EDITOR RC05
for Quake3 v1.32




QUICK SETUP



CONSOLE COMMANDS

editor
Starts the editor. Actual editing is all done by the menu-system which this command starts. To stop the editor, select "Exit" from the editor menu.

editsave
Saves a map config. Specify the filename after the command. Do not specify an extension.

editload
Loads a map config. Specify the filename after the command. Do not specify an extension.



CONSOLE VARIABLES

name type values/default synopsis
ge_DefaultOverride boolean 1 = enabled (default)
0 = disabled
Sets behaviour of auto-loading configs with the same name as the BSP.
ge_MapsList string [blank] Specifies the file (with extension) to use for the maps-list.
ge_RestrictVote boolean 1 = restrict
0 = allow any (default)
Determines whether map voting is restricted to maps in the maps-list.
ge_SafetyMap boolean 1 = use safety map
0 = disabled (default)
Determines if the first map in the maps-list will be used as a "safety map". When the last client leaves the server, it will automatically return to the first map in the list if this is enabled.
ge_Extension string "map" Determines the extension to use for map-configs. This applies to saving AND loading of config files. Changing this to "cfg" can be used to resolve a purity issue for listen servers (if they have to run with purity on).



MAPS-LIST

The maps-list allows an automated method of cycling through a list of maps and/or map-configs. Some rudimentary extra features are also covered.
Contents of an example maps-list:

	q3dm1
	q3tourney2 >5
	q3dm3_myconfig <10

Format:



TIPS & TRICKS

If you are a map-maker you can use this mod to generate your item layout. Produce your BSP as normal with no items. Play the mod with some friends and drop into edit-mode to move stuff around and tweak the layout while you play. Use "editsave" to save the variation. The file that the editor creates is bonafide ".map" compatible format (minus the geometry - worldspawn - information) which you can simply copy & paste back into your real map file and recompile.

F2, F3 and F4 can be used to snap and/or lock any of the three axes. Each time your press one of these keys the respective axis cycles through it's snap options; n/a, 5, 10, 20, lock.

F5 can be used to resolve item selection issues where more than one item exists in the same location. Pressing it repeatedly cycles through all items that appear within close proximity to each other. Moving the focus (too much) during this time will reset the selection mechanism.

F8 toggles "menu locking". When activated, the menu becomes locked on it's current selection until you press either mouse button or F8 again. This can be useful when trying to focus a "hard to get" item and simultaneously get the menu option right.



Frequently Asked Questions

Because at least two of my friends would kill me. Besides, configs are tiny and clients don't require any download to play a modified map.

Probably not. Although this is feasible, it requires the client to have the editor (or at least some portion of it) and that's something I want to avoid.

Probably a purity issue. Listen servers have really screwy rules for purity. Sometimes the files can be opened and sometimes purity denies it. Either switch off purity or change the cvar "ge_Extension" to "cfg".

Open the "editor.pk3" in WinZip (or another ZIP program), extract out the "qagame.qvm" file (retaining the path). Delete the "editor.pk3" file. Done.
This also means that clients do not require the mod to join the game even with purity on.

The editor has little inherrent knowledge about the items it is manipulating. The Gauntlet and Machine-Gun appear in the Quake3 items-list and the editor can't tell the difference between those and the RL, BFG etc.
It is this abstraction that allows the editor to be integrated into other mods with ease and still manipulate any new items that mod may introduce.

When running on an impure server, "Show Changes" -> "All clients see this" is a lie. For a client to actually see the changes, said client must have the complete editor mod.

Think of it as a feature and the problem goes away. There is a single global UNDO list, each change made is logged into the list at the time it took place.

You can't. When a config loads, the editor can't actually tell the difference between something which has changed and something that is as it was. Everything is defined by the config, not just the changes.

The editor is protecting you. Quake3 gets upset if it can't find any spawn-points. During load-time the editor remembers two of the spawn-points from the original BSP and brings them into existence if the config doesn't have any of it's own (which keeps Quake3 happy).

Yes. The source code is available from the same place you got the mod. Instructions are included on integrating the editor components with any existing mod (there are only about 20 changes required - from a clean source base - for full functionality).

Do you look good in a bikini?



CONTACT

Andrew "D!ABLO" Ryder
www.shadowflare.com
diablo@shadowflare.com