
Welcome to my worklog!  Every time I make a change to QuakeOn, I mention it
in this text file.  Sometimes I just give a quick line about what I did.  But
sometimes I go into lengthy discussions about what I changed and why.  This
file is useful to you because it:
(a) let's you see what's new in this version
(b) gives you hints about features you might not know about

Enjoy,
Brian

**********************
** For version 1.10 **    Released:  December 23, 1997
**********************

Whoa... it's been a while since I've touched QuakeOn's code.  But Quake II
is out, so it's time to start hacking once again.  My goals for version 1.1
are to get some limited, basic Q2 support hacked into QuakeOn.  I will add
an extra Q2 option frame with a few random options that I think are important
or cool.  Of course, there are lots of differences between how Quake works and
how Quake II works.  This has led me to develop a more object-oriented
architecture for how I think a front end should work.  Hobbes and I are
currently discussing how best to proceed for the "next big thing" for QuakeOn.
I am pushing for starting a brand new front end from scratch using my new
architecture, but Hobbes has a way of bringing me back into reality... but I
still may win this one!  Anyway, that's not our concern... our concern now
is what I'm doing to QuakeOn right now...

Added support for Quake II levels.  My BSPInfo function now works on both
Quake and Quake II levels.  Thus, you *COULD* have Quake and Quake II maps
in the same directory, and QuakeOn would read them all without a problem.
But why would you do this?

QuakeOn now recognizes Quake II patches.  It scans for Quake II's gamex86.dll,
as well as other Quake II file types that could be a "patch" or "mod".

Changed the "Default Data Directory" option in QuakeOn.  Rather than giving
you the total flexibility you deserve, I've hard coded the three Quake engine
games (Quake, Hexen II, Quake II) into a drop-down list.  This gives me a lot
more power over changing the command line for Quake II differences (like:
"-game" becomes "+set game".  Whatever.

Added a new option frame:  "Quake II Stuff".  Allows you to change the
following commands: hand, gl_mode, gun_x, gun_y, gun_z.  Also allows you
to set Quake II deathmatch flags.

Fixed a problem with the QuakeOn's custom popup menu (where you select
a map).  The background color of the list was a fixed value, whereas the
text color was based on system preferences.  Now both colors are based
on system preferences (it uses "Menu Background" and "Menu Text").

Updated QTray to work with all the new settings and workarounds.

The Quake Locations dropdown combo only saved your last 5 program locations.
With more and more "compatible" programs, this is no good.  It now saves 10.
Thanks Blecht :)

When you click the "browse" button to select an application to launch,
QuakeOn no longer filters just "Quake(s)" by default.  Now the default
filter is for any executable file. (for you, Hobbes)

Fixed a bug caused by having a "Default Data Directory" select as a patch
before you switch to the correct Game.  That didn't make sense, did it?
Well... there was a bug.  It's gone now.  'Nuff said.  (It's late... ;)

We've moved!  I've updated the About box to reflect new e-mail addresses
and web site locations.

Added support for additional console help files (even though the help files
don't exist yet).  That way, when/if we come out with a Quake II console
help file, you'll just have to download the help file... not a whole new
exe (a last minute request for Hobbes).


**********************
** For version 1.00 **    Released:  October 9, 1997
**********************

First, let me note that I wasn't as diligent about the worklog as I have
been in previous versions... but I think I got most of the important stuff
here...

Fix irritating refreshing of patches and maps when you select a new quake
from the quake locations drop-down box.  Now it REALLY only refreshes when
necessary.

Enabled and fixed up Hobbes' custom options frame.  Hobbes' coded most of this
feature... it's not as flexible as we'd like... but for those of you who
just need more things to check... here you go.

Added the ability to move custom options up and down within the list.

Added the ability to expand both the additional commands text box and the
command text for a custom option.  This allows you to edit the text in
a more comfortably sized window.

Added the ability to create a batch file (using the custom options).  You
can add stuff both before and after Quake is run...

Fixed a bug caused by using a workaround batch file not in a Quake directory.
People running Quake in this way will lose some "listdemos" functionality
(it won't list demos in the id1 directory).

If you ever want to refer to the currently selected patch in a custom option,
insert %patch% into the text, and QuakeOn will automatically replace this
with whatever the name of the currently selected patch is.  "Why," you ask?
"Because," I say.  I wouldn't have put it in unless I had a use for it...
which I do... :)

Added a possible fix that will solve problems with decimal values (i.e.,
r_wateralpha, etc...) for international users...

Added another new setting.  You can now select whether double-clicking the 
system tray icon shows QuakeOn, or runs Quake with the currently selected
QuakeSet.  When you right-click (to see the menu), this will be reflected by
a menu item in bold.  If you have "Show QuakeOn" selected, then the "Show
QuakeOn" menu item will be bold.  If you have "Run Current QuakeSet", then
the current QuakeSet will be bold.

Addition to the above setting:  Whatever you DON'T have selected as your
double-click option will become your RIGHT double-click option.  I am
not really going to hype this feature for a couple of reasons.  First of
all, double-clicking with the right mouse button is not a standard user
interface control.  But most importantly, it WILL NOT WORK for everyone.
It will only work for users using "Small Fonts" (which is probably most
users) - this is set in the display control panel under "settings".  Don't
ask me what the connection between the font size and the click events on
the system tray is.  Ask Microsoft.  It's their damn API.

Fixed a bug that some users experienced (Number 20476 The FileName buffer is
too small to store the selected file name(s).)  This error occured while
trying to select a different Quake executable with the Browse button.

Fixed a problem that some users experienced when running QuakeOn for the
very first time (relating to not being able to find the QuakeOn.ini file).

Added a lot of robustness related to opening files (especially pak files)
if/when they are in use by other programs.  For instance, if you have your
pak files open with Pak Explorer, then QuakeOn can't read the map names.
Rather than giving ugly messages, QuakeOn simply informs you that it won't
be able to give you all the map names you need.

Cleaned up some button graphics 'n stuff.

Finally added support for the "crosshair" option in Quake.

Sat down with Hobbes and figured out the most intuitive way to handle
QuakeSet management (New, Copy, Rename, Delete).  It works well, and
made it unnecessary to have a "Rename" button.

Finally implemented a hack to solve an "international issue"... mirroralpha
and wateralpha settings weren't being saved on systems that don't use the
"." as a decimal separator.  I was worried about correcting this, as I am
typically stuck with decisions relating directly to the structure of the
QuakeOn.ini file... but I finally figured out how to do it.  Yippee.

Added support for other "Default Data Directories".  Since Hexen 2 (the only
other Quake-engine game available at the time I'm writing this) uses "data1"
instead of "id1", I added support for this.  This actually led to a few
additional optimizations and improvements in the code.

Change the way the QuakeOn command line works, adding support for multiple
ini files (options can appear in any order):

quakeon [-ini <inifile>] [-qs <quakeset>] [-map <mapname>] [-benchmark]

-ini:  Loads QuakeOn with that ini file.  Must be in the QuakeOn directory.
       if it doesn't exist, QuakeOn will create it.
-qs:   Automatically runs specified QuakeSet (and then exits QuakeOn)
-map:  Overrides the map specified in the QuakeSet (only used if a QuakeSet
       is specified).
-benchmark:  Creates a benchmark.txt file that gets updated every time you
             do a Super Refresh, chock full of data that is only important
             to me...

In light of the new support for multiple settings files, I've removed the
restriction on the number of copies of QuakeOn that you can run
simultaneously.

[Hobbes] fixed a bug that didn't allow "[" or "]" in the name of QuakeSets or
Custom Options (which is absolutely necessary for your "Hexen ][" QuakeSet).

Fixed the tab order (finally).

Fixed a bug that added an extra space in the command line.

Added a splash screen.  I typically don't like splash screens, but the
load time for QuakeOn finally called for it.  Plus, I love what Hobbes
and I came up with for the splash screen (I almost wish it would stay
around a little longer... :)


**********************
** For version 0.96 **    Released:  July 25, 1997
**********************

Fixed it so that the listmaps command within Quake will work for any
number of maps.  Also, this new format means that Quake won't have to
store all the map names in memory.

Added left and right buttons for browsing through the option frames.

Hobbes' e-mail was wrong in the About Box.  It's fixed now.

The command line preview has been given it's own window.  Yes, this adds
to desktop clutter.  But I needed more space on the main screen.  Besides,
you can now view the more of the command line preview at one time...

Added "More Settings..." to the settings menu (when you right-click the
settings button).

I've started moving things around on the options frames.  I'm trying to
organize things in a more logical and easy to use manner.  First up, the
host name has moved to "Server Settings" (which used to be called
"Deathmatch"), and a new "Connect to Server" feature is on the Multiplayer
option frames.  This allows you to connect to a server... the drop-down box
stores the last 10 servers you've visited... the most recent can be found
at the top.

Changed the "listdemos" feature to act like the "listmaps" feature, so it
can handle a very large number of demos, and has no memory usage.

You can now turn off map validation in the settings window.  You would turn
this off if the fact that QuakeOn clears maps that won't be visible in Quake
irritates you.  Also, if you run Quake with a -hipnotic or -rogue switch,
the maps for those mission packs ARE visible to Quake, even though QuakeOn
doesn't think they are.  I am leaving this "bug" in QuakeOn, since Quake
will usually generate a ton of errors if you try to load a hipnotic or
rogue map while playing another patch.  Correct me if I'm wrong, please.

You can now set the number of servers QuakeOn remembers (originally, it
defaulted to 10).  Now you can set (in the settings window, of course) a 
number between 5 and 30 for this value.

Cool!  You can now CUSTOMIZE your option frames!  This means that you can
turn off any option frames you don't ever use (like the GLQuake frame for
people who can't run GLQuake).  You can also change the order of the frames.
Just go to the settings window and have at it!

Sorry, Hobbes... we all liked the Head Message Boxes (I think), but they
don't fit in with the new plans for Helping Head.  So... we're back to
standard windoze message boxes.

It's been a while since I updated the worklog.  Things are going pretty
smoothly.

There is now a -heapsize option, and on the configuration frame, you
can pick a standard video mode (if ya' want).

You can also disable listmaps and listdemos in the settings window.

NEW SYSTEM TRAY CODE!?!?!  Yeah... all those page faults were caused by
Microsoft's apparently brilliant, but totally unstable, and in the end
"unsupported" system tray control.  So I've gone back to a non-ocx method,
customizing a systray class I found on the 'net.  I know that some of
the problems related to the first systray problems are caused by
users using "Large Fonts" in Windows.  This is set under Display\Settings
(where you'd set your resolution/color depth).  QuakeOn now supports
both large and small fonts.  If you run a custom font size, please let
me know (the system tray probably won't work for you... but I know
how to make it... I just need data from you).

SHORTCUTS MENU:  For those people who use QuakeOn to launch non-Quake
programs, I have added a new feature.  QuakeOn doesn't really comfortably
support non-Quake programs any more.  However, you can create a folder called
"Shortcuts" in your QuakeOn directory.  Then, put shortcuts (.lnk), .url,
or whatever else you want in that folder.  QuakeOn will auto-detect the folder,
and if it exists and has stuff in it, you'll get a cool new shortcuts menu in
the system tray menu.  Clicking on a file will launch the program (or open
the document with the default program).  Enjoy!

ADVANCED GLQUAKE OPTIONS:  There's a new button on the GLQuake options frame.
When you click on it, you get a bunch of additional optimizations for GLQuake.
Personally, I don't use any of them... GLQuake runs just fine for me without
them.  I've added them for completeness.  At this time, I am also planning
on adding 3dfx environment variables, too (QuakeOn will build a temporary
batch file).

CONSOLE HELP:  There's a new button in QuakeOn, and it's name is "Console
Help".  Clicking on it will bring up an interface for viewing the complete
list of Console Commands (thanks to Daniel Rinehart for permission to use
his work for the content).  You can do a quick search or run advanced
filters.  I also need to thank Hobbes for doing a great deal of programming
for this screen, as well as taking the time to cut and paste the console
commands into the new QuakeOn format.

There's probably more interesting new stuff in this version, but I can't
think of anything else.  I wasn't very diligent with the work log this
time...

**********************
** For version 0.94 **    Released:  July 3, 1997
**********************

Used Microsoft's source code for a System Tray custom control.  The "ocx" is
compiled directly into QuakeOn.exe, so there's no need for extra files (having
the source is nice).  This seems to fix all of the evil system tray problems
that have been plaguing QuakeOn since day 1.

QuakeOn will now validate your selected map.  If you change patches, and the
map you have selected is not available with that patch, QuakeOn will clear
the selected map.

Added "QFig Integration".  It's actually more flexible than that.  Basically, 
QuakeOn will launch an application in the following manner:
<path to executable> <path to file>
So, if you set your config file editor to NotePad, WordPad, TextPad, MaxiPad,
or whatever, it should work.  You can set this feature in the Settings Window.
You can access this feature by going to the Config Files Option Frame,
selecting a config file, and hitting "Edit".  Also, there is a new button in
the patch explorer that will let you launch your favorite editor with the 
currently selected config file.  Okay?  At the time this feature has been
implemented, the current public version of QFig does not support command line
arguments, so it won't work with QFig 'til the new version comes out.  Oh,
and if you don't specify a config file editor, you'll still get the patch
explorer.

QuakeOn now checks the length of the command line, since it's possible to build
a command line that's too long (especially for DOS Quake).  If QuakeOn suspects
that your command line will be too long, you will be warned, but it'll still
try to run Quake.  You can turn off the warning in the settings window.

Fixed a bug caused by the new map validation.  Also, now validates map after
a "Super Refresh" (in case you happened to delete the currently selected
map).

Added command line support for QuakeOn.  Here's how it works:  create a
shortcut (or go to a dos prompt)... you may now use the commandline:
quakeon -<QuakeSet Name> -<map name (optional)>
This will launch Quake with the settings for that QuakeSet and QuakeOn will
exit (you will not see any visible signs that QuakeOn even ran).  Example:
quakeon -my reaper quAkeset -dm6
As you can see, spaces are okay, and it's not case sensitive, either.  Why
would you ever use this?  I don't know.  Just kidding.  Some people don't like
having QuakeOn loaded in the system tray all the time.  This allows you to
create QuakeSets and then make win95 shortcuts to launch Quake.  It's a speed
versus memory issue.  The shortcuts don't take up memory, but the system tray
will get you into Quake faster.  You're choice.  Personally, I'm a system tray
man...

Added "noexit" to the deathmatch options frame.

List available maps and demos INSIDE QUAKE!!!  This is pretty cool, if'n you
ask me.  Here's a sample startup within Quake:
**
** QuakeSet Hipnotic
** QuakeOn Version 0.94 Beta
**
** 7 Demos Available
** Type listdemos for list of demos
** 35 Extra Maps Available
** Type listmaps for list of maps
So... if you type "listdemos" at the command prompt, Quake will list all the
demos available for you to run at the time you started Quake.  If you record
any demos while in Quake, these demos will not be listed until you quit Quake
and get back in.
And... if you type "listmaps" at the command prompt, Quake will list all the
maps in your id1\maps directory and your patch directory.  It will NOT list
the maps in the id1 pak files (it is assumed you know their names by now).
You will probably have to use yer PGUP and PGDN keys to scroll through the
output.


**********************
** For version 0.93 **  Released:  June 20, 1997
**********************

Fixed bug that caused error message with Killer Quake Patch.

Fixed a bug that caused QuakeOn to totally crash on some international
QuakeOn users.

Optimized the map reading code some more.  Not a lot faster... but it shaves
a few kilobytes off the .exe size.  Have I ever mentioned that I'm an
optimization phreak?

If you check "Skill", then QuakeOn will put it in the config file twice:
once before the map loads, and once after.  This way, non-integer skill
levels (1.1, 2.5, etc...) will work.  Why?
(a) Quake rounds the skill level when a map is loaded.
(b) Non-integer skill levels are useful when using certain
    patches (like Reapers).
(c) It's the quickest solution I could think of right now.
(d) All of the above.
Choose (d).

Added the following GLQuake options:  gl_polyblend, gl_flashblend, and
-window (which also causes _windowed_mouse 1 to kick in).

Fixed a bug that caused QuakeOn to deselect your demo when you select a
QuakeSet that has a different patch than the QuakeSet you were just on
(hard to explain... trust me on this one) - big thanks to new QuakeOn
team member Sabotage for catchin' that one.

Updated the about box.  Running dude is gone.  More info is provided.

"Nuke Patch" now just makes a direct API call to Windows 95's Delete file
operation.  In the Settings Window, you can now choose whether this
sends the patch to the Recycle Bin, or if you just want to blow it away.
Now more timid users of QuakeOn can still experience the joy of Nuking
without worrying too much.  I can't wait 'til sound schemes get implemented.
Then Nuking will be REALLY fun... :)

When there are no maps available (i.e., you screwed up choosing your
Quake Directory), the map selection menu is more professional looking.  I
don't know who's ever gonna see it, but hey... Blecht reported it...

Added full helping head support for GLQuake Options.  This is the first
option frame to get full support.  So go to the GLQuake frame, and move your
mouse around, dammit!  It's pretty generic help... but Head does manage
do express his opinion about a few options...

Blecht found that if he screwed around with the Quake location enough, he
could crash QuakeOn.  I'd like to see him try now.  :)

Also at Blecht's request, if you create a new QuakeSet and you don't use the
Base QuakeSet feature (which you really should), QuakeOn will pull the
directory from an existing QuakeSet, to help ensure that you get a valid
directory.  Okay?

***********************
** Version 0.92 Beta **  Released:  June 6, 1997
***********************

No PAKs in your id1 directory won't generate an error anymore (Thanks
Arcanar Z, you wacky Quake C developer...)

Hitting "Enter" in the QuakeSet name text box will trigger a rename of the
current QuakeSet to whatever you just typed.

Running minimized SHOULD NOT minimize Quake anymore (thanks to Sabotage for
finding that one)

Hitting "Enter" in the Quake Location box will properly execute a directory
refresh (just for you, Hobbes :)

Uh oh... I let Hobbes play with the code again.  He added a button that
allows you to browse a patch directory in the Windows 95 Explorer.  He
also added the infamous Nuke Patch button, which will destroy a patch
(basically just deletes the patch directory).  It's swift and irreversible.
Don't use it when your heart is filled with anger.

In the patch explorer, you can play sounds either directly in the patch
directory or within pak files (don't need to extract the file... it plays
it directly from the pak).  This may seem kinda silly and trivial at this
point, but I needed the code for something else (that will appear in a
future version...) so I plugged it in the Patch Explorer, too.  Hobbes 
rigged it so that if you double-click on a sound file in a pak file, it just
plays the sound (if you double-click on a different file, it'll extract it,
just like it always did).

If you select a different patch, QuakeOn will automatically deselect any
saved game or demo options you have selected.  This way, you won't
accidentally attempt to load a saved game or demo that's not in the
currently selected patch.  This seemed to be a most elegant and simple
(two lines of code) solution.  Let me know if you disagree, or would
at least like to disable this feature.

What a pain.  Now when you select a demo to play, it will list EVERY
available demo.  This means it'll check the id1 directory AND the
current directoy.  And it's smart enough not to list the same demo twice.

There's a new set of options:  GL Options!  For setting screen resolution,
shadows, transparent water, etc...  I'll probably add more GL options
in future versions.

Cleaned up and added just a very little bit of helping head stuff.

When the Head Message Box comes up with an error that you're supposed
to report to me ('cause you've found a bug), you can just click on the
text of the error.  This will copy the error message into the clipboard.
You can then immediately jump to your favorite e-mail program and
paste in the error and send it off to me... at my new address, please:
fragbert@stomped.com

I replaced more of the message boxes with Hobbes' head message boxes.

***********************
** Version 0.90 Beta **  Released:  May 22, 1997
***********************

Fixed "Command Line" text box so it behaves like you'd expect (thanks
to SysWiz for spotting that one).

Fixed bug that caused QuakeOn to "big time crash" when you double-click
the systray icon when the map selection window is showing.

Added version information to error messages.  This way, I'll know
exactly what version people are using when they report a QuakeOn bug.

Split the "Add" button for QuakeSets into "New" and "Copy".  Much better.
If you press "New" it creates a blank QuakeSet.  If you don't specify a new
name, it'll just make one called "New".  If you press "Copy", you get a
copy of the currently selected QuakeSet.  If you don't specify a name, it'll
just copy it and put a number after it...

QuakeOn now saves your settings for unchecked values, too.

Better error handling for empty floppy/CD-ROM drives.

Destroyed some variables that were leftovers from the previous map
selection paradigm :)

Greatly reduced the amount of de-referencing QuakeOn has to do to identify
the current QuakeSet.  This should make a considerable speed difference...
if you're running QuakeOn on a 286... :)

QuakeOn tracks all the "~quakeon.tmp" files it creates and deletes
them on exit.

Redid the ini file reading.  This DOES fix a bug that limited the number of
QuakeSets you could have, but does not decrease application load time in
any noticeable way... :(

Increased the maximum tolerated map message length to 30

"Help at Startup" is gone.  QuakeOn now just remembers whether or not
head was on when you quit.

Implemented settings for "minimize on run" and "exit on run".  Caveat:
If you select "exit on run", then I can't clean up the ~quakeon.tmp file
that QuakeOn creates for that particular QuakeSet...

In the QuakeSet list box, if you press the "Ins" key, it'll add a new, blank
QuakeSet.  If you hit "Del", the currently selected QuakeSet will be
vaporized.

Put the current QuakeSet in the main form's title bar.

Made a new Setting for the Settings window.  You can now set a Base QuakeSet.
If you choose to use a Base QuakeSet, when you click "New" to create a new
QuakeSet, it will make a copy of your Base QuakeSet rather than giving you a
blank QuakeSet.  That way, you only have to make your basic settings (winmem,
joystick, color and name once they're added, etc... only once...)  I like it!

Added "Mouse Look" (i.e., +mlook) to the general settings.

Loading saved games, playing demos, and recording demos is fully functional.
QuakeOn will remember your Saved Game name, demo to play, and demo to record
even if it is not selected.  This does not mean you can browse the valid
saved games and demos yet... but that's coming soon...

QuakeOn team member Blecht suddenly decided that all of his patch directories
should start with a capital letter.  Then suddenly QuakeOn couldn't find his
selected patches.  But now that's all case insensitive, and works properly.

While the RefreshPatches routine runs through your directories looking for
patches it also checks for "~quakeon.tmp" files.  So now, QuakeOn will be
cleaning up these nasties every time you quit, launch, or "Super Refresh"
QuakeOn.  Why clean up on launch AND exit?  Well, I think it should
definitely clean up on exit, but it can't if you have "exit on run" selected.
So let's be safe all around...

The Super Refresh Button works.  What does it do?  I'm glad you asked.  It
saves your current settings to disk, refreshes the patch list (searching for
new patches), removes any "~quakeon.tmp" files it finds, and refreshes the
maps.  Ahh... how refreshing!

Mission Pack support.  You can select "Normal Quake", "Scourge of Armagon", or
"Dissolution of Eternity" from a drop-down list.  QuakeOn will make the
necessary command line adjustments.

QuakeOn will now ask you before deleting a QuakeSet.  I put this in there
'cause I kept accidentally deleting QuakeSets like a big ol' moron.  You can,
of course, immediately run to the settings window and disable this feature
if you want.

Created "Multiplayer Options" for setting host name, player name, and
player colors.

QuakeOn will remember which options you were last editing (General,
Deathmatch, etc.)

***********************
** Version 0.86 Beta **  Released:  May 12, 1997
***********************

Fixed error caused by having no id1\maps or an empty maps directory.

Fixed bug where a PAK file with no maps doesn't get closed by QuakeOn
(this makes the PAK file invisible to Quake).

Added message on starting Quake.

Changed "remove" button caption to "delete"

Unload Head from memory when QuakeOn is minimized

Extended the Head's floating boundaries a little bit.

Added Head_PhreakOut for when you move your cursor over Head.

Made Head's window just a teeny bit smaller.

***********************
** Version 0.85 Beta **  Released:  May 9, 1997
***********************

Fixed the bug where it wouldn't update the maps on when selecting
a new QuakeSet.

Fixed it so it doesn't briefly show the head window when you minimize
on startup.

Made it so that when you browse for a Quake executable, it looks in the
specified Quake directory rather than wherever you installed QuakeOn
(I don't know why I had decided to do it that way).  I also added
"winded.exe" and "qw.exe" to the list of default Quake executables.

I redid the tab order on both the main screen and the settings screen.

Fixed a bug where if you closed the Head window by clicking on the
little "x" in the upper right corner of the window, it didn't update
the Head check on the right-click settings menu.  Now it does.

If a map message tag starts getting verbose (ala the Star Trek map
or that LLAMA_BW) it will cut it off at 22 characters and add "..."
(i.e., "USS Enterprise-D by ...")

Added a bunch of head sayings for the main window.  Temporary help
'til the head gets his smarts and attitude.

Added a couple of head sayings for the settings window.

Made it so you can add more than one line to the additional commands
text box and QuakeOn will save them.  You could actually use that
tiny little text box to write and store your huge config files!
Actually, I don't know how it will handle really large additional
commands section... but it should work... in theory...

Fixed a bug where if you selected a new Quake from the Quake Location
drop-down combo box and then immediately selected a different QuakeSet
it would overwrite the different QuakeSet's location, too.

QuakeOn now supports non-integer skill settings.  But there are still
some issues that are completely related to Quake that will make this
not work the way you might expect (if you enter a non-integer value).
I'm looking into this...

***********************
** Version 0.81 Beta **  Released:  May 2, 1997
***********************

Whoops.  There was a super-stupid bug with the map reading function
when a patch directory contained multiple map sources (i.e., multiple
PAK files and/or a Map directory).  It works now.

***********************
** Version 0.80 Beta **  Released:  April 30, 1997
***********************

Here 'tis... the first public beta of QuakeOn.  I didn't even want to
release a public beta, but Hobbes made me :)  There are no huge bugs
that we've found, and it seems to work (we certainly enjoy using it).
We just need to give it the complete feature set that we want, and
squash any additional bugs that we find along the way.

Please send us your bug reports/suggestions/questions/comments.  If
you are the first to have a great idea for the program that we
actually implement, then I bet your name will appear in the credits.

Here are some things that are in our vision of Version 1.0 that you
won't find in the beta:

Most importantly, a full implementation of the Helping Head.  Right
now he's just a half-ass, partially completed thing.  The vision is
for him to have more animation sequences (completely redone - his
"nodding no" is pretty dorky right now).  When he's not doing
a predefined animation, he'll follow your cursor around the desktop.
Also, we would like to implement lots of "AI" for Head.  He will check
out your patches, maps, and settings, and let you know what he thinks
is cool, and what sucks.  If he likes you, he'll be your best buddy.
If not, he'll wipe out your hard drive (just kidding).

More settings:  things like physics and other items you'd
like to change from within the program (suggestions welcome).

More smarts:  if it sees the Rogue or Hipnotic packs, it will
add the -hipnotic and -rogue commands automatically (you can
do this manually right now and it will save it for you).

Full Optimization:  I want to make QuakeOn as clean and lean as
possible.

