[Gtkradiant] Question about some of your work on Q3MAP2
ttimo at idsoftware.com
Wed Sep 10 15:02:19 CDT 2008
Yes, my latest merge into ZeroRadiant has bumped the BSP version to 47
which is what we currently use in QuakeLive. Someone needs to provide a
patch add quake3/quakelive game support so the BSP version is back to 46
for the Quake3 mode (I believe that's done by passing a -game quake3 /
-game quakelive switch to q3map2 command line).
This problem should be handled on the GtkR mailing list or through our
ticketing system on the site.
> Hello Thimotee.
> I'm a member (well, very minor member) of a team trying to complete a
> non-commercial game on the GPL'ed Quake 3 engine.
> Since I'm not important (and since I'm the one who found out your
> email first), I've been asked to contact you about your work on the
> Q3MAP2 compiler. I hope you won't hate me for my poor english.
> We (the level designers of the team), have been mapping with Radiant
> 1.5 (which, I think, has not been supported anymore by id since many,
> many versions). One of our biggest problem has been the compilation of
> the maps : Some of our maps refused to be opened by members of the team.
> We are using a modified version of ioquake3, itself being a modified
> version of the Quake 3 engine (can't figure out which idTech it is, so
> I'll use this name). One of our programmers looked at the sources of
> the compiler and the engine. We wanted to use ZeroRadiant's Compiler,
> so as to be able to use a modern version of the software, instead on
> GTK which is not maintained anymore. He found out that you have
> changed something in the Q3map2 of ZeroRadiant, and the BSP version
> attributed to Quake 3 is now 47 and not 46, as it used to be. The
> problem is that the engine won't open any map containing an incorrect
> BSP version, and compilation will, of course, not be compatible, which
> happened to us.
> We may be able to correct it. However, our programmers would like to
> know why this change has been made. Is it a change that has been made
> to reflect the modifications to the engine used in Quakelive, as one
> of us suggested ? Is it a mistake ? If it was intentionnal, then we
> would like to know why this have been made in order to fully
> understand (and implement) the change, and report it to the creators
> of ioquake3 so that they would modify their engine to comply with it ?
> Thanking you in advance
> PS: Our leader also suggested that John Carmack would be integrated to
> the team if he has nothing else to do in his spare time :p
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