I just updated VBCT, it now can directly select any engine / game listed in
your SDK GameConfig.txt so you don't have to go to the SDKLauncher when you
want to change mods (sort of like having VConfig built into VBCT).

I was unable to update the two environment strings however (child process
limitations) so the settings can be different from what you have in the
SDKLauncher (when you go launch Hammer for example).  Obviously the
SDKLauncher can do this so it's possible somehow, I'll keep looking at it.

qUiCkSiLvEr


----- Original Message ----- 
From: "Jonas 'Sortie' Termansen"
To: "Discussion of Half-Life Programming" <[email protected]>
Sent: Thursday, October 16, 2008 1:55 PM
Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions


> Oh, that was why I liked your tools: they work, unlike my own batch tools.
>
> - Jonas
>
> From: "Kevin Ottalini"
>> 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
>>>>> >


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