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FolderFilesNotes
bin\win_x64_releaseCryXXX.dllCompiled from your game code
 GameXXX.exeShipped by Crytek in EaaS package
Note: You can rename this exe if you want
 *.dll

 

Dependencies, shipped by Crytek

Info
titleWindows releases

If you target your project at high-end computers, you may want to consider removing the bin\win_x86_release folder entirely.
This requires that the end-user has a 64-bit machine with a 64-bit OS installed, which is common nowadays. 

By skipping the bin\win_x86_release folder, you can reduce the amount of testing required on your project.

bin\win_x64 and bin\win_x64_dedicated
NEVER copy these folders!
These files are debug/profile builds and not suitable for release.
Additionally, the Editor is included in bin\win_x64, which you cannot redistribute Editor to end-users according to your EULA.
Also, Steam DRM protection is present in the Editor that would make it unusable to anyone without an EaaS license.

bin\win_x64_dedicated_releaseCryXX.dll

Compiled from your game code

Info

You can skip the _Dedicated folders entirely if you don't want/need end-users to host servers. 
In addition, if no multiplayer is required, you can also skip the entire _Dedicated folders 

Info
titleLinux support

This folder is only relevant for Windows; there is there are currently no dedicated server binaries available on Linux.

 GameSDK_Server.exe
msvcp110.dll
msvcr110.dll 
Shipped by Crytek in EaaS package
EngineEngine.pak
Shaders.pak
ShadersBin.pak
ShaderCache.pak
ShaderCacheStartup.pak 
Shipped by Crytek in EaaS package
GameSDK
(or sys_game_folder CVar value) 
game.cfg
PAK files, e.g.:
Animations.pak
GameData.pak
GeomCaches.pak
Objects*.pak
Scripts.pak
Sounds.pak
Textures*.pak
Videos.pak 

Your packaged assets - the exact list of PAK files will depend on how you organize your assets; the listed files represent the structure in the EaaS package by Crytek
Note: Other than inside the levels folder (see below), all assets should be inside a PAK file.

 

GameSDK/Levels
(or relative to sys_game_folder
Each level folder (e.g. Singleplayer/Woodland) may have:
filelist.xml
<Levelname>.dds
<Levelname>.xml
level.cfg
level.pak
Occluder.ocm
<LoadingScreen>.dds (if you have defined one)

Your exported levels
Note: Don't copy the .cry file, the terraintexture.pak, the Layers or LevelData sub-folders

Note

The files in here, with the exception of level.pak, must be inside some (signed) PAK file in order to load the levels with the Release build.
However, only having the data in PAK files will break some editor functionality.
For this reason, we ship some of these files both inside and outside PAK files (with identical content).

Localization<Language>.pak
<Language>_xml.pak 
Your supported languages for which your project is localized
Code
Editor

Tools
User
LogBackups
TestResults 
<all files and sub-folders>These folders contain no end-user usable files, save some space by not shipping them
The user folder should only have user-specific settings and will be regenerated automatically by the end-user

If you have settings that you expect all users to have, consider moving them to system.cfg instead of user.cfg
<root>system.cfgMake sure the sys_game_folder CVar is set in this file
 game.log
editor.log
server.log 
error.dmp 
Do not ship these files: it will make it harder to identify if a log-file was user generated or not 

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