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[UTILITY] Compilator 3 Public Beta

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Forums > General Discussion

19 Feb 09, 18:41
By The Mad Carrot
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...Emptyness...
If you type in cstrike in the filename field, it will show up in a list and then you can select it to force the Compilator to use it.

Sorry for the inconvenience, i already have made a better way to setup the Compilator for mods in the current WIP version.
19 Feb 09, 19:11
By Frozen Storm
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Member
Ah yes, it works now. Thanks. Btw is there a guide for all the different options in the compilator (or maybe a guide for batch files that I could read to understand what those options do)? Because I, being a novice mapper, barely understand any of them... I only know for those that I coincidentally came across with in other guides and such.
26 Feb 09, 18:11
By The Mad Carrot
avatar
...Emptyness...
I declare:

"Compiling a Source EP1 engine map with the Compilator."

Fully working! grin - :D

Next up: compiling an Orange Box map...
26 Feb 09, 18:19
By JeffMOD
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Call 141.12
Huntey will apreciate being able to compile his campaign on it, me thinks. Hope you don't hit any snags!
26 Feb 09, 20:18
By Archie
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My Empire of Dirt
does L4D use the OB Source engine?
26 Feb 09, 20:40
By The Mad Carrot
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...Emptyness...
I think L4D uses an even newer engine...
Plus, its installed in a different folder.

At this point OB map compiling does'nt work at all! unhappy - :(
26 Feb 09, 21:31
By JeffMOD
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Call 141.12
Quote:
Hope you don't hit any snags!
That is why I said that. wink-wink - ;)
21 Mar 09, 07:12
By Killer-Duck
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Member
How do I delete it correctly? Is it safe to just delete the exe? Does the program make any changes to the windows registry?
21 Mar 09, 10:56
By The Mad Carrot
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...Emptyness...
Yeah the program makes keys in the registry which are used to store application settings. Its under:

HKEY_LOCAL_MACHINE\SOFTWARE\AtomsTools

Simply delete the "TheCompilator" key.

May i ask why you want to delete it? The upcoming new version does'nt use the registry any more to store application settings, it now uses a simple text file.
21 Mar 09, 11:16
By Killer-Duck
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Member
There's nothing wrong with it as far as I can see, it's just that I don't need it. I already have a hand-made bat-file that works perfectly for me.

(I just installed it to check out what it had to offer)
21 Mar 09, 11:52
By The Mad Carrot
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...Emptyness...
Alright, fair enough.
You may want to check out the new version once i release it. Its superior over the current version. smile - :)
11 Jan 10, 19:17
By Striker
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Member
All your tools are belong to us.
11 Jan 10, 20:41
By Jessie
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Ladytype
How much progress have you gotten through on the updates for this?
I believe there were several ideas you said you will implement on the next update, though we havent heard back in a while. Just wondering how far you've gotten with that.

"Actually, its at version 2.0.03 Beta...
So its almost done, stay tuned!"
- 20/01/09
13 Jan 10, 21:04
By psilous
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Member
Quote:
"this program will not operate on 64-bit system"


how do you get compilator running on windows 7?
13 Jan 10, 21:13
By TheGrimReafer
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ADMININATOR
Is there a compatibility mode?

Otherwise you could ask Muzz to compile it again in 64 bit mode nicely.
13 Jan 10, 21:37
By ChickenFist
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<Witty Title>
It works on my 64 bit Win 7. Although it gives a lot of errors about the registry, but it works.
13 Jan 10, 21:46
By The Mad Carrot
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...Emptyness...
Wtf, where's my post? I posted a reply yesterday, answering Darkie's question.

Goddammit.

In short: as i program, i learn new things and find new ways to do things better. Im going to rebuild the Compilator from scratch (which i already did). Version 2.x.xx will never make a public release. Be on the look out for version 3. One if its new feature will be a profile/preset manager in wich you can create profiles/presets for any game/mod. Just set it up once and you never have to set it up again while still being able to compile for different games/mods.

As for that 64-bit issue, Ill have to recompile the project to make the application support 64 bit cpu's as well as x86 cpu's.

Maybe ill just compile the current version as it is right now, and just release that. Several TWHL members are already using beta's of version 2 and as far as i know, they like it.

Stay tuned.
24 Jan 10, 16:53
By The Mad Carrot
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...Emptyness...


Achievements anyone?
24 Jan 10, 17:11
By DiscoStu
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Member
Does that mean to compile a hundred different maps, or just a hundred compiles of whatever?
24 Jan 10, 17:47
By The Mad Carrot
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...Emptyness...
Well, i've been thinking about that, it's a little tricky. I would prefer you have to compile 100 different maps (no map twice), but it won't be easy to check on that.
As of right now, im not even sure achievements will be included in the Compilator, it was jus a test really.
24 Jan 10, 17:48
By Archie
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My Empire of Dirt
pointless, but fun. People like pointless, but fun.
24 Jan 10, 17:58
By Striker
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Member
I think it should be useful if you added a scheduled compilation feature.
Of course, the scheduler should include options such as different profiles for each map as the user likes.
24 Jan 10, 18:03
By Soup Miner
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Me, mad? Haha, quite likely.
Since I started mapping in 2003, I don't even think I've accumulated 100 different compiles.
24 Jan 10, 18:08
By The Mad Carrot
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...Emptyness...
Pointless, but fun is exactly right!

You want profiles? You got profiles!


Note that this is a work in progress screenshot.
24 Jan 10, 19:12
By JeffMOD
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Call 141.12
Wow, all these bell and whistles.
...Can it compile RMF and VMFs yet?
24 Jan 10, 19:18
By Archie
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My Empire of Dirt
oh, yeah, that'd be quite neat if it accepted .rmfs and created the .map for you.
Especially since Hammer 3.5 has the odd tendency to not update .maps when you export.
24 Jan 10, 19:35
By DiscoStu
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Member
I never understood why there is an "Export to MAP" option when you can select the MAP format in the Save dialog!
24 Jan 10, 19:41
By Penguinboy
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Haha, I died again!
Quote:
Achievements anyone?

Pointless and unwanted. Annoying, inappropriate, unprofessional and unneeded.
24 Jan 10, 19:53
By Archie
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My Empire of Dirt
I think you'd be surprised by how many people enjoy little light-hearted touches like achievements, PB.
24 Jan 10, 20:08
By The Mad Carrot
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...Emptyness...
PB has a point, but achievements are not at all annoying. I'd like to see achievements in games.

@JeffMOD: eventually, yes. Its a bit buggy, Ep1 engine maps compile fine, but OB maps give me errors.

@Hunteh. It does that already. It accepts rmf files, then it runs through HLFix which creates a .map for the rest of the tools. This renders the Export to MAP option in Hammer completely useless. Another thing is that cordons, created with the cordon tool, no longer work. If you want to compile only a part of your map, you'll have to VIS group it. HLFix has an option to ignore VIS groups.

The thing is, this feature is only available in version 2.xx which was never released. i might just release it, but keep in mind that its still a beta, but you can compile and run maps just fine with that version.
24 Jan 10, 21:19
By Captain Terror
avatar
when a man loves a woman
Quote:
You want profiles? You got profiles!

Awesome! Would different profiles also include all the individual tool settings, including the HLFix wadlist and the CSG wadinclude list?! That would be so awesome...

'nother small thing is would be nice to have a "select all"/"deselect all" to the rmf list... It's really not a big deal but would still be nice when compiling multiple maps..

Nice to see you're still updating this1
=)
24 Jan 10, 23:28
By Penguinboy
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Haha, I died again!
@Huntey: No, I wouldn't be surprised. No sane person wants stupid, pointless, bloaty things in any application.
@Muzz: An application is not a game. Worthless functions such as this decrease the value of the application.

I ain't going to budge on this. If I saw this in any program I would want to use a lot, I would immediately close it and look for alternatives. Makes it look like a 12-year-old made it. Might sound harsh, over-critical, whatever - but it doesn't matter. If you don't know why it's a terrible idea, you need to start seriously thinking about learning some decent application design.
25 Jan 10, 01:20
By hlife_hotdog
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Forever
Hate to say it, but PB is right. If i'm going to use an application like this, which is a tool that is an extension to my current set of already functional working environment, then it needs to be functional, simple, and small. I want, when I go to use it, to go bang, bang, bang, done. I want it to do what it is meant to be doing and not clutter up my work environment and brain with useless functions and abilities.
25 Jan 10, 10:36
By Striker
avatar
Member
I think it should be useful if you added a scheduled compilation feature.
Of course, the scheduler should include options such as different profiles for each map as the user likes.
25 Jan 10, 13:10
By The Mad Carrot
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...Emptyness...
@ Striker: You mean like, start compiling at predefined time intervals?
Why would you want the scheduler to compile maps from different profiles? I mean, you're working on one project at a time.

@ Captain Terror: So instead of checking maps using the checkbox before each rmf item, you simply highlight the ones you wish to compile?

I actually like that. Im getting rid of the CheckedListBox and replace it with a normal ListBox.
25 Jan 10, 13:25
By Striker
avatar
Member
Quote:
Why would you want the scheduler to compile maps from different profiles? I mean, you're working on one project at a time.


Bot everybody is working with one project at a time, especially when I leave home and I would like to compile several maps in a row, and apply different settings to them.
25 Jan 10, 13:29
By The Mad Carrot
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...Emptyness...
Ah, i see what you mean now. Ill see what i can do.
09 Apr 10, 19:30
By Jessie
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Ladytype
Don't know if it's been mentioned, but I think it could use some kind of exlanation of what all the options do. It seems like it'd be rough on people who don't know (like me, for example).
09 Apr 10, 19:41
By The Mad Carrot
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...Emptyness...
Version 3 will have that.
10 Apr 10, 04:05
By Skals
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Game / Level Designer
does the compilator work with shlt 3.8? :p srry for possibly nooby question.
10 Apr 10, 09:48
By The Mad Carrot
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...Emptyness...
3.8 is out? Got a link?
Go ahead and try it out, i think there's a good chance that 3.8 will work just fine with the COmpilator. If not, tell me about it here.
10 Apr 10, 11:22
By Skals
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Game / Level Designer
I think it worked, well my map runs just fine so far! here they are:

http://www.svencoop.com/forums/showthread.p
hp?t=36733


I think they're only about a couple days old so don't worry you didn't miss out.
11 Apr 10, 19:51
By Captain Terror
avatar
when a man loves a woman
Quote:
Don't know if it's been mentioned, but I think it could use some kind of exlanation of what all the options do. It seems like it'd be rough on people who don't know (like me, for example).


If you're talking about the compile stage paramaters, i thought it already did that. (hovering your mouse pointer over a paramater should make it's function/definition pop up in the bottom box, right?)
11 Apr 10, 21:41
By The Mad Carrot
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...Emptyness...
He's probably using version 1.02 which is the latest version available to the public. This version does'nt have those explanations.
19 Jul 10, 17:01
By The Mad Carrot
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...Emptyness...
I have decided to drop Source support. It's a freaking pain in the butt to implement it.

Im sorry, but Source is out.
19 Jul 10, 17:06
By Skals
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Game / Level Designer
Aw, right when I was planning to switch to source tongue - :P. You should save the files just incase you wish to continue in the future.
26 Jul 10, 18:23
By The Mad Carrot
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...Emptyness...
Ok, ill try it again, after all the SDK was updated some time ago so hopefully this issue i was having (seen here and here, the seconds link explains it better) has been fixed by now.

Plus, thanks to Rabidmonkey, i now have an example of how a source batch file looks like so i know what parameters and variables it needs to compile properly. I have'nt tried compiling anything with that batch file yet, but i have high hopes it'll work.
26 Jul 10, 21:58
By JeffMOD
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Call 141.12
So Source Compilator may work after all? Sweet.
05 Oct 10, 18:36
By The Mad Carrot
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...Emptyness...
Yes. But as you may know, the Source SDK is a broken down mess. Im not implementing Source support until Valve fixes it.

---

After many weeks of hard work, i can pretty much say that Compilator 3 is finished. There are probably still minor issues left here and there, but the that won't stop the application from doing its job.

So stay tuned, it won't be much longer. smile - :)
05 Oct 10, 18:57
By Tetsu0
avatar
Tet Soo Oh
=] wooo
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