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Configuration Confusion

Well, Source-descended games have me stumped. There’s a bunch of a variation in behavior between them (consider L4D2 campaign creation versus Portal 2’s map transitions) and I’m trying to find the right technique to make PackBSP work differently depending on what the user has selected… Even assuming I can correctly identify the features of what they picked.

Sometimes that means little things like specifically looking for certain entities that aren’t listed in the FGD files. Other times it almost means changing what GUI a user will see.  Creating completely different “editions” of PackBSP seems like it would lead to its own difficulties keeping everything updated, so I’m hoping to find some solution with the Spring framework. I considered the Apache Commons-Configuration library for a while, but I really do need the ability to swap out different code and wiring as opposed to key/value settings.

This gets a little weirder when you consider how to handle new mods. Should it limp along, treating “Mod X” as if it were the same as default Half Life? How easy would it be to add support for Mod X? How would the program recognize it if the authors did a revamp and released “Mod X 1.5”?

Perhaps the best solution is to mostly divorce the detection of games from the identification of games. So the user sees that they can pick “Zombie Shooterz” as a game, but it is up to them to tell PackBSP to use the “Half Life 2 Episode 2” setting, or the “L4D2” setting, depending on what code-base the game is built from.

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3 Responses

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  1. gtamike_TSGK says

    RE: PackBsp

    Hello, does your PackBsp really support packing particles into the .bsp and work ingame?

    e.g.
    “hl2mp\particles\electrical_fx.pcf”
    “hl2mp\particles\particles_manifest.txt”
    “hl2mp\particles\weapon_fx.pcf”
    “hl2mp\maps\dm_killbox_gravity_gun_ob_particles.txt”
    “hl2mp\maps\dm_killbox_gravity_gun_ob.res”

    Because when I pack the “data source” says something like.
    “C:\Program Files\Steam\steamapps\gtamike\half-life 2 deathmatch\hl2mp\particles\electrical_fx.pcf”

    Other people that download the map will not be able to view the particles files
    because my user name is listed in “data source”.

    If you want the E.G. files to investegate you can download them here.
    http://forum.tsgk.com/viewtopic.php?mode=attach&id=7733

    Also the entity name in SDK Hammer 2009 is: “info_particle_system”

    I hope there will be a fix for this problem, thanks.

  2. Darien says

    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.

  3. gtamike_TSGK says

    Darien :
    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.

    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&id=7733