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dtmt.cfg Reference
Lucas Schwiderski edited this page 2023-12-05 10:08:38 +01:00
Table of Contents
The file format is SJSON (like most text files concerning DTMM, DTMT and the game engine are/will be), which is a modified version of JSON.
The gist is:
- comments (line:
//
, block/* */
) - strings and object keys only need quotes when they include certain characters (or when they're empty)
- array and object values can be separated by newline instead of comma (or mixed)
- the top level value of a file must be an object, without the outer braces
See Autodesk Stingray: About the SJSON data format and github.com/Autodesk/sjson for more.
Example
// The unique mod ID. Both DTMM and DMF will run into issues if this overlaps with another mod
id = DMF
// The human-readable name of the mod. This will show up in places like DTMM's mod list and DMF's options view
name = "Darktide Mod Framework"
// A one- or two-sentence summary of what your mod does. Shows up in DTMM
summary = "An open-source, community-run framework that provides enhanced Darktide modding support."
// A version number to track changes in your mod with. Shows up in DTMM
version = "2023-03-12"
// Name of the individual or group that made this mod. Shows up in DTMM
author = "Darktide Modders"
// A file path with extension to an image to show in DTMM. Recommended width: 500 - 1000 px
image = "assets/icon.png"
// Needs to be set to `false` explicitly for mods that don't use `dtmt` to build.
// When `false`, the `packages` field will be ignored.
bundled = false
// A list of arbitrary strings that will show up in DTMM.
// Grouping, filtering and other features may be implemented in the future, so you'll want to match up with other mods
categories = [
Tools
]
// A list of mod IDs that this mod depends on. DTMM will verify this before deployment
depends = [
// Just the ID defaults to "before"
foo
// Long form of the above
{
id = foo
order = before
}
// Dependencies may be required to come after the current mod
{
id = baz
order = after
}
]
// File paths to Lua files (without extension), as passed in the second parameter of DMF's `new_mod`
resources = {
// The Lua file to be called by DMF when it initializes your mod.
init = "scripts/mods/DMF/init"
// (Optional) The Lua file returning the mod's DMF configuration.
data = "scripts/mods/DMF/data"
// (Optional) The Lua file returning localization strings to be registered with DMF.
localization = "scripts/mods/DMF/localization"
}
// Will be skipped when `bundled = false`
packages = [
// At least one package file (without extension) to load your files.
// It doesn't have to be named after your mod's ID value, but it is good practice to do so for the "main" package of your mod.
"packages/mods/DMF"
]
Note: Unless otherwise noted file paths must be specified without file extension.
Wiki
Building the source code
Obtaining the Oodle library
DTMM
Installing mods
Register DTMM as handler for Nexus downloads
DTMT
CLI Reference
Building your first mod
Migrating from loose files
dtmt.cfg
Reference
Murmur hashes and dictionaries
Reverse Engineering
Getting Started
Sound
Textures
File Types
Status
Bundle
Bundle Database
Texture
Material
Strings
Package
Wwise Event
Wwise Stream
Wwise Bank