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Topic Starter Topic: Quake Live and Radiant

The Afflicted
The Afflicted
Joined: 17 Feb 2005
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PostPosted: 06-04-2014 02:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


I've been working on a little something for Mapcore but I've run into some problems. Google is great but it gives so many answers that it only makes it more complicated. Where to start?

There are several designers that want to do a old school challenge (as in map for Quake 3). I suggested they should map for Quake Live since it's free and they wouldn't need original copy (it also runs and looks better). City has written an extensive tutorial on how to setup Radiant 1.6 for Quake Live, which is great. However, some of them want to use 1.4 since it, for no apparent reason, runs better. I myself had trouble running 1.6. After searching I learned that ZeroRadiant was used by Id for Quake Live. It was based on 1.4 and this ultimately became the new 1.6. Is this correct?

If so, I suppose it's very similar to 1.4 in it's features and hotkeys? Anyway, is 1.6 the only editor out there to be used with Quake Live or is it still possible to use 1.4?

That's it for now. I'll be coming back to this since it's my goal to supply them with a ready to go package so there are bound to be more questions. If there's anything else I should take into account or if you have suggestions, don't hesitate to tell me.

Thanks in advance guys.



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 06-04-2014 06:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


GtkRadiant 1.6 is the only version that is actively maintained and it is the only one that supports Quake Live. It's also the only version that works on Windows, Linux and Mac. You are correct that 1.6 is based off of 1.4.

Most people who can't run 1.6 just don't have the required dependencies installed. You will need to install additional packages based on your OS, these are listed on the GtkRadiant website along with installation instructions.



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The Afflicted
The Afflicted
Joined: 17 Feb 2005
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PostPosted: 06-07-2014 02:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yes, I've got 1.6 running now. However, I'm following City his tutorial. He says you should copy your baseq directory to the wolf directory. However, my baseq directory is empty (except for curry.pk3 and common). Is this correct?



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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 06-07-2014 05:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


No, that is not correct. Make sure you are in "AppData\LocalLow\id Software\quakelive\baseq3" and not in "AppData\LocalLow\id Software\quakelive\home\baseq3". Of course the pk3s will only be there if your quakelive is installed propperly.



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The Afflicted
The Afflicted
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PostPosted: 06-07-2014 08:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Sweet, I was in wrong directory. This is perfect. Those guys can step right in this way.

If I'm not mistaken, the only downside on using QL is that you can't use custom textures due to the commercial nature of QL. Is that correct?



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
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PostPosted: 06-09-2014 08:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


Doesn't sound correct at all, QL has tons of textures in it that wasn't there from the get go?



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Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 06-09-2014 09:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


You can use custom textures - you merely have to be the legitimate owner and have full rights to all materials you use.



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The Afflicted
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PostPosted: 06-23-2014 02:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm enjoying this editor. I know you can request features but is it also possible to finance (within my possibilities) features? It would be really cool if full Quake 1 support could be added and I'm willing to throw in some cash to make it so :)



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I'm the dude!
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PostPosted: 06-23-2014 09:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


Cash, no. GtkRadiant needs more dedicated programmers and a community of testers for each supported game.

See the Mission Statement:
http://icculus.org/gtkradiant/#mission



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The Afflicted
The Afflicted
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PostPosted: 06-24-2014 01:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
Cash, no. GtkRadiant needs more dedicated programmers and a community of testers for each supported game.

See the Mission Statement:
http://icculus.org/gtkradiant/#mission


I'm going to look into that. If I can find a programmer or even hire one, would that still count?
Also, the site states that: Quake is supported by GtkRadiant 1.4 but this isn't the case (as far as I'm aware).

You used to be able to submit feature request as well but that seems to have stopped?



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I'm the dude!
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PostPosted: 06-24-2014 06:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


When you say "feature request" keep in mind the mission statement and that small feature requests may be considered, but it's unlikely for any major system overhauls considering the small team who are volunteering to work on it.

The issue tracker:
http://icculus.org/gtkradiant/support.html#bugs



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The Afflicted
The Afflicted
Joined: 17 Feb 2005
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PostPosted: 06-25-2014 01:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
When you say "feature request" keep in mind the mission statement and that small feature requests may be considered, but it's unlikely for any major system overhauls considering the small team who are volunteering to work on it.

The issue tracker:
http://icculus.org/gtkradiant/support.html#bugs


Well, I have a friend who is a programmer and we would like to help out with this specific issue. Who can I contact for that?



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I'm the dude!
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PostPosted: 06-25-2014 06:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


You don't need to contact anyone, though if you have questions I suggest you visit the IRC channel.

Everything is on GitHub. Get a Git client, clone the source, make whatever changes, then submit a pull request.



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The Afflicted
The Afflicted
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PostPosted: 06-25-2014 12:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
You don't need to contact anyone, though if you have questions I suggest you visit the IRC channel.

Everything is on GitHub. Get a Git client, clone the source, make whatever changes, then submit a pull request.


Thank you!



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The Afflicted
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PostPosted: 08-08-2014 01:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


I've been working with EricW over at Func to get Q1 to work under Radiant 1.6. It does now but it requires further testing. If anyone is interested in checking it out. Go here for all the details.



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I'm the dude!
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PostPosted: 08-08-2014 09:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


I suggest he gets in touch with the rest of the developers (in particular, TTimo) on the IRC channel. There may be some other people who can help with some of the other Q1 issues and EricW can submit a pull request on GitHub.



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
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PostPosted: 08-08-2014 11:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


I've just started working with Q1 and that Radiant version Infernis, one issue I have, is that I can't see models in the editor...



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Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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I'm the dude!
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Joined: 04 Feb 2002
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PostPosted: 08-09-2014 06:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ahem... reading the linked post...

Quote:
A couple months ago I was playing with radiant 1.6, and seeing if it would be easy to enable Q1 support. It turned out it was; just adding a few lines of code to enable the game type, and cobbling together a gamepack from the GTKR 1.6 Quake 2 one and a .def I got from gb.

The only caveat is, mdl's don't show up in the editor like in 1.5, and it's not easy to add that back in as a bunch of code was ripped out / changed.

Here's the build if anyone's interested:
http://www.quaketastic.com/files/tools/ ... 1-beta.zip

Thanks to SpronyVanJohnson for helping test this. Also here are some notes I made while troubleshooting some problems we both had getting textures to show up:

- For radiant to find them, texture wads should be in quake/id1/, and the 'wad' extension must be lowercase
- A restart is necessary for new wads to show up in the texture menu
- You have to manually add the "wad" "first.wad;second.wad" key to worldspawn listing the wads you're using; choosing a wad from the texture menu just shows it in the editor.

I'm probably not going to spend much more time on this, but i'd like to get it included in the next 1.6 release if there are no serious problems that show up.



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
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PostPosted: 08-09-2014 08:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


Haha, well, I read it over at msg boards, It was more a uh, statement that it's annoying...



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Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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