Great!

Oh and as you suggested, a system to compile multiple maps in a row would be 
really nice. It's hell to manually recompile 7+ maps in a row using the 
Hammer method.

Thanks for making this great tool, and the themes seem to work.

Jonas

From: "Kevin Ottalini" <[EMAIL PROTECTED]>
> Ah I got it, I've updated the tool so styles should now work, get the 1.0b
> version:
> http://qsextreme.com/vbct
>
>
>
> From: "Jonas 'Sortie' Termansen"
>>> 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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