UFO:Alien Invasion
Development => Mapping => Topic started by: Mattn on December 30, 2006, 06:44:19 pm
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We finally managed to get the mapeditor (GtkRadiant v1.5) bundled with UFO:Alien Invasion gamepack and our new UFO:AI plugin.
Currently there is only a windows and a linux installer available:
Download (http://mattn.ninex.info/?page=Download)
You will need the *.map files to edit existing maps (not the *.bsp files from base/maps-folder) and you are also able to generate new maps of course.
Head over to our wiki articles about mapping (http://ufoai.ninex.info/wiki/index.php/Mapping) to get more information an tutorials about UFO:AI mapping
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there is now also the linux version available for download at
http://mattn.ninex.info/download/gtkradiant.tar.bz2
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there is now also the linux version available for download at
http://mattn.ninex.info/download/gtkradiant.tar.bz2
Hello!
Are there dependencies for gtkradiant? (linux version of course)
For me it throws an error message on start (and crashes):
./radiant.x86: error while loading shared libraries: libgtkglext-x11-1.0.so.0: cannot open shared object file: No such file or directory
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the the gtk opengl binding:
libgtkglext
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The link to the mapping tutorial 404's here. :(
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Link fixed.
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Thank you :)
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Hi.
Is there any chance to get radiant compiled on mac osx? I had a try myself but almost was drowned in error messages. Has anyone done that before?
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i don't think so - but it would definitely help if you could post the error output. i'm really interested in getting it to run on macosx. but as i don't own a mac, i need help from users like you ;)
hope to hear back from you..
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Well - that's still kind of mysterious to me: by the time as I launch the following commands:
./configure --enable-gtkradiant
make clean
make
make radiant
I only get: make: `radiant' is up to date.
So it just don't do nothing it seems. By the way - how should the executable be named? Should it result in a standalone executable file anyway?
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type make clean-radiant and try make radiant after that again
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Well - executing make clean-radiant brings up the following message: Radiant is not enabled - use './configure --enable-gtkradiant'. That's strange because I configured it that very way. The script even could resolve the necessary dependencies for radiant.
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please try again with current trunk - just fixed a bug in the makefile
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ok. now make radiant results in the following error message:
src/tools/radiant/plugins/model/plugin.cpp:170: fatal error: opening dependency file debug-darwin-i386/tools/radiant/plugins_cpp/tools/radiant/plugins/model/plugin.d: No such file or directory
compilation terminated.
make: *** [debug-darwin-i386/tools/radiant/plugins_cpp/tools/radiant/plugins/model/plugin.o] Error 1
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make sure to run make clean-radiant - if not, please try to create the dirs manually (and let me know, then it's a problem with the makefiles)
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Well - I finally created all the missing directories manually. Once the compiler stumbled over line 137 in src/tools/radiant/plugins/brushexport/export.cpp. After casting tmp.length() (which is of type size_t) to (const unsigned int)tmp.length(), that worked too.
Now finally the compiler seems to be through it and make radiant produces the following output:
prompt$ make radiant
* [RAD] ... linking (-Wl,-framework,CoreServices -Wl,-framework,ApplicationServices -R/usr/X11R6/lib -L/opt/local/lib -L/usr/X11R6/lib -L/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries -L/usr/X11/lib -lgtkglext-x11-1.0 -lgdkglext-x11-1.0 -lGLU -lGL -lXmu -lXt -lgtk-x11-2.0 -lpangox-1.0 -lgdk-x11-2.0 -latk-1.0 -lgio-2.0 -lgdk_pixbuf-2.0 -lpangocairo-1.0 -lcairo -lSM -lICE -lpangoft2-1.0 -lpixman-1 -lpng12 -lXrender -lX11 -lpango-1.0 -lm -lfontconfig -lexpat -lfreetype -lz -lgobject-2.0 -lgmodule-2.0 -lglib-2.0 -lintl -liconv -L/usr/lib -lxml2 -lz -lpthread -licucore -lm -ljpeg)
Undefined symbols:
"_glXIsDirect", referenced from:
_glXIsDirect$non_lazy_ptr in qgl.o
"_glXDestroyContext", referenced from:
_glXDestroyContext$non_lazy_ptr in qgl.o
"_glXGetCurrentDrawable", referenced from:
_glXGetCurrentDrawable$non_lazy_ptr in qgl.o
"_glXChooseVisual", referenced from:
_glXChooseVisual$non_lazy_ptr in qgl.o
"_glXSwapBuffers", referenced from:
_glXSwapBuffers$non_lazy_ptr in qgl.o
"_glXQueryExtension", referenced from:
_glXQueryExtension$non_lazy_ptr in qgl.o
"_glXQueryVersion", referenced from:
_glXQueryVersion$non_lazy_ptr in qgl.o
"_glXGetCurrentContext", referenced from:
_glXGetCurrentContext$non_lazy_ptr in qgl.o
"_glXDestroyGLXPixmap", referenced from:
_glXDestroyGLXPixmap$non_lazy_ptr in qgl.o
"_glXWaitGL", referenced from:
_glXWaitGL$non_lazy_ptr in qgl.o
"_glXCreateContext", referenced from:
_glXCreateContext$non_lazy_ptr in qgl.o
"_glXMakeCurrent", referenced from:
_glXMakeCurrent$non_lazy_ptr in qgl.o
"_glXGetConfig", referenced from:
_glXGetConfig$non_lazy_ptr in qgl.o
"_glXWaitX", referenced from:
_glXWaitX$non_lazy_ptr in qgl.o
"_glXCreateGLXPixmap", referenced from:
_glXCreateGLXPixmap$non_lazy_ptr in qgl.o
"_glXUseXFont", referenced from:
_glXUseXFont$non_lazy_ptr in qgl.o
ld: symbol(s) not found
collect2: ld returned 1 exit status
make: *** [radiant/radiant] Error 1
Obviously there's a linker problem now. But I don't know which library these symbols are supposed to refer to?
By the way do you know how to turn off the warning 'class someClass has virtual functions but non-virtual destructor'? This message is burned into my TFT now ;)
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the library is glx most likely - retry with current trunk please. i've added them to the RADIANT_LIBS -see trunk/build/plattform_specific.mk
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the directory creation should be fixed now, too
any progress or improvements for you due to the recent changes?
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Well, if anyone figures out a way to make map editor work on Mac, don't hesitate to drop a note here :-)
8)
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it works - tchristney compiled it once.
what are your problems with it?
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Interesting... somehow it seemed to me, that map editor is not available for Mac yet...
And I didn't find any link to downloadable file also. Can you give me a hint, where I can download it?
thanks in advance!
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It's available as part of the UFO:AI SVN repository. Refer to the wiki for details on how to obtain it.
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well... now I'm completely lost :-[
Found http://ufoai.ninex.info/wiki/index.php/Getting_the_source , downloaded SVN from Macports, installed the package and got folder "opt" (with contents) on my HD. So far so good.
"follow the further instructions for Linux below"
Where should I create the project directory? Anywhere on my HD? To .ufoai folder?
following seemed like some command line input line. OK. Opened terminal and inserter that line there:
svn co https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk .
As I understand, this should download some package of data to my HD into that "project directory".
but got -bash: svn: command not found
For to make things even worse I took a look at "Next steps" pages that were about compiling. Damn... only excuse not to feel myself as complete idiot is that I have never had to compile anything. Therefore even logic behind those actions described in wiki are beyond my understanding.
Do I miss something or should I get it all work in described way?
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You need to install SVN-client, I don`t know its name for mac.
look to http://subversion.tigris.org/
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You need to install SVN-client, I don`t know its name for mac.
look to http://subversion.tigris.org/
OK, but this referes back to MacPorts again.
Should I install something else from that site?
It seems to me more like installing or running SVN failed for some reason...
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Are there a way to compile the Mac version and an installer in Linux?
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none that i know of
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Sorry to be very stupid, but I am a Windows user and I've never "compiled" anything before and don't know anything about SVN or all of this. The wiki mapping info had me a little confused about whether or not I need to do anything fancy to start mapping, so I came hunting here.
Is this download (http://mattn.ninex.info/?page=Download) all I need to start mapping (in addition to the game, of course)?
I can unpack the files and move the files around according to the tutorial no problem, but I don't know anything about compiling and I'm not sure if there's anything I need to do beyond installing GTKRadiant and hooking it up to the right game files...
Side note - I've mapped using Worldcraft (way back in the Q2 days before it became a Valve thing) and 3DSM. Is GTKRadiant pretty different from this or should I expect some fairly intuitive similarities?
Thanks.
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you can also just download the windows installers that are lurking around in the forum - the mapeditor is included there. i will also try to provide an updated package in the evening. will let you know about it.
Side note - I've mapped using Worldcraft (way back in the Q2 days before it became a Valve thing) and 3DSM. Is GTKRadiant pretty different from this or should I expect some fairly intuitive similarities?
we hope so - of course some things are a little bit different - feedback is welcome.
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Thanks for the rapid response. Please don't hurry out the new package on my account. I won't be able to download large files for a few weeks now (away from home on a slow connection). I've just been trying to get up to speed reading some of the docs in preparation.
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the installer will be less than 20 mb - it's only radiant. upload is coming one day later. some radiant things must be fixed first (maybe today in the evening).
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20mb I could probably get.
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my current windows build has errors that my linux build has not - sorry - i can't provide an installer right now. but i've prepared the scripts to create a standalone uforadiant installer. just someone has to create it by installing nsis (nsis.sf.net) and compile contrib/installers/uforadiant.nsi (after compiling uforadiant itself of course)
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No worries. I will get it when it comes round. Thanks.
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http://mattn.ninex.info/download/uforadiant-1.5-win32-r26345.exe
feedback is welcome - please report problems
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Is it supposed to be 345 bytes?
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Is it supposed to be 345 bytes?
Guess! ;)
-geever
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Now that I'm back - I was out for about a week without checking into this forum - I can upload some radiant-only installers along with binary installers of the whole game.
I'm going to upload both for revision 26356 overnight tonight, both built on one of my Windows machines, so if by any chance Mattn's package doesn't work, you can try mine, and I'll be uploading updates from time to time, just like with the regular installer.
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link is fixed - i've added the revision number when i posted the news about the installer but forgot to update the forum post.
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Ahh, I thought that might be the case so I downloaded what appeared on the /download/ page last night. But I wasn't sure if that was the right revision number so I thought I'd wait to post any feedback until I was sure.
Well, Matt, as I mentioned to you in PM before, I'm trying to run this on Vista with a laptop at the moment (but will be on my regular XP machine in a few weeks). GTKRadiant crashes unless I run it in 256 colors (random internet posts suggest it's a driver issue, which makes sense since this is just a Dell laptop with no special gaming capabilities).
UFORadiant does significantly better. No crashing, but the viewports don't seem to work. The ones on the right see through the program to whatever is behind the window. The one on the left gives a top-down view, but the viewport jumps to the top left of the screen. You can see the attached image below.
As I mentioned, I'll be off of this system in just a few weeks, so don't go out of your way working on a fix just for me. But I thought if you wanted to work towards Vista support I'd let you know what I was getting. Personally I hope I never have to use Vista.
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what is your gfx card? are you using the ms drivers? or the vendors' ones?
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I'm downloading latest drivers from Intel now (these haven't been updated since 2007 it looks like). But the card is "Mobile Intel(R) 965 Express Chipset Family". Should have thought of drivers but for some reason I never do...
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New drivers installed from Dell website (Intel's wouldn't install, I think a vendor issue). Still having the same visual oddities as before.
I also get an error on startup: "Could not load ufos/entities.ufo". I click OK and it loads up the program (this was always happening, forgot to mention it).
If I load in 256 colors, the windows appear to function correctly (but I can't see well enough to actually do anything). Here's the log of what it outputs in the bottom window.
**-Message: OpenGL window configuration: colour-buffer = auto, depth-buffer = none
GL_VENDOR: Microsoft Corporation
GL_RENDERER: GDI Generic
GL_VERSION: 1.1.0
GL_EXTENSIONS: GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture
**-Message: No Anisotropic filtering available
**-WARNING **: Lighting mode requires OpenGL features not supported by your graphics drivers:
**-Message: GL version 1.3 or better
**-Message: GL_ARB_vertex_program
**-Message: GL_ARB_fragment_program
**-Message: GL_ARB_shader_objects
**-Message: GL_ARB_vertex_shader
**-Message: GL_ARB_fragment_shader
**-Message: GL_ARB_shading_language_100
**-Message: OpenGL window configuration: colour-buffer = auto, depth-buffer = auto (fallback)
**-Message: OpenGL window configuration: colour-buffer = auto, depth-buffer = none
**-Message: OpenGL window configuration: colour-buffer = auto, depth-buffer = auto (fallback)
**-Message: OpenGL window configuration: colour-buffer = auto, depth-buffer = none
**-WARNING **: Shortcut not registered: 'CameraFreeMoveBack'
**-WARNING **: Shortcut not registered: 'CameraFreeMoveDown'
**-WARNING **: Shortcut not registered: 'CameraFreeMoveForward'
**-WARNING **: Shortcut not registered: 'CameraFreeMoveLeft'
**-WARNING **: Shortcut not registered: 'CameraFreeMoveRight'
**-WARNING **: Shortcut not registered: 'CameraFreeMoveUp'
**-WARNING **: Shortcut not registered: 'ToggleCamera'
**-WARNING **: Shortcut not registered: 'ToggleParticleBrowser'
**-WARNING **: Shortcut not registered: 'ToggleTextureBrowser'
**-WARNING **: Texture load failed: "textures/tex_common/actorclip"
**-WARNING **: Texture load failed: "textures/tex_common/nodraw"
**-WARNING **: Texture load failed: "textures/tex_common/caulk"
**-WARNING **: Texture load failed: "textures/tex_common/hint"
**-WARNING **: Texture load failed: "textures/tex_common/ladder"
**-WARNING **: Texture load failed: "textures/tex_common/origin"
**-WARNING **: Texture load failed: "textures/tex_common/slick"
**-WARNING **: Texture load failed: "textures/tex_common/trigger"
**-WARNING **: Texture load failed: "textures/tex_common/weaponclip"
**-Message: Showing 9 shaders.
**-Message: loading custom shortcuts list from C:/Users/sarahsmallfry/AppData/Roaming/UFOAI/radiant/shortcuts.ini
**-Message: commands import: data version 1:0 is compatible with code version 1:0
**-Message: parsed 129 custom shortcuts
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I have Dell computers myself, and when I run the map editor, or the old GTK Radiant on Vista, I have the same issues (from your earlier post) unless I turn off Areo and a lot of the eye-candy theme "shtuff" that Vista comes with. After turning that all off, I've had the map editors run fine in full colors.
Also, you can try this installer from here if you're still having problems and want to try a different build:
http://ufoai.ninex.info/forum/index.php?topic=2830.msg31224#msg31224
If both installers crap out, please let us know.
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I'm still getting the same problem with your installer Destructavator. I've turned everything off on Vista, tried the Standard and Basic themes and gone into the settings where you can turn every feature off individually but it's still the same. If I run in 256 colors the windows seem to operate correctly, but I can't see well enough to do much.
Thanks for the all the effort, guys. If there's anything else I can provide to help you track down what's causing it, let me know. But if other people are running fine with Vista I suspect it's just this laptop. It wasn't made for running things like this.
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go to edit->preferences->paths and fix your engine path - after that a) textures and b) entities.ufo should be found.
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Here you can find video-tutorials on how to work with UFORadiant: http://mattn.ninex.info/videos/
This was very helpful for me. Check it out :o
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If you are searching for the latest version of the Map-Editor UFORadiant:
http://mattn.ninex.info/download/uforadiant-1.5-win32-r28750.exe
Credits for this go once again to mattn. Thanx a lot ;D
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In the editor it needs paths to the engine and or compiler binaries where do i find them?
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Nevermind i found it