A compile.bat if anyone wants one (Now posted!)


(ratty redemption) #21

@MadJack, np, I was just passing on some of ydnars general suggestions, on q3map2 switches, I know not all his comments were relevant to the ones you are using, but I didn`t want to edit his post, incase I left out something important.

and I agree it`s up to the individual mappers which compile switches they use, and in which combination :slight_smile:

I used to write batch files when mapping with the duke3d engine, as that was all dos based, but I havent really touched this scripting language in years, other then very simple copy .bats so my work is backed up and isn`t just in one folder.

and if I wanted to write a batch, where it gives the user choices, for what ever application, I know I would be rusty, so I`m keeping a copy of your .bat there for ref :slight_smile:

just in case anyone is interested, here is the custom .proj file I`m using with gtkradiant 138

<?xml version="1.0"?>
<!DOCTYPE project SYSTEM "project.dtd">
<!--
put remarks here
-->
<project>
<key name="user_project" value="1"/>
<key name="brush_primit" value="0"/>
//
<key name="bsp_bsp meta vis lightfast fastgrid" value="! "e:\wolf\radiant 138\q3map2" # -game wolf -meta $ && ! "e:\wolf\radiant 138\q3map2" # -game wolf -vis $ && ! "e:\wolf\radiant 138\q3map2" # -game wolf -light -fast -fastgrid $"/>
<key name="bsp_bsp meta lightfast fastgrid" value="! "e:\wolf\radiant 138\q3map2" # -game wolf -meta $ && ! "e:\wolf\radiant 138\q3map2" # -game wolf -light -fast -fastgrid $"/>
<key name="bsp_bsp meta" value="! "e:\wolf\radiant 138\q3map2" # -game wolf -meta $"/>
//
<key name="entitypath" value="e:/wolf/main/scripts/"/>
<key name="texturepath" value="e:/wolf/main/textures/"/>
<key name="mapspath" value="e:/wolf/main/maps/"/>
<key name="remotebasepath" value="e:/wolf/main/"/>
<key name="basepath" value="e:/wolf/main/"/>
<key name="autosave" value=""/>
<key name="version" value="1"/>
<key name="rshcmd" value=""/>
</project>

it gives very basic compile options for my current map, when I need more advanced ones I`ll add in new lines, but I like to keep these files as less cluttered as possible.

one thing you might be able to help me with is the -fs_basepath command which I`m not using, do you know what advantage it has? …I mean if I can compile fine for rtcw without it, then do I really need it?


(ratty redemption) #22

oh and the .proj files are easier to read without wordwrap.

edit: <snip> never mind it`s working again now, very weird.


(MadJack) #23

-fs_gamepath …

From: Q3Map2’s Handbook

paths to games

-game
-fs_game
-fs_basepath

As to how and in what way they work… Beats me. Get the source and hope it’s commented :wink:


(ratty redemption) #24

hee hee, thanx :wink:


(MadJack) #25

So anyone using it? Like it? No? :frowning:

Are we having joy yet? :smiley:


(ratty redemption) #26

I like it, just I prefer the bsp menu and .proj files, so Im going to use your .bat as ref, rather then its intended purpose.

at least that better then nothing eh? :wink:


(MadJack) #27

hmmm… actually… I’m not sure :stuck_out_tongue:

lOl … yeah better than trash can I guess… :wink: