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  • virtuoso_q1 gamepack for NetRadiant

    I was sick of the sad and practically unsupported q1.game pack that comes standard with Radiant. For all other .game packs the compiler and everything you need is included. q1.game was the only pack that leaves the user trying to figure everything out and in one case it was even written incorrectly. I have solved all of these stupid problems and created what I believe to be THE definitive q1.game pack for NetRadiant. People do not like to read READ_ME files for some reason so the entire rest of this post IS the READ_ME, which is also included in the download.

    Virtuoso_Q1 game pack for NetRadiant

    virtuoso_q1 download

    :::::::::INSTALL INSTUCTIONS::::::::::

    1) open the provided RADIANT_ROOT folder, drag and drop all of it's contents into your root NetRadiant folder
    2) when asked to overwrite, click yes, it will not overwrite any pre-existing files. If not asked to overwrite you are dropping this stuff in the wrong folder.
    3) grab the Virtuoso folder and dump it in your Quake/ folder (just like ID folder)
    4) Start NetRadiant and choose Virtuoso from the drop down menu
    5) When prompted, navigate to your Quake directory and click OK

    That's it. However there is one more step in order to run your map from NetRadiant. Read the rest to figure it out.


    NOTE: form here down "RADIANT_ROOT" is referring to YOUR root NetRadiant folder, NOT the one included in this download.

    ::::::::::RADIANT_ROOT FOLDER:::::::::::

    FILES EXPLANATION:

    games/virtuoso_q1.game: base settings .game file. Do not modify this unless you know what you are doing

    virtuoso_q1.game/(folder): complete and packed to the gills gamepack, including compilers, alternate build menus and standard ent. Everything in this folder has been customized to work together as it is. It is NOT recommended that you move files around or modify them unless you know what you are doing. The one exception is build menu modifications and even then you should be doing little more than adding switches or correcting the engine var to reflect the engine you use.

    viruoso_q1.game/compilers/: This folder contains subdirectories of the most common and current compilers, including some experimental ones (xt). Each folder also contains the source and docs for each compiler (when available)

    viruoso_q1.game/build_menus/: This folder contains compiler subdirectoies that contain applicable build_menu.xml files. These files were written in a very generic way and it is recommended that you read the docs for the compiler you use if you would like to add switches that are more specific. However, as is, these build_menu's possess enough options to compile most maps in a simple way.

    viruoso_q1.game/default_build_menu.xml: this is a conglomeration build menu that contains combination builds for each compiler group. It is also written generically and all of the above information for the more specific build_menus apply to this one as well.

    viruoso_q1.game/virtuoso/entities.ent: the completely standard .ent that comes with the classic q1.game pack

    settings/: this folder porablizes your NetRadiant. There may come a time where you want to change you build menu and having this folder in your RADIANT_ROOT will make that very easy. There are other reeasons why it is good to have this folder handy, but it is beyond the scope of this package to explain them.

    HOW TO CHANGE YOUR BUILD MENU:

    1)open virtuoso_q1.game/build_menus
    2)choose the folder that is labeled after the family of compilers you would like to use
    3)copy the build_menu.xml that is in that folder
    4)navigate to RADIANT_ROOT/settings/1.5.0/virtuoso_q1.game/ and paste the build menu into that folder. YOu can be positive you are in the correct folder if you see 2 other files local.pref & shortcuts.ini

    note: there is no need to ever delete anything when doing the above steps. By default NetRadiant will use RADIANT_ROOT/virtuoso_q1.game/default_build_menu.xml. When you paste the new build_menu.xml into the appropriate folder it will use that instead. If you decide you want to go back to the default_build_menu.xml THEN you can delete the build_menu.xml that you pasted. Other than that, there is never anything to delete.

    YOU HAVE TO DO THIS IF YOU AREN'T USING DARKPLACES:

    For whichever (default_)build_menu.xml you are using, open it and change:

    <var name="Engine">darkplaces.exe</var>

    to

    <var name="Engine">WHATEVER ENGINE EXECUTABLE YOU USE</var>

    save the file and restart NetRadiant if it was already open. This step finalizes the last var that is necessary to use the RUN MAP feature that is present in every Build_Menu. Failure to properly set it will result in a command shell briefly appearing on the screen followed by nothing else happening. If you are positive that you have it properly set, it is not impossible that you are using a version of windows that has surpassed the batch script version used in my run.bat. It is beyond my experience or knowledge to explain to you what changes need to be made. Maybe compatibility mode could solve your issues. You would have to apply compatibility mode to the bat. This has been tested to work as is and without issue on WinXP SP3. No other Windows versions have been tested.



    :::::::::: Virtuoso Folder::::::::::


    FILES EXPLANATION:

    newskip.wad: necessary for using virtuposo_q1.game/compilers/extra/newskip.exe

    hintskip: necessary for using virtuposo_q1.game/compilers/map1/Txqbsp_RS.exe

    gridz.wad & texures/: wad and replacements combo for early geometry and texture alignment

    run.bat: dynamic bat which is called from the build menu to specifically run the map you are working on. You must properly set the [Engine] var in your build menu if you are not using darkplaces (which is my default - see the end of the last section of this read_me for details.)

    ---

    scripts/ & maps/: blank "starter" folders for your project. Use scripts/ to store you shader scripts


    :::: CREDITS ::::

    Many developers which are too numerous to name have created many of the tools which are in this compilation. I have included all of the read_me files that come with these tools and credit is given to them there. I can only take credit for the following:

    *All Build Menus
    *Gridz.wad (and textures/ folder replacements)
    *Run.bat
    *virtuoso_q1.game
    *The compilation of all of this into a tight working unit

    Thank you for using the Virtuoso Q1 Gamepack for NetRadiant and please feel free to issue any comments or suggestions you may have. I can only give support for the files that I have created. In the event an included tool, which I did not create, is giving you unexpected results, I recommend that you contact one of the developers of that tool or post your issue on a relevant forum.

    Gypsy - build: 20130903-16:26Cn
    Last edited by MadGypsy; 09-03-2013, 05:57 PM.
    http://www.nextgenquake.com

  • #2
    Code:
    OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp
    Unable to find default tag file C:/netradiant-20120705-win32/virtuoso_q1.game/shadertags.xml. No tag support.
    OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
    Texture load failed: "textures/+0camon"
    Texture load failed: "textures/+0dfbutt"
    Texture load failed: "textures/+0dfmon2"
    i put my texcher wads in the c:quake/virtuoso file and they all show up in radiant as shader not found...

    any ideas?

    Comment


    • #3
      That was an oversight. Thank you for testing my package and catching that. I have uploaded the fixed package or you can make the simple adjustment below.

      1) open RADIANT_ROOT/games/virtuoso.game
      2) change texturetypes = "tga jpg png" to texturetypes = "tga jpg png mip hlw"

      if you restart radiant and you are still having the no wad problem...close radiant

      3) go in RADIANT_ROOT/settings/1.5.0/ and delete everything
      4) restart the Virtuoso game pack


      Thank you again JD for catching that.


      Extra: this oversight happened for 2 reasons

      1) I had already put wad format in archivetype and incorrectly assumed that was sufficient. Plus I had show_wads="1", but I understood incorrectly what that actually meant.

      2) I was using a wad that had actual replacement textures in a format that I had included in texturetypes so, I never got that error. When I placed a wad with no replacements in my virtuoso folder it all fell apart.

      I honestly don't believe you should have any more problems, but if you do please tell me.
      Last edited by MadGypsy; 09-03-2013, 06:16 PM.
      http://www.nextgenquake.com

      Comment


      • #4
        sweet man ill give it one more go. it had no texchers but i compiled a map any way! it worked very well! im excited to play with this! thanks for taking the work out of building a quake map.

        Comment


        • #5
          running the map and everything worked from my build menu, for you?

          If so, checkmate, bullshit eliminated!
          http://www.nextgenquake.com

          Comment


          • #6
            it did run from the build menue and it worked well i only used the first build option... still not seeing the texcher in the wad thow... hear is the wad i use do we need to add bitmap to the texturetypes ?

            https://anonfiles.com/file/a5dd58d66...86112d2fcd961d

            Comment


            • #7
              lol, you have to select a brush, open the entity inspector (press N) and add "id.wad" in the Wad: [id.wad ] field. That's standard for any map you make in Radiant. I had the same problem with the first map I ever made so, don't feel bad for not knowing that.

              You can use more than one wad by separating them with a semi colon.

              Wad: [id.wad;someother.wad;yetanother.wad]

              using the txqbsp_RS builds (map1) you can even do this

              Wad:[*.wad]

              and it will just use every wad in the virtuoso folder.

              BTW: the "RS" stands for rotate and skip. It's an upgraded bsp compiler that supports brush rotation and better skipping.

              Also, just to give you a leg up. If you go to virtuoso_q1.game/compilers/map1/docs there is a file named read_how. That is Bengt Jardrups readmevis.txt. If you scroll way down it tells you a whole lot about options you can use in your map and in your build regarding light and vis. I straight-up recommend that you read that. things that start with -(minus) are switches that you can include in the build menu. Things that start with _(underscore) are options that you type into the key: field of the entity inspector.

              For instance

              entity inspector with a brush selected so you are modifying worldspawn
              key: _sunlight
              value: 250

              build menu. note to people that think the below is wrong. It isn't if you are using my build menu. I threw -soft in there so to illustrate that more than one switch can be used at a time.
              [light] -soft -sunlight 250
              Last edited by MadGypsy; 09-03-2013, 08:13 PM.
              http://www.nextgenquake.com

              Comment


              • #8
                JD brought it to my attention that he still could not get the textures to show up in his map. So I ran a test and figured out the problem. It has nothing to do with my gamepack (at this point) it all depends on what compiler you use.

                if you are using hmap2 you can get away with this
                Wad: id.wad

                if you are using the map1 or xt compilers you have to write the full qualified path. I recommend doing it like this:
                Wad: C:\Quake\Virtuoso\*.wad

                that will use every wad in your virtuoso folder without you having to write each individually, but only the wad textures that you actually use in your map will be saved in the compiled bsp.

                note: *.wad does NOT work with hmap2
                Last edited by MadGypsy; 09-03-2013, 10:57 PM.
                http://www.nextgenquake.com

                Comment


                • #9
                  Hey guests, members, whomever you are. I see you coming here. Are you using this game pack? Is it working for you? Do you have a question or suggestion? A lot of work went into making all of this as simple as possible. Is it still too hard? Maybe you are a pro auditing me. Is there a better job that I could do? I'd sure like to know these things, especially in the guest sense.

                  Don't you think 2 years of following me around, using my work and learning from my tutorials that, it might be time you actually participate? Projects get better due to input. If you are relying on me to know everything there is to know, never make a mistake, consider and create the most productive possible solutions, all by myself, I would say that is a very unfair attitude/position/mentality.

                  If it wasn't for JD, my package would have one small but crucial mistake and the most starter piece of information, to get textures to appear in your map, would have never been addressed. You'd be left thinking my game pack is broken until I finally realized these things on my own, which may have been quite a while because, I am currently writing docs.

                  This isn't a rant, it is an appeal. An appeal for the same consideration that I granted you while I was employing all of my effort to make mapping about making maps and eliminating confusing "third party" and professional steps.
                  Last edited by MadGypsy; 09-04-2013, 03:24 AM.
                  http://www.nextgenquake.com

                  Comment


                  • #10
                    NetRadiant is in active development so why not submit your improved q1 game thing to them? That would make it easiest for users.

                    You better stop caring about not everyone saying something about your work. It's soothing not to. See http://en.wikipedia.org/wiki/1%25_ru...ternet_culture) . Not everyone who looks at this thread will care at all about its contents.
                    Quake 1 Singleplayer Maps and Mods

                    Comment


                    • #11
                      I have to agree with Spirit, and I think I said a similar thing earlier.

                      I am interested in this project, and read your posts (and your PMs), but I simply didn't have time recently to actively participate. I'm so busy recently that I can't keep my eyes open half of the time. Other people might have other reasons for not actively commenting.

                      I still intend to participate in the near future though.

                      Patience!

                      Another thing, consider making threads about this at other communities that use Radiant. Your project isn't fluff, it's actually interesting, so those communities might also be interested in it and it gets exposed to more people.
                      Scout's Journey
                      Rune of Earth Magic

                      Comment


                      • #12
                        Yeah you guys are right. I shouldn't compel people to give me feedback. Especially the massive amount of guests that never do. My bad. This is something that I need to know if it is working for more than just two people with a shitty out of date computer and OS.

                        You guys need to stop telling me what to do and derailing my threads with your negative opinions about my desire for feedback. That's what needs to stop. Use the PM feature for that shit. I read them and respond.

                        Another thing, consider making threads about this at other communities that use Radiant. Your project isn't fluff, it's actually interesting, so those communities might also be interested in it and it gets exposed to more people.
                        I am working on that.

                        Patience!
                        I have patience. My appeal was mostly to guests and I put it there now because I know it will be read off and on for months. I went to my Become a Quake Modder thread the other day and there were a bunch of guests. I haven't even written anything there in forever. I'm sick and fucking tired of "guests"! These mother fuckers need to learn how to participate! "Gimme all your knowledge and work so I can hit the road" is pissing me off!
                        Last edited by MadGypsy; 09-04-2013, 11:53 AM.
                        http://www.nextgenquake.com

                        Comment


                        • #13
                          well i think the update did not stick for me cose i reinstalled and it seems to be working just as it should!

                          Comment


                          • #14
                            Regardless of what any of you think I am looking for feedback wise. I NEED:

                            Win 7 - works
                            Linux (distro info) using wine - works
                            Win 8 - won't build, here's my error

                            HI, I'm a pro mapper - you should include these compile tools
                            Another pro mapper here - you should include these switches in your build menu for MAP1 compilers
                            Yet another pro mapper - did you know you can do q2/q3 map stuff with the -q2map switch in txqbsp. You might want to consider blah blah blah


                            I don't expect these answer today, but if I never make it clear that I need these answers then I certainly won't get them. Do you understand now, g_b and spirit?

                            Before you even say it - I'm aware this needs to be on func. This is an early realease and I am still polishing it. Imagine if I would have posted it on func first. I'd be getting laughed at for forgetting the "hlw mip" options in texturetypes. I'd like to make sure there are no completely stupid mistakes first. That's why I need the people (especially guests cause there are a lot) that are using this to give me feedback here.
                            Last edited by MadGypsy; 09-04-2013, 12:21 PM.
                            http://www.nextgenquake.com

                            Comment


                            • #15
                              I'm sure M-G you could make cash doing this... just try to see what could be done with a "toy" in our days!

                              Comment

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