"GameInfo"
{
	game		"Team Fortress 2: Vintage"
	gamelogo		 0
	type 		multiplayer_only 
	icon		"resource/game"		
	developer 	"Team Fortress 2 Vintage Team"
	developer_url 	"https://github.com/TF2V/TF2Vintage/"
	nomodels 		1
	nohimodel 		1
	nocrosshair 	0
	advcrosshair 	1
	nodegraph		0
	supportsvr 		0
	supportsDX8 	0
	GameData	"tf2v.fgd"
	hidden_maps 
	{
	}
	InstancePath 	"maps/instances/"	

	FileSystem 
	{ 
		SteamAppId		243750	// Source SDK Base 2013 Multiplayer	
		SearchPaths 
		{ 
			// Firstly, 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.
			// TF2V takes priority, followed by Retail TF2.
			game+mod+custom_mod			"|gameinfo_path|custom/*"
						
			// Next, add the customizable TF2V parameters in.
			game+mod			"|gameinfo_path|customplayer/*"
			
			//  Load base TF2V assets.
			game+mod+vgui				"|gameinfo_path|assets/base/*"

			// 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.
			// TF2V takes priority, followed by Retail TF2.
			game+mod+mod_write+default_write_path		|gameinfo_path|.
			
			// Where the game's binaries are
			gamebin						"|gameinfo_path|bin"
			
			// Mount in missing assets from TF2
			game_lv				"|all_source_engine_paths|../Team Fortress 2/tf/tf2_lv.vpk"
			game+mod			"|all_source_engine_paths|../Team Fortress 2/tf/tf2_textures.vpk"
			game+mod			"|all_source_engine_paths|../Team Fortress 2/tf/tf2_sound_misc.vpk"
			game+mod+vgui			"|all_source_engine_paths|../Team Fortress 2/tf/tf2_misc.vpk"
			game+mod			"|all_source_engine_paths|../Team Fortress 2/tf/tf2_sound_vo_english.vpk"
			
			// 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				"|all_source_engine_paths|hl2/hl2_textures.vpk"
			game				"|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk"
			game				"|all_source_engine_paths|hl2/hl2_sound_misc.vpk"
			game+vgui			"|all_source_engine_paths|hl2/hl2_misc.vpk"
			platform+vgui			"|all_source_engine_paths|platform/platform_misc.vpk"
			
			// Add the HL2 directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write		"|gameinfo_path|."

			// Mount in shared HL2 loose files					
			game				"|all_source_engine_paths|hl2"			
			platform			"|all_source_engine_paths|platform"		

			// Load in all loose TF2 content second to last, to try and prevent as much overrides as possible.
			game+mod	"|all_source_engine_paths|../Team Fortress 2/tf"
			
			// 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			"|gameinfo_path|download/"
			
		}
	}		
}
