[Gtkradiant] Game Support
Tue, 7 May 2002 17:52:45 +0200
Setup scripts are using InstallShield 6.0. No way we are going to use
something else anytime soon. The setup code was nearly completely
rewritten for 1.2, took us enough effort to know that we don't want to do
this again before a while. It's based on 'template' IS files, which are
processed by some perl scripts and turned into usable IS scripts. This way
we build on-demand setups with the game packs we want.
We don't work on support for games that are not out yet because:
- as long as it's not officially out, the precise mapping info about the
game is not available obviously.
- we are an entity officially supported by Id software, we are not going
to release hacked q3map compilers (such as forcing the BSP version to
something else) which break the EULAs and stuff.
As for JKII specifics, I don't know cause I don't have looked at anything
yet. I plan on finishing 1.3 merge in before looking at it.
On Wed, 08 May 2002 01:27:30 +1000
Craig Urquhart <email@example.com> wrote:
> Anyone working on support for Elite Force? Maybe that could be my first
> project. :-)
> I have an old version of InstallShield Express but that probably won't be
> useful, will it? Any chance that you will change to MindVison VISE in future?
> The only thing that I can't figure out about the JK2 pack is the media. Why
> is it even there, and what is required? Also, why are there two shaderlists?
> You could even start planning for SOF2 support now. It should be very
> similiar to JK2.
> At 09:36 AM 7/05/02 -0400, you wrote:
> >1. fs_basepath is hard coded in the editor... I'm working to bypass it now,
> >and I have, but there are other fish to fry as well.
> >2. JK2 is being patched in to the editor as I write, but the utilmate goal
> >here is not to add JK2... it's to add any and many Quake engine games. If it
> >takes time, it's beacuse the developers who have been here before me did not
> >have the time to do this and all the rest. Now before writing 1 single line
> >of code, I had to basically read all of it as well in order to understand
> >how the game interfaces into the editor.
> >It will be done as soon as it's done, but fear not, JK2 is here to stay, and
> >what I'm doing now will hopefully insure that something like EF2 is
> >functional in the editor the day it reaches the store shelves.
> >----- Original Message -----
> >From: "Timothee Besset" <firstname.lastname@example.org>
> >To: <email@example.com>
> >Sent: Tuesday, May 07, 2002 6:12 AM
> >Subject: Re: [Gtkradiant] Game Support
> >> Things can certainly move faster when there are more developers. The fact
> >> that Riant has been working on this already doesn't prevent you from doing
> >> some stuff too. If you have install shield for instance, you can work on
> >> updating the setup script for 1.2.8 to add the JKII game pack.
> >> TTimo
> >> On Tue, 07 May 2002 13:37:28 +1000
> >> Craig Urquhart <firstname.lastname@example.org> wrote:
> >> > G'day,
> >> >
> >> > I'm interested in GtkRadaint development, especially adding support for
> >> > Raven's games. Could someone please summarize what is required to add
> >> > support for a new game. Also, what is a good compiler to use if you
> >> > have MSVC6.
> >> >
> >> > TTimo, I knew that Jedi Outcast support was being worked on before I
> >> > my patch, but frankly it's taking too long. There are desperate editors
> >> > there, including me! :-) I don't understand why GtkRadiant releases
> >> > be synced with game releases.
> >> >
> >> > Btw, how do I stop "-fs_basepath" from being added to the BSP paths.
> >> > Outcast's sof2map quits when it's there. I'd also like to remove the
> >> > "junk.txt" path too so that stats appear on screen.
> >> >
> >> > Finally, why was the version number for project settings changed to 3 in
> >> > 1.2.6? It looks likes the same format as version 2.
> >> >
> >> > Cheers!
> >> > UGG.
> >> >
> >> >
> >> > _______________________________________________
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> >> > Gtkradiant@zerowing.idsoftware.com
> >> > http://zerowing.idsoftware.com/mailman/listinfo/gtkradiant
> >> >
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