Demos Done Quick


        A Quake1 DEM editor, made by Martin Fernandez, with lots of help from
his brother, Rodrigo Fernandez.

Instructions:

        For each and every demo you want to work with, you must generate a
blockfile. This relatively small file will be saved with the same name of the
demo, but with extension ".blk". Without the blockfile, the editor will NOT
work. To generate a blockfile for a demo, just type:

DDQ -t name

        where 'name' is the name of the demo, without the ".DEM"

        Every time you have to enter a demo-filename, you don't have to
write the ".DEM" extension. It will not accept any filename with the
extension. This applies for input-filenames and output-filenames.

To refilm a demo:

        First, remember to generate the blockfile. Then, add a camera as a
new entity. To do this, type:

(ADD A CAMERA)
DDQ -z input output

        where 'input' is the input-demo and 'output' is the name you want
to give to the generated demo.

	Then, if you have the corresponding CAM file, use it to auto-place the 
camera with:

(AUTOPLACE THE  CAMERA)
DDQ -u input X

	where 'input' is the demo and X is the number of the entity to be
tracked. 

	Next, you need to point the camera to the tracked entity. Just type:

(POINT THE CAMERA TO AN ENTITY)
DDQ -a input 440 X

	This tells DDQ to generate the angles for the external camera(entity
440) and point to entity number X.

	To finish the job, set the view to the camera, by changing the 
SETVIEW messages. Use quick or full depending on the demo. If it's a normal
demo, it should contain only one SETVIEW message at the start. So, quick
mode will only change the first SETVIEW found. Full-mode will instead change
all the SETVIEW messages found, in case you have another type of demo.
To do the SETVIEW change:

(SETVIEW CHANGE)
DDQ -vq input 440

or the full-change:

DDQ -vf input 440

	You will notice that the demo still contains 'walking' sensation and
reddening of the screen when the original player receives damage. So you may
want to (highly recommended) clean the demo. To do it:

(CLEAN A DEMO)
DDQ -l input

or

DDQ -lp input

if you want to save the armor, health and ammo values. It's useful for runs or 
when you track the original player.

	If you follow or see the demo from a player who did not record the demo,
you will 'stand still' for a period of time whenever that player is
not visible from the original player. To eliminate those ugly inconveniences,
compress the demo, specifying the entity number you want to hold on to.

(COMPRESS A DEMO)
DDQ -m input output X

	where input is the demo and X is the entity number you are tracking.
	Output, of course, is the generated demo-name.

This WILL save any players connecting or disconnecting, as well as the frag count.
It's also useful to eliminate all the printed messages for the original player,
if you compress the demo specifying it as the entity.

(COPY BLOCKS TO)
DDQ -c input output RANGE

	where RANGE is something like: 0-100/150-200/3-5000/500-400
	You declare a range, separating ends with a dash '-', and all ranges with
	a slash '/'. Don't miss a number or it may not work. You may
	specify a range like 500-400; the editor will copy the blocks in reverse.
	But, to make the demo playable, you'll have to normalize it. This
	feature is implemented in the editor, but you'll have to wait for next
	release to see it working.


And the last, cool feature we have: you can see a demo from another player's view!

Type:
(VIEW FROM ANOTHER PLAYER)
DDQ -a input X
		where X is the number of the entity of the player.
	The editor will generate the CORRECT angles, exactly the same that player
	had. You only have to SETVIEW to that player and that's it.


There is a very annoying bug when you try to generate a blockfile, you just get 
around it by trying several times, or typing DDQ with no parameters.
We apologize for this shitty bug and will get rid of it as soon as we can.

Remember: Demos larger than 60000 blocks are not guaranteed to work with the
	editor. It should be enough for speed-runs though, I think =).


CAM files

You can write a CAM  file for any level you want, take a look at some of the
already written to get an idea. You just name the file with the same name
of the BSP level. For ex: DM4 should have a CAM file named DM4.CAM,
START should have a START.CAM, and so on.

It's a  text file, and all lines must end with CR+LF, that is, you must press
ENTER at the end of each line, including the last one.

All numbers must be integers, no floats (yet), don't type something like
'366.2', use '366' instead. All comments must have NO SPACES, and must be
formed by letters or numbers only. Please don't write a comment with any other
character, it won't work.

So, the file is made of:
Line1	Comment - Name of the level
Line2	Number of areas
Line3+	Areas

The areas are composed of:
Line0	Comment-Short Description of the area
Line1	Maximum X
Line2	Minimum X
Line3	Maximum Y
Line4	Minimum Y
Line5	Maximum Z
Line6	Minimum Z
Line7	Camera Position X
Line8	Camera Position Y
Line9	Camera Position Z

So, you have to define a rectangular region of space, using the maximum and minimum
values of each axis. Then, for that region, you specify the coordinates of the
camera. When the editor Auto-Cam's a demo, it checks if the entity is inside any
defined area. If it is, the camera is placed at the defined position for that area.


This is a Nearly-Full-Working Beta, questions, comments to mfernan@cnba.uba.ar

Thanks for using DDQ!





