#26402 posted by JneeraZ on 2015/11/18 15:49:45
And for seriousness, I'd be in for this. Doom editing has come a LONG way since I last dabbled. This is actually fun ...
Guys
Why are there so many tools in the toolchain for quake? Why has nobody combined them into a single tool with command line options for skipping a step?
I would have thought that for intercompatibility between tools this would be a good idea.
#26404 posted by adib on 2015/11/18 16:56:32
Modularity? Cohesion?
#26405 posted by JneeraZ on 2015/11/18 17:00:07
My guess is because it's never become a priority.
#26406 posted by metlslime on 2015/11/18 17:15:37
people are probably satisfied enough using separate tools, plus it does mean you can mix and match your favorite variant for each step.
#26403
#26407 posted by Kinn on 2015/11/18 17:26:27
All editors are set up to run bsp, light, vis without the user having to care whether they are 3 .exes or 1.
If it ain't broke...
And yeah, it allows mix and match, although I can't personally think of a reason not to use ericw's variants for everything now, but hey.
#26408 posted by Rick on 2015/11/18 17:42:53
Funny things happened in my wish map when I switched from the Light where color was first added to ericw's version (from last year to be fair). It seemed like some lights disappeared, so I changed back.
If I can get time to start working on the map again I'll try to figure out what was wrong. As I best remember, they were weird little fill lights with values like light 5 delay 1. Maybe it was just a small bug that has been fixed.
#26409 posted by mankrip on 2015/11/18 17:52:55
For mapping, there aren't too many tools; unless you count texture/wad creation/editing, which can be a tricky pain indeed.
#26410 posted by Spirit on 2015/11/18 18:57:26
hmap2 is all-in-one but still needs to be called differently for each step.
And What Would Be The Benefit
#26411 posted by SleepwalkR on 2015/11/18 20:51:56
of having a single tool over having three?
Lol
#26412 posted by DaZ on 2015/11/19 03:03:26
The Benefits
I guess simpler workflow, less mixing and matching of tools, a more consistent end product that is easier to trace errors?
I'm not implying that there is anything wrong with the current system. I just wondered why nobody ever combined them.
Where Is Than, Does Anyone Know?
#26414 posted by Drew on 2015/11/19 04:06:30
playing fallout 4?
make him return please.
^
#26415 posted by Blitz on 2015/11/19 07:37:47
I met him 2-3 months ago, seemed like he was pretty busy with work & real life stuff and said he doesn't see much of what goes in the Quake community anymore...
Way To Miss Out
On 10 Q1SP jams.
Warren
#26417 posted by negke on 2015/11/19 09:40:35
Cool. Maybe a discussion thread is in order at some point if a bunch of people are interested in doing this.
Drew
#26418 posted by than on 2015/11/19 10:20:20
Hello.
Yeah, I'm kinda busy lately so haven't really been following Quake as much as I used to. Haven't had time for Fallout 4 yet, but started playing Witcher 3 a bit. Both games seem like massive time-sinks.
Of course, being busy isn't much of an excuse, since a lot of others on here have their hands full with work and family and still find the time to jam once in a while.
I'll have to try harder I guess :D
#26413
#26419 posted by Kinn on 2015/11/19 11:25:40
I guess simpler workflow
Whether it's one executable or three you are still running a single batch file or pressing a single button in your editor UI. No difference. It's transparent to the end user.
less mixing and matching of tools
That's a removal of choice, not a benefit. Anyway you don't have to mix 'n' match at all, just go to ericw's page and get the latest. Job done.
a more consistent end product that is easier to trace errors?
I don't think those are issues that actually exist or would be changed by merging vis, light and bsp into a single exe.
I'm not trying to be a dick, I'm just trying to say I don't think there is a problem here. If you can describe an actual problem that happens when mapping that backs up what you are saying then that would be different.
#26420 posted by JneeraZ on 2015/11/19 11:47:03
"Anyway you don't have to mix 'n' match at all, just go to ericw's page and get the latest. Job done."
Sure, but that's a fairly recent development in the total of Quake's lifetime. In past years there has been a lot of mixing and matching the proper BSP tool, for example, depending on what you needed/wanted for your map.
^
#26421 posted by necros on 2015/11/19 14:09:45
Which I would say is a good thing..?
#26422 posted by JneeraZ on 2015/11/19 14:12:14
It's a good thing, for sure. But it also helps explain why nobody has bothered to make a universal compile tool.
#26423 posted by Kinn on 2015/11/19 14:47:26
I wouldn't be against merging tools if there was an actual reason to do it.
Only thing I can think of is if light and vis could use some data that would normally get lost after the bsp stage. One thing that springs to mind is the func_detail stuff, but that is solved currently by outputting the prt2 file.
Guys
Please don't misconstrue me, I'm not saying anything is wrong with the current setup. All I was wondering is why it was never merged into one.
The discussion has segued me into another usage, a tool with multiple methods included.
a-tool.exe blah.map -light_tyr
a-tool.exe blah.map -light_ericw
a-tool.exe blah.map -light_argh
a-tool.exe blah.map -light_bjp
At this point all I'm doing is thinking out loud. If you hate these ideas then that's cool too, they're just ideas.
And I'm certainly not experienced enough as a programmer to make this happen anyways, so at best it's a thought exercise.
#26425 posted by Kinn on 2015/11/19 17:31:16
a-tool.exe blah.map -light_tyr
a-tool.exe blah.map -light_ericw
a-tool.exe blah.map -light_argh
a-tool.exe blah.map -light_bjp
But...but...why?
Kinn
why my examples or why my thoughts? or both?
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