Wxqoole Preferences

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mr_ma...@hotmail.com

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Oct 9, 2011, 6:31:08 PM10/9/11
to wxqoole-dev
Hey man you probably get asked this a lot but I've been using your
latest unstable r64 build of the app and it's WAYYY better then qoole
99 for so many things, the only problem i've got is it defaults to use
the original Quake1.exe when I compile but i'm using darkplaces.

Is there a way to work around this and change the hardcoded
directories as when I change them in the preferences, it won't save
the changes I am trying to make so it defaults back to well.. for lack
of a better word it's default values.

any help would be much appreciated cause I am really enjoying working
with this app.

One other thing .. if you are still working on this tool and are able
to add features to it, a feature that can create smooth curved brushes
would be mad and the other feature that's probably more important
would be to add a brush merge feature.

CSG Merge and a toolbar that creates smooth curved brushes.

Hopefully this project is still alive and kicking cause it's hard to
find anything decent for map making and qoole has always had the best
gui to it. Your vesion of it is actually tablet pen friendly too
which is a much appreciated improvement.

Regards,
Jax

ronsaldo

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Oct 10, 2011, 10:02:17 PM10/10/11
to wxqoole-dev
Greetings,

Im very glad that wxQoole is being useful for your, however I must
remember you
that this is alpha software, which means is really unstable in the
path of development.

> Is there a way to work around this and change the hardcoded
> directories as when I change them in the preferences, it won't save
> the changes I am trying to make so it defaults back to well.. for lack
> of a better word it's default values.
>

Currently the preferences dialog is unimplemented, this is because
this port is
a complete rewrite of the GUI of Qoole 99 creating cross-platform
program.
Despise of that, preferences are stored in a per-user xml file, which
location is
platform dependent:

On Unix that file is located in /home/<user>/.config/qoole/config.xml
On Windows, depends in the language and version of it, however it must
be in a path
such as: c:\Document and Settings\<User>\Program Data\.config\qoole
\config.xml
"Program Data" folder name is language dependant, (I'm using a Spanish
version, so I don't
even know if its called "Program Data")

That file contains all of the configuration data, however it uses Unix
style line ending
so you won't be able to edit it with notepad. You are going to need a
text editor that
can recognize that such as Programmer's Notepad.

In that file, probably the line that you are searching is:
<prop name="GamePath" value="<path to quake>/WinQuake.exe" />

If you change that into for example:
<prop name="GamePath" value="<path to quake>/DarkPlaces.exe" />

It should use dark places engine by default.

> Hopefully this project is still alive and kicking cause it's hard to
> find anything decent for map making and qoole has always had the best
> gui to it. Your version of it is actually tablet pen friendly too
> which is a much appreciated improvement.

Currently I'm not working in the project because I'm working in the
scripting
language for my own game engine. However, in not a far time from now I
will continue
working in wxQoole, at least to finish the port. About the preferences
dialog, I will
try to finish it along this month(cannot give some date because of
college duties).

> Hey man you probably get asked this a lot but I've been using your
> latest unstable r64 build of the app and it's WAYYY better then qoole
Your are the first one to ask, and probably to use the app.

> One other thing .. if you are still working on this tool and are able
> to add features to it, a feature that can create smooth curved brushes
> would be mad and the other feature that's probably more important
> would be to add a brush merge feature.
>
> CSG Merge and a toolbar that creates smooth curved brushes.
I'm also interesting in supporting curves, however they are going to
require
a lot of modifications and I don't have experience with them. For all
of the
geometry part I'm using the same engine as Qoole 99, with some fixing
in crappy
programming practices, and a improved OpenGL rendering engine.

Thank you very much for you appreciationof the program.

Regards,
Ronie Salgado

Jax Cavalera

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Oct 10, 2011, 10:30:33 PM10/10/11
to wxqoo...@googlegroups.com
hey Ronie,
Thanks for the speedy reply, that info should make the app fully useable till you get time to adjust the GUI and complete the dialogs.  I'm really surprised that no one has sent messages to you or asked any questions regarding this software yet as it really is light-years ahead of qoole 99 even without a fully finished dialog section.  I will admit that it took me some serious google searching to find it.  I'd be happy to put a link to it in one of the popular Quake mapping/community forums if you wouldn't mind me doing so as I really think something like this deserves more recognition than it's become apparent to me that it's received.
 
Regarding the geometry stuff, I think it's one of those things where if it could be done for the CSG Merge and Curve tools, then great cause it'd turn the software from a low poly (old games only) level editor to something that could easily be used for more modern games with a few tweaks to the entities portion of it.  But yeah it's not something that would make or break the software in it's current form under the circumstances.
 
What style of games will the engine you are scripting be aimed at?  It sounds like a pretty interesting project.
 
Thanks again for providing this really useful software and I look forward to a time where you find opportunity to complete the dialog parts of it.
 
Regards,
Jax
 
> Date: Mon, 10 Oct 2011 19:02:17 -0700
> Subject: [wxqoole-dev] Re: Wxqoole Preferences
> From: roni...@gmail.com
> To: wxqoo...@googlegroups.com

ronsaldo

unread,
Oct 10, 2011, 11:16:17 PM10/10/11
to wxqoole-dev
> I'd be happy to put a link to it in one of the popular Quake mapping/community forums if you wouldn't mind me doing so as I really think something like this deserves more recognition than it's become apparent to me that it's received.

Any kind of feedback or public recognition is really appreciated, so
of course that you can put links to the project, however you should
say in your posts that the app is still unstable/in development.

> What style of games will the engine you are scripting be aimed at?
Sandbox style, I'm trying to create some mix between FPS and massive
simulations such as SecondLife. The idea is to create a very flexible
game engine that can be used for traditional games and those virtual
communities. Of course is a very ambitious project, which requires to
create some OS like scripting engine. The scripting engine that I'm
creating is actually a programming language similar to C#, but with
some additional mathematical data types, lower levels, fast execution
times and GPGPU programming(still in planning).

Regards,
Ronie Salgado

On 10 oct, 23:30, Jax Cavalera <mr_mania...@hotmail.com> wrote:
> hey Ronie,Thanks for the speedy reply, that info should make the app fully useable till you get time to adjust the GUI and complete the dialogs.  I'm really surprised that no one has sent messages to you or asked any questions regarding this software yet as it really is light-years ahead of qoole 99 even without a fully finished dialog section.  I will admit that it took me some serious google searching to find it.  I'd be happy to put a link to it in one of the popular Quake mapping/community forums if you wouldn't mind me doing so as I really think something like this deserves more recognition than it's become apparent to me that it's received. Regarding the geometry stuff, I think it's one of those things where if it could be done for the CSG Merge and Curve tools, then great cause it'd turn the software from a low poly (old games only) level editor to something that could easily be used for more modern games with a few tweaks to the entities portion of it.  But yeah it's not something that would make or break the software in it's current form under the circumstances. What style of games will the engine you are scripting be aimed at?  It sounds like a pretty interesting project. Thanks again for providing this really useful software and I look forward to a time where you find opportunity to complete the dialog parts of it. Regards,Jax
>  > Date: Mon, 10 Oct 2011 19:02:17 -0700
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> > Subject: [wxqoole-dev] Re: Wxqoole Preferences
> > From: ronies...@gmail.com
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