[Gtkradiant] RE: experimental GtkRadiant 1.2.8-test1 setup with JKII support

Gummelt, Mike gtkradiant@zerowing.idsoftware.com
Wed, 8 May 2002 17:16:27 -0500

Awesome!  I let James Monroe (Lead Programmer) know about this, too...

Michael Chang Gummelt
Gameplay Programmer: Jedi Knight II
Raven Software

-----Original Message-----
From: Timothee Besset [mailto:ttimo@idsoftware.com]
Sent: Wednesday, May 08, 2002 5:10 PM
To: gtkradiant@zerowing.idsoftware.com
Cc: mgummelt@ravensoft.com
Subject: experimental GtkRadiant 1.2.8-test1 setup with JKII support

Not ready for public release yet, but getting there quickly.


This is the first complete setup with JKII support. From Riant's work to 
put together the package, plus a few code changes, then putting everything 
together in an installer. I would expect that we will release a slightly 
updated version of this within the next few days.

Listing the current issues. I'm not pushing them yet in bugzilla, will 
probably do if some are more complicated:

- sof2map compiler:
This setup is not using q3map. Therefore we don't benefit from monitored 
compiling. The compiling with monitored disable works, but is really crappy 
compared to monitored.
Several problems around this:
- there is some work being done to compile JKII maps with q3map. we need to 
clearly identify the specifics of the JKII compiler.
- the project settings we use currently is pointing to sof2map. we don't 
have an easy way for the user to select between different compilers at this 
- BSP monitoring defaults to ON when you start the editor. right now you 
have to manually turn it off before you compile maps
- without BSP monitoring, we don't have 'run engine after compile' 
functionality either

- system.pk3:
the common/ dir is replaced by a system/ dir in JKII
from Q3 and RTCW common texture packs, I built a system.pk3
which is currently missing texes for:

- curry is completely confused by JKII shaders. This is because they are in 
shaders/ instead of scripts/. Fix may not be simple since it would suppose 
access from the plugin to the g_pGameDescription (that is, if we want to 
fix cleanly and with some reproductibility)

- startup shaders: JKII renamed what we know as 'common/' into 'system/' .. 
the prefs would need to prompt for auto-load of system/ instead of common/

- web update shortcuts are not working

- what are the .gla and .glm files that we distribute with the setup? are 
those used by the JKII editor?


What I want to settle before we go live with this:
- add the missing texes into system.pk3
- have BSP monitoring off by default in JKII mode (actually, force disabled
- have web update shortcut working
- put together a walkthrough to get people started (specially explaining 
about the current compiling process)
- populate the Help menu docs section with more JKII specific things (add a 
link to Mapcenter JKII editing forum?)