Edquake v0.49.00b (July 13, 1996)
Copyright 1996 CircleA Entertainment
http://www.netusa1.net/~smitting/edquake/

--- About this release ---
This is the EdQuake v0.49 beta test release, which is a beta in preparation
for the v0.50 public release once Id has released Quake on CD-ROM.  .49
works with shareware, but depending on what John Carmack says, .50 will
probably not work with the shareware at all.  If you click on a button
and nothing happens, it probably isn't implemented yet.
NOTE: please don't make complicated EQM files.  Chances are the bugs in this
beta will transfer to your levels and corrupt them, besides the fast that 
they levels might not work at all in future versions (it has version
checking in the routines already, but if there are bugs in a version, I 
don't plan on supporting it.) I will release the EQM format in a later stage 
of EdQuake, so that other editors will support it.  It is a much better 
format than .map for our purposed (as well as smaller) but it is less 
portable to other compilers. PRESS F1 FOR SCREEN SHOTS!!! this makes a file
called screen.pcx.  The load and save features are a bit iffy.

--- About EdQuake ---
You'll notive that EdQuake is unlike the other Quake editors in one obvious
way.  It is a 2D editor than has the complete cabablities of 3d editing.
Our philosophy is ease of use, not a complicated editor.  Some people
accuse me of not understanding 3d graphics, whick is completely untrue.  I
have used POV-RAY and extensively used Auto-CAD LT release 12.  I know
how much easier it is to understand a 2d editor, and the general public
will want to have an easy, quick editor.  But others want detailed options.
We have both.  Other people will argue that 3d vector point graphics is
the better way to edit levels, but I believe they're wrong, and apparently
Id software believes they are wrong; their screen shots are of a 2d editor.

--- Limits ---
yep, there are limits on the number of structures you can have.  I hope to
move this to XMS memory in the future to eliminate the limits.  I'm already
taking all I can out of convention memory without causing problems on
machines that aren't omptimized in that area (a.k.a. Windows 95).  Look
forward to no limits in version 0.50

vertices = [2000]   8 bytes each
walls    = [1000]  14 bytes each
rooms    = [300]   54 bytes each

Should be plenty for the time being.  If you're looking to do an id level,
it may be a problem.


--- About CircleA ---
CircleA Entertainment is a group of software authors that share code, and
coopertively develope projects, but do not yet work in one place.  They all
work at home in their spare time to develope projects such as this.  The
main focus has been games, but projects like this one spring up on demand.
If you are interested in joining, send graphics/music/code to
smitting@netusa1.net and we'll get back to you.  We accept most serious
software authors.

--- What we need ---
We need some people to write documentation for EdQuake that I can compile
together.  I know how to use it because I wrote the interface, but that
tendsto be a problem when writing a how-to.doc

We of course need public support :) It would be nice if we'll get
registrations after v0.5...I'd like to register Quake, but I have no
money.

--- About the authors ---
Scott Mitting is 17, likes to play guitar and drums and listens to
		industrial music.  He lives in Roann, Indiana.
Dave Langeliers is 16, listens to classic rock in his home in Palmdale,
		California. His hobbies include:  DooM, Warcraft 2,
		Windsurfing, Programming.
Dan Buckler is 18?, no bio available, but lives outside of
		Peru, Indiana.
--- About the business guys ---
Alex Bednarski is 18, loves Blues Traveler, spends most of his time
	masterbating in his trailer in Kentucky...er...I mean spends
	a lot of time working and gaming near Mexico, Indiana.

REPORT BUGS TO: smitting@netusa1.net

I cannot respond to every bug report someone gives me...but I do read them 
all.  I have more important things to do than to respond to 50 email messages
a day.

--- disabled code ---
There will be sections of the code that will be disabled in this release
because of known bugs in them.  If they weren't serious enough t constantly
crash your machine, I wouldn't have disabled them.
  o   console editor
  o   .wav player
  o   .map exporting (sorry) 90% complete on this...
  ----and because of a rushed release----
  o   slants aren't implemented
  o   can't export/import graphics /w pcx or bmp
  o   no zoom tool

--- conditions of use ---
This program is not to be distributed to people outside of the beta test
team.  This file is free for unrestricted use to all beta testers.

--- marketing strategies ---
We've thought about a few things...probably the best one is sending a code
through snail mail after recieving a check or money order.  The price will
probably $10-15 -- but we'll be discussing this later.  It wil be available
at ftp.cdrom.com when it is released, and a link to it will be at the web
page at the top of this document.  And thanks to "Jabber" for his ideas on
how to limit the shareware version.  The shareware version will only allow
a set number of rooms (probably either 50 or 100).  Once CircleA gets the
registration fee, a code to unlock the shareware version will be sent
through email(optional) and snail mail, just in case one of the two doesn't
make it.  This allows complete use of the program, but hindering your
creativity for extended use.

--- features intented to be added ---
things editor	     - this has PRIORITY...this is required.
room rotation/moving - this will be interesting, but you could screw up
		       some of your map if you rotate a room that has other
		       rooms attached to it...there will be code to cut off
		       the necissary info for other rooms, but you could
		       cause yourself some problems playing with CAD toys :)
prefab rooms	     - yeah great, big deal.  I seem to HAVE to implement
		       this because everyone else is.  Luckily, it's easier
		       to program than even the button routines were.
3d viewer	     - complicated routines...Dave's going to have to help
		       out a lot with this probably.  It will be questionable
		       whether or not there will be textures on it or not.
		       I have written code for other programs that would
		       easily do it, but speed is a problem.  If we do it
                       like this, it will be slower than Quake but will use
		       z-buffering so you don't have to complile the file
		       for a level preview.
mdl editor	     - I'm not going to bother with the code.  We might get
		       another guy with some code that we could port...our
		       GUI is similar enough to Win95 that it could port
		       easily enough, minus the pull down menus.
internal qbsp code   - too bad I don't have Watcom or some sort of protected
		       mode C.  I will have to port this to real mode XMS.
package install	     - definitely a registered option.  Will create a .exe
		       file with the final .bsp and .mdl's and console
		       graphics, etc. and will automatically install it to
		       the quake directories, so you could make your own
		       Ultimate Quake or something.

think of any ideas? write me.

--- known bugs ---
Zomething Iz Zcrewy with ze room zaving, no? (fixed I think)
MAJOR ERROR: The wall spliting utility isn't updating the room structures
	     properly.  This will cause there to be holes in concave rooms
	     and you will fall into obvlivion.  That is why the .map export
	     is disabled.
WIERD ERROR: After editing for a while, Windows 95 [gets bored :P) and exits
	     with an invalid function error...SAVE OFTEN...
	     Windows 95 mentioned a conflict with the ctpnp driver, which 
	     could only be my Sound Blaster AWE32-pnp...hmmm.		
I think I have an idea of how to create a map import, but it will have a lot 
of guess work in it.
DGROUP > 64k...I had to comment out some code because of this.  XMS will
be used in the future to reduce static data.  What the hell?  Do they expect
you to quit coding once your program reaches a certain size?


--- credits ---
[programming]
   Scott Mitting    (smitting@netusa1.net)   main code developement
   Dave Langeliers  (dave@hidesert.com)      3d vectors, .MAP developement
   Dan Buckler      (bucklerd@holli.com)     Sound Blaster interfacing
   Ian Quick        (ian@dot.superaje.com)   Linux GNU port
   Benjamin Lahaise (blah@dot.superaje.com)

[business]
   Alexei Bednarski (abednars@netusa1.net)   head of marketing

[beta test team]
other editor's programmers--
   christian carollo    (carollo@cis.ohio-state.edu) Quest
   FiSTY                (fisty@yoss.canweb.net)      The Shaker Project
   Richard Felker       (71614.3257@compuserve.com)  Quake Studio
   Kyle Eli             (yakuza@wko.com)	     Spooge Ed
web zine creators--
   joost schuur         (jschuur@onlinemagic.com)    AfterShock/Id
   "RonSolo"	        (crisco@stomped.com)         Stomped
   Jim Lowell           (jlowell@winternet.com)      Thred's site
Ascii editors--
   Chris Thibodeaux     (chrislt@nwlink.com)         Made qchunks.wad
other gamers--
   Dustin Hagan         (Smoothe@wow.com)
   Tom Benda            (Napikwan@worldnet.att.net)
   Christian Ruellan    (starwars@itl.net)
   Chris Hallbeck       (biff@zipnet.net)
   Leonard Zajaczkowski (zaja@inforamp.net)
   Lunde                (lunde@bright.net)
   "b0rg"		(chrish@nwlink.com)
   Colin Caird          (ccaird@islandnet.com)
   Benjamin Lim         (fade@infolink3.infolink.net)
   <Max_Frags>          (river@blizzard.gaffaneys.com)
   <Ttough>             (ttough@ix.netcom.com)
   <_psychic_>          (ahazen@worldchat.com)
   <_madman>            (aheidel@aracnet.com)
   Jon Winner           (dagda@ix.netcom.com)
   Andrew Aken          (aken@corpword.com)
   Matt Kelliher        (kelliher@cps201.cps.cmich.edu)
   Steve Bryan          (sbryan@icon.net)
   Marin Gazzari        (A8731NAC@PCSERV.UNIVIE.AC.AT)
   Matt                 (mjs@psyc.nott.ac.uk)
   Travis Baldree       (twb@wsu.edu)
   erickson             (erickson@skognet.com)
   Karel B. Heck        (kbheck@freenet.calgary.ab.ca )
   Scott Merrill        (smerrill@merrillassoc.com)
   QuakeMstr            (brad@twirl.skf.com)
   Rene Hoppe           (rhoppe@abo.rhein-zeitung.de)
   ???			(thompsjd@computer-services.com)
   Chris Roper          (croper@vt.edu)
   Sean Dunn            (sean_dunn@pacificnet.net)
   Scott Ruttencutter   (viper1@globaldialog.com)
   Warlock              (warlock@dclink.com)
   Chris White          (cwhite@colorado.net)
   Adam Vogel           (kodiak@lexton.mindspring.com)
   Anthony Halawith     (halawith@uiuc.edu)
   Brett Lucey          (brettl@ultranet.com)
   Junebug              (junebug@popalex1.linknet.net)
   Prof. Gary J Anido   (g.anido@elec.uow.edu.au)
   "ChrisD"

In case you're curious, here is the project list (as of July 11):
 Project: EDQUAKE Ŀ    Edquake was compiled with
 File name     Lines    Code    Data     Borland Turbo C++ v3.0 without
 EDQUAKE.C       132     439     497 	   the use of a .BGI interface.
 PAK.C           115     752      92     Project dates:
 INPUT.C         490    4492     514 	   June 22-July 13 of 1996
 RIPPER.C        104     503      74 
 GRFX.C          132    1041      18     All this work and all I have
 MAPEDIT.C      1240   17255   48616 	   is $20 I borrowed from my
 INIT.C          148     578    1053 	   Dad. :)
 DISK.C           81     593       3 
 WAD.C           175    1501      72 
 VIEWER.C        157    1124      80 
 BSP.C           108    1494   11743 
 WADMAP.C        156    1821     258 
 INTPAK.C         66     686     373 
Total lines of Code (*.c/*.h) = 18236

