proj = utils.vcproj( os.path.join( GetLaunchDir(), 'tools/quake3/q3map2/q3map2.vcproj' ) )
objects = lib_objects
objects += [ os.path.join( 'tools/quake3/q3map2', i ) for i in proj.getSourceFiles() ]
-q3map2 = env.Program( 'q3map2.bin', objects )
+q3map2 = env.Program( 'q3map2', objects )
Return( 'q3map2' )
lib_objects += SConscript( os.path.join( build_dir, 'SConscript.lib' ) )
Export( 'lib_objects' )
q3map2 = SConscript( os.path.join( build_dir, 'SConscript.q3map2' ) )
- self.InstallAs( 'install/q3map2.bin', q3map2 )
+ self.InstallAs( 'install/q3map2', q3map2 )
def emit( self ):
// generated header, see makeversion.py
-#define RADIANT_VERSION "1.4.0"
+#define RADIANT_VERSION "1.6.0"
#define RADIANT_MINOR_VERSION "0"
-#define RADIANT_MAJOR_VERSION "4"
+#define RADIANT_MAJOR_VERSION "6"
+++ /dev/null
-<?xml version="1.0"?>\r
-<!DOCTYPE project SYSTEM "dtds/project.dtd">\r
-<!--\r
-project template\r
-the $* strings will be expanded following these rules:\r
-$TEMPLATEapppath: path to the Radiant .. C:\Program Files\Gtkradiant\r
-$TEMPLATEenginepath: path to the engine .. C:\quake3\ C:\Program Files\Quake III Arena\ /usr/local/games/quake3/\r
-$TEMPLATEtoolspath: path to the tools directory (enginepath)radiant\r
- (NOTE: on win32 tools directory is usually where the editor is .. but it's not true on linux)\r
-$TEMPLATEuserhomepath: on linux, the directory with write permissions for saving maps etc.\r
- on win32, == $TEMPLATEenginepath\r
-$TEMPLATEbasedir: base game dir\r
-\r
-Note : Default project settings are for single player... this can be changed throught the projects select in the File Menu\r
-\r
--->\r
-<project>\r
-<key name="version" value="2"/>\r
-<key name="basepath" value="$TEMPLATEenginepath$TEMPLATEbasedir/"/>\r
-<key name="rshcmd" value=""/>\r
-<key name="remotebasepath" value="$TEMPLATEenginepath$TEMPLATEbasedir/"/>\r
-<key name="entitypath" value="$TEMPLATEtoolspath$TEMPLATEbasedir/scripts/entities.def"/>\r
-<key name="texturepath" value="$TEMPLATEenginepath$TEMPLATEbasedir/textures/"/>\r
-<key name="autosave" value="$TEMPLATEuserhomepath$TEMPLATEbasedir/maps/autosave.map"/>\r
-<key name="mapspath" value="$TEMPLATEuserhomepath$TEMPLATEbasedir/maps/"/>\r
-\r
-<key name="bsp_Q3Map2: (single) BSP -meta" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -meta $"/>\r
-\r
-<key name="bsp_Q3Map2: (single) -vis" value="! "$TEMPLATEapppathq3map2" # -game quake3 -fs_basepath "$TEMPLATEenginepath" -vis $" />\r
-\r
-<key name="bsp_Q3Map2: (single test) -vis -fast" value="! "$TEMPLATEapppathq3map2" # -game quake3 -fs_basepath "$TEMPLATEenginepath" -vis -fast $" />\r
-\r
-<key name="bsp_Q3Map2: (single test) -light -faster" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -faster $" />\r
-\r
-<key name="bsp_Q3Map2: (single test) -light -fast" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -fast $" />\r
-\r
-<key name="bsp_Q3Map2: (single) -light -super 2" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -super 2 $" />\r
-\r
-<key name="bsp_Q3Map2: (single) -light -fast -super 2" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -fast -super 2 $" />\r
-\r
-<key name="bsp_Q3Map2: (single) -light -fast -super 2 -filter" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -fast -super 2 -filter $" />\r
-\r
-<key name="bsp_Q3Map2: (single) -light -super 2 -filter -bounce 8" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -super 2 -filter -bounce 8 $" />\r
-\r
-<key name="bsp_Q3Map2: (single) -light -super 2 -filter -bounce 1" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -super 2 -filter -bounce 1 $" />\r
-\r
-<key name="bsp_Q3Map2: (single) -light -fast -super 2 -filter -bounce 8" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -fast -super 2 -filter -bounce 8 $" />\r
-\r
-<key name="bsp_Q3Map2: (test) BSP -meta, -vis, -light -fast -filter" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -meta $ && ! "$TEMPLATEapppathq3map2" # -game quake3 -fs_basepath "$TEMPLATEenginepath" -vis -saveprt $ && ! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -fast -filter $" />\r
-\r
-<key name="bsp_Q3Map2: (test) BSP -meta, -vis -fast, -light -fast -super 2 -filter" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -meta $ && ! "$TEMPLATEapppathq3map2" # -game quake3 -fs_basepath "$TEMPLATEenginepath" -vis -saveprt -fast $ && ! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -fast -super 2 -filter $" />\r
-\r
-<key name="bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -super 2" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -meta $ && ! "$TEMPLATEapppathq3map2" # -game quake3 -fs_basepath "$TEMPLATEenginepath" -vis -saveprt $ && ! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -fast -filter -super 2 $" />\r
-\r
-<key name="bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -super 2" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -meta $ && ! "$TEMPLATEapppathq3map2" # -game quake3 -fs_basepath "$TEMPLATEenginepath" -vis -saveprt $ && ! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -fast -filter -super 2 $" />\r
-\r
-<key name="bsp_Q3Map2: (final) BSP -meta, -vis, -light -fast -filter -super 2 -bounce 8" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -meta $ && ! "$TEMPLATEapppathq3map2" # -game quake3 -fs_basepath "$TEMPLATEenginepath" -vis -saveprt $ && ! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -fast -super 2 -filter -bounce 8 $" />\r
-\r
-<key name="bsp_Q3Map2: (simulate old style -light -extra) BSP -meta, -vis, -light -super 2" value="! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -meta $ && ! "$TEMPLATEapppathq3map2" # -game quake3 -fs_basepath "$TEMPLATEenginepath" -vis -saveprt $ && ! "$TEMPLATEapppathq3map2" -v # -game quake3 -fs_basepath "$TEMPLATEenginepath" -light -super 2 $" />\r
-\r
-<key name="bsp_AAS: compile AAS" value="! "$TEMPLATEapppathbspc" -optimize -threads 2 -forcesidesvisible -bsp2aas $" />\r
-</project>\r
SetKeyValue(g_qeglobals.d_project_entity, "brush_primit", (g_qeglobals.m_bBrushPrimitMode ? "1" : "0" ));
-// QE_CheckProjectEntity();
-
QE_SaveProject( g_PrefsDlg.m_strLastProject.GetBuffer() );
}
gtk_widget_hide (item);
MRU_AddWidget (item, 3);
menu_separator (menu);
- create_menu_item_with_mnemonic (menu, "Check for GtkRadiant update (web)",
+ item = create_menu_item_with_mnemonic (menu, "Check for GtkRadiant update (web)",
GTK_SIGNAL_FUNC (HandleCommand), ID_FILE_CHECKUPDATE);
+ // disable, the functionality is no longer available
+ gtk_widget_set_sensitive( item, FALSE );
create_menu_item_with_mnemonic (menu, "E_xit",
GTK_SIGNAL_FUNC (HandleCommand), ID_FILE_EXIT);
fprintf( fg, " name=\"%s\"\n", m_strName.GetBuffer() );
fprintf( fg, " gametools=\"%sgames\"\n", g_strAppPath.GetBuffer() );
fprintf( fg, " enginepath=\"%s\"\n", m_strEngine.GetBuffer() );
+ fprintf( fg, " prefix=\".q3a\"\n" );
switch ( m_availGames[ m_nComboSelect ] ) {
case GAME_Q3: {
Str source = g_strAppPath.GetBuffer();
Sys_Printf("Started logging to %s\n", name.GetBuffer());
time_t localtime;
time(&localtime);
- Sys_Printf("Today is: %s", ctime(&localtime));
- Sys_Printf("This is GtkRadiant '" RADIANT_VERSION "' compiled " __DATE__ "\n");
- Sys_Printf(RADIANT_ABOUTMSG "\n");
+ Sys_Printf( "Today is: %s", ctime(&localtime));
+ Sys_Printf( "This is radiant '" RADIANT_VERSION "' compiled " __DATE__ "\n");
+ Sys_Printf( RADIANT_ABOUTMSG "\n");
}
else
gtk_MessageBox (NULL, "Failed to create log file, check write permissions in Radiant directory.\n",
EndBSPFile
============
*/
-void EndBSPFile (void)
-{
+void EndBSPFile( void ) {
char path[1024];
-#if 0
- int len;
- byte *buf;
-#endif
-
- EmitBrushes ();
- EmitPlanes ();
- UnparseEntities ();
-
- // load the pop
-#if 0
- sprintf (path, "%s/pics/pop.lmp", gamedir);
- len = LoadFile (path, &buf);
- memcpy (dpop, buf, sizeof(dpop));
- free (buf);
-#endif
+ EmitBrushes();
+ EmitPlanes();
+ UnparseEntities();
// write the map
- sprintf (path, "%s.bsp", source);
- Sys_Printf ("Writing %s\n", path);
- WriteBSPFile (path);
+ sprintf( path, "%s.bsp", source );
+ Sys_Printf( "Writing %s\n", path );
+ WriteBSPFile( path );
}