GtkRadiant-1.5.0-RC1


(Shaderman) #1

I don’t want to post in every game section of this forum so here we go :slight_smile:

The first release candidate is out. If nothing special happens, this version will be 1.5 final soon. Get the Windows installer here.

Some of the most important changes and fixes since GtkRadiant 1.5.0 beta - build 03-02:

  • Added bobtoolz

  • Added Nexuiz, Darkplaces, Prey and Warzow support.

  • Added support for patches in texture-painting tool.

  • Added support for loading both .ent and .def files at the same time.

  • Added strafing for the camerawindow while holding ctrl (additional forward movement can be enabled by pressing shift during strafe).

  • Added brushexport Plugin by namespace (Exports selected brushes as wavefront object, supports multiple collapse modes and a materialignore list).

  • Added sunplug (Mapcoordinator-plugin for ET) by Topsun (ET only: setting mapcoordsmins and mapcoordsmaxs in the worldspawn)

  • Added Enhanced Texturebrowser (ETB) (see http://www.map-craft.com/modules.php?name=ETB)

  • Added shaderplug, accompanies the ETB

  • Added View -> Filter -> “Invert filters/Reset filters” function

  • Added “select inside” and “select touching” (both functions now work with multiple selectionbrushes, allowing complex selection operations).

  • Option to toggle the camera window stats on/off (view --> show --> show stats).

  • Added warzow- and tremoulus-support to q3map2

  • Added new texture browser option: View -> Hide Image Missing.

  • New texture browser option: View -> Fixed Size.

  • Inverted bevel can be used with end caps

  • Camera movement speed changes. Increase speed = SHIFT+KP_PLUS, decrease speed = SHIFT+KP_MINUS. New option to link the strafe speed to camera movement speed (default: linked).

  • UFO:Alien Invasion Plugin

  • Added anisotropic view filter

  • Fixed detail brushes being turned structural when texture is set.

  • Fixed doom3 func_static with blank ‘model’ key being invisible.

  • Fixed crash when loading entity definitions in quake4 1.3 point release.

  • Fixed entity inspector sliders to always show

  • Several 64bit fixes

  • Fixed some hotkey collisions

  • Fixed Entity -> Ungroup

  • Fixed translucent brushes becoming invisible when selected

  • Entity names are now drawn for group entities in Doom3 and Quake 3 mode

  • Fixed “jumping” texcoords when switching to a shader with different size

Enjoy.

Shaderman


(kamikazee) #2

If this thing has to be final, I’ll not be holding it back.

There is a feature however that seems to lack compared to the Doom 3 editor, namely a “patch subdivision” slider.
GTKRadiant uses a larger subdivision on a larger patch or cylinder, however, when building pipes in Doom 3 it would be nice to manually set the subdivisions. (Pipes mostly have a radius of 32 units, resulting in 4 subdivisions. Doom 3 maps use about 20 to give a smooth result.)
It is possible to change it in the Doom 3 editor and reload it into GTKRadiant, it’s silly though to have to switch editors just for this one setting.

Should I send this to SPoG/TTimo or do you think that it has been added already?


(Kic) #3

Nice
I must say that I rather using GTK Radiant 1.4.0
Sometime in month of October I tried your new improved GTK Radiant 1.5.0, but I dont like on this that show only few folders with textures
Sorry for my English
But you are doing good work


(EB) #4

ah go on, there are loads more changes…he is just being modest. :smiley:


(nUllSkillZ) #5

Nice work.
Much appreciated.
Will there also be a linux version?


(Diego) #6

I have not been keeping up with this development. The last time I looked into the Beta of 1.5, there were a number of important features from 1.4 that were broken in 1.5. But I would really like to have the ETB support and those filter additions. Are there any major tools or features from 1.4 that are still non-functional in 1.5?

In my perfect world, can I just switch to 1.5 and have everything work the same but with new and inproved features? :smiley:


(Shaderman) #7

Sounds like a nice feature which Radiant doesn’t have yet. There are options in the curve menu to insert/delete columns and rows though.

Should I send this to SPoG/TTimo or do you think that it has been added already?

SPoG stopped developing Radiant some months and TTimo some years ago. If you have feature requests it would be best to send them to the mailing list or file a bug report (it’s ok for feature requests, too). You can get more information here: http://zerowing.idsoftware.com

That shouldn’t be Radiant related because textures come with the games and not Radiant. Maybe the “view --> show shaders” option wasn’t enabled.

No, nothing planned. The old loki installer must be horrible and AFAIK there’s no documentation about how to use it with Radiant. But usually, Linux user seem to compile Radiant themselves without any trouble.


(Graham) #8

You don’t need to use the Loki installer, as long as there’s a Linux version, I’ll be happy.


(zorius) #9

I use the 2006 Aug. 19th build. This is the best, most stable and bugless version as far as it seems to me.
This new texture browser is just not good for me; as always, in this version it also doesn’t recognize many original textures, although I use just a pure, legal version. Where is the problem? Who knows, I go back to Aug 19, sadly, but it works well anyway.
Hope this problem will be solved in the future, because I’m interested in the new features, but after seeing my missing textures, I always unistall it fretfully… :x


(Shaderman) #10

I’d say no but you have to get used to the new vertex/edge modifiers though :slight_smile:

In my perfect world, can I just switch to 1.5 and have everything work the same but with new and inproved features? :smiley:

Give it a try and find it out on your own :wink:

You can grab the source from SVN. Here’s a short description on how to compile it: https://zerowing.idsoftware.com/svn/radiant/GtkRadiant/trunk/COMPILING

Hope this problem will be solved in the future, because I’m interested in the new features, but after seeing my missing textures, I always unistall it fretfully…

I’m not aware of such a problem. I’d need details to help you (which game, which textures aren’t showing, console log and so on).


(Diego) #11

I took some time to check out this version tonight. As someone who has only used version 1.4, I have a few observations about the differences. Bear in mind that I may have just missed things that I am looking for.

Right Click:
I think I’ve managed to locate most of the rearranged menus. But I have to admit I was never good with the shortcut keys and I really liked having those extra commands like Make Structural/Detail, and the Selection options available with the right mouse click.

Selection Options:
Regarding the selection options, I use Select Complete Tall and Select partial tall more than any of the others. Select Inside works similar, but if my selection brush isn’t tall enough, I will miss some. And sometimes Select Touching might give me brushes that I don’t want like sky box or some other large brush that would not have normally been selected. I also noticed that the selection brush does not disappear after I use Select Touching, but it does with Select Inside.

Brush Manipulation:
I played around with the new edge/vertex manipulation tools. I guess for the most part It was pretty intuitive. However, I noticed the vertex manipulator no longer allows you to break Brush’s planar face. That is a problem for me. Since I have a lot of terrain made by hand, I used Cubes instead of Triangles as much as possible. So a lot of the faces on my terrain on non-planar. I only used triangles when the engine couldn’t draw them properly. I know, it may not have been the cleanest or most recommended way to work, but at the time, I needed to keep my brushcount down to keep my cpu load lighter. (I wasn’t aware of the region menu at the time :oops: )

For better or for worse, My terrain is what it is so I can’t use 1.5 to modify it any further unless there is some easy way to set up a preference to allow non-planar manipulation.

Windows:
Where is the small Z axis window? Did I miss it? I make most of my Z axis manipulations in that one. I only change my orthographic view to get fine details in proper position.

The re-arranged menus are not an issue for me. I Just need to get used to them. I do really like the new Texture window. And I was happy to see that the filters would filter a Hint brush even if most of the sides had Skip assigned to it. The extra options and the invert filter are great too.

Entity Window:
I’ve only had a chance to take a basic look at the improvements to the entity window. I really like that you have all of the entries at the bottom based on the entity type. However, I don’t like the way the window expands when you try to resize it. With all of those key/value entry slots at the bottom, you really don’t need that great big window for entering values. But I can’t resize the window in a way that will minimize that part of the window. If I resize the entire window, the part that expands the most is the large window. If I adjust the slider between the large window and the entity description window, I still just get a larger key/value entry window. I don’t know if I’m explaining this clearly, but I would just like to be able to fit the entity definitions and the key/value entry rows on my monitor at the same time without having to scroll up and down constantly.

I also notice the angle buttons are gone. But it appears that the rotation button actually works on entities now. That’s fantastic. My only question is where is the magic button that makes doors move up or down? God forbid I have to enter that manually.

That’s about as far as I have gotten right now. Overall I really like the improvements. I know that everyone has a different way of working. Mine my not be the most efficient, but after using 1.4 for so long, I have quite a few workflow methods and habits that I would not mind seeing available in 1.5.


(Diego) #12

Ah, ignore my rant about the entity window. I finally found out how to resize it so the key/value rows show up better.


(Q.) #13

By the way has anyone here checked the version of q3map2?
Does it still stay at 2.5.16?


(zorius) #14

Sorry, I’m a llama…

Okay, I map for q4, and once the console wrote out with red letter all the missing textures, but after that it doesn’t say anything about them, they are just missing. This problem occured before, I think since this new texture browser exists.
I made a shot to make it clear, many default, common textures are missing, although my q4 dir is clean, and with older gtks it’s working absolute correctly. I thought that a shadertagfile creation would help, but no. Where is the problem, You think?

Thanks anyway

PS: another llama question: is it possible to align (naturalize exactly) textures vertically/horizontally on patches as it is in the default editor? Like if I have a horizontal or a vertical trim, the older gtks could just align them in one direction, this way I had to fix them in the builtin editor.


(Darkfrost) #15

I’m using it right now, my map works fine in it, complies fine :slight_smile:

I would like it if the make detail / structural options were added back to the right click menu though :slight_smile:

I seem to have the ‘z-fighting’ effect on anything i select though :frowning:

I tried the brush cleanup (After getting a error on a degenerate plane) and it removed 0, then i tried it in 1.4 and it removed 20


(Jecoliah) #16

I have been using 1.5 since you have been releasing it.

The best version is the October release.

The 2 releases after that there is a problem.

I have a ASE model that i created of an Allied XF5U Airplane.

The problem is that with the Dec and Jan Release the Windows on my Model have a metal Texture instead of the Glass Texture.

When i convert back to the October Release it is back to normal.

Jec


(Darkfrost) #17

@Jeco

I think it’s just something to do with the way it draws transparency, in 1.4 i can hardly see the windows on my building, in 1.5 they are nearly solid! (I prefer it nearly solid)

Looks the same ingame though :slight_smile:


(Jecoliah) #18

No, when it is compiled with the ASE it still shows a metal texture In-Game.

This is not just an in-editor problem.

Jec


(Shaderman) #19

@Diego yes, 1.5 differs from 1.4 in several ways. Some of the old features may be gone and new features are in. The main reason for this surely is that huge parts of 1.4 have been rewritten and are the base for 1.5. Due to missing interest and man power, there’s currently no chance to bring these old things back and - more important IMO - to go on with core development.

Since SPoG quitted, only three people were more or less working on the Radiant core (namespace, Topsun and me). We agreed to fix the worst bugs and release a usable final version at the end before we stop working on GtkRadiant ourselves. Since nobody else is left, GtkRadiant starts hibernating.

@Q the version number is still 2.5.16 and might be changed to 2.5.17 because warzow and tremoulus support was added.

@zorius which Q4 version are you using? Can you give me some examples which materials are missing?

@Jecoliah Radiant parses ASE model files for materials and displays them in the 3D window - nothing else is done. q3map2 doesn’t change the content of the file, too so I guess it might be a material path problem in your ASE file. You can send me the file and I’ll have a look at it.


(Jecoliah) #20

I zipped up the ASE and below is the link.

You have to wait about 15 secs to DL and then input the code.

Sorry, i don’t have my own space to upload stuff.

http://www.badongo.com/file/2055330

Jec