Constructor Progress
by Jaimi McEntire · in Constructor · 04/27/2008 (1:03 pm) · 4 replies
I've not had a chance to fix any bugs this last week (there really is one major bug left that I know about), but I have had some time to add some functionality that I've been wanting.
With all the great progress on TGEA 1.7, I decided to move my game development over to TGEA. (No, not constructor, it's still TGE based). As part of this, I needed to import and re-export a lot of DIF's. In lite of this, I added the following:
1. The ability to load a map, and all of it's LOD's at the same time. To do this, choose "Load File LOD's" from the file menu, and select the main file (*_0.map or *_0.csx). Now, it will load the main file, and all of the LOD's for that file into seperate scenes, ready for exporting.
2. The ability to fix bad .Map files at load time (maps that are missing a WorldSpawn). Previously if you didn't have a worldspawn, or the classname was missing, the map would load, but all of the brushes would be assigned to the wrong parent entity, and be of type "other". Now, if a worldspawn is not found as the first entity, it will create one on the fly and assign the brushes to it (of the correct type). This means you can even load Timothy Aste's maps! (haha).
I still have a few things I would like to get in before I put up an update. And I need to get the source uploaded to GG so they can put out an official release, but I should have something in the next few days.
With all the great progress on TGEA 1.7, I decided to move my game development over to TGEA. (No, not constructor, it's still TGE based). As part of this, I needed to import and re-export a lot of DIF's. In lite of this, I added the following:
1. The ability to load a map, and all of it's LOD's at the same time. To do this, choose "Load File LOD's" from the file menu, and select the main file (*_0.map or *_0.csx). Now, it will load the main file, and all of the LOD's for that file into seperate scenes, ready for exporting.
2. The ability to fix bad .Map files at load time (maps that are missing a WorldSpawn). Previously if you didn't have a worldspawn, or the classname was missing, the map would load, but all of the brushes would be assigned to the wrong parent entity, and be of type "other". Now, if a worldspawn is not found as the first entity, it will create one on the fly and assign the brushes to it (of the correct type). This means you can even load Timothy Aste's maps! (haha).
I still have a few things I would like to get in before I put up an update. And I need to get the source uploaded to GG so they can put out an official release, but I should have something in the next few days.
#2
04/27/2008 (1:52 pm)
Sounds really good Jaimi. Thanks a lot.
#3
04/28/2008 (3:12 pm)
Nice, you're really doing alot of great work on constructor. Would that major bug you have left happen to be mine? :p
#4
04/28/2008 (4:25 pm)
@Morrock: Yes, it's the "No zone" bug. I need to spend a few days digging around the BSP tree, trying to get to the bottom of it.
Associate David Montgomery-Blake
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