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Version 2.0.

4
Released Nov 6th 2010
This release is primarily small bug-fixes. Unfortunately, screening out non-used static-prop skins is still
not working until I puzzle out more of the MDL format, sorry.
• Feature: Tries to auto-detect the Steam directory from the Windows Registry.
• Fix: Issue where if the same file exists in the game directory and in the GCFs, it was being
unnecessarily packed, even if the file content is identical. Now such “harmless duplicates” are
ignored and not packed. (This is particularly important for TF2 maps using the old Swamp Pack
assets became officially adopted.)
• Fix: Issue where model-skin paths contained an extra slash due to how the QC options where
written prior to compile.
• Fix: VMTs legitimately provided in place of SPR files are now parsed correctly to find
depended-upon materials/textures.
• Fix: Clientregistry.blob is no longer directly read, but instead copied to a temporary file to avoid
conflicts with concurrent Steam operations. This can still fail if Steam is in the middle of
updating or downloading game data, but the error message should be much clearer now.
• Fix: Upgraded to use HlLib 2.4.0, fixing an issue where HlLib could not extract from GCFs
over 4gb in size.
Known issues:
• “Locked” variations of TF2 control-point hud icons (ending in _locked.vmt) are not discovered
for team_control_point. This is due to hidden behavior of the TF2 engine, and will require
additional work to add “plug-ins” that can solve this in an extensible manner.
• Textures that are needed for custom particles are not detected. This will require more work to
parse PCF files.

Version 2.0.3
Released August 13th 2010
• Due to discovering an unresolved bug in model-parsing, all materials for a model are now
packed, even if that model is static and some might not be used. This temporary workaround
potentially increases the file-size of maps but does not run the risk of missing textures.
• Handles model-gibs (ragdoll and rigid) for non-static models, through parsing the .phy files.
• Handles models' $includemodel settings, to pull in shared animations and sequences.
• Support for special-case entities:
◦ env_screenoverlay
◦ material_modify_control
◦ trigger_vphysics_motion
Version 2.0.2
Released July 27th 2010
• Added new configuration file for map-includes such as map “radar” textures.
• Fixed not catching $hdrbasetexture from sky-box materials.

Version 2.0.1
Released July 20th 2010
• Fixed issue where infodecal and info_projecteddecal dependencies were not being detected.

Version 2.0
Released July 13th 2010
• Program recovers better from corrupt/blank SDK configurations.
• Allows renamed Steam directory
• Default GUI logging is less verbose, enabled a check-box to regain old behavior.
• Replaced graphic placeholders and icons with better images.

Version 2 Beta 3
Released Jun 17th 2010
• VDF parser is more lenient, in order to accept certain particle manifests.
• Information on material properties (like $basetexture) is now in a user-editable config file.
• Fixed too-small error screen for packing-pair issues.
• Added support for NAV files along with AIN files.
• Added placeholder for splash-screen.
• Updated placeholder image for help-about.
• Added placeholder icon (credit to deleket on DeviantArt.)
• Rearranged file structure to encourage use of .exe launcher.

Version 2 Beta 2
Released Jun 14th, 2010
• Should now support 64-bit systems.
• New EXE launcher via launch4j
• Upgraded to use HlLib 2.3.0 (Thanks for including a 64-bit binary, Nem!)
• Log window pops up on error
• Log event types are color-coded
• Packing-pair interface now has built-in browse functionality
• Fixed an issue where log table was being modified by non-EDT logging thread
• Less-strict error raising for a case where a Valve patch left SDK in broken state
• Fixed a scroll-to-end bug in the log frame involving a repaint race condition
Version 2 Beta 1
Released Jun 10th, 2010
• Significant rewrite of core engine.
• Uses FGD files to determine map dependencies
• Able to read the Source SDK launcher files, providing a consistent and automatic interface for
choosing work contexts.

Version 1.02
• Fix: Performance issue where model data wasn't being appropriately cached and shared
• Fix: Handles _wvt_patch files, using a custom blend texture on a displacement is now handled
gracefully.
• Better handling for multi-typed entity dependencies, such as env_sprite using either VMT or
SPR files.
• Added Support for dependencies on entities:
• env_shooter
• env_sprite_oriented
• env_smoketrail
• prop_dynamic_ornament
• prop_door_rotating

Version 1.01
Released Dec 1st, 2009
• Writes a very detailed debug log file on each run called packbsp_debug.log
• No longer uses VbspInfo, does its own parsing of map binary structure
• Avoids packing unnecessary skins for prop_static models. Dynamic and physics models still
have all possible skins packed, since it is difficult to determine that their skins cannot be altered
by map logic at runtime.
• Properly searches model paths to determine the correct skin being referenced.
• Fix: Includes missing model .phy, .vtx, and .vvd files.
• Fix: Correctly includes overlays
• Fix: Includes ambient_generic sounds
• Fix: Includes AIN nav-graphs
• Fix: Includes TF2 map pictures
• Fix: Includes map descriptions (in a variety of languages)

Version 1.00
Released Nov 5th, 2009:
• Basic GUI interface around previous command-line functionality
• Parses MDL files and includes VMT dependencies for them
• Now detects and ignores cubemaps
• Fix for an incompatible BspZip option whe using the ep1 SDK
• Better error message when ClientRegistry is unavailable due to steam updates
Version 0.99 Alpha
Released Oct 30 2009
• <Initial Release>

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