Hooray! That was an ass load of work but I’ve got the editor refactored now to nicely handle mods and standard Quake side by side. On the user side of things, to use a mod you just set a key/value in the worldspawn called “_game“. For example:

You can also see a key called “_cmdline” there. That’s for passing extra commands to Quake when running it.
The menus inside the editor dynamically adapt to whatever mod you’ve chosen. You can have standard Quake maps loaded alongside Quoth maps alongside Team Fortress maps. It all works seamlessly! You can even change the mod name in the middle of an editing session and the editor will adapt correctly. Entities that aren’t supported in the current mod will turn into black boxes but will retain their class names. If you switch back to the old mod, they will jump back to looking correct again.
Here’s a look at the standard entity create menu:

And here’s that same menu when you’ve told the editor you’re using Quoth:

I’m pretty happy with this set up!
Just 2 tasks left until I can feel good about letting beta testers at ToeTag. One is small and one may consume a good chunk of a day. Getting close! In closing, here are some Quoth editing shots:










