// Quake 2 game definition file (.fgd)
// for Worldcraft 1.6a (Registered & Shareware)
// Custom version by Mad Dog/Cannis Rabidus
// http://doghouse.gamedesign.net/
// Last update: September 2, 2000


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WHAT THIS IS:

The enclosed .FGD file is an entity definition file for plain vanilla Quake2 for 
use with the Worldcraft v1.6a level editor. It is a copy of the file I'm using 
myself, which was created over a good long time. Finally I just decided to try and 
finish the thing off, and offer it for others to use. I don't pretend that it's 
complete; if you have something to add or any other suggestion then send me e-mail 
and let me know: maddog@gamedesign.net

Whoops, this .FGD file is NOT designed for use with WC 2.x or 3.x, so don't even try it.

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HOW TO USE:

1. Go to where you installed Worldcraft (the same folder as WC.EXE) and find the file 
"QUAKE2.FGD". Rename it or otherwise back it up. The file enclosed in this zip will 
overwrite your old entity definition file, so backing up the original is wise in the 
event you want to revert to the earlier version.

2. Now extract the file "QUAKE2.FGD" from this archive, making sure it's in the same 
folder as WC.EXE so Worldcraft can find it.

3. Fire up Worldcraft, and open a map using your Quake2 profile. You should be now 
using the new .FGD.

4. Special Note: Under 'Game Configurations: Default SolidEntity class', I *strongly* 
suggest that the func_group be selected. This is because it has no keys associated with 
it at all. While editing, when the 'tie to entity' function is used, the keyvalues of the 
'default' solid entity tend to carry over to the one you select from the drop-down list in 
the properties dialog. Lacking keys to carry over, the func_group is a good choice as a 
default to avoid this.


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FEATURES:

> Arghrad keyvalues for worldspawn, lights, and bmodels.
> Lots and lots of keys added to lots and lots of entities. Have fun!
> Friendly name descriptions have all been edited to display actual key names as well.
> Descriptions more descriptive and accurate.
> Spawnflag values noted.
> The odd errors here and there corrected.

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DOCUMENTATION AND REVISION HISTORY:

	Current Release: Sept 2, 2000:
> Removed default 'message' value from target_secret, in the event you don't want a 
message displayed, or you want another trigger to provide it.
> Added 'message' to trigger_counter.
> Assorted other minor changes (this is bs for 'I don't remember what I changed'), 
reordered appearance of key listings here and there, and general formatting tweaks.

	3rd Release: Nov 16, 1999:
> Cut down the file size substantially, to avoid problems when using in conjunction 
with other .fgd's in the same profile.
> Added 'killtarget', 'message', and 'delay' to all items, keys, ammo, and weapons.
> Added 'angles' to key_commander_head and to key_power_cube ('angles' only works 
with the power cube when the "No Touch" spawnflag is set).
> Added 'delay' to trigger_key.

	2nd Release: Oct 24, 1999:
> Added 'angles' key to the info_notnull, since it can be used as a teleport destination. 
Stupid of me to forget about that.

	Original Release: Oct 6, 1999:
> Err, sorry, there isn't any since I tend to find that sort of thing to be pretty 
boring.

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EDITING .FGD FILES:

WC entity definition files are just unformatted text documents, so they are easy to 
edit. The one included in this archive is a little on the large side so you may be 
unable to edit it with Notepad due to memory limitations. You can get by with Wordpad 
if have nothing else, just remember to "save as" an unformatted text document when done.

Worldcraft really, really dislikes .FGD files with improper syntax, so if WC appears 
to fail to start, hit CTRL>ALT>DEL and see if WC is running. If it is, then remove the 
.FGD file you're presently using and restore a known good version, and then reboot. 
"End Task" may result in a frozen machine. YMMV.

Editing from within the editor (Tools>Options>Game Configurations) is OK when it works. 
In the event you're lucky and it does for you, pay mind to any messages displayed 
regarding parsing errors when you save the edited file and click 'OK'... when one is 
displayed it's trying to tell you about a syntax error.

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DISCLAIMER:

Just as with anything else you can pick up on the web for free, use of these files is 
the responsibility of the user and there ain't no warranty, explicit or implied. In 
other words if something blows up, don't blame me! ;-)

-Mad Dog/Cannis Rabidus
Lazarus Mod for Quake2: http://lazarus.gamedesign.net
The DogHouse: http://doghouse.gamedesign.net

