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From: Marcos F. <ma...@fr...> - 2001-01-22 03:38:20
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Hello You need to control+click on the brush's center point. Also, you can control+click and drag to select multiple brushs. Hope this helps. Good luck! Michael Mol wrote: > > I'm using version 2.4, and I'm trying to scale a brush. When I hit ctrl-G, > it says, "Scale Brush: No Brush Selected" ... > > I've printed out and looked through the keyboard reference, and I can't seem > to find any other selection tool other than Ctrl-A, and that doesn't fix the > situation, either. > > Mike Mol. (sho...@gr...) (snip) |
From: <Nil...@t-...> - 2001-01-22 03:31:29
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selection of brushs is: Ctrl + leftMouseButton selection of verts on a selected Brush is: shift + leftMouseButton Michael Mol wrote: > > I'm using version 2.4, and I'm trying to scale a brush. When I hit ctrl-G, > it says, "Scale Brush: No Brush Selected" ... > > I've printed out and looked through the keyboard reference, and I can't seem > to find any other selection tool other than Ctrl-A, and that doesn't fix the > situation, either. > > Mike Mol. (sho...@gr...) |
From: Michael M. <sho...@gr...> - 2001-01-21 20:49:45
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I'm using version 2.4, and I'm trying to scale a brush. When I hit ctrl-G, it says, "Scale Brush: No Brush Selected" ... I've printed out and looked through the keyboard reference, and I can't seem to find any other selection tool other than Ctrl-A, and that doesn't fix the situation, either. Mike Mol. (sho...@gr...) "So the line has to be drawn at a convenient, economical place rather than an "ideal" because not only is perfection out of reach, but even small improvements can sometimes require tremendous effort." -- Seth Galbraith |
From: Malmberg <mal...@ma...> - 2001-01-12 04:06:46
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> is there a way to group entities and brushes together to form lights > like the lights in e1m2 using the light_large_yellow_flame? > something that looks like... [snip] > where the '*'s are the flame and the blocky thing is the brush. I'm > looking to make some sort of prefab thing. Is there a better method > than grouping them? I was able to group them but they can't be moved > together so I was wondering if there was another type of group or if > there's something else entirely. There's also the possibility that > this sort of thing isn't implemented at all (which would stink) and > that'd be a cool thing to add :] Thanks for your time. In v2.4, there is no way to move entities and brushes together. In v3.0, this will be fixed (if you try the betas, you'll find that all entity/brush handling is unified, so you can select any combination and moving/etc. will work as expected). > James Andariese - Alexander Malmberg |
From: <Bif...@ao...> - 2001-01-08 14:17:03
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In a message dated 1/8/01 4:03:50 AM Eastern Standard Time, ja...@ja... writes: << Is there a better method than grouping them? >> First of all, if all of those *s are entities, you're in trouble (I don't think that's what you mean by the diagram, though)! I honestly don't know what sort of prefab features Quest has (I'm currently using GTKRadiant), but I know that such grouping works fine in Worldcraft -- but you probably don't want to hear that. Sorry if this wasn't much help! ~Biff_Debris |
From: <ja...@ja...> - 2001-01-08 09:02:30
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is there a way to group entities and brushes together to form lights like the lights in e1m2 using the light_large_yellow_flame? something that looks like... * * *** **** |\** | \* | | +--+ where the '*'s are the flame and the blocky thing is the brush. I'm looking to make some sort of prefab thing. Is there a better method than grouping them? I was able to group them but they can't be moved together so I was wondering if there was another type of group or if there's something else entirely. There's also the possibility that this sort of thing isn't implemented at all (which would stink) and that'd be a cool thing to add :] Thanks for your time. James Andariese -- For I know that my Redeemer lives, And He shall stand at the last on the earth -- Job 19:25 |
From: Malmberg <mal...@ma...> - 2000-06-04 23:28:20
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Hello all, Frag.com seems to have gone down a while back, and I don't know what's going on there or when/if it's coming back up again. Thus, there's a (hopefully fairly complete, at least soon, tell me if something's missing) mirror at http://quest-ed.sourceforge.net/ . Unless Frag.com comes back up soon or I hear something about what's going on, the move of the site to SourceForge will likely be permanent. Any news will be announced there, anyway. I've started a couple of major rewrites in Quest now that will eventually lead up to Quest v3.0, with native, OpenGL Quest versions for X-Windows and Windows (in addition to the DJGPP/DOS and Linux-svgalib versions). Since this means that there'll be a lot of internal changes, now is a good time to come with feature requests. That way we can make sure the new internal systems can handle it (even if everything probably won't be in v3.0). One thing that will almost certainly be in v3.0 is a plugin system that can load compiled plugins written in C, and possibly also plugins written in some interpreted language (suggestions?). Since the plugin system is supposed to be as generalized as possible, it would be interesting to hear what plugins (or features) you want, so we can try to make it handle as much as possible. (As examples of stuff that's already done, there's a global texture replacer, and a command to calculate and draw the path a player follows if he jumps on a Quake 3-style jumppad. Planned things include a select-brush-by-number feature.) - Alexander Malmberg |
From: Malmberg <mal...@ma...> - 2000-03-28 21:01:18
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Hello all, Welcome to the Quest users' mailing list, now hosted at SourceForge. The old server seems to have been blacklisted, so I wasn't able to announce the change there. Thus, I took the liberty of subscribing everyone who was subscribed to the old mailing list to the new mailing list. Anyway, I'd like to announce that Quest development has now moved to SourceForge. The mailing lists, CVS server, and bug tracking system are now hosted there. The main project page is at http://sourceforge.net/project/?group_id=3684 . For developers, the SourceForge project page has instructions for accessing the CVS repository, which currently contains Quest source and all related files needed to make it work. Also, Quest version 2.4 is now released, featuring among other things full Quake 3 support. You can get it from the Quest site (http://www.frag.com/quest/). - Alexander Malmberg |