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# ![WorldSpawn Logo](icon.png) WorldSpawn
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The worlds most opinionated fork of QER.
The editor we use at Vera Visions to create BSP levels.
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It was forked from NetRadiant in 2018 and was a result of necessity.
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We wanted to move away from a proprietary toolchain that had technical issues the developer would not ever get back to us about, so we ended up here.
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Use it if you actually want to use the features listed below - note that they require a modified engine as our BSP format is different from standard idTech 3 BSP.
You will not be able to make levels compatible with other games and engines.
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There's plenty of other editors for the first-party id Tech games.
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![Screenshot ](docs/screen.jpg )
## Editor Changes
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- Valve 220 format is used top to bottom, imported & exported, with texture coords handled internally the same way
- Integration with our material system (no more .shader files)
- Support for vertex-color/alpha editing of patches using our new fixed patch format, allowing technologies such as 4-way texture blending and whatever your designers can imagine
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- Gracefully deals with duplicate entity attribute key/value pairs, to support features like Source Engine style Input/Output system for triggers
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- Simplified build system that doesn't suddenly break on its own, also less dependencies
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- Support for VVM/IQM model format in the BSP compiler
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- Support for internal and external High-Dynamic-Range lightmaps in the BSP compiler
- Support for cubemap aware surfaces in the BSP compiler
- Support for our patchDef2WS and patchDef3WS curved surfaces in the BSP compiler
- More bug-fixes than you could possibly imagine
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## Compiling
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To compile on a standard GNU/Linux system:
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`LDFLAGS=-ldl make -j $(nproc)`
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On BSD you should probably use GNU make right now. The Makefiles are simple enough however.
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Clang should also be supported, pass `CC=clang and CXX=clang++` if you want to use it.
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On NT you'll probably have a build command-line likes this:
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`CC=x86_64-w64-mingw32-gcc CXX=x86_64-w64-mingw32-g++ PKG_CONFIG_PATH=/usr/x86_64-w64-mingw32/sys-root/mingw/lib/pkgconfig make -j 4`
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Not all works yet, but stay tuned.
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It'll compile everything into a subdirectory 'build'. At the end it'll copy files from ./resources into it too.
In the Nuclide SDK, build_engine.sh will call make with the appropriate flags for Linux/BSD automatically and
move it into Nuclide's ./bin directory.
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## Dependencies
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* GNU make
* gcc-core
* gcc-c++ (or clang++)
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* gtk2-devel
* gtkglext-devel
* libxml2-devel
* libjpeg8-devel
* minizip-devel
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## Support
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If you need help with this, you're better off using an alternative editor.
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Compatibility is not a priority here.