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📄 changes.txt

📁 quake的地图编辑器的源代码, 不是quake3的
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+---------------------------+
| Quest log of changes, etc |
+---------------------------+


  version 2.4
+-------------+
Released March 28 2000.

Features added:
---------------
*  Quake 3 support. Detailed information on editing Quake 3 is in
  quake3.txt .

*  Sin and Heretic 2 support. They both work mostly like Quake 2 support.
  See quest.cfg for details on setting it up.

*  Quake 3 bezier patch support. Create a bezier patch array with
  Curve->Create in the menu. Each patch is a 3 by 3 array of vertices. The
  corner vertices define the position of the corners, and the vertices
  in-between change the shape of the curve. Curves can be edited mostly like
  normal brushes.
   To change texture alignment on curves selecet a curve (only one) and hit
  ctrl-e. You then get a dialog where you can change the texture coordinates
  at each vertex. Texture coordinates are given in multiples of the texture
  size. The 'Reset' button resets the texture coordinates. The 'Fit' button
  will fit the texture coordinates, i.e. it will calculate place the texture
  coordinates at all vertices, using the top left and bottom right corners
  as a reference. The 'Even' button is like fit, but instead of just using
  linear values between corners, it will use the shape of the curve in the
  calculations to get a more even alignment (i.e. texels will be the same
  size all over the curve). If you hit the 'Natural' button you get to
  select a major axis, and once you've done that, Quest will align the
  texture on the face is if it were a normal face (but with scale 0.5). This
  is useful when you want the texture to line up with textures on nearby
  faces.
   Curves aren't display in any of the BSP-modes, but they are display in
  the z-buffered polygon view mode.

*  The z-buffered polygon view is now texture-mapped and allows editing.
  Click on a brush or a face (any part of it that you can see) to
  select it. Vertices are selected like in normal 3d views (shift+drag
  mouse). This mode is still a bit slow, but it's very useful when you
  want to see changes as you make them.

*  You can also align textures in the map view now. Select one or several
  faces or brushes, and hit ctrl-key arrows to move the texture, and
  ctrl-shift-key arrows to scale it. In polygon mode, you can see the
  changes as you make them. These keys are also useful when you want to
  change the alignment of many faces or brushes at the same time.
   If you select a curve, only the ctrl-keys work (not ctrl-shift-arrows).
  Also, if you select some vertices on the curve, only the texture
  coordinates at those vertices are changed.

*  When you hold down the shift or ctrl for a while to select an entity or a
  brush/face and there are several entities/brushes/faces under the cursor,
  a window will pop up with a list of the entities/etc. near the cursor,
  so you can select one from the list. The list will be sorted by distance
  from the camera (closest first).

*  In the face edit dialog, you can choose to align, scale, or flip
  in only one direction (x or y) or both. You can also click the numbers
  for shift/scale/rotate and enter new values directly.

*  The entity editor can now help you edit a lot of entities. Right click
  on a supported key and you'll get a dialog with choices. This is used for
  many entities in the Quake, Quake 2, Quake 3, Halflife, Sin and Heretic 2
  entity sets. Among other things, it allows you to easily set colors for
  lights, set texture for decals (Halflife) and select stuff from lists
  (sounds, models, light styles, etc.). This is controlled in the entity
  set files, so you can easily have your own entity sets use these features.
  Look at the existing entity sets or contact me for information.

*  General UI improvements. Some dialogs are now using new GUI elements, so
  they'll (hopefully) look and behave better. All text boxes should also
  work better, and you should be able to exit from every dialog with
  enter or escape.

*  Quest now runs on Linux (i386 svgalib and X11). A big thanks to
  Stephan Kanthak and everyone else who helped with this.

*  Customizable viewports. Use 'View->3/4 viewports' to switch between
  the standard 3 viewport view and a 4 viewport view. If you feel brave
  you can manually edit .map files to support any arrangment of up to 5
  viewports.

*  From Tony McDonald: New primitives: dodecahedron, icosahedron, buckyball,
  and torus. They can all be found under 'Brush->Create->' in the menu.

*  If you want to get the distance between two points in a 2d viewport,
  move the cursor to the first point, hit ctrl-d, and then move the cursor
  around to get the distance to the new point.

Changes:
--------
*  If you use the rotate brush command when you have vertices selected,
  only the selected vertices will be rotated (around their center). If no
  vertices are selected, it behaves like before, i.e. the entire brushes
  are rotated.


Bugs fixed:
-----------
*  BSP tree generating is now much better. It will detect and handle all
  errors, so even if some advanced geometry messes up the BSP tree locally,
  you'll still be able to see most of the map. Handles special textures
  (water, lava, etc.) for more games.

*  Handling textures when you're editing multiple maps should work much
  better now.

*  Loading and saving groups work again.

*  Lots of minor bugfixes.


Known bugs:
-----------
*  Not all colors will fade with distance in non-fullbright mode.
   Also, in non-fullbright mode in 2d views, entities with the same z value
  as the camera will only be drawn sometimes. Non-fullbright and 2d
  seems strange anyway. I always turn fullbright on, at least in 2d views.

*  Quest won't run under Windows NT.

Todo:
-----
*  Make mirroring curves work.

*  Make BSP, textured, and solid view even more faster???

*  OpenGL support?


  version 2.36
+--------------+
Released December 31 1998.

Features added:
---------------
*  Halflife support. Just set everything in quest.cfg correctly and it should
  work fine. The entity set is a bit crude, but it's complete and accurate,
  so it should work. Halflife uses 16 bit color textures, and Quest is
  a 256 color program, so I need to dither the textures before displaying
  them. This reduces quality some, but it's very fast and the results are
  quite good. Halflife support uses the same texture cache system as
  the Quake 2 support. Model drawing is not in, yet.

*  The texture picker and face editor dialogs are dithered (sort of)
  while drawn, so they'll come up all right no matter what palette you're
  using. For Quake and Quake 2 there's hardly any difference, but it was
  neccesary for the palette I use for Halflife textures, and also helps
  with other palettes (Hexen 2's should work better now, too).

*  Simon Churchill has made a powerful Quake 1 compiling configuration.
  It can be found in bldq1_2.cfg. Instructions for it are in the file. Also
  thanks to Simon Churchill for enhancing the menu.

Changes:
--------
*  Removed some stuff from the menus (texture remover and fullscreen all).
  Also removed the old texture adder for Quake 2. Some old, unused stuff
  was removed from 'quest.cfg'.

Bugs fixed:
-----------
*  The odd BSP crashes should be fixed now (at least the causes for them
  I know).

*  Improved some internal CSG stuff. Loading complex, old style .map files 
  should no longer cause damaged brushes.


  version 2.35
+--------------+
Released November 14 1998.

Features added:
---------------
*  BSP modes use span-buffering. This means no overdraw, and that makes the
  textured BSP modes MUCH faster.

*  New automatic map building system. Copy buildq1.cfg or buildq2.cfg to
  build.cfg (depending on which game your using), and see that file for
  additional instructions. The building system can be accessed in Quest
  by pressing Alt-B. Cancel closes the dialog without doing anything.
  Run game toggles whether you want to run the game after compiling the
  map (build configuration 0). Only visible toggles whether the actual .map
  file is passed to the building utils or if Quest should write a new .map
  file with only the currently visible groups in it. Add shell can only
  be on if Only visible is on. If Add shell is on, Quest will add a shell
  around your map, thus ensuring there are no leaks. This allows you to test
  unclosed parts of your map easily. After you've made your choices, click
  on the button corresponding to the build configuration you want to use.
  The included buildq1.cfg and buildq2.cfg contains some examples, but it
  is easy to add your own.

*  Leak finder. Select 'Misc->Find leak' in the menu and Quest will try to
  find a leak in your map. If it finds a leak, it will be displayed as a line
  from the outside of the map to an entity. The leak is somewhere along the
  line. Very complicated architecture may cause the algorithm to fail. If so,
  use qbsp/qbsp3 to find leaks and use 'File->Load .pts/.lin' to see where it
  is.

*  Lighted and shadowed preview. Just pick 'Misc->Lighted preview' or
  'Misc->Shadowed preview' from the menu and the current viewport will
  switched to lighted/shadowed preview mode. Hit F3, T, or any other
  key that switches to another mode to turn lighted preview off. Lighted
  and especially shadowed preview is very slow, so it will update the screen
  as it draws. It can handle both Quake's and Quake 2's lighting models,
  although radiosity isn't supported, and light emitting faces aren't split.

*  The Face edit dialog has Flip buttons. These multiply the texture scale
  by -1 in the axis you choose.

*  The menu is loaded directly from 'menu.txt'. 'menu.dat' is no longer used.
  If you are brave, you can customize the menu now.


  Thanks to Gyro Gearloose for submitting the following three features.

*  New primitive, pyramid. Select 'Brush->Create->Pyramid' in the menu.

*  Snap to vertex. Select some vertices to snap and hit U. If you only
  selected one vertex, that one will be used as a 'handle', otherwise
  select the handle and hit the right mouse button. After that select the
  vertex to snap to, and hit the right mouse button. Quest will now move
  the vertices so the 'handle' vertex is aligned with the vertex to snap
  to, while keeping them arranged like before.

*  Brush joining. Select two brushes and hit J. Quest will create a new
  brush from all planes in the brushes that don't intersect any face in the
  original brushes. It's like taking the outer faces of the brushes and
  creating a new one from them.


  version 2.3
+-------------+
Released August 15 1998.

Features added:
---------------
*  New texture system. Pressing Ctrl-T brings up the new texture
  picker/adder. The left list is a list of all categories. The right
  list has all textures in the current category. To select a category
  or texture click on it. The selected texture will be drawn in the big
  area to the right. Flags, contents, and value will appear underneath.
  You can create new categories with the New button, and delete categories
  with the Delete button. The *All* category contains all textures. The
  *Unassigned* contains all texture not in any other category. These
  categories are standard and can't be deleted. The other categories are
  user defined. To place a texture in a category, drag it from the texture
  list to the category, using the RIGHT mouse button. When you've selected
  a texture, use the Done button to exit the dialog. The fullscreen button
  will bring up the fullscreen texture picker with the textures in the
  current category. The cache button toggles whether only textures in the
  cache are displayed (default), or all textures. The Add button adds the
  selected texture to the cache. When all textures are displayed, the
  fullscreen button lets you add textures instead of selecting them (like
  Fullscreen all, but with only textures in the current category). I've
  included some sample categories that you can base your categories on,
  or you could delete all of them and start from scratch.

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