Re: Even Numbered Quakes Suck
Some people would simply say that numbered Quakes suck.
Re: GTKRadiant Doom 3 Support
The new version (1.5) has support for Doom 3. There are indeed a few things broken, but that's not the biggest problem users will have. The biggest problem is that the interface has changed substantially, and old users will have trouble adapting.
You can get GTKRadiant 1.5 from http://www.qeradiant.com/
The limited docs are available here: http://zerowing.idsoftware.com/radiant-files/nightly/1.5.0/docs/
Yeah... I Know...
i've been trying just to map for q1 with the thing (1.5) and it's just not going very well... why the hell did they have to go and change such a good thing? :(
My computer situation is fixed now. If you've sent any emails in the last 3 days or so to my V21 address, could you possibly resend to my hotmail address?
The biggest problem is that the interface has changed substantially
Yes. It's broken. :(
Have you still not received anything? I sent copies to both your accounts yesterday.
Old QMap Threads
Does anyone have any archived threads from the old QMap? I have the "Mapping Help" thread already, but there were many others.
AguirRe - Mail Sent
sorry, V21 is still chuffing me about, but I got it through on the hotmail account.
btw, my new (non-hotmail) addy is: bdwooding -at- btinternet.com
GtkR 1.5.x is unuseable for experienced radiant users. You'd be better off using the editor included with Doom3 for the moment, and wait till
a) proper/full D3 support is ready in GtkR
b) Spog finally bites the bullet and puts the brush manipulation controls back to how they were (c'mon man, you know it was better that way, and 99.8% of Radiant users have told you that... so wtf?)
I�ve been using it for over a month now (for Quake 1 mapping) and I�ve been really happy so far. I switched from WorldCraft 1.6 (having used GTKRadiant 1.2 and 1.4 for some Q3 maps that were never released) and I am one of those who actually *DID LIKE* the changes made to the interface.
Stupid Q3 Question
How do I make the aas file?
I'm currently mapping a base-based map, and I would like to use event_lightning item. I had last week 2 helpfull map examples from MadFox and VoreLord (thanks to them) of event_lightning use ... This work this time but... lightning effect is not permanent.. I mean that it occurs only during a half second and then disappear.. I've alreadyt set a wait -1 into func_button and func_door that respectively command and generate the lightning... so what's the problem ?? Is there a wait -1 missing into the event_lightning item, or somthing like this ?? Any good idea is welcomed ..
opening e1m7 in QuArK and inspect the relationship between the buttons and lightning mechanism. Although that lightning is also just a short time, maybe you can't have a permanent effect? AFAIK, it bogs down engines too.
Thanks for this advice... I will take a look this evening...
During the game I am able to generate a lightning between two doors (like in e1m7, so i think I build it correctly), but the effect is not permanent, and that's what I would like to have... hhhmmm maybe in Quake C code I can find event_lightning processing and find how to build what I want...
.... I've just took a look at http://www.gamers.org/dEngine/quake/Qc/ and it seems that event_lightning time is limited, but nowhere I found its limitation... the more I'm not very good in C programation... Sure someone else will have less problem than me, so is there a noble man to help me, just take a look, and tell me something interseting can be found please ??
Re: GTKR 1.5
I switched from WorldCraft 1.6
Ah, that would explain it. Overly modal interfaces are not among my favourite things. D3R adds a nifty feature - you can obviate the clipper mode entirely by using ctrl+rmb to drop clip points.
I'm sorry to tell you, but I don't think you can have the event_lightning constantly on.
Unfortunately, that's what I suspected... And it means that I need to change my map design.... gggrrrrrr....
Thanks for your opinion...
I used GTKr 1.5 after years of using Q3/GTKr for my Quake3 mapping and WC 1.6 for for Q1 mapping. I've found it's UI to work fine and seriously don't understand what people's problem is with it. Once you get used to it, you'll be just as fast as you were with old style radiant.
For referance, my final few q1 speedmaps were done using GTKr 1.5.
As for it's use in d3... well, it's still pretty limited, and for all it's nice points, d3edit's ability for realtime rendering and all it's other features tied into the engine make it the clear choice atm. Time will tell how well it'll be updated.
is there a way to stop d3edit from screwing up my desktop's colour/gamma settings then? that is the main reason i don't want to use d3edit because everytime i'm finished with it, and close it, the default gamma setting is set too high, and even if i change it back in display properties, as soon as the screen is switched to full screen (from any game) back to windows mode, the gamma is back up high like before...
i use Doom3.exe +r_fullscreen 0 +vid_restart +wait +wait +wait +wait +editor to get a windowed mode.
1. Some triggering thing with
2. trigger_relay with
3. trigger_relay with
4. event_lightning with
and any other fields required.
What happens is that your button or whatever trips both the lightning (at the start) and starts the two trigger_relays into repeatedly triggering each other. Doing so repeatedly fires the lightning.
NaturalSelection came with a resetgamma.exe file. I didn't play the mod for so long but I still cherish the gamma hack for the rare times q3 crashes or something. Find me in #tf >4hours from now and ask me for it.
Or Use Setgamma
Or Use A Couple Of Commandline Thingamajigs
+r_gamma 1 +r_brightness 1