0.   If you are using this version to edit Quake .maps, it is FreeWare (as I always promised!). 
If you are using it to edit Hexen II maps, it is Shareware, see the About... box for details on
where to send your hard earned $$.  If you want to wait for v. 1.0, or for a feature that absolutely
has to be in BSP before you pay for it, fine, but please drop me a line with the suggestion (see
About... for my email) so I can know what the issue/problem is.  :)

This project (BSP) is taking a lot of my very scarce free time and upgrading my development
software and hardware has cost me more than just time, it has cost me my own $.  I'm not
looking to get rich off of this project, just to defray some of these costs so I can keep on
developing the editor.

And yes, Quake II support is planned.

1.   For each camera of each .map you load into this version of BSP, after you open the .map,
hit PgUp to "reset" the angles.  I am getting ready to fix the "look up/down" angles to be correct.

2.   glBSP should work, but still seems unstable under Permedia 1 boards.  You have been
warned.  It may lock you machine hard (it does mine, using NT 4.0), so save everthing often!  I
think it's a driver bug, since it works fine (but slow) under software opengl32.dll (Microsoft).

3.   You'll need some flavor of openGL installed, even to run non-glBSP.

4.   When installing, if you want to run the Setup.exe utility that comes with BSP (rather than
hand editing the bsp.ini), you need to check the "Launch Program" box at the last screen.

5.   Setup.exe can be run to set bsp directories.  No assumptions are made.  Everthing defaults
to the .exe directory.  I did this to avoid using the .ini settings that I have on my development PC.

     When you hit finish, the default .wad (including multiple wads), ents.qc (including
multiples) are checked for validity and messages are shown if things are not "right."  I'd welcome
any feedback/bug reports.

6.   Main control bar texture drop down list has thumbnails and other info.

7.   In the group window, the group name is now "colored" and shows visibility with a
checkbox.

8.   Selection knobs (x or box, set in .ini) have been added to the 2d view.  These are placed at
the bounding box center, so wedge shaped brushes may have the center nearer the "hypotenuse". 
The use and display of these can be turned on/off with new button on button bar.  (On the 2nd
line, with the square in it near the regioning buttons).

9.   All actions (I think) in 3d or xy views are shown realtime in the other view (e.g., if you
drag a brush in the xy view, the drag can be seen in the 3d view).  Original brush is shown in
dashed lines.  The color is the "other brush color", though I may make this settable in a future
version if there is enough interest.

     You can disable this "ghosting" and the use of "shadow" brushes in the bsp.ini.

10.  The clipper has been totally redone.  Movement is shown in real time in the xy and 3d
views.  Both show the "chopped" parts in dashed lines.  In the 3d, if in texture view, the chopped
parts are shown as simple wire frames despite texturing.  This is pretty cool.

     The clip points are smaller, but flash.  Flashing can be disabled in the bsp.ini.

11.  In the 3d window, the selected brush(es) has/have knobs on each edge.  Dragging these
manipulates the edge.  You'll know you are over the "dot" when the little icon in the stabus bar
shows a highlighted "dot" on the edge of a square (rather than a "?").  Drag up/down left/right to
see the variations.  Movement is in directions that are mostly _not_ parallel to the edge.  For
edges at strangely oriented places/directions, dragging the edge may do some funky (but cool)
stuff.

12.  When you have the a region set up, and you turn on the grid, the grid is restricted to the
region.  Try it and you'll see what I mean.  Once set up, the grid can be toggled with Alt-R.

13.  Make N-sided and pyramid and cylindar take the dimension of the seed brush (there is a
check box to use the old way).  In addition, the align to axis checkbox for each of these can be
used to align to the horizontal or vertical axis.  If the edge you are concerned about doesn't line
up to one of the axes, try checking/unchecking this box.

14.  BSP does not update the animations when it is not active, so it should not be such a huge
drain on CPU when running in the background (e.g., when you are testing a level in Quake,
editing a model or image, etc.)

15.  Reload ents.qc has been disabled as it was causing crashes due to the new .mdl loading
stuff.  Nobody was really using that command anyway, right?

16.  For non-glBSP, if you hit a key during render, a "paused" message is shown.  There are
values in the .ini to set this to your liking or disable it.  This way you can run around a bit.  After
you stop, about a second later (settable in the .in), the whole thing will try again to render the
world.

17.  The captions of the windows are small.  The font, size, font size etc. can be set in the .ini
(so if you don't like them, you can more or less "go back").

18.  Because of the new caption stuff, the tile/cascade commands in the Window menu no
longer seem to work.  I am aware of this, but I don't really know if it's worth trying to fix.

19.  The Selected Brush View is dead.  Yeah!.  I moved the raise/lower stuff to the XY view
menu bar right click menu.  

20.  The "E", "T", "G", "3", etc. keys (see the "Window" menu descriptions for the exact
keys) now totally "Hide" the window.  E.g.  Hit T once to bring texture window to front (if it is
overlapped), again to Hide it, again to show it.  Hide is not the same as minimize. If you use the
minimize box, etc. BSP acts as before (for now).

21.  File Prefs. has an option to determine whether to "Save for undo" clipper operations.  If
you are enabling the save (so you can undo clip operations), you may notice a "lag" while bsp
stores the map state.  Some find this annoying, including Giggler (!).

22.  Right clicking on the 3d, Entity Browser, and XY window _captions_ (not the client area)
brings up menus for the settings of the window, etc.

23.  Scale and grid buttons are now _on_ the XY window captions.

24.  The 3d window has a "mode" menu under the right click menu.  The left mouse will
function in this "mode" (maybe it's all mouse clicks..hehe).  This is not really finished, I'm trying to
figure out if this is worth it.

25.  There's also a Time Refresh which is really only useful to me to optimize the renderer.

26.  To run glBSP start bsp with the command "bsp -gl".  glBSP is still very buggy/alpha.  No
support for 3dfxgl is in yet.

27.  Run "bsp -?" for a list of command line options.

28.  Not all rendering functions are in glBSP yet.  For instance, monsters are not shown
rendered, just boxes.  Some other stuff may be "missing".

29.  To default to Hexen II support, run "bsp -hexenii".  To really use Hexen II support, you
will need the Hexen Ents.qc file to be specified.  You can "Export" to the Hexen II .map format
under the File | Save As menu.  In addition, BSP can read Hexen II or Quake maps (regardless of
whether you started BSP with the -hexenii flag.  In addition, BSP can read Hexen II and Quake
.wad files in the same way.  If you load a Quake .map and want to migrate it to Hexen II, you will
need to "flip" the Entity browser to Hexen II mode.  Right clicking on the caption of the Entity
Browser (the title tells you the current mode) and then choosing "Hexen II" will alter the browser
to be compatible with Hexen II.  The changes have to do with the spawnflags.  WARNING: 
Because the Hexen II and Quake spawnflags are, in fact, different, this could screw up your
.maps.  You will need to review each entity to ensure proper flag usage.  This has to do with the
flags for !dm, !easy, etc.

30.  Target/targetname and Sky brushes can be omitted from the Group menu.

31.  The status bar has been totally redone.  There are flyover hints for what the left mouse
button would do when the mouse is over either the 3d or xy windows.  E.g., put the mouse over a
corner of a selected brush in the xy.  If you are holding the Ctrl and/or Shift keys and you move
the mouse (have to move it while holding for now), the flyover hints are the appopriate hint for
the LEFT mouse button.  In the 3d, the only flyovers that are available are for whether you are on
an edge manipulation knob.  I'm not done with this yet and would welcome any suggestions on
improving functionality of the display.

32.  Also, the note tab bar has been removed to switch between maps.  It was a huge space
waster.  Now, the last status bar item is the current map name.  If you click on it, a menu of the
maps is brought up.  You can switch maps using this list.

32.  I added a command ("J" key) under Display to move the XY window center to the current
camera view position.  I also added Alt-E to move the 3d window center to the current XY
window center.

33.  Merge brushes has a spiffy dialog box and some .ini default settings.

34.  Rotation texture locking is "sort of" in.  It's not possible to do correctly, but should
"work" mostly for single axis rotations.  I need to debug this a bit more.  You can kill rotation
locking from the .ini.  I'll post a code snippet in a few days for those interested in how I did this
hack (it really was a hack).

35.  I still need to finish the help system, for now, you can download the (now slightly out of
date) keyhelp.hlp help file from BSPHQ.

36.  There is a "crosshair" at 0,0,0 in the xy view.  Preacher begged for this, seems useless. 
Turn on or off from .ini.

37.  The status bar also displays the "base" and height "ht." for newly created brushes for the
current XY view.  The "H" key can be used, if you have one selected brush, to "lift" the base and
height from that brush.  The Alt-H key can be used to bring up a dialog to set the base and height
values.

38.  180 degree turn now works again.  The key has been changed to "B", since I killed the
Selected Brush Window/View.  Hit B to spin around.

39.  Edge manipulation, from the 3d window, uses the grid if the edge is more or less "axially
aligned".  Movement of the mouse, on such an edge, tracks the grid.  For other edges (non-axial
edges), movement is a unit at a time.  The use of the grid can be totally disabled in the BSP.ini.

40.  Gamma correction now works the right way.  1.0 is the default.  To go "brighter" try 0.8
or so.  Really bright 0.6.  Set this value in the .ini.

41.  Full4.qc is included, it has all of the Zerstoerer (sp?) entities in it.  Thanks to Al
Harrington.

42.  If you have any crashes, etc., please let me know.



Yahn
