No, it works in exactly the same way. As far as I understand things it 
shouldn't be too hard to port it over either: it happened to a few games 
after the format was first introduced.

It's all explained here: http://steamreview.org/posts/virtualdrivecanned/

Jonas 'Sortie' Termansen wrote:
> Interesting idea. If I understand the NCF system correctly, it's just normal 
> files placed inside a Steam sub-folder in SteamApps/. Doesn't that mean it is 
> harder for Valve to update the game?  But you clearly have a point. While 
> switching to this system will be a bit of work, it should be pretty easy to 
> get used to.
>
> The question is, is these advantages really worth the effort to port it to a 
> NCF, and how will the semiamathourish modders handle this when all their 
> tools suddently are somewhere else and they don't have the experience to fix 
> it.
>
>
> Hmm, I'm not sure. Any other viewpoints?
>
> ----- Original Message ----- 
> From: "Tom Edwards" <[EMAIL PROTECTED]>
> To: "hlcoders" <hlcoders@list.valvesoftware.com>
> Sent: Monday, July 07, 2008 9:24 PM
> Subject: [hlcoders] Switch the SDK to NCF
>
>
>   
>> Right now the SDK is stored in a GCF file. This has a few limitations:
>>
>> - To easily access the files they all need to be extracted to Windows' 
>> file system, wasting disc space
>> - We need to manually click the Refresh SDK Content button every time 
>> there's a tool update
>> - Launching it takes ages as Steam makes sure the core files are present 
>> and correct
>> - Each Steam user on a computer will end up with their own copy of 
>> everything
>>
>> Wouldn't it make more sense to use NCF? The GCF is replaced by an NCF 
>> index file, while the content is downloaded to a shared folder. There's 
>> no need for duplication, no need to refreshing anything, less waiting 
>> around...
>>
>> So long as the SDK code is stored in a compressed archive and not loose 
>> on-disc, it's win-win. :-)
>>
>>
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>>     
>
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