From 784724bc07edda183f1ff6adb74b370a5fb5b5a6 Mon Sep 17 00:00:00 2001 From: a Date: Sat, 3 Aug 2024 19:21:41 +0300 Subject: [PATCH] add comments with default values in the ini files --- .../configs.app.EXAMPLE.ini | 7 +- .../configs.main.EXAMPLE.ini | 85 ++++++++++++------- .../configs.overlay.EXAMPLE.ini | 24 ++++-- .../configs.user.EXAMPLE.ini | 8 +- 4 files changed, 83 insertions(+), 41 deletions(-) diff --git a/post_build/steam_settings.EXAMPLE/configs.app.EXAMPLE.ini b/post_build/steam_settings.EXAMPLE/configs.app.EXAMPLE.ini index 3e82e8c3..063d82f8 100644 --- a/post_build/steam_settings.EXAMPLE/configs.app.EXAMPLE.ini +++ b/post_build/steam_settings.EXAMPLE/configs.app.EXAMPLE.ini @@ -4,14 +4,17 @@ [app::general] # by default the emu will report a `non-beta` branch when the game calls `Steam_Apps::GetCurrentBetaName()` -# make the game/app think we're playing on a beta branch +# 1=make the game/app think we're playing on a beta branch +# default=0 is_beta_branch=0 # the name of the current branch, this must also exist in branches.json # otherwise will be ignored by the emu and the default 'public' branch will be used +# default=public branch_name=public [app::dlcs] -# should the emu report all DLCs as unlocked +# 1=report all DLCs as unlocked +# 0=report only the DLCs mentioned # some games check for "hidden" DLCs, hence this should be set to 1 in that case # but other games detect emus by querying for a fake/bad DLC, hence this should be set to 0 in that case # default=1 diff --git a/post_build/steam_settings.EXAMPLE/configs.main.EXAMPLE.ini b/post_build/steam_settings.EXAMPLE/configs.main.EXAMPLE.ini index ff021287..9d688bb9 100644 --- a/post_build/steam_settings.EXAMPLE/configs.main.EXAMPLE.ini +++ b/post_build/steam_settings.EXAMPLE/configs.main.EXAMPLE.ini @@ -3,80 +3,105 @@ # ############################################################################## # [main::general] -# generate new app auth ticket +# 1=generate newer version of auth ticket, used by some modern apps +# default=0 new_app_ticket=1 -# generate/embed GC token inside new App Ticket +# 1=generate/embed Game Coordinator token inside the new auth ticket +# default=0 gc_token=1 -# pretend the app is running on a steam deck +# 1=pretend the app is running on a steam deck +# default=0 steam_deck=0 -# enable avatar functionality +# 1=enable avatar functionality +# default=0 enable_account_avatar=0 -# prevent Steam_User_Stats::FindLeaderboard() from always succeeding and creating the unknown leaderboard -# not recommended to disable this +# 1=prevent `Steam_User_Stats::FindLeaderboard()` from always succeeding and creating the unknown leaderboard +# not recommended to enable this +# default=0 disable_leaderboards_create_unknown=0 # the emu will only save/update stats defined by the user, unknown stats requested or updated by the game will be rejected -# set this to 1 to allow unknown stats +# 1=allow unknown stats to be saved/updated # default=0 allow_unknown_stats=0 # whenever a game updates a stat which is tied to an achievement progress, the emu will save that progress immediately # but some games will update the stat very frequently (with lower & higher values) resulting in a spam of disk writes or overlay notifications -# set this to 0 to save any stat achievement progress value (higher or lower) -# this has no impact on the stat itself, only the achievement progress of a stat which is tied to an achievement +# 0=save any stat achievement progress value (higher or lower) +# 1=save stat achievement progress value only if it is higher than the current one +# this has no impact on the stat itself, only the achievement progress # also has no impact on the functions which directly change stats, achievements, or achievements progress # default=1 save_only_higher_stat_achievement_progress=1 -# synchronize user stats/achievements with game servers as soon as possible instead of caching them until the next call to `Steam_RunCallbacks()` -# not recommended +# 1=synchronize user stats/achievements with game servers as soon as possible instead of caching them until the next call to `Steam_RunCallbacks()` +# not recommended to enable this +# default=0 immediate_gameserver_stats=0 -# use the proper type of the server list (internet, friends, etc...) when requested by the game -# otherwise, the emu will always return the type "LAN server" -# not recommended +# 1=use the proper type of the server list (internet, friends, etc...) when requested by the game +# 0=always return the type of the server list as "LAN server" +# not recommended to enable this +# default=0 matchmaking_server_list_actual_type=0 -# grab the server details for match making using an actual server query -# not recommended +# 1=grab the server details for match making using an actual server query +# 0=use the info from the local network messages shared between client/server +# not recommended to enable this, currently breaks some games +# default=0 matchmaking_server_details_via_source_query=0 # very basic crash logger/printer # this is intended to debug some annoying scenarios, and best used with the debug build of the emu +# default= crash_printer_location=./path/relative/to/dll/crashes.txt [main::connectivity] -# prevent hooking OS networking APIs and allow any external requests -# only used by the experimental builds on Windows +# 1=prevent hooking OS networking APIs and allow any external requests +# only used by the experimental builds on **Windows** +# default=0 disable_lan_only=0 -# disable all steam networking interface functionality +# 1=disable all steam networking interface functionality # this won't prevent games/apps from making external requests # networking related functionality like lobbies or those that launch a server in the background will not work +# default=0 disable_networking=0 # change the UDP/TCP port the emulator listens on, you should probably not change this because everyone needs to use the same port or you won't find yourselves on the network +# default=47584 listen_port=47584 -# pretend steam is running in offline mode +# 1=pretend steam is running in offline mode, mainly affects the function `ISteamUser::BLoggedOn()` # Some games that connect to online servers might only work if the steam emu behaves like steam is in offline mode +# default=0 offline=0 -# prevent sharing stats and achievements with any game server, -# this also disables the interface ISteamGameServerStats +# 1=prevent sharing stats and achievements with any game server, this also disables the interface ISteamGameServerStats +# default=0 disable_sharing_stats_with_gameserver=0 -# do not send server details to the server browser, only works for game servers +# 1=do not send server details to the server browser, only works for game servers +# default=0 disable_source_query=0 -# enable sharing leaderboards scores with people playing the same game on the same network +# 1=enable sharing leaderboards scores with people playing the same game on the same network +# not ideal and synchronization isn't perfect +# default=0 share_leaderboards_over_network=0 -# prevent lobby creation in steam matchmaking interface +# 1=prevent lobby creation in the steam matchmaking interface +# default=0 disable_lobby_creation=0 -# attempt to download external HTTP(S) requests made via Steam_HTTP::SendHTTPRequest() inside "steam_settings/http/" +# 1=attempt to download external HTTP(S) requests made via Steam_HTTP::SendHTTPRequest() inside "steam_settings/http/" # make sure to: # * set disable_lan_only=1 # * set disable_networking=0 # this will **not** work if the app is using native/OS web APIs +# default=0 download_steamhttp_requests=0 # mostly workarounds for specific problems [main::misc] -# force SetAchievement() to always return true +# 1=force `ISteamUserStats::SetAchievement()` to always return true +# this is a workaround for some games that otherwise won't work +# default=0 achievements_bypass=0 -# force the function Steam_HTTP::SendHTTPRequest() to always succeed +# force the function `Steam_HTTP::SendHTTPRequest()` to always succeed +# default=0 force_steamhttp_success=0 -# env var SteamOverlayGameId breaks Steam Input when the game is added to Steam as a non-steam game +# env var `SteamOverlayGameId` breaks Steam Input when the game is added to Steam as a non-steam game +# 1=don't write this env var, allowing Steam Input to work +# default=0 disable_steamoverlaygameid_env_var=0 -# add many Steam apps to the list of owned DLCs and the emu's list of installed app IDs +# 1=add many Steam apps to the list of owned DLCs and the emu's list of installed app IDs # useful for many Source-based games # https://developer.valvesoftware.com/wiki/Steam_Application_IDs # https://developer.valvesoftware.com/wiki/Dedicated_Servers_List diff --git a/post_build/steam_settings.EXAMPLE/configs.overlay.EXAMPLE.ini b/post_build/steam_settings.EXAMPLE/configs.overlay.EXAMPLE.ini index ca7850d3..55e81a5e 100644 --- a/post_build/steam_settings.EXAMPLE/configs.overlay.EXAMPLE.ini +++ b/post_build/steam_settings.EXAMPLE/configs.overlay.EXAMPLE.ini @@ -11,7 +11,8 @@ # ############################################################################## # [overlay::general] -# enable the experimental overlay, might cause crashes +# 1=enable the experimental overlay, might cause crashes +# default=0 enable_experimental_overlay=0 # amount of time to wait before attempting to detect and hook the renderer (DirectX, OpenGL, etc...) # default=0 @@ -19,26 +20,34 @@ hook_delay_sec=0 # timeout for the renderer detector # default=15 renderer_detector_timeout_sec=15 -# disable the achievements notifications +# 1=disable the achievements notifications +# default=0 disable_achievement_notification=0 -# disable friends invitations and messages notifications +# 1=disable friends invitations and messages notifications +# default=0 disable_friend_notification=0 -# disable showing notifications for achievements progress +# 1=disable showing notifications for achievements progress +# default=0 disable_achievement_progress=0 -# disable any warning in the overlay +# 1=disable any warning in the overlay +# default=0 disable_warning_any=0 -# disable the bad app ID warning in the overlay +# 1=disable the bad app ID warning in the overlay +# default=0 disable_warning_bad_appid=0 -# disable the local_save warning in the overlay +# 1=disable the local_save warning in the overlay +# default=0 disable_warning_local_save=0 [overlay::appearance] # load custom TrueType font from a path, it could be absolute, or relative # relative paths will be looked up inside the local folder "steam_settings/fonts" first, # if that wasn't found, it will be looked up inside the global folder "GSE Settings/settings/fonts" +# default= Font_Override=Roboto-Medium.ttf # global font size # for built-in font, multiple of 16 is recommended. e.g. 16 32... +# default=16.0 Font_Size=20.0 # achievement icon size @@ -75,6 +84,7 @@ Notification_Duration_Chat=4.0 # format for the achievement unlock date/time, limited to 79 characters # if the output formatted string exceeded this limit, the builtin format will be used # look for the format here: https://en.cppreference.com/w/cpp/chrono/c/strftime +# default=%Y/%m/%d - %H:%M:%S Achievement_Unlock_Datetime_Format=%Y/%m/%d - %H:%M:%S # main background when you press shift+tab diff --git a/post_build/steam_settings.EXAMPLE/configs.user.EXAMPLE.ini b/post_build/steam_settings.EXAMPLE/configs.user.EXAMPLE.ini index 6c2e5a4d..a3cea590 100644 --- a/post_build/steam_settings.EXAMPLE/configs.user.EXAMPLE.ini +++ b/post_build/steam_settings.EXAMPLE/configs.user.EXAMPLE.ini @@ -4,12 +4,15 @@ [user::general] # user account name +# default=gse orca account_name=gse orca -# Steam64 format +# your account ID in Steam64 format +# if the specified ID is invalid, the emu will ignore it and generate a proper one +# default=randomly generated by the emu only once and saved in the global settings account_steamid=76561197960287930 # the language reported to the app/game +# this must exist in 'supported_languages.txt', otherwise it will be ignored by the emu # look for the column 'API language code' here: https://partner.steamgames.com/doc/store/localization/languages -# this must also exist in 'supported_languages.txt', otherwise it will be ignored by the emu # default=english language=english # report a country IP if the game queries it @@ -22,6 +25,7 @@ ip_country=US # path could be absolute, or relative to the location of the .dll/.so # leading and trailing whitespaces are trimmed # when this option is used, the global settings folder is completely ignored, allowing a full portable behavior +# default= local_save_path=./path/relative/to/dll # name of the base folder used to store save data, leading and trailing whitespaces are trimmed # only useful if 'local_save_path' isn't used