Yeah, that's what I've been doing with some personal projects I have been working on and it works pretty well.
On 18 March 2010 18:43, Alexander Hirsch <[email protected]> wrote: > You can really have both. > Use the preprocessor to have stuff like > #if PLATFORM == WINDOWS > //Windows-specific code > #elif PLATFORM == POSIX > //POSIX code > #elif PLATFORM == LOL_OS > //lol code > #endif > > On Thu, Mar 18, 2010 at 7:37 PM, Harry Jeffery > <[email protected]> wrote: >> As Steam + Source engine is moving to mac and possibly/hopefully linux >> in the near future I'd recommend keeping this as cross-platform as >> possible. Advanced Windows 7 features such as the task-bar >> progress-bar aren't that important to be honest. >> >> On 18 March 2010 08:53, Jonas 'Sortie' Termansen <[email protected]> wrote: >>> Thanks Cory for your suggestions, they are quite useful! >>> >>> I have been thinking the UI through and done some concept art in paint. I >>> realized you never use/need to change most settings in VBCT. Instead I have >>> been focusing on those that you really do need and designed them to be >>> useful. None of this is implemented yet but I managed to get the batch >>> compiling working perfectly yesterday. What I propose is this: >>> >>> - To make things simpler I will make the main screen only contain this: 1) >>> a dropdown list of all mods in gameconfig.txt for both ep1 and orangebox, >>> 2) a dropdown list of all .vmf files in mapsrc for the mod, 3) a dropdown >>> list of all configuration, 4) a big Compile Map button and Cancel Compile, >>> 5) a progress bar and the option to watch the compile output, and 6) >>> various buttons to show the user friendly advanced buttons. >>> - Most of the time you just want to compile a single map for instant >>> testing ingame. So instead of having to browse for a map manually, I will >>> make the program scan all mapsrc\ folders and make it default to the most >>> recently saved .vmf file, as this is most likely the one you want to >>> compile. >>> - I will also show all recent .vmf files newer than their .bsp counterpart >>> under the title "You probably want to compile these:" >>> - The user is also likely to the same compile flags for most compiles. So I >>> will use configurations such as Debug (HDR only), Release (LDR+HDR), Final >>> Release (Both -final) and so on. The user will be able to edit this list. >>> - The program will assume all the default values for which mod to use, what >>> map to compile, and with what configuration. This will allow the mapper a >>> one click compile in most cases, as well as allowing him to easily change >>> it. >>> - The user will be able to add maps to the compile queue while compiling >>> other maps and be able to watch the progress for them seperately. >>> - It will be possible to change what tools will be called and add new ones. >>> - And there will be a progress bar showing how the compile comes along in >>> the Win7 superbar. >>> >>> And more, there are just some of my ideas for the ideal interface, and it >>> isn't hard to make. >>> _______________________________________________ >>> 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

