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Game Info

The document outlines the configuration settings for a multiplayer-only game mod called 'ClientMod'. It includes details on file system paths, search priorities for game resources, and hidden maps. Additionally, it specifies the Steam App ID and various settings related to game customization and bot usage.
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0% found this document useful (0 votes)
3 views

Game Info

The document outlines the configuration settings for a multiplayer-only game mod called 'ClientMod'. It includes details on file system paths, search priorities for game resources, and hidden maps. Additionally, it specifies the Steam App ID and various settings related to game customization and bot usage.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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"GameInfo"

{
game "ClientMod"
title ""
type multiplayer_only
nomodels 1
nohimodel 1
nocrosshair 0
advcrosshair 3
bots 1
hidden_maps
{
"test_speakers" 1
"test_hardware" 1
"PanoramaUI_background" 1
}
nodegraph 0

FileSystem
{
SteamAppId 240 // This will mount all the
GCFs we need (240=CS:S, 220=HL2).

//
// Setup engine search paths.
//
// If a search path contains "_english", and the current language is
not english, then
// another search path will be inserted above the english one by
replacing "_english" with
// the appropriate language.
//
// To debug how the engine has parsed this file, type "path" at the
console.
//
// 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.
// |all_source_engine_paths| points at the directory cintaining HL2
shared content.
//
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 cm/custom/*
game+mod cm/extras/*
// 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+mod cm/clientmod_base/cm_resources.vpk

game+mod cstrike/clientmod.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 cstrike directory as a game search path. This is also


where where writes
// to the "game" path go.
game+game_write cm
game+game_write cstrike
// Where the game's binaries are
gamebin cm/bin

// Last, mount in shared HL2 loose files


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 cm/download
}
}
}

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