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Updated NetRadiant builds

#1
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My latest NetRadiant build for Linux, was successfully tested on Ubuntu 18.04, 19.04, Fedora 30, Solus 4 and current Arch and Gentoo:
It's expected users have an already working GTK2 and OpenGL environment, if not installing package libgtkglext1 on Ubuntu, gtkglext-libs on Fedora, gtkglext on Arch and Solus, or x11-libs/gtkglext on Gentoo would be enough. Other libs are bundled.

And my latest NetRadiant builds for Windows:
People with old Intel chip on Windows 10 may face OpenGL issue and unusable white 3D/2D views, those people can workaround the issue by moving everything from mesa3d/ subdirectory right to netradiant.exe to enable software rendering fallback.

I'm investigating macOS builds but they are not ready yet due to some GtkGLExt issue on that system. The Windows build is known to work well on macOS using Wine, so that can be used as a working fallback by macOS users.

It's built from Xonotic's NetRadiant upstream repository:
https://gitlab.com/xonotic/netradiant
Please report issues there.
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#2
I'm not sure to do a lot of work on NetRadiant in coming days because I'm in holidays.
But when I find time again, I may either resume macOS build investigations, either upstream some part of code by Garux (NetRadiant-custom) I managed to merge in some work-in-progress branches that lives somewhere. Future will tell!
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#3
Good job, it was fun to be a beta-tester! :D

It's nice to have some fresh Windows and Linux builds that spare the hassle of compiling yourself.
I hope you can merge some fixes from Garux's fork in the future!
Maps: CTF: disarray, vinegar, metro DM: labyrinth Duel: cucumber, quark Defrag: xdwc2019-1
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#4
I hope to do so, but that requires a lot of work. Basically all the UI commits I merged from Garux's NetRadiant-custom in my work-in-progress branch required to be entirely rewritten since this fork is based on a very old codebase that precedes all the UI work done by TimePath. So merging Garux's work usually means rewriting code to port it to the newer code base.
My purpose in doing those builds is to make the netradiant project able to be releasable again, this requires some uncommon knowledge that must be researched and a momentum that must be built.
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#5
(08-07-2019, 06:22 PM)illwieckz Wrote: My latest NetRadiant build for Linux, was successfully tested on Ubuntu 18.04, 19.04, Fedora 30, Solus 4 and current Arch and Gentoo:
It's expected users have an already working GTK2 and OpenGL environment, if not installing package libgtkglext1 on Ubuntu, gtkglext-libs on Fedora, gtkglext on Arch and Solus, or x11-libs/gtkglext on Gentoo would be enough. Other libs are bundled.

And my latest NetRadiant builds for Windows:
People with old Intel chip on Windows 10 may face OpenGL issue and unusable white 3D/2D views, those people can workaround the issue by moving everything from mesa3d/ subdirectory right to netradiant.exe to enable software rendering fallback.

I'm investigating macOS builds but they are not ready yet due to some GtkGLExt issue on that system. The Windows build is known to work well on macOS using Wine, so that can be used as a working fallback by macOS users.

It's built from Xonotic's NetRadiant upstream repository:
https://gitlab.com/xonotic/netradiant
Please report issues there.

Thanks for the build. I used it to open Unvanquished map. This part was OK. Now, when I try to import a model into it, I always encounter the below error:
========================
WARNING: could not extract the relative path, using full path instead
Model load failed: "/home/thanhson/Downloads/3D/md3-kt_mushroom/models/mapobjects/kt_mushroom/mushroom_2.md3"
entityCreate -class misc_model
========================

Same error with md3 or obj etc. What would be the correct way to import a model with this build? Thanks.
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#6
(09-05-2019, 03:18 AM)stevennt Wrote:
(08-07-2019, 06:22 PM)illwieckz Wrote: My latest NetRadiant build for Linux, was successfully tested on Ubuntu 18.04, 19.04, Fedora 30, Solus 4 and current Arch and Gentoo:
It's expected users have an already working GTK2 and OpenGL environment, if not installing package libgtkglext1 on Ubuntu, gtkglext-libs on Fedora, gtkglext on Arch and Solus, or x11-libs/gtkglext on Gentoo would be enough. Other libs are bundled.

And my latest NetRadiant builds for Windows:
People with old Intel chip on Windows 10 may face OpenGL issue and unusable white 3D/2D views, those people can workaround the issue by moving everything from mesa3d/ subdirectory right to netradiant.exe to enable software rendering fallback.

I'm investigating macOS builds but they are not ready yet due to some GtkGLExt issue on that system. The Windows build is known to work well on macOS using Wine, so that can be used as a working fallback by macOS users.

It's built from Xonotic's NetRadiant upstream repository:
https://gitlab.com/xonotic/netradiant
Please report issues there.

Thanks for the build. I used it to open Unvanquished map. This part was OK. Now, when I try to import a model into it, I always encounter the below error:
========================
WARNING: could not extract the relative path, using full path instead
Model load failed: "/home/thanhson/Downloads/3D/md3-kt_mushroom/models/mapobjects/kt_mushroom/mushroom_2.md3"
entityCreate -class misc_model
========================

Same error with md3 or obj etc. What would be the correct way to import a model with this build? Thanks.

Hi, sorry to not have seen your message before. Your model file clearly looks to be stored outside of the game path (or a package path). NetRadiant is based on an old design that requires the files to be moved first to a place the editor can find them.

Basically, in your situation, creates a directory named like "map-yourname_src.dpkdir" (assuming you're mapping for Unvanquished, else "map-yourname_src.pk3dir" for xonotic) in your home folder ("~/.local/share/unvanquished/pkg" for Unvanquished, "~/.xonotic/data" for Xonotic)
stores your map as "maps/yourname.map" in that dpkdir/pk3dir (creates the maps subdir if needed)
and stores your model as "models/mapobjects/kt_mushroom/mushroom_2.md3" in that dpkdir/pk3dir
if you're mapping for Unvanquished, you'll have to add a 'DEPS' file at root of the dpkdir listing the texture packs you need, you may write 'tex-all' in it to activates all official packages.

So, let's assume you want to add some mushrooms to the plat23 map from Unvanquished, and you're mapping for Unvanquished,
create "~/.local/share/unvanquished/map-plat23_src.dpkdir" directory,
extract all files from unvanquished "map-plat23_1.13.1.dpk" to "~/.local/share/unvanquished/map-plat23_src.dpkdir" directory the way the .map file is named "~/.local/share/unvanquished/map-plat23_src.dpkdir/maps/plat23.map",
extract the mushroom model the way it is named "~/.local/share/unvanquished/map-plat23_src.dpkdir/models/mapobjects/kt_mushroom/mushroom_2.md3",
since you're editing an existing map, the DEPS file is already there and you don't have to worry about it.

Otherwise, let's assume you want to add some mushrooms to the plat23 map from Unvanquished and port this map to Xonotic,
create "~/.xonotic/data/map-plat23_src.pk3dir" directory,
extract all files from unvanquished "map-plat23_1.13.1.dpk" to "~/.xonotic/data/map-plat23_src.pk3dir" directory the way the .map file is named "~/.xonotic/data/map-plat23_src.pk3dir/maps/plat23.map",
extract the mushroom model the way it is named "~/.xonotic/data/map-plat23_src.pk3dir/models/mapobjects/kt_mushroom/mushroom_2.md3",
Xonotic does not support DEPS file so you don't have to care about it.
Note that Xonotic and Unvanquished map packages may have more difference in their layouts.
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