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- This is Quest Public Beta 1.030. Quest is still in its beta stages.
- Some additions since version 1.020:
-
- Wireframe Entity display / selection, etc
-
- Solid Poly Display
-
- Config file saving
-
- User-editable entity / classname / model reference file
-
- (see the end of this file for more info on using these additions)
-
- Things we are (still) working on:
-
- Face splitting and cookie cutter style brush subtraction.
-
- Improvements on the polygon view mode (textured, shaded, etc)
-
- Support for multi-textured brushes.
-
- More pre-fab brushes / brush configurations.
-
- Auto-zoom.
-
- Tweaking the internal heap manager so that it actually works. (this
- release does not use it, the next one might)
-
- Final comments:
-
- Version numbers will be consistent from now on:
- Major changes are numbered 1.0X0
- Bugfixes are numbered 1.0XY
-
- When reporting bugs, PLEASE include the version number
- that you are using.
-
- If you find someone who says "All the editors out there suck",
- let them know about this one. Just between you and me, I don't
- think Quest sucks.
-
- ---------------------------------------
- How to use some of Quest's new features
- ---------------------------------------
-
- Activating poly-fill mode works just like 2D mode
- except you press the P key instead of the F key. Selecting
- brushes in the polyfilled mode is difficult, I would suggest
- keeping at *least* one of your viewports in wireframe mode to
- do brush / vertex selection.
-
-
- The file mdlref.lst contains a list all the entity
- classnames that we know of. Basically, the LEAST someone needs
- to do to this file is change all of the pak file references to
- point to where your Quake pak files actually are. If you only
- have the shareware version, replace the pak1.pak references
- with just empty quotes ("").
-
- ---------------------------------------
-
- If you are really dangerous, here is some technical info about the mdlref.lst file:
-
- The file is read line by line, and each line has the following data
- (each bit of data should be enclosed in quotes):
-
- <Model file name> <entity classname> <filename containing the model>
-
- here is a quick example:
-
- "shambler.mdl" "monster_shambler" "c:\quake\id1\pak1.pak"
-
- would direct all map references of "monster_shambler" to the
- "shambler.mdl" file found in "c:\quake\id1\pak1.pak".
-
- "shambler.mdl" "monster_shambler" "C:\quake\id1\progs\shambler.mdl"
-
- would direct all map references of "monster_shambler" directly
- to "c:\quake\id1\progs\shambler.mdl" (the 1st entry basically
- being ignored)
-
- If you want quest to recognize a classname but *not* associate a model with
- it, just leave the 1st and 3rd entries blank, but BE SURE TO LEAVE THE
- QUOTES:
-
- "" "monster_ogre" ""
-
- Take a look at mdlref.lst for more examples.
-
- ****IMPORTANT****:
-
- All of the entities Quest is capable of adding
- (create->entity->blah) are found in the mdlref.lst file. So if
- there are entity classnames that you know of that we forgot to
- include, just stick them in like this:
-
- "" "<new classname>" ""
-
- or if you have a custom .mdl file that you'd like quest to use,
- do it like this:
-
- "" "model_xwing" "c:\iamcool\xwing.mdl"
-
- Final note:
-
- There are some .mdl files in the mdlref.lst that are not used
- by any classnames. If you know which classnames match those
- .mdl files, please let us know =).
-