NetRadiant Runtime Error (Mac)

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Kolossus
Posts: 11
Joined: Mon Oct 04, 2010 12:35 pm

NetRadiant Runtime Error (Mac)

Post by Kolossus »

Hello everyone... I'm a mapper, not since a lot of time, but well... I'm having a problem with radiant lately... I had a similar one but I solved just saving to a new map filename, but for this one is not working.

First question:
It happens when I try to save or when it autosaves. It tells it's saved, and if I compile it, I see everything in-game as I want. So basically, I'd say everything works except that I'm annoyed by this error and I wanna solve it so I can avoid possible problems that may come out.

Here it is:
Image

Second question: I'm mapping with Netradiant on the Mac OS X platform and it works quite well, but I saw Zeroradiant is good for Unix-based systems. Am I wrong? If not, where can I find a build? It's not working on the official site.

Thanks for any help you can give to me! And congratulations on the site, I see the support is good here :)

Kolossus
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: NetRadiant Runtime Error

Post by VolumetricSteve »

Make sure you're running the latest version of NetRadiant and X11

X11 helps your mac run NetRadiant.

If you're using leopard(10.5) you need this file http://xquartz.macosforge.org/downloads ... -2.5.3.dmg

If you're using Snow Leopard, you're kinda screwed as far as I know, I'm stunned you got it to open at all, but the SnowLeopard (10.6) X11 is here:

http://xquartz.macosforge.org/downloads ... -2.5.3.dmg

try installing the proper package and run NetRadiant again. Hopefully that'll fix it.

If you're not sure which version of os x you're using, go to the upper left hand corner, click the "apple" go to "about this mac" and somewhere under "Mac OS X" it'll say 10.5.4 or 10.6.1 or something like that.

You may be required to update your copy of OS X to either 10.5.8 or 10.6.3 to make X11 work.

Good luck


*edit

In answer to your second question, I don't know nothin' about zeroradiant except it has a pretty cool name. I've been able to do all of my silly nonsense with NetRadiant though. Example:

http://sirventolin.webs.com/longrazz.htm
Kolossus
Posts: 11
Joined: Mon Oct 04, 2010 12:35 pm

Re: NetRadiant Runtime Error

Post by Kolossus »

I had 2.3.5 of X11... I'm downloading 2.5.3... :) My system should be up-to-date.

Anyway, it's working kinda well, I can compile also from NetRadiant. It's kind of "compatible"... Do you know how to compile using Terminal and SH files? I'll let you know if this works by the way :) Thanks for the reply
Kolossus
Posts: 11
Joined: Mon Oct 04, 2010 12:35 pm

Re: NetRadiant Runtime Error

Post by Kolossus »

Erm... Now it's no even opening NetRadiant. :|

What do I do? :S
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: NetRadiant Runtime Error

Post by VolumetricSteve »

what OS are you running? You may have to reinstall netradiant


*edit

I've only had to compile from terminal once, and....it was a largely unrewarding experience. if you're using netradiant, why not let netradiant handle the compiler commands, and you can just customize netradiant? I develop a huge list for different compile modes for each map I make.
Last edited by VolumetricSteve on Mon Nov 08, 2010 12:29 am, edited 1 time in total.
Kolossus
Posts: 11
Joined: Mon Oct 04, 2010 12:35 pm

Re: NetRadiant Runtime Error

Post by Kolossus »

I have Snow Leopard, 10.6.4.

I tried reinstalling it and uninstalling XQuartz (leaving X11)... Nothing... I'll try to do something tomorrow, or try to install MacRadiant.
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: NetRadiant Runtime Error

Post by VolumetricSteve »

10.6.4?

I didn't know snow leopard had gotten on in versions that far. (I'm using 10.5.8)

Snow Leopard breaks a LOT of X11 stuff they've been trying to fix for a while, which is actually why I still use 10.5

this might hold some answers for you:

http://www.mackb.com/Uwe/Forum.aspx/mac ... nd-anymore

Sorry your copy of netradiant won't start at all anymore, I'm looking into it.

if it comes down to it, I have another partition with 10.6 on it, I'll update to 10.6.4 and I'll find a way to force it to work (this is what I do) and post my process here.

*edit

this might be your answer:

http://code.google.com/p/osxnetradiant/

I apologize for the set back.


I've gotta say though, the fact you had the 10.5 version working in snow leopard at all is sort of mind-boggling, I've never heard of that even opening before.

*re-edit

I'm updating snow leopard now, getting ready to battle this thing.

**

Snow Leopard is up to date, now I'm installing the grocery list of things needed to fix NetRadiant, this is insane, but at least in the end, there's a solid chance NetRadiant will work for you again, and it'll work the way it's supposed to.

***

This is murder. You might never forgive me, but the process you have to go through to make NetRadiant work in 10.6.4 "the right way" is ENORMOUS. I've been going since I said I'd find a way...and I'm still going....and this is like 2 hours of constant work + internet research, my neck hurts, and I kinda wanna die a little. Ugh, I'm really sorry I botched your working install. At least progress is being made though. The sheer compile times of things you need to build before....you can rebuild netradiant are staggering.

****

This is worse than the Hindenberg. I've been compiling ....I don't even know what anymore...non stop for FOUR HOURS......I don't know why these packages..are needed...there's so many. They never stop. And I'm not even done....not even close....

*****

Everything failed, the instructions don't work, at least not on the newer versions of....whatever was updated in the 16 trillion packages the package managers make you download.

I did, however, find this:

http://sites.google.com/site/peyoteet/m ... ects=0&d=1

I'm experimenting with it now
Kolossus
Posts: 11
Joined: Mon Oct 04, 2010 12:35 pm

Re: NetRadiant Runtime Error (Mac)

Post by Kolossus »

Wow! Thanks for the massive work... I got it to work again!

A question: my "base" folder is in a .q3a folder in my Home folder... I want to change the path. It saves correctly in Preferences but... It still uses theold folder... :| It's not a problem, it's just annoying but ignorable...

To install NetRadiant on Mac OS X successfully, try following this: http://cloud9crew.com/index.php/forums/ ... intel-done
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: NetRadiant Runtime Error (Mac)

Post by VolumetricSteve »

No problem, least I could do.
Kolossus wrote: A question: my "base" folder is in a .q3a folder in my Home folder... I want to change the path. It saves correctly in Preferences but... It still uses theold folder... :| It's not a problem, it's just annoying but ignorable...
yeah, my netradiant on os x always did that too, but in leopard....I have to imagine, based on how many guides tell you to mess with things called "libxml2.2" it's some XML related function which is simply not coded correctly in os x, Given the way the "build" menu is customizable via XML, little preferency type things are probably also stored in XML somewhere.

The source code really needs a rewrite. I'm thinking to Java, Awt and Swing might have enough Interfacey stuff to make a radiant-esque interface.

Glad you got it working, trying your link out now...

*edit


OH OK.....in order to have X11/Xquartz working in snow leopard, you need to restart....regardless of the fact not one guide I found mentioned that, not to mention the software, upon installing, neither of them asked for a restart. Thanks developers..

I now also have NetRadiant working in snow leopard, but I tried every possible fix I could find, including the one you linked me to, so I don't know which one....fixed it. lol

I wonder if I can combine the recent BSPC release for mac with apple-flavored netradiant....

**re-edit

lots of how netradiant acts is based on stuff written into the install directory inside the netradiant package, maybe there's some way to hardcode your quake3 folder into there? I'll be trying that later
stevec
Posts: 16
Joined: Fri Aug 13, 2010 12:35 am

Re: NetRadiant Runtime Error (Mac)

Post by stevec »

I'm not sure where the settings are locally stored on a Mac, but creating a folder called 'settings' inside the NetRadiant directory converts the installation into a portable one where all configuration files become stored inside that folder.

The default game configurations are stored inside the 'netradiant/games' folder if I remember correctly, inside xml-style text files, you might have some success editing the default MacOS gamepath inside those.

Also, NetRadiant is the king of all radiants.
Kolossus
Posts: 11
Joined: Mon Oct 04, 2010 12:35 pm

Re: NetRadiant Runtime Error (Mac)

Post by Kolossus »

Could you guys tell me about your mapping directories structure?

Where are your files located? Shaderlist.txt?
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: NetRadiant Runtime Error (Mac)

Post by VolumetricSteve »

stevec wrote:I'm not sure where the settings are locally stored on a Mac, but creating a folder called 'settings' inside the NetRadiant directory converts the installation into a portable one where all configuration files become stored inside that folder.

The default game configurations are stored inside the 'netradiant/games' folder if I remember correctly, inside xml-style text files, you might have some success editing the default MacOS gamepath inside those.

Also, NetRadiant is the king of all radiants.

Yeah, I don't understand how people put up with GTK as long as they did.....it ...can't do math.....I don't know if any one else noticed, but fine brush point manipulation in GTKRadiant was a nightmare, and borderline impossible, if you moved one point, it'd totally mess up the others, and if you go back and fix those, the other one gets messed up, useless!


and you're right, I'd forgotten about the 'settings' folder trick, I just got a fresh NetRadiant working in snowleopard, so I need to add in all of the things that make it useful again.
Kolossus wrote:
Could you guys tell me about your mapping directories structure?

Where are your files located? Shaderlist.txt?

Sure.

on my compiler, (6-core 4.5GHz workstation running windows 7)
C:\quake3\baseq3\maps
C:\quake3\baseq3\scripts
C:\quake3\baseq3\textures
C:\quake3\baseq3\levelshots

I'm not sure where shaderlist.txt is supposed to go, but I seem to have one in my maps folder, and another in my textures folder, and maybe one in my scripts folder

I feel like it really belongs in the scripts folder, as it point out the names of shaders, which are scripts, but that's just me.


in OS X, I always have /Applications/ioquake3/baseq3
and everything else is the same, maps, scripts, etc

I don't think there's really any "right" way to do it though, the way I do it is just meant to optimize workflow across platforms.

I just compile a map..and I can instantly load it up into quake 3.

I have a friend who likes to compile at C:\ and then goes through the trouble of dropping the bsp file into a PK3 archive, and then manually moves it into his 'baseq3' folder every single time he tests a map. It's not wrong, it just adds extra steps that could otherwise be replaced with pure, unadulterated laziness.

In OS X, for extra laziness, I put hot-links to baseq3 and my baseq3/maps directory in my sidebar right next to things like "Downloads", "Documents", and "Applications". That way dragging and dropping new PK3s or BSPs is literally a file-drag away almost 100% of the time.
stevec
Posts: 16
Joined: Fri Aug 13, 2010 12:35 am

Re: NetRadiant Runtime Error (Mac)

Post by stevec »

My NetRadiant directory keeps all my game and editor specific configurations inside the 'settings' directory I created inside the NetRadiant folder (this allows me to keep it all located on an external HDD). The layout of this folder ends up looking like this :

netradiant/settings/1.5.0 : All global preference files are stored here, although I'm not completely sure what settings are global in nature.
netradiant/settings/1.5.0/gamename.game : All game specific preference/configuration files stored here.

The game-specific sub-folder stores the local directory of the game inside the file 'local.pref' under :
<epair name="EnginePath">C:/games/ioquake3/</epair>

A few files seem to be automatically copied over to your game/engine directory once it has established where that directory is, this includes shaderlist.txt (engine/gamename/scripts/shaderlist.txt).

Entity definition files, default build configurations, default shaderlists and game-specific web-help links are stored inside the NetRadiant installation under 'gamename.game' sub-folders.

Game definitions themselves are stored inside the NetRadiant installation under the 'games' folder, these are more xml style text files that contain what features a specific game has and where the default engine + game folders can usually be found on each supported Operating System.
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: NetRadiant Runtime Error (Mac)

Post by VolumetricSteve »

I've been trying that engine path thing, but it doesn't seem to work in os x, I set up a settings folder, and netradiant put a bunch of stuff in it, like that preferences file, and I added a line that defined the location of my q3 install in os x, and I actually found that NetRadiant over-writes my changes (even though I made the file read-only) and the file seems to revert to defaults.

Each day, I'm pushed a little closer to just making my own OS X editor. I'm so tired of things being crappy just because they're "ported" to OS X well enough to open, and people seem to just...stop there....
I swear I'm gounna wind up like one of those linux developers with a beard down to his feet that speaks only gibberish and compiles every single part of his software on a homebrew compiler because he doesn't trust the tv because it's trying to read his thoughts.
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: NetRadiant Runtime Error (Mac)

Post by VolumetricSteve »

Kolossus - I'll be shocked if your copy of NetRadiant wasn't maimed by the latest 10.6.5 update - mine was.

Personally, I've been pushed over the edge with X11/XQuartz and GTK, so I've started a project to make a java based quake 3 editor...but in the mean time, I set out to fix NetRadiant on the mac, much to my surprise, I did.

Instructions:
http://sirventolin.webs.com/netradiant.htm

that might be one of my shortest posts on this forum yet.

Good Luck, email/pm me if anyone has any issues with those fixes.
Kolossus
Posts: 11
Joined: Mon Oct 04, 2010 12:35 pm

Re: NetRadiant Runtime Error (Mac)

Post by Kolossus »

Hey!

I've just found your post... I tried your solution and it WORKS!!! YAY! Thanks...

I updated my system to 10.6.5 yesterday night and today I was looking for a solution and now it works!

If you are interested I found the solution to the past error, that Runtime Error.

It is provoked by the Polygon tool from Bob Toolz... I'll explain better, when you create a polygon with bobtoolz, it sets the brushes created with some "shader not Found"... If you save you will have that error. to avoid it, simply select the new brushes and apply "Caulk" or another texture. I use caulk cuz hidden faces must be caulked... When you've caulked them, save. You won't have the error again! :D


P.S. Volumetric Steve, is that page yours? If so, can I use the thing you linked as a part of some tutorial I wanna write? I'm gonna credit you I just need to put it all together for another forum I am on, since no Mac tutorials exist there.
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: NetRadiant Runtime Error (Mac)

Post by VolumetricSteve »

Absolutely, I'm happy as long as I get a little mention somewhere. My goal in writing that kind of thing is to help mac users avoid the headaches I've had in trying to get this stuff to work the way it's meant to.

I also found that if you remove two extra files, you can drastically improve the performance of NetRadiant (Only tested under snowleopard) but I just removed two pango-related files, I believe they both had the word "basic" in the filename, they have something to do with fonts..or something....I don't know, whatever they do, it's clearly not important because I was able to delete them and NetRadiant still works as well as it did just....faster now.

Here we go:

pango-basic-fc.so
pango-basic-x.so


Interesting about that error you got, I'm willing to bet that it's because there's some issue with .map processing upon load. Instead of loading what it can and just placing a "shader not found" texture there, it just...flips out.

*edit, about pango

"Pango is a library for laying out and rendering of text, with an emphasis on internationalization. Pango can be used anywhere that text layout is needed, though most of the work on Pango so far has been done in the context of the GTK+ widget toolkit. Pango forms the core of text and font handling for GTK+-2.x." - from the Pango project website

In the context of NetRadiant, I can only think "big who cares", without those libraries, NetRadiant is really, really fast.
Kolossus
Posts: 11
Joined: Mon Oct 04, 2010 12:35 pm

Re: NetRadiant Runtime Error (Mac)

Post by Kolossus »

Thanks for the info! I'll start writing the tutorial in these days and let you know when it's done. So you can also tell me about mistakes lol :D
Kolossus
Posts: 11
Joined: Mon Oct 04, 2010 12:35 pm

Re: NetRadiant Runtime Error (Mac)

Post by Kolossus »

I tried removing those files to desktop... Radiant failed to load lol :D I put them back in and when it loaded it said "Radiant failed to load last time" :P
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: NetRadiant Runtime Error (Mac)

Post by VolumetricSteve »

Really? weird, must be an environment thing.

I have all of the latest OS X updates, X code tools, I had macports and fink try to compile netradiant, so they spent HOURS downloading a million things.

I might just be lucky that my computer doesn't seem to need apps to contain pongo libraries anymore.

Sweet. It's freakishly fast though, I mean considering all I did was remove the font handler, it's by far the fastest I've ever seen an X11 based radiant go.

Keep me posted on your articles progress, I'd love to read it.
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