modes.xmlis open for modification and extension, and users can create their own modes by changing it.
modes.xmlis a file in the XML format and can be changed in any text editor. It defines the available modes.
<modes>and it has no attributes. The file can only have one root node.
<modes>beginning with the opening tag
<mode>and ending with the closing tag
<mode>element has both mandatory and optional attributes as outlined below. The content of the
<mode>is a set of specific tags (properties) defining paths to directories or files.
titledefines the mode's displayed name. Due to the interface constraints avoid long names and keep it within the limit of
gameattribute defines a target game for the mode. There are
default.Omit this attribute for non-default modes.
Compile + Copyrun.
ideelement may have an optional
baseattribute to specify a folder that is used to resolve relative paths in the
baseall relative paths are resolved starting from the location of the
type="default"- path to the predefined templates shipped with Sanny Builder
type="custom"- path to a file with user templates added via the Add Template form. This file is never overwritten during a Sanny Builder update.
<text>has one required attribute:
format. The supported values are:
.gxthas one table, plain keys, ANSI encoding
.gxthas multiple tables, plain keys, ANSI encoding
.gxthas multiple tables, hashed keys, ANSI encoding
.gxthas multiple tables, hashed keys, UTF-16 encoding
thread. The Rockstar schema has the original taxonomy used by the game developers (e.g.
script) that is consistent with the game's inner structures.
-xoption allows loading the modes configuration from a file different from the default
modes.xml. If Sanny Builder is already running, it reloads the configuration and updates the list of modes.