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. +
+ +Happy Halloween!
+ +Update
+ +HLLib + 2.4.0, GCFScape + 1.8.2, VTFEdit + 1.3.2 and Crafty + 1.0.2 have been released and all support GCF files larger than 4 GB in size.
++
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).
+ +I've also taken the time to update my Paint.Net VTF + Plug-in with side-by-side x86 and x64 support.
++
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.
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++
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). +
+ +virtuAMP + has also recently seen an update + adding several new standard effects.
++
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):
+ +
+ 