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 >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

