* fixed warnings

* removed www dir (dead links, almost none of the posted links are available - correct me when i'm wrong, then we can revert this remove)


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@275 8a3a26a2-13c4-0310-b231-cf6edde360e5
This commit is contained in:
mattn 2008-06-26 11:21:13 +00:00
parent ec65cc975d
commit c0f477bd04
17 changed files with 235 additions and 1827 deletions

View file

@ -143,12 +143,12 @@ int WINS_Init(void)
char buff[MAXHOSTNAMELEN]; char buff[MAXHOSTNAMELEN];
struct sockaddr_s addr; struct sockaddr_s addr;
char *p; char *p;
int r;
/* /*
linux doesn't have anything to initialize for the net linux doesn't have anything to initialize for the net
"Windows .. built for the internet .. the internet .. built with unix" "Windows .. built for the internet .. the internet .. built with unix"
*/ */
#if 0 #if 0
int r;
WORD wVersionRequested; WORD wVersionRequested;
wVersionRequested = MAKEWORD(2, 2); wVersionRequested = MAKEWORD(2, 2);
@ -594,7 +594,7 @@ int WINS_Broadcast (int socket, byte *buf, int len)
//=========================================================================== //===========================================================================
int WINS_Write(int socket, byte *buf, int len, struct sockaddr_s *addr) int WINS_Write(int socket, byte *buf, int len, struct sockaddr_s *addr)
{ {
int ret, written; int ret = 0, written;
if (addr) if (addr)
{ {

View file

@ -52,6 +52,7 @@ int ludcmp(float **a, int n, int *indx, float *d)
float big,dum,sum,temp; float big,dum,sum,temp;
float *vv; float *vv;
imax = 0;
vv=(float*)malloc(sizeof(float)*n); vv=(float*)malloc(sizeof(float)*n);
*d=1.0; *d=1.0;
for (i=0;i<n;i++) { for (i=0;i<n;i++) {

View file

@ -725,6 +725,7 @@ void m4_submat( m4x4_t mr, m3x3_t mb, int i, int j )
{ {
int ti, tj, idst, jdst; int ti, tj, idst, jdst;
idst = 0;
for ( ti = 0; ti < 4; ti++ ) for ( ti = 0; ti < 4; ti++ )
{ {
if ( ti < i ) if ( ti < i )

View file

@ -1864,6 +1864,7 @@ int PicoRemapModel( picoModel_t *model, char *remapFile )
color[ 0 ] = (picoByte_t)v[ 0 ]; color[ 0 ] = (picoByte_t)v[ 0 ];
color[ 1 ] = (picoByte_t)v[ 1 ]; color[ 1 ] = (picoByte_t)v[ 1 ];
color[ 2 ] = (picoByte_t)v[ 2 ]; color[ 2 ] = (picoByte_t)v[ 2 ];
color[ 3 ] = 1;
/* set new ambient color */ /* set new ambient color */
PicoSetShaderAmbientColor( shader,color ); PicoSetShaderAmbientColor( shader,color );
@ -1881,6 +1882,7 @@ int PicoRemapModel( picoModel_t *model, char *remapFile )
color[ 0 ] = (picoByte_t)v[ 0 ]; color[ 0 ] = (picoByte_t)v[ 0 ];
color[ 1 ] = (picoByte_t)v[ 1 ]; color[ 1 ] = (picoByte_t)v[ 1 ];
color[ 2 ] = (picoByte_t)v[ 2 ]; color[ 2 ] = (picoByte_t)v[ 2 ];
color[ 3 ] = 1;
/* set new ambient color */ /* set new ambient color */
PicoSetShaderDiffuseColor( shader,color ); PicoSetShaderDiffuseColor( shader,color );
@ -1898,6 +1900,7 @@ int PicoRemapModel( picoModel_t *model, char *remapFile )
color[ 0 ] = (picoByte_t)v[ 0 ]; color[ 0 ] = (picoByte_t)v[ 0 ];
color[ 1 ] = (picoByte_t)v[ 1 ]; color[ 1 ] = (picoByte_t)v[ 1 ];
color[ 2 ] = (picoByte_t)v[ 2 ]; color[ 2 ] = (picoByte_t)v[ 2 ];
color[ 3 ] = 1;
/* set new ambient color */ /* set new ambient color */
PicoSetShaderSpecularColor( shader,color ); PicoSetShaderSpecularColor( shader,color );

View file

@ -198,9 +198,6 @@ typedef struct aseFace_s
/* ASE Face management functions */ /* ASE Face management functions */
void _ase_add_face( aseFace_t **list, aseFace_t **tail, aseFace_t *newFace ) void _ase_add_face( aseFace_t **list, aseFace_t **tail, aseFace_t *newFace )
{ {
aseFace_t* face = *list;
aseFace_t* tempFace = NULL;
/* insert as head of list */ /* insert as head of list */
if ( !(*list) ) if ( !(*list) )
{ {

View file

@ -215,9 +215,10 @@ static void FreeObjVertexData( TObjVertexData *vertexData )
} }
} }
#if 0
static int _obj_mtl_load( picoModel_t *model ) static int _obj_mtl_load( picoModel_t *model )
{ {
picoShader_t *curShader = NULL; //picoShader_t *curShader = NULL;
picoParser_t *p; picoParser_t *p;
picoByte_t *mtlBuffer; picoByte_t *mtlBuffer;
int mtlBufSize; int mtlBufSize;
@ -477,6 +478,7 @@ static int _obj_mtl_load( picoModel_t *model )
/* return with success */ /* return with success */
return 1; return 1;
} }
#endif
/* _obj_load: /* _obj_load:
* loads a wavefront obj model file. * loads a wavefront obj model file.

View file

@ -382,7 +382,6 @@ void vfsInitDirectory (const char *path)
char filename[PATH_MAX]; char filename[PATH_MAX];
//struct dirent *direntry; //struct dirent *direntry;
GDir *dir; GDir *dir;
//GSList *dirlistptr;
GSList *dirlist = NULL; GSList *dirlist = NULL;
if (g_numDirs == (VFS_MAXDIRS-1)) if (g_numDirs == (VFS_MAXDIRS-1))
@ -620,9 +619,9 @@ void vfsCleanFileName(char *in)
const char* vfsBasePromptPath() const char* vfsBasePromptPath()
{ {
#ifdef _WIN32 #ifdef _WIN32
static char* path = "C:"; static const char* path = "C:";
#else #else
static char* path = "/"; static const char* path = "/";
#endif #endif
return path; return path;
} }
@ -730,7 +729,7 @@ char* vfsGetFullPath(const char *in, int index, int flag)
char *ptr,*lastptr; char *ptr,*lastptr;
lastptr = file->name; lastptr = file->name;
while (ptr = strchr(lastptr,'/')) while ((ptr = strchr(lastptr,'/')) != NULL)
lastptr = ptr+1; lastptr = ptr+1;
if (strcmp (lastptr, fixed) == 0) if (strcmp (lastptr, fixed) == 0)

View file

@ -370,7 +370,7 @@ void vfsInitDirectory (const char *path)
{ {
char filename[PATH_MAX]; char filename[PATH_MAX];
GDir *dir; GDir *dir;
GSList *dirlistptr, *dirlist = NULL; GSList *dirlist = NULL;
int iGameMode; // 0: no filtering 1: SP 2: MP int iGameMode; // 0: no filtering 1: SP 2: MP
if (g_numDirs == (VFS_MAXDIRS-1)) if (g_numDirs == (VFS_MAXDIRS-1))
@ -804,7 +804,7 @@ char* vfsGetFullPath(const char *in, int index, int flag)
char *ptr,*lastptr; char *ptr,*lastptr;
lastptr = file->name; lastptr = file->name;
while (ptr = strchr(lastptr,'/')) while ((ptr = strchr(lastptr,'/')) != NULL)
lastptr = ptr+1; lastptr = ptr+1;
if (strcmp (lastptr, fixed) == 0) if (strcmp (lastptr, fixed) == 0)
@ -845,9 +845,9 @@ char* vfsGetFullPath(const char *in, int index, int flag)
const char* vfsBasePromptPath() const char* vfsBasePromptPath()
{ {
#ifdef _WIN32 #ifdef _WIN32
static char* path = "C:"; static const char* path = "C:";
#else #else
static char* path = "/"; static const char* path = "/";
#endif #endif
return path; return path;
} }

View file

@ -398,8 +398,6 @@ void vfsInitDirectory (const char *path)
// (for instance when modifying the project settings) // (for instance when modifying the project settings)
void vfsShutdown () void vfsShutdown ()
{ {
wadFile_t *tmpptr;
while (g_wadFiles) while (g_wadFiles)
{ {
wadCleanup((wadFile_t *)g_wadFiles->data); wadCleanup((wadFile_t *)g_wadFiles->data);
@ -710,7 +708,7 @@ char* vfsGetFullPath(const char *in, int index, int flag)
char *ptr,*lastptr; char *ptr,*lastptr;
lastptr = file->name; lastptr = file->name;
while (ptr = strchr(lastptr,'/')) while ((ptr = strchr(lastptr,'/')) != NULL)
lastptr = ptr+1; lastptr = ptr+1;
if (strcmp (lastptr, fixed) == 0) if (strcmp (lastptr, fixed) == 0)
@ -750,9 +748,9 @@ char* vfsGetFullPath(const char *in, int index, int flag)
const char* vfsBasePromptPath() const char* vfsBasePromptPath()
{ {
#ifdef _WIN32 #ifdef _WIN32
static char* path = "C:"; static const char* path = "C:";
#else #else
static char* path = "/"; static const char* path = "/";
#endif #endif
return path; return path;
} }

View file

@ -4614,7 +4614,7 @@ void MainFrame::OnPrefs()
bool bPluginToolbar = g_PrefsDlg.m_bPluginToolbar; bool bPluginToolbar = g_PrefsDlg.m_bPluginToolbar;
int nShader = g_PrefsDlg.m_nShader; int nShader = g_PrefsDlg.m_nShader;
int nTextureQuality = g_PrefsDlg.m_nTextureQuality; int nTextureQuality = g_PrefsDlg.m_nTextureQuality;
int nLightRadiuses = g_PrefsDlg.m_nLightRadiuses; // int nLightRadiuses = g_PrefsDlg.m_nLightRadiuses;
g_PrefsDlg.LoadPrefs(); g_PrefsDlg.LoadPrefs();
if (g_PrefsDlg.DoModal() == IDOK) if (g_PrefsDlg.DoModal() == IDOK)

View file

@ -1,271 +0,0 @@
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@ -1,154 +0,0 @@
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<td width="497" align="LEFT" nowrap bgcolor="Black"><font face="Arial" size="1" color="#C0C0C0">QERadiant is FREE. It is based on the source code released by id software for QE4 (the editor they used to make Quake2). Do NOT send me or ask to send me money or compensation of any kind. If you have extra money laying around, give it to a good abused children's charity.</td>
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&nbsp;<BR><font face=arial size=2><font color=#ffcc00><B>Coding - <font size="-2"><i><b>updated Thursday, May 25, 2000</b></i></font></b><nt>
<BR><font color=#FFFFFF><br>
<a href="http://www.qeradiant.com/files.cgi?dirin=PluginSDK/">Q3Radiant 199 Plugin SDK</a>. <i>more info soon</i><br><br>
<a href="coding/api.html">QERadiant plugin API</a> documentation.
<br><i>NOTE: this is documentation for QERadiant Build 147. But the info is still true for Q3Radiant.</i><br><br>
<a href="sdk/index.html">QERadiant 147 Plugin coding SDK</a>. (See <a href="files.html">files</a> for download)<br>
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<td width="497" align="LEFT" nowrap bgcolor="Black"><font face="Arial" size="1" color="#C0C0C0">QERadiant is FREE. It is based on the source code released by id software for QE4 (the editor they used to make Quake2). Do NOT send me or ask to send me money or compensation of any kind. If you have extra money laying around, give it to a good abused children's charity.</td>
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&nbsp;<BR><font face=arial size=2><font color=#ffcc00><B>Files</b><nt>
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QERadiant 147 files:<br>
<a href="http://mgs.qeradiant.com">MGS</a> download page.<br>
<a href="ftp://ftp.qeradiant.com/plugins/RoguePluginBinaries.zip">Rogue plugin binaries</a>.<br>
<a href="ftp://ftp.qeradiant.com/plugins/RoguePluginSources.zip">Rogue plugin sources</a>.<br>
<a href="ftp://ftp.qeradiant.com/plugins/Qer147PlugSdk.zip">Plugin coding SDK</a>.<br>
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QERadiant 147 reviews:<br>
<a href="ftp://ftp.qeradiant.com/plugins/RoguePluginsReview.zip">Rogue plugins review</a>.<br>
<a href="ftp://ftp.qeradiant.com/plugins/HLReview.zip">Half-Life plugin review</a>.
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<center><b>GTKRadiant 1.1 beta</b></center>
<center> </center>
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<font color="#ffffff">
<!-- -->
<!-- INSTALLATION -->
<!-- -->
<b>Installation</b>
<blockquote>
GtkRadiant 1.1 beta is available for Windows and Linux. Quake III Arena editing
is the only game supported so far. You can get the setup files from several
mirrors:<br>
</blockquote>
<blockquote>
<a href="http://www.3ddownloads.com/index.php3?directory=/qeradiant/GtkRadiant/"
target="_new">3DDownloads</a><br>
<a href="ftp://ftp.lokigames.com/pub/beta/q3sdk/" target="_new">Loki's
ftp</a><br>
Fileplanet: <a href="http://www.fileplanet.com/index.asp?file=51668"
target="_new">Linux</a> <a href="http://www.fileplanet.com/index.asp?file=51669"
target="_new">Win32 (full)</a> <a
href="http://www.fileplanet.com/index.asp?file=51670" target="_new">Win32
(patch)</a><br>
<a
href="http://www.quakexpert.com/cgi-bin/ftp-ge/utilities.cgi?browse&qeradiant/Gt
kRadiant" target="_new">French mirror at Quakexpert.com</a><br>
</blockquote>
<blockquote>
Win32 Installation instructions:<br>
Grab one of the two setups: a full installation or an upgrade. If you don't know
what to choose, get the full setup (<a
href="http://www.3ddownloads.com/index.php3?directory=/qeradiant/GtkRadiant/"
target="_new">GtkRadiantSetup-1.1-beta.zip</a> 8Mb), if you have a working
installation of Q3Radiant above 199, or GtkRadiant Alpha, get the patch (<a
href="http://www.3ddownloads.com/index.php3?directory=/qeradiant/GtkRadiant/"
target="_new">GtkRadiantSetup-1.1-beta-patch.zip</a> 4Mb). GtkRadiant
installation doesn't interfere with your current Q3Radiant installation:
everything will be installed under GtkRadiant/ (whereas usual path for Q3Radiant
is Tools/) and a new file quakev2.qe4 will be installed in baseq3/scripts/
</blockquote>
<blockquote>
Linux Installation:<br>
Get <a
href="http://www.3ddownloads.com/index.php3?directory=/qeradiant/GtkRadiant/"
target="_new">linuxq3sdk-1.1b.x86.run</a>. Once downloaded, execute it from your
favorite shell (as root).<br>NOTE: this is the full Quake III Arena SDK, it
will install the game source and mod tools as well.
</blockquote>
<!-- -->
<!-- GETTING STARTED -->
<!-- -->
<b>Getting started</b>
<blockquote>
Some features in GtkRadiant have undergone major changes compared to Q3Radiant.
The main difference is the use of Gtk for all the widgets (buttons, lists,
dialog boxes). It looks and feels different but you'll get used to it quickly.
We believe the Gtk toolkit brings a great deal of clarity to the interface.<br>
</blockquote>
<blockquote>
Scroll down to see the full changelog for GtkRadiant. Since it is pretty huge
I'll only go over the new functionalities.
</blockquote>
<blockquote>
<li>
Compilation monitoring: GtkRadiant comes with a modified version of q3map that
reports to GtkRadiant through the network. You get the output of q3map in the
console window. And the compiling errors can be processed. So far it detects
leaks, bad brush planes and winding errors. This requires using the version 2
project files (the newest ones). You can still use the classic compilation
process and set a few options in the preferences: see the 'BSP monitoring'
in the preferenes dialog (Edit > Preferences).<br>
<li>
Sleep mode: you can put Radiant to sleep and have it release all the GL stuff.
Very handy to run Quake 3 Arena engine without eating too much GL resources.
You can trigger sleep mode by hand from File > Sleep, or turn it on
automatically in the BSP monitoring prefs. Expect waking up from sleep mode to
be about the same speed as loading the map
(you need to reload all the textures).<br>
<li>
Improved q3map: the version of q3map that comes in GtkRadiant has been optimized
to require less memory for normal use. The 1.0q version of q3map allocates around
75Mb of RAM on startup. This new version shrinks the startup memory allocation
by around 45Mb, bringing the minimum requirements around 30Mb. Then it will
dynamically allocate as needed. These changes need a lot of testing, don't
hesitate to send some feedback.
<li>
The project file format has changed a bit. The new format (version 2) is in
baseq3/scripts/quakev2.qe4 (it will be loaded by default at startup). Some of
the new features of GtkRadiant rely on this new format, old one is still
supported but you should move to the new one. We are using a template scheme:
when you load quakev2.qe4 a custom project file will be generated and saved for
you in baseq3/scripts/user0.qe4. If you have custom BSP commands, you can edit
that resulting userxx.qe4 to add your stuff. (see below for the new BSP process
monitoring)<br>
<li>
Inspectors: the increments steps are now available in the surface inspector
(S) and in the patch inspector (Shift+S). The keyboard shortcuts Shift+Arrows
are following these increment steps as well.
<li>
Radiant is no longer using the windows registry. All settings are stored in
radiant.ini and savedinfo.bin under the radiant directory (i.e. same directory
as the binary)<br>
<li>
The shortcut keys file has changed name from radiant.ini to shortcuts.ini and a
bit changed syntax. See shortcuts.ini.sample in the distribution for a
sample.<br>
</blockquote>
<!-- -->
<!-- Feedback and discussion -->
<!-- -->
<b>Feedback and discussion</b>
<blockquote>
This is a beta release. We consider it to be ready for production use. It has
been in internal testing for a while, the main problems remaining would be
driver or OS related, so we are tagging it as beta. Overall we will bring
minor improvements until the final release (bringing more plugins in and
fixing issues that will appear). Brand new functionalities will go in 1.2<br>
</blockquote>
<blockquote>
<li>
The documentation is outdated. We'll have a new version of the manual ready.
Until then this page, the <a
href="http://www.qeradiant.com/faq/fom-serve/cache/115.html">faq</a>, the <a
href="news://news.lokigames.com/loki.games.q3sdk">newsgroup</a> and the <a
href="http://www.quake3world.com/cgi-bin/forumdisplay.cgi?action=topics&forum=Le
vel+Editing&number=6&DaysPrune=10&LastLogin=">forum</a> are the best
references.<br>
</blockquote>
<blockquote>
QERadiant.com is preparing a site reorganization to handle the newcomer GtkRadiant. The developpement team has grown bigger since Loki Software is involved in the project. They are providing most of the resources (cvs server, mailing list, bug tracking and newsgroup). As time goes we'll open the developpement more and more. For now we are providing the following for feedback and discussion:<br>
<li>
The <a href="http://www.quake3world.com/cgi-bin/forumdisplay.cgi?action=topics&forum=Level+Editing&number=6&DaysPrune=10&LastLogin=">Quake 3 World editing forum</a> is a good place for end user discussion.<br>
<li>
Technical topics (specific crashes, driver issues etc.) should be discussed on <a href="news://news.lokigames.com/loki.games.q3sdk">the newsgroup loki.games.q3sdk</a>. Be sure to specify the version of GtkRadiant you are using, the details of your hardware and the platform you are running GtkRadiant on (windows or linux).<br>
<li>
You can view our current list of bugs on <a href="http://fenris.lokigames.com">fenris</a>, the bug tracking server. You can report problems there. Run a <a href="http://fenris.lokigames.com/buglist.cgi?bug_status=New&bug_status=Assigned&bug_status=Reopened&email2=&emailtype2=substring&emailreporter2=1&changedin=&chfieldfrom=&chfieldto=Now&chfieldvalue=&product=Q3SDK&component=MapEditor&short_desc=&short_desc_type=substring&long_desc=&long_desc_type=substring&cmdtype=doit&newqueryname=&order=%22Importance%22&form_name=query">query with the Q3SDK program and MapEditor component</a>.<br>
<li>
IRC! .. most of us are IRC whores .. idling a lot on irc.telefragged.com #qeradiant<br>
</blockquote>
<!-- -->
<!-- Credits -->
<!-- -->
<b>Credits</b>
<blockquote>
Waaa... so many people involved in that project, trying to list a few (this is the GtkRadiant contributors, for qeradiant.com see the staff page):<br>
Loki:<br>
Leonardo Zide leo@lokigames.com<br>
Mike Phillips (early testing)<br>
Bernd Kreimeier (overall coordination)<br>
QER.com:<br>
TTimo timo@qeradiant.com<br>
^Fishman (Pablo Zurita) fish@gamedesign.net<br>
Curry plugin Team:<br>
Mike "mickey" Jackman<br>
Tim "Maj" Rennie<br>
William "SmallPileOfGibs" Joseph<br>
PrtView plugin, various bug fixes and q3map guru:<br>
Geoffrey DeWan<br>
Updated shader files, textures, entities.def, keyboard shortcut list and<
overall testing / feedback:<br>
Jean-Francois "Eutectic" Groleau<br>
Improvements and bug fixing to the editor:<br>
Jan Paul "MrElusive" van Waveren, Robert Duffy<br>
Web:<br>
Dave "Bargle" Koenig and Jason "Wolfen" Spencer<br>
FAQ:<br>
Equim and Wex<br>
Thanks to everyone on the beta mailing list and irc.telefragged.com
#qeradiant
for testing and feedback.<br>
</blockquote>
<!-- -->
<!-- Changelog -->
<!-- -->
<b>Changelog</b>
<blockquote>
<pre>
GtkRadiant 1.1 beta Changes
---------------------------
MrElusive:
- bspc 2.1c, MAX_MAPFILE_PLANES bumped up (needed on big maps)
G_Dewan:
- fix to BSP menu order getting mixed up
- fix to bogus noshader error message in q3map
- suppressed winsock2 dependency, only requires winsock1 now
- improved q3map, reducing minimal memory footprint by about 45Mb
leo:
- Fixed q3map crashing if visbytes is greater than the maximum allowed
- fixed texture window not scrolling when last texture is large
- Fixed q3map Makefile
- Fixed +/- numpad keys not working in win32
- Fixed Alt shortcuts not working in win32
- fixed prefab path and user ini in preferences dialog
- fixed add/remove bsp items in project settings dialog
- fixed some console not working in view #3
- fixed warning when exiting in views #2 #3
- Fixed patch inspector not showing after it has been closed
- Fixed load window position bug (saved pos greater than screen resolution)
- Fixed selection nudge bug
- fixed Z window not shrinking small enough in floating windows mode (win32)
- Improved entity windows layout
- Added 'Reset' button to entity dialog
- added LOD for patches, see in prefs for the LOD you want to display on patches
- no more DOS dialog box under windows, Gtk errors and warnings are
redirected to the console
- remember size/position of the entities dialog
- new 128 and 256 grid
- added shift+rclick+mouse move to zoom in/out of the view
(way cool feature! check it out!)
TTimo:
- fixed the Region commands, "Region > Set brush" is working
Region uses the camera as spawn point.
- updated quakev2.qe4 with -vlight options
- added checks in q3map to prevent crashing on allocating a winding too big.
- improved snapshots behaviour, doesn't snapshot non-modified maps
- improved the CycleCapTexturePatch command, now cycle across the 3 planes only
and works on multiple patches in one shot
- fixed the help menu, Help > Help or F1 will try to open the Q3Radiant manual
(if you have office installed) (Help > Links also fixed)
- surface inspector allows to change increments steps and stores them in
registry. General behaviour of the surface inspector has been reworked. Undo
works better on the surface inspector.
- shift+arrows shortcuts now match the increments from the surface inspector
- button 'Match Grid' in the SI to set the increment to current grid
- debug stream between GtkRadiant 1.1 and q3map:
As with the Alpha version, q3map connects to Q3Radiant to report on it's
progress. The progress reporting code has been enhanced with an XML stream. If
your map has errors that need geometry information to be fixed, Radiant can help
you out. To get a grip on this feature, load baseq3/maps/museum.map and compile
it (with BSP monitoring turned on of course).
- cleaned the entity inspector window, better layout management
- two new items in the View > Show menu:
the X, Y and Z axis have been assigned colors (Z: Red, X: Green, Y: Blue)
Show outline draws a colored outline around your view, helping you know what
view is currently active.
Show Axes will draw a small axis base in the upper left corner
GtkRadiant alpha version Changes
--------------------------------
MrElusive:
-q3map 1.0q: fixed a bug in q3map that sometimes cause mapobjects not to be lit
G_Dewan:
-more arrows drawn on entities with relevant angle information
Fishman:
-antialiased lines
leo & TTimo:
- based on Q3Radiant 202
- patched q3map with network code
- shortcut keys are now in shortcuts.ini
the syntax has changed a bit, no spaces between the '='
see shortcuts.sample
- no longer using the registry, settings are stored in radiant.ini and savedinfo.bin
in Radiant directory
- project settings templates:
the project settings file format has changed a bit.
it has version information now, and the setups come with a new quakev2.qe4 file
the project files are true templates, Radiant will read them and then store actual
project settings it uses in baseq3/scripts/user0.qe4 user1.qe4 etc.
- new compilation monitoring
GtkRadiant comes with a modified version of q3map that reports to GtkRadiant through
the network. You get the output of q3map in the console window. And the compiling
errors can be processed (currently it detects leaks)
- sleep mode:
before running Quake 3 Arena to playtest your maps, you can put Radiant to sleep:
manually with File > Sleep command
automatic if you compile and set "Activate sleep mode when running the engine"
</pre>
</blockquote>
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<td width="497" align="LEFT" nowrap bgcolor="Black"><font face="Arial" size="1" color="#C0C0C0">QERadiant is FREE. It is based on the source code released by id software for QE4 (the editor they used to make Quake2). Do NOT send me or ask to send me money or compensation of any kind. If you have extra money laying around, give it to a good abused children's charity.</td>
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&nbsp;<BR><font face=arial size=2><font color=#ffcc00><B>Hosted plugins</b><nt>
<BR><font color=#FFFFFF><BR>
<a href="http://mgs.qeradiant.com">MGS</a><br>
MGS is a toolbox for map makers .. check out the numerous features !
<br><i>NOTE: the MGS plugin is for QERadiant build 147, it's not available for Q3Radiant yet</i><br>
<br>
<a href="http://halflife.qeradiant.com">Halflife</a><br>
Wanna edit half-life with Radiant? Grab the plugin!
<br><i>NOTE: the halflife plugin is for QERadiant build 147, it's not available for Q3Radiant</i><br>
<br>
<a href="TexToolDoc/TexTool.html">TexTool</a><br>Texture manipulation tools (online documentation)<BR>
<br>
<a href="DeQbsp3Doc/DeQbsp3.html">DeQbsp3</a><br>Q2 BSP to Q3 MAP converter (online documentation)<BR>
&nbsp;<BR><font face=arial size=2><font color=#ffcc00><B>Other QERadiant plugins</b><nt>
<BR><font color=#FFFFFF><BR>
<a href="http://tarot.telefragged.com/gensurf">GenSurf</a><br>
GenSurf can create great natural-looking surfaces for you ... and it's for Q3Radiant!
<br><br>
<a href="http://q3build.gamedesign.net">Q3Build</a><br>
Home of Q3Build ... check there for news / update / help ..
<br><br>
<a href="http://curry.sourceforge.net">Curry</a><br>
The GPL shader preview and editing software
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<td width="497" align="LEFT" nowrap bgcolor="Black"><font face="Arial" size="1" color="#C0C0C0">QERadiant is FREE. It is based on the source code released by id software for QE4 (the editor they used to make Quake2). Do NOT send me or ask to send me money or compensation of any kind. If you have extra money laying around, give it to a good abused children's charity.</td>
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&nbsp;<BR><font face=arial size=2><font color=#ffcc00><B>Plugins for Q3Radiant 200 - <font size="-2"><i><b>Thursday, June 25, 2000</b></i></font></b><nt>
<BR>
<font color=#FFFFFF>
Here is the current list of plugins publicly available for Q3Radiant 200. If you are writing a plugin for Q3R and are
not listed here let me know so I can add you. Plugin SDK for 200 will be released shortly.<BR><BR>
<a href="http://www.planetquake.com/toolz/">bobToolz</a> - detect overlapping brushes<BR>
<a href="http://curry.sourceforge.net">Curry</a> - shader preview and editing<BR>
<a href="http://q3build.gamedesign.net">Q3Build</a> - a frontend to the BSP tools<BR>
<a href="http://tarot.telefragged.com/gensurf">GenSurf</a> - surface generator<BR>
<a href="TexToolDoc/TexTool.html">TexTool</a> - Texture manipulation tools (online documentation)<BR>
<a href="http://sourceforge.net/project/?group_id=5326">PrtView</a> - Portal viewer for map optimisations<BR>
<a href="http://pk3man.sourceforge.net">Pk3Man</a> - A pk3 manipulation plugin<BR>
<a href="http://sourceforge.net/project/?group_id=2253">MGS</a> - all-purpose tools for MAP manipulations (no official release yet)<BR><BR>
See the <a href="http://www.qeradiant.com/files.cgi?dirin=Q3RPlugins/">plugins file section</a> for
some downloads.<br>
If you want to code your own plugins, need help/ideas/stuff .. get on the mailing list:
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<td width="497" align="LEFT" nowrap bgcolor="Black"><font face="Arial" size="1" color="#C0C0C0">QERadiant is FREE. It is based on the source code released by id software for QE4 (the editor they used to make Quake2). Do NOT send me or ask to send me money or compensation of any kind. If you have extra money laying around, give it to a good abused children's charity.</td>
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&nbsp;<BR><font face=arial size=2><font color=#ffcc00><B>Reviews - <font size="-2"><i><b>Sunday, May 30, 1999</b></i></font></b><nt>
<BR><font color=#FFFFFF><br>
QERadiant 147 plugins Review:<br>
<br>
<a href="reviews/halflife/HLplugReview.html">Half-Life plugin review</a> brought to you by <a href="mailto:ddhall@optusnet.com.au">Kramit</a><br><br>
<a href="reviews/rogue/index.html">Rogue plugins review</a><br><br>
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