Oh and regarding the ugly UI, try link with Microsoft Common Controls v6. I 
used the following code in my header files to do that, while it was for C++ 
and not C# you should just do something like that to enable WinXP themes.
// Use Microsoft Common Controls V6

#include "commctrl.h"

#pragma comment(linker,"/manifestdependency:\"type='win32' 
name='Microsoft.Windows.Common-Controls' version='6.0.0.0' 
processorArchitecture='*' publicKeyToken='6595b64144ccf1df' language='*'\"")

Sortie

----- Original Message ----- 
From: "Jonas 'Sortie' Termansen" <[EMAIL PROTECTED]>
To: "Discussion of Half-Life Programming" <[email protected]>
Sent: Tuesday, October 14, 2008 10:16 PM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


> Kevin, I love you.
>
> Valve broke all the batch tools for the Orange Box and forced me to use
> Hammer!
>
> While I've just tried it once, it's much faster than Hammer and is quite
> simple. The only problem is that the UI is really ugly, but I can live 
> with
> that of course. I'd be really interesting in knowing how you emulated
> Hammer, what you did to make batch compiles work. Maybe release the source
> code under some closed license?
>
> A suggestion is to make the Open File button default to the .vmf dir set 
> in
> the GameConfig.txt?
>
> Great work, keep on improving this!
>
> Sortie
>
> ----- Original Message ----- 
> From: "Kevin Ottalini" <[EMAIL PROTECTED]>
> To: "Discussion of Half-Life Programming" 
> <[email protected]>
> Sent: Tuesday, October 14, 2008 9:46 PM
> Subject: [hlcoders] Level Compile Tool - Custom Mod Questions
>
>
>> Some questions for folks working on Custom Mods:
>>
>>    I've just released a level compile manager, basically a multithreaded
>> GUI front-end for compiling maps outside of Hammer.
>>
>> You can see pics and download the tool from here:
>> http://qsextreme.com/vbct
>>
>> I've implemented support for custom mods but it appears that custom mods
>> that are released in-GCF with assigned appids won't work natively with
>> Hammer, the contents have to be extracted and put into the sourcemods
>> folder
>> for them to work with the SDK.  I set the tool up to work properly if
>> there
>> are two installs like this on a client system but I need mod teams to 
>> make
>> sure this scheme works properly with their mod.
>>
>> The tool also has support for VMPI, although the DLLs are somewhat broken
>> in
>> the SDK right now.
>>
>> I have the tool set up to launch VMPI workers but it probably could be
>> improved. If your mod team does use or would like to use VMPI please let
>> me
>> know so I can improve this feature for you.
>>
>> VMPI will work for EP1 games and vVIS is ok for Orangebox games but vRAD
>> for
>> OB will crash in vmpi mode.  Valve has an updated set of EP1 DLLs
>> (unreleased) but has yet to update those changes into the OrangeBox DLLs.
>>
>> One other feature I'm working on now is group compiles, the ability for
>> mod
>> teams to submit a list of maps that they want to compile in one run.  If
>> you're part of a team that does / would like to do this please let me
>> know.
>>
>> Certainly if any of you see anything that could be improved with how the
>> tool works please let me know offlist, I welcome comments, wish-list 
>> items
>> and constructive criticism.
>>
>> qUiCkSiLvEr
>>
>>
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>>
>
>
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