3 ms·
Brings back memories using Worldcraft as a teenager. I stopped doing much editing once we got to Quake 3 (around 2000) but Worldcraft eventually became Hammer
by masfoobar 3y ago
Brings back memories using Worldcraft as a teenager.
I stopped doing much editing once we got to Quake 3 (around 2000) but Worldcraft eventually became Hammer used for Half-Life 2 and, I assume, any games under Source Engine.
Back to Quake engine, QtRadiant (I believe it was called) has been mentioned from time-to-time. Now this one.
Looks good. Not sure if its better than Worldcraft but maybe my nostalgia is getting in the way, here.
I shoud look into it as it might help my game I am creating.
- hmstx 3y agoQeRadiant was id's original public release derived from their internal QuakeEd. Q3's version of that became the open-source GtkRadiant (so there was a gui framework in the name somewhere at some point ; ), maintained by former id *nix build saviour TTimo (now contracting with Valve). A number of community forks have come out of GtkRadiant.
- masfoobar 3y agoYes -- GtkRadiant is what I was thinking of. I was likely reading about TrenchBroom and, being Qt, made the confusion. Thanks for the explanation and history.
- hmstx 3y agoFun fact - I just found out Netradiant Custom, a fork of a fork of GtkRadiant, moved from GTK to Qt. So, all in all... :)
- hnthrowaway0328 3y agoThe mid 90s - early 2000s era is the golden era of community modding. Nowadays it is almost impossible to make mods for Unity or Unreal engine games. I'm glad there are boomer shooters.
- themoonisachees 3y agoIt is very much possible to mod unity games through the use of c# reflection. This, of course, is very hard, so libraries like harmony have been written, and are now packaged in launchers like Unity Mod Manager that you just point to a class to patch the loader in and off it goes. Also take a look a ilSpy for viewing decompiled c# from IL. Unreal games are a tad harder but loaders do exist, the main problem is that they are generally compiled to machine code instead of Il, so you need to generate the symbols for that version of unreal engine yourself and thats not really fun. Overall the recent trend of all games being either unity or unreal means that only 2 loaders need to be invented, and that's exactly what happened.
- hnthrowaway0328 3y agoI was thinking about mapping mostly. Even if, which is a huge if, that the game is able to provide a map editor of some sort, the amount of assets is going to crash any mod team that is not essentially a professional game dev team.
- masfoobar 3y agoYes - in my teenage era, we had lots of configuration towards games lile Doom and Quake. For me, a lot of my interest comes from Quake, from understanding the .pak files and QuakeC, etc. I now have kids of my own, and I am not sure exactly what compares today. I think of things like Garrys Mod, or Minecraft, but it is mostly because I am out-of-touch with modern gaming. In my spare time.. likely a hour a week, I play some Rocket League. :-) On the same, I do enjoy making games. I dont use Unity or off-the-shelf products. I guess if any of my kids express more than modding (making a game) then it is an excuse to learn things like Unreal, Unity, Godot together. (I knew a bit of Unreal back in the Unreal version 1 days... the late 90s) -- Sure things have changed since.