NetRadiant = Radiant 1.5 with useful q3map2 patches...

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Postby [-z-] » Mon Oct 20, 2008 3:59 am

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Postby Shoe » Thu Oct 23, 2008 11:09 pm

I've tried the most recent built on Vista 32 bit and the different window panes don't seem to resize well, and when I minimize to the taskbar and open it up the window is always in a small window instead of fullscreen size; resizing it makes the panes look weird again.

I'm assuming this is some sort of Vista-specific problem with GTK or something, but I just though I'd point it out. Tried it with the two most recent netradiant builds. I haven't tried old versions of GTKRadiant to compare yet, though.
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Postby take_this_cup_of_poison » Fri Oct 24, 2008 12:21 am

Shoe wrote:I've tried the most recent built on Vista 32 bit and the different window panes don't seem to resize well, and when I minimize to the taskbar and open it up the window is always in a small window instead of fullscreen size; resizing it makes the panes look weird again.

I'm assuming this is some sort of Vista-specific problem with GTK or something, but I just though I'd point it out. Tried it with the two most recent netradiant builds. I haven't tried old versions of GTKRadiant to compare yet, though.


GTKradiant on linux has a window pane self resizing bug :P.
So It may not be OS specific.
The longer you map, the bigger the pane gets in the X axis!.
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Postby ingar » Fri Oct 24, 2008 6:18 pm

I made a linux build, you can download it here:
http://ingar.satgnu.net/gtkradiant.

I've included a few other gamepacks for the games I work with, you
might want to edit the paths before using them. I still have to give it a good testdrive, but I hope I'll get that chance soon :)

Good job, it's nice to see people still care about 1.5.

edit: build updated to rev 121
Last edited by ingar on Sun Nov 02, 2008 3:19 pm, edited 1 time in total.
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Postby C.Brutail » Mon Oct 27, 2008 8:27 am

I'd like to file a bug report. I think it's q3map2 fault.
Transparency isn't working for me anymore. Here's the shader I'm using:

Code: Select all
//Shader file for cb_ctf5tele models

//Lanc
//Chain
textures/cb_ctf5teleporter/perl_chain_teleport
{
   qer_editorimage textures/cb_ctf5teleporter/cb_perlchain.tga
   surfaceparm nonsolid
   surfaceparm nolightmap
   surfaceparm nomarks
   surfaceparm trans
   surfaceparm nosteps
   qer_trans 0.5
   {
      map textures/cb_ctf5teleporter/cb_perlchain.tga
      rgbGen Vertex
      alphaFunc GE128
   }
}


That's btw the chain part of the teleporter model on Killall Organic. When I compile it, I can't see anything wrong in the radiant log,

Code: Select all
entering scripts/cb_torch.shader
entering scripts/cb_ctf5teleporter.shader
entering scripts/noobplants.shader


Yet after compile, I can't see the model's transparency.

Oddly, this one worls:
//Shader file for cb_grass model

//Fu lol
//Green lol
textures/cb_grass/grass01
{
qer_editorimage textures/cb_grass/grass01.tga
cull none

{
map textures/cb_grass/grass01.tga
blendfunc blend
surfaceparm alphashadow
}

{
blendfunc filter
map $lightmap
rgbGen identity
tcGen lightmap
}
}
Code: Select all
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Postby SavageX » Mon Oct 27, 2008 8:39 am

Sure this isn't more a possible DP bug? Ingame-rendering of transparency should mostly depend on DP parsing the shader properly.
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Postby C.Brutail » Mon Oct 27, 2008 8:48 am

Nope, vanilla 2.4.2 acts the same. And it was working before.
Also, PinkRobot has said that the cloud textures of that shader (isn't shown on that code list) aren't moving either.
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Postby divVerent » Mon Oct 27, 2008 9:22 am

Can you verify this with Id Software's q3map2? Because, there is nothing q3map2 can break there - alphaFunc is parsed by the engine ONLY.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby C.Brutail » Mon Oct 27, 2008 9:23 am

PinkRobot is making a compile atm.
Damn, something is very fishy here, sotck q3map2 fails too. :?
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Postby C.Brutail » Mon Oct 27, 2008 7:12 pm

OK, turned out this was a flase warning, a very very odd problem that was actually in the ASE model.
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