*** QuakeMap 2.0 BETA *** forth release This is a preversion of QuakeMap 2.0, a level/patch/etc editor for Quake, the game by ID Software. This file is an introduction to QuakeMap. Please have a look at it if you don't know QuakeMap, or if you only knows QuakeMap version 1.0 or 1.1. QUAKEMAP is centralized on a proprietary file format, with extension ".qme". Although you may use it as a standard ".map" editor, I recommend using the ".qme" file format, because it can store a lot of things more than just a map. You can store several maps, code patches (written in QuakeC), files like new sounds or new models for Quake, and more, in a single .qme file. When you run QuakeMap, the window you see is the "QuakeMap Explorer", which allows you to edit such .qme files. See the introduction below and instructions in file EXPLORER.TXT. When you open a map, either a standard .map file or a map included in a .qme file, a new window pops up : the "QuakeMap Editor", a 3D level editor. See EDITOR.TXT for a detailed description of the editor. *** QuakeMap Explorer *** Quake Map 2.0 has numerous changes. One of the most significant is the new file format, .qme, which is the format used by Quake Map Explorer. The advantage of this format is that it allows you to save many different types of data in one file. In addition to holding the .map file, a .qme file can contain the text description file, Quake C patches and even .bsp's with textures removed. In this way, Quake Map can also be used as a front-end to Quake, managing multiple patches for you. Keep in mind, if you wish to distribute your files this way, the user HAS to use Quake Map to run it. A DOS run-time version of the Quake Map Explorer is planned for future release, which will make it easier to distribute files in this format. It allow us to associate QuakeC patches with particular levels. This this, we are able to build level-specific programs, like we did in Hexen. For example, we could do something like Hexen's first level, where there are walls that make a half turn, fire a few fireballs on you, and then rotate back in place. This could be done in a standard QuakeC patch, but associating this patch with the level make it far easier to use, and prevent oneself from playing the level without the patch or vice-versa. It also provides a consistent way of assigning actions with new keys - you know, "impulse" commands. You'll be shown a list of new actions the installed patches provides, and you'll have to choose a key for each of them. QuakeMap will then automatically remap impulse numbers as needed (useful for several patches from serveral sources) and write the "autoexec.cfg" to bind them with the keys you choosen. *** Requirements *** Target Quake version : from 0.91 to 1.01 REGISTERED. It may work with other versions, at least partially, but it has not been tested with these. The QBSP, VIS and LIGHT utilities from id Software are required to "nodebuild" maps, i.e. to prepare them in order to play to Quake in them. Estimated Hardware/Software Requirements: - 486DX2/66 or better processor. - 16mb RAM - .8mb Hard Drive Space for Quake Map - Windows 95 These are estimates based on limited testing. *** SHAREWARE *** You may *not* use Quake 2.0 BETA after that the final 2.0 is out. *Please* upgrade to the final version as soon as possible. QuakeMap 2.0 (final) will be Shareware. I will never take QuakeMap to a commercial level. Because it represents a lot of work for me, I will make it Shareware, and except a few money feedback - but the Shareware version will always be full-featured. There will be no separate Shareware- and Registred- versions, the Shareware version being limited in some aspect. I think that doing so is like giving away a Demo version and saying : now buy the Commercial version ! Anyway, people how register will have all my gratitude ! ;-) and maybe one or two other things more... Is someone interested in looking at the source code ? I just hope a few of **YOU** will think about this annoying thing that registering is. Registering will be $20. More about this in the documentation that will come out with the final version of QuakeMap 2.0. *** Remember, this is a BETA version. Don't forget to look for the final version, planned to be released in a few weeks. Any comment, suggestion or bug report is welcome. Thanks: to Mike Melzer for writing and updating a large part of the documentation; to Steve ("sturm") for providing a home page for QuakeMap; to Christophe Weibel for having organized textures into groups; to everybody who wrote me comments and bug reports; and of course to id Software for Quake ! As usually, I won't assume any responsability for whatever might occur by using my program, either directly or indirectly. No warraties ! id Softare does NOT support This program at all. The author of QuakeMap is by no way related to id Software. DO NOT ask id Software anything about QuakeMap. Quake is (TM) (C) by id Software, Inc. All rights reserved. The Quake logo is (C) by id Software. Armin Rigo. (armin.rigo@p22.gnothi.fn.alphanet.ch)