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Home Page: http://icculus.org/gtkradiant/
License: Other
The open source, cross platform level editor for idtech games
Home Page: http://icculus.org/gtkradiant/
License: Other
The GTK file browser presented when choosing a game engine path is counter-intuitive and confusing, particularly if you have more than one drive or partition. This was discussed here:
Looking into the source, it's using gtk_file_selection_new() which is pretty much responsible for the whole dialog. It's deprecated and can (probably should) be replaced with gtk_file_chooser_dialog_new(). I did this already with the other in-editor file open/save dialogs. The GTK family of such i/o dialogs leave a lot to be desired.
IMHO on win32 it would ideally use the platforms native dialog.
Was caused by uncrustifying those zlib-derived files. Reverted to the original versions for:
libs/pak/unzip.cpp
tools/quake3/common/unzip.c
plugins/vfspk3/unzip.cpp
The links, info etc. are all wrong
Setting rotation speed to 1 still results in too high sensitivity with 5k+ dpi mouse.
Tried to set not integer value, radiant doesn't accept one.
missed it when converting the SVN
See the comments there, load some pngs to check:
67411cb#commitcomment-1210801
Two issues:
I'm thinking we could use http://radiant.robotrenegade.com/ as the primary website.
Okay - I have reported it on mailing list, but I think it would be good to have it on official issues list too.
Radiant can't compile now - log of unsuccessful compilation is here:
All deps has been met, yet Radiant fails.
32 Bit, Arch Linux here.
That's http://code.google.com/p/gyp/ - the build system used by chromium, v8 and node.js (what I get paid to work on so account for bias), among others.
This is more of a conversation starter than anything else but here are a couple of reasons why gyp > scons:
Downsides:
One reason that I recommend gyp is that it would make it easy to steal e.g. libpng (see #9) from the chromium source tree and bundle that with gtkradiant.
Thoughts?
I have compiled 1.6 today (finally!) on my linux box and noticed, that Radiant starts very slow, compared to for example 1.5 version.
Only thing I see in terminal is
[michal@localhost ~]$ gtkradiant
I/O warning : failed to load external entity "/tmp/gtkradiant-michal/global.xlink"
When a user modifies the map and closes the window, the dialog from 1.5.0 was more helpful than the current one (prompts to save instead of just "you will lose changes").
Things, which ease complicated entities construction.
G bind selects func_groups, would be nice, if it could select any entity this way. Just like ExpandToTheWholeEntity function of 1.5 branch. The trick is doable atm with modify/undo sequence.
Another issue is copying, you always get separate entity, while doing that. Alternate behavior is needed. Like copying brush or patch to the same entity on space (clone selected) and separate entity on copy-paste (ctrl+c ctrl+v).
Another problem is adding existing brushes to complex entity. You have to recreate entity, losing keys and flags. Behavior can be changed to keep them. Netradiant have special 'regroup' solution for that, which resolves tearing brushes from entity, as well as adding ones.
Just have noticed, ungroup is not undoable in last release:
Ungrouped 1 entity.
ungroup selected entities undone.
But brushes are worldspawn.
build: ZeroRadiant_Win_2011-04-05.zip (from http://radiant.robotrenegade.com/downloads.html#zeror16)
system: Windows 8 Consumer Preview
https://www.dropbox.com/sh/y5rydj22e5ozpik/FSfVzsUiXf/resizing.png
https://www.dropbox.com/sh/y5rydj22e5ozpik/vec1838BOP/camera_drawing_in_2d_view.png
Please try this build on your own Windows install and report your findings. May be specific to Windows 8 but I doubt it.
Can't compile a map w/ the current Git source code. q3map2 broken.
In cmdlib.c, ExpandPath() function is catching an error where qdir is not initialized.
This was not broken in the SVN before it died.
When using the floating window layout (option in preferences) there are some functionality issues:
Certain dialog boxes like Preferences, Surface Inspector, etc. will always render behind the 2D and camera windows even when it has focus.
Minimizing Radiant to task bar only minimizes the program window, but not any of the 2D or camera windows. Oddly enough, minimizing a 2D window minimizes everything. Behavior seems reversed of expected.
/files/ is the file set and file hierarchy that was on the previous website setup (on zerowing)
/downloads/ is what Obsidian has put together, and the links match the end user website
/files/ isn't checked in atm, and /downloads/ is
we need to unfiy/clean this up..
From here: https://github.com/TTimo/GtkRadiant/blob/31c68a8/tools/quake3/q3map2/shaders.c#L706
delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
averageColor
is a vec3_t
so index 3 is out of bounds. Not sure what a proper fix is, it's not entirely clear to me what that code tries to do.
Function doesn't work precisely.
Textures shift and rotate noticeably, especially on not aligned to axis brushes.
While the current build of 1.6 shows improvements regarding frame perfomance, Radiant 1.5 has better loading times and much better camera fps.
Maybe it would be possible to look into this and improve the camera view in 1.6 so that larger maps/detailed maps isn't so difficult to work on?
Need to write that up, put it on the wiki or the static site.
Updated build: http://dl.dropbox.com/u/1529870/GtkRadiant-1.6-20120506.zip
It would be a nice feature if radiant gave info on the angle a brush encloses with the axes. This would be particularly useful for texture alignments on rotated brushes. I have roughly painted it into the screenshots below.
https://dl.dropbox.com/u/15072710/QL/radiant/angle1.jpg
https://dl.dropbox.com/u/15072710/QL/radiant/angle2.jpg
I guess this would only work with regular brushes and not with prisms.
On first startup of ZeroRadiant build 2011-04-05 on Windows, it displays a black CLI window for a long period of time (over a minute) before the program actually starts. Most users are confused by this, think the program has crashed, and force-quit. However, if allowed to continue ZeroRadiant will eventually load, and subsequent program startups will no longer display this issue.
This has been discussed to some extent with end-users here:
http://www.quake3world.com/forum/viewtopic.php?f=10&t=45439
And previously on the mailing list:
http://icculus.org/pipermail/gtkradiant/2011-March/011630.html
Make a patch, select it, use caulk button and Radiant will segfault.
Arch Linux, 32bit here.
There are various hacks in the code that check the game via g_pGameDescription->mGameFile, which is expected to be "ja.game" for Jedi Academy. The automatically created file is called "Jedi Academy and mods.game" though.
The same problem probably arises for other games.
I had made some gamepack updates for Q3map2. It includes Q3 entity definition files, shaders and "common" texture assets.
I need advice on how best to introduce them to the current build. The gamepacks aren't on GitHub (license issues?) so I can't create a branch. I suppose I can start a new repository and then get some help thereafter. Git's new to me so pointers are welcome.
Should we provide a default gtk theme (clearlooks, etc.)? The standard look is... horrible =P
This function, under "Misc" menu seems to be broken. Instead of showing me next leak spot, it changes angle of camera of existing one.
I've always wanted to be able to provide a reference environment for producing builds (for Windows mostly, but also Linux).
Last year I experimented with creating an EBS instance on AWS, and it looked like it had some potential, but I didn't fully finish the work, and I didn't try to leverage what I had.
Todo:
Figure out if an unattended install of Visual Studio 2008 Express is possible. Build a rightscript to do that. It's likely the main obstacle. See http://blogs.msdn.com/b/astebner/archive/2007/09/12/4887301.aspx for some tips.
If that works, building a rightscale template that spits out a fresh windows build should be straightforward.
Lately I've been getting a lot of (the same few) OpenGL Context related errors in Windows 7 x64 - either already during startup, causing crashes when using the floating window layout or an error message containing
glXMakeCurrent failed
An Unrecoverable error has occured.
Would you like to edit Preferences before exiting Radiant?
otherwise, or later in the console
ERROR: glXMakeCurrent failed..
Please restart Radiant if the camera view is not working
with the 3D View not being rendered.
This is apparently in some way related to my computer because I don't remember ever having had any of problems before, yet I now have them in both the 2012-05-06 build and my own SVN Revision 486 build from last September. I can't quite pinpoint what introduced them thought since I've hardly used Radiant recently...
As far as I can tell it's no general OpenGL Context related problem though since other applications (like Blender) work just fine - as does the 2D Window, for what it's worth. (Provided the Radiant starts at all.)
Here's my DxDiag result, if that's of any help.
Ok, we have some issue here I guess.
--- BSP ---
Creating meta surfaces from brush faces
************ ERROR ************
ExpandPath called without qdir set
we should list out somewhere on the primary site who all is involved in the current effort
I'd like to see the drag selection feature from GTKradiant 1.5 being ported to 1.6 - it is a great way to select multiple brushes/patches/entities at the same time and really speeds things up at times.
You use drag selection by holding down the shift key and dragging a selection frame in your viewport. Radiant will then select everything within the frame.
This should not apply to surfaces, paint selection (ctrl+alt+shift+LMB) should be left untouched.
https://dl.dropbox.com/u/15072710/QL/radiant/dragselection1.jpg
https://dl.dropbox.com/u/15072710/QL/radiant/dragselection2.jpg
Trash anything that's outdated or inaccurate (documentation, compile guides etc.)
Look at doing an uncrustify pass? Good as any other time.
I'd like to drive towards a new release process.
Considering how much of a pain it is to compile binaries of Radiant we should try to have something where we can spit new binaries out easily.
q3dm17sample compiled through the windows binary (running over wine) yields a badly lit version, with some missing textures, some textures not mapped correctly, and with some player clip brushes ending up as untextured solid geometry.
used the last/final q3map2 setting to compile
does anyone else confirm? on a native windows system preferably?
do that again from native Linux with a local compile
Compile Linux binaries releases the same way we do Windows binaries. Look into producing .deb and .rpm also in addition to a .tar.gz
External lightmaps + light styles cause problem. Lighmaps are calculated well, but the autogenerated shader has $lightmap entries instead of proper light image links. Works ok on test map after correcting entries manually, but it doesn't seem possible on one with numerous light images.
Also light styles lightmaps kinda fail using bump image (q3map_normalimage one). There can be seen completely black marks of bump mapping with light, falling at very sharp angle to surface.
Jedi Academy's .game file should look somewhat like this:
<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<game
name="Jedi Knight Jedi Academy"
enginepath_win32="D:/Modding/JKA/GameData"
gametools_win32="D:/Modding/JKA/GameData/ZeroRadiant"
engine_win32="jasp.exe"
mp_engine_win32="jamp.exe"
basegame="base"
shaderpath="shaders"
default_scale="0.25"
gamename="ja"
caulk_shader="textures/system/caulk"
/>
Most importantly shaderpath defaults to scripts, which is wrong.
Currently there are only name, enginepath_win32 (on Windows at least), gametools_win32 (dito), prefix and basegame.
bspc.exe and q3data.exe have been included with installs of GtkRadiant in the past, but they are missing from the 1.6 branch. bspc.exe is crucial for generating a bot's navigational .aas file.
https://github.com/id-Software/Quake-III-Arena/tree/master/code/bspc
https://github.com/id-Software/GtkRadiant/tree/master/tools/quake3/q3data
Additionally, I know that some work has been done on bspc.exe, I'm not sure if those changes are included with id Software's source release. Latest binary: BSPC version 2.1i, Oct 6 2004 20:06:06 by Mr Elusive
See topic: http://www.quake3world.com/forum/viewtopic.php?f=10&t=47106
Misantropia has his branch here with lots of updates. This is probably the most recent (best) version:
https://github.com/bnoordhuis/bspc
TwentySeven from FS created his own q3map2 with some fine features
http://code.google.com/p/urt-bumpy-q3map2/
I propose put this into our UrT gamepack.
I have checked, deps. Everything is on place. Log:
http://pastebin.com/rgM92Bdg
On Windows Vista, Windows 7 and Windows 8, the "C:\Program Files" and "C:\Program Files (x86)" directories are write protected for security reasons. ZeroRadiant does not normally have write access to its own install directory. As a result, ZeroRadiant cannot create or save to preference files, and reports errors:
(global.pref and local.pref cannot be created or saved to)
http://zero.robotrenegade.com/radiant/missing-xlink-pref.png
A temporary workaround is to run ZeroRadiant with elevated privilages ("Run as administrator"), though this is not intuitive to the user and poses a minor security risk.
Ideally, ZeroRadiant should save any program editable files (i.e. logs, preference files, shortcut.ini, etc.) to "C:\Users\USERNAME\AppData\RadiantSettings\VERSION". GtkRadiant 1.5.0 does this correctly so we can emulate it's behaviour.
In the base/scripts/default.proj of the JAPack, q3map2 gets passed the parameter "-game quake3" when it should be "-game ja"
Sometimes when I'm in edge editing mode in one of the 2d viewports and click mouse2 to move the camera the pointer gets stuck even when I release the button. I have only noticed the issue when I'm in edge editing mode. I'll pay more atention to it in future to give further details on the issue.
Edit: This now happened to me in normal editing mode too. It happens in all 2d viewports.
This is somewhat of a feature suggestion. I'd like to see the texture browser from GTKradiant 1.5 in ZeroRadiant because I found the tree structure to be very easy and fast to work with.
Shot for reference: http://dl.dropbox.com/u/15072710/QL/tex_browser.jpg
We'll want to promote this little bit of revival at some point. I'm going to use this to list the places to promote at, and the things that I'd like to see done before we do so (feel free to add).
Where:
Preconditions:
Hello,
I want to design a Quake 3 Level (I want to use it with the BSP manager plugin of the rendering engine Ogre3D) with GtkRadiant 1.6 on my Ubuntu 12.04 system (32-bit). But when I add my own textures in the PNG format, they aren't loaded. But actually the module "imagepng.so" seems to have been built.
Does someone know why pictures in the PNG format aren't loaded?
Could the problem be that Ubuntu 12.04 does only include libpng 1.2 (http://icculus.org/pipermail/gtkradiant/2012-March/011728.html)?
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