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make it work with etl game

Open thunderpwn opened this issue 9 years ago • 7 comments

As ETLegacy is coming soon with a new renderer it would be nice if we could use it when we map. Is it possible to add it in game selection so it will devmap with etl.exe when compiled?

thunderpwn avatar Jul 24 '16 06:07 thunderpwn

Just point it to etl.exe instead of et.exe ?

ensiform avatar Jul 24 '16 20:07 ensiform

wont work, the ET.exe is hardcoded it need to be set up as a new game

thunderpwn avatar Jul 25 '16 08:07 thunderpwn

Correct, preferences.cpp:3727:

    case GAME_ET: {
#ifdef _WIN32
        fprintf( fg, "  " ENGINE_ATTRIBUTE "=\"ET.exe\"\n");
#elif __linux__
        fprintf( fg, "  " ENGINE_ATTRIBUTE "=\"et\"\n" );
#endif
        fprintf( fg, "  prefix=\".etwolf\"\n" );
        fprintf( fg, "  basegame=\"etmain\"\n" );
        // Hardcoded fix for "missing" shaderlist in gamepack
        Str dest = m_strEngine.GetBuffer();
        dest += "/etmain/scripts/shaderlist.txt";
        if( CheckFile( dest.GetBuffer() ) != PATH_FILE ) {
            Str source = gameInstallPath.GetBuffer();
            source += "etmain/scripts/default_shaderlist.txt";
            radCopyFile( source.GetBuffer(), dest.GetBuffer() );
        }
        break;
    }

The code could easily be patched to support either engine, with a preference checkbox or such. Options are open.

@merlin1991 is this something you would be able to look into?

TTimo avatar Jul 25 '16 13:07 TTimo

The better solution is to allow choose which is used.

ensiform avatar Jul 25 '16 13:07 ensiform

something like this? https://github.com/thewolfteam/GtkRadiant/commit/44205026a2ccf05cd1db6e6799b110fe93aec9f4

thunderpwn avatar Jul 25 '16 19:07 thunderpwn

I submitted a PR for some q3map2 change (haven't done nothing on the GtkRadiant side), for reference I've done the same on the netradiant's side: !34.

As wrote there: thewolfteam@4420502

The problem is you need both etmain and legacy base path (it's also an issue on q3map2's side). Some work must be done to support multiple paths. However, implementing a way to specify multiple base path will help to add support for non-total mod, and I'm surprised it was'nt already implemented on the quake3 golden age. It's not the first time this issue comes to my mind, for example Tremulous 1.2 GPP extended Tremulous' base path with its own gpp base path, and players/mappers needed both.

By the way, q3map2 itself already allows the use of multiple -fs_basepath arguments.

illwieckz avatar Oct 14 '16 05:10 illwieckz

there is a gamepack that I am working on: https://github.com/thunderpwn/ETL_gamepack

but I guess it also needs legacy folder and what we usually gonna have there we have other shaders in a "materials" folder for renderer2

thunderpwn avatar May 06 '17 06:05 thunderpwn