Is that the way to extract the files in the .gcf?
This could solve some problems with the installer as some players complain
they can't play because they don't have HL maps or they're missing some CS
stuff like models.
From: tei <[EMAIL PROTECTED]>
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Need Valve's confirmation
Date: Fri, 20 Feb 2004 21:26:37 +0100
Kevin Gerry escribi�:
You don't know Alfred? I would think that you'd have your agreement with
whomever coded CS:CZ in your office on what you, Valve own and what they
company that made CZ owns. (Since if they made it off contract from Valve
wouldn't you own it?)
Which then wouldn't it follow the SDK agreement that says that mod devs
can
use any original code/models/sounds/textures/etc made by Valve? (Like the
HD
Pack included with Blueshift which I seem to remember was asked and
affirmed
as usable/packageable with external mods)
Ugh- I have a headache now >.<
~
-workaround (maybe not applicable here)-
maybe other option can be to copy files around in the client comp
something like this:
@echo off
echo You need othermod to play this mod!
echo Install models from othermod
copy othermod/models/burn.mdl mymod/models/burn.mdl
but if the content is hidden at gcf, thats can be other option
@echo off
echo You need othermod to play this mod!
echo Extract models from othermod
extractgcf -f burn.mdl -o mymod/models/burn.mdl
to avoid problems, the mod can be distribute with a fake "burn.mdl", a
768 bytes file with only a unskined polygon
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