[Gtkradiant] [Bug 291] New: Improve BSP Execution Processs -- Make q3map work for RtCW

gtkradiant@zerowing.idsoftware.com gtkradiant@zerowing.idsoftware.com
Wed, 09 Jan 2002 15:55:24 -0600


           Summary: Improve BSP Execution Processs -- Make q3map work for
           Product: GtkRadiant
           Version: 1.2-nightly
        OS/Version: other
            Status: NEW
          Severity: normal
          Priority: P1
         Component: editor
        AssignedTo: eviltypeguy@qeradiant.com
        ReportedBy: eviltypeguy@qeradiant.com

Currently win32 version of GtkRadiant doesn't pass -fs_basepath along when
executing q3map since it's not desirable for quake3 on win32, however it is
necessary when executing q3map for Wolfenstein, TTimo and I talked about this
and his goals:

<TTimo> well
<TTimo> current problem is Wolf
<TTimo> the BSP commands are not working on Wolf right now
<TTimo> because it's not only a matter of having the right syntax, I think we
need some new code
<TTimo> yeah the problem is the following
<TTimo> we need to have it work as it works forQ3
<TTimo> i.e. spawn processes, track the console messages and stuff
<TTimo> ultimately BSP monitoring needs to go into a seperate module
<TTimo> even a process actually
<TTimo> but that's not the plan yet
<TTimo> for now we need to figure out whatever needs to be done to make it work
with Wolf
<TTimo> what we are doing now, is that we read a 'template' project file
<TTimo> with a 'template' version of the BSP commands
<TTimo> that is, quakev2.qe4
<TTimo> then we generate some directly usable commands
<TTimo> which we save in a userxx.qe4 file
<TTimo> and use
<TTimo> (or the user can write his own commands if he doesn't like the ones we
<TTimo> I am wondering what stuff we need to do to have those commands work on
Wolf SP etc.
<TTimo> there is also the fact that Wolf SP/MP, the command line to the engine
and the binary are not the same
<TTimo> that's a number of things to look around and experiment with to go to a
<TTimo> right now radiant has a simple way of configuring and knowing the game mode
<TTimo> it's in the prefs
<TTimo> saved as a key in the project settings
<TTimo> I think the key name is "gamemode" or something
<TTimo> the switch between MP and SP is stored as project settings
<TTimo> that is, for the same game, you have game level prefs
<TTimo> and then you have project level settings
<TTimo> the pref stuff is broken up in lots of levels
<TTimo> that's yet another annoying situation
<TTimo> maybe we can still hack a template/project settings solution
<TTimo> or we need to go for an xml based syntax maybe
<TTimo> no not the project file
<TTimo> only the BSP commands
<TTimo> if the template becomes too clumsy we can start a new way of storing the
BSP commands
<TTimo> yup
<TTimo> I'm not sure it's necessary right now for wolf though
<TTimo> but in the future it would be nice to have obviously
<TTimo> I think the only problem right now
<TTimo> is that in wolf mode, q3map needs to get a -fs_basepath parameter
<TTimo> to do a correct SetQDir
<TTimo> we do that on GtkRadiant linux for Q3
<TTimo> but we don't on win32
<TTimo> it is likely that Wolf win32 will need that
<TTimo> we can assume that q3map is installed somewhere in a dir next to baseq3/
or main/
<TTimo> and just go up one dir, look for it
<TTimo> sure that keeping the command line more simple is better
<EvilTypeGuy> ok, so the main thing is just properly executing q3map right now?
<TTimo> yes
<TTimo> proper definition of the BSP command templates
<TTimo> and proper interpretation for userxx.qe4 project
<TTimo> and proper execution
<TTimo> you see, the current BSP commands stuff is VERY restrictive
<TTimo> but you are right, we can't change that before Wolf release
<TTimo> gonna take too much time
<TTimo> however in the long run it would be good

------- You are receiving this mail because: -------
Whoops!  I have no idea!