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 >>>>>>> > > > _______________________________________________ > 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

