
 *** WHAT'S NEW -- Quake Army Knife 3.4 ***

Release : July 1st, 1997. For Windows 95 and NT 4.

QuArK IS SHAREWARE. IF YOU USE IT, YOU MUST REGISTER.
See file REGISTER.TXT for more information.


In this version the main new is that I extended the help
file to cover QuArK Explorer as well. You'll find a lot
of information about how to create brush libraries, for
example. It is not complete yet : there is still no help
about the various buttons and text boxes in the Explorer
itself.

The creation of .pak files I introduced recently is now
an option. There can be too many problems with it. By
default, QuArK writes files in a parallel directory
structure as it did previously. See the help about the
menu command "Output directories..."

Changed the way QuArK displays zoomed maps. Now you can
zoom deeper - at least with Windows NT, because Windows 95
still doesn't like drawing operations with coordinates
greater than 16383 :-(

The 3D OpenGL view flashes a lot on NT and not on Windows
95. I still doesn't quite understand why, but I managed
to reduce the NT flashing.

The Texture Browser should no more crash when it has to
work with strange texture names (like empty ones) or with
textures it cannot find from Quake's files.

The vertical position of the side view is now restored if
you switch the 3D view mode on and off in this part of the
screen.

The "Top" button in the New Items window now works like it
does in the Movement Tool Palette.

The "Zoom" button don't force the compass view angle to
zero - now it can compute the bounding box for any compass
angle.


---- What were new in QuArK 3.4 (june 17th) ----


This version's main update is the context-sensitie help.
Move the mouse cursor over any part or menu command and
press F1 !

Only available for the map editor yet.


---- What were new in QuArK 3.3 (june 7th) ----


 - BOUNDING BOXES on entites ! At least it is there. You can
    see how wide each entity actually is, and position it
    accordingly. See the Options menu.
 - Mad Painter : an easy way to copy a texture to all coplanar
    faces around. Very useful when a wall was broken into
    parts because of brush subtraction. You can change the
    texture on one part and then "mad paint" in to all other
    parts. You can also copy a texture from a face to a whole
    polyhedron.
 - Quake Contexts : you can now edit them. They let you use
    QuArK with major conversions
    (Mission Packs, Team Fortress, Aircraft,...)
 - WAD files : a bug prevented QuArK from recognizing some or
    most of the textures when importing a WAD.
 - Visual linear mapping : it didn't work when several
    polyhedrons were selected
 - Polyhedron subtraction : now QuArK cuts along axis-oriented
    planes first, which should make QBSP create less often
    gaps between the resulting polyhedron parts
 - BIG BUG with the PAK creation routines. The files in the
    created PAK could get corrupted.
 - Customizing the Quake menu still didn't work correctly -
    sorry.
 - Other bug fixes (of course)


---- What were new in QuArK 3.21 (june 5th) ----

This release mainly contains bug fixes. It does not
differs a lot from QuArK 3.2.



---- What were new in QuArK 3.2 (june 2nd) ----

 - Bug fixes, including stability troubles with the 3D viewer
 - The 3D viewer is smoother while moving around
 - SEARCH HOLE function : accruately localizes a hole in your map
 - Implemented support for major Quake conversion (Quake Contexts)
    More about it later. Support is still limited. See file
    Hipnotic.qme for an example.
 - Visual linear mapping : you see a red square around the selected
    polyhedron(s) and you can reshape it with the mouse (scaling,
    sharing, rotating,...). You can also enter values directly in the
    3x3 mapping matrix.
 - Enhanced Duplicators : now they also have a 3x3 mapping matrix, so
    that you can make them do almost any operation : any rotation,
    zoom, sharing, and so on. Also, nested enhanced Duplicators work
    correctly : the mapping of a Duplicator applies to the images of
    sub-Duplicators.
 - Red-rectangle group selection now on both views
 - Hierarchy entity list : the groups don't remain open when you
    close their parent groups
 - Better selecting algorithm while Shift-clicking on the map to
    select several polyhedrons together
 - Texture offset : Quake accepts any value, not only multiples
    of 16, so I let you choose your own step with the small arrow
    buttons to scroll the texture
 - 3D view camera : its position can be tagged like any entity's,
    and it can be instantly moved to the tagged position ("Glue
    to tagged") like any entity
 - Spelling mistake : I finally realized you don't say Substraction,
    you say Subtraction
 - Model Editor : not a lot of news there. Only a few enhancements :
    you can choose the bitmap editor to edit skins; there are new
    tool buttons you can place anywhere; you can quickly test a
    Model with QuArK thanks to a single menu command.
 - Corrected a QuakeC compiler problem with newer Mission Packs
    source progs.dat


---- What were new in QuArK 3.1 (may 5th) ----



The main news is a FULL 3D PREVIEWER AND EDITOR. All polyhedron
editing commands can be performed directly on this 3D view !
See menu "3D-editor" in the map editor.

If you want to use this 3D viewer, you need OpenGL installed on
your system. See Derrick's QuArK page for more information :

Derrick's QuArK page moved. It is now at
  http://www.planetquake.com/quark

If you tested QuArK 3.1beta, you probably found a lot of small
bugs; I fixed a lot. Other differences include the fact that
you can now really edit polyhedrons on the 3D view.



---- What were new in QuArK 3.0 ----


An on-line documentation about why QuakeMap was renamed
Quake Army Knife and what changed is available at

  http://users.yknet.yk.ca/dmckay/qmap/docs/qmap2qrk.htm


Here is a short list of what's new.

BETTER SELECTION MODEL. No more "(selection)" group !

Shortcut for deleting entities : now it's Del instead of Ctrl-Y.
And Esc cancels the current selection, if any.

You can visually set the "angle" of any entity or (that's new)
brush, e.g. door.

New brush entities (e.g. doors, buttons) have a default polyhedron
in them, so that you can immediately work on it.

The texture browser animate the animated textures.

You can drag new items directly on the map or on the hierarchical
entity list to put them directly at the expected location. You can
also drag the "new cube" button the same way.

You can assign colors to groups, to see them better on the map.

Better menu bar.

Better vertex dragging. Now it seems to work even when the
polyhedrons are not-cubic-at-all.

Your defaults are saved and restored between sessions, including
grid size, default texture, height of the view separation.

You can easily replace textures in .bsp files.

You can "open/import/anything else" from files that are in .pak
files themselves, without having to unpack it before.

You can customize the command-line that runs Quake. You can e.g.
start WinQuake instead, or start Quake with -nojoy or -nocdaudio.

In the Model editor, rectangle-selecting now works; and ticks are
displayed on the axis, to show the size of your Model.

Full Help menu.

Bug fix with some .map files. Some polyhedrons where incorrectly
considered as invalid.

Bug fix : saving .qme files on floppy disks could raise problems.



---- What were new in QuakeMap 3.beta4 ----


NEW MAP EDITION COMMANDS
 - cut out a corner : the new best way to add sides to polyhedrons.
 - inflate/deflate polyhedrons by x pixels.
 - extended polyhedron substraction :
    - you can substract a polyhedron from the whole world. No need to
       select which polyhedron you want to substract from.
    - you can substract several polyhedrons from several other ones
       or even from the world.
 - make hollow : easily create a room whose shape is the selected
    polyhedron... or polyhedron_s_ ! Using several polyhedrons, you
    can make a room with non-convex shapes; e.g. just put three
    cylinders touching each other, and you will obtain a room with
    this shape.
 - compute the intersection of 2 or more polyhedrons.

Interruptible commands : the above commands and some other ones tend
to take a LOT of time. You have now a progress bar and a button to
interrupt the operation.

Visual editing of entities' facing angles. You can drag a line, like
the faces' normal vectors, to set the angle. You can even set "up" and
"down" angles visually.

Accelerated some selection commands.

QuakeMap start-up were slower in 256-colors screen modes than in 32k
colors or True Colors. Fixed.


MODEL EDITOR COMMANDS
 - there is help about the structure edition commands.
 - box-selection of vertexes.
 - I'm still working on new commands for the Model editor...


QUAKEMAP EXPLORER : Can now drag files from the Windows Explorer
into QuakeMap.




---- What where new in previous releases ----


There are a lot of new and old QUAKEMAP ADD-ONS available from
 http://users.yknet.yk.ca/dmckay/qmap/addon.html
Have a look at them !



*** Version 3.beta ***

Release : 13.3.97.

MODEL EDITOR ! This is the last big stone in QuakeMap's
abilitly to edit all the various aspects of Quake.

QuakeC extension : new characters in String constants :
  \## means character number ## (hexadecimal)
  \h  toggles "highlighted chars" (Quake display them in red)
  \l  toggles back "lowlighted chars" (white)
Try using character codes between \01 and \1F. Here are most
of the strange characters you've probably seen on some Quake
servers. To write in red, use the same character number but
add 80 (hex). For example, \42 is the normal "B" and \C2 is
the red "B". QuakeMap can do this computations automatically :
any text between \h and \l is turned in red. For example, in
"Hello, \hhow are you ?\l", QuakeMap turns "how are you ?"
into red text.

There are a lot of other minor changes in this version.



*** Version 3.beta 2 ***

NEW FILE SYSTEM : it is far more flexible now. You probably
won't notice a lot of changes, but parts of the code where
simplified a lot. The drawback is that files created with
this version of QuakeMap are no more compatible with the
older versions. Upward compatibility is granted, excepted for
file Models.qme : use the new version found in this .zip,
instead of an old version.
You can see how it works with the new "Properties" dialog box,
in menu "Edit". This where a major internal change, and I had
to rewrite a lot of code - well, mainly I had to *simplify* a
lot of code ! But there might be a few new bugs. Reports are
welcome.
The maps take much less disk space now. For example, a 65kb
.qme file with only a map in it was compressed down to 18kb.

Map Editor : the grid can optionally be drawed with lines
instead of dots.

The mouse cursor is now a cross, and while dragging items it
is positionned exactly at the item center. (old-style mouse
still available as an option)

Background music : as Quake can't play any background music
other than on CD, I put a music player directly into QuakeMap.
You can play Quake while QuakeMap is playing the music. Any
MCI sound format is supported (Midi, Wave, and others if you
have the required drivers - I tried with Mods but it slows
Quake down a lot)

Texture Browser : texture display is a lot faster if you are
coming back to a page you have seen recently, thanks to a
cache on the disk (of configurable size). It doesn't work
with 256-colors screens, sorry.

QuakeC now checks the number and the type of args when calling
a function. This feature should have been implemented long
ago, but I never did it before...

Other minor stuff.



*** Version 3.beta 3 ***

Model editor : there are now three view modes :
 - WireFrame, as in previous versions
 - Solid, with triangles one side white and one side gray
 - Textured, as in Quake but without shading
I reused the same code as in the map editor to implement the
textured view ; that's why I did it quickly. I think it is
an important enough improvement to release a new version of
QuakeMap, even 3 days after the previous one !

Map editor : new, small arrow buttons to visually align
textures

Grid size can now be non-integer, e.g. 12.5

Still working on the Model editor...
