Page 1 of 1

Quake Live and Radiant

Posted: Wed Jun 04, 2014 10:37 am
by Infernis
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.

Re: Quake Live and Radiant

Posted: Wed Jun 04, 2014 2:46 pm
by obsidian
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.

Re: Quake Live and Radiant

Posted: Sat Jun 07, 2014 10:13 am
by Infernis
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?

Re: Quake Live and Radiant

Posted: Sat Jun 07, 2014 1:30 pm
by cityy
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.

Re: Quake Live and Radiant

Posted: Sat Jun 07, 2014 4:38 pm
by Infernis
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?

Re: Quake Live and Radiant

Posted: Mon Jun 09, 2014 4:13 pm
by Hipshot
Doesn't sound correct at all, QL has tons of textures in it that wasn't there from the get go?

Re: Quake Live and Radiant

Posted: Mon Jun 09, 2014 5:16 pm
by cityy
You can use custom textures - you merely have to be the legitimate owner and have full rights to all materials you use.

Re: Quake Live and Radiant

Posted: Mon Jun 23, 2014 10:47 am
by Infernis
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 :)

Re: Quake Live and Radiant

Posted: Tue Jun 24, 2014 5:28 am
by obsidian
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

Re: Quake Live and Radiant

Posted: Tue Jun 24, 2014 9:11 am
by Infernis
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?

Re: Quake Live and Radiant

Posted: Tue Jun 24, 2014 2:19 pm
by obsidian
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

Re: Quake Live and Radiant

Posted: Wed Jun 25, 2014 9:49 am
by Infernis
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?

Re: Quake Live and Radiant

Posted: Wed Jun 25, 2014 2:36 pm
by obsidian
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.

Re: Quake Live and Radiant

Posted: Wed Jun 25, 2014 8:21 pm
by Infernis
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!

Re: Quake Live and Radiant

Posted: Fri Aug 08, 2014 9:11 am
by Infernis
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.

Re: Quake Live and Radiant

Posted: Sat Aug 09, 2014 5:29 am
by obsidian
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.

Re: Quake Live and Radiant

Posted: Sat Aug 09, 2014 7:31 am
by Hipshot
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...

Re: Quake Live and Radiant

Posted: Sat Aug 09, 2014 2:31 pm
by obsidian
Ahem... reading the linked post...
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.

Re: Quake Live and Radiant

Posted: Sat Aug 09, 2014 4:01 pm
by Hipshot
Haha, well, I read it over at msg boards, It was more a uh, statement that it's annoying...