Closed dodbits closed 11 years ago
Same problem with HL2DM to.
Can you give me the exact command line you are using?
For those tests I just placed the content folder over vpk.exe as that is how I did the first file before 26th march. like it says to do in the FAQ.... Q. How can I create a VPK?
The VPK tool ships with the client, in the bin folder. It's a command line tool, but there is one easy way to use it without any typing. If you drag a folder onto the executable, it will create a VPK with the same name as the folder, with the contents of the folder.
That is not possible anymore?
Also, even if I use the CSGO vpk.exe for CSS content, I place it in the CSS custom folder most of the custom files will work, but custom fonts will not work through the vpk file... but they will if placed as a non vpk package.
Made some more... Raw files custom hud for CSS... they work OK in cstrike\custom http://www.dodbits.com/downloads/HUD/CSS/V9/github/INsanes_HUD.zip
Same set made from the CSS vpk.exe (by placing over the .exe) they do not work... http://www.dodbits.com/downloads/HUD/CSS/V9/github/CSS_made_from_CSS_vpk_tool_after_update.zip
Same set made from the CSGO vpk.exe (by placing over the .exe) they work OK in CSS but ..... custom fonts do not display... http://www.dodbits.com/downloads/HUD/CSS/V9/github/CSS_made_from_CSGO_vpk_tool_after_update.zip
OK, sounds like the drag and drop broke. I'll try to repro, thanks!
Can you try this one and see if it works?
http://media.steampowered.com/apps/440/vpk.exe
I don't think we're going to be able to support putting .ttf files in VPK.
Sweeeeeet! Yes that one works fine.
The custom fonts in the CSS HUD package still get knocked out but that is another issue. Sorry for the late reply...my day job got busy.
I will boot out of windows and try that package in Ubuntu .... be right back.
Edit: Yes same file works in Linux... but only if you alter the gameinfo.txt... game+mod cstrike/custom/insaneshud.vpk
Here is a twist, the VPK file made in windows has many fault issues with the custom fonts used in my CSS hud package... custom fonts were not displaying in windows. The same file in Linux at least one of the fonts did display!
Anyway...those are different issues.
Yes it works and tested the file produced with Win 7 64 bit and Linux Ubuntu 12.04 LTS 32 bit. Thank You.
With this new version of vpk.exe, Drag and drop works from any directory on Win7 as before, but command line instructions originating from C:\Program Files... or C:\Program Files (x86)...still won't. Any other directory origin is fine for all commands.
Not a big deal, just wanted to mention it for other users.
Win 7 64
@f64: can you please clarify what you mean "command line instructions ... still won't" ?
vpk C:\Program Files (x86)\Steam\steamapps\common\Day of Defeat Source\dod\custom\custom_files won't work, but drag and drop from this directory does.
vpk C:\temp\custom_files works
@f64 , use "quotes" my friend. Because path contains spaces (and maybe sometime hypen). This happen every program
vpk "C:\Program Files (x86)\Steam\steamapps\common\Day of Defeat Source\dod\custom\custom_files"
*edit @fletcherdvalve , here picture to confirm about bug from "current/old" vpk.exe tool what everyone has (hl2dm, cs:s, dods, MD5 d92fcdd7e815fbfecd9f9c8f7766dd05) drag and drop method not work, it add extra space end of file extension. Picture have success and non-success files. But "current/old" vpk.exe works only this way: vpk a mymodname @mylistfiles.txt
This new vpk.exe fixed this problem! ☺ (MD5 dad61275b45a6c05348d9fd503ec95a1)
@ambaca , thanks! I guess I was getting away without quotes on my modeling batch files.
Perhaps this is another topic, but how can I use a vpk to protect the integrity of my custom player models/materials? The old way (allow_from_disk+check_crc) doesn't' enforce textures nor does it crc check/kick.
@f64, You can "sign" your VPK file, and give that VPK "public key" to specific server, including it to "trusted_source" for sv_pure 1 mode. If player mess your VPK file, then he can't get VPK file work anymore on that server.
! Do this once, don't generate everytime new "keys" for each mod, it's like pain in ass add every time new key in server "trusted keylist" ! Use one same keys to avoid problems.
vpk generate_keypair my
From here on, keep your my.publickey.vdf & my.privatekey.vdf files save and use those same "keys" everytime you do VPK files. Don't give your "private key" to anyone, otherwise they can "sign" also own VPK files to same using your "keys" >:( It's bad ! :-1: And I guess, in future, people who have made and get own VPK file to be popular so most server admins add that public key in they server, later that VPK "public key" owner share own cheat/glasswall VPK files for money to players :-1: I think, it's better to server owners build those own VPK files and advertise or upload to players.
vpk -v -M -K my.privatekey.vdf -k my.publickey.vdf "modfolder"
To add your VPK to server "trusted_source": Copy ...cfg/trusted_keys_example.txt file and rename copied file to ...cfg/trusted_keys.txt Open your my.publickey.vdf and copy whole "block" { "key" } and paste in trusted_keys.txt: And this works in sv_pure 1 mode !
@ambaca, Thanks for the help. I had already signed my vpk's and done everything you said even before the new vpk.exe. The trouble seems to be that my assets are downloaded from the server, not installed like a mod. Anything downloaded to the client goes to download\ and vpk's can't be read from there. They are read from custom\ and so that's where I have a bit of sucess:
I listed the vpk's in the whitelist as custom\my_vpk trusted_source I also Had to specifically point to the file in gameinfo.txt in order to load it's hashes.
But, if the client's vpk is different, they can still join and play using the default big red ERROR models. I prefer that they are disconnected until the vpk matches rather than play on with the error models and the old technique with allow_from_disk+check_crc did this.
BTW, how do you post a pic here?
@f64 read below post editor
Attach images by dragging & dropping or selecting them.
:baby: *edit Perhaps it is intended for players to do custom files installation manually, not a server. Server admin just advertise those VPKs somewhere web page. Seems we can now also replace player skin/models insde map file BSP, but this work also only from custom folder, not download.
I believe the original problem has been fixed, and the ix is now released in all branches. If there are other problems, let's open up new bugs to track them.
Since the March 26 update I cannot make a VPK package for custom content that works. http://wiki.teamfortress.com/wiki/March_26,_2013_Patch_(Beta)
I tried this before the update and had success, the older file made before the update still works in the custom folder.
I have Win 7 64 bit and a Win 7 32bit PC's to check, I used a custom hud files set for testing.
If I use vpk.exe in CSGO ... C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin ...the custom files will work if placed in the dod\custom folder.
Test files all using around the same file types....
File made before the 26 March update (Custom HUD dods) File is working... http://www.dodbits.com/downloads/HUD/Ver_11_HUD/INsanes_v11_dods_hud_VPK_package.zip
File made today (similar files, dods HUD again) with dods vpk.exe File is not working... http://www.dodbits.com/downloads/HUD/Ver_11_HUD/vpktest/made_from_dods_after_update.zip
File made today (similar files, dods HUD again) with CSGO vpk.exe File is working... http://www.dodbits.com/downloads/HUD/Ver_11_HUD/vpktest/made_from_CSGO_after_update.zip
Have the procedures for making a VPK changed? Or is this a bug?
I think this also affects CS:S.