Just so you know.. I'm in vacation with a stupid old notebook which doesn't even want to render glsl shaders (probably I should lower shaders version a little bit but probably fte wouldn't understand some istructions like skel and stuff.. oh well). Now, if you really want to test something unplayable with a lots of acclaimed features which will not work
.. ok, I'll release it in these days. Of course forget about all the shiny new models I should add, because, without my big computer, there's no way I can handle that amount of detail in modeling. In opposite case, just be patient some month and I'll try to give you a tool that *AT LEAST* it could be considered as a funny alternative to NetRadiant (if you want to create q3 playable maps right now Radiant is the only choice I guess).
Right now my biggest issues are:
[*]previewed model can't stand in front of 2d screen. It always wanders around, and I tried everything, viewmodels, 3d to 2d conversion with project() funcs, everything. Spike did something cool for quake quad damage in pure csqc test but Spike's code it's extremely difficult to understand. It used a lot CSQC_Update View nested code without functions which frankly didn't let me understand what I'm reading. I guess I'll go for the lame way and put previewed model on a stupid funny location like -90000000 - 90000000 0 and use scissor test to do a second renderer / camera to render only that object. The great thing about scissor test is that you can put that window on screen wherever you want. Sure, mouse coordinates will f**k up when entered that area but, come on, I'm not a real programmer!
[*]I still didn't figure out how to ungroup models. Probably it's just a matter of 1 day of thinking, but, I have to find the time to think!
[*]Still didn't add the delete entity function (REALLY?!). That's trivial, I know, but this get you the picture of how unfinished this project is
[*]Logic. This is an important one. I tried many many times to think of a logic / behaviour system that will help level designer to give life to entities but I failed miserably right now. So, probably for the first release, crafter will be a stupid level editor. Yeah, I know, it's sad, but I prefer to disappoint people instead of completely lose the tiny margin of mental sanity that remains
[*]Lighting f**ks in FTE. But this is not my fault. I'd like to add at least deferred shaders to compensate this important missing feature but, again, Spike should add at least some WORKING examples of deferred shaders (just a scene with some models with shaders attached and a light, that's it)
[*]BSP collisions + modern physics. This is the top roof of my frustration. FTE needs desperately a new physics builtin engine and a modern collision system. I've some ideas to recreate it in quakec (at least models based collision) but I guess it's beyond my limits and, honestly, I lost a lot of interest in chasing butterflies so...
This is the point, right now, but since you Julius seem the only interested in the project (probably even more than me right now) I'll try to release it this night and have fun