> 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
>>>>>
>
>
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