this is c#.net 2008, I'll check that, thank you Tom.

I don't have themes enabled in the screenshots, perhaps that's what everyone 
is looking at?


----- Original Message ----- 
From: "Tom Leighton"
To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
Sent: Tuesday, October 14, 2008 1:56 PM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


> With VB programs, you need a manifest with the exe.
>
> For .net winforms programs, you can enable it with:
>
> Application.EnableVisualStyles();
>
>
>
> Kevin Ottalini wrote:
>> Thank you Jonas,
>>     You can customize the background color and text color or even load a
>> custom image into the background in the main panel to jazz the tool up a
>> bit. Save the default profile to save all your custom settings.
>>
>> You can also drag and drop a vmf from anywhere onto the desktop icon or 
>> the
>> main panel and the tool will remember where the last file came from. 
>> There
>> is also an MRU list - just right-click on the open file button.
>>
>> I can certainly have it default to the"MapDir" path in the SDK
>> gameconfig.txt file, good suggestion.
>>
>> Themes have been tested and work with the tool in XP and Vista, perhaps
>> offlist email me a pic of what you see and what you would like to see.
>>
>> When Hammer does a compile it just launches vbsp, vvis and vrad tasks 
>> with
>> options and captures the redirected output to the compile console window
>> which is what I do here but I've implemented async child processes and a
>> queue system so the compile won't lock up your desktop while the compile 
>> is
>> happening.
>>
>> This also gave me the ability to gracefully cancel a compile as well or 
>> have
>> a fatal error automatically stop a compile.
>>
>> I've submitted the tool to Valve for review and would be very happy to
>> consign the sourcecode for to them so it can be included in the SDK,
>> something like this really should have been part of the tools a long time
>> ago.
>>
>> qUiCkSiLvEr
>>
>>
>> ----- Original Message ----- 
>> From: "Jonas 'Sortie' Termansen"
>> To: "Discussion of Half-Life Programming" 
>> <hlcoders@list.valvesoftware.com>
>> Sent: Tuesday, October 14, 2008 1:16 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"
>>> To: "Discussion of Half-Life Programming"
>>> <hlcoders@list.valvesoftware.com>
>>> 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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