Quake Studio Beta 0.85 Copyright (C) 1996 Richard Felker Disclaimer: This program is provided with absolutely no warranty. I shall not be held accountable for any problems it may cause you. USE AT YOUR OWN RISK! I am not aware of anything seriously wrong with the program, but I cannot guarantee that it will function properly and I cannot guarantee that it will not harm your system. Now, with that mess out of the way, I'll get to the real info. This is the tenth beta release of my Quake MAP editor, Quake Studio. Currently, QS is a 16-bit Windows program, but only because the environment in which I am developing it is 16-bit Windows (3.1). After a real version of QS is done, work will begin on 32-bit Windows and DOS ports of QS. The Win32 (Win95/WinNT/Win32s) port should not take very long at all, and the DOS one shouldn't either once I get around to moving a lot more code into the portable modules. Oh, one more thing: QS REQUIRES AN FPU! This should not be a problem for you, since Quake does too, but I just thought I'd let you know. QS is now able to move brushes around in levels. Use the left mouse button to select a brush. Use the right button to select more than one. Once you've selected several brushes, hold down control and drag with the left mouse button to move them. If you're only working with one brush, you don't need to hold control. Moving entities works the same way, but you need to make sure the entity has an origin. To select a plane in a brush, select the brush normally, then use the [ and ] keys to cycle through it's planes. Once you've got the one you want, move it just like a brush (and be sure to hold control). KEY FUNCTIONS: Arrows Move camera in 2 dimensions. PgUp/PgDn Move camera closer/farther away. . and , Increase/decrease perspective (mode 4 only). / Reset perspective (mode 4 only). + and - Scale up/down. \ Reset scale. 1 2D mode (fast). 2 3D mode without any perspective (fast, ugly). 3 Real 3D mode (default now). 4 My cool 3D. Unrealistic but easy to see (slow). X/Shift+X View from +/- X direction. Y/Shift+Y View from +/- Y direction. Z/Shift+Z View from +/- Z direction. T Toggle display of the toolbar. G Set size for gridsnap. C Manually set 'camera' position. Home/End Move selected objects closer/father away. Ctrl+Arrows Move selected objects in 2 dimensions. Ctrl+PgUp Move selected objects father away. Ctrl+PgDn Move selected objects closer. [ and ] Select previous/next plane. E Add entity. Copies selected one if possible. B Add brush. Copies selected one if possible. P Duplicates plane. One must already be selected. Del Deletes all selected objects. K Edit entity key/value pair. Clear value to remove. Type new name and value to add. Ctrl+O Reset offsets on planes. Ctrl+P 'Peg' plane offsets to brush or entity. N Edit plane surface normal. MOUSE FUNCTIONS: (L = Left button, R = Right button) L Click Deselect all then select nearest object. Shift+L Select nearest plane. Ctrl+L Do nothing. Used to start moving multi-select. CtrlShift+L 'Rebind' selected brush(es) to entity. L Drag Move selection. R Click Add/remove nearest object to/from selection. If a plane or plane point is selected, select nearest plane point. Shift+R If a plane or plane point is selected, move plane points around nearest displayed vertex. To open a map, use the file menu as you would in any Windows program. The view will be re-centered when you do. BTW, now the camera doesn't start so high up. Now that QS has a toolbar, I need to tell a little about it. The "toolbar" in QS is very simple; it just tells all the info about what you selected and lets you modify some of the attributes of the selected object(s). Want to edit something? Try clicking on it and see if changing it has been implemented yet. FIXES/IMPROVEMENTS: * Display of ammo boxes and health (and anything else you want to add to the config file) as real 3D boxes. Really helpful for positioning them! If you don't see them in QS, make sure QS.CFG is in the directory you're running it from. * Support for config files. Not much use yet, though, except for the box display. Look in qs.cfg for more info. * Moving of the 3 plane definition points. * Better plane movement. * No more display glitches with planes (I hope). * No more GP faults when 'rebinding' multiple brushes. * Easy selection of planes in addition to the old way. * Creating planes at any angle is now possible from within Quake Studio, but you need to understand surface normals. * Load time GREATLY improved. The problem was not in the CSG code, which is pretty fast; it was in the parser, which used to call strlen constantly! I can't believe it was something so simple and stupid. * Problems loading levels larger than 64K fixed (I hope). * "Model" entities are much less likely to appear "on top of" brush anchors. * Duplicate brushes start in proper location. * Still more editing features. * Camera doesn't start out so 'high up'. * Camera stays in place when you change the view axis. * No more crashes with 'new' maps. * Much more editing now possible. * All levels *should* load properly. Let's hope so! * Brushes are now displayed correctly! The thanks should go to Michael Abrash sice I figured out the CGS stuff from his book, The Zen of Graphics Programming. Thanks to John Carmack too - QBSP source was really helpful as a reference. KNOWN BUGS: * Floating point errors sometimes occur if you move 2 plane points to the same location. Don't do it. I'll try to get this fixed soon. * GP and/or stack faults sometimes occur after loading really huge levels. I think this is a problem with segment boundaries. :( I HATE segments! I can't wait to get to work on the 32 bit DOS port... :) * Even though lines are colored to show depth, they are not z-ordered. This means far away, dark lines will often appear "in front of" closer, lighter lines. This isn't really a bug, but it's annoying; I might add a "z-order brushes" feature. * Memory allocations are rarely if ever checked for failure, so you might get a lot of crashes if you don't have enough memory free when you run QS. There are probably others I could think of but there are a few. NOTE: This version of Quake Studio is a BETA! That means it could have many other BUGS in it, and the only way you can be sure they get fixed it to TELL ME if you find any! Just write to 71614.3257@compuserve.com and tell me as much as you can about what went wrong. If you find a map file that cause problems, let me know about it. Just tell me the name of the map if it's publicly available; if it's not, I'd appreciate it if you'd send me a copy via email. Thanks! Dalias, author of Quake Studio 71614.3257@compuserve.com http://home.sprynet.com/sprynet/felker/epicentr.htm