VBCT does “Virtual Batch Compiles”, that is it doesn’t really create a batch file and let it run but rather launches and manages each task individually and captures all the output from it so errors can be detected and log files saved and parsed.
VBCT requires that that Steam and the Source SDK be installed (and run) and that the game you want to compile for has been installed and run at least once.
This tool works under Windows XP, WinXP 64, Server 2003, Vista and Vista 64 Operating Systems.
Main Panel and Side Summary Panel:
Custom Background Images can be loaded to the main Panel,
Traditional style white text on black background is an option as well:
Advanced Option Panels:
VBSP and Bottom Panel:
Advanced VMPI Panel:
Some Vista users are having problems with getting their environment strings set by the SDKLauncher. The exact solution is still tbd but manually setting the strings (Vproject=<your game location> and sourcesdk=<your sourcesdk location> will fix it for the moment.
VBCT versions 1.0d and later now have the ability to browse for the sdkpath and to set whatever games are available in the SDK GameConfig.txt file which should fix this path problem if it occurs.
Canceling a group compile works but very occasionally may cause VBCT (or Steam actually) to have problems with maps that are still in the queue.
Additional work is being done to make this feature more robust.
VMPI is not completely working in the current Valve SDK Distribution. It somewhat works for small and medium maps for EP1 but may crash with large maps.
VVIS is somewhat the same for Orangebox/EP2 game mods but VRAD will always crash if you try to use VMPI so don’t use it.
VMPI workers often get hung or just disappear after a job, I have partial “keep alive” logic in VMPI but this feature is not fully functional yet.
Custom Mods that use custom vbsp, vvis and vrad modules:
VBCT version 1.0k and later now supports custom compile modules (vbsp, vvis and vrad) if they are so specified in the SDK GameConfig.txt file.
1. Install the Source SDK if you haven’t.
2. Run the SDKLauncher (Source SDK in your games menu) and select an engine and game.
3. You must run the game you selected at least once after setting up the SDK.
4. You should be able to run Hammer at this point and to create a map and you should be able to compile from within Hammer.
5. You can open and edit one of the sample maps provided with VBCT if you wish.
6. Run VBCT, select the vmf file you wish to compile and then select fast, full or final depending on the quality you wish.
you can right-click on the buttons for more information about what is different for each compile type.
7. If you want more information about editing and compiling maps, click on the help button and then click on “Overview” for a
somewhat simplistic flow diagram with links to additional information.