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game_structure.yml
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# game folder structure
Game:
- bin: # folder with all the engine binaries
- angelscript.dll # dll containing the angelscript uscript bindings + runtime
- python.dll # dll containing the python uscript bindings + runtime
- squirrel3.dll # dll containing the squirrel3 uscript bindings + runtime
- GPUUtilities.dll # steam audio: gpu acceleration (NVIDIA)
- phonon.dll # steam audio: audio engine
- TrueAudioNext.dll # steam audio: gpu acceleration (AMD)
- rmlui.dll # contains the RmlUI library
- uscript.dll # dll containing the uscript runtime + binding detector
- pak.dll # dll containing the bpak and vpk implementations
- filesystem.dll # dll containing the fs interface
- renderer.dll # dll containing the renderer
- richpresence.dll # dll containing the various rich presence clients ( steam, discord, etc )
- plugins: # folder where plugins are contained, the engine will search for plugins to load here
- autoload.e # file containing a list of plugins to load on engine startup ( this permits special privileges )
- emptyplugin.dll # dll with an empty plugin ( just a command that displays the dll name )
- game: # folder where all game-specific resources are kept
- bin: # folder with game-specific binaries, for now only client and server dlls
- client.dll # main game client dll
- server.dll # main game server dll
- cfg: # game and user specific configs
- config.e # contains console commands to setup options
- video.e # video options
- mapload.cfg # exec'd every map first load
- save: # contains quick-saves and full-saves
- mapname_saveid.save # contains a serialized game state, map-name is the map the save was made on
- maps: # contains the game's maps
- mapname.otp | bsp # our map format is based off octrees, but we should also support source's BSP ( or at least convert it at load-time )
- screenshots: # contain screenshots
- mapname_date.png
- scripts: # contains the game's scripts
- uscript: # stands for unified script
- gamescript0.as # angelscript script, names MUST be unique, as extension is only for runtime specification
- gamescript1.py # python script
- gamescript2.nut # squirrel script
- playerspawn.cfg # exec'd every time the player spawns in the world
- webui: # scripts available to run in the UI framework
- main_menu.ts # typescript script, will be compiled on load
- models:
- model0.mdl # valve model metadata
- model0.vtx # valve texture references
- model0.vvd # valve meshes
- model1.obj # mesh + texture references + metadata
- materials:
- material0.vmt # valve material metadata
- material0.vtf # valve texture
- material1.mat # material metadata
- material1.tga # material texture
- sounds:
- sound0.wav | ogg # sound files!
- media: # folder to things related to ui
- webui: # ui framework folder
main_menu.xml # contains the main menu in a html-like format
- background.webm # a video that is displayed in the main menu background
# it's a mod root folder, everything placed in here will override files in a game, while also providing new ones
# this will be used only if the game executable is exec'd with the parameter -game mod0name
- mod0name:
- scripts:
- webui:
- main_menu.ts # overwrites the game one ( id: mod0name:scripts/webui/main_menu.ts )
- game.exe # will start the engine