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Feature Request: Add support for Xonotic #1066

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darkhog opened this issue Aug 28, 2015 · 22 comments
Open

Feature Request: Add support for Xonotic #1066

darkhog opened this issue Aug 28, 2015 · 22 comments
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Prio:1 Highest priority: Crash or crippling bugs, features that enable new ways of working Type:Enhancement New features

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@darkhog
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darkhog commented Aug 28, 2015

They're using NetRadiant for their maps so there's a high chance their engine is Quake-descendant.

@poVoq
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poVoq commented Sep 7, 2015

+1

They are basically using quake3 maps with better textures.

While you are at it, Unvanquished support would be great too and very similar.
https://www.unvanquished.net/

@poVoq
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poVoq commented Dec 27, 2015

Also great would be Warsow: www.warsow.gg

Still missing would be q3 curve support I guess.

@poVoq
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poVoq commented Dec 27, 2015

Enemy Territory legacy would be nice as well and should be similar:
http://www.etlegacy.com/

@drequivalent
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drequivalent commented Nov 2, 2017

Any progress on this?

It would be great to be able to use Xonotic's textures and assets (like, models).
Also, building and running.
Xonotic's map compiler can build Quake 2 format.

@poVoq
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poVoq commented Nov 2, 2017

Texture loading from .pk3 (renamed zip files) and bezier-curves in bsp3 seems to be holding this back (and general Q3 support). However I think not supporting bezier-curves would not make anyone too unhappy as they are rarely used any ways.

@drequivalent
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If it can import models, we hardly need curves, I think. Although supporting them would be nice, I won't lose any sleep over them anyway.

@kduske kduske added Prio:1 Highest priority: Crash or crippling bugs, features that enable new ways of working Ready and removed Platform:All labels Feb 17, 2018
@drequivalent
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Any progress on this one?

@eGax
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eGax commented Oct 2, 2018

Even though it runs off the darkplaces quake engine Xonotic has more in common to Quake3 maps than quake. So when Quake3 is fully supported I am sure Xonotic support could follow.

@kduske
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kduske commented Oct 2, 2018

Yes, no progress. Quake 3 support was pushed for milestone 2.2.0 due to feature creep. 2.1.0 is right around the corner. Once it's done, I'll work on Q3 exclusively except for bug fixing.

@drequivalent
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Any progress on this part now?

@kduske
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kduske commented Jun 8, 2019

We have support for Q3 with the exception of patches and brush primitives now. But nothing specific to xonotic has been worked on.

@kduske
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kduske commented Jun 8, 2019

Oh, and repeatedly asking won‘t make anything happen faster. When we start working on this, you will notice increased activity in this ticket. Until then, there‘s really no point in asking.

@drequivalent
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This comes out of love, man. Trenchbroom is so much of a pleasure to work with compared to the other stuff, that I can't wait to use it for Xonotic mapping. Besides, it's really, really close to being useful (not fully-featured but at least useful) with Xonotic. Its compiler can very well build Q2 maps. Q3 is a welcome addition but it wasn't critical.

The only three critical things missing actually are entity library, texturing and build/run support.

@kduske
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kduske commented Jun 10, 2019

Two of these things can be done by you. You can create an entity fgd (without model rendering unless Xonotic uses md3) and the build / run stuff is game agnostic anyway.

@kduske
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kduske commented Jun 10, 2019

Also textures should already be working since TB can read tga and jpeg. You just need to create a game config using Q3 as a base.

@gllfly
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gllfly commented Jan 13, 2021

I downloaded Xonotic's mapping support package and imported the included .ent file into Trenchbroom and it worked fine. Can that be used or does an equivalent .fgd need to be made? Seems like Xonotic mostly uses .md3 files, and textures load in without any trouble. I think the game config really might be all that's needed to close this issue.

@eGax
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eGax commented Jan 13, 2021

I downloaded Xonotic's mapping support package and imported the included .ent file into Trenchbroom and it worked fine. Can that be used or does an equivalent .fgd need to be made? Seems like Xonotic mostly uses .md3 files, and textures load in without any trouble. I think the game config really might be all that's needed to close this issue.

Nah you use the ent. I have already made an xonotic add on for TB and I just used the ent.

@kduske
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kduske commented Jan 13, 2021

@eGax could you create a PR with your game config? Then we could close this issue.

@eGax
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eGax commented Jan 13, 2021

Until such a time I can do that here:
Xonotic_tb_config.zip

@kduske
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kduske commented Jan 14, 2021

@eGax is that finished and polished enough to be included with TB, or is something missing?

@eGax
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eGax commented Jan 14, 2021

The gameconfig.cfg should be on par with our Quake 3/Wrath support including extra texture excludes I added specific to darkplaces/Xonotic(_norm, _luma, etc.) The entities.ent file is straight from Xonotic. Bboxes only since all the model references would need to be added to each entity.(unless someone has a better one? ) You can map with it and I was able to load quake3 formatted Xonotic maps sans patches in TrenchBroom.

@mattiascibien
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mattiascibien commented Oct 18, 2021

Until such a time I can do that here: Xonotic_tb_config.zip

I am trying to use this but I cannot see the textures in the texture browser. Any way to workaround this?

EDIT: found out. Need to open texture collections.

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