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authorwyatt8740 <wyatt8740@yahoo.com>2014-01-06 12:02:16 -0500
committerwyatt8740 <wyatt8740@yahoo.com>2014-01-06 12:02:16 -0500
commita8f828a066773a59fdf646299359d35ae0e845af (patch)
tree86123409fc6f231cf4136e81159b63cb1e9ec102 /WinQuake/kit/README.TXT
parentb2951690415054ae8705c07f8df7a4ba7cde382a (diff)
downloadquake-pum-a8f828a066773a59fdf646299359d35ae0e845af.tar.gz
Removed accidental upload of copyrighted map files
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-Glquake v0.97, Quake v1.09 release notes
-
-3dfx owners -- read the 3dfx.txt file.
-
-On a standard OpenGL system, all you should need to do to run glquake is put
-glquake.exe in your quake directory, and run it from there. DO NOT install
-the opengl32.dll unless you have a 3dfx! Glquake should change the screen
-resolution to 640*480*32k colors and run full screen by default.
-
-If you are running win-95, your desktop must be set to 32k or 64k colors
-before running glquake. NT can switch automatically.
-
-Theoretically, glquake will run on any compliant OpenGL that supports the
-texture objects extensions, but unless it is very powerfull hardware that
-accelerates everything needed, the game play will not be acceptable. If it
-has to go through any software emulation paths, the performance will likely
-by well under one frame per second.
-
-3dfx has provided an opengl32.dll that implements everything glquake needs,
-but it is not a full opengl implementation. Other opengl applications are
-very unlikely to work with it, so consider it basically a "glquake driver".
-See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
-full screen, but you must still have your desktop set to a 16 bit color mode
-for glquake to start.
-
-resolution options
-------------------
-We had dynamic resolution changing in glquake for a while, but every single
-opengl driver I tried it on messed up in one way or another, so it is now
-limited to startup time only.
-
-glquake -window
-This will start glquake in a window on your desktop instead of switching the
-screen to lower resolution and covering everything.
-
-glquake -width 800 -height 600
-Tries to run glquake at the specified resolution. Combined with -window, it
-creates a desktop window that size, otherwise it tries to set a full screen
-resolution.
-
-You can also specify the resolution of the console independant of the screen
-resolution.
-
-glquake -conwidth 320
-This will specify a console resolution of 320 by 240 (the height is
-automatically determined by the default 4:3 aspect ratio, you can also
-specify the height directly with -conheight).
-
-In higher resolution modes such as 800x600 and 1024x768, glquake will default
-to a 640x480 console, since the font becomes small enough at higher
-resolutions to become unreadable. If do you wish to have a higher resolution
-console and status bar, specify it as well, such as:
-glquake -width 800 -height 600 -conwidth 800
-
-texture options
----------------
-The amount of textures used in the game can have a large impact on performance.
-There are several options that let you trade off visual quality for better
-performance.
-
-There is no way to flush already loaded textures, so it is best to change
-these options on the command line, or they will only take effect on some of
-the textures when you change levels.
-
-OpenGL only allows textures to repeat on power of two boundaries (32, 64,
-128, etc), but software quake had a number of textures that repeated at 24
-or 96 pixel boundaries. These need to be either stretched out to the next
-higher size, or shrunk down to the next lower. By default, they are filtered
-down to the smaller size, but you can cause it to use the larger size if you
-really want by using:
-
-glquake +gl_round_down 0
-This will generally run well on a normal 4 MB 3dfx card, but for other cards
-that have either worse texture management or slower texture swapping speeds,
-there are some additional settings that can drastically lower the amount of
-textures to be managed.
-
-glquake +gl_picmip 1
-This causes all textures to have one half the dimensions they otherwise would.
-This makes them blurry, but very small. You can set this to 2 to make the
-textures one quarter the resolution on each axis for REALLY blurry textures.
-
-glquake +gl_playermip 1
-This is similar to picmip, but is only used for other players in deathmatch.
-Each player in a deathmatch requires an individual skin texture, so this can
-be a serious problem for texture management. It wouldn't be unreasonable to
-set this to 2 or even 3 if you are playing competatively (and don't care if
-the other guys have smudged skins). If you change this during the game, it
-will take effect as soon as a player changes their skin colors.
-
-GLQuake also supports the following extensions for faster texture operation:
-
-GL_SGIS_multitexture
-Multitextures support allows certain hardware to render the world in one
-pass instead of two. GLQuake uses two passes, one for the world textures
-and the second for the lightmaps that are blended on the textures. On some
-hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this
-can be done in one pass. On hardware that supports this, you will get a
-60% to 100% increase in frame rate. Currently, only 3DFX dual TMU cards
-(such as the Obsidian 2220) support this extension, but other hardware will
-soon follow.
-
-This extension will be autodetected and used. If for some reason it is not
-working correctly, specify the command line option "-nomtex" to disable it.
-
-GL_EXT_shared_texture_palette
-GLQuake uses 16bit textures by default but on OpenGL implementations
-that support the GL_EXT_shared_texture_palette extension, GLQuake will use
-8bit textures instead. This results in using half the needed texture memory
-of 16bit texture and can improve performance. This is very little difference
-in visual quality due to the fact that the textures are 8bit sources to
-begin with.
-
-run time options
-----------------
-At the console, you can set these values to effect drawing.
-
-gl_texturemode GL_NEAREST
-Sets texture mapping to point sampled, which may be faster on some GL systems
-(not on 3dfx).
-
-gl_texturemode GL_LINEAR_MIPMAP
-This is the default texture mode.
-
-gl_texturemode GL_LINEAR_MIPMAP_LINEAR
-This is the highest quality texture mapping (trilinear), but only very high
-end hardware (intergraph intense 3D / realizm) supports it. Not that big of
-a deal, actually.
-
-gl_finish 0
-This causes the game to not issue a glFinish() call each frame, which may make
-some hardware run faster. If this is cleared, the 3dfx will back up a number
-of frames and not be very playable.
-
-gl_flashblend 0
-By default, glquake just draws a shaded ball around objects that are emiting
-light. Clearing this variable will cause it to properly relight the world
-like normal quake, but it can be a significant speed hit on some systems.
-
-gl_ztrick 0
-Glquake uses a buffering method that avoids clearing the Z buffer, but some
-hardware platforms don't like it. If the status bar and console are flashing
-every other frame, clear this variable.
-
-gl_keeptjunctions 0
-If you clear this, glquake will remove colinear vertexes when it reloads the
-level. This can give a few percent speedup, but it can leave a couple stray
-blinking pixels on the screen.
-
-novelty features
-----------------
-These are some rendering tricks that were easy to do in glquake. They aren't
-very robust, but they are pretty cool to look at.
-
-r_shadows 1
-This causes every object to cast a shadow.
-
-r_wateralpha 0.7
-This sets the opacity of water textures, so you can see through it in properly
-processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
-(the default). Unfortunately, the standard quake maps don't contain any
-visibility information for seeing past water surfaces, so you can't just play
-quake with this turned on. If you just want to see what it looks like, you
-can set "r_novis 1", but that will make things go very slow. When I get a
-chance, I will probably release some maps that have been processed properly
-for this.
-
-r_mirroralpha 0.3
-This changes one particular texture (the stained glass texture in the EASY
-start hall) into a mirror. The value is the opacity of the mirror surface.
-
+Glquake v0.97, Quake v1.09 release notes
+
+3dfx owners -- read the 3dfx.txt file.
+
+On a standard OpenGL system, all you should need to do to run glquake is put
+glquake.exe in your quake directory, and run it from there. DO NOT install
+the opengl32.dll unless you have a 3dfx! Glquake should change the screen
+resolution to 640*480*32k colors and run full screen by default.
+
+If you are running win-95, your desktop must be set to 32k or 64k colors
+before running glquake. NT can switch automatically.
+
+Theoretically, glquake will run on any compliant OpenGL that supports the
+texture objects extensions, but unless it is very powerfull hardware that
+accelerates everything needed, the game play will not be acceptable. If it
+has to go through any software emulation paths, the performance will likely
+by well under one frame per second.
+
+3dfx has provided an opengl32.dll that implements everything glquake needs,
+but it is not a full opengl implementation. Other opengl applications are
+very unlikely to work with it, so consider it basically a "glquake driver".
+See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
+full screen, but you must still have your desktop set to a 16 bit color mode
+for glquake to start.
+
+resolution options
+------------------
+We had dynamic resolution changing in glquake for a while, but every single
+opengl driver I tried it on messed up in one way or another, so it is now
+limited to startup time only.
+
+glquake -window
+This will start glquake in a window on your desktop instead of switching the
+screen to lower resolution and covering everything.
+
+glquake -width 800 -height 600
+Tries to run glquake at the specified resolution. Combined with -window, it
+creates a desktop window that size, otherwise it tries to set a full screen
+resolution.
+
+You can also specify the resolution of the console independant of the screen
+resolution.
+
+glquake -conwidth 320
+This will specify a console resolution of 320 by 240 (the height is
+automatically determined by the default 4:3 aspect ratio, you can also
+specify the height directly with -conheight).
+
+In higher resolution modes such as 800x600 and 1024x768, glquake will default
+to a 640x480 console, since the font becomes small enough at higher
+resolutions to become unreadable. If do you wish to have a higher resolution
+console and status bar, specify it as well, such as:
+glquake -width 800 -height 600 -conwidth 800
+
+texture options
+---------------
+The amount of textures used in the game can have a large impact on performance.
+There are several options that let you trade off visual quality for better
+performance.
+
+There is no way to flush already loaded textures, so it is best to change
+these options on the command line, or they will only take effect on some of
+the textures when you change levels.
+
+OpenGL only allows textures to repeat on power of two boundaries (32, 64,
+128, etc), but software quake had a number of textures that repeated at 24
+or 96 pixel boundaries. These need to be either stretched out to the next
+higher size, or shrunk down to the next lower. By default, they are filtered
+down to the smaller size, but you can cause it to use the larger size if you
+really want by using:
+
+glquake +gl_round_down 0
+This will generally run well on a normal 4 MB 3dfx card, but for other cards
+that have either worse texture management or slower texture swapping speeds,
+there are some additional settings that can drastically lower the amount of
+textures to be managed.
+
+glquake +gl_picmip 1
+This causes all textures to have one half the dimensions they otherwise would.
+This makes them blurry, but very small. You can set this to 2 to make the
+textures one quarter the resolution on each axis for REALLY blurry textures.
+
+glquake +gl_playermip 1
+This is similar to picmip, but is only used for other players in deathmatch.
+Each player in a deathmatch requires an individual skin texture, so this can
+be a serious problem for texture management. It wouldn't be unreasonable to
+set this to 2 or even 3 if you are playing competatively (and don't care if
+the other guys have smudged skins). If you change this during the game, it
+will take effect as soon as a player changes their skin colors.
+
+GLQuake also supports the following extensions for faster texture operation:
+
+GL_SGIS_multitexture
+Multitextures support allows certain hardware to render the world in one
+pass instead of two. GLQuake uses two passes, one for the world textures
+and the second for the lightmaps that are blended on the textures. On some
+hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this
+can be done in one pass. On hardware that supports this, you will get a
+60% to 100% increase in frame rate. Currently, only 3DFX dual TMU cards
+(such as the Obsidian 2220) support this extension, but other hardware will
+soon follow.
+
+This extension will be autodetected and used. If for some reason it is not
+working correctly, specify the command line option "-nomtex" to disable it.
+
+GL_EXT_shared_texture_palette
+GLQuake uses 16bit textures by default but on OpenGL implementations
+that support the GL_EXT_shared_texture_palette extension, GLQuake will use
+8bit textures instead. This results in using half the needed texture memory
+of 16bit texture and can improve performance. This is very little difference
+in visual quality due to the fact that the textures are 8bit sources to
+begin with.
+
+run time options
+----------------
+At the console, you can set these values to effect drawing.
+
+gl_texturemode GL_NEAREST
+Sets texture mapping to point sampled, which may be faster on some GL systems
+(not on 3dfx).
+
+gl_texturemode GL_LINEAR_MIPMAP
+This is the default texture mode.
+
+gl_texturemode GL_LINEAR_MIPMAP_LINEAR
+This is the highest quality texture mapping (trilinear), but only very high
+end hardware (intergraph intense 3D / realizm) supports it. Not that big of
+a deal, actually.
+
+gl_finish 0
+This causes the game to not issue a glFinish() call each frame, which may make
+some hardware run faster. If this is cleared, the 3dfx will back up a number
+of frames and not be very playable.
+
+gl_flashblend 0
+By default, glquake just draws a shaded ball around objects that are emiting
+light. Clearing this variable will cause it to properly relight the world
+like normal quake, but it can be a significant speed hit on some systems.
+
+gl_ztrick 0
+Glquake uses a buffering method that avoids clearing the Z buffer, but some
+hardware platforms don't like it. If the status bar and console are flashing
+every other frame, clear this variable.
+
+gl_keeptjunctions 0
+If you clear this, glquake will remove colinear vertexes when it reloads the
+level. This can give a few percent speedup, but it can leave a couple stray
+blinking pixels on the screen.
+
+novelty features
+----------------
+These are some rendering tricks that were easy to do in glquake. They aren't
+very robust, but they are pretty cool to look at.
+
+r_shadows 1
+This causes every object to cast a shadow.
+
+r_wateralpha 0.7
+This sets the opacity of water textures, so you can see through it in properly
+processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
+(the default). Unfortunately, the standard quake maps don't contain any
+visibility information for seeing past water surfaces, so you can't just play
+quake with this turned on. If you just want to see what it looks like, you
+can set "r_novis 1", but that will make things go very slow. When I get a
+chance, I will probably release some maps that have been processed properly
+for this.
+
+r_mirroralpha 0.3
+This changes one particular texture (the stained glass texture in the EASY
+start hall) into a mirror. The value is the opacity of the mirror surface.
+