Actually, ignore the second bit. It's written in embedded native C++, so
it's impossible to ilasm it back into a DLL or something you can actually
use.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Simpson
Sent: 07 August 2004 16:54
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods

If you're feeling really ambitious, you could use some of the published
source code for GCFScape, some of which is here:

http://www.wunderboy.org/3d_games/utils/gcfformat.php

or disassemble the GCFScape.exe using ildasm and write a program which can
auto-extract the CS models from a user's counter-strike.gcf. Although, not
sure about how strictly legal the second option would be...

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of scott
Sent: 07 August 2004 16:13
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods

You might be able to extract the weapons from the .gcf files.  Look at
the following link:

http://articles.thewavelength.net/499/

zmeko wrote:

> Tan Theodore wrote:
>
>> Hi Eric,
>>
>> I was wondering about my mod being on Steam because of a few issues.
>>
>> 1) It uses Half-Life SP maps.
>> 2) It uses Counter-Strike weapons.
>>
>> Back in the old days, when HL is still in a box, players just needed to
>> download the installer and let the installer copy the models from CS
>> to the
>> mod folder. But since now the models are in a .gcf file, it's
>> impossible to
>> use the installer.
>>
>> If I can solve this issue, I would register my mod without haste. I'm
>> still
>> coding it and fixing a few bugs. The next version would hopefully be
>> ready
>> by this month.
>>
>> Here's my mod URL=> www.counter-life.net
>> Thanks for your time.
>>
>> _________________________________________________________________
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>>
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>> please visit:
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>>
>>
> distribute your mod with CS models.
>
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>


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