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	<title>Comments for I Wanted Orange</title>
	<atom:link href="http://technofovea.com/blog/comments/feed" rel="self" type="application/rss+xml" />
	<link>http://technofovea.com/blog</link>
	<description>(The machine would not make a mistake.)</description>
	<lastBuildDate>Sun, 07 Aug 2011 16:07:41 +0000</lastBuildDate>
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		<title>Comment on Configuration Confusion by gtamike_TSGK</title>
		<link>http://technofovea.com/blog/archives/949/comment-page-1#comment-705</link>
		<dc:creator>gtamike_TSGK</dc:creator>
		<pubDate>Sun, 07 Aug 2011 16:07:41 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=949#comment-705</guid>
		<description>&lt;blockquote cite=&quot;#commentbody-694&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-694&quot; rel=&quot;nofollow&quot;&gt;Darien&lt;/a&gt; :&lt;/strong&gt;
Are you trying to override the stock electrical_fx.pcf and weapon_fx.pcf files? You should create your own separate PCF and add it to your dm_killbox_gravity_gun_ob_particles.txt file. (Probably the only entry in that file.) Also, if you’re packing your map, there’s no need for a .res file.
&lt;/blockquote&gt;

For HL2DM there are no particles files like electrical_fx.pcf, but the game does support them.
The problem is when the files are packed they are not read ingame.

They do work if they are not packed into the map so I have no errors in the 
dm_killbox_gravity_gun_ob_particles.txt file. 

download here and have a look please.
http://forum.tsgk.com/viewtopic.php?mode=attach&amp;id=7733</description>
		<content:encoded><![CDATA[<blockquote cite="#commentbody-694"><p>
<strong><a href="#comment-694" rel="nofollow">Darien</a> :</strong><br />
Are you trying to override the stock electrical_fx.pcf and weapon_fx.pcf files? You should create your own separate PCF and add it to your dm_killbox_gravity_gun_ob_particles.txt file. (Probably the only entry in that file.) Also, if you’re packing your map, there’s no need for a .res file.
</p></blockquote>
<p>For HL2DM there are no particles files like electrical_fx.pcf, but the game does support them.<br />
The problem is when the files are packed they are not read ingame.</p>
<p>They do work if they are not packed into the map so I have no errors in the<br />
dm_killbox_gravity_gun_ob_particles.txt file. </p>
<p>download here and have a look please.<br />
<a href="http://forum.tsgk.com/viewtopic.php?mode=attach&#038;id=7733" rel="nofollow">http://forum.tsgk.com/viewtopic.php?mode=attach&#038;id=7733</a></p>
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	</item>
	<item>
		<title>Comment on Profiles loading, now integrating new dependency graph by gtamike_TSGK</title>
		<link>http://technofovea.com/blog/archives/956/comment-page-1#comment-704</link>
		<dc:creator>gtamike_TSGK</dc:creator>
		<pubDate>Sun, 07 Aug 2011 15:56:57 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=956#comment-704</guid>
		<description>We need particle packing support!

particles_manifest.txt
http://developer.valvesoftware.com/wiki/Particles_manifest.txt

.pcf
http://developer.valvesoftware.com/wiki/PCF_File_Format

Info particle system
http://developer.valvesoftware.com/wiki/Info_particle_system</description>
		<content:encoded><![CDATA[<p>We need particle packing support!</p>
<p>particles_manifest.txt<br />
<a href="http://developer.valvesoftware.com/wiki/Particles_manifest.txt" rel="nofollow">http://developer.valvesoftware.com/wiki/Particles_manifest.txt</a></p>
<p>.pcf<br />
<a href="http://developer.valvesoftware.com/wiki/PCF_File_Format" rel="nofollow">http://developer.valvesoftware.com/wiki/PCF_File_Format</a></p>
<p>Info particle system<br />
<a href="http://developer.valvesoftware.com/wiki/Info_particle_system" rel="nofollow">http://developer.valvesoftware.com/wiki/Info_particle_system</a></p>
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	</item>
	<item>
		<title>Comment on Configuration Confusion by Darien</title>
		<link>http://technofovea.com/blog/archives/949/comment-page-1#comment-694</link>
		<dc:creator>Darien</dc:creator>
		<pubDate>Tue, 19 Jul 2011 19:35:33 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=949#comment-694</guid>
		<description>Are you trying to override the stock electrical_fx.pcf and weapon_fx.pcf files? You should create your own separate PCF and add it to your dm_killbox_gravity_gun_ob_particles.txt file. (Probably the only entry in that file.) Also, if you&#039;re packing your map, there&#039;s no need for a .res file.</description>
		<content:encoded><![CDATA[<p>Are you trying to override the stock electrical_fx.pcf and weapon_fx.pcf files? You should create your own separate PCF and add it to your dm_killbox_gravity_gun_ob_particles.txt file. (Probably the only entry in that file.) Also, if you&#8217;re packing your map, there&#8217;s no need for a .res file.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Configuration Confusion by gtamike_TSGK</title>
		<link>http://technofovea.com/blog/archives/949/comment-page-1#comment-693</link>
		<dc:creator>gtamike_TSGK</dc:creator>
		<pubDate>Mon, 18 Jul 2011 12:08:21 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=949#comment-693</guid>
		<description>RE: PackBsp

Hello, does your PackBsp really support packing particles into the .bsp and work ingame?

e.g. 
&quot;hl2mp\particles\electrical_fx.pcf&quot;
&quot;hl2mp\particles\particles_manifest.txt&quot;
&quot;hl2mp\particles\weapon_fx.pcf&quot;
&quot;hl2mp\maps\dm_killbox_gravity_gun_ob_particles.txt&quot;
&quot;hl2mp\maps\dm_killbox_gravity_gun_ob.res&quot;

Because when I pack the &quot;data source&quot; says something like.
&quot;C:\Program Files\Steam\steamapps\gtamike\half-life 2 deathmatch\hl2mp\particles\electrical_fx.pcf&quot;

Other people that download the map will not be able to view the particles files 
because my user name is listed in &quot;data source&quot;.

If you want the E.G. files to investegate you can download them here.
http://forum.tsgk.com/viewtopic.php?mode=attach&amp;id=7733

Also the entity name in SDK Hammer 2009 is: &quot;info_particle_system&quot;

I hope there will be a fix for this problem, thanks.</description>
		<content:encoded><![CDATA[<p>RE: PackBsp</p>
<p>Hello, does your PackBsp really support packing particles into the .bsp and work ingame?</p>
<p>e.g.<br />
&#8220;hl2mp\particles\electrical_fx.pcf&#8221;<br />
&#8220;hl2mp\particles\particles_manifest.txt&#8221;<br />
&#8220;hl2mp\particles\weapon_fx.pcf&#8221;<br />
&#8220;hl2mp\maps\dm_killbox_gravity_gun_ob_particles.txt&#8221;<br />
&#8220;hl2mp\maps\dm_killbox_gravity_gun_ob.res&#8221;</p>
<p>Because when I pack the &#8220;data source&#8221; says something like.<br />
&#8220;C:\Program Files\Steam\steamapps\gtamike\half-life 2 deathmatch\hl2mp\particles\electrical_fx.pcf&#8221;</p>
<p>Other people that download the map will not be able to view the particles files<br />
because my user name is listed in &#8220;data source&#8221;.</p>
<p>If you want the E.G. files to investegate you can download them here.<br />
<a href="http://forum.tsgk.com/viewtopic.php?mode=attach&#038;id=7733" rel="nofollow">http://forum.tsgk.com/viewtopic.php?mode=attach&#038;id=7733</a></p>
<p>Also the entity name in SDK Hammer 2009 is: &#8220;info_particle_system&#8221;</p>
<p>I hope there will be a fix for this problem, thanks.</p>
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	</item>
	<item>
		<title>Comment on Open-sourcing PackBSP, 2.0.5 release by Darien</title>
		<link>http://technofovea.com/blog/archives/900/comment-page-1#comment-657</link>
		<dc:creator>Darien</dc:creator>
		<pubDate>Sat, 26 Mar 2011 02:12:33 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=900#comment-657</guid>
		<description>I wasn&#039;t thinking of it as much of a priority, mainly because L4D seems to have a different (and easier) way for people to create custom campaigns.

Right now I&#039;m guessing I&#039;d need to write up some code that could detect the presence of the L4D/2 authoring tools, and instead of using packing files into the BSP they would need to be moved to some sort of addon subdirectory directory for campaigns. If someone was making a multi-map campaign, it would be up to re-run PackBSP on each mapfile and deal with possible ambiguities.</description>
		<content:encoded><![CDATA[<p>I wasn&#8217;t thinking of it as much of a priority, mainly because L4D seems to have a different (and easier) way for people to create custom campaigns.</p>
<p>Right now I&#8217;m guessing I&#8217;d need to write up some code that could detect the presence of the L4D/2 authoring tools, and instead of using packing files into the BSP they would need to be moved to some sort of addon subdirectory directory for campaigns. If someone was making a multi-map campaign, it would be up to re-run PackBSP on each mapfile and deal with possible ambiguities.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Open-sourcing PackBSP, 2.0.5 release by TG</title>
		<link>http://technofovea.com/blog/archives/900/comment-page-1#comment-655</link>
		<dc:creator>TG</dc:creator>
		<pubDate>Thu, 24 Mar 2011 03:55:19 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=900#comment-655</guid>
		<description>Glad you&#039;re still working hard on this. When do you think L4D/2 support will come?!</description>
		<content:encoded><![CDATA[<p>Glad you&#8217;re still working hard on this. When do you think L4D/2 support will come?!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Miscellaneous updates by Jeziah</title>
		<link>http://technofovea.com/blog/archives/857/comment-page-1#comment-570</link>
		<dc:creator>Jeziah</dc:creator>
		<pubDate>Sun, 30 Jan 2011 17:01:59 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=857#comment-570</guid>
		<description>A new 2fort_revamped? If I had a reliable source of income I swear I would host a server for that. The last server that had revamped (under the name &quot;freak&quot;) disappeared a while ago, to the severe disappointment of the players who kept it populated 24/7.
A damn good map</description>
		<content:encoded><![CDATA[<p>A new 2fort_revamped? If I had a reliable source of income I swear I would host a server for that. The last server that had revamped (under the name &#8220;freak&#8221;) disappeared a while ago, to the severe disappointment of the players who kept it populated 24/7.<br />
A damn good map</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on PackBsp by Pack Custom Content Into Your Source Maps &#124; Guide Nexus</title>
		<link>http://technofovea.com/blog/projects/packbsp/comment-page-1#comment-458</link>
		<dc:creator>Pack Custom Content Into Your Source Maps &#124; Guide Nexus</dc:creator>
		<pubDate>Sat, 18 Dec 2010 21:59:53 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?page_id=16#comment-458</guid>
		<description>[...] Download PackBSP here. [...]</description>
		<content:encoded><![CDATA[<p>[...] Download PackBSP here. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Friendly Enums in Java with JNA by Darien</title>
		<link>http://technofovea.com/blog/archives/815/comment-page-1#comment-304</link>
		<dc:creator>Darien</dc:creator>
		<pubDate>Fri, 03 Dec 2010 00:47:28 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=815#comment-304</guid>
		<description>I think it would be &quot;routine&quot; if JNA was able to naturally map integers to the correct ordinal in an enum, but it doesn&#039;t.

What makes this not-so-routine is that it&#039;s a way to use a single TypeConverter. You can add a hundred more enums and as long as they implement JnaEnum&lt;T&gt; you don&#039;t need to write and wire up a hundred corresponding TypeConverters.</description>
		<content:encoded><![CDATA[<p>I think it would be &#8220;routine&#8221; if JNA was able to naturally map integers to the correct ordinal in an enum, but it doesn&#8217;t.</p>
<p>What makes this not-so-routine is that it&#8217;s a way to use a single TypeConverter. You can add a hundred more enums and as long as they implement JnaEnum<t> you don&#8217;t need to write and wire up a hundred corresponding TypeConverters.</t></p>
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	</item>
	<item>
		<title>Comment on Friendly Enums in Java with JNA by guru</title>
		<link>http://technofovea.com/blog/archives/815/comment-page-1#comment-300</link>
		<dc:creator>guru</dc:creator>
		<pubDate>Wed, 01 Dec 2010 18:10:10 +0000</pubDate>
		<guid isPermaLink="false">http://technofovea.com/blog/?p=815#comment-300</guid>
		<description>routine stuff.</description>
		<content:encoded><![CDATA[<p>routine stuff.</p>
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