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March 26th, 1998
Patch Problems? Try this...

Some people have been having problems using the 1.6+ upgrade patches. There is a solution that seems to work. As Homer said, I don't know the exact scientific reasoning, but fire makes it good! ...er, wait...that doesn't quite apply here. Anyway, follow these steps to a (hopefully) error free patch installation.

1. Kill your Worldcraft directory. That's right,
make it all empty and stuff. Of course, you'll
want to backup anything you want saved.

2. Grab your Worldcraft CD. Yeah, the one that's all
dusty. No, try over in the corner. Yeah, there it is.
Copy the wc.exe from the CD into your empty Worldcraft
directory.

3. Run the patch. You might also try sacrificing a toaster
to the VIS god. Tho this isn't strictly his area of expertise,
it can't hurt anything.

I'm not sure at all why this works, but it does (apparently). Just be sure to backup any essential files (maps etc). Also, if you're doing this to go from 1.6 to 1.6a, you'll want to backup your GameCfg.wc which contains all your configuration settings.

-autolycus

March 24th, 1998
1.6 eh?

The patch for Worldcraft 1.6a has been released. This fixes a couple problems with the texture handling in .MAP files.

Something to be careful about - This patch will overwrite your CmdSeq.wc and GameCfg.wc files. The CmdSeq.wc file holds your expert compile settings, so if you've made any changes to them since installing 1.6, you will want to back that up. If you are upgrading from a version of Worldcraft earlier than 1.6, you will need to overwrite the CmdSeq anyway.

GameCfg.wc is the actual game configuration settings, including the Build Programs settings. If you don't want to go to the trouble of redoing these, you'll want to back this file up as well.

Other new things in this release:

  • minor fgd corrections - thanks to the few people who emailed me about a couple errors
  • minor help file improvements - added a (very) small Quake II section which includes information on the surface and content attributes, as well as a small piece on making rotating objects.

-autolycus

March 19th, 1998
Editor Reviews

Gamespot has some articles posted today that should be of interest to designers. 3D Level Design: Expert Advice and 3D Level Design: Level Editors. The first should be of interest to all designers. The second, the editor reviews article, not so much so. I'd like to make a number of corrections and addendums to the editor review article in respect to Worldcraft.

Corrections/Additions to 3D Level Design: Level Editors by Michael E. Ryan

(note: since I could not find any email address for Mr. Ryan, you can email the Gamespot editor, Ian Howie with any comments you might have about the topic article (I encourage you to do so). As always, please keep things polite.)

  • The first thing I noticed was that all the pictures of Worldcraft had the right-hand dialogs jumbled, seriously cutting down the editing space (see the picture at left). The picture at right is much more representative of what Worldcraft will look like. This is important for people judging the editor for the first time. Something not mentioned in the article is that the windows are both resizable and zoomable, to allow full screen editing in one plane.

  • "Worldcraft's fourth design window provides a preview of your map and can be set to show wire frame, flat solid, or fully textured views. You cannot walk through the map in this view, but you can set up a number of camera angles from which to view your work."
  • Worldcraft does, in fact, allow you to move through the 3D view by using the mouse and/or keyboard
  • "The editor [texture browser] allows you to view all of the available textures or just those you've already used (which is helpful for giving your map a consistent look and feel)."
  • For the sake of completeness, this section should mention that you can view all textures, all textures used, or all textures within a certain .PAK or .WAL directory. You can also search for textures using a text sub-string.
  • "For most items, such as doors and platforms, you can call up either a basic or advanced menu of properties and edit them via simple dialogue boxes. The basic menus are good for novices, while the advanced menus let you more fully manipulate the many variables used by Quake II."
  • This section is quite unclear. Worldcraft has only one entity properties dialog, which can be viewed in SmartEdit mode or non-SmartEdit mode.
  • "Similarly, when it comes time to compile your level, you can choose a simple, default compile with few options or a more advanced method, which offers several more options, takes quite a bit longer, and results in higher-quality output."
  • Again for the sake of completeness, the more advanced method (the Expert Compile mode) allows you to modify the existing compile profiles and easily add new ones.
  • "One annoying problem with Worldcraft is that the program seems to ignore the information you give it during installation."
  • Let me just quote the readme.txt included with 1.6 (this is what pops up before you can complete the installation

    ***************************************************************************************
                        I M P O R T A N T!  R E A D M E !
    ***************************************************************************************
    Worldcraft Options have been preset to work for Quake and Quake II.
    However, these presets may not be correct for your computer. After
    launching Worldcraft from the start->programs menu, open the tools->
    options menu and confirm that your Game Configuration paths, Build
    Programs paths, and Texture paths are set up properly.
    ***************************************************************************************
    ***************************************************************************************

  • "Documentation is pretty plain, just as it is with Deathmatch Maker 2. The basics are fairly well covered but only in a Windows help file format."
  • So it's a bad thing I didn't include those nekkid spice girl pics? :) Ok, joking aside, what exactly is "plain documentation"? I think the Help file with Worldcraft 1.6 is quite complete. The Windows help file format was also an intentional decision. It allows the information, including pictures, to be easily organized and indexed. I think the format is excellent for documentation.
  • "Valve Software's Worldcraft 1.6. Though it shipped nearly six months later than its original release date - to the dismay of many loyal Worldcraft users - this editor proved to be well worth the wait."
  • Whoa! Hmm, I agree that Worldcraft 1.6 is worth waiting 6 months for (god forbid!), but if memory serves correct, the release date was to be no later than December 31st. As incorrect as that was, the time between December 31st and March 6th comes nowhere close to 6 months (perhaps that was calculated in dog years? hehe) Again, kidding aside, Quake2 was still a twinkle in the consumers eye 6 months ago.

Now, I don't want Mr. Ryan to take this as a harsh criticism, as he certainly had a large task. But it is such a common thing nowadays for people to just rush and not check the integrity of their work, and this is to noone's benefit (something i like to call "slack-ass" work).

The reviews presented were by no means in depth. Many useful and essential features were completely left out. I also question the choice of editors to review. No offense intended towards DMM and qED, but it seems that the three most popular editors, judging from the Q2 editing mail list, are Worldcraft, BSP, and Qoole. The argument that BSP and Qoole are shareware so they weren't reviewed doesn't stand up...correct me if i'm wrong, but so is Worldcraft.

-autolycus

March 14th, 1998
Welcome Yahn

Well there were a few interesting things that came out of the Valve interview this afternoon. The cockroach AI sounds magnificent :) and the way Half-Life will handle multiple game DLLs sounds great. More importantly, this was the first time it has been publicly announced that Yahn Bernier, creater of the BSP editor, has been hired at Valve. I'd like to wish Yahn good luck at Valve!

-autolycus

March 10th, 1998
Hexen II FGD boo boo

This was brought to my attention today - for anyone using Worldcraft 1.6 to build Hexen II maps, open up hexen2.fgd in whatever text editor you want, and search for "Apearflags" ... find it, and replace it with "Appearflags" ... that will give you back the Artifacts. Doh!@# I don't know how that slipped in there.

-autolycus

March 9th, 1998
shareware dilemma?

I received the following piece of email today.

Hi

I waited months for 1.6, hearing how people said "How Great it was" and "It's the best level editor", waiting eagerly to test it out and perhaps even buy it.But, now Valve have done it again, by UPGRADE ONLY. Now, I'm not saying it's you're fault, but asking you to put up on your page, a message telling everybody to e-mail valve and sierra complaining about this. They will be losing many users because of this, and it is unfair to registered users who have not tried the program before. Sure, they could download 1.5, but what's the point? None of the Quake II features are included, and another map file format! Please put this on your page.

Glenn Duncan

First, i'd like to say that I have no connection to making a decision about what will be shareware and what wont. I AM interested in hearing what you have to say about it. Now, here's my view on why I don't think 1.6 should be shareware.

First, look at the concept of shareware. As I see it, the concept is 'try before you buy'. Look at Quake shareware. You get the first episode. You buy the full game. You get all the episodes. People didn't complain that "I might not like the ending levels." Freeware, on the other hand, gives people the whole program and depends on them to contribute if they feel the program is useful. Worldcraft is shareware, not freeware.

(Note: also, regarding emailing Valve and/or Sierra and complaining about Worldcraft: Their main concern is and should be Half-Life, so if you feel the need to comment to them, please do so in a polite and mature manner. You would be better off mailing worldcraft@acdsystems.com with your comments, as stated below)

Just my 9 cents.

I talked to Brian Smedley, head of game and utility development at ACD Systems, and here was his response to the above email, and the whole shareware/registered issue.

I would like to start by mentioning that Worldcraft is and always has been Shareware. Over the last two years we have given out a fully functional Quake map editor in the format of the Worldcraft Shareware. In the last few months id Software has released a new game by the name of Quake 2. This game while based on Quake required a re-write of a great deal of the Worldcraft code to support. Everyone involved agreed that the best thing for us to do is to reward the customers who have supported us over the years and the ones who will support us in the future with Quake 2 support. Hundreds of hours of developement and work went into this new version of Worldcraft. We are a business and must try to make back some of this money. The Worldcraft 1.5b Shareware is a great "trial version" of the 1.6 product. 1.5b Shareware allows full building of Quake 1 Maps. The average consumer should be able to take what they know about Worldcraft 1.5b shareware and realize that 1.6 is the same product but with Quake 2 support. I feel as though we have done the correct thing, to support people who support us. Worldcraft is a shareware product and our job here at ACD Systems is to sell a high quality product to the public. I do know, and I think everyone out there who has it right now will agree with me, we have done just that.

Questions? Comments?
worldcraft@acdsystems.com

Brian Smedley
Head of Game and Utility Development
ACD Systems Ltd

-autolycus

March 8th, 1998
Hello there

Well, after a much needed weekend of rest, I've come back to civilization. Fixed the broken urls. Tidied up a bit. Blah. So, anyway, i'm interested to hear what people have to say about 1.6. Constructive things please. Mail me. I'll try to use some of this constructive feedback to guide future testing of Worldcraft.

-autolycus

March 6th, 1998

-autolycus

Bah!@#

I'm doing this from out of town. I don't know which of the below links are valid, so check out the Worldcraft homepage for a list of valid links. I'll fix this stuff monday.

Doh!@#

Worldcraft 1.6!@#

It's out. Get it at:

  • Broken crap removed. Look in the Files section Go forth and make Quake II maps.

What's the word?

I had a chance to ask Choryoth (John Guthrie of Valve software) a few questions about Worldcraft 1.6. Here's what he had to say.

What new features or feature enhancements are in Worldcraft 1.6?

There are many great new features in Worldcraft 1.6, namely Quake2 support.

  • Quake II and Hexen II support
    Game Configurations tab has been added to the Options dialogs which makes adding support for these games very simple. You can control the palette, entities, and textures from here.
  • Ease-of-use features
    It is now possible to add both PAK and WAL files in the Texture Options dialog, as Quake II stores its textures in a WAL format within the PAK, as opposed to within the BSP files (as was done with Quake I).

The texture browser has a flag to display all textures, or only the textures currently in use.

The Texture Application tool now lets users edit the Quake II surface attributes. It is now functionally equivalent to QE4, and it addresses some problems found in that editor (being able to modify several solids' surface properties without changing their textures is a nice feature).

One of the noticeable improvements in Quake II is the colored lighting and Worldcraft makes picking colors a snap. Any entity key that takes a RGB number as a value now has a "Pick Color" button associated with it which will bring up Windows' default color choosing dialog. Picking a color is as easy as clicking on the color chart.

Checking for leaks no longer needs to be a time consuming process. Included now is the ability to load a pointfile (leak file) directly into your map, where its course will be plotted in a thick red line. This option is available from the Map menu.

Worldcraft will detect and correct mixed surface content errors in Quake2 maps.

  • Expert Compile Support
    To aid in the creation of expert compile profiles, a Build Programs tab has been added to the options dialogs, where you can specify the game executable, bsp, light, and vis programs for use with each game profile. When used in the expert compile dialog, these programs can be referenced by using $game_exe, $bsp_exe, $light_exe, and $vis_exe. The Build Programs settings also determine which programs will be used when compiling using the normal compile setup.

Are you planning on doing any other Worldcraft upgrades between now and 2.0?

We will do critical bug fixes -- if necessary -- on Worldcraft 1.6.

What is in Worldcraft's future?

We are committed to making Worldcraft the best and most popular editor out there. We think the combination of Half-Life and Worldcraft 2.0 (which has lots of new features and takes advantage of Half-Life's engine technology) will be a pretty mind-blowing advance to the existing tool set. You will have so much more control over not just the way things look but also how they act. We like to say that the combination of HL and WC 2.0 will turn "level designers" into "game designers." Of course, Worldcraft will continue to support the other popular games as well.

We'll be making an announcement early next week about other developments regarding Worldcraft.

What are some of the things on your "wish list" for future features?

A lot of the features I'd like to see in Worldcraft are getting address in version 2.0. Better texture application tools (3D view texture manipulation, rotation/skew texture lock), better brush manipulation tools (arrays), and tools that enable Half-Life features (AI, DSP, high color textures!)

Was it an advantage to be using more than Sierra's QA team?

Yes, using knowledgeable Worldcraft veterans from the Quake community helped WC1.6 development tremendously. (big thanks to all my testers, and the hundred monkeys banging on a keyboard somewhere updating the help file.)

So... what happened to Ben?

Ben decided he didn't like living in the States and wanted to return to Victoria, B.C. We tried to do development of WC remotely, but it didn't work out. We just couldn't get information and betas passed back in forth in a timely manner. Eventually, we realized we needed to bring WC development back in-house. Mike Harrington took over and finished the upgrade. We learned that remote development really doesn't work and we won't be doing it again.

Who is working on WC now?

We have a team of people working on Worldcraft, including Valve founder Mike Harrington. We have big plans for Worldcraft and want to make it the ubiquitous tool for level development. We'll have more news about this next week.

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