	---------------		7/12/98
	LeakHunter v2.0
	---------------
				mailto: gibbo@planetquake.com


Overview:
---------
 A very simple, totally automated package for Quake2 mappers which makes
finding leaks easy. When you run LeakHunter, the map will be loaded in
Quake2, and a laser line will be drawn from an entity inside the map to the
void outside. 95% of the time, this line will pass directly through the leak,
which allows you to quickly locate and fill it.

!! NEW !!:	For all those Qoole users, using LeakHunter now becomes even
		easier! You can do it all from within Qoole!


Integration with Qoole:
----------------------

Select 'Export BSP' from Qoole's File menu, and in the bottom textbox, replace
Quake2.exe with LeakHunt.bat. Use the Browse button - the file is located in your
Quake2\LeakHunt folder. Make sure the 'Run Quake2' box is checked. Now when you
compile a map and it leaks, LeakHunter will load up and show you the leak. If it
doesn't leak, the map will be run in normal Quake2. Very handy.


Usage:
-----
 When you compile a map, go into your LeakHunt folder and double click
'Find Leaks Now!'. This will prompt you for the name of the map (don't include
file extension) and then will copy all the necessary files, run Quake2, and even
load up the map for you. Sweet...
You can even run it with an unleaked map, and it will do the same thing except
start normal Quake2 instead of LeakHunter Quake2. Or you can do it all from
within Qoole as described above.

If you have Quake installed somewhere other than the default (c:\quake2), you
must edit LeakHunt.bat and change the path in one place, which is clearly marked.
Those not using Qoole must also edit this, to set the folder where you compile
your maps. If LeakHunter can't find the right directory, it will let you know.
So you don't forget, edit that batch file now (right click it and select Edit).

When the map loads, just follow the red laser line straight to your leak. You
should start off positioned directly above the line, and facing in the right
direction. Pull down the console and type '+mlook' to turn on mouse view control.
If you don't see any laser, check the console for any diagnostic messages (PGUP
to scroll up the console).

You will notice fairly quickly that there is no weapons, ammo, monsters,
platforms, doors, or anything else in the map. In fact, the only entity in the
entire level is the info_player_start. Basically, all you get is an empty shell
of your level. This makes the DLL a lot smaller, and you don't need all that stuff
just to check for leaks anyway. The only issue is with func_areaportals, which you
can see the void through. This isn't a problem, and isn't necessarily a leak.


How it works:
------------
 When you compile your map with QBSP3, it tries to keep the entire map sealed from
the empty space (or void) outside. It fails if the void touches any of the
entities in your map, so it generates a line from the entity that was touched, to
a point that it *knows* is in the void. This line is saved as a LIN file in your
map compiling directory, and is simply a set of vectors.
 Surprisingly, Quake2 did not include a feature which loads this line for
you so you can see where the leak is. Quake1 had a 'pointfile' function,
but Q2 just ignores all the valuable leak-finding information the LIN
provides.
 All LeakHunter does is load up the .LIN file and display it as a red laser
line which you can follow to find your leak.


To Do:
-----
 The DLL can be made a LOT smaller by taking out all the remaining monster AI
buried in there, as well weapon and multiplayer code.
* DONE! (The code was reduced from 230k to less than 70k)


 Inform you which entity the line terminates at, and automatically place you
at that point with noclip on.
* DONE! (Well, mostly. Everything except for telling you where it finishes)

 Write a template batch file that copies the BSP and LIN, fires up quake and
loads the map in one hit.
* DONE! (And boy, is it good ;)


No other features come to mind, so no further releases are planned at this stage.

 Mail any suggestions, comments, etc, etc to gibbo@planetquake.com
