Radiant 1.6 (ZeroRadiant)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Eraser
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Re: Radiant 1.6 (ZeroRadiant)

Post by Eraser »

The second time it loads up almost instantly.
cityy
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Re: Radiant 1.6 (ZeroRadiant)

Post by cityy »

I usually work with netradiant/1.5 and if I open a map made in netradiant in 1.6 all brushes that are 0.125units in height get deleted.
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obsidian
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Re: Radiant 1.6 (ZeroRadiant)

Post by obsidian »

I think 1.4/1.6 has precision only up to 0.25 units as that's the smallest grid size you can set it to. I'll file some bug reports soon.
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cityy
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Re: Radiant 1.6 (ZeroRadiant)

Post by cityy »

In case you can also make some suggestions ask for the texture browser of 1.5 and auto caulk for newly drawn brushes.
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ShadoW_86
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Re: Radiant 1.6 (ZeroRadiant)

Post by ShadoW_86 »

Please no for 1.5 texture browser :). It stupidly use space for texture directory names. Waste of the space is bad idea.
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cityy
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Re: Radiant 1.6 (ZeroRadiant)

Post by cityy »

Make it toggleable then. 1.4's texture browser is just slow to work with..
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j3st3r
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Re: Radiant 1.6 (ZeroRadiant)

Post by j3st3r »

Is the option for caulk when using the clipper tool in this version?
obsidian
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Re: Radiant 1.6 (ZeroRadiant)

Post by obsidian »

Yes, in preferences, editing, clipper uses caulk.
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akm
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Re: Radiant 1.6 (ZeroRadiant)

Post by akm »

Just wanted to say.. This is great work being done,
it'd be great to get the many bugs fixed and maybe even
some badly needed upgrades to Radiant :)

I'd love to put in some feature suggestions, but I guess for
the time being it's best to work on the fixes.

Thanks for the effort!
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Eraser
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Re: Radiant 1.6 (ZeroRadiant)

Post by Eraser »

obsidian, if you're entering bug reports, maybe you could post a feature request for the initial dos box printing a line like "Starting ZeroRadiant for the first time, please wait..."

The amount of time it takes for the editor to start up the first time is illogically long and even computer savvy people will assume something went wrong well before it actually started up.

A simple message displayed in the dos box like that would at least tell me that I should be patient.
ShadoW_86
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Re: Radiant 1.6 (ZeroRadiant)

Post by ShadoW_86 »

It started first and next times in a blink of the eye for me :).
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Eraser
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Re: Radiant 1.6 (ZeroRadiant)

Post by Eraser »

I assume you're not on Vista or Win7?
Either way, if it starts quickly, then it doesn't matter that such a message would be there would it?

edit:
ofcourse, it would be best if it could start quickly the first time on vista/win7 as well.
obsidian
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Re: Radiant 1.6 (ZeroRadiant)

Post by obsidian »

A bit of WTF with regards to fixing the slow initial start bug:
I tried adding a printf() at the top of main(), but control does not even reach that point when the app pauses. I think the pause is a Windows thing - maybe it's analyzing DDLs it has to load to make sure they don't contain viruses? If the printf() won't print anything until after the pause is completed, I don't know of a smart way to let the user know to just hold on.

Interesting is that once I've waited a minute for Radiant to launch, if I try it again even with newer builds it does not seem to wait, or at least not as long.
I'm not sure if any Windows programmers around here might have any insight.
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voyager
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Re: Radiant 1.6 (ZeroRadiant)

Post by voyager »

How i can config ZR for Quake Live? I just need to go in configure games, then choose "Quake III Arena and mods" ?
And provide path in engine directory to "X:\Documents and Settings\Admin\Application Data\id Software\quakelive\baseq3"

Like that?

Sorry for my eng :cry:
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cityy
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Re: Radiant 1.6 (ZeroRadiant)

Post by cityy »

QuakeLive doesn't seem to be supported, yet.
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voyager
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Re: Radiant 1.6 (ZeroRadiant)

Post by voyager »

Oh, it's bad
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^misantropia^
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Re: Radiant 1.6 (ZeroRadiant)

Post by ^misantropia^ »

obsidian wrote:A bit of WTF with regards to fixing the slow initial start bug:
I tried adding a printf() at the top of main(), but control does not even reach that point when the app pauses. I think the pause is a Windows thing - maybe it's analyzing DDLs it has to load to make sure they don't contain viruses? If the printf() won't print anything until after the pause is completed, I don't know of a smart way to let the user know to just hold on.

Interesting is that once I've waited a minute for Radiant to launch, if I try it again even with newer builds it does not seem to wait, or at least not as long.
I'm not sure if any Windows programmers around here might have any insight.
Could be caused by one or more static initializers doing first-time configuration, they run before main() does. Grep the source for functions annotated with `__attribute__ ((constructor))` (gcc notation).
obsidian
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Re: Radiant 1.6 (ZeroRadiant)

Post by obsidian »

You should probably tell Rambetter about that, I understood exactly this, "Could be caused by one or more... doing first-time configuration, they run before main() does..." :D
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TTI
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Re: Radiant 1.6 (ZeroRadiant)

Post by TTI »

http://zerowing.idsoftware.com/pipermai ... 11632.html

New build, go get it :smirk:
_knives_
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Re: Radiant 1.6 (ZeroRadiant)

Post by _knives_ »

cityy wrote:QuakeLive doesn't seem to be supported, yet.
You might try something like q3map2 -fs_basepath "<ql path>" -game quakelive "<map location>"
I think that will work.
obsidian
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Re: Radiant 1.6 (ZeroRadiant)

Post by obsidian »

Umm... no, you can't just make up a quakelive -game parameter and expect it to work with Q3Map2. Q3 and QL .map and .bsp files are the same so you can compile a map for Q3 and just wrap it up in an encrypted .pk3 file and drop it into QL. There are a few other details like texture and sound formats that need converting as well.
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_knives_
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Re: Radiant 1.6 (ZeroRadiant)

Post by _knives_ »

The .bsp version for Quakelive and Quake III are slightly different, so wouldn't there possibly be compatibility issues? And I'm not saying there are compatibility issues between bsp version 46 and 47. Lumps could be the same in both versions as far as I know (or care). I am saying that q3map2 will both fail and let you know if there is a version mismatch.

Ummm...as for -game quakelive being an invalid argument, you are wrong. It is quite valid. I get the feeling that it is meant not to be a valid argument, at least for the general public, but that is not the case. After looking at the source I eventually found what I was looking for, though it doesn't seem to be included like q3, et, wolf, and so on:


"quakelive", /* -game x */
"baseq3", /* default base game data dir */
".q3a", /* unix home sub-dir */
"quake", /* magic path word */
"scripts", /* shader directory */
64, /* max lightmapped surface verts */
999, /* max surface verts */
6000, /* max surface indexes */
qfalse, /* flares */
"flareshader", /* default flare shader */
qfalse, /* wolf lighting model? */
128, /* lightmap width/height */
1.0f, /* lightmap gamma */
1.0f, /* lightmap compensate */
"IBSP", /* bsp file prefix */
47, /* bsp file version */
qfalse, /* cod-style lump len/ofs order */
LoadIBSPFile, /* bsp load function */
WriteIBSPFile, /* bsp write function */


Or in q3map.h under "/* game support */":

#include "game_quakelive.h"/* most be after game_quake3.h as they share defines! */
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Eraser
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Re: Radiant 1.6 (ZeroRadiant)

Post by Eraser »

I don't understand why people continually talk about "making a map for Quake Live". How is this in any way technically different from making a map for Quake III (Team) Arena?
themuffinman
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Re: Radiant 1.6 (ZeroRadiant)

Post by themuffinman »

Eraser wrote:I don't understand why people continually talk about "making a map for Quake Live". How is this in any way technically different from making a map for Quake III (Team) Arena?
It's not as convenient as Q3 mapping since (among other reasons) Radiant won't read QL encrypted pk3s so you have to manually extract all the textures which is a pain in the ass.
_knives_
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Re: Radiant 1.6 (ZeroRadiant)

Post by _knives_ »

Eraser wrote:I don't understand why people continually talk about "making a map for Quake Live". How is this in any way technically different from making a map for Quake III (Team) Arena?
Its probably more about the current interest level in Quake Live. I don't know how many people are playing QL as opposed to Q3, but it seems like QL has brought some new attention to an old game. Since custom maps can't be used with QL yet, maybe when people talk about mapping for QL, what they really mean is that they want to rip apart the current map paks to check out the architecture or whatever.
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