mirror of
https://git.code.sf.net/p/quake/quakeforge
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54 lines
2.2 KiB
Text
54 lines
2.2 KiB
Text
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5/18/96
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This is a dump of the current source code for QuakeEd, our map editing
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application.
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This does not include everything necessary to build maps. There are graphics
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files, prog files, and other utilities needed. I plan on releasing a full
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development set of tools after the game ships. This is just intended to help
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out anyone working on their own map editor.
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This is a NEXTSTEP application, so hardly anyone is going to be able to use the
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code as is. This is not an OPENSTEP application. It doesn't even use the
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foundation kit, so porting to gnustep or openstep-solaris/mach/nt would not be
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trivial.
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There are lots of mixed case and >8 character filenames, so I'm using unix
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gnutar (compressed) format.
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Because most people won't have access to a NEXTSTEP machine, I took pictures of
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some of the more important stuff from interface builder:
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mainwindow.tiff : a screenshot of the primary window
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inspectors.tiff : a screenshot of the important inspector views
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help.txt : a dump of the (minimal) help inspector's contents.
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I included some sample data to help you follow the code:
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quake.qpr : our current project file
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jrbase1.map : a sample map
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triggers.qc : a sample qc source file that includes some /*QUAKED comments
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There will not be any major changes to this code base. I am eagerly looking
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forward to writing a brand new editor for windows NT + open GL as soon as Quake
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ships.
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This application was really not a very good fit for NEXTSTEP. The display
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postscript model fundamentally doesn't fit very well with what we need here --
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if you run in an 8 bit color mode, the line drawing runs at an ok speed, but the
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texture view goes half the speed it should as it dithers from 24 bit color down
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to 8 bit. If you run in 24 bit color mode, you get less screen real estate and
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significantly slower line drawing as a 3 megabyte XY view is flushed. Sigh. If
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anyone does actually run this on NEXTSTEP be advised that you want a fast
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machine. I never had the time to properly optimize QuakeEd.
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The texture view rendering code in here is crap. Anyone coding a new editor is
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strongly advised to just use an available optimized library, like open GL or
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direct 3D.
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John Carmack
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Id Software
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johnc@idsoftware.com
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