Enemy Territory: Wrong version compiles?


(Jizaboz) #1

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&p=63354&highlight=error#63354

I decided to put this here too because I have no idea if this is a Q3map2 or ET bug. To make a long story short, I get a “ERROR: <mapname.bsp> is version 46, should be version 47”.
To make matters better, this is now also the result of the first compile after everything ET and Radiant related had been deleted and the map was built from scratch. There was nothing left of my first attempt at the map when I recieved this BS.

Any help with this a work-around would be greatly appreciated.


(ydnar) #2

It’s not a bug. You need to add -game et to the Q3Map2 commandline arguments to enable Enemy Territory mode.

y


(Jizaboz) #3

Hah! That’s wonderful man. Didn’t know about that. That’s weird how it actually ran OK a couple of times… but didn’t after I “fixed” it. Probably because my original didn’t even have game specific shaders. Thanks a lot! I’ll try it after I get home from work…


(Jizaboz) #4

It seems my batch created by q3map2buiild already had that line, I even tried taking the quotation marks off “et”. Still, version 46 should be 47.

Currently using Q3map 2.5.3


(ydnar) #5

Download the most recent version (2.5.12) or the development build (2.5.13) and try again.

y


(Jizaboz) #6

That’s funny ydnar, I just tried that and wondered if you had already replied before I could brag about it working now! hehe.

Too bad the terrain is still orange and black… DOH!


(dime1622) #7

ok im still having this problem, i have the program, but all im doing is dragging my map into q3map2 itself (tried both 2.5.12 AND 2.5.13). how do i add that line? i have no way to edit the program. :confused:


(chavo_one) #8

q3map2 is a command line program. You have to give it command line arguments.

So you have three options.

  1. Limit yourself to the version of q3map2 that came with radiant, and compile through radiant’s GUI.
  2. Use a front end tool like q3map2build or q3toolkit. There are several options here.
  3. Write yourself a batch script that you run to compile your map.

I prefer option 3.

Here’s my batch script. Also, there is an example in the LDR.

@set Q3_PATH="C:/Games/Enemy Territory"
@set MAP_PATH="C:/Games/Enemy Territory/etmain/maps/tc_venice.map"
@set COM_PATH="C:/Program Files/GtkRadiant-ET-1.3/q3map_2.5.12_win32_x86/q3map2.exe"

@set BSP_OPTIONS=-meta -v -mv 1024 -mi 6144 -verboseentities -game et -fs_basepath %Q3_PATH%
@set VIS_OPTIONS=-vis -v -saveprt -game et -fs_basepath %Q3_PATH%
@set LIGHT_OPTIONS=-light -v -fast -patchshadows -super 2 -filter -thresh 0.5 -bounce 8 -external -lightmapsize 256 -approx 4 -game et -fs_basepath %Q3_PATH%

date /t
time /t
%COM_PATH% %BSP_OPTIONS% %MAP_PATH%
time /t
%COM_PATH% %VIS_OPTIONS% %MAP_PATH%
time /t
%COM_PATH% %LIGHT_OPTIONS% %MAP_PATH%
time /t


(dime1622) #9

awesome, i had tried making a batch file but it was calling my Documents and Settings\myname directory and stuff, well see if this works.


(ratty redemption) #10

there is a 4th way that I use, edit the .qe4 project file which is similar to a batch file, but changes the bsp menu in radiant.

you can find or change the name and path of the .qe4 file by looking in the radiant.ini file, for a line like…

LastProject=E:\wolf\radiant 1213\radiant.qe4


(Jizaboz) #11

I’m using the Q3map2build front-end utitlity, and now pointing to 2.5.12. Mod path is set to etmain and “game” is set to ET. I’m using normal build modes for all 3 steps and no other custom changes have been made. Could this cause a problem with my terrain? Do I have to just create a batch?


(ydnar) #12

You don’t have to explicitly set the mod path to etmain when the game is set to et. It’s automatic.

Can you post your batch file?

y


(Jizaboz) #13

“C:\Program Files\Q3map2Build\q3map_2.5.12_win32_x86\q3map2.exe” -fs_basepath “C:\Program Files\Wolfenstein - Enemy Territory” -fs_game “etmain” -game “et” “C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.map”
Pause
“C:\Program Files\Q3map2Build\q3map_2.5.12_win32_x86\q3map2.exe” -fs_basepath “C:\Program Files\Wolfenstein - Enemy Territory” -fs_game “etmain” -game “et” -vis “C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.map”
Pause
“C:\Program Files\Q3map2Build\q3map_2.5.12_win32_x86\q3map2.exe” -fs_basepath “C:\Program Files\Wolfenstein - Enemy Territory” -fs_game “etmain” -game “et” -light -v “C:\Program Files\Wolfenstein - Enemy Territory\etmain\maps\mars.map”
Pause

There is my batch file. I didn’t mean modpath, it was game path… sorry for the confusion on that. Should this work?

*update
Yeah, it works. The terrain is now just orange and black were my custom shaders (doh) were added in the alphamap. SD textures on the terrain display fine. No more compiler problems for me I think.

Thanks for helping with this everybody. Going back to the Editing ET section…

:drink: