[Gtkradiant] CVS: OS X Radiant, one dozen donuts, and a sprinkle of Q3Map2
ydnar
gtkradiant@zerowing.idsoftware.com
Tue, 14 Jan 2003 10:17:45 -0800
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Re: [Gtkradiant] CVS: OS X Radiant, one dozen donuts,Whoops. Guess =
working on Intel too long...
I associate big with right and little with wrong. ;)
----- Original Message -----=20
From: tigital=20
To: gtkradiant@zerowing.idsoftware.com=20
Sent: Tuesday, January 14, 2003 10:01 AM
Subject: Re: [Gtkradiant] CVS: OS X Radiant, one dozen donuts, and a =
sprinkle of Q3Map2
GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt
!
! 2.3.34 (2003-01-08)
!
! - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
! - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the =
BSP file.
! They are re-read in by -light from the MAP file. This has two =
consequences:
! + It is no longer necessary to re-BSP & re-vis a map in order to =
change
! lighting. You can just change lights in the map file and run =
-light.
! + Slightly smaller BSP file, due to fewer entities
! + Faster loading time, as the game code doesn't have to deal =
with them
! - Added new -ne (normal epsilon) and -de (distance epsilon) for =
tuning precision
! of plane snapping to correct potential AAS/BSP issues
! - Using latest PicoModel, with support for RTCW MDC models
! - Surfaces per raw lightmap are now sorted by shader name, which =
should give
! slightly better lightmap efficiency and lower in-game shader =
counts
! - Adjusted model code to use correct m4x4_t code & angles key
! - Minor bugfix in patch color gradient calculation code
! - Silenced erroneous areaportal warning spew
! - q3map_tcGen now works on model surfaces
! - Using default radiosity subdivide of 256 again (should make =
radiosity faster)
! - Enabled byte-swapping code so Q3Map2 can be compiled/run on =
little-endian
! architectures (Mac OS X)
...Good work Ydnar!
...But, one little quibble: PPC (and hence Mac OS X) is BIG-endian; =
Intel is little-endian...
l8r,
tigital
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<HTML><HEAD><TITLE>Re: [Gtkradiant] CVS: OS X Radiant, one dozen =
donuts,</TITLE>
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<DIV><FONT size=3D2>Whoops. Guess working on Intel too =
long...</FONT></DIV>
<DIV><FONT size=3D2></FONT> </DIV>
<DIV><FONT size=3D2>I associate big with right and little with wrong.=20
;)</FONT></DIV>
<DIV><FONT size=3D2></FONT> </DIV>
<DIV><FONT size=3D2></FONT> </DIV>
<BLOCKQUOTE dir=3Dltr=20
style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; =
BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV=20
style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: =
black"><B>From:</B>=20
<A title=3Dtigital@mac.com href=3D"mailto:tigital@mac.com">tigital</A> =
</DIV>
<DIV style=3D"FONT: 10pt arial"><B>To:</B> <A=20
title=3Dgtkradiant@zerowing.idsoftware.com=20
=
href=3D"mailto:gtkradiant@zerowing.idsoftware.com">gtkradiant@zerowing.id=
software.com</A>=20
</DIV>
<DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Tuesday, January 14, 2003 =
10:01=20
AM</DIV>
<DIV style=3D"FONT: 10pt arial"><B>Subject:</B> Re: [Gtkradiant] CVS: =
OS X=20
Radiant, one dozen donuts, and a sprinkle of Q3Map2</DIV>
<DIV><BR></DIV>
<BLOCKQUOTE cite=3D""=20
=
type=3D"cite"><B> GtkRadiant/tools/quake3/q3map2/changelog.q3map2.tx=
t</B></BLOCKQUOTE>
<BLOCKQUOTE cite=3D"" type=3D"cite"><TT>!<BR>! 2.3.34 =
(2003-01-08)<BR>!<BR>! -=20
Building from merged GtkRadiant 1.2 -> 1.3 merged codebase<BR>! - =
IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP=20
file.<BR>! They are re-read in by -light from the MAP =
file. This=20
has two consequences:<BR>! + It is no longer necessary =
to re-BSP=20
& re-vis a map in order to change<BR>! =
lighting.=20
You can just change lights in the map file and run =
-light.<BR>! =20
+ Slightly smaller BSP file, due to fewer entities<BR>! =
+ Faster=20
loading time, as the game code doesn't have to deal with them<BR>! - =
Added=20
new -ne (normal epsilon) and -de (distance epsilon) for tuning=20
precision<BR>! of plane snapping to correct potential =
AAS/BSP=20
issues<BR>! - Using latest PicoModel, with support for RTCW MDC =
models<BR>!=20
- Surfaces per raw lightmap are now sorted by shader name, which =
should=20
give<BR>! slightly better lightmap efficiency and lower =
in-game=20
shader counts<BR>! - Adjusted model code to use correct m4x4_t code =
&=20
angles key<BR>! - Minor bugfix in patch color gradient calculation =
code<BR>!=20
- Silenced erroneous areaportal warning spew<BR>! - q3map_tcGen now =
works on=20
model surfaces<BR>! - Using default radiosity subdivide of 256 again =
(should=20
make radiosity faster)<BR>! - Enabled byte-swapping code so Q3Map2 =
can be=20
compiled/run on little-endian</TT></BLOCKQUOTE>
<BLOCKQUOTE cite=3D"" type=3D"cite"><TT>! architectures =
(Mac OS=20
X)</TT></BLOCKQUOTE>
<DIV><TT><BR></TT></DIV>
<DIV><TT>...Good work Ydnar!</TT></DIV>
<DIV><TT><BR></TT></DIV>
<DIV><TT>...But, one little quibble: PPC (and hence Mac OS X) is =
BIG-endian; Intel is little-endian...</TT></DIV>
<DIV><TT><BR></TT></DIV>
<DIV><TT>l8r,</TT></DIV>
<DIV><TT>tigital</TT></DIV></BLOCKQUOTE></BODY></HTML>
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