Yes, multicore. I dont know how, but i just compiled it. You cant compile only SDK_LightmappedGeneric? Maybe your path to shadercompile.exe broken? My Settings: rem ================================ rem ==== MOD PATH CONFIGURATIONS ===
rem == Set the absolute path to your mod's game directory here == rem == Note that this path needs does not support long file/directory names == rem == So instead of a path such as "C:\Program Files\Steam\steamapps\mymod" == rem == you need to find the 8.3 abbreviation for the directory name using 'dir /x' == rem == and set the directory to something like C:\PROGRA~2\Steam\steamapps\sourcemods\mymod == set GAMEDIR=D:\PROGRA~2\Steam\steamapps\sourcemods\*** rem == Set the relative path to SourceSDK\bin\orangebox\bin == rem == As above, this path does not support long directory names or spaces == rem == e.g. ..\..\..\..\..\PROGRA~2\Steam\steamapps\<USER NAME>\sourcesdk\bin\orangebox\bin == set SDKBINDIR=..\..\..\..\..\PROGRA~2\Steam\steamapps\***\sourcesdk\bin\orangebox\bin rem == Set the Path to your mods root source code == rem this should already be correct, accepts relative paths only! set SOURCEDIR=..\.. rem ==== MOD PATH CONFIGURATIONS END === rem ==================================== 2011/9/16 Alexander Davidson <aldavid...@gmail.com> > Please elaborate AndreaZzZ. If you have successfully managed to compile > SDK_LightmappedGeneric on a multi-core system then prey tell! > > I have tried a multitude of different configurations and settings and > still haven't managed to get a successful compile. > > The problem is with shadercompile.exe itself, I am not the only one to have > experienced this issue. Normally most people don't ever recompile > SDK_lightmappedgeneric as they have no use for it (indeed it is only the > very large shaders that cause shadercompile.exe to crash). However, I do, > as I have crucial tweaks that I want to implement to finish off this mod > that I have been working on since 2007. > > -Alex > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >
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