Moderators: Joe Kari, Pardner, TheDoctor, Breli
Tequila wrote:Can anyone remember if the code between 0.0.1 and 0.0.2 is finally the same ? Pardner ? torhu ?
Tequila wrote:Indeed my plan is to propose our fully patched own fork from GtkRadiant on GitHub.
Pardner wrote:I remember 1.5 ran much better. No crashes, when creating a new map it actually saved, and the 3D window ran smooth. My complaint was they changed the behavior of the editor. I don't remember exactly (been too long!), but I could definitely come up with a list of things that I don't like about 1.5/1.6.
Pardner wrote:If we are going to maintain a Radiant and a q3map2, then we could rename some of the entities:
shooter_rocket -> shooter_tnt
shooter_plasma -> shooter_molotov
and rename the item_money (or pickup_money) to item_bank_money because I always forget which is which!
Pardner wrote:I started cleaning up the entities.def to remove all the unused Q3 entities. I should dig that out and commit it to your GTK radiant repository. That way when we have GTK release, we can easily package it with the newest entities.def.
If you're not sure about the associated license, this should firstly be maintained privately. Then we can change our mind later. Also, I vote to get rid of old WQ3 name parts everywhere we can for the next release. I guess we should do that soon but we may still want to start a beta for the engine before release updated medias.Pardner wrote:Another side project was to get all the map models in order again, but that is going to be a big task. I don't have some of the source files, and some of the files I do have still use the WQ3 textures. I am not sure where to keep the models/prefabs. Should they be maintained publicly or privately?
Pardner wrote:I should be able to devote some serious time to SG deving starting March, but the month of February is completely booked.
Tequila wrote:Okay, this maybe the time to change your habits !
Tequila wrote:If you're not sure about the associated license, this should firstly be maintained privately.Pardner wrote:Another side project was to get all the map models in order again, but that is going to be a big task. I don't have some of the source files, and some of the files I do have still use the WQ3 textures. I am not sure where to keep the models/prefabs. Should they be maintained publicly or privately?
Tequila wrote:Also, I vote to get rid of old WQ3 name parts everywhere we can for the next release. I guess we should do that soon but we may still want to start a beta for the engine before release updated medias.
Tequila wrote:
- Offtopic :
- So create an account there and just claim to be in our GitHub organization.
Tequila wrote:If you're not sure about the associated license, this should firstly be maintained privately.
torhu wrote:I can't really remember doing anything related to q3map, sorry. I think it was El Vakond who merged our custom q3map with the new version of the vanilla q3map2. Maybe I compiled it, but I think that's all.
torhu wrote:And I found a patch with some minor changes to the bspc tool, which I think I did for one of L3th4l's maps. Don't know if that's interesting or not.
Tequila wrote:Indeed my plan is to propose our fully patched own fork from GtkRadiant on GitHub. This fork includes also q3map2_urt which is the q3map2 for UrbanTerror if I guess right...
gcc -o build/release/q3map2/tools/quake3/q3map2/main.o -c -O2 -fno-strict-aliasing -pipe -Wall -fmessage-length=0 -fvisibility=hidden -I/usr/include/libxml2 -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include -DQ_NO_STLPORT -DSMOKINGUNS -Itools/quake3/common -Ibuild/release/q3map2/include -Iinclude -Ibuild/release/q3map2/libs -Ilibs tools/quake3/q3map2/main.c
In file included from tools/quake3/q3map2/main.c:37:0:
tools/quake3/q3map2/q3map2.h:1906:62: fatal error: game_smokinguns.h: No such file or directory
compilation terminated.
scons: *** [build/release/q3map2/tools/quake3/q3map2/main.o] Error 1
scons: building terminated because of errors.