Post by jaydolan on Oct 12, 2013 17:59:23 GMT -5
Hi guys,
A couple of months ago, Wixen was kind enough to post our news about GtkRadiant 1.6.4 supporting Quake II and Mac OS X. Well, today, as 1.6.4 sits in release candidate, I wanted to provide a little more insight into the motivation for those developments, and to ask for your help in porting some classic levels to Quake2World. Rather than re-post the whole article, I'll post just a snip:
Our highest priority for the 1.0 general release is to provide quality remakes of the classic Quake II deathmatch levels. Panjoo has started us off on the right foot with his superb rework of The Edge, and TRaK, before retiring from the project, gave us an excellent head-start with initial cuts of The Frag Pipe and The Warehouse featuring his own original textures.
[media]
We are seeking new mappers to pick up the torch and see these maps through to completion, and to port the remaining Quake II deathmatch levels as well. And to that end, we've upped our game by providing the very best tools and support we've offered to date.
GtkRadiant
Since Quake2World's inception, the NetRadiant editor has been our tool of choice for level editing. Unfortunately, NetRadiant seems all but unmaintained these days, and several long-standing issues with it led us to seek an alternative. While we may eventually support NetRadiant again in the future, it was time to make a change..
By joining up with TTimo's GtkRadiant maintenance effort, we have fixed several long-standing issues for mappers on the Windows platform. Namely, GtkRadiant 1.6.4 now supports per-user game data directories, so mappers no longer have to navigate the perils of placing their custom assets in the official game directory (where Quake2World's Update process will delete) them just to make them visible to Radiant.
Additionally, Q2WMap now integrates with GtkRadiant, allowing BSP process monitoring through the in-editor BSP compilation menu. This allows Q2WMap to send realtime feedback directly to the Radiant user interface, and select malformed brushes, point the user to leaks, etc. Moreover, all of the compiler's output gets logged right in the Radiant console -- no more console window popping up and then disappearing before you can read the results.
There's a whole lot more info, screenshots and video available in the full article here:
quake2world.net/blogs/jdolan/1.0-release-roadmap
But the long and short of it is that we've put an awful lot of effort into improving the mapping experience for Quake2World, and we're hopeful that some of the talented designers who haunt this board will consider giving Q2W a shot. While we are focused on porting the original deathmatch levels, we will welcome any and all high quality contributions. If you're interested, feel free to reply here or drop by our IRC channel: #quetoo on irc.freenode.net.
Cheers!
A couple of months ago, Wixen was kind enough to post our news about GtkRadiant 1.6.4 supporting Quake II and Mac OS X. Well, today, as 1.6.4 sits in release candidate, I wanted to provide a little more insight into the motivation for those developments, and to ask for your help in porting some classic levels to Quake2World. Rather than re-post the whole article, I'll post just a snip:
Our highest priority for the 1.0 general release is to provide quality remakes of the classic Quake II deathmatch levels. Panjoo has started us off on the right foot with his superb rework of The Edge, and TRaK, before retiring from the project, gave us an excellent head-start with initial cuts of The Frag Pipe and The Warehouse featuring his own original textures.
[media]
We are seeking new mappers to pick up the torch and see these maps through to completion, and to port the remaining Quake II deathmatch levels as well. And to that end, we've upped our game by providing the very best tools and support we've offered to date.
GtkRadiant
Since Quake2World's inception, the NetRadiant editor has been our tool of choice for level editing. Unfortunately, NetRadiant seems all but unmaintained these days, and several long-standing issues with it led us to seek an alternative. While we may eventually support NetRadiant again in the future, it was time to make a change..
By joining up with TTimo's GtkRadiant maintenance effort, we have fixed several long-standing issues for mappers on the Windows platform. Namely, GtkRadiant 1.6.4 now supports per-user game data directories, so mappers no longer have to navigate the perils of placing their custom assets in the official game directory (where Quake2World's Update process will delete) them just to make them visible to Radiant.
Additionally, Q2WMap now integrates with GtkRadiant, allowing BSP process monitoring through the in-editor BSP compilation menu. This allows Q2WMap to send realtime feedback directly to the Radiant user interface, and select malformed brushes, point the user to leaks, etc. Moreover, all of the compiler's output gets logged right in the Radiant console -- no more console window popping up and then disappearing before you can read the results.
There's a whole lot more info, screenshots and video available in the full article here:
quake2world.net/blogs/jdolan/1.0-release-roadmap
But the long and short of it is that we've put an awful lot of effort into improving the mapping experience for Quake2World, and we're hopeful that some of the talented designers who haunt this board will consider giving Q2W a shot. While we are focused on porting the original deathmatch levels, we will welcome any and all high quality contributions. If you're interested, feel free to reply here or drop by our IRC channel: #quetoo on irc.freenode.net.
Cheers!