GtkRadiant
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Quake support removed?
We are no longer able to configure GtkRadiant for Quake (no longer in the drop down menu at startup). Was support for Quake removed for some reason?
Could be the build process failed to include the game pack, can you confirm? If so, should be a matter of copying the gamepack from the previous zip.
The thing is, the build system does not include a quake1 game pack. I found this in my email archive: https://github.com/TTimo/GtkRadiant/pull/290 - maybe you were just dragging along an old gamepak.
@ericwa are you still around? Should we be finishing the quake1 support or ditching it completely? I'm not sure how 'quake 1' got listed in our supported gamepacks when it was never completed to begin with.
Hey, still around - sorry for dropping the ball on this.
I just tested it on the 1.6.5 release, and the gamepack I posted in #290 works. Here is the link again: https://www.dropbox.com/s/uj8iewxy2q7ozmt/Q1Pack.zip?dl=1
I haven't used it much but it the essentials seem to work - loading/saving maps, texturing, adding entities (no model previews, but that's not a showstopper), so would it be worth adding my gamepack to SVN?
I've had people asking me about Q1 support, in particular when people are working on stuff like this:
https://youtube.com/watch?v=K8JWgsz8-lQ&feature=youtu.be
That's hot.
Ok let's see if we can finish this up then. Looking at the old emails I think the expectation was that I would be the one putting in the new Q1 gamepak, which I never got around to do and somehow the website started saying we had it done.
I have included the Q1 pack manually into the latest 1.6.5 build. But let's keep this open until we have this better supported.
Does this support The Ultimate Doom well too? I would like to get a much better Doom Editor that does not crash on Windows 7 Ultimate x64. 👀 And well one that can run off of my USB.
Btw is it possible for me to be able to somehow add in support for RGB/A lumps and add to the original doom source code to load such lumps so I have a really good High Resolution Pack for old doom that I could porsonally play (make the textures high res from within the Wad file itself). It is just that having GIF's and an specifc off color that I found the hard way for transparent backgrounds are a pain in the butt to deal with.
Also it is because I would love seeing actual working code with good 3d because I just dont know how to use d3dmanager.h
yet either (I never did graphics programming before). That and it would be nice if I was to actually, actually reawaken the original doom as if it was released just yesturday. 🤔
Also Doom 2 is another game I am looking at as well, I dont know if the source is available for that either. 🤔
No, Doom predates all versions of Radiant, there has never been support for Doom.
For a list of supported games, see here: http://icculus.org/gtkradiant/developers.html#gamepacks
@0bsidian since there are people, asking about Q1 support, you might find this radiant useful It's showing models, has verified entities definitions, valve220 mapformat and even "Stupid Quake Bug" support .o
The Q1Pack is enabled (next build). Would be nice to have a sample map though? Anyone got something to contribute?
I mean.. the originals are all GPL'ed so why not start.map?
John Romero released them a few years ago, download link here: http://rome.ro/s/quake_map_source.zip
I'm adding the maps to the gamepak, and fixed an issue where it would not load .MAP files (only .map).
Looks pretty broken still, not finding any textures:
WARNING: could not find "TECH08_1" in any listed wad files, searching all wad files instead! WARNING: could not find "TECH08_1" in the vfs search path
@TTimo in: https://github.com/TTimo/GtkRadiant/pull/290 I listed a bunch of requirements for textures to load under: "Some user documentation", maybe one of those points is causing your textures not to load
But the texture wads are in PAK0.PAK / PAK1.PAK aren't they? Does this imply that it doesn't know how to read in the pak files atm?
In Quake's PAK0.PAK/PAK1.PAK, the textures are embedded in each .bsp file (so there are redundant copies of textures), and there are no .wad files.
One map editor (QuArK) could read the textures from the bsp's in the .pak files directly, but almost all other editors (and all Quake compile tools) require the mapper to provide their own .wad files with the textures they want to use.
For testing, you can get a Q.wad from https://www.quaddicted.com/files/wads/q.zip containing the base game + expansion's textures.
Ok .. should we / could we distribute a basic .wad to help with this?