|
|
Robert Duffy - QERadiant author
During the release party for version
071 we pulled Robert to a quiet corner and threw a few questions his way (big thanks to
Wolfen for filling my shoe's whilst i was away)
What are the significant changes in the new build released tonight?
The biggest change is probably full texture lock. It can still sweep a bit when doing
multi-axis rotations but overall it is very solid In addition, there are dozens of other
changes and probably 30-40 bug fixes
Anything else we should know about?
The readme goes over the major changes, I don't think I remembered to change the default
cubic clipping distance so if you can't see anything in the camera view, use ctrl + [ and
ctrl + ] to change the distance the camera can see
Is there anything that you would have liked to
put in this build which didn't make it?
Wireframe model preview and floating point plane coordinates did not make it
the floating point plane coords is finished but i still need to debug a bit before it hits
the streets
How hard was it to get the Rotating texture
lock to finally work properly
Timothee Besset (MGS author) did all of the math for the rotation support. This was a huge
help. Even with that, it was a pain in the ass... As it sits right now, it will lock
perfectly for about 90%+ of what people do.. Which is good as I probably won't work in
this area again.. at least in the near future
How are you approaching the integer/floating
point discrepancies involved with rotating complex objects?
At this time, plane coordinates are only clamped when a map is saved. Everything done in
the editor is carried as floats. This means that you will lose a little precision once you
save a map if you've done a lot of rotation or scaling
The floating point version is finished as I said...
which saves out floats, preserving everything but I was still getting some build errors
out of the new QBSP3 that I need to address
Are you pleased with the way it has turned out
so far?
Yes. I always have a huge todo list but I'm pretty happy with it so far. I wish I had
wrapped up a manual by now but beyond that I don't have any complaints.
What are the next big things planned for
QERadiant?
Model preview / Floating point plane support / BrushScripting update / Primitives
Those are the big ticket items
Is there any news on the 3dfx support a lot of
us are looking for?
I'm waiting on the public release of their beta OpenGL support. While it's not THAT much
work to drop down to glide, the payoffs are not that great
Once their OpenGL is generally available the editor will support a 3Dfx preview...
Hows the work on the Quake3 side going?
All of the initial Quake3 support is in.. (and has been for about 3 weeks)
How does the Q3 stuff work? Do the id guys mail
you what they need or you need or do you visit the office?
Mainly via e-mail... i drop by every now and then but the bulk of information exchange is
e-mail
If you can comment on this, what new features
for Q3 have been added, you can tell us even if you have to kill us. =)
Primarily curve support.. beyond that i can't say
Aside from the "infamous" RT work
(your real job) how much time do you think you have put into QERadiant?
way too much :-)
What would you say you are most pleased about
in QERadiant that you have done.
provided a free editor that most people can use that was the original intent
Do you have any other "eye candy"
pland for QERadiant, i.e. Lighting previews and such?
embedded support for motion preview (doors, rotations, trains, monster paths, etc)..
i've given a lot of thought for lighting preview.. still thinking
What other games are planned for support with
QERadiant?
Well, Daikatana and Anachronox will be supported when they are released as ION is using a
custom cut of the editor. Beyond that, Quake2 and Quake3. Other support may get in once
the source is availabe for other people to munge on.
Is there anything you would like to say to the
people in the channel or who will be reading this intervew?
Thanks for the support and don't forget to submit questions, comments, bugs, and ideas as
that is the only way I can answer, ponder, fix, or implement them.
|