[Gtkradiant] Analyzing the mapq3 parser & some suggestions
jorgepblank at gmail.com
Thu Mar 15 17:25:32 CDT 2007
Well, just because of that, that support is dieing out, was why I mentioned
it should be for development and usage, and whatever else. This way we could
at least grab on to the last faithful regulars. After all, it doesn't
require a million people to have a forum. With the release of the Quake 3
engine under the GPL, there have been many projects that make use of
GtkRadiant such as Open Arena and XreaL, Tremulous, and others. It'd be
great if we had a central place, few people know about the mailing list, I
actually didn't even know one existed, I found it by going to the zerowing
GtkRadiant is a loved and powerful map editor, and even more. Although it
might inevitably die out some day, it won't happen any time soon.
I'm just giving reasons as to why you should put one up, but of course the
decision is in your guys' hands. If I had a domain name I'd gladly start one
to experiment and see how it'd work, but more people might flock to one on
the GtkRadiant main site.
On 3/15/07, "Eduard Aumüller" <basiror at gmx.de> wrote:
> Once I have analyzed the code enough I could propably come up with an
> implementation, would be a lot easier with a somewhat useful documentations.
> I have a lot respect of the developers that wrote GTK Radiant without any
> documentation really, but on the other hand it should be a priority to
> get a decent documentation done.
> btw. I have read the most important topics of the last 6 months
> -------- Original-Nachricht --------
> Datum: Thu, 15 Mar 2007 19:41:14 +0100
> Von: namespace <spam at codecreator.net>
> An: GtkRadiant developer discussion <gtkradiant at zerowing.idsoftware.com>
> Betreff: Re: [Gtkradiant] Analyzing the mapq3 parser & some suggestions
> > Am Donnerstag, 15. März 2007 17:51 schrieb Eduard Aumüller:
> > > I wasn t aiming the messageboard as a mapping community, but more
> > towards a
> > > programmer platform with the focus on GTKRadiant + Plugindevelopment
> > What development? For how long do you read the ml now?
> > I think that you can't estimate gtkrs status in terms of
> > developer-attractiveness or user-demand.
> > GtkR was always short on developers, even in its better times.
> > To be honest I don't see much future for gtkr as a major editor.
> > GtkR relies on brushwork and a "build -> compile" production cycle.
> > Modern editors focus on the managment of staticmeshes and are
> > capable of instant preview.
> > Sure, things can be implemented, but who should do it and how long will
> > take?
> > Open source is late be definition, esp. in our case. Support for a new
> > game
> > like et:qw can only be implemented after the game has been released.
> > And after that gtkr has to compete with the proprietary devtools that
> > available at releasetime. A lost battle right from the start.
> > > so why not simply paste the decals onto the regular brushes and let
> > > editor handle them internally? Safes a lot of time.
> > > some sort of console at the bottom of the editing views would be nice
> > > so you can enter tiny commands or execute selfmade macros writting in
> > some
> > > scripting language:
> > Nice ideas, I vote for python as scripting language.
> > I assume that you will be one to implement them, right?
> > I don't want to sound unfriendly here, but we get alot of good ideas for
> > cool features, but when it comes to the hard part (implementation)
> > these people usually exercise restraint.
> > namespace
> > --
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