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
>>>>>>


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