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- Glquake v0.99, 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.
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