo: 如何使用?
- NoModels <boolean>
- 隐藏多人游戏的玩家模型设置界面
- Hidden_Maps <subkey>
- 子键值中的地图名不会出现在“创建服务器”界面中。不过这并不阻止玩家通过控制台读取地图。语法为
地图名 1
,每行一个条目。不需要包括扩展名,请记住使用 { 和 } 开始和结束子键值。
- CommandLine <subkey> (仅存在于 中)
- mod的启动参数列表。语法为
-launchoption "value"
,每行一个参数。请记住使用 { 和 } 开始和结束子键值。
Steam games list
Keys that affect how your game or mod shows up in the Steam Library page.
Developer([todo internal name (i)])
<string>- Deprecated.
The developer of the mod. Usually either the Mod Team's name, or a single person's name. Doesn't work on current Steam version. Developer_URL([todo internal name (i)])
<string>- Deprecated.
Your or the mod's URL. Must start withhttp://
. Doesn't work on current Steam version. Manual([todo internal name (i)])
<string>- Deprecated.
URL to the mod's manual; can also be a local file. Doesn't work on current Steam version. - Icon
([todo internal name (i)])
<string> - Local path relative to GameInfo.txt, to an uncompressed 16x16 TGA that will appear as your mod's icon in Steam. Do not include the file extension. The larger 32px pixel icon that appears in Steam's Detail View should be placed next to the 16px one and called
<icon>_big.tga
.Note:For transparency to work, the TGA must be saved in 32-bit mode with active alpha channel.
Engine and tools
Keys that affect how the engine/tools runs and some options for the tools themselves.
- Nodegraph
([todo internal name (i)])
<boolean> (in all games since ) - Whether or not to enable building nodegraphs (.ain files) for maps.
- GameData
([todo internal name (i)])
<string> - Path to a FGD file, relative to Hammer's location. This is needed for instances to be compiled into maps. It is not used by Hammer itself.
- InstancePath
([todo internal name (i)])
<string> (in all games since ) - The default location in which to look for Instance VMFs.
- SupportsDX8
([todo internal name (i)])
<boolean> (in all games since ) - When false, prevents the game from being ran in older DirectX Versions such as DX8 and below, since they do not support the full range of graphic effects, also prevents Studiomdl from producing
.sw.vtx
and.dx80.vtx
files for models, as they aren't needed. - SupportsVR
([todo internal name (i)])
<boolean> (in all games since ) - Whether or not the game supports being ran in VR mode.
- SupportsXBox360
([todo internal name (i)])
<boolean> (in all games since ) - Whether or not the game supports Xbox 360. Confirm:Does this enable being able to use a Xbox 360 controller with the game?
FileSystem
Keys that are within the subkey FileSystem
.
- SteamAppID
([todo internal name (i)])
<integer> - The AppID of the game the mod is to be based on. The mod will have access to all of this game's content, and will not be playable unless it is installed, the mod will also be ran with the game's executable as well. If you're uploading your Source game to Steam, this will be your game's AppID. Otherwise, this will be 243750 for Source 2013 Multiplayer, 243730 for Source 2013, 630 for Alien Swarm, or the AppID of the game you're basing it off of if you're not working with source code.
AdditionalContentId([todo internal name (i)])
<integer>- 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.
SearchPath
to it. Remember to delete the SearchPath before you release. [todo tested in?]ToolsAppId([todo internal name (i)])
<integer>- 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.
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.
.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.
The current keys known so far are:
Game
Adds the path as a simple search path. Will add any content it finds. Also writes sound.cache file in each Game directory.Game_Write
Template:2013 add
Marks the search path as a Game write path. It marks the directory as the default directory for writing (what exactly?) for this game.Confirm:Does this do anything?GameBin
Template:2013 add
A special key that requires that the path lead to a game's binary files (whereServer.dll
andClient.dll
are located), and will use any other DLL files it finds. This should lead to your own mod'sBin
folder, or the game you're basing it off'sBin
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'sPlatform
folder.Mod
Template:2013 add
Marks the search path as a Mod path. This is usually where the game executable is. Essential for displaying chapter list in New Game menu, and probably for something else.Mod_Write
Template:2013 add
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 save files and downloadlists for this mod.Default_Write_Path
Marks the search path as a Default write path. This is usually where GameInfo.txt is. It marks the directory as the default directory for writing config.cfg, node graphs, screenshots and some other files for this mod. Also a fallback for when either Mod_Write or Game_Write isn't specified.VPK
Template:Contagion add
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.
Automatic localization
Source automatically creates localized search paths. 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
.
Example
A full working GameInfo.txt ready for a Source 2013 game.
"GameInfo"
{
game "HALF-LIFE 2"
title "HALF-LIFE'"
type singleplayer_only
supportsvr 1
FileSystem
{
SteamAppId 220 // This will mount all the GCFs we need (240=CS:S, 220=HL2).
//
// 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\half-life 2.
//
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 hl2/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 hl2/hl2_lv.vpk
game+mod hl2/hl2_sound_vo_english.vpk
game+mod hl2/hl2_pak.vpk
game |all_source_engine_paths|hl2/hl2_textures.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 HL2 directory as a game search path. This is also where where writes
// to the "game" path go.
game+game_write hl2
// Where the game's binaries are
gamebin hl2/bin
// Last, mount in shared HL2 loose files
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
}
}
}
Editing the game info with XBLAH's Modding Tool
The mod information can be edited with XBLAH's Modding Tool through a comprehensive UI without requiring the modder to mess with text files. It includes all the major keys of Source SDK 2013 Single-player and Source SDK 2013 Multi-player, more than enough for the majority of Source modders.
This can be accessed within the tool through Modding > Game info.
External links
[[Category:File formats]] [[Category:Modding]] [[Category:Source SDK FAQ]]