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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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  planes before the non-axis-aligned ones. This improves the result in some
  cases, for example when subtracting prisms from cubes.

*  Quest can now load the .pts and .lin files generated by qbsp and qbsp3.
  This should help you track leaks. Use File->Load PTS to load the file.
  Toggle the display of the lines with 'L'. The lines will show up red, with
  the ends marked with blue and green. The leak is somewhere along the line.
   QBSP3 (for Quake2) generates a really useful lin file, and finding leaks
  using it is easy.
   Old qbsp (for Quake) generates a pts file with hundreds of points, most
  of them unnecessesary. Finding leaks using this is not as easy, but it
  should point you in the right direction.

*  Quake 2 specific: You can use the keyboard in the Texture adder. Press a
  letter and Quest will jump to the first texture starting with that letter.
  You can also use up, down, home, end, and enter to navigate.

*  The texture information for Quake 2 editing is saved to textures.dat. This
  means Quest will load a lot faster again. If you add textures to your
  texture directories, delete textures.dat and Quest will regenerate it the
  next time you start it.

Changes:
--------
*  I've rewritten the configuration file system to avoid some old problems.

*  In textured preview, Quest will only texture map faces within the
  depth clip distance. The other faces will be drawn in a single color.


  version 2.12
+--------------+
Released March 15 1998.

Bugs fixed:
-----------
*  The 'Unable to set requested video mode' error that some of you were
  getting should be fixed now.


  version 2.11
+--------------+
Release March 14 1998.

Features added:
---------------
*  Added keyboard vertex movement again. In face or brush mode, select the
  vertices you want to move, and use shift-arrows to move them.

*  Added support for Quest to load the textures directly from the pak files.
  See wadfilename in quest.cfg for instructions on how to do this. This also
  means Quest will build a list a all textures upon startup, which might take
  some time (3 seconds on my P90).

Bugs fixed:
-----------
*  The Quake 2 texture adder (Textures->Select textures) had a bug in it that
  made some textures not appear. With the new texture system, this should be
  fixed.

*  The code to handle video cards with granularities that weren't 64kb was
  buggy. I hope this will fix most of the strange video problems.

*  There was a strange bug in the keyboard system that hardly ever appeared,
  but I found it while adding keyboard vertex movement.

*  If there weren't any textures, the texture picker would come up garbled.
  Now it gives you an error message instead.

Changes:
--------
*  If you call Quest with the new of a map without the extension, Quest will
  now automatically add '.map'.

*  The texture picker will now allow '/' and '\' in texture names. '\'s will
  be converted to '/'s.

*  The coordinates for the second grid will now only be displayed if you 
  aren't zoomed out too much.

*  The dump core question upon unrecoverable errors has been removed, as it
  wasn't useful for normal users anyway.

*  Creating a new entity will switch you to entity mode.


  version 2.1
+-------------+
Released March 12 1998.

Bugs fixed:
-----------
*  If class_dir was incorrectly set in quest.cfg, the entity picker would
  crash.

*  Unloading a map (eg. when loading or creating a new map) would zero out
  the wadfilename. This is good in Quake, but is causes the new Quake 2 map
  to not be able to load the textures.

Features added:
---------------
*  Textured preview!!! Just enter BSP mode with F3, and press 't'. Then
  wait a while, and eventually the viewport should become textured. This
  is REALLY slow, and as the texture mapping is all linear, it looks pretty
  bad sometimes. But still, it gives you a good impression of what the level
  is going to look like, and it's faster than building the level and starting
  Quake/Quake 2. As it uses BSP mode, you'll have to rebuild the BSP tree
  with shift-F3 to see any changes you make to the level.
   The normal (non-textured) BSP mode has also been changed. Instead of
  assigning colors at random (almost), it will calculate an average color
  for the texture and draw the face with that color. This looks much better
  than the old way, and is just as fast.
   If you want the textured preview to look like Quake, you'll have to
  switch to Quake's palette. This can be done with shift-P. Ctrl-shift-P
  should switch back to Quest's palette.

*  I also added a debug mode. Run:
     quest -D > debug.txt
  and Quest will output debugging info to debug.txt. If you have strange
  problems with the video system, this is what should run, and then send
  me the file.


  version 2.0
+-------------+
Released March 09 1998.

Bugs fixed:
-----------
*  Button system would leak buttons, especially the group dialog. It would
  eventually overflow and overwrite memory.

*  Edit face dialog would leak bitmaps, eventually leading to a crash.

*  Grid drawer would sometimes try to draw the grid outside the window,
  resulting in blue lines across the screen and/or overwritten memory.

*  BSP functions referenced the real map data, so if you changed something,
  the change would be semi-reflected in BSP mode. This made it draw
  everything wrong or crash.

*  In BSP mode, the face drawing function would sometimes crash.

*  Copy and paste have been fixed. Previously they only made a reference
  to the brush/entity you copied, and duplicated it when you pasted. If
  you edited the original after copying, the change would appear in the
  copy too. If you deleted the original and then pasted, it would crash.

*  Lots of other stuff I forgot.


Changes:
--------
*  Should an unrecoverable error happen, Quest will make an attempt to save
  the current map to 'q_backup.map' before terminating.


Features added:
---------------
*  Quake2 support. Quest can load and save the new Quake2 fields. The
  texture system has been upgraded to handle Quake2 textures.

*  New dialog, Surface flags (Alt-F, face|brush mode), used to modify the
  Quake2 specific fields of faces. All selected faces and faces on selected
  brushes will be edited with this command.

*  Quest can now be run from any directory. For most files, it will look
  in first the current directory and then the directory 'quest.exe' is
  in. This allows you to only have one version of Quest installed and still
  edit both Quake and Quake 2. All you need to do is have multiple quest.cfg
  files and run Quest from the directory containing the one you want to use.

*  Textures are completely cached, they will only be loaded once.

*  The face dialog has support for rotation, and will display ALL faces
  correctly (I hope). There is also a auto-align button. This will attempt
  to align a texture automatically by scaling and shifting it. It won't
  rotate, and only works (properly) with rectangular faces.

*  Two grids are now drawn, a dark-blue, normal one and a light-blue one,
  every fourth normal grid line. Thus, if you set the gridsize to 16,
  you will get one grid with a size of 16, and one with a size of 64.
  You will also see coordinates for every fourth grid line.

*  New CSG function, Make Hollow (H, brush mode). This will make all selected
  brushes hollow. The resulting brushes will have a perfect interior and
  exterior surface,  but will overlap.

*  Another new CSG function, Make Room (R, brush mode). This is like Make
  Hollow, except it won't bother about the exterior. It will create a perfect
  interior and no overlapping brushes.

*  The entire keyboard configuration is read from 'key.cfg'. This allows you
  to customize it to your liking. The menu system also uses the commands
  described in 'key.cfg', so you can easily bind keys to your favorite
  menu commands.

*  The old entity/script handling has been removed and replaced with a much
  better (IMO) system.
   The new system will parse the files selected in 'quest.cfg' to find valid
  classnames and information about them. For Quake, the files parsed should
  be the .qc files, and for Quake2, the .c files in the game/ directory.
  Both are available for download from a lot of places.
   The entities are no longer drawn using the .mdl file. Instead the exact
  clip sizes will be used to draw a simple box. While this doesn't look as
  pretty as the .mdl files, it allows you to see exactly how big entities
  are and place them correctly.
   The script system has been replaced by a model system. Entities with
  brushes (models) will be displayed with their origin at the center of its
  brushes and the box will have extents of them. This allows you to select,
  edit, and move models just like normal entities. You can also copy and
  paste models.
   The entity editor, used for both entities and models, will display all
  information it has about the classname, and allows you to edit any key.
  You can also edit many entities at the same time. It should be easy to
  use. Just select a entity and press Ctrl-E. The window will have three
  parts. The first displays available help for this entity, the second
  will list all valid spawnflags, allowing you to easily change them,
  and the third lists all keys/values. To add a new key/value, just click
  in the "new key" field at the bottom and type the key, press enter, and
  then type the value (and press enter). The new key/value should now
  appear in the list.
   The entity picker has been redone, and is very different.

*  Vertex/edge/face merging is implemented. Just drag two vertices over
  each other and they will be merged, removing edges and faces as needed.
  This is a good way to create degenerated brushes.

*  Edge/face splitting is also implemented.
   In face mode, select two vertices on the same edge and press Ctrl-L. A
  new vertices will be created between the two original vertices.
   To split a face, select it and two vertices not on the same edge. A new
  edge will be created between the two vertices and the face will be split.

*  A freelook mode has been implemented. While in a 3d mode, press V and
  the turn keys will turn in 5 degree steps instead of 90 degrees. If you
  feel brave, you can also edit in this mode, although it is primarily
  useful for selecting.

*  Map info dialog (Ctrl-I). Tells you how many brushes, entities, and
  models your map contains. Also give information about used targets and
  teams, to simplify usage of these.

*  Model dialog (Ctrl-M, entity|model mode). Gives you a list of all models
  in the map, and how many brushes they have. This allows you to edit/delete
  models you can't select any other way.

*  The message system will only save the last 10 messages, so as not to eat
  too much memory.

*  The screenshot function will now compress the output file.

*  Support for VBE 2.0 and linear frame buffer. This speeds up drawing
  pretty much.



  version 1.1
+-------------+
Original source code release from Chris Carollo and Trey Harrison. Released
November 23 1996 (I think).

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