*cough*other stuff to*cough* But hey. It's better then what we get for almost every other game.
/me also doesn't bite the hand that feeds. [Unrelated Question: Can I 'pop out' my 3d view in hammer? (So I can drag it to my second monitor, without having hammer streached across both)] On Fri, Oct 17, 2008 at 2:30 PM, Chris Deegan <[EMAIL PROTECTED]> wrote: > Sorry, I hope that didn't sound like I was complaining. I am grateful > for what does work and can wait for Valve to fix stuff in their own good > time! *cough*shaders*cough* ;) > > /me does not bite the hand that feeds... > > Kevin Ottalini wrote: > > Chris, > > Valve knows about the OB (SDK) VRAD problem but hasn't had time to > fix > > it yet. > > > > There is a set of EP1 vmpi updates and fixes that have been implemented > (and > > tested) but not yet released for EP1 but those updates still need to be > > applied to the OB modules (but Valve knows what they all are and that's a > > big help). > > > > I set things up in vbct to run vmpi and work around the default port > > conflict problems but obviously we'll have to wait for L4D to get > released > > before we can hope for some developer time to finish this. > > qUiCkSiLvEr > > > > > > ----- Original Message ----- > > From: "Chris Deegan" > > To: "Discussion of Half-Life Programming" < > [email protected]> > > Sent: Thursday, October 16, 2008 1:39 AM > > Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions > > > > > > > >> err...VMPI is available to us peons without any hacking or extra tools - > >> you just have to follow the destructions on the wiki. The problem is > >> that vrad doesn't work for distributed OB compiles as per my post way > >> back here > >> > http://www.mail-archive.com/[email protected]/msg24322.html > >> > >> If I'm not mistaken this tool does not resolve that, it is just a (very > >> much appreciated - I'm not knocking it!) front end to the same stuff. > >> < > http://www.mail-archive.com/[email protected]/msg24830.html> > >> Chris > >> > >> Minh wrote: > >> > >>> Kevin's tool actually has distributed computing (much like the > >>> bally-hooed VMPI, which is unavailable to us peons) > >>> I tested it and it works quite nicely. Saves a buttload of time if you > >>> have a spare computer or two to help compile your map. > >>> > >>> Matt Hoffman wrote: > >>> > >>> > >>>> 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! > >>>>> > >>>>> > >>>>> > > > > > > _______________________________________________ > > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

