That is great news! If in future we only ever have to say to people "Use CompilePal," it will get rid of a whole load of possible problems.
Not to worry about the repacking. We have to add cubemaps anyway. It was just a thought for a side feature. But the option might confuse some people who think they have to do it as part of a compile. If you are building cubemaps in TF2 you can use bsp_repack right afterwards.
Fubar you say you fixed a problem with soundscript files. Did that problem cause the errors I quoted previously? Today I tried to compile a map using v20 and have found that I do not get the errors if I temporarily remove my level_sounds.txt file.
With this map I had a soundscape file that referred to a custom MP3. The soundscape file was packed but the MP3 was not. The soundscape file is
tf/custom/wormatty/scripts/soundscapes_dr_steam_works_extreme_b3.txt. The soundscape entry that refers to my custom sound is:
Code:
"Castle.Gallery"
{
"dsp" "1"
"playlooping"
{
"volume" "0.5"
"pitch" "100"
"wave" "dr_castle_steveh/left_bank_two.mp3"
}
}
and my custom sound is stored in
tf/custom/wormatty/sound/dr_castle_steveh/left_bank_two.mp3.
I'm happy to report that my menu_photo files were packed
Feedback: Any way to stop the output window from resetting its position to the bottom every time it produces a line of text, if I am reading something earlier in the log?
Feedback: Option to suppress the two errors:
Code:
Can't load skybox file [sub:1] to build the default cubemap!
I presume the Interlopers stuff is fetched from their web site each time these come up?
Hammer hasn't been inserting black cubemaps in to any maps I've been working on recently so I can't test if CompilePal is removing them.