"GameInfo" { game "Left 4 Dead 2" // Window title type multiplayer_only nomodels 1 nohimodel 1 l4dcrosshair 1 hidden_maps { "test_speakers" 1 "test_hardware" 1 } nodegraph 0 perfwizard 0 SupportsXbox360 1 SupportsDX8 0 GameData "left4dead2.fgd" FileSystem { SteamAppId 550 // This will mount all the GCFs we need (240=CS:S, 220=HL2). ToolsAppId 563 // 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 \bin // 2. For each "Game" search path, it adds another "Game" path in front of it with _ 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 { Game update Game left4dead2_dlc3 Game left4dead2_dlc2 Game left4dead2_dlc1 Game |gameinfo_path|. Game left4dead2_playbcm Game hl2 } } }