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Thread: Re: obj/mtl support, SnapPlane bug (causing collision brushes to?disappear )




Re: obj/mtl support, SnapPlane bug (causing collision brushes to?disappear )
country flaguser name
United States
2007-12-18 08:10:19
Yes, we still need to add q3map2 compile to the scons build
for 
ZeroRadiant. That should be pretty trivial with the
architecture already 
in place.

As far as installation I've begun a few things, basically
the game 
selection dialog will get the addition of a 'configure
games' button. 
You'll have to pick some game config and give the paths then
the editor 
will copy some files and generate a .game file.

TTimo

Rudolf Polzer wrote:
> On Mon, Dec 17, 2007 at 10:52:06PM -0600, Timothee
Besset wrote:
>   
>> Well some of us can still have a good look through
the changes and roll
>> binaries out. Just keep sending them 
>>     
>
> One thing I am working on is making it finally possible
to cross compile
> q3map2... I am so far that I have a working Makefile to
build q3map2 on
> Linux natively (without scons).
>
> However, it still needs libxml2, glib, libpng and
libmhash - and I
> haven't had the time to cross compile THESE. Also, no
idea how the
> libxml2-config script works when cross compiled...
current state is
> http://emptyset.endoftheinternet.org/~pol
zer/nexuiz/Makefile-q3map2.txt,
> but it even still contains unneeded files (e.g.
libs/mathlib/line.o is
> not used by anything, which I noticed when trying the
Makefile in
> ZeroRadiant and fixing it). Also, I wonder why I need
three different
> sets of CFLAGS... I tried merging them, but then it
failed to build.
> Probably because of different .h files of the same
name.
>
> BTW, not all files the q3map2 compile needs are
contained in ZeroRadiant
> (like libjpeg), and apparently the install script of
ZeroRadiant doesn't
> work yet. Also, scons doesn't build q3map2 yet...
>
> Best regards
>
> Rudolf Polzer
>
>
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Re: obj/mtl support, SnapPlane bug (causing collision brushes to?disappear )
country flaguser name
United States
2007-12-18 17:54:08
Timothee Besset wrote:
> Yes, we still need to add q3map2 compile to the scons
build for 
> ZeroRadiant. That should be pretty trivial with the
architecture already 
> in place.

On IRC Rudolf was asking why ZeroRadiant doesn't use
autotools, I explained our previous conversation on the
subject, but he does have a point - Radiant is pretty much
the only project using scons,
which makes it by definition weird/hard to compile/etc :P

> As far as installation I've begun a few things,
basically the game 
> selection dialog will get the addition of a 'configure
games' button. 
> You'll have to pick some game config and give the paths
then the editor 
> will copy some files and generate a .game file.
> 
> TTimo

This configure games thing sounds outstanding, much better
then the installer method used previously.

The only difficulties I had with getting ZeroRadiant to work
on Nexuiz were that I had to put default_project.proj into
nexuiz/data/scripts/ (otherwise ZeroRadiant got stuck in an
infinite loop asking
me where a valid project file was), and that I had to make a
nexuiz.game (which isn't hard but the q3.game doesn't use
several of the options I needed to use, so I had to refer to
the code).


On a separate note, maybe Rudolf could make his changes
optional using a commandline option, which would ensure that
any maps relying on the old (buggy) behaviors can still use
the old mode.

However from discussions on IRC it sounds like his patch is
a universal improvement.

-- 
LordHavoc
Author of DarkPlaces Quake1 engine and mod
http://icculu
s.org/twilight/darkplaces/
"War does not prove who is right, it proves who is
left." - Unknown
"Any sufficiently advanced technology is
indistinguishable from a rigged demo." - James Klass


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