ZeroRadiant 1.6 Development Thread

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
xpc
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Re: State of GTKradiant?

Post by xpc »

obsidian wrote:Nice one! xpc, are you Rambetter? Noticed the chat on the IRC channel.
No, I'm rfx on irc and on the UrT forums .. ach damn, I figured already I should have used a common name.

Rambetter told me about crashes and suggestions and testing the things.
Last edited by xpc on Sat Jan 09, 2010 2:22 am, edited 1 time in total.
AEon
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Re: State of GTKradiant?

Post by AEon »

One case were an editor may crash is this case:
  • In a map with something like 5K brushes, models, ammo etc. hit the I-key (invert selection, i.e. select all).
  • Then LMB-drag the selected brushes in 2D-view...
IIRC this happened with v1.4... so this may still be an issue with v1.6.
xpc
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Re: State of GTKradiant?

Post by xpc »

AEon wrote:One case were an editor may crash is this case:
  • In a map with something like 5K brushes, models, ammo etc. hit the I-key (invert selection, i.e. select all).
  • Then LMB-drag the selected brushes in 2D-view...
IIRC this happened with v1.4... so this may still be an issue with v1.6.
I couldn't reproduce this, I tried two maps of similar size and did the operations in 1.4/1.5 and my 1.6, it worked. Interestingly, 1.4/1.6 where very fast in selection all brushes (i.e. split of a second), 1.5 took a few seconds for that. Moving all objects was another story, though.

Personally I don't have such big maps, I simply decompiled two maps with q3map2 and their brush count was > 5000. I guess for that to debug I need a reproducible case, i.e. the map file for a start. I've seen crashes depending only on certain elements present within a map, so ...
AEon wrote:Though I still see this issue:
  • The template project "D:/games/quake3/baseq3/scripts/default_project.proj" has version 1. The editor binary is configured for version 2.
Since I have several editors installed also v1.6.1, this may be the issue.
Now that you mention that, I came over this in the early stages too. I've not dug fully into this yet, but I think it's because the expansion of executing placeholder variables for q3map2 have changed with that version. Assume you simply edit the project file (it's XMl anyway) and change the number to two, it may that still everything works; or that compiling the map doesn't work anymore, because the commands can't be called anymore.
AEon wrote: Maybe it might be more constructive if I "selfishly" :owned: mention a few things in everyday editing that would really be nifty to have:
<snipped>
Thanks for the list, serves as a good start I guess. I can't promise anything, especially since since I started all I did was just fixing crashes and adding really small stuff, I've yet to learn the whole radiant architecture properly to work on such features.


Update time!
New updated binaries are available now: Updated post at UrT Forums and zipped binaries radiant-1.6.x-mfn-20100101-145648.zip.

Changes:
  • Fix crashes in textool plugin (i.e. make it work again)
  • [Windows] Enabled the following plugins: textool, bobtoolz, spritemodel, hydratoolz (includes vfswad support), ufoai, PrtView and gtkgensurf. They were all available on Linux already.
Personally I was missing the gtkgensurface plugin since 1.4 on Windows. Haven't seen the textool plugin before, it's interesting, see sample screenshot working with it on a patch. Basically you can manually lay out which vertex of the patch lies where on the texture. Have yet to see this in a map, though.


PS: completely unrelated: is the option "Notify me when a reply is posted" supposed to send me an email on updates? I've it activated but get nothing, my email is correct (couldn't register without it); is there anything I'm missing in the settings?
jal_
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Re: State of GTKradiant?

Post by jal_ »

OH, that textool plugin is just like Quark's patch texturing! Me wants!
obsidian
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Re: State of GTKradiant?

Post by obsidian »

UVW mapping! Wheee!
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Hipshot
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Re: State of GTKradiant?

Post by Hipshot »

What do I need to get this working, I'm missing a lot of dll files. I could download them from around I guess, but isn't there a more complete installation?
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
AEon
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Re: State of GTKradiant?

Post by AEon »

Hipshot,
get these:
AEon wrote:I also installed the new msvcr90.dll (package) :arrow: vcredist_x86.exe

All this was installed over what seems to be the last full distribution :arrow: GtkR-1.6-testbuild-20080901.zip
xpc,
first off I can't begin to tell you how happy we are that someone is looking into updating the editor, and actually getting something done. I would gladly help expand the wish-list, sorting them by "most wanted" order etc. Technically I am a programmer as well, but editing such a huge project is simply beyond me alas (energy required get into it, and lack of concentration). But help with debug feedback I should be able to provide.

The crash issue with I-key: Will look into that and post details if I can reproduce it myself. This happened with my AEdm7 map that massively uses ASE models for plants.

The Q3W email notification has been broken for ages now, alas.

Very neat that you enabled the plug-ins again. I was always wondering if some of them should/could not actually be more integrated into the main editor code. E.g. texture reset (angle, offset)... this would potentially let you add shortcuts to them.
jal_
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Re: State of GTKradiant?

Post by jal_ »

A full install zip would be nice, yep. I'm missing the gamepacks and I don't recall where they were available (and I do have that radiant1.6 zip AEon linked but seems it hasn't gamepacks either).
AEon
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Re: State of GTKradiant?

Post by AEon »

Seems I am using the v1.5 gamepack... see our Getting Started... sticky for the link to those. Alas, I cannot quite tell where I got what from, since I have all the editors installed... so I might actually be using the v1.4 gamepacks.
AEon
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Re: State of GTKradiant?

Post by AEon »

AEon wrote:Migration of the model rotation code (R-key), from the v1.5 tree into the v1.6 tree. I.e. letting folks rotate models in real time. I know models are usually not really used that often, but to have one editor that actually works in all cases (see _remap on ASE models) would help.
Thinking from a programming perspective, this could be simplified a lot, i.e. totally kick the complicated visual rotation sphere representation, and implement a much simpler down to earth function:
  • Select an ASE model, hit R-key, you are now in rotation mode.
  • In 3D-view (camera view), rotate the model along x-axis and y-axis via LMB-drag mouse movement (in left/right and up/down) by default, use a qualifier key, e.g. Alt+LMB-drag or maybe MMB-drag to solely rotate along the z-axis.
  • 2D-view
    • XY-view (top down): LMB-drag = rotate z-axis.
    • XZ-view: LMB-drag = rotate y-axis.
    • YZ-view: LMB-drag = rotate x-axis.
    :arrow: Qualifier keys would allow rotation along the view axis, i.e. XY-view = rotate x/y-axis.
  • Update the models rotation angels in real time, possibly clamp "endless precision" to only two digits after the decimal point, e.g. 175.45° or 0.34° etc.
Something like that should be much easier to implement, plus actually more functional, than clicking into the different rotation sphere regions to do different rotations.

Note to self: Setting the color via K-key for a selected light entity, does not properly work in v1.4... will test this for v1.6.
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Theftbot
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Re: State of GTKradiant? - ZeroRad Development

Post by Theftbot »

where do you get textool
AEon
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Re: State of GTKradiant? - ZeroRad Development

Post by AEon »

When looking at "experimental" editor versions, I always like to load the map into the new editor version, save the file under a different name, to then run a "diff" it. It turns out that v1.6 reverses order in which the faces on a brush are saved, this also happens for the entries (light) entities (patches seem to be exempt from this). I.e. imagine a normal brush with the faces numbers 1-6 in v1.4, in v1.6 they are saved in the order 6 to 1. Wonder why that was done...

Just mentioning this, because it makes an exact compare for the complete map file impossible (and for a trivial reason too).

From what I actually tested the content in both versions stays the same, i.e. the way the brushes/entries are numbered and their faces all stay the same.

Suggestion: It might be good to "port" what v1.5 does when saving numbers, i.e. instead of saving 0.500000 save 0.5 - truncate redundant trailing zeros to make the .map file smaller (probably also load it more quickly).
jal_
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Re: State of GTKradiant? - ZeroRad Development

Post by jal_ »

Nah, AEon, that doesn't affect the loading speed. The load time you percieve is because of loading the textures.
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Theftbot
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Re: State of GTKradiant? - ZeroRad Development

Post by Theftbot »

anyone have a working zip of 1.6
AEon
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Re: State of GTKradiant? - ZeroRad Development

Post by AEon »

Theftbot,
hmm it works for me... see the links I posted further up... but you may need to install v1.4 first to get all the game specific content installed. To make things work you will need these (I think) under WinXP SP3:
  • GtkRadiant 140 :arrow: GtkRadiantSetup-1.4.0-Q3RTCWET.exe
    This installs the older version of the edition that the v1.6 editor code is based on, specially all the gamepack related content you will need.
    :arrow: Install v1.4 in e.g. D:\Games\GtkRadiant-1.4
  • Get the base installation of the last *full* v1.6 editor package from id:
    GtkR-1.6-testbuild :arrow: GtkR-1.6-testbuild-20080901.zip
    This should create the folder structure you need for all the relevant v1.6 files.
    :arrow: Simply unpack v1.6 test into a folder, e.g. D:\Games\GtkRadiant 1.6
  • Download xpc's latest version of GTKradiant v1.6 MFN:
    radiant-1.6.x-mfn-20100101-145648 :arrow: radiant-1.6.x-mfn-20100101-145648.zip
    Unpack the few new files into the v1.6 "base" install, this will overwrite several files that were updated by xpc:
    :arrow: Unpack v1.6 MFN into e.g. D:\Games\GtkRadiant 1.6
  • You may be missing the latest Visual C++ Runtime Libs:
    vcredist_x86.exe :arrow: http://www.microsoft.com/downloads/deta ... laylang=en
    This updates a few .dlls on your system. Only install if the editor actually has a problem without them.
That should make the latest GTKradiant version
  • D:\Games\GtkRadiant 1.6\radiant.exe
by xpc work... hopefully.
AEon
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Re: State of GTKradiant? - ZeroRad Development

Post by AEon »

xpc,
incidentally what would I need to compile the GTKradiant tree?

My guess is you need Visual C++ 2008 (a commercial package)? Or is there some way to compile things without that... e.g. I have cygwin gcc installed.
xpc
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Re: State of GTKradiant? - ZeroRad Development

Post by xpc »

AEon wrote:xpc,
incidentally what would I need to compile the GTKradiant tree?

My guess is you need Visual C++ 2008 (a commercial package)?
I'm using Visual C++ 2008 Express Edition and you need the dependency package from http://zerowing.idsoftware.com/files/ra ... -1.6-3.zip . From there, checkout the sources from either https://zerowing.idsoftware.com/svn/rad ... ant/trunk/ or http://github.com/mfn/GtkRadiant , go through the COMPILING file.

Basically, when you checkout to "C:\dev\GtkRadiant\", you place the dependencies into "C:\dev\" so that it reads "C:\dev\gtk2\", "C:\dev\jpeg-6b\", etc. The radiant_VC9.sln file and dependant .vcproj files have been configured with relative paths.

I think you want to start with my github version, because I fixed quite a few Windows build related things.

Sorry I don't remember if it worked out of the box, especially I skipped the "scons" build process on Windows (don't remember why), just let me know if you bump into anything. Basically, it's not yet foolproof I think, but once its stable, it works :)

Btw, thanks for your other suggestions, I'm not ignoring them, but bug hunting costs quite some time.

Achja, I noticed the reverse ordering too because I also started to diff the map files, funny you did that too :)
Or is there some way to compile things without that... e.g. I have cygwin gcc installed.
I'm not aware that it's supported. I know that the NetRadiant fork completely overhauled the make process to not dependent on Visual C++ anymore, they build with mingw.
Silicone_Milk
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Re: State of GTKradiant? - ZeroRad Development

Post by Silicone_Milk »

I have the GTK 1.4 source on my machine and getting all the dependencies was a major PITA.

Have things improved with the newer sources?
AEon
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Re: State of GTKradiant? - ZeroRad Development

Post by AEon »

xpc,
Visual C++ 2008 Express Edition installed it... jolly decent of MS to provide that for free. Got your source and had the prj files converted (loaded radiant.sln)... will start looking into the front-end and see how all this works - personally I prefer UltraEdit though. Will try a compile later. Thanks for all the install tips.
The radiant_VC9.sln file and dependant .vcproj files have been configured with relative paths.
It just occurred to me that radiant_VC9.sln is probably the most recent "project file"? And should rather be used?
Achja, I noticed the reverse ordering too because I also started to diff the map files, funny you did that too :)
:)... as programmers we think alike concerning the "obvious"... I don't trust a visual check, I prefer to see in source that the .map files actually are still the same.

I am not sure I'll actually be able to come up with anything useful... but the fact alone that I can look into the source code on the fly may help me give better suggestions. Or even try out a few things... I will first try to finally get W,A,S,D to work in Camera (fly) mode.
xpc
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Re: State of GTKradiant? - ZeroRad Development

Post by xpc »

Silicone_Milk wrote:I have the GTK 1.4 source on my machine and getting all the dependencies was a major PITA.

Have things improved with the newer sources?
I don't know what your hassle was (back .. when?), for the 1.5 branch and trunk, the information in the file COMPILING is reasonable usable. It's not like chocolate you unpack and can readily eat, though.
AEon wrote: It just occurred to me that radiant_VC9.sln is probably the most recent "project file"? And should rather be used?
It's the only I used, never bothered with the other (MS Visual C++ 2008 is VC9).
jal_
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Re: State of GTKradiant? - ZeroRad Development

Post by jal_ »

xpc wrote: I don't know what your hassle was (back .. when?), for the 1.5 branch and trunk, the information in the file COMPILING is reasonable usable. It's not like chocolate you unpack and can readily eat, though.
Some people is more patient than other when having to set up projects to build. I'm on the impatient side too, and I always hated the way they distribute the dependencies in gtkradiant :P
xpc
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Re: State of GTKradiant? - ZeroRad Development

Post by xpc »

Delta NEWS Update (see http://forums.urbanterror.net/topic/196 ... bug-fixes/ for more details, downloads, etc.):

Features:
  • Ported from 1.5: Alternative algorithm to draw the grid.
  • Textool plugin: texture dialog can now be resized, mouse wheel supports zooming.
  • [Linux] Re-worked File Open dialog, use GtkFileChooserDialog, add file filters.
Fixes:
  • Fix crash when loading or importing maps from files without extension.
  • Fix undo loosing entities.
AEon
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Re: State of GTKradiant? - ZeroRad Development

Post by AEon »

A little programmer humor from the mainframe.cpp source:

Code: Select all

#if defined (__linux__) || defined (__APPLE__)
  strINI = g_PrefsDlg.m_rc_path->str;
#elif defined(WIN32)
  strINI = g_strGameToolsPath;
#else
#error "WTF are you compiling this on"
#endif
Nice error message should you be compiling the code neither under Linux, Apple or Win32.

xpc,
Yo, using radiant_VC9.sln worked without a hitch (i.e. loading the project into VC8).

I'll be working on my map soon again, will use your editor version - in real time so to speak - that should yield some interesting feedback, I hope.

Update: Note that your latest binaries radiant-1.6.x-mfn-20100104-105320.zip are actually still pointing to the previous version radiant-1.6.x-mfn-20100101-145648.zip

Update II: Compiled my first version of AEradiant ("teeheehee" >:D )... changed a name in a menu entry as a test... seems to work. Nifty.
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Hipshot
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Re: State of GTKradiant? - ZeroRad Development

Post by Hipshot »

I still can't start this. I already had the MSVCR pack. But do I need to install it ower another radiant version? I don't really wanna over write my 1.4, so what of all versions do I need? I have 1.5, I rather not destroy that one, since I use it (rarely).
But I would love to test this 1.6 for my new level, I don't like cross mapping...
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
^misantropia^
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Re: State of GTKradiant? - ZeroRad Development

Post by ^misantropia^ »

xpc, have you considered porting the build system from scons to make? scons is pretty antiquated and doesn't play well with e.g. mingw.
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