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				Re: GTKradiant - in-editor help via entities.def
				Posted: Sun Dec 27, 2009 12:25 am
				by obsidian
				If it won't take a long time to do, that would be great! Thanks! (Please include instructions on running the script). Also no hurry.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Fri Jan 01, 2010 8:03 pm
				by obsidian
				Caught a major bug where the wonky GtkRadiant 1.5 XML format was ignoring the last 1/3 of the entities.ent file!
Fixed. Update if you're using GtkRadiant 1.5. GtkRadiant 1.4 and older and 1.6 users aren't affected.
http://robotrenegade.com/gtkradiant/dow ... as_0.1.zip
 
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Fri Jan 01, 2010 9:57 pm
				by AEon
				Hmmm... 
entities.ent changes for v1.5:
- target_laser
Code: Select all
-------- KEYS -------- 
was replaced by
******** KEYS ********
and
-------- SPAWNFLAGS --------
by
******** SPAWNFLAGS ********
 making the section headings that all use "--------" inconsistent.
Code: Select all
<angles key="angles" name="Pitch Yaw Roll">Alternate "pitch, yaw, roll" angles method of aiming laser (default 0 0 0)</angles>
 Is missing the "." at the end of the sentence. 
 
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sat Jan 02, 2010 3:46 am
				by obsidian
				The "--------" was causing the problem of the missing bottom 1/3 of the entities. I'd rather live with a little inconsistency.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sat Jan 02, 2010 4:38 am
				by AEon
				I suspect that something else is causing the problem... I checked the number of 
", and they come out even, good. But the number of 
< is 22 less than the number of 
>. The reason for this are lines like:
Code: Select all
 > 1 = cast shadows on entities with ...
Since 
< > are command delimiters, you would normally expect a 
< or 
> would need to be "escaped" in-text. In HTML that would be 
< and 
> ... could this be messing up the XML?
I also suspected in-text usage of 
", but that is never a problem in HTML, in C you'd have to escape those with 
\".
 
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sat Jan 02, 2010 5:42 am
				by obsidian
				I meant to fix the greater-than issue but forgot. I just replaced " > " with " > ".
However, that doesn't fix the problem. I suspect the "--------" is somehow affecting the "<-- ... -->" comments.
If I completely remove target_laser or uncomment it, it works. Or if I replace the "-------" with some other character.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sat Jan 02, 2010 11:28 am
				by ^misantropia^
				obsidian wrote:I suspect the "--------" is somehow affecting the "<-- ... -->" comments.
^ this
 
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sat Jan 02, 2010 11:40 am
				by AEon
				Just noted that you actually commented *out* the target_laser block, i.e. surrounded it with a <!-- and a -->. Is that actually intended? This only also occurs for info_spectator_start. The latter uses a "======== KEYS ========" separator not "-------- KEYS --------", BTW.
It may be that commenting out otherwise "working" info (actually point) blocks is not properly supported.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sat Jan 02, 2010 2:57 pm
				by AEon
				Well, I found the problem... remove the comment out for the above mentioned two point blocks (target_laser, info_spectator_start)  and the file loads without a problem. I.e. you *cannot* comment out complete point blocks. (The KEYS sections now all can use "------" again).
It seems - if you want to remove a "valid" section - you have to delete it from the file, to avoid messing up the rest of the file.
Update: This has been said before, but be very careful with the files you place in the GtkRadiant 1.5\q3.game\baseq3\ folder. I had several - renamed - versions of the entities.ent file there with the result the actual file was being shadowed (i.e. not used). If you have several versions, place them in some newly created *subfolder* to avoid such confusion.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Thu Jan 07, 2010 3:27 pm
				by Bliccer
				I've just seen that idsoftware used entities called first or second place in their maps. What are these for?
@obsidian: Could you please fix the links to the zip files?
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Thu Jan 07, 2010 4:17 pm
				by InsaneKid
				u also changed the boundaries of the items, didnt u?-
i think, thats not good ...
the items could be placed easier in a perfect position before:
if the RL has the same bounds as GL,
it will be placed too tight at a wall.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Thu Jan 07, 2010 4:18 pm
				by obsidian
				Whoops... (you can browse to it from my signature)
Direct link:
http://robotrenegade.com/radiant/downlo ... as_0.1.zip
 
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Fri Jan 08, 2010 4:14 am
				by AEon
				Something I have been wondering about for some time now is why was the misc_teleporter_dest entity sized 64ux64u, whereas the player's footprint info_player_deathmatch is only 32ux32u... 
Is this to ensure that a player does not get stuck at the TP destination?
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Fri Jan 08, 2010 5:02 am
				by obsidian
				Yeah, it's extra clearance room so the player doesn't get snagged on anything on his way out. Just good practice to have that much extra room anyway.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sat Jan 09, 2010 1:21 am
				by AEon
				Looking into what the GtkRadiant v1.6.x does with the 
angles vs. 
angle key, I noted that:
Code: Select all
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -16) (16 16 16)
...
-------- KEYS --------
angles : Alternate "pitch, yaw, roll" angles method of aiming intermission camera (default 0 0 0).
 
info_player_intermission is missing an entry for the 
angle key. I have been using only the 
angle key for years now, and that worked.
I am still testing how the editor and probably more importantly the 
q3map2 actually reacts when *both* keys are present. Most infos in the entities.def mark the 
angles as 
q3map only!
Update: In v1.6.x the 
angle/angles key that is further up (loaded first) seems to be use, if both keys are set. IMO, there should be a warning in the 
entities.def telling mappers to avoid using both keys.
Update II: It turns out that v1.5 does NOT tolerate both keys, it will choose the appropriate one when you rotate the entity that uses them. Nifty.
 
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sat Jan 09, 2010 6:11 am
				by obsidian
				Oddly enough, rotating a model in 1.5 with the 90-degree rotates works until you rotate it back to 0-degrees. It doesn't become 0, but 2.50448e-006.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sat Jan 09, 2010 10:19 am
				by AEon
				obsidian wrote:Oddly enough, rotating a model in 1.5 with the 90-degree rotates works until you rotate it back to 0-degrees. It doesn't become 0, but 2.50448e-006.
Just tested this... really weird.
 
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sun Jan 10, 2010 1:19 am
				by ^misantropia^
				Floating point accumulation errors are fun stuff.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sun Jan 10, 2010 1:31 am
				by obsidian
				Who needs math when you have computers, eh?
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sun Jan 10, 2010 3:26 am
				by AEon
				^misantropia^ wrote:Floating point accumulation errors are fun stuff.
Bit OT, but the really weird thing about "x-axis Rotate" are the angles... its 
0, -90, -180, 90, 2.50448e-006... it's almost like an explicit array of values and not simply a "-= 90", what I'd expect.
 
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sun Jan 10, 2010 3:54 am
				by obsidian
				There shouldn't even be negative values, really.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sun Jan 10, 2010 5:34 pm
				by ^misantropia^
				Or zeroes, for that matter. The Romans didn't need it so why should we?
@AEon: It happens because many decimal numbers can't accurately be represented in binary. 90 becomes something like 89.99999. Multiply or add it a few times and you get a build-up of rounding errors.
In reality there are also things like unit vectors involved but the above is the essence of the problem.
			 
			
					
				Re: GTKradiant - in-editor help via entities.def
				Posted: Sun Jan 10, 2010 7:01 pm
				by obsidian
				
 I was referring to the angles since -90 degrees is he same as 270 degrees. So if you ever rotate counterclockwise or type in a negative degree, it should just get converted over. The last bit of this thread should be moved to the GtkRadiant 1.6 thread.