make it work with etl game
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?
Just point it to etl.exe instead of et.exe ?
wont work, the ET.exe is hardcoded it need to be set up as a new game
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?
The better solution is to allow choose which is used.
something like this? https://github.com/thewolfteam/GtkRadiant/commit/44205026a2ccf05cd1db6e6799b110fe93aec9f4
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
etmainandlegacybase 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'basepath with its owngppbase path, and players/mappers needed both.
By the way, q3map2 itself already allows the use of multiple -fs_basepath arguments.
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