I've received a number of emails from users having trouble extracting files from team fortress 2 content.gcf. It's taken eight years, but with the advent of the TF2 Scream Fortress, Valve have finally authored a GCF file larger than 4 GB. As many of you have found out, HLLib does not properly support files larger than 4 GB (partly due to my naive younger self, and partly because I wasn't sure if Steam did either).
Long story short, I updated HLLib to support files larger than 4 GB tonight, and I will release said update this weekend when I have time to build all the installers and more thoroughly test everything.
Keeping with the theme of my previous post, I've introduced native x64 support to VTFLib v1.3.0 (download). Unfortunately, I was not able to update the Visual C++ library as some of VTFLib's dependencies are still built for Visual Studio 2005. I also removed .Net 1.1 support (the framework was buggy and did not support x64).
It's been over 6 years since I first released GCFScape, so I though I'd take some time this weekend to bring it up to speed. v1.8.0 (download) introduces native x64 support and fixes a lot of incorrect assumptions that lead to less than desirable behavior on Windows Vista and Windows 7.
v1.8.0 targets the .Net Framework 2.0, so anything up to and including 3.5 should work. You may, however, have to install the Visual C++ 2008 SP1 library.
Some of you may have noticed a number of issues with this site lately (aside from the routine DNS issues). The server is currently having problems with SQL queries that require disk storage. As a temporary measure, I've written fallback SQL queries. For the most part, the site seems to be functioning better now, with only a few minor issues such as unsorted menu items and missing comment counts.
There is still the underlying issue: what happened to The Wavelength? Currently the website says that the account has been suspended. I've tried to contact Bulk (the owner) without success. Unfortunately, there is the very real possibility that this site, in its current form, may cease at any moment.
In the mean time, I've added a new tool for Visual Studio 2005 and 2008 programmers. Check it out here.
Edit: The issues seem to have subsided.
Valve have decided to move away from the .gcf format for their new game Left 4 dead. Instead, the game is delivered via .ncf with materials, models and particles packed up in a new .vpk package format. I'm curious if this move was inspired by the performance problems caused by fragmented .gcf files. Nonetheless, I've updated both HLLib and GCFScape with support for the new .vpk format.
I'm also in the process of looking to add support for Left 4 Dead to Crafty. Early attempts look promising, I just hope the model format hasn't changed too much.
I haven't had a lot of opportunities to work on my tools these past few months, but today I finally made a effort to get updated versions of VTFLib/VTFEdit, the Photoshop VTF Plug-In and the Paint.Net VTF Plug-In out. Along with support for v7.4 of the VTF format, VTFEdit has been updated to include a custom author information resource (credit Jed for the idea).
Anyone sniffing around the recent Team Fortress 2 preload may have noticed that many of the preloaded VTF files are of a new version. As part of refinements being made to the Source engine, Team Fortress 2 and Half-Life 2: Episode 2 will introduce v7.3 of the VTF format, a minor overhaul exposing an extensible resource interface.
For those interested in taking a gander, I've added support for the new VTF version to VTFLib/VTFEdit, the Photoshop VTF Plug-In, the Paint.Net VTF Plug-In and Crafty. VTFLib and VTFEdit have also been updated to use the newer v2.0 of the .NET Framework.
I thought I'd take a break form my normal Half-Life editing utilities to create something for another one of my passions: the guitar. Introducing virtuAMP, an open source real time virtual guitar amplifier and practice amp alternative. You can sample some audio clips on the about page (I never claimed to be a good guitarist), and check out it's interface below:
I've released yet another VTF utility, this time its a plug-in for an ever improving Paint.NET. The plug-in is based closely on its Photoshop counterpart, but additionally supports normal map generation and animations. You can grab the new plug-in and its source code here. VTFLib and the Photoshop VTF Plug-in have also received updates.
I've released v1.0.0 Alpha 13 of Crafty, a release which adds several missing features bringing Crafty significantly closer to leaving the alpha stage. The latest build can be found here. Some important notes:
- Due to changes in the lightmap generation code for Source VBSP files, upgrading users should make sure to set the Gamma for Source VBSP files to 2.2 in Object Viewer's Options (found under the Setup menu).
- Users who were experiencing problems with fonts should insure that the Engine.FontDriver setting in Object Viewer's INI file (ov.ini) is set to Sprite, or, as a last resort, Null. If you cannot find this setting, run Object Viewer once beforehand.
- Dynamic Lighting is very much a work in progress. I've added shader support to Crafty to better simulate how the Source engine dynamically lights models, but the improved dynamic lighting pipeline wont be available unto the next release.
I realize I haven't updated my site in a while, so I thought I'd take a minute to let all of you who have made feature requests over the past few months know that I haven't forgotten about you. So just what have I been up to?
First and foremost, I've released version 1.6.3 of GCFScape. This new version features configurable columns for viewing additional properties, removal of the File Mapping requirement for defragmenting GCF files (to prevent an overzealous Windows from caching the entire file) and relaxed GCF file integrity checks; all community requested features. As always it can be found here.
Lastly, I've been hard at work on Crafty, implementing the dozen or so features that have been requested. Unfortunately, I bit off a little more than I can chew which means the next release is still a few weeks off (and rapidly approaching the feature set I'm looking for to take it out of alpha). VBSP upgrades include cloud shaders, fog entities, dynamic lighting, improved 3D skybox support and corrected lightmaps (still not quite right):