Go Back   Steam Users' Forums > Steam Tool Discussions > Source SDK General Discussion

Reply
 
Thread Tools Display Modes
Old 07-26-2008, 11:36 PM   #1
StickFigsHL2
 
 
 
Guest
Posts: n/a
Exclamation particles_manifest for Custom Maps?

I made some custom particles for my Team Fortress 2 map and I can't put them in the game without overwriting the particles_manifest.txt in my root tf2 folder, so that would mean that even if i packed my custom map with a /particles/ folder and a particles_manifest.txt in it then it would work for whoever downloaded the map up until they download a new custom map that modifies particles_manifest.txt

I tried to BSPZIP the custom particles_manifest.txt and it didn't work (I'm guessing either it loads the .GCF particles_manifest.txt or particles_manifest.txt is processed before the map loads (or as TF2 is loading initially) so it doesn't even acknowledge the bspzipped particles_manifest.txt

I also tried naming my custom .PCF files after default TF2 .PCF files that I don't need for my map then BSPzipping them into my map to override the default .pcfs, but if the particles_manifest.txt is read before the .bsp is even loaded then nothing bspzipped will work

So is there currently any way to include custom particles in a custom map without every single custom map having to fight over the same particles_manifest.txt? I thought maybe there might be some hidden function where you could have a file like <yourmapname>_particles_manifest.txt so you could specify the manifest for each map but then I figure again that the particles_manifest.txt might be processed before the .bsp is loaded into the game so if you downloaded the map from a server then the particles wouldn't work until you reset the game.

I would appreciate it if a VALVe developer could comment on this issue since if what I'm assuming is true then theres no way to fix this issue without changes being made to the engine.
 
Reply With Quote
Old 07-27-2008, 12:46 PM   #2
StickFigsHL2
 
 
 
Guest
Posts: n/a
Here's a Valve Wiki article where the issue is discussed, it seems that maybe VALVe might already be aware of the issue but I'm not sure:

http://developer.valvesoftware.com/w...article_System
  Reply With Quote
Old 07-27-2008, 01:24 PM   #3
NocturnalGhost
 
Join Date: Sep 2007
Reputation: 10
Posts: 719
I had a similar issue with an effect I wanted to include in a Portal map a while back. I have put the idea on hold for now, but I would love to see a fix for this issue.

The problem is not limited to particles either. I wanted to make a few additions to the game_sounds_manifest file, in order to utilise a few HL2 NPCs in Portal, which has the same issues.

My preferred fix would be to allow such files to be bspzipped, and to have the engine utilize them on map loading, if they exist. I'm not sure if there are any technical reasons why this can't happen though.

A dirty workaround would be to include your modified version seperately, but as you said, maps would end up fighting over it, and some implementations may inadvertently break the original game, or other maps.

I suppose you could also distribute your map within an installer .exe, as some installers have the ability to add lines of text to a file, rather than replacing the file completely. Again, this isn't a very good method, although it is slightly safer if done properly. I still wouldn't recommend it though, and many people wouldn't touch an exe due to the potential for mischief.
NocturnalGhost is offline   Reply With Quote
Old 07-27-2008, 10:04 PM   #4
StickFigsHL2
 
 
 
Guest
Posts: n/a
Quote:
Originally Posted by NocturnalGhost View Post
I had a similar issue with an effect I wanted to include in a Portal map a while back. I have put the idea on hold for now, but I would love to see a fix for this issue.

The problem is not limited to particles either. I wanted to make a few additions to the game_sounds_manifest file, in order to utilise a few HL2 NPCs in Portal, which has the same issues.

My preferred fix would be to allow such files to be bspzipped, and to have the engine utilize them on map loading, if they exist. I'm not sure if there are any technical reasons why this can't happen though.

A dirty workaround would be to include your modified version seperately, but as you said, maps would end up fighting over it, and some implementations may inadvertently break the original game, or other maps.

I suppose you could also distribute your map within an installer .exe, as some installers have the ability to add lines of text to a file, rather than replacing the file completely. Again, this isn't a very good method, although it is slightly safer if done properly. I still wouldn't recommend it though, and many people wouldn't touch an exe due to the potential for mischief.
Yeah even if you tried the exe idea then chances are the individual who downloaded the map will eventually download another custom map that doesn't use an exe and it will just overwrite the .txt completely.
  Reply With Quote
Old 07-28-2008, 03:49 PM   #5
StickFigsHL2
 
 
 
Guest
Posts: n/a
Bump, trying to get the attention of Valve devs.
  Reply With Quote
Old 07-28-2008, 08:34 PM   #6
Tony Sergi
 
Tony Sergi's Avatar
 
Join Date: Mar 2008
Reputation: 46
Posts: 646
I actually wrote some code for this, to load per-map manifests.

eta unknown
Tony Sergi is offline   Reply With Quote
Old 07-28-2008, 11:06 PM   #7
StickFigsHL2
 
 
 
Guest
Posts: n/a
Quote:
Originally Posted by Tony Sergi View Post
I actually wrote some code for this, to load per-map manifests.

eta unknown
Awesome!

Can you give any details on how this will work exactly? Because I BSPzipped a particle_manifest.txt and my .pcf files into my map (which I already released) and I was wondering if whatever the fix will be will work with the bspzipped files without any additional manifest files.

Last edited by StickFigsHL2: 07-28-2008 at 11:11 PM.
  Reply With Quote
Old 07-28-2008, 11:44 PM   #8
Tony Sergi
 
Tony Sergi's Avatar
 
Join Date: Mar 2008
Reputation: 46
Posts: 646
just like soundscapes, except it would go in the particles folder like the other manifest.

ie: particles_mapname.txt
and then you just place the pcf's you've made in there.


also a sidenote, I should edit the wiki if it's not already on there, but when the filename has ! infront of it, it means always precache.
Tony Sergi is offline   Reply With Quote
Old 07-29-2008, 12:11 AM   #9
StickFigsHL2
 
 
 
Guest
Posts: n/a
Quote:
Originally Posted by Tony Sergi View Post
just like soundscapes, except it would go in the particles folder like the other manifest.

ie: particles_mapname.txt
and then you just place the pcf's you've made in there.


also a sidenote, I should edit the wiki if it's not already on there, but when the filename has ! infront of it, it means always precache.
So would bspzipping the particles_mapname.txt into the /particles/ folder work?
  Reply With Quote
Old 07-30-2008, 07:06 PM   #10
Youme
 
Join Date: Jul 2008
Reputation: 117
Posts: 286
Quote:
Originally Posted by Tony Sergi View Post
I actually wrote some code for this, to load per-map manifests.

eta unknown
I love you.

I'll love you even more if you work faster on it
Youme is offline   Reply With Quote
Old 08-07-2008, 10:05 AM   #11
Youme
 
Join Date: Jul 2008
Reputation: 117
Posts: 286
I noticed my source_sdk/tf/ folder(all the others too actually) now has a particles folder in it, does this mean embedable paticles are drawing nearer?
Youme is offline   Reply With Quote
Old 02-18-2009, 11:20 PM   #12
Spacemonkey
 
Join Date: Oct 2006
Reputation: 17
Posts: 1,635
Has this been enabled yet?
Spacemonkey is offline   Reply With Quote
Old 02-19-2009, 02:49 AM   #13
Tony Sergi
 
Tony Sergi's Avatar
 
Join Date: Mar 2008
Reputation: 46
Posts: 646
nope. it hasn't.
Tony Sergi is offline   Reply With Quote
Old 06-29-2009, 04:18 PM   #14
Swot
 
Join Date: Jul 2006
Reputation: 0
Posts: 114
We want to use some custom particles for a L4D campaign and got the same problem (need a map related particles_manifest..). When the code already has been written, why isn't it released?

Quote:
Originally Posted by StickFigsHL2 View Post
Bump, trying to get the attention of Valve devs.
signed.
Swot is offline   Reply With Quote
Old 07-05-2009, 08:08 PM   #15
TexHawke
 
 
 
Guest
Posts: n/a
The problem goes even deeper than THESE issues. This must be sorted out properly so that future titles can inherit new features involving custom content. Having folders and files recognized in-addition to original files is one thing, but being able to control those permissions while simplifying distribution is going to take a new approach...hopefully they're thinking about this. Of course, I already have some pretty good ideas - so I'm sure they could come up with something quite nice...re-inventing the wheel would not be required. I really really hope they're serious about working these things out in the future.
  Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Tool Discussions > Source SDK General Discussion


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -7. The time now is 01:33 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2013, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2012, All Rights Reserved.