Game Development Community

QuArK 6.3.0 FINAL release

by Eric Forhan · in Torque Game Engine · 01/17/2003 (11:02 pm) · 8 replies

The release of QuArK 6.3.0 Final may have come under the wire--I only just found out today, myself.

The list of improvements looks quite promising!

Some improvements:

-The problems with keeping vertexes on grid finally sorted out, and map formats for major editors (Valve 220 for Hammer, Brush Primitives for GtkRadiant) now written correctly.
-Mitering option for the wall maker turns this duplicator into a serious tool for defining the volumes (rooms, corridors, outdoor areas etc.) of your map, in an UnrealEd-like style.
-Power of many duplicators greatly enhanced with 'incrementing specifics' and flexible linear mappings: make a row of lamps, each with its own switch.
-Now works well on dual monitors.
-Numerous bugs, memory and resource leaks fixed.
-New searches for microbrushes and other map problems.
-Customizable hotkeys
-BSP viewing for several more games
-Most Q3-engine games now supported, at least to some extent. (Q3A, STVEF, SoF2, RTCW, JK2 fully, Mohaa partially. Also Torque, 6DX and Crystal Space.)

There are also already some update plugins on the latest page, with more on the way.

#1
01/17/2003 (11:09 pm)
Sweet! :D
#2
01/18/2003 (4:18 am)
On a side note, I just submitted a resource called "wc2quark". Here's the info:

wc2quark.zip

Note: You will need to cut-n-paste the address to download.

This setup includes a default texture for new brushes (it has a 'caution' look), icons for the different views ("front", "side", "top"), numerous settings to give it the feel of WorldCraft, bright green background in GL3D mode (for easier leak finding), and other Torque-related misc. changes. Three project folders (for textures) have been preset for your convenience.

Wc2quark goes in line with Desmond Fletcher's Torque4QuArK, and includes work derived from it (his textures are now imported into QuArK so no more "texture cannot be found" errors with the standard QuArK release). Special thanks for all his work.

Installation should be as simple as installing QuArK in a fresh folder, and extracting wc2quark.zip into the main QuArK folder. I don't recommend using this over an existing setup, though it should be as easy as reconnecting it via an "Add-On". This version works with QuArK 6.3.0.

I shared a slightly older version with Dave Calabrese several months ago. From the email I received back it sounded like he was very pleased with it.
QuArK is a better tool than given credit for, IMHO. Hopefully this will help others in their game-creating quest. :-)

--Eric Forhan, MRT
#3
01/19/2003 (11:35 am)
I was comparing 6.3e (and updates) against 6.3c and there were some vertex problems that reappeared. I'll give this version a "hard" review.

Also, another link besides FilePlanet is at SourceForge:
sourceforge.net/projects/quark

@Eric: couldn't get to the link for wc2quark.zip
#4
01/19/2003 (12:45 pm)
More vertex problems? ugh :-(

The link should work if you cut-n-paste. It's Geocities.

-Eric
#5
01/20/2003 (2:58 am)
Eric, keep getting this: "We're sorry, but this page is currently unavailable for viewing."

The good news: so far, QuArK 6.3.0 seems very stable and is not displaying the vertex prob I was seeing with 6.3e.
#6
01/20/2003 (4:07 am)
That's good news on the vertices. I'm not quite sure what some of the new functions do, like "Integralize Selected Faces". Think that makes the corners of the faces integers?

I e-mailed you a copy of wc2Quark.zip.

-Eric
#7
01/20/2003 (6:51 am)
Frank Bignone of Dog of Prey has been kind enough to mirror the file here.

Thanks Frank! :-)

-Eric
#8
01/20/2003 (7:02 am)
so which ones is the better one to install?

quark_v6[1].3.0.EXE
(i thouhgt i got this as the fianale a few days a go)

or

QuArK_v6.3.0.EXE

(then i went back to check and got this one as the final today)