Ah I got it, I've updated the tool so styles should now work, get the 1.0b version: http://qsextreme.com/vbct
----- Original Message ----- From: "Jonas 'Sortie' Termansen" To: "Discussion of Half-Life Programming" <[email protected]> Sent: Tuesday, October 14, 2008 2:15 PM Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions >> 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

