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This repository was archived by the owner on Feb 1, 2025. It is now read-only.

Compiling Project

Nicholas Gautier edited this page Jan 19, 2025 · 20 revisions

PSCAT Compile Screen - Click to Enlarge

Compiling Projects

When a project had been loaded, from the Main Menu, the option to compile that project will become available. With the project loaded, you are essentially instructing PSCAT the exact location as to what files are to be compacted into a PK3 archive data file. Please be sure that the file structure matches exactly with what ZDoom is expecting, otherwise the game engine will not be able to decipher the project’s assets correctly.

Main Menu Screen - Focusing on the Compiling Option

Compiling Options

You have two choices as to how the project is compiled. The choices are 'Build Project' (Production Build) or 'Build a Development Build of Project' (Developmental Build). Both of these options are equally the same, with only one exception - the filename of the compiled build. When choosing to compile a developmental build, the filename will contain 'dev' along with the Git SHA Hash. This is done such that it is easier to depict what the compiled build is based on, in regards to the commit history. Another benefit of the filenames differing, is the ability to separate production and developmental builds.

Illustrating the compiled file's naming differs using Windows File Explorer

Toast Notifications

You will now receive Windows Toast Notifications regarding the status of a compiled build. By using BurntToast, the PowerShell Compact-Archive Tool can alert you when the project had been compiled successfully or if an issue had occurred. These notifications will be available within the Windows Notification Bar, making it easier to notify you through the Windows environment instead of only being visible within the terminal.

Illustrating Windows 10 Toast Notification using BurnToast

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