Tremulous Forum
Media => Mapping Center => Topic started by: Jex on April 08, 2006, 02:48:45 am
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>> see: http://www.tremulous.net/phpBB2/viewtopic.php?t=697 <<
Original Post:
Gtkradiant is available from the following friendly neighbourhood file host(s):
http://qeradiant.com/?data=files&files_dir=1
I prefer version 1.2.13 over any of the later releases as some of the basic functionality of the editor has changed in ways I don't appreciate, so this little guide will be based upon 1.2.13 (Win32).
~~~ \('-'*) (*'-')/ ~~~
We will start by assuming that you have standalone Tremulous and Gtkradiant installed.
Getting Gtkradiant to operate with Tremulous is really quite simple.
Place the following files in your Tremulous/base/scripts/ directory:
http://tremulous.net/users/jex/radical/entities.def
http://tremulous.net/users/jex/radical/jex.qe4 - You will need to edit the paths in this file unless you are lucky enough to use the exact same directory structure as I.
Install q3map2 to somewhere cool. I have mine in Tremulous/radiant/:
http://tremulous.net/users/jex/radical/q3map_2.5.15_linux_x86.tar.gz
http://tremulous.net/users/jex/radical/q3map_2.5.16_win32_x86.zip
Shaderlab has sort of fallen off the planet. I wasn't able to find a linux version of 2.5.16 anywhere in under 5 minutes but feel free to send me one if you can find it. elfsoup@gmail.com
Within Gtkradiant goto [File] -> [Project settings]
In the basepath box you want to have the path to 'Tremulous/base/'
Set "Select mod" to 'Custom Quake III Modification'
The fs_game box you want to say 'base'
If you downloaded my sample project file simply goto [File] -> [Load project] and excercise your finely tuned directory navigation skills to point to jex.qe4
There is a radiant.ini file with the Win32 version of Gtkradiant with a few lines that should be changed as follows:
Engine=tremulous.exe
EnginePath=C:\Games\Tremulous\
Linux users should be smart enough to make any equivalent changes on their own >.>
That's about it. The rest is just mapping.
If this doesn't work, or I've missed something, hatemail is always an option.
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Thanks for this, I have a few map ideas of my own.
Because I have never tried mapping before it will more than likely take a few trial-and-error attempts before I get something at all reasonable. Can't promise anything but if I get any significant spare time I'll give it a go.
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Chickenman gave me his linux q3map2 2.5.16 binary, and it seems to work fine here. I put it on some shonky webspace of mine:
http://www.sdt.dsl.pipex.com/q3map2.tar.gz
Gtkradiant is a really nice mapping tool, however the whole path thing is really annoying, does anyone have an example of getting the paths working with tremulous (as a plain user and not as root - i.e using .tremulous etc).
Cheers.
Sandy.
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thanks i might play around with it for a while :wink: again if i can gather the patience to create a map i will but dont count on it having the same amount of detail as the ones that came with trem....most likely to be basic and simple looking.. :)
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Ok I have been faffing a bit to get tremulous to work in gtkradiant under linux, and with the help of just about everyone, I managed it.
Under gentoo (2 fast 2 furious) gtkradiant configs etc are under /opt/gtkradiant
I created the following file /opt/gtkradiant/games/trem.game
<?xml version="1.0"?>
<game
type="q3"
index="1"
name="Tremulous"
enginepath_win32="C:/Program Files/Quake III Arena/"
enginepath_linux="/usr/local/games/tremulous/"
enginepath_macos="/Applications/Quake3/"
engine_win32="e"
engine_linux="tremulous"
engine_macos="Tremulous.app"
prefix=".trem"
basegame="base"
basegamename="tremulous"
knowngame="base"
knowngamename="tremulous"
unknowngamename="Custom Quake III modification"
shaderpath="scripts"
archivetypes="pk3"
texturetypes="tga jpg"
modeltypes="md3 ase lwo obj 3ds picoterrain"
maptypes="mapq3"
shaders="quake3"
entityclass="quake3"
entityclasstype="def"
entities="quake3"
brushtypes="quake3"
patchtypes="quake3"
/>
Then executed the following on the command line:
mkdir opt/gtkradiant/trem.game
cp -rp /opt/gtkradiant/q3.game/* /opt/gtkradiant/trem.game/*
mv /opt/gtkradiant/trem.game/baseq3 /opt/gtkradiant/trem.game/base
chown -R root:users /opt/gtkradiant/trem.game/
chown -R root:users /opt/gtkradiant/games/
And put the entities.def supplied above in /opt/gtkradiant/trem.game/base
Hope this helps.
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Bug in that file, prefix should be ".tremulous" and not ".trem", obviously the win32 stuff can be ignored.
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Here (http://www.clanopener.com/catalyc/trem_stuff.zip) is a zip with all the other stuff you need appart from radiant. Extract to your ./tremulous/base folder. It contains:
- entities.def
- common-spog.pk3
- common.shader
- shaderlist.txt (dunno if its complete, but most of the textures/shaders are there)
[edit]
Other info mappers might want without having to look through overrides.
Tremulous Player Sizes:
Aliens
Granger 40x40x40
Adv Granger 50x50x50
Dretch 30x30x30
Basilisk 36x36x36
Adv. Basilisk 42x42x42
Marauder 50x50x38
Adv. Marauder 52x52x42
Dragoon 52x52x55
Adv Dragoon 64x64x67
Tyrant 64x64x92
Humans
Standing 30x30x56
Crouching 30x30x40
BattleSuits have the same size as the light armour human standing, however, they can't crouch.
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what about bs humans?? are they diff??
and how high can a human jump??
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Also, just tested a Radiant 1.5.0 Game file Here (http://www.clanopener.com/catalyc/trem.game_1.5.zip). Extract to your Radiant folder. You also need to extract the other zip I posted earlier into your Tremulous/base folder. This works for both Windows and Linux.
After this you go to game selection screen in Preferences and select Tremulous, you can change the Engine Path right away or restart radiant and get asked for it if its not the default I put. Note that if you don't extract the other pack you will be missing the common shaders and the shaderlsit (unless my default_shaderlist works, which i'm too lazy to find out).
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Thanks for those extra files Catalyc, wish I'd seen that before wasting time looking for the notex texture. :/
edit: Might as well remove that info_player_start stuff so as not to give anyone the wrong ideas...
So yeah, I double checked compiling with info_player_intermission instead of info_player_start... Duplicated the same mistake I made before too, since trying to test the new spawn just loaded the old one. I guess the quick BSP compile option from the menu that I used both times doesn't recompile entities. :oops:
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info_player_intermission for spec spawns (thats what you should be missing).
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got 1.5 in windows w/ laptop. it fux0red automatically few times paths - you may need to manually edit the .ini etc files.
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got 1.5 in windows w/ laptop. it fux0red automatically few times paths - you may need to manually edit the .ini etc files.
so do i and when i did it it worked fine...
maybe catalyc u should edit the first post in this topic to fully summarize everything nice and neat... and get rid of exess posts so this guide isnt long and people dont have to scroll down all the way...
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I believe jex is working (or is going to work) on a new guide.
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Good, because I've got GTKradiant 1.5.0 and it complains about missing files in the trem.game.zip and some of the menu items mentioned don't exist in 1.5.
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No problems with 1.5.0 March release here. Everything in and fine...
Cheers, Danny
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I must have done something wrong then. What did you do to get it to work?
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...the GtkRadiant 1.5 installer does NOT include a LOT of software previous versions of GtkRadiant included. Definately get it for the latest Q3Map2 if nothing else, but you won't have access to things like GenSurf and BobToolz plugins in 1.5, you need to get an earlier version such as 1.4 to get those tools. And no, the tools from 1.4 won't work in 1.5, I've tried it. :-P
So I officially recommend NOT getting 1.5 unless you have a REALLY pressing reason to, and get 1.4.
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Did you get 1.4 to work with trem? if so, mind posting how? :D
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yes, and please post a link to 1.4
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Well unfortunately, getting GtkRadiant 1.4 is much less a science and much more an artform at the moment. :roll: I do have it running however, and have been happilly editing Gloom8SE. I have the main 'human start' cliffside with finished geometry, now I need to texture the daylights out of it since it's one of the few areas in heavy direct sunlight. :-)
As for where to download it, the main GtkRadiant website still posts the 1.4 binaries. Unfortunately, the website itself seems to be down at the moment so I can't give a direct URL currently to get mirrors.
The IdSoftware FTP Site has GtkRadiant 1.4 Binaries (http://ftp://ftp.idsoftware.com/idstuff/qeradiant/GtkRadiant/GtkRadiant-1_4) though for Linux and Windows.
I'll try to figure out a specific 'magic sauce' for Windows at least some time over the next week or so, and re-package v1.4 of the editor with the latest Q3Map2 I'll recompile to directly support Tremulous surfaceflags such as nobuild zones for humans and aliens.
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I got GKT Radiant 1.2.1 to work with Trem, but when I load the map into trem, it imeadeatly says humans win, then it goes the the victory screen. I have human and alien spawns but the alien spawn explodes right at the start.
Anyone know what I'm doing wrong?
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@Vector: Place your spawns at least 8 units in the air and away from walls. It should work then.
Can anybody give me clue how much space spawns need for building by granger/tool?
I have some rooms / corridors that do not support spawns right now and would like to know how wide and high they have to be to be buildable... :-?
Cheers, Danny
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Thanks, it works now.
You could get a friend to help you compare the known heights of units to the unknown heights of structures. Unless someone has a list of those heights.
My next problem is the sky and related things.
I wanted to make a level with outdoor stuff so I opened the Karith station 2 file so I could load the .map file into GTK and see how it was done since there is no texture that I could find of just sky. The problem was there was no .map file, only the compiled bsp.
So my questions are, how do I make sky, how do I make death drops, how do I make pieces that aliens can't climb on and humans can't fly over, and how do I make pieces that damage units (like the force fields in ATCS)? If anyone knows or has a link to a tutorial with this info that would be great.
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I suppose all those default back to their base in q3 mapping so search for q3 mapping tutorials.
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Also, just tested a Radiant 1.5.0 Game file Here (http://www.clanopener.com/catalyc/trem.game_1.5.zip). Extract to your Radiant folder. You also need to extract the other zip I posted earlier into your Tremulous/base folder. This works for both Windows and Linux.
I get an alert that says it couldnt find gametools node.
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You have to add a gametools node, that points to the q3map2 installation. Look at at some of the other files in GTKraientdir/games to figure out how to do this.
Anyone know where I can get the original "quake 3"/"quake 3 arena" map textures/shaders without having to download the entire demo version?
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...the GtkRadiant 1.5 installer does NOT include a LOT of software previous versions of GtkRadiant included. Definately get it for the latest Q3Map2 if nothing else, but you won't have access to things like GenSurf and BobToolz plugins in 1.5, you need to get an earlier version such as 1.4 to get those tools. And no, the tools from 1.4 won't work in 1.5, I've tried it. :-P
So I officially recommend NOT getting 1.5 unless you have a REALLY pressing reason to, and get 1.4.
It looks like BobToolz got ported to 1.5 in subversion:
http://zerowing.idsoftware.com/viewcvs/radiant?rev=58&view=rev
Ya know... with gtkradiant being GPL now, maybe Trem could get included as a built-in game? :wink:
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Could someone direct me to a good tutorial site.
I understand a few features, but need a good introduction to be successful.
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http://bubba.planetquake.gamespy.com/mapping.html Very complete tutorial. jump-pads don't work in trem though, I tried it.
Also you may need the textures\shaders from q3 in order to do some things, like mirrors. I don't know how to get them without having to download the entire demo though.
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I'm missing the hive in the team menu. Could anyone give me the correct information to put into the entities.def file for it.
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Guys, I tried all of the things mentionned in this guide, but I have trouble creating a simple empty map. I tried Radiant 1.5 and I could'nt load any map I made with it. I tried installing Radiant 1.4 and can't get it to function correctly.
It's really frustrating not to know things.
Could you post a step-by-step guide on how to setup Radiant on Windows/Linux?
Something like:
1- Install Radiant version 1.xyz at http://www.somesite.net/radiant-setup.zip
2- Extract file http://www.somesite.net/archive.zip to Radiant installation folder.
3- Edit file /radiant/someconfig.txt. Put bla bla bla bla
4- Open radiant, create an empty new map (see tutorial http://bubba.planetquake.gamespy.com/tutoril.html)
5- Put entities x y and z in map.
6- Compile map to .bsp (how do we do that?)
7- Run Tremulous, bring the console and type /devmap mapname
Or even create a zipfile with both Tremulous and Radiant pre-configured inside?
Help appreciated, thanks.
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I'm currently most of the way to getting GtkRadiant 1.4 running with standalone Tremulous under Linux (eg, Quake3 not installed). I'll write up some docs and post them once I'm done.
This thread has been great though. I'm still having to rip stuff open and edit xml files to get this thing working. Currently jammed on the notex shader (it's where it should be, radiant isn't looking there). I'm going to bang on it some more tomorrow. Don't worry folks, I'm a professional. I can handle this.
Jeff
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you need to set sv_pure 0 for maps before you run them using devmap :D
Found that out in 1.5 as it said it couldn't find the .bsp. Not sure if it has to be fully in a .pk3 file to run without the sv_pure 0.
All we need next is a decent shader tutorial :D
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For Windows there is a tool called Q3ASE (Quake 3 Arena Shader Editor) that lets you click together your shaders and even preview them in a gl_window. Just google for it, but I think there was a d/l link on Rust (www.gamedesign.net).
It saves a lot of work not needing to load the game everytime to check out a shader effect, but it helps much knowing shader essentials. You may want to take a look at the shader manual: ftp://ftp.idsoftware.com/idstuff/quake3/tools/q3ashader_manual.doc
Cheers, Danny
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i'll try Q3ASE, as the manual doesn't really help that much.
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I'm currently most of the way to getting GtkRadiant 1.4 running with standalone Tremulous under Linux (eg, Quake3 not installed). I'll write up some docs and post them once I'm done.
This thread has been great though. I'm still having to rip stuff open and edit xml files to get this thing working. Currently jammed on the notex shader (it's where it should be, radiant isn't looking there). I'm going to bang on it some more tomorrow. Don't worry folks, I'm a professional. I can handle this.
Jeff
I got radiant 1. 4 working with xubuntu yesterday, bassically all you need to do is edit the q3.game file inside the /radiant1.4/games/ folder, could also add a new tremulous.game if you plan on using radiant later for q3 mods or whatever. The notex shader is in common-spog.pk3, since you didn't install quake3 media, you can grab it from this pack (http://www.clanopener.com/catalyc/trem_stuff.zip).
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Am I missing something or isn't there any of the original q3 common shaders (clips, hints, caulk) ???
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everything you need (including the common shaders) is in that zip.
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I'm missing the hive in the team menu. Could anyone give me the correct information to put into the entities.def file for it.
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I'm currently most of the way to getting GtkRadiant 1.4 running with standalone Tremulous under Linux (eg, Quake3 not installed). I'll write up some docs and post them once I'm done.
This thread has been great though. I'm still having to rip stuff open and edit xml files to get this thing working. Currently jammed on the notex shader (it's where it should be, radiant isn't looking there). I'm going to bang on it some more tomorrow. Don't worry folks, I'm a professional. I can handle this.
Jeff
I got radiant 1. 4 working with xubuntu yesterday, bassically all you need to do is edit the q3.game file inside the /radiant1.4/games/ folder, could also add a new tremulous.game if you plan on using radiant later for q3 mods or whatever. The notex shader is in common-spog.pk3, since you didn't install quake3 media, you can grab it from this pack (http://www.clanopener.com/catalyc/trem_stuff.zip).
Yeah, I did all that, it's still being fussy. I'll figure it out.
Jeff
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Ya know... with gtkradiant being GPL now, maybe Trem could get included as a built-in game? :wink:
PFF!! With gtkradiant being GPL now, maybe a trem-compatible version of GTKradiant can be distributed with tremulous! ;)
I can't get 1.5 to work. It keeps making all kinds of q3 directory structure, there's no init file, and it won't let me choose tremulous.exe as the engine. Alas. Alas.
If I ever get it working, I swear I will post a zipped version of the thing with all the correct dependencies. This is nuts.
-Jack
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For 1.5 just use the .game pack that was listed earlier, worked fine for me.
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Okay, I got GTKRadiant 1.5 to work finally. Here's how!
All I've got installed is tremulous, GTKRadiant1.5 from http://www.qeradiant.com/ (Q3Map2 came with it) and that def file from the first tutorial in this thread at http://tremulous.net/users/jex/radical/entities.def (goes in Tremulous/base/scripts/)
Then I did this (if I recall correctly):
1. When GTKradiant starts, select game "Quake 3 Arena / Quake 3: Team Arena". You can go to the preferences and make it stop asking this on startup.
2. In Edit->Preferences, go to Settings->Paths and find the path to the tremulous.exe (C:/Program Files/Tremulous/ for me). You may have to restart radiant.
3. Next go to File->Project Settings. Set the mod to "Custom Quake III Modification" and the fs_game to "base". Q3radiant should be set up correctly now.
4. What I did at this point is to extract all the *.pk3 files in the Tremulous/base directory, so that I had access to map resources etc... I used 7-zip (www.7-zip.org), and the pk3's extracted (using "extract here") with no problems.
5. Then I created a new map, following the tutorial in the Help file for building a basic map (Help->Manual, Basic construction tutorial). Basically, make a BIG box (1000units), hollow it out, add textures, and make sure you have (well separated from each other and walls!!) the following entities:
-info_player_start
-team_human_spawn
-team_alien_spawn
-a light with 1000 brightness
Finish following the tutorial, and it should compile and run as described.
Hope this helps everyone!!
Someone should make a deathmatch mod for tremulous :)
-Jack
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Okay, I got GTKRadiant 1.5 to work finally. Here's how!
All I've got installed is tremulous, GTKRadiant1.5 from http://www.qeradiant.com/ (Q3Map2 came with it) and that def file from the first tutorial in this thread at http://tremulous.net/users/jex/radical/entities.def (goes in Tremulous/base/scripts/)
Then I did this (if I recall correctly):
1. When GTKradiant starts, select game "Quake 3 Arena / Quake 3: Team Arena". You can go to the preferences and make it stop asking this on startup.
2. In Edit->Preferences, go to Settings->Paths and find the path to the tremulous.exe (C:/Program Files/Tremulous/ for me). You may have to restart radiant.
3. Next go to File->Project Settings. Set the mod to "Custom Quake III Modification" and the fs_game to "base". Q3radiant should be set up correctly now.
4. What I did at this point is to extract all the *.pk3 files in the Tremulous/base directory, so that I had access to map resources etc... I used 7-zip (www.7-zip.org), and the pk3's extracted (using "extract here") with no problems.
5. Then I created a new map, following the tutorial in the Help file for building a basic map (Help->Manual, Basic construction tutorial). Basically, make a BIG box (1000units), hollow it out, add textures, and make sure you have (well separated from each other and walls!!) the following entities:
-info_player_start
-team_human_spawn
-team_alien_spawn
-a light with 1000 brightness
Finish following the tutorial, and it should compile and run as described.
Hope this helps everyone!!
Someone should make a deathmatch mod for tremulous :)
-Jack
OR.... you can download this zip (http://www.clanopener.com/catalyc/trem.game_1.5.zip) and extract it to your Radiant folder. After this you go to game selection screen in Preferences and select Tremulous, you can change the Engine Path right away or restart radiant and get asked for it if its not the default I put.
You'll also need to donwload this (http://www.clanopener.com/catalyc/trem_stuff.zip) zip that contains everything needed by radiant for trem (entities.def, common-spog.pk3, shaderlist) to your /tremulous/base/ folder.
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I figured out my problem. I was working off of Sandy's $RADIANT/games/trem.game file, and it was slightly wrong, at least for 1.4.0.
Here's my guide. I'm running Slackware 10.2, Tremulous 1.1.0 and GtkRadiant 1.4.0.
I'm going to use $TREM for the base install of Tremulous, and $RADIANT is the base install of GtkRadiant, my defaults are /opt/tremulous and /opt/GtkRadiant-1.4/, respectively. In the file listings below, I'll have copied and pasted them from the real deal, so they won't have $TREM/$RADIANT in them, you'll just need to do a global replace.
First, install GtkRadiant and (presumably you've already got Trem installed, if not, install it--I'm doing this on my laptop, which didn't have Trem installed, so it's possible). When you install GtkRadiant, install at least the Q3 datafiles, you'll need these to get the default project files (this is even if you don't actually have Quake3 installed, again, I'm working on my laptop which is not my gaming system).
To fellow Slackware users: I had to install gtkglext, as it didn't come with the base Slackware install (Slackware includes minimal Gtk stuff, since they don't package Gnome). Other distros: yours probably comes with gtkglext.
Next, you'll need to grab this zipfile (http://www.clanopener.com/catalyc/trem_stuff.zip) (it's the same one listed in an earlier post). It has entities.def and notex.tga in it (notex is in the common-spog.pk3 file). Unzip this into your $TREM/base directory--you should have $TREM/base/common-spog.pk3 and $TREM/base/scripts/.
Now, to tell GtkRadiant that Tremulous exists. You need to create the $RADIANT/games/trem.game file. Here's the one which works for tremulous and GtkRadiant 1.4 (the file uses my default paths):
<?xml version="1.0"?>
<game
type="q3"
index="1"
name="Tremulous"
gametools="/opt/GtkRadiant-1.4/trem/"
enginepath_linux="/opt/tremulous/"
enginepath="/opt/tremulous/"
engine_linux="tremulous"
engine="tremulous"
prefix=".tremulous"
basegame="base"
basegamename="tremulous"
knowngame="base"
knowngamename="tremulous"
unknowngamename="Custom Quake III modification"
shaderpath="scripts"
archivetypes="pk3"
texturetypes="tga jpg"
modeltypes="md3 ase lwo obj 3ds picoterrain"
maptypes="mapq3"
shaders="quake3"
entityclass="quake3"
entityclasstype="def"
entities="quake3"
brushtypes="quake3"
patchtypes="quake3"
/>
The next thing I did was fire up GtkRadiant and start up using Quake3. This generates the file: ~/.q3a/baseq3/scripts/user0.proj Open this up and run two global replace operations:
search for: usr/local/games/quake3
replace with: $TREM
search for: baseq3
replace with: base
Under vim, on my system, this looked like:
:%s/usr\/local\/games\/quake3/opt\/tremulous/g
:%s/baseq3/base/g
You need to save the modified version to ~/.tremulous/base/scripts/user0.proj (you'll probably need to create the ~/.tremulous/base/scripts directories).
Next time you fire up Radiant, use the "tremulous" option on the "Select Game" dialog box, and map away.
Jeff
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Hey guys, I found a post for the notex texture problem in gtkradiant 1.4
http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=3685&highlight=notex
**edit:
btw, I'm an idiot and didn't read the last post. What was really helpful to me was the editing of the trem.game file. Mine reads:
<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<!-- generated by Radiant setup, modify at your own risks -->
<game
name="Tremulous"
enginepath ="C:\Documents and Settings\Danny\Desktop\trem\tremulous/"
gametools="C:\Documents and Settings\Danny\Desktop\trem\tremulous\Radiant-1.4/"
gamename="tremulous"
shaderpath="scripts"
basegame="base"
/>
And I moved the Radiant-1.4 folder from under the quake III directory over to my base trem install. I know, I know, I'm using the desktop, but I like it that way...
And the very bottom of my user1.proj file reads:
<key name="mapspath" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/base/maps/"/>
<key name="autosave" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/base/maps/autosave.map"/>
<key name="texturepath" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/base/textures/"/>
<key name="entitypath" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/Radiant-1.4/base/scripts/entities.def"/>
<key name="remotebasepath" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/base/"/>
<key name="rshcmd" value=""/>
<key name="basepath" value="C:/Documents and Settings/Danny/Desktop/trem/tremulous/base/"/>
<key name="version" value="1"/>
Oh, and if you have Quake III Arena, you can copy pak0.pk3 over to your ../tremulous/base/ directory to steal id shaders.
Oh and get all the misc files listed in this thread (trem_stuff.zip, common-spog.pk3) and install them in your ../tremulous/base/ directery (read: unzip the .zip file, and leave the .pk3 file intact)
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For mapping it might be usefull to know cheat commands to evolve for example to tyrant to check room hights.
Are there anywhere cheat commands (of course for sv_allowcheats 1 and sv_pure 0 servers) ?
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But in the term base folder there is no scripts folder
what do i do? :O
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This topic is now outdated, please check the tremulous mapping guide (http://tremmapping.pbwiki.com/) for more complete info and instructions.
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I'm fucking about with mapping for shits and giggles, but I'm hoenslty having a hrd time finding some of the recommded tools ie Bobztoolz ot whatever, that apparntly come with GTK. But my plugin bar shows no mercy. Anf googleith searchii tell e to fuck off as well. ANy hints etc are welcome.
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Any way to get it on limited account pc's? Says it can't install for all users without admin, but you only want it for the one you're using.