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