> 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?
Well it looks the same for me, running XP. > > > ----- Original Message ----- > From: "Tom Leighton" > To: "Discussion of Half-Life Programming" > <[email protected]> > 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" >>> <[email protected]> >>> 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" >>>> <[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

