[UTILITY] Compilator 3 Public Beta Created 16 years ago2007-07-26 11:59:23 UTC by The Mad Carrot The Mad Carrot

Created 16 years ago2007-07-26 11:59:23 UTC by The Mad Carrot The Mad Carrot

Posted 16 years ago2007-07-26 11:59:23 UTC Post #230347
The Compilator
Development thread

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What is Compilator 3?

Compilator 3 is a Front-End Compiler to ease the process of compiling your Half-Life 1 maps. Also supports other HL1 based mods. It does not support Source Games and Source mods.

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Notable features:
  • Profile system. Every game or mod has its own profile with its own individual settings
  • Automatic .log viewer
  • Wadinclude your custom wads with ease
  • Configurable global hot keys. Press a key and your map will compile even if Compilator 3 is not the active window. Same goes for launching a map
  • Supports Vluzcan's Half-Life Tools
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Current Version

The current version is 3.0.00 (Beta 1.5), Released October 16th, 2013.

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Screenshots
User posted image
User posted image
User posted image
User posted image
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Downloads

Compilator 3 Version 3.0.00 Beta 1.5

[b]IMPORTANT! Compilator 3 requires .NET Framework 3.5 or higher to be installed. You can get the .NET Framework 3.5 here.


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Bugs, glitches and other issues

If you find bugs, glitches or experience any unexpected behavior, submit a bug report (Help menu, Alt+B).

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Final notes

If you have any suggestions to make Compilator 3 even better, go ahead and e-mail them to me. I'm always open for suggestions.

I hope you find my tool useful. :combine:
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-26 14:09:56 UTC Post #230355
Hm. The interface isn't terribly pretty yet...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 16 years ago2007-07-26 14:35:13 UTC Post #230358
Whats wrong with it then? Care to explain?
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-26 14:41:35 UTC Post #230360
No eye candy, But that dont matter if it works properly
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-26 14:42:23 UTC Post #230361
I'll be designing the icons by request from Muzz so when they get done sometime in a day or two, I'll post them here and see what people think.

Speaking of useful tools, I thought it would be nice to paint light using a post-compile tool to alter the light of a map, so you can fix those sharp points, or soften the light for more a subtle look. It doesn't take out the lighting process of the compile, because you need something to work from. Its just a thought because I sometimes get frustrated when a collumn isn't looking round and stuff like that. /rant
Rimrook RimrookSince 2003
Posted 16 years ago2007-07-26 14:48:15 UTC Post #230363
Whut?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-26 14:49:45 UTC Post #230364
No eye candy, But that dont matter if it works properly
Its a Front-End. It doesn't need eye candy. Check out Nem's BatchCompiler. No eye candy there as well.

Actually, Rimrook, i already asked Hunter to design the icons. I wonder why i did that, i asked you first. Sorry. But design them anyway, and ill figure out a way to get yours in the app as well. I can design a random function so that both your icons are randomly applied.

Try it out please. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-26 14:52:54 UTC Post #230366
Different skins!!! :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-07-26 14:57:45 UTC Post #230367
No. Think about it. Do you think its really needed? Its purpose i to compile maps. Thats all. No fancy graphics needed.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-26 15:18:29 UTC Post #230368
That's not what Steve jobs said.
Posted 16 years ago2007-07-26 15:38:01 UTC Post #230370
Speaking of useful tools, I thought it would be nice to paint light using a post-compile tool to alter the light of a map, so you can fix those sharp points, or soften the light for more a subtle look. It doesn't take out the lighting process of the compile, because you need something to work from. Its just a thought because I sometimes get frustrated when a collumn isn't looking round and stuff like that.
Lol. Thats pretty complicated.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-26 16:15:59 UTC Post #230372
Rimrook, i already asked Hunter to design the icons.
YAAAAAY! LESS WORK FOR ME!
I wonder why i did that, i asked you first.
The Force was with you. Don't worry about it.
Rimrook RimrookSince 2003
Posted 16 years ago2007-07-26 21:42:38 UTC Post #230405
Hey that's pretty cool zhlt compile gui X doesn't work on my computer i hope this one will
Posted 16 years ago2007-07-27 02:58:43 UTC Post #230410
may i ask how this is any different to batch compiler? just asking.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-07-27 07:47:18 UTC Post #230417
Main goal was to design an easy to use/setup front end to help beginning mappers, since Batch Compiler maybe difficult to set up/use for those who've never even used a front end.
Experienced mappers may also find it usefull since it also has a advanced option, giving you access to all the parameters. Novice mode only has the essential stuff. Since Batch Compiler maybe difficult to set up/use.

So far the reactions are dissapointing though. :(
When i was showing development screenshots during its development, people were actually excited about it. Can't really see that now.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-27 08:15:59 UTC Post #230418
No man you're wrong. I really liked it for me its the best interface for compiling. Nem's batch compiler don't work here. But this one worked. I really liked it and I'm using it until I stop mapping for Half-Life 1.
Posted 16 years ago2007-07-28 07:15:39 UTC Post #230481
Finally a positive reaction.
Im glad you like it. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-29 15:42:52 UTC Post #230657
Nothing too innovative, just your average batch compiler. The .map viewer is a good idea, though I was expecting a render preview, not the text.
Implementing Rimrook's idea would absolutely kick ass. Even if that'd be hard as hell to code.
Daubster DaubsterVault Dweller
Posted 16 years ago2007-07-29 16:08:45 UTC Post #230658
whats with you people and wanting live map previews!? you dont seem to realize how freakin' hard that would be.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-07-29 16:14:51 UTC Post #230660
True that, so forget that. :roll:
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-07-29 20:44:26 UTC Post #230725
I've always thought the best way to 'preview' a map is to RUN IT.
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-09-24 14:35:53 UTC Post #234899
Soo...

Guess i made this for NOTHING!
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-09-24 16:07:41 UTC Post #234907
What???!!! This is exactly what I need.The compiler will be the next super-compiler tool.I already got confused with those zhlt compiler tools.Gui X and different kind of shits.With The Compiler it'll be very simple.Please don't put stupid graphics.It's very good like so.That is stupid.It is a compiler tool not cartoons :lol:
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2007-09-24 18:51:15 UTC Post #234915
Generally Useless Interface

Sorry, but the one in hammer is pretty much "it."
Posted 16 years ago2007-09-24 19:23:06 UTC Post #234916
Dave, do you even know why people use batch compilers?
Posted 16 years ago2007-09-24 19:46:03 UTC Post #234918
I already got confused with those zhlt compiler tools.
ZHLT isn't a front end compiler, you know. ;)
Posted 16 years ago2007-09-24 21:57:32 UTC Post #234933
People use batch compilers so they don't have to waste system resources on hammer (as far as I know) so why should there be any nice graphics?
Posted 16 years ago2007-09-25 00:02:58 UTC Post #234943
You're name isn't Dave, asshole.
Posted 16 years ago2007-09-25 00:08:11 UTC Post #234944
That was really uncalled for, although I agree on the asshole part.
Posted 16 years ago2007-09-25 01:07:56 UTC Post #234945
We are such a caring community, aren't we?
Strider StriderTuned to a dead channel.
Posted 16 years ago2007-09-25 01:44:41 UTC Post #234947
Muzz, you honestly didn't make this for nothing. If it wasn't for the fact that i can't map HL1 (cheers, vista) i'd be using it, at least.
I really must get round to trying that virtual PC thing to run XP "inside" vista.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-09-25 01:47:11 UTC Post #234948
I still vote for a 'Tools' section in TWHL3! ;)
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2007-09-25 01:47:32 UTC Post #234949
We are such a caring community, aren't we?
Incredibly. :|
AJ AJGlorious Overlord
Posted 16 years ago2007-09-25 12:58:03 UTC Post #234983
It's awesome. Half-Life hasn't had a properly updated batch compiler in years (I mean, HLCC and Nem's tools died out long ago afaik). Keep up the good work, Muzz, rly. It's appreciated.
Posted 16 years ago2007-09-25 13:07:06 UTC Post #234987
I still vote for a 'Tools' section in TWHL3!
I agree, I pass out my model utilities package once in a while, mostly because they can't find them on their own, or don't want to search around. Also, I have the utilities to make custom screen fonts for HL. Which I may make a tutorial some time.
Rimrook RimrookSince 2003
Posted 16 years ago2007-09-25 13:13:41 UTC Post #234989
so why should there be any nice graphics?
Its a front end compiler, not some fancy media player. IT DOESN'T NEED NICE GRAPHICS!

At first i made this for my own personal use, since i've been using HLCC since i compiled my first map way back in 2000. You all know that HLCC is horribly outdated. Its alternative is Nem's Batch Compiler. I might just as well use that as the HLCC alternative, but i don't like the way how you use it. So i made my own, for HL1 only, straight to the point.

What if i mix TWHL colors into my compiler, hiding the default grey Windows XP colors?

Also:
Hm. The interface isn't terribly pretty yet...
You still have'nt told me whats wrong with it. What can i do to make you like it?
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-10-09 10:55:57 UTC Post #236035
Version 1.0.1 released!
See the first post for changelog and updated screenshots.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-10-09 10:59:05 UTC Post #236037
lol! TWHL colours FTW!! Love the look, although with TWHL3 you're gonna have to offer changeable skins... I hope!

Ill try out this new version soon
Posted 16 years ago2007-10-09 13:04:46 UTC Post #236046
!!POSITIVE COMMENT!!

Awesome Muzzleflash (I use The Compilator all the time)! :)
Moaby MoabyMk. III
Posted 16 years ago2007-10-09 13:41:11 UTC Post #236048
Prove it! :P
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-10-10 11:30:08 UTC Post #236082
The interface has definitely been improved.
Nice stuff. :)
Daubster DaubsterVault Dweller
Posted 16 years ago2007-10-10 12:00:22 UTC Post #236085
OH OH OH OH OH I KNOW!

Have the compilater be an actual "batch" compiler where the user can make a list of RMF's or MAP files to compile in one run! Also on the list, map an option to choose which map will be loaded and run in HL. For, say, you changed all the monsters in 5 connected maps or something, or you have a load of maps to compile. You could just let it run on auto without having to switch to the next one manually. Get it?
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-10 12:14:42 UTC Post #236087
I get it... Sounds neat.
Something for version 1.0.3. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-10-10 15:19:45 UTC Post #236097
Fix download link pl0x.

And yes, a fancy interface for something like this is completely unnecessary.
Posted 16 years ago2007-10-10 15:36:25 UTC Post #236100
Link not worky?
Wtf.
// checks...
Woops. Uploaded to the wrong folder.
Fixed.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-10-10 17:16:46 UTC Post #236105
just my personal opinion, but i think the buttons with the coloured text look really ugly with the new theme.

Still a pwn program :&gt;
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-10-10 18:42:00 UTC Post #236106
does that "Texture Data" thing actually work? Like, I may actually increase it beyond 4 mb?

Sold. :combine:
Rimrook RimrookSince 2003
Posted 16 years ago2007-10-13 11:07:05 UTC Post #236291
just my personal opinion, but i think the buttons with the coloured text look really ugly with the new theme.
Consider it changed.
does that "Texture Data" thing actually work? Like, I may actually increase it beyond 4 mb?
Yes, i allready enabled it by default with a texture data of 8192 (8MB) which has always been my default value.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-11-04 17:39:48 UTC Post #237634
omg
this is so simple, even i did it without needing assistance.

The real-time estimations made me smile.

I can't think of a bad thing to say. It's beautiful.

It's a shame i haven't used this before. I'm afraid the only reason i am using it this time is because hammer beta doesn't have a default expert compile setup.

But now i'm going to use the compilator to compile all my maps from now on :)

good job muzz!
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-11-04 17:43:15 UTC Post #237637
Thanks! Im glad you like it. :) Makes me wanne continue its development, adding new features and stuff. :)

Just noticed that some (or all) options on the RAd tab don't work.
Fixing it now!

Edit: Version 1.0.2 is out.
Tetu0, you may want to download this version, since it fixes some issues with some of the options (options on the second RAD page don't work. They do in this release.
The Mad Carrot The Mad CarrotMad Carrot
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