[Gtkradiant] new IMap branch with .map module work

EvilTypeGuy gtkradiant@zerowing.idsoftware.com
Fri, 10 Aug 2001 10:23:34 +0000


If I manage to scrounge up enough bloody time (stupid salary jobs, they rape you
because they know they can!) I'd be more than glad to take a hack at it, maybe
some of my quakeforge experience will help (rrriiggghtttt) ;p

I like the module idea, since there are a few quake engine games i'd like to be
able to edit with the Linux version of GtkRadiant...such as Heavy Metal: FAKK2
(i'm in the linux beta for it at the moment...), Quake 1&2...

For those that someone else doesn't hack up, i'll be more than glad to try :)
But anyway, at the very least i'll volunteer for attempting the Quake 1 .map
module. I've played with darkplaces/quakeforge (and contributed a few
patches), so I might understand it enough to hax0r something.

-EvilTypeGuy
eviltypeguy@qeradiant.com

On Fri, Aug 10, 2001 at 09:54:19AM -0500, Timothee Besset wrote:
> New IMap branch, some info for curious people..
> 
> <TTimo> I commited some stuff to the IMap branch
> <TTimo> it compiles, but it won't run cause it's missing a bunch of 
> initialization
> <TTimo> but it's going down the road where the map loading code is 
> completely taken outside of the core
> <TTimo> so I'm very happy with it, even though it looks like more work that 
> I would have actually liked to have doing it
> 
> of course, you should check docs/developer/CHANGES when you have the branch 
> to make sure you follow the new stuff. I will obviously need to work some 
> more on the branch before others could use it, but in say 1-2 weeks we 
> should be able to start writing .. a Q1 map loading module for instance? 
> (heh, who's up for that?)
> 
> TTimo