GtkRadiant and Quake Live, missing entities definitions info
Posted: Sat Mar 16, 2024 2:49 pm
So I found something odd. Many entities definitions seem to lack a lot of info or their info is outdated and no longer accurate to what the game looks like currently. Can I find a new, better and more accurate entities.def file with the new entities definitions? I've also noticed some imparities with the decal textures for the weapons and items markers. And the team logo decals (in QL replaced with QL logo in team colors) shows up as a colored box in Radiant, so I don't know which way the decal is facing. You can make out the outline faintly if you view it from a distance, but it's impractical. Guess I'll have to work on fixing those issues before I can continue transferring and creating maps for Quake Live.
It makes troubleshooting and working with it exceptionally difficult. Opposing Teams is currently at a stage where the flags in CTF are not showing up, and the chat is constantly spammed with red and blue flag returning, with them nowhere to be found. That makes the game unplayable, since it relies on the flags to be in their defined positions. Not even moving the flags up by 8 points resolved this issue, and the flags are still not showing up. I can't even see them down below in the void. And strangely enough, entity inspector doesn't show flags tickboxes that you can tick to enable flags (like "suspended" for items up in the air). I'm not sure what to do at this point. GtkRadiant and RobotRenegade had up until this point the most recent changes, but since Quake Live went into Steam and transformed with the Bethesda acquisition, the level design just went dark. There is absolutely zero up to date official documentation and GtkRadiant has outdated definitions. Makes it extremely difficult to do stuff for QL, and frankly discourages people to do stuff for it. Bethesda also seems to have moved from QL completely, and focusing solely on Quake Champions, which is a closed source game that not only level design is open for everyone (and that would be really interesting to see community additions to it). QL still remained quite community driven even after Bethesda's acquisition and the fact there is a Steam Workshop active shows that at least originally, Bethesda was somewhat interested in letting the community to manage the additional content. But somehow this has become very difficult with some recent changes that essentially broke the compatibility, and pretty much every map had to be remade. But somehow the updates didn't manage to boil through to Radiant entities.def file, which still has the old informations that were valid when QL was still owned by then independent Id Software.
It makes troubleshooting and working with it exceptionally difficult. Opposing Teams is currently at a stage where the flags in CTF are not showing up, and the chat is constantly spammed with red and blue flag returning, with them nowhere to be found. That makes the game unplayable, since it relies on the flags to be in their defined positions. Not even moving the flags up by 8 points resolved this issue, and the flags are still not showing up. I can't even see them down below in the void. And strangely enough, entity inspector doesn't show flags tickboxes that you can tick to enable flags (like "suspended" for items up in the air). I'm not sure what to do at this point. GtkRadiant and RobotRenegade had up until this point the most recent changes, but since Quake Live went into Steam and transformed with the Bethesda acquisition, the level design just went dark. There is absolutely zero up to date official documentation and GtkRadiant has outdated definitions. Makes it extremely difficult to do stuff for QL, and frankly discourages people to do stuff for it. Bethesda also seems to have moved from QL completely, and focusing solely on Quake Champions, which is a closed source game that not only level design is open for everyone (and that would be really interesting to see community additions to it). QL still remained quite community driven even after Bethesda's acquisition and the fact there is a Steam Workshop active shows that at least originally, Bethesda was somewhat interested in letting the community to manage the additional content. But somehow this has become very difficult with some recent changes that essentially broke the compatibility, and pretty much every map had to be remade. But somehow the updates didn't manage to boil through to Radiant entities.def file, which still has the old informations that were valid when QL was still owned by then independent Id Software.