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Fork q3map2/Radiant for Spearmint #61

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zturtleman opened this issue Jul 9, 2013 · 2 comments
Open

Fork q3map2/Radiant for Spearmint #61

zturtleman opened this issue Jul 9, 2013 · 2 comments

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@zturtleman
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Going to need to fork q3map2. I'll probably end up forking GtkRadiant 1.6 too. MintRadiant? Levelmint?

List of things to do... (list will probably grow as I think of things)

q3map2

  • Add support for linearFogParms.
  • Add support for new SBSP format.
  • Add support for if 0 ... endif in shaders? (Already supported by engine, see Shaders wiki page.)

radiant / q3map2

  • Change game / fs_game handling?
  • Load base game directories from gameconfig.txt

radiant

  • Load entities from files in game directories, so games can easily add new entities / inherit entities. (will need a file to say what games to inherit entities from? stick in gameconfig.txt?)
    • editor/entities.ext
    • editor/func_explode.ext
  • q3map2 entities / entity keys should be separate from game entities.
  • Ability to hide entity keys that one doesn't ever use? (mainly thinking some q3map2 keys)

I'd like all the editor config to be loaded from game directories, so every game can easily ship with editor config.

To be decided:
Should I support non-Spearmint Q3, ET, etc? Could choose to require using new game config with radiant option to compile to legacy game formats.

  • Pros: Don't need multiple radiant installs to make maps for spearmint games and vanilla games.
  • Cons: Requires more work / code.
@zturtleman
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I'm tempted to turn q3map2 into a map compiler and editor framework library with CLI and newly written the GUI editor. It would take a long time though.

@zturtleman
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From issue #103:

I reviewed the q3map2 per-game settings. emitFlares should default to enabled as Spearmint supports flares. wolfLight changes how light entities render in q3map2, so should be set per-game (though maybe not in gameconfig.txt, may have separate editor/map-compiler config file?).

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