Remember guys that the purpose of making this is for a friendly, and very
neat UI controlling a batch compile. VBCT has a very strange layout of menus
and options. I would suggest putting more of those menu's and options for
compile commands in tabs at the top of the window.

I'd like to suggest my ideas based on each compile module.

General:


   1. Highlighted errors in color levels. Red for errors that stop the
   compile alltogether. Yellow for errors that won't stop compiling, but might
   cause some issues in-game. Green for issues that have no effect in-game or
   in compile; errors like: *Model/props_lights/wootlight.mdl is sticking
   out of map at "co-ords"*. Other various problems like models that aren't
   set to the proper entity, i.e: prop_phys, prop_static, etc.
   2. Perhaps a text change? This is more my opinion rather than a request,
   but I'd like the ability to have "Word Wrap" in the compile log, and be able
   to change the font in there to something sexier.
   3. Windows 7 compatibility with taskbar loading bar. As a user of windows
   7 I really like the fact that in the taskbar, you can see a green bar of
   progress overlaying the icon. It be really cool if that existed for the tool
   so we can see it's overall progress without having to switch back and
   fourth. This helps users like me who work on the vmf while compiling.
   MULTITASKING!
   4. A cleaner UI. VBCT's problem is that most of the menus are confusing,
   or hidden in a group of other menus, and some of their descriptions are
   rather confusing. I think a more streamlined interface can help make
   compiling a 1,2,3 job.

UI:


   1. Tab design. I think having the menus in a tab can
   help alleviate problems with complexity. The tabs themselves should be on
   the main window. Tabs that highlight the main options the user would likely
   want to change. Tabs like: Main, VBSP, VVIS, VRAD, Settings. The settings
   tab can contain extra options for the UI itself, perhaps even control
   notification controls?
   2. Under each tab, there should be the options to set command lines for
   the tools, such as -threads , etc etc. I was thinking a tabbed window would
   have the ability to scroll down, and we can perhaps display all the commands
   in a table? The format could perhaps be: Checkbox to use including command
   name | Extra windows for options of the command *'Such as 8" for -threads
   8 | *discription of what the command does*. *Maybe like this:
   http://developer.valvesoftware.com/w/index.php?title=VRAD&oldid=83572#Options
   3. Main settings that usually find themselves being changed right on the
   main menu? Options like -both, -hdr, -ldr? Control over which module runs?
   4. Under each tab defined to it's tool should be the option to use other
   tools? For instance users might have custom versions of VRAD, or VBSP?
   5. Settings tab could also control configuration options for which mod
   you're working on. Likely a user will work on the same game for a while. If
   they plan to switch they can always change the config. Perhaps we should
   make this area like hammer's config menu? The user might have to input the
   correct paths, and locations of files? Or, we can have the tool look at
   gameinfo.txt in the sdk folder to see what the user is currently working
   with? Regardless this doesn't fix if the user is using OB, or L4D, or even
   EP1. Perhaps we can leave in the manual config for users via  check box that
   enables control over these settings if it doesn't get it right the first
   time?
   6. Output a log file much like VBCT after compile is complete?

That all that comes to mind right now. It's funny how we know what needs to
be changed when we see it, but when we have to sit down and think about it,
we forget!

On Wed, Mar 17, 2010 at 7:40 PM, Adam Buckland <[email protected]>wrote:

> +4
>
> The reason people are annoyed with you is that your comment wasn't
> necessary at all.
> You say get out more? I've been out celebrating St Paddy's day for
> most of the day, and am replying from a smartphone. Good enough for
> you?
>
> On 17 March 2010 16:19, Nick <[email protected]> wrote:
> > Why? Valve doesn't much like open source, or linux. Valve doesn't want
> > to release hammer as open source. Why not work on OpenSource projects
> > that for an OpenSource friendly engine? You are in highschool right,
> > why not spend time with your friends or if you have no friends join a
> > club or sports team?
> >
> > Just a suggestion..........
> >
> > On Wed, Mar 17, 2010 at 10:29 AM, Jonas 'Sortie' Termansen
> > <[email protected]> wrote:
> >> Hi, my name is Jonas 'Sortie' Termansen and I intend to make a free
> >> software alternative to VBCT released under the GNU General Public
> License.
> >>
> >> VBCT ('Valve' Batch Compile Tool) was developed by qUiCkSiLvEr and it is
> >> one of the most useful tools I have used for modding. It's a batch
> >> compile tool that allows me to compile maps outside of Hammer, which is
> >> much faster.
> >>
> >> Unfortunately the VBCT development has come to a halt and the developer
> >> has been recently employeed full time. There has been no new release of
> >> VBCT since early 2009. And the developer didn't want to make his source
> >> code available when I asked him.
> >>
> >>
> >> My vision is to create an user-friendly general purpose batch compile
> >> tool for Source Mods. It should be written in pure C++ and licensed
> >> under a free software license such as the GNU GPL. It should be
> >> developed in union with the modding community.
> >>
> >> I will start hacking the basics together as soon as I have sent this
> >> email and commit the sources to the Maxsi Distribution SVN later on.
> >> <http://www.maxsi.dk/upload/data/sortie/MaxsiCompile-1.0.zip>
> >>
> >>
> >> Feel free to contact me via the following services if you are interested
> >> in the project and would like to be part of its development. I would
> >> also like to hear on this list what features you would like from the
> >> ideal batch compile tool for Valve's Map.
> >>
> >> SteamId: Sortie
> >> MSN: Sortie at Maxsi dot dk
> >>
> >> Also, Valve broke batch compiling when they released the OB engine,
> >> though a workaround is known. I have created a simple GPL-licensed batch
> >> system that programmers should have no trouble using if they set it up
> >> properly. It's not my actual batch compile tool, but only a proof it's
> >> possible.
> >>
> >> http://www.maxsi.dk/upload/data/sortie/MaxsiCompile-1.0.zip
> >>
> >> About me:
> >> I am a highly skilled programmer with years of experience writing native
> >> C++ programs. I am currently working on a free software digital
> >> distribution platform platform for mods called Maxsi Distribution. I am
> >> involved with the development of City17: Episode One part time. I
> >> currently study high level Physics, Math, and Chemistry at my high
> >> school and intend to study Computer Science later on.
> >>
> >> _______________________________________________
> >> 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
> >
> >
>
>
>
> --
>
> Bucky
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
Gear Dev
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