28.04.98
================================================================
Title                   : TF entity managing patch for Worldcraft V4.0

Filename                : WcTfPat4.zip

Files			: quake.fgd
			  _Readme_.txt
			  changes.txt

Author(s)               : Nick Nougat

Contact 		: nicknougat@hotmail.com 

Tested with		: Worldcraft 1.5. It should work fine with any 
			  other version though. (See _Readme_.txt for
			  further info on combining different patches.)

Description             : This patch adds support for the TF entities
			  to Worldcraft. With almost all features a 
			  professional TF entity editor has.
			  The patch replaces the entity
			  file of Worldcraft ('quake.fgd').
			  This patch is based on the patch Clan Sinthetik
			  released but the features have been extended.
			  This is a revision of the patch, formerly called
			  WcTfPat3.zip.

Changes since Version 3 : See changes.txt

==============================================================================

Info for 'readme likers' - any others see below:
-----------------------------------------------

Did you ever want to get a TF map to work and messed around with goals and then asked
yourself why you had to launch an extra prog to manage your goals and then reload them
into Worldcraft? Well I did several times....(several several several TIMES!!! HEHE or
at least I did for Gin Tonic who is a genius in Map making but not too good in understanding
English or any Computer related Theory ;) )
Then as I saw the patch Clan SinTheTiK released I understood how Worldcraft worked and
was fascinated by the nice system Ben Morris had used to keep up upgradeability.
I didn't have to think twice to get to work! If it was this easy the whole spectre of
TF features must be possible. Well it wasn't this easy though.....:(

The hardest thing was integrating all features (and not forgetting any - which I hope
I didn't) and then getting them into a kind of sensible order. (At least it is to me...)
A very hard thing was consulting three different sources about TF goals which were
each on its way confusing or confused [:)] and keeping everything in mind while
comparing them and checking for differences. (Damn was I glad that I bought additional
16 Megs a week before so that I could open all these applications and files plus the
occasional launch of WC to check without getting swap problems :))) )
Finally I hope that I've all figured out and not forgotten anything (at least nothing
vitally important). The nicest period of time was when WC would suddenly crash without
even teling me why. And this as I thought I'd just finished... Then as everything worked
at last I found that when I clicked on any 'new' entity (i.e. goals) WC would suddenly
perform an illegal operation and crash. This was one of the few times I was glad about having 
Windows95 for I could simply end the task and figure out the probs. After a few tests
I finally found out that WC only seems capable of managing a certain number of fields
for each entity(At least when parsing the .fgd-file. As I ran a test to find out how 
many it were exactly I could create much more with the 'add' button!!!??!!!). I found the 
parsing capability of WC to be about 120 fields per entity. (I can't be bothered to count 
them exactly as the choices fields don't count here) I just don't seem to get the point why...

So therefore I had to cut the work I'd done to prevent WC from crashing... As a consequence 
of this you might feel disturbed by some missing features.
I just have to say that I DID integrate them ALL but was - as often - disillusioned
by the possibilities of Real Life... Well, at least, WC seems capable of handling later 
added fields so that this should be no problem. Simply disable SmartEdit and add the field.

So what's missing:
------------------

I spent quite a while thinking about what could be cut out and finally made the decision
that I'd cut the most familiar features. The biggest problem in editing TF lies in the 
reuseage of variables so that some seem very cryptic and are hard to memorize. E.g. 
'netname_team_drop' might be easy to understand while 'axehitme' or 'pain_finished' could 
prove to be a bit hard to figure out..
That's why I cut out the basic things (which I think aren't needed too often. At least in TF maps). 

Also a bit difficult might be the setting of flags for e.g. goal_effects. At least not too 
comfortable. But the Bitfields are too many to put them in the flags page of the properties...
so I had to change tactics and finaly arrived at putting the bit values in front of the pull 
down options so they can easily be added.
(Especially unnerving proved to be that the respawn delay function couldn't be added afterwards.
So you'll have to add the two bits...)
If you just use one option at a time - FINE. If not you can at least take them as a 
reference without having to read through any manual. (This is another great feature of WC).
I hope that I have made the fields simple and self-explanatory enough considering the
space availiable.
AND I hope I didn't forget anything/'correct' it wrongly etc. because at the end I was feeling
quite jumpy and confused.
Enjoy it and build fine maps!


------------------------------------------------------------------------------------------
START READING HERE IF YOU ARE ONE OF THESE README HATERS
------------------------------------------------------------------------------------------

Due to technical impossibility (as far as I know) there are some features missing in this patch:

First I wanted to integrate some markers which could seperate each logical group to gain more 
orientation for the user....but as I told there seems to be this field limit.... :( 
So You'll have to find/fight your way through the long list...I tried to at least put the 
fields in a sensible order.

What's missing:

-ammo_cells,-nails,-rockets,-shells,-medikit,-detpack, health and the like
 These I thought were the most simple and self-explanatory fields in TF and so easy to add.
  I left armorclass because of the bitfield and armorvalue for the sense of it
-target,targetname,killtarget
 (Some of these I removed because I think most WC users are used to adding them/won't use them 
  frequently with goals)
-Spawnpoint features like 'remove_spawnpoint' or 'remove_spawngroup"

I hope you can live without/add them.

Remark:
-------
I also wrote a small utility which removes useless fields (zero-fields) in the output .map files
of Worldcraft. This is quite useful - especially if you use this patch with its many choice 
fields. It helps you save quite a bit of space in your map files and as I expect in your compiled
.bsp, too.
The name of the prog is Kfields.zip (Killfields) and it should be found at the same location this
patch is at.
The utility was includd in the zipfile of Version 3 of the patch but I decided to make it also 
accessible for others who don't use the patch and to save your time and money by preventing you
from downloading a prog you already have if you used version 3 before.

-------------------------------------------------------------------------------------------
INSTALLATION
-------------------------------------------------------------------------------------------
First I recommend to make a BACKUP of the old quake.fgd file (e.g. by renaming it to backup.fgd).
Then simply overwrite the quake.fgd file with the one contained in this Zip, launch WC 
and that's all..


If you don't know how to do this:

First back up your quake.fgd:
e.g.
Open a DOS Box and change to Worldcraft Directory (by using the cd <directory> command)
Type:
Either:
md backup (This will create a directory named backup)
copy quake.fgd backup\
Or:
ren quake.fgd backup.fgd (This will rename quake.fgd to backup.fgd)
Now go to the location of your pkunzip file (use the cd..command to get to parent dirs)
Then type:

e.g.:

pkunzip -e c:\downloads\new\WcTFpat4.zip c:\programs\worldcraft\
           |  |___________|     |                   |      
           |        |       name of patch           |
         drive      |                       path to Woldcraft
              path to patchfile   

Just replace by your program locations  (I hope every single one got it now ;) )

 - That's all the magic.

If you wonder why you have to replace the entire .fgd-file rather than pasting the TF section only
as you did with the older version of the patch:
I also put in some features like e.g. the 'Only activated by team'-field for team exclusions.

If this causes any problems e.g. because you hav a patch for Hexen2, too or something then you
could either work hard to combine the two patches in one file ;) or you could simply copy the new
TF entities only from my quake.fgd and append it to yours. I put the TF entities at the end of 
the file and made a seperator - so just open wordpad or something and search for NICK. Copy all 
from this point and paste it into your original quake.fgd.

---------------------
THANKS GO OUT TO:
---------------------
Clan SinTheTiK - for showing me what could be done and giving me a base to work on
		 as well as setting the size and colours for the WC display of the
		 entities.
Robin          - for the short reference to TF entities
Ben Morris     - for the best editor I know
Id Software    - for the very best game I've ever seen
Teamfortress   - for the very best patch for the very best game i've ever seen ;))
My computer    - for not crashing half as much as I feared
Paramecie      - for being the only one to report an error


-------------------------------------------------------------------------------------------------
I you have any problems, encounter errors or if you found a solution to the limited field problem
(and saw how silly I was) or anything else you feel you have to tell me mail to:

nicknougat@hotmail.com (Oh, BTW: Hi all Spammers! Stick your head into a pig!)

==================================================================================================
DISCLAIMER:
==================================================================================================

I can't take responsibility for ANY damage this patch might cause on your computer from hardware
up to software. You got this patch for free..... Use this at your own risk!!! 
It worked fine on my computer but everything is relative as you might know.... 
All I can say is: This patch didn't cause ANY damage on my computer!

--------------------------------------------------------------------------------
With the usage of my edited version of the quake.fgd file you accept to take all 
responsibility for anything that will happen to your computer!
---------------------------------------------------------------------------------

-=PLEASE=- back up all the files to be replaced by this patch!

This patch may be freely distributed, Copied, Messed around with, and eveything.
Just one thing I'd like you to do:
Include this readme and leave the body unchanged.
If you change the features I added then I cannot excpect you to include a readme which is out of
date. In this case please at least state where you took the features from (my patch!).
give me credit for my hard work...
This patch is for all and for free....so I don't hope any guy jumps on the idea distributing it 
for money! If you have to...well I can't stop you. But please include this readme in its 
original form.

Quake is a registered trademark by Id Software.
Worldcraft is a registered trademark of Valve, LLC.