Autocad 2006 -
However, it was not perfect. The learning curve for creating new Dynamic Blocks was steep, requiring a deep understanding of parameters and actions that felt more like programming than drawing. Furthermore, users transitioning from AutoCAD 2000 often found the new "Dashboard" (an early, short-lived tabbed interface) intrusive and turned it off immediately. For many firms, AutoCAD 2006 was the last version they purchased before switching to subscription models. Consequently, cracked or legacy copies of 2006 lingered on shop floor computers and home office machines well into the 2010s. It represents the end of an era: the last great release of AutoCAD as a pure, perpetual-license drafting tool, before the heavy integration of 3D, rendering, and cloud collaboration took over.
In the pantheon of Autodesk history, is the draftsman's version—refined, responsive, and revolutionary for 2D productivity. AutoCAD 2006
Released in 2005, AutoCAD 2006 arrived at a pivotal moment in the history of computer-aided design. Sandwiched between the mature stability of the Windows XP era and the impending rise of Building Information Modeling (BIM), this version is often remembered by long-time users as the "peak of pure 2D drafting." It did not revolutionize the software's core geometry, but it fundamentally changed how users interacted with it. The Dynamic Duo: Blocks and Input The headline feature of AutoCAD 2006 was Dynamic Blocks . Before this version, if you needed a door to swing at different angles or a bolt of a different length, you had to create separate block definitions or explode and redraw. Dynamic Blocks changed the game. For the first time, a single block could contain multiple configurations, grips, and visibility states. A single "Window" block could now instantly transform from a double-hung to a casement, or change its width by dragging a handle. This reduced library sizes dramatically and streamlined workflow. However, it was not perfect
Graphically, it relied heavily on OpenGL. A good graphics card could accelerate the "Realistic" visual style, though most users still worked happily in the classic "2D Wireframe" mode. Looking back, AutoCAD 2006 is regarded as a "goldilocks" release—not too bloated, not too primitive. It was powerful enough to handle massive civil site plans or mechanical part libraries, yet light enough to run on the Dell laptops of the day. Professional users praised its stability; Service Pack 1 (released in mid-2006) ironed out most memory leaks related to dynamic blocks. For many firms, AutoCAD 2006 was the last

Cool, Good Job!
#2 posted by
kalango on 2020/01/14 15:15:32
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused.
#3 posted by
misc_ftl on 2020/01/15 17:42:39
Does this generate the bunch of QC code necessary to map frames? :D

Not Really
#4 posted by
kalango on 2020/01/17 16:09:41
But thats a good idea. When exporting is done I might add that in eventually.

Exporter Released
#5 posted by
kalango on 2020/02/18 01:52:45
Alright, just in time for the Blender 2.82 export is done. Big thanks to @Khreator for giving a great insight into exporting issues.
List of features:
+ Export support
+ Support for importing/exporting multiple skins
+ Better scaling adjustments, eyeposition follows scale factor
This is still considered an alpha release. But it should be good enough.
For info, roadmap and download you can visit
https://github.com/victorfeitosa/quake-hexen2-mdl-export-import

What Is Ask Myself
#7 posted by
wakey on 2020/03/04 00:36:49
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3?

#7
#8 posted by
chedap on 2020/03/04 03:28:44
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl

Actually
#9 posted by
chedap on 2020/03/04 04:19:34
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl

Niiiice
#10 posted by
wakey on 2020/03/15 18:45:39
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.
What else comes to mind?
#11 posted by
misc_ftl on 2020/03/16 16:21:57
Flags, fire, chains, breaking doors, breaking walls, etc.