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ZeroRadiant 1.6 Development Thread
Posted: Fri Aug 19, 2005 9:54 am
by AEon
ZeroRadiant 1.6.x Development
ZeroRadiant (aka. GtkRadiant) 1.6 is in development. We've seen some recent developments. If you would like to try the latest binaries and help with the development and debugging process, this thread is for you.
The official GtkRadiant SVN contains the basic 1.6.1 binaries. Be aware that while the SVN is updated, there hasn't been new binaries compiled since Sept. 2008. That said, you'll still need the binaries to get started, so make sure you download that zip.
xpc (aka. mfn) has been working on an experimental branch of 1.6 that is helping to progress the development of ZeroRadiant. Grab the latest binaries and change log and report bugs on the mfn/GtkRadiant gitHub Issue Tracker. Add discussions to this thread.
-Obsidian
Updated: Jan. 20, 2010
Been out of it for a while, so I was wondering what the state of GTKradiant 1.5 is in. Last time I checked support for Doom 3 dynamic lights was being added.
The folks using 1.5: What things have been added that you would not want to miss, or that you really appreciate compared to the good old version 1.2.13.
Anything new happened with q3map2?
Presently thinking of continuing work on aeglow, looking into what I should download an update to be "with it" again 
Thanx.
Edit: Just checked GtkRadiant-1.5.0-2005-01-16.msi indeed seems to be the last release. Snief. And of q3map2 I had version 2.5.15, and the latest stable release seems to be 2.5.16.
Posted: Fri Aug 19, 2005 11:23 am
by seremtan
in other words, nothing has changed at all in the last year. i'm guessing nothing will change until the source code is released, if then
Posted: Fri Aug 19, 2005 11:43 am
by o'dium
Yeah, i want the source too. I need the source to classic Rad or GTK, the one that works with Quake 2, so i t can be changed to work with Quake II Evolved for advanced lighting of levels, maybe even real time lighting in the preview window.
Posted: Fri Aug 19, 2005 12:12 pm
by voodoochopstiks
gtkradiant 1.5 has some very nice things, I have used it so long I've sort of forgotten what is in the new one and not the old one, but a few big things are:
- Improved performance and fps
- Quake 1 WAD support
- Support for more games within the same radiant.
Posted: Fri Aug 19, 2005 2:02 pm
by obsidian
GtkRadiant development is a bit slow due to the lack of developers, since I think some of them are now working professionally and have less time to work on it.
GtkRadiant 1.5 is great for D3 development, especially with the working dynamic lights and everything. Pretty.
ydnar hasn't worked on Q3Map2 lately since I think he has a new job and is probably busy doing a lot of biking and stuff.
New in 2.5.16, -fixaas switch which lets you reattach a compiled AAS file to a changed BSP. So you can make some small changes to a BSP or lighting or something in your map and not have to recompile a new AAS for it.
Plus a few other things... see the readme.
Other than that, Q3 editing hasn't been all that different... still fun as ever.
Carmack announced at QuakeCon that he intends to release the Q3 source *very* soon, so we can expect some interesting things from that.
Edit: Oh... and nice to see you back, stranger.
Posted: Fri Aug 19, 2005 3:03 pm
by AEon
for starters I loaded my almost done maps, aecantw2 and aesafe... those maps are something like 98% done... gotta get them out finally... sigh...
Posted: Fri Aug 19, 2005 6:52 pm
by Plan B
obsidian wrote:...GtkRadiant 1.5 is great for D3 development, especially with the working dynamic lights and everything. Pretty...
Really?
I'm a creature of habit.
And apparently that habit got stuck at GtkR 1.2.13 for Q3.
I liked things just fine the way they were, then.
Ever so sweet brush/texture-manipulation.
I hoped all this functionality would be maintained in future GtkR-releases for future platforms, just with 'stuff' added on top.
I tried mapping for D3 with GtkR 1.5 but still think the out-of-the-box-editor that comes with D3 is superior.
Right now, I find myself building caulk-constructions in GtkR 1.2.13 for Q3 and importing them into the out-of-the-box-editor for D3 (which isn't perfect, by no means) to elaborate on.
I am aware that I am not the first to whine about this and it might seem ungrateful toward the GtkR-devs, but still: listen to your end-users!
Posted: Sat Aug 20, 2005 12:42 am
by Lenard
I cannot wait to see AEglow again. I was waiting for that map since the initial test shots. I remember picking the colors!
Posted: Sat Aug 20, 2005 5:54 am
by AEon
Plan B,
the GTKrad 1.5 for me had one problem, same as 1.3 and 1.4... I seem to be one of the few folks that not only has 2 monitors but also places the 2nd monitor *left* of the primary. Result 3d view on den 2nd monitor does not work via mouse at all for me

... so I have not really been able to test 1.5 that much, and I also seem to remember that new modes had been introduced, changing several of the very basic editing features old-timers have come to be used to in 1.2.13. Again never used 1.5 enough to say if this was for the better or not.
Lenard,

... just played pro-tourney 4, against a hardcore bot, that was kinda fun... presently I am thinking of keeping the map small, hope to get that mapped out though... anyway will probably need something like a week to fully remember all the nifty key shortcuts to properly edit again. Presently I am trying to think up a few new designs and then start building rooms and connecting them. Screenshots and AEglow mapping thread should be up then as well.
-fixaas
Posted: Sat Aug 20, 2005 11:29 am
by Lukin
obsidian wrote:New in 2.5.16, -fixaas switch which lets you reattach a compiled AAS file to a changed BSP. So you can make some small changes to a BSP or lighting or something in your map and not have to recompile a new AAS for it.
I thought -fixaas war rather for linking a map to a chosen .aas. For example you can make crazy terrain level and assign an .aas from simple blocky map to it.
The problem is that this feature does not work. I tried it in several ways - all without results. Still got this "AAS bot setup failed" (or something like that) error in Q3. Any hints?
Posted: Sat Aug 20, 2005 6:59 pm
by roughrider
Plan B wrote:obsidian wrote:...GtkRadiant 1.5 is great for D3 development, especially with the working dynamic lights and everything. Pretty...
Really?
I'm a creature of habit.
And apparently that habit got stuck at GtkR 1.2.13 for Q3.
I liked things just fine the way they were, then.
Ever so sweet brush/texture-manipulation.
I hoped all this functionality would be maintained in future GtkR-releases for future platforms, just with 'stuff' added on top.
I tried mapping for D3 with GtkR 1.5 but still think the out-of-the-box-editor that comes with D3 is superior.
Right now, I find myself building caulk-constructions in GtkR 1.2.13 for Q3 and importing them into the out-of-the-box-editor for D3 (which isn't perfect, by no means) to elaborate on.
I am aware that I am not the first to whine about this and it might seem ungrateful toward the GtkR-devs, but still: listen to your end-users!
Good to see you back PlanB

Same with you other "shadow lurkers"
Posted: Sun Aug 21, 2005 12:49 am
by obsidian
roughrider wrote:Good to see you back PlanB

Same with you other "shadow lurkers"
You been a little MIA recently too, rr. Glad to see Plan B's no longer Plan C.
Generally, I use GtkRadiant 1.4.0 for Q3-engine related stuff. I use a combination of 1.5 and the in-game editor for D3-engine stuff.
@AEon, I haven't had any problem using dual monitors with any recent versions of GtkRadiant - though my second monitor is on the right side of the primary.
@Lurkin, you can also use -fixaas to simplify maps with complex bot clipping issues, though there are some pretty specific rules that you need to follow. I haven't that much experience playing with it as it is still a relatively new feature. Try clipping your terrain map with botclip as you normally would and then copy the botclip over to your 'simple' map. If your 'simple' map doesn't coincide with your normal map very well, you will likely get errors.
Posted: Sun Aug 21, 2005 2:06 am
by roughrider
obsidian wrote:
You been a little MIA recently too, rr. Glad to see Plan B's no longer Plan C.
Yeah, tis true. I was here about twice a week lurking and looking around but not posting, as you can see. But since PlanB decided to show his face, I thought I had better too

.
Posted: Sun Aug 21, 2005 7:20 am
by AEon
obsidian wrote:
@AEon, I haven't had any problem using dual monitors with any recent versions of GtkRadiant - though my second monitor is on the right side of the primary.
Right, that indeed fixes the problem. It seems that the latter GTKradiant editors assume that your leftmost view IS the primary view. Oh well... started using 1.2.13 again, and since bobtoolz work, all is well

Posted: Sun Aug 21, 2005 5:10 pm
by H.Reaper
Am gonna start 1.5 really soon, it's time to break the wall of habits.
There will be blood and dribble, but am sure i'll finally own that damn version.
Haven't searched yet for details/informations about this very features. I have use the first releases of 1.5 but not the very last (thoses released since april)
I just need some motivation

Posted: Mon Aug 22, 2005 2:50 pm
by Lukin
obsidian wrote:@Lurkin, you can also use -fixaas to simplify maps with complex bot clipping issues, though there are some pretty specific rules that you need to follow. I haven't that much experience playing with it as it is still a relatively new feature. Try clipping your terrain map with botclip as you normally would and then copy the botclip over to your 'simple' map. If your 'simple' map doesn't coincide with your normal map very well, you will likely get errors.
I don't know what's going on, everybody misspells my nickname :icon23:
I tried to attach .aas to my celshaded map, I guess such combination doesn't follow those specific fixaas rules

Posted: Sat Nov 05, 2005 11:54 am
by HisHighness
I can't even run 1.5, when I try a list of error windows pops up and it won't even start, so I'm just back on 1.4
Posted: Sat Nov 05, 2005 12:05 pm
by a13n
enough, 1.29 is enough!
Posted: Sun Nov 06, 2005 3:21 am
by obsidian
HisHighness wrote:I can't even run 1.5, when I try a list of error windows pops up and it won't even start, so I'm just back on 1.4
There was one build that did that. I think you may have to pick up the nightly.
Re: State of GTKradiant?
Posted: Thu Aug 13, 2009 8:14 am
by AEon
AEon wrote:Been out of it for a while, so I was wondering what the state of GTKradiant 1.5 is in.
The folks using 1.5: What things have been added that you would not want to miss, or that you really appreciate compared to the good old version 1.2.13.
Anything new happened with q3map2?
Pardon my bumping up this thread, but after 4 years I am trying to find out, if things have been updated/improved. And if there are any good
new tools that the seasoned mappers here would recommend.
Any
notable new texture sets (new in the last years mind you), e.g. by Sock?
Suggestions appreciated.
Re: State of GTKradiant?
Posted: Thu Aug 13, 2009 4:03 pm
by Kaz
Sock made his mayan-ish textures for the PoTM map (
http://www.simonoc.com/pages/design/maps_q3/pom.htm)... The trend these days seems to be more toward customizing things with cgtextures.com textures.
Re: State of GTKradiant?
Posted: Thu Aug 13, 2009 4:13 pm
by obsidian
GtkRadiant 1.5 and 1.4 are both pretty stable (I've been using 1.5 lately). ZeroRadiant is under development but is rather wonky.
There are also branches from the original programs, like NetRadiant and NetQ3Map2 and Q3Map2_fs to add a different bit of flavour, though I don't use them.
Sock has some pretty nice textures with Pyramid of the Magician, Evillair has awesome sets as always.
Re: State of GTKradiant?
Posted: Thu Nov 26, 2009 12:34 pm
by AEon
I finally re-installed
GtkRadiantSetup-1.4.0-Q3RTCWET.exe, and it seems to work fine, plus has some nifty new convenient icons. The main reason I installed v1.4 was the issues with model rotation, in v1.2.13 it is messed up making it impossible to properly rotate (not just around the z-axis) models, i.e. WYSIWYG. Since I will be placing ASE plants all over the place this can no longer be done by trial an error.
Does anyone remember what v1.4 may be lacking compared to v1.2.13? Or what it did better?
I must have had some good reason not to use v1.4... hmmm... I am hoping that v1.4 is better at texture alignment, in v1.2.13 I noted that a 90° rotated texture will no longer let you "Fit" it, you have to manually fix the angle to 0 first, very annoying.
Update: Issues with v1.4 (maybe someone knows a fix for these issues):
- Under WinXP the minimize window icon will not close *all* separate editor windows, only the main menu window.
- The editor does not properly remember the location of windows after exit, when you have turned on "Auto-hide the taskbar".
Re: State of GTKradiant?
Posted: Fri Nov 27, 2009 1:12 pm
by AEon
Can it be that v1.4 of GTKradiant is *extremely* unstable concerning models? I have been testing copy/paste between POM and my map regarding vegetation as a test, and the editor keeps on crashing, after moving the plants around a bit. WTH?
Sock, did you use v1.4 back when you were building POM?
I was hoping to be able to properly align models in v1.4 but these crashes make it almost impossible

... *range*
Re: State of GTKradiant?
Posted: Fri Nov 27, 2009 1:27 pm
by Hipshot
I'm using 1.4 and have been since it came out. And I'm also a very heavy user of models... never crashes... =) *coolaid*