
Quake Studio Beta 0.8
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 ninth 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.
./,         Increase/decrease perspective (mode 4 only).
/           Reset perspective (mode 4 only).
+/-         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.
[/]         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.
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.

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:

 * 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:

 * 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... :)
 * The toolbar's functions are still a bit limited, but
   most major editing features have been implemented.
 * 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.
 * Saving a second time while in QS was causing a GPF. I
   fixed it in a really lame way (by making a Windows-
   specific save function in addition to the main one),
   so I'm still looking for a better solution, but I doubt
   I'll find one since the problem seems to be in VC 1.0's
   standard library. :(

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

