From a8f828a066773a59fdf646299359d35ae0e845af Mon Sep 17 00:00:00 2001 From: wyatt8740 Date: Mon, 6 Jan 2014 12:02:16 -0500 Subject: Removed accidental upload of copyrighted map files --- WinQuake/kit/README.TXT | 342 ++++++++++++++++++++++++------------------------ 1 file changed, 171 insertions(+), 171 deletions(-) (limited to 'WinQuake/kit/README.TXT') diff --git a/WinQuake/kit/README.TXT b/WinQuake/kit/README.TXT index 5120943..b77c2ff 100644 --- a/WinQuake/kit/README.TXT +++ b/WinQuake/kit/README.TXT @@ -1,171 +1,171 @@ -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. + -- cgit v1.2.3