glqwcl-readme.txt 6.2 KB

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  1. GLQWCL v2.20
  2. 3dfx owners -- read the 3dfx.txt file.
  3. On a standard OpenGL system, all you should need to do to run glqwcl is put
  4. glqwcl.exe in your quake directory, and run it from there. DO NOT install
  5. the opengl32.dll unless you have a 3dfx! Glquake should change the screen
  6. resolution to 640*480*32k colors and run full screen by default.
  7. If you are running win-95, your desktop must be set to 32k or 64k colors
  8. before running glqwcl. NT can switch automatically.
  9. Theoretically, glqwcl will run on any compliant OpenGL that supports the
  10. texture objects extensions, but unless it is very powerfull hardware that
  11. accelerates everything needed, the game play will not be acceptable. If it
  12. has to go through any software emulation paths, the performance will likely
  13. by well under one frame per second.
  14. At this time (march '97), the only standard opengl hardware that can play
  15. glqwcl reasonably is an intergraph realizm, which is a VERY expensive card.
  16. 3dlabs has been improving their performance significantly, but with the
  17. available drivers it still isn't good enough to play. Some of the current
  18. 3dlabs drivers for glint and permedia baords can also crash NT when exiting
  19. from a full screen run, so I don't recommend running glqwcl on 3dlabs
  20. hardware.
  21. 3dfx has provided an opengl32.dll that implements everything glqwcl needs,
  22. but it is not a full opengl implementation. Other opengl applications are
  23. very unlikely to work with it, so consider it basically a "glqwcl driver".
  24. See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
  25. full screen, but you must still have your desktop set to a 16 bit color mode
  26. for glqwcl to start.
  27. resolution options
  28. ------------------
  29. We had dynamic resolution changing in glqwcl for a while, but every single
  30. opengl driver I tried it on messed up in one way or another, so it is now
  31. limited to startup time only.
  32. glqwcl -window
  33. This will start glqwcl in a window on your desktop instead of switching the
  34. screen to lower resolution and covering everything.
  35. glqwcl -width 800 -height 600
  36. Tries to run glqwcl at the specified resolution. Combined with -window, it
  37. creates a desktop window that size, otherwise it tries to set a full screen
  38. resolution.
  39. texture options
  40. ---------------
  41. The amount of textures used in the game can have a large impact on performance.
  42. There are several options that let you trade off visual quality for better
  43. performance.
  44. There is no way to flush already loaded textures, so it is best to change
  45. these options on the command line, or they will only take effect on some of
  46. the textures when you change levels.
  47. OpenGL only allows textures to repeat on power of two boundaries (32, 64,
  48. 128, etc), but software quake had a number of textures that repeated at 24
  49. or 96 pixel boundaries. These need to be either stretched out to the next
  50. higher size, or shrunk down to the next lower. By default, they are filtered
  51. down to the smaller size, but you can cause it to use the larger size if you
  52. really want by using:
  53. glqwcl +gl_round_down 0
  54. This will generally run well on a normal 4 MB 3dfx card, but for other cards
  55. that have either worse texture management or slower texture swapping speeds,
  56. there are some additional settings that can drastically lower the amount of
  57. textures to be managed.
  58. glqwcl +gl_picmip 1
  59. This causes all textures to have one half the dimensions they otherwise would.
  60. This makes them blurry, but very small. You can set this to 2 to make the
  61. textures one quarter the resolution on each axis for REALLY blurry textures.
  62. glqwcl +gl_playermip 1
  63. This is similar to picmip, but is only used for other players in deathmatch.
  64. Each player in a deathmatch requires an individual skin texture, so this can
  65. be a serious problem for texture management. It wouldn't be unreasonable to
  66. set this to 2 or even 3 if you are playing competatively (and don't care if
  67. the other guys have smudged skins). If you change this during the game, it
  68. will take effect as soon as a player changes their skin colors.
  69. run time options
  70. ----------------
  71. At the console, you can set these values to effect drawing.
  72. gl_texturemode GL_NEAREST
  73. Sets texture mapping to point sampled, which may be faster on some GL systems
  74. (not on 3dfx).
  75. gl_texturemode GL_LINEAR_MIPMAP
  76. This is the default texture mode.
  77. gl_texturemode GL_LINEAR_MIPMAP_LINEAR
  78. This is the highest quality texture mapping (trilinear), but only very high
  79. end hardware (intergraph intense 3D / realizm) supports it. Not that big of
  80. a deal, actually.
  81. gl_finish 0
  82. This causes the game to not issue a glFinish() call each frame, which may make
  83. some hardware run faster. If this is cleared, the 3dfx will back up a number
  84. of frames and not be very playable.
  85. gl_flashblend 0
  86. By default, glqwcl just draws a shaded ball around objects that are emiting
  87. light. Clearing this variable will cause it to properly relight the world
  88. like normal quake, but it can be a significant speed hit on some systems.
  89. gl_ztrick 0
  90. Glquake uses a buffering method that avoids clearing the Z buffer, but some
  91. hardware platforms don't like it. If the status bar and console are flashing
  92. every other frame, clear this variable.
  93. gl_keeptjunctions 0
  94. If you clear this, glqwcl will remove colinear vertexes when it reloads the
  95. level. This can give a few percent speedup, but it can leave a couple stray
  96. blinking pixels on the screen.
  97. novelty features
  98. ----------------
  99. These are some rendering tricks that were easy to do in glqwcl. They aren't
  100. very robust, but they are pretty cool to look at.
  101. r_shadows 1
  102. This causes every object to cast a shadow.
  103. r_wateralpha 0.7
  104. This sets the opacity of water textures, so you can see through it in properly
  105. processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
  106. (the default). Unfortunately, the standard quake maps don't contain any
  107. visibility information for seeing past water surfaces, so you can't just play
  108. quake with this turned on. If you just want to see what it looks like, you
  109. can set "r_novis 1", but that will make things go very slow. When I get a
  110. chance, I will probably release some maps that have been processed properly
  111. for this.
  112. r_mirroralpha 0.3
  113. This changes one particular texture (the stained glass texture in the EASY
  114. start hall) into a mirror. The value is the opacity of the mirror surface.