NetRadiant = Radiant 1.5 with useful q3map2 patches...

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Postby Odin » Mon Dec 15, 2008 4:16 pm

divVerent wrote:Also, I really doubt the lighting preview code of that helps AT ALL, as it is also in GtkRadiant 1.5. It can only be used in Doom 3 mode. The real thing to do would be making it support Quake 3 mode too. And I have no clue about that part (or even why it does nothing in Quake 3 maps at all).
It works in Quake 3(Version 1) mode. It is based off of his QRazor-FX engine.

Each mode is a game in the list, Version 1 is Quake 3, Version 2 is Doom 3, and Version 3 is Quake 4.
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Postby Alien » Mon Dec 15, 2008 7:38 pm

Which version? xrealradiant based on darkradiant or gtkradiant previously known as xrealradiant? I tried to compile latter and got ton of errrors.

Ok, found this. I'll try to compile later back at home.
http://xreal.sourceforge.net/xrealwiki/SourceCode
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Postby Odin » Fri Dec 19, 2008 3:58 am

Just get the xreal svn, compile with scons mapping=yes, and if you get errors its because you are missing a dependency. I am not sure if the original GtkRadiant fork for XreaL is still in SVN, though.
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Postby Alien » Fri Dec 19, 2008 1:16 pm

Yes, it is.
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Postby Odin » Fri Jan 09, 2009 10:15 pm

I don't think NetRadiant works with the latest NVIDIA drivers(180.22). I get this when NetRadiant loads(as well as with the original GtkRadiant 1.5.0):

Code: Select all
(radiant.x86:24311): GdkGLExt-CRITICAL **: gdk_gl_window_impl_x11_make_context_current: assertion `GDK_IS_GL_CONTEXT_IMPL_X11 (glcontext)' failed

Segmentation fault
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Postby divVerent » Fri Jan 09, 2009 10:26 pm

This probably gets fixed by reinstalling the nvidia driver and a reboot, as it only happens when the GL context creation failed.
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 Odin » Fri Jan 09, 2009 10:41 pm

And that appears to be what happened!

Thanks.
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Postby divVerent » Fri Jan 09, 2009 11:01 pm

Can anyone try to compile the current source on OS X and run it in X11?

Make sure to use fink and have the following packages installed:

atk1 atk1-shlibs gettext gettext-bin gettext-dev glib glib-shlibs glib2 glib2-dev glib2-shlibs gtk+2 gtk+2-dev gtk+2-shlibs gtkglext1 gtkglext1-shlibs libgettext3-shlibs libiconv libiconv-bin libiconv-dev libxml2 libxml2-bin libxml2-shlibs make pango1-dev pango1-shlibs pango1-xft2 pango1-xft2-dev pango1-xft2-shlibs pkgconfig svn

Also, it has to be run in X11.
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 Joe Kari » Wed Jan 14, 2009 1:05 pm

Hi,
I'm a mapper for another q3 engine based game and I have tried NetRadiant few days ago. Thanks a lot for this stabilized radiant 1.5 (now I will eventually map under linux ;) ).

I have found a bug, when using the "regroup" feature, it leaves entity with no brush (and Q3 don't want to load a map if it found an entity with no brush).

Basicly, if you try to regroup all brushes of an entity into another, the first entity is not deleted.

(BTW I am using the bleeding edge svn version ;) )
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Postby divVerent » Wed Jan 14, 2009 1:45 pm

I cannot reproduce this problem. Did you compile your build, or take the Windows build download?

Before: http://emptyset.endoftheinternet.org/~r ... 091db6.png
After: http://emptyset.endoftheinternet.org/~r ... 8258ac.png

Did you do something different from this? Would need that info so I can reproduce the problem.
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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