News Archives!

News for 11/06/2001: Major update to web page!

WHEW!!! The web page has been completely updated with new information about the Qoole-AID project. An almost complete feature list, a new FAQ, developer documentation, and the developer FAQ has all been updated with the recent changes. The content intended for Version 1 of Qoole-AID is almost finalized and will be locked from change by Friday of this week.

With the new project comes a lot more work. Not just in the development cycle, but also in design and validation. This means that the news section will only be updated once sometimes twice a week. The web pages will continue to be updated as time and content permit, but don't expect anything fancy.

I also updated the name to what it is supposed to be. For those who are unfamiliar with the term "quoin", it comes from architecture and is generally defined as a large sometimes rustic and slightly projecting stone. I felt that this fit the mood of what we're doing here, given that nature of the maps we will be able to create with version 1. To get a deeper meaning of what quoin means, go here!

News for 11/05/2001: Would you like sugar with your Qoole-AID?

What is Qoole-AID you ask? Qoole-AID is our new project indented to replace Qoole99 in order to create a better mesh polygon editor. As of today, all active development on Qoole99 has ceased. Bug fixes and some minor changes will continue to happen, but for the most part, all efforts will be put forth into Qoole-AID. A new version will be released within the next week or so which will include the following changes:

A Minor bug fixes.
Change colors in 2d wireframe mode.
Add toolbar to map views.
Finish Quad and Single view functionality.
Add Mouse sensitivity option.
Allow brushes and entities to be named.

I realize that some of you may be disappointed by this news - and it's extremely disheartening for me to put so much development time up on the shelf, but Qoole99 was just too poorly written to be as robust and GOOD as I would like it to be. Although I could continue to develop Qoole99, in the end, I would end up re-writing the over 80% of the application. So over the next few days I will be removing the 'generic' game module, making a few changes and fixing a few bugs in order to get the next version out as soon as possible. Please, if you find a bug, let me know - I will make every attempt at fixing it.

The good news is that over the past several months, my experiences with Goole99 have taught me how NOT to approach the design and implementation of a polygon mesh based editor. So I am hoping that by the time the next Star Wars episode is in theatres, a good portion of the functionality for Qoole-AID will be implemented. Chances are there will be pre-alpha versions out by Christmas.

I will also be posting a feature list by the end of the week.....until then, here is a sneak peak:

Python Scripting.
Supported File formats .3ds, .x, .md2, .md3, .qle, .map, and .gem file support.
Curved Surfaces.
Integrated model editor and animator.
Integrated entity editor.
Static brushes.
Animation cut-scenes with Python object manipulation.
Brush and Polygon based editing.
Landscape editing.
Rendering for DirectX, MGL, OpenGL, and Windows GDI.
Alpha blending support in 32bit mode.
More robust plug-in engine.
Support for Fly3D, CrystalSpace, and Jet3D rendering engines.

Much MUCH more on the way!