*** WHAT'S NEW -- QuakeMap 2.1 *** Release : 28.10.96. For Windows 95. THIS VERSION OF QUAKEMAP IS SHAREWARE. IF YOU USE IT, YOU MUST REGISTER. See at the end of file QMAP21.TXT for more information. Polyhedrons and entities (and whole groups, also) may be moved by using the arrow keys. You can gray out anything but a group. This allows a more conceptual approach to the "gray out of view" feathure. If the mouse leaves the window while dragging entities, it will force it to scroll, like it does in any text editor. Ctrl-X, Ctrl-C and Ctrl-V now also work to cut/copy/paste text, not only entities or QuakeMap Explorer entries. With this, you can paste QuakeC code in the QuakeC editor from the clipboard. Prior to this, Shift-Ins was the only way to do it. Gives more information when opening a .map file fails (line number,...) Several bug fixes and improvements in the QuakeC compiler More options for SpawnFlags : so can tell in which modes individually each entity must appear : for example, in easy mode and deathmatch only, or always except in deathmatch. And other minor stuff... *** What were new in QuakeMap 2.0 (19.10.96) *** You can use your own textures, and import/export them from/to .wad, .bsp and .bmp files, as well as the clipboard. The TextureDef entry type stores your new textures. To down-scaled textures from .bmp's or the clipboard, a smoother algorithm is used than just dropping pixels. Looks good, I find DOS Run-Time ! You may distribute your .qme files and anyone can run them directly, thanks to this DOS version. The DOS version includes a QuakeC patch compiler, a .map extractor, a .bsp rebuilder, a texture extractor (from Quake's .pak files), and so on - everything required to achieve the same result as if you had clicked on the "GO!" button in QuakeMap. Source code available (for Borland Pascal 7) Help about entities. I just took back what I found in id's .qc files so that you can have it displayed when you work about entities Can edit Specifics and Args of several entities at once "Duplicators" : build one stairstep and tell it to duplicate this x times. Duplicators are live, i.e. you can modify the original step, and modifications will propagate to the other steps. Can also be used for round stairs, or to build a lot of columns, or also as a mirror, to allow you to build only one half of a complex yet symmetrical room New example .qme files. Shows you how to create your own crates, with your own textures, and use them the same way as "misc_explobox"es Completed documentation You can measure distances (like the "height" to give to a lift) : the distance you have made while dragging an entity or a polyhedron is displayed Group dragging - each group now has a handle, and not only the "(selection)" one Optionally draws axis in the map QuakeMap won't expect floats written with a "," instead of a "." even if the country-specific information says so Better error messages from the compiler Better error handling while loading a .map file - QuakeMap doesn't completely refuse to load them any longer Textures now look good in 256 color screen modes The "group" button, in the left of the QuakeMap Editor screen, now group-selects the sub-items of a group instead of the group itself And various minor stuff and bug fixes, as usual *** What were new in fourth release (7.10.96) *** BUG FIXES - sorry for the numerous bugs of the third release DOCUMENTATION - a draft. Thanks to Mike Melzer who updated it from QuakeMap 1.1. Please read the Introduction ! Texture browser may be used in old or in new mode (text list or images list - because image list doesn't look good at 256 colors) Completed entity list, with all the monsters found in Registred Quake. Also added a few new polyhedron shapes (prisms), and teleporter models. There is also an easier way to set "spawnflags" describing at which difficulty settings the entity appears and sometimes other special flags. A configuration dialog box lets you personalize various parameters Included : a demo level. See how to make a hierarchically organized level, with doors, teleporters, lifts, etc. Map preview in the explorer, before you open the map Plane "tagging" - you can tag the side of a polyhedron, and then "paste" a side of another polyhedron to this tagged side, so they exactly touch each other. You can also cut a polyhedron in two parts using the tagged plane as separation. New buttons : "new cube" - easier than having to open the "new..." window; and "Zoom" to instantly zoom out until the whole level is visible Syntax highlighting and auto indent in the code editor Map files that where impossible to load due to a polyhedron error may now be loaded, by just ignoring the bad polyhedron Default view mode is "Gray out of view", no longer "Show whole level" You can change or add icons for the "new entity" list. They are stored in Models.qme, in entry Icons, as a bitmap. *** What were new in third release (1.10.96) *** Brush substraction. Yes, it is now here (not too early !) Unlimited UNDO/REDO on anythink in the map editor ! (for RAM saving, the list is limited for now to 25 entires and is cleared before launching Quake) Polyhedron moving or distorsion is visible while you are dragging them. No more guessing what your drag will do : see it in real-time. Textures are organized in groups. Very practical for finding the textures you are looking for. You can extract Descriptions as .txt files according to the standard layout, like the texts you can read as description about maps (author, description, comments, editor(s) used, etc) You can bound QuakeC routines to pressing AND RELEASING a key. You can also have QuakeMap automatically add Quake instructions to the autoexec.cfg. Examples modified : check Radar.qme and BindTest.qme Accelerated QuakeC compiler (by reducing a lot the time required for it to load and analyse the original progs.dat) You can run QBSP/VIS/LIGHT and then Quake on a part of a level (used during the level development process) A maximum of RAM is freed up before launching Quake SOON: syntax highlighing in QuakeC code editor New polyhedron selection method. You can now select a polyhedron even if it is completely contained in another polyhedron, by clicking several times at the same point, until the desired polyhedron is selected. Zoom-in in map editor : it zooms in the direction of the selected objects, instead of just zooming to the screen center Enlarge/shrink polyhedrons may be done along a single axis (for distorsions) New command in menus : QuickGO (same as GO but bypasses VIS) New buttons in interface (see by yourself) ... and other minor stuff (bug fixes, ...). In particular, corrected a problem that several people reported while using QBSP, which could not find the texture wad. I think this were caused by a difference between the DOS- and the Win95-based versions of QBSP, and it should no more occur with this version of QuakeMap. *** What were new in second release (25.09.96) *** New texture browser. Displays several textures at the same time. Still need to divide textures into more practical groups. Rotation is implemented, as well as symmetry. You can rotate anything from a single polyhedron to groups to the whole level. ... and other minor stuff (bug fixes, ...) NOTE: the version of QBSP I use doesn't like stuff that is "too far" from the three axis. It refuses to compile a level that got 15° rotation around axis X and 15° more around Y. If someone gets better results than me, please e-mail me what version of QBSP you use. *** What were new in first release (20.09.96) *** Essentially, what is new is the "QuakeMap Explorer", which allows you to regroup several kind of lumps : maps, QuakeC code patches, file descriptions, etc. See below for a summary of these features. Besides this summary, this beta version contains no documentation associated with QuakeMap Explorer, as it is still under development. Experiment yourself. The level editor, renamed to "QuakeMap Editor", also got some improvements. Read them at the end of this file. *** SHAREWARE *** This is the final QuakeMap 2.0. Next versions will be 2.1, 2.2, etc. You may *not* use any longer the previously released beta versions. QuakeMap 2.0 is Shareware. Registration cost is not too much ($20). Please read the corresponding instructions at the end of file QMAP20.TXT *** What is QuakeMap Explorer ? *** It is no more centered on MAP files, altough you can still use it as you did with version 1.1; instead, it is centered on a proprietary file format, near than PAK files, which allows me to store some information about maps that couldn't be stored in a standard MAP file, like grouped polyhedrons. More interestingly, we can now regroup several other datas than maps in this proprietary file format. For example : new textures, or new files to replace or complete ID standard files, like sound and model files. Consider this : large maps often require A LOT of computing power, a lot of time, and a lot of RAM to compile (I've "only" 16Mb - and I'm having trouble compiling some large maps). That's why it would be useful to distribute BSPs instead of (or with) MAPs. But BSPs are large files, and it is illegal to distribute them, anyway, because it usually contains some of ID's original textures. So I added the ability to import BSP files, textures removed, in QuakeMap's files. Not only does this reduce size, it makes the distribution of BSPs legal. Then, on another computer, QuakeMap reconstructs the original BSP, using textures from the local computer's PAK (or unPAKed) files. Right now, I have even included parts of the REACC program I made and distributed (see DEACC & REACC). REACC is a compiler like QCC, which I wrote without knowing that ID would release QCC. The purpose of including REACC into QuakeMap is double. First, it will provide another way to distribute QuakeC patches - a better way, because you will distribute only portions of files that changed, not full files like now. The interest of it is to allow you to use several patches at once. This is usually not easy with the current method of distributing complete modified files : to play with several of the patches, you have to figure out what really changed in which file, and regroup yourself the changes. QuakeMap's integrated patch compiler should be able to deal with multiple patches from multiple sources. Second, it will allow us to associate QuakeC patches with particular levels. We'll then be able to build level-specific programs, like we did in Hexen. For example, we could do something like Hexen's first level, where there are walls that make a half turn, fire a few fireballs on you, and then rotate back in place. This could be done in a standard QuakeC patch, but associating this patch with the level make it far easier to use, and prevent oneself from playing the level without the patch or vice-versa. It also provides a consistent way of assigning actions with new keys - you know, "impulse" commands. You'll be shown a list of new actions the installed patches provides, and you'll have to choose a key for each of them. QuakeMap will then automatically remap impulse numbers as needed (useful for several patches from serveral sources) and write the "autoexec.cfg" to bind them with the keys you choosen. I have also made a light-weight DOS run-time, easily distributable and configurable, which can expand files of the proprietary file format into playable files, with the correct directory structure, add textures to BSPs, as well as compiling QC patches and prompting for key assignment. *** Any comment, suggestion or bug report is welcome. You may distribute this program on any support, as far as you conform to the requirements found at the end of file QMAP20.TXT. As usually, I won't assume any responsability for whatever might occur by using my program, either directly or indirectly. No warraties ! Armin Rigo. (armin.rigo@p22.gnothi.fn.alphanet.ch)