Oh, that was why I liked your tools: they work, unlike my own batch tools. - Jonas
From: "Kevin Ottalini" <[EMAIL PROTECTED]> > Jonas, > Assuming that you have recently reset your game configurations and > properly installed any custom game configurations, VBCT will compile for > all stock and most if not all custom mods (I'm still fussing with TheShip > since it has it's own set of custom tools). > > I've tested all of the stock mods for both EP1 and OB and a number of > custom > mods including most of the ones just released on Steam. > > There are some Hammer problems with custom mods in-gcf but not doing > compiles. > qUiCkSiLvEr > > > From: "Jonas 'Sortie' Termansen" >> My experience is that vbsp, vvis and vrad is unable to correctly mount >> the >> game content from .gcf files when run outside Hammer, without this >> information vbsp can't process textures, vrad can't take models into >> consideration, and everything just fails horribly. >> >> From: "Matt Hoffman" >>> What's wrong with compiling outside of Hammer using batch tools? Don't >>> you >>> just have to set the VPROJECT? >>> >>> On Wed, Oct 15, 2008 at 6:40 PM, Kevin Ottalini wrote: >>> >>>> I've updated VBCT (1.0c) with the group compile options, pretty simple >>>> to >>>> use. >>>> >>>> Make a .lst file with the full path to each map file, pre-pend fast, >>>> full, >>>> or final (or nothing) with a comma to the mapname (case is ignored) and >>>> then >>>> open or drag/drop the list on vbct. >>>> >>>> Comments are supported on a line by themselves only, blank lines are >>>> ignored >>>> Here is an example: >>>> >>>> # group compile list for testing >>>> # no compile quality option will use the default of "FULL" >>>> >>>> D:\Maps_HL1MP\grouptest\1.vmf >>>> >>>> FAST,D:\Maps_HL1MP\grouptest\1.vmf >>>> final,D:\Maps_HL1MP\grouptest\2.vmf >>>> Full,D:\Maps_HL1MP\grouptest\3.vmf >>>> >>>> # that's all! >>>> >>>> >>>> ----- Original Message ----- >>>> From: "Tim Baker" >>>> To: "Discussion of Half-Life Programming" >>>> <[email protected] >>>> > >>>> Sent: Wednesday, October 15, 2008 12:28 PM >>>> Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions >>>> >>>> >>>> >I guess you'll have to wait for qUiCkSiLvEr's compile tool for that. >>>> > >>>> > -- Tim Baker >>>> > > > > _______________________________________________ > 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

