[UTILITY] Compilator 3 Public Beta Created 17 years ago2007-07-26 11:59:23 UTC by The Mad Carrot The Mad Carrot

Created 17 years ago2007-07-26 11:59:23 UTC by The Mad Carrot The Mad Carrot

Posted 17 years ago2007-11-04 19:48:23 UTC Post #237665
now then, a list box to be able to compile multiple maps in a row, and source compile option. then i'd have a use for it.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-11-04 19:59:53 UTC Post #237668
Sorry, no Source.

And i've already planned an option to compile multiple maps in a row. Its in development.
Posted 17 years ago2007-11-04 20:59:12 UTC Post #237672
why no source? the compile options would be similar. and more people map for source.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-11-05 10:06:26 UTC Post #237716
I was testing some stylized transitioning for 6D (which got scrapped outright) and ran into the tedious process of compiling maps individually.

Very glad to hear you're adding the compile lister thing, very useful indeed and it will set the compilator to be different from all others.
Rimrook RimrookSince 2003
Posted 17 years ago2007-11-05 15:13:10 UTC Post #237742
Yes.

It'll be in version 1.0.3.

The reason why im not doing this for Source is due to my limited knowledge about the Source compile tools and its huge amount of options.
Posted 17 years ago2007-11-08 09:06:05 UTC Post #237950
Just found another bug, this one won't affect the functionality of the application, so you keep using it. Here's the problem and a temporary fix:

Problem: When specfying a new .map to compile, the batch code doesn't get updated.

Fix: Goto one of the compile stages tabs, check and then uncheck a random checkbox. Now the batchcode will be updated with the new .map file and you're ready to compile.

This wil be fixed in 1.0.3.
Posted 16 years ago2007-12-04 12:21:03 UTC Post #239862
So.. at the risk of sounding noobish, how does this work?
I run an .rmf through this thing and a nice, shiny .bsp comes out the other side?
Posted 16 years ago2007-12-04 12:35:54 UTC Post #239865
pretty much, though i think it may be a .map, not an .rmf.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2007-12-04 17:08:08 UTC Post #239880
is this going to include the KANE tools?
you know
for the Nod files?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-05 14:54:16 UTC Post #239952
Posted 16 years ago2007-12-05 14:59:06 UTC Post #239953
Is that program similar to Batch Compiler?
Posted 16 years ago2007-12-05 15:50:26 UTC Post #239954
Similar, but easier, designed for HL1 games and mods.
Posted 16 years ago2007-12-09 03:31:04 UTC Post #240331
I'd like to express my satisfaction towards the compilator another time.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2007-12-21 21:15:54 UTC Post #241683
Nice work muzzleflash, I like this.
Posted 16 years ago2007-12-30 06:14:08 UTC Post #242116
You should make the file path fields writeable. It's a lot faster using CTRL+V than using the "Browse..." buttons.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2007-12-30 09:53:22 UTC Post #242122
Hmmm, as long as the paths are valid, otherwise the compile would fail.
Ill take it into consideration.
Note that there won't be a new version for the upcoming months. So be patient.
Posted 16 years ago2008-01-31 19:17:46 UTC Post #244707
You mentioned in Daubster's working on something for this... I have complete confidence in his skills, so what is he doing? Or is it a secret?

It isn't the Light Painter thing is it? Or an Ambient Occlusion utility, is it?
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-01 12:38:29 UTC Post #244757
He's working on a... no, im not telling you. Yet. :P
Posted 16 years ago2008-02-11 20:34:24 UTC Post #245506
Either way, is the new version going to be out so I may use its features for some 6D mapping. Particularily that since 6D maps are general smaller than the average map.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-11 20:38:56 UTC Post #245507
The new version will be out soon, its almost done.
Posted 16 years ago2008-05-13 16:21:28 UTC Post #249931
Development news! As of May 12th, im adding in the ability to compile Source maps with The Compilator, next to the ability to compile GoldSource maps, as you may already know. Hopefully the current Source SDK allows us mappers to compile Source maps from outside the SDK and Hammer 4 using a front end application. More info soon.
Posted 16 years ago2008-05-13 18:38:57 UTC Post #249936
haha
Wicked.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-05-18 18:18:35 UTC Post #250145
I just looked at this for the first time, and I have to say that the lack of tooltips really kills it. You say your goal was to make an easy-to-use compiler for beginners, but the interface is extremely overwhelming. It just confuses the user when you present them with this massive amount of commands without any explanation of what they do. Not everybody knows what commands like sparse or chop do.
Nem's compiler is much more complex, but everything is thorougly explained and flexible, so it is much more user-friendly. Sure, you can't filter errors like the Compilator can, but the way I see it, that's the only thing the Compilator has going for it. And that's nowhere near enough to make me switch. I'm not saying the Compilator sucks, because it doesn't. But I am saying that it introduces nothing new, and gives no incentive to use it instead of nem's compiler. Just being honest here.
I'm sure Source mappers will love your tool once it can compile for Source. And if it can compile multiple maps at once, it should be a hit for SP mappers as well. But as far as "standard" Goldsrc goes, Nem's compiler is still clearly better suited.
Posted 16 years ago2008-05-18 18:24:42 UTC Post #250148
Thank you for your constructive critizism.

I actually already planned to add tooltips to the controls in the upcoming new version, so you're wish will be granted as soon as i release it.

Here's WIP screenshot:

User posted image

Gotta love the HL2 logo in that textbox. ^^
Posted 16 years ago2008-06-10 12:34:58 UTC Post #251098
Any chance on dropping .NET and supporting .rmf and HL Fix? .rmf has visgroups and hl fix which helps me a lot.
Posted 16 years ago2008-08-19 11:12:04 UTC Post #254078
Well, you're in luck. HLFix will be added in version 1.0.4 wich should be released soonish. In fact, i already added HLFix and it works.

So stay tuned for updates. :)

I've decided not to release version 1.0.4 of the Compilator] to change the version number from 1.0.4 to 2.0.0. I've added a lot of new features, fixed bugs, rewrote code since version 1.0.2 (1.0.3 was never released to the public) that simply upgrading the version number to 1.0.4 just would'nt be accurate.

Its very close to release. Just a couple more days...
Posted 16 years ago2008-09-19 13:09:45 UTC Post #255669
Will it be released soon? I find this tool very useful.
BTW, you can't go very deep with the folder selection windows.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-09-19 13:35:57 UTC Post #255674
Release is very soon...

What do you mean, you can't go deep?
Posted 16 years ago2008-09-19 16:19:33 UTC Post #255686
Thats what she said?
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-09-19 16:34:01 UTC Post #255688
No, i need more information.
What he says is not enough for me to understand the problem he is having.
Posted 16 years ago2008-09-24 14:22:45 UTC Post #256030
nvm, it works now MuzzleFlash, for some odd reason. Must be something odd with my computer.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-09-24 15:27:48 UTC Post #256035
Im glad it works. Whatever it was. Care to explain what really happend? I might find it usefull information...
Posted 16 years ago2008-09-24 15:40:35 UTC Post #256038
I have my Steam buried deep, in E:\Program\blabla1\blabla2\blabla3\blabla4\blabla5\blabla6\blabla7\blabla8\ (the directories are not really named "blabla"), and I could only browse to blabla5 or something.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-09-24 15:55:03 UTC Post #256041
Un-bury that sucker. :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-09-24 15:56:49 UTC Post #256042
Thats weird. Guess it just was a minor glitch on your end...
Posted 16 years ago2008-10-10 23:48:26 UTC Post #256892
Is it just me or is compiling with the "Priority" check box checked messed up?
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-10-11 09:12:46 UTC Post #256907
Is it just me or is compiling with the "Priority" check box checked messed up?
It is. I already know about this and it is already fixed in version 1.0.4, which is really close to release.

Sorry.

I could update version 1.0.2 (the latest version available to the public) and release again as a minor glitch fix.

I think it would be beter to wait for version 1.0.4 though.
Posted 16 years ago2008-10-12 20:48:50 UTC Post #256989
Yes, it's probably better to wait. After all, it's not like waiting for a game or a movie. ^^
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-11-19 19:32:25 UTC Post #258770
I really hope everything's still being worked on, 'cause the new version sounds really usefull. :glad:
Notewell NotewellGIASFELFEBREHBER
Posted 16 years ago2008-11-19 19:50:31 UTC Post #258771
Someone mentioned RMF support....I could help with that if you're interested Muzz.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-11-20 13:11:13 UTC Post #258787
Someone mentioned RMF support....I could help with that if you're interested Muzz.
Well, when version 1.0.4 is released, the Export to MAP option in Hammer will be obsolete. Why? Because i've incorporated HLFIX into the Compilator. When you want to compile a map, you simply open the rmf file and when you click the compile button, HLFIX reads the rmf file, generates and .map file which is then processed by CSG, BSP, VIS and RAD.

So, using the Export to MAP feature in Hammer is not longer required, because HLFIX will generate the .map file for you. The .map file generated by HLFIX is much more sophisticated than the .map file generated by Hammer.

Quote from the official HLFIX site:
hlfix is a tool that converts Worldcraft/VHE format files (.rmf) to standard .map files. In the process, it performs a number of geometric operations to fix common problems with brush geometry. hlfix is far more sophisticated than VHE's built-in map export feature. The purpose of this tool is to give map designers much greater flexibility in the type of geometry they use to build their maps.

Im not sure if this is what you were thining of, Peng.
Posted 16 years ago2008-11-20 20:18:37 UTC Post #258804
That wasn't what I was thinking of. It's kinda annoying after deriving my own RMF format specification and then seeing one conveniently given on that site. Wish I had seen it earlier...
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2008-12-08 17:28:55 UTC Post #259607
Nice...
The important is seeing my map compiled, not the program's "beauty" while compiling...
I don't even use my PC when compiling lol
Posted 15 years ago2009-01-19 18:30:59 UTC Post #261760
:o hlfix is great. I compiled with Hammer (F9) and I kept getting leaks all the time but I know there weren't any leaks. So I tried to make the rmf file into a map file using hlfix and the map file compiled without leaks! Awesome!

Is there much left to do on version 1.0.4?
Oskar Potatis Oskar Potatis🦔
Posted 15 years ago2009-01-19 18:54:05 UTC Post #261761
Is there much left to do on version 1.0.4?
Actually, its at version 2.0.03 Beta, and is currently being tested by Captain Terror. Thanks to him, many issues and bugs were fixed and many improvements were made.

So its almost done, stay tuned!
Posted 15 years ago2009-02-19 17:34:19 UTC Post #262977
This works for counter-strike maps, right? I mean, the batch file should really be the same. I should probably put cstrike.exe under half life executable though, right?...
Posted 15 years ago2009-02-19 17:36:27 UTC Post #262979
Posted 15 years ago2009-02-19 18:16:48 UTC Post #262982
Hmmm... I can only set the hl.exe as the half life executable. The file type is automatically set to 'Half life executable' and it doesn't recognize cstrike.exe as such.
Posted 15 years ago2009-02-19 18:41:00 UTC Post #262984
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.
Posted 15 years ago2009-02-19 19:11:08 UTC Post #262986
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.
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