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

ydnar gtkradiant@zerowing.idsoftware.com
Wed, 8 May 2002 16:17:25 -0700

Any idea when we can expect documentation on the changes to the BSP format (if any) so the necessary changes can be made
to Q3Map(2) to support JKII compilation?


----- Original Message -----
From: "Gummelt, Mike" <mgummelt@ravensoft.com>
To: "'Timothee Besset'" <ttimo@idsoftware.com>; <gtkradiant@zerowing.idsoftware.com>
Cc: "Gummelt, Mike" <mgummelt@ravensoft.com>
Sent: Wednesday, May 08, 2002 3:16 PM
Subject: [Gtkradiant] RE: experimental GtkRadiant 1.2.8-test1 setup with JKII support

| Awesome!  I let James Monroe (Lead Programmer) know about this, too...
| Michael Chang Gummelt
| Gameplay Programmer: Jedi Knight II
| Raven Software
| www.ravensoft.com
| -----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.
| http://zerowing.idsoftware.com/nightly/GtkRadiantSetup-JKII-full-1.2.8-test1
| .exe
| 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
| time
| - 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:
| blockplayer
| blocknpc
| noimpact
| shotonlyclip
| fog
| outside
| physics_clip
| - 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?)
| TTimo
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