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InsideQC Forums • View topic - Qoole99

Qoole99

Discuss the construction of maps and the tools to create maps for 3D games.

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Qoole99

Postby revelator » Mon Mar 19, 2012 5:11 pm

I been working on and off on this one for some time upgrading the source to be compileable with later msvc.
It took some years as i had to learn the ins and outs of C++ from scratch, but here it is.

http://code.google.com/p/realm/download ... z&can=2&q=

source + application for msvc 2010 fully working as far as i can tell (im no mapper) but if you do spot something let me know and ill try to fix it.
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Re: Qoole99

Postby revelator » Mon Mar 19, 2012 11:46 pm

Someone actually ported most of it to wxwidgets sorry to say its not working 100% yet but its a start :)
crashes when loading stuff from game folder (textures etc).

http://code.google.com/p/wxqoole/downloads/list
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Re: Qoole99

Postby Error » Tue Mar 20, 2012 8:59 am

reckless: Qoole 99 is my favorite editor. But it has it's problems. I'll be checking this out today and seeing if you fixed the problems I'd been having. For now, I sleep.

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Re: Qoole99

Postby revelator » Tue Mar 20, 2012 2:04 pm

Hey error.

Aye it does have a few problems (loading prefabs directly crashes Qoole need to use import or load prefab) but besides that i havent run into anything adverse :)
but im no mapper so my testing might not be putting enough stress on it to trigger a fault.

Most fixes are in regards to how C++ handles stuff nowadays like for (int i=0; i<3; i++) which does not work with later msvc because it isolates the value of int to that function explicitly.
Also there where some reduntdant functions which are no longer required with later msvc (Enable3DControls) and thus removed or disabled , and some bad type casts to inline functions which where used globally.

Im going to try and move the wxwidgets part from the port over to this one so we can have a version compilable with a free compiler. the port uses cmake and is a pain in the ass to compile correctly so i rather make a codeblocks workspace for that part skipping the need for cmake.

Btw you need the msvc 10 runtime installed forgot to mention.
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Re: Qoole99

Postby leileilol » Wed Mar 21, 2012 2:48 am

I know this is like pounding sand, but..........














fix quark
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Re: Qoole99

Postby revelator » Wed Mar 21, 2012 5:13 am

Hmm been a while since i toyed with it ... whats wrong with quark ?
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Re: Qoole99

Postby leileilol » Wed Mar 21, 2012 6:46 am

the real question is...... what's NOT wrong with quark?
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Re: Qoole99

Postby revelator » Wed Mar 21, 2012 1:04 pm

Heh ok a lot i presume :) im no mapper so i rely heavily on user input to fix something.
Quark uses python which is not one of my stronger sides (i only use a few tools from python like scons etc) so im not even sure if i can even fix it.
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Re: Qoole99

Postby qbism » Fri Mar 23, 2012 2:42 am

Quark: The dev set out to do "Quark 7" as a total rewrite some time ago.
Qoole: Doesn't it have a precision bug with non-orthogonal walls? A bug so deeply rooted that is brings despair and madness to anyone who tries to fix it? Maybe that's just later builds.
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Re: Qoole99

Postby revelator » Fri Mar 23, 2012 6:02 am

Ok :) so hopefully fixed sometime when the new version is done.

Hmm not sure with Qoole99 ill have a look at bugreports.
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Re: Qoole99

Postby Ace12GA » Mon Apr 09, 2012 7:49 pm

I remember the precision bug. It was terrible. Any map over time would corrupt itself through saves. It was like saving the same jpeg over and over with high compression... It got bad.
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Re: Qoole99

Postby revelator » Tue Apr 24, 2012 9:24 am

Ill have a look at it :) maybe i can fix it.
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Re: Qoole99

Postby toneddu2000 » Tue Apr 24, 2012 11:59 am

How many things do you do at the same time, reckless? :)
- my first commercial game, made with FTEQW game engine
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Re: Qoole99

Postby revelator » Wed Apr 25, 2012 10:15 am

to many :lol: work on gcc codeblocks and several quake engines besides porting stuff to windows :mrgreen:
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