mirror of
https://github.com/Q3Rally-Team/q3rally.git
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3b4f4cdfa9
Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
606 lines
25 KiB
Text
606 lines
25 KiB
Text
Rend2
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<insert ascii art here>
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Rend2 is an alternate renderer for ioquake3. It aims to implement modern
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features and technologies into the id tech 3 engine, but without sacrificing
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compatibility with existing Quake 3 mods.
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-------------------------------------------------------------------------------
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FEATURES
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-------------------------------------------------------------------------------
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- Compatible with most vanilla Quake 3 mods.
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- HDR Rendering, and support for HDR lightmaps
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- Tone mapping and auto-exposure.
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- Cascaded shadow maps.
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- Multisample anti-aliasing.
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- Texture upsampling.
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- Advanced materials support.
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- Advanced shading and specular methods.
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- sRGB support.
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- LATC and BPTC texture compression support.
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- Screen-space ambient occlusion.
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-------------------------------------------------------------------------------
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COMPILATION
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-------------------------------------------------------------------------------
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For *nix/MinGW:
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1. Download an appropriate version of the ioq3 source code. For version 32 of
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Rend2, r2328 should do, though the latest may work as well. For
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details on how to do this, see http://ioquake3.org/get-it/source-codes/ .
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2. Copy the patch file (for v32, vbos-glsl-31a.diff) into the directory you put
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the ioq3 source code. There should be a README in that directory.
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3. Run 'patch -p0 <vbos-glsl-31a.diff' then 'make'.
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Compiling on different platforms and with different compilers hasn't been
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tested. The MSVC project file should work, but it hasn't been tested.
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-------------------------------------------------------------------------------
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INSTALLATION
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-------------------------------------------------------------------------------
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For *nix:
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1. This should be identical to installing ioq3. Check their README for more
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details.
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For Win32:
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1. Have a Quake 3 install, fully patched.
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2. Copy the following files into Quake 3's install directory:
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ioquake3.x86.exe
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renderer_opengl1_x86.dll
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renderer_rend2_x86.dll
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These can be found in build/release-mingw32-x86 after compiling, or bug
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someone to release binaries.
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-------------------------------------------------------------------------------
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RUNNING
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-------------------------------------------------------------------------------
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1. Start ioquake3. (ioquake3.x86.exe on Win32)
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2. Open the console (default key ~) and type '/cl_renderer rend2; vid_restart'
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3. Enjoy.
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-------------------------------------------------------------------------------
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CVARS
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-------------------------------------------------------------------------------
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Cvars for simple rendering features:
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r_ext_compressed_textures - Automatically compress textures.
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0 - No texture compression. (default)
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1 - DXT/LATC texture compression if
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supported.
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2 - BPTC texture compression if supported.
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r_ext_framebuffer_multisample - Multisample Anti-aliasing.
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0 - None. (default)
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1-16 - Some.
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17+ - Too much!
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r_ssao - Enable screen-space ambient occlusion.
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Currently eats framerate and has some
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visible artifacts.
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0 - No. (default)
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1 - Yes.
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r_softOverbright - Enable software overbrighting. This enables
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overbrighting even in a window. Is disabled
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when r_toneMap 1 and r_hdr 1.
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0 - No.
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1 - Yes. (default)
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Cvars for HDR and tonemapping:
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r_hdr - Do scene rendering in a framebuffer with
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high dynamic range. (Less banding, and
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exposure changes look much better)
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0 - No.
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1 - Yes. (default)
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r_cameraExposure - Cheat. Alter brightness, in powers of two.
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-2 - 4x as dark.
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0 - Normal. (default)
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0.5 - Sqrt(2)x as bright.
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2 - 4x as bright.
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r_postProcess - Enable post-processing.
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0 - No.
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1 - Yes. (default)
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r_toneMap - Enable tone mapping. Requires
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r_hdr and r_postProcess.
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0 - No.
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1 - Yes. (default)
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r_forceToneMap - Cheat. Override built-in and map tonemap
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settings and use cvars r_forceToneMapAvg,
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r_forceToneMapMin, and r_forceToneMapMax.
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0 - No. (default)
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1 - Yes.
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r_forceToneMapAvg - Cheat. Map average scene luminance to this
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value, in powers of two. Requires
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r_forceToneMap.
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-2.0 - Dark.
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-1.0 - Kinda dark. (default).
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2.0 - Too bright.
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r_forceToneMapMin - Cheat. After mapping average, luminance
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below this level is mapped to black.
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Requires r_forceToneMap.
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-5 - Not noticeable.
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-3.25 - Normal. (default)
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0.0 - Too dark.
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r_forceToneMapMin - Cheat. After mapping average, luminance
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above this level is mapped to white.
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Requires r_forceToneMap.
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0.0 - Too bright.
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1.0 - Normal. (default).
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2.0 - Washed out.
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r_autoExposure - Do automatic exposure based on scene
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brightness. Hardcoded to -2 to 2 on maps
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that don't specify otherwise. Requires
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r_hdr, r_postprocess, and r_toneMap.
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0 - No.
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1 - Yes. (default)
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r_forceAutoExposure - Cheat. Override built-in and map auto
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exposure settings and use cvars
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r_forceAutoExposureMin and
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r_forceAutoExposureMax.
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0 - No. (default)
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1 - Yes.
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r_forceAutoExposureMin - Cheat. Set minimum exposure to this value,
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in powers of two. Requires
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r_forceAutoExpsure.
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-3.0 - Dimmer.
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-2.0 - Normal. (default)
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-1.0 - Brighter.
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r_forceAutoExposureMax - Cheat. Set maximum exposure to this value,
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in powers of two. Requires
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r_forceAutoExpsure.
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1.0 - Dimmer.
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2.0 - Normal. (default)
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3.0 - Brighter.
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r_srgb - Treat all input textures as sRGB, and do
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final rendering in a sRGB framebuffer. Only
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required if assets were created with it in
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mind.
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0 - No. (default)
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1 - Yes.
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Cvars for advanced material usage:
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r_normalMapping - Enable normal mapping for materials that
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support it, and also specify advanced
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shading techniques.
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0 - No.
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1 - Yes. (default)
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2 - Yes, and use Oren-Nayar reflectance
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model.
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3 - Yes, and use tri-Ace's Oren-Nayar
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reflectance model.
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r_specularMapping - Enable specular mapping for materials that
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support it, and also specify advanced
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specular techniques.
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0 - No.
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1 - Yes, and use tri-Ace. (default)
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2 - Yes, and use Blinn-Phong.
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3 - Yes, and use Cook-Torrance.
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4 - Yes, and use Torrance-Sparrow.
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r_deluxeMapping - Enable deluxe mapping. (Map is compiled
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with light directions.) Even if the map
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doesn't have deluxe mapping compiled in,
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an approximation based on the lightgrid
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will be used.
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0 - No.
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1 - Yes. (default)
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r_parallaxMapping - Enable parallax mapping for materials that
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support it.
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0 - No. (default)
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1 - Yes.
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Cvars for image interpolation and generation:
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r_imageUpsample - Use interpolation to artifically increase
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the resolution of all textures. Looks good
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in certain circumstances.
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0 - No. (default)
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1 - 2x size.
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2 - 4x size.
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3 - 8x size, etc
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r_imageUpsampleMaxSize - Maximum texture size when upsampling
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textures.
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1024 - Default.
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2048 - Really nice.
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4096 - Really slow.
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8192 - Crash.
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r_imageUpsampleType - Type of interpolation when upsampling
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textures.
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0 - None. (probably broken)
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1 - Bad but fast (default,
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FCBI without second derivatives)
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2 - Okay but slow (normal FCBI)
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r_genNormalMaps - Naively generate normal maps for all
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textures.
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0 - Don't. (default)
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1 - Do.
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Cvars for the sunlight and cascaded shadow maps:
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r_forceSun - Cheat. Force sunlight and shadows, using sun
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position from sky material.
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0 - Don't. (default)
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1 - Do.
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2 - Sunrise, sunset.
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r_forceSunMapLightScale - Cheat. Scale map brightness by this factor
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when r_forceSun 1.
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0.5 - Default
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r_forceSunLightScale - Cheat. Scale sun brightness by this factor
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when r_forceSun 1.
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0.5 - Default
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r_forceSunAmbientScale - Cheat. Scale sun ambient brightness by this
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factor when r_forceSun 1.
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0.2 - Default
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r_sunShadows - Enable sunlight and cascaded shadow maps for
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it on maps that support it.
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0 - No.
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1 - Yes. (default)
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r_shadowFilter - Enable filtering shadows for a smoother
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look.
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0 - No.
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1 - Some. (default)
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2 - Much.
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r_shadowMapSize - Size of each cascaded shadow map.
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256 - 256x256, ugly, probably shouldn't
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go below this.
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512 - 512x512, passable.
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1024 - 1024x1024, good. (default)
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2048 - 2048x2048, extreme.
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4096 - 4096x4096, indistinguishable from
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2048.
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Cvars that you probably don't care about or shouldn't mess with:
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r_mergeMultidraws - Optimize number of calls to
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glMultiDrawElements().
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0 - Don't.
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1 - Do some. (default)
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2 - Do more than necessary (eats CPU).
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r_mergeLeafSurfaces - Merge surfaces that share common materials
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and a common leaf. Speeds up rendering.
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0 - Don't.
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1 - Do. (default)
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r_recalcMD3Normals - Recalculate the normals when loading an MD3.
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Fixes normal maps in some cases but looks
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ugly in others.
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0 - Don't. (default)
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1 - Do.
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r_depthPrepass - Do a depth-only pass before rendering.
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Speeds up rendering in cases where advanced
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features are used. Required for
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r_sunShadows.
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0 - No.
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1 - Yes. (default)
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r_normalAmbient - Split map light into ambient and directed
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portions when doing deluxe mapping. Not
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very useful.
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0 - Don't. (default).
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0.3 - 30% ambient, 70% directed.
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1.0 - 100% ambient.
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r_mergeLightmaps - Merge the small (128x128) lightmaps into
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2 or fewer giant (4096x4096) lightmaps.
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Easy speedup.
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0 - Don't.
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1 - Do. (default)
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r_shadowCascadeZNear - Near plane for shadow cascade frustums.
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4 - Default.
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r_shadowCascadeZFar - Far plane for shadow cascade frustums.
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3072 - Default.
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r_shadowCascadeZBias - Z-bias for shadow cascade frustums.
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-256 - Default.
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Cvars that have broken bits:
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r_dlightMode - Change how dynamic lights look.
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0 - Quake 3 style dlights, fake
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brightening. (default)
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1 - Actual lighting, no shadows.
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2 - Light and shadows. (broken)
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r_pshadowDist - Virtual camera distance when creating shadow
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maps for projected shadows. Deprecated.
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cg_shadows - Old shadow code. Deprecated.
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-------------------------------------------------------------------------------
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MATERIALS
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-------------------------------------------------------------------------------
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Rend2 supports .mtr files, which are basically the same as .shader files, and
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are located in the same place, but override existing .shader files if they
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exist. This is to allow maps and mods to use the new material features without
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breaking the map when using the old renderer.
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Here's an example of a material stored in one, showing off some new features:
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textures/abandon/grass
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{
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qer_editorimage textures/abandon/grass.jpg
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{
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map textures/abandon/grass3_256_d.jpg
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rgbgen identity
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}
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{
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stage normalparallaxmap
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map textures/abandon/grass3_1024_n.png
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}
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{
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stage specularmap
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map textures/abandon/grass3_256_s.png
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specularReflectance 0.12
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specularExponent 16
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}
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{
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map $lightmap
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blendfunc GL_DST_COLOR GL_ZERO
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}
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}
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The first thing to notice is that this is basically the same as old Quake 3
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shader files. The next thing to notice are the new keywords. Here is what
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they mean:
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stage <type>
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- State how this imagemap will be used by Rend2:
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diffuseMap - Standard, same as no stage entry
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normalMap - Image will be used as a normal map
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normalParallaxMap - Image will be used as a normal map with
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alpha treated as height for parallax mapping
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specularMap - Image will be used as a specular map with
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alpha treated as shininess.
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specularReflectance <value>
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- State how metallic this material is. Metals typically have a high
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specular and a low diffuse, so this is typically high for them, and low
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for other materials, such as plastic. For typical values for various
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materials, see http://refractiveindex.info , pick a material, then scroll
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down to the reflection calculator and look up its reflectance. Default
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is 0.04, since most materials aren't metallic.
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specularExponent <value>
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- State how shiny this material is. Note that this is modulated by the
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alpha channel of the specular map, so if it were set to 16, and the alpha
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channel of the specular map was set to 0.5, then the shininess would be
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set to 8. Default 256.
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An important note is that normal and specular maps influence the diffuse map
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declared before them, so materials like this are possible:
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textures/terrain/grass
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{
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qer_editorimage textures/terrain/grass.jpg
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{
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map textures/terrain/rock.jpg
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}
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{
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stage normalparallaxmap
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map textures/terrain/rock_n.png
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}
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{
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stage specularmap
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map textures/terrain/rock_s.jpg
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}
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{
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map textures/terrain/grass.jpg
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blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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alphaGen vertex
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}
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{
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stage normalparallaxmap
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map textures/terrain/grass_n.png
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}
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{
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stage specularmap
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map textures/terrain/grass_s.png
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specularReflectance 0.12
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}
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{
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map $lightmap
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blendfunc GL_DST_COLOR GL_ZERO
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}
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}
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Though note due to the complexity of lighting, dynamic light (including
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sunlight with cascaded shadow maps) currently only works 100% on materials like
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this, where the second diffuse map doesn't have its own alpha, and only
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uses vertex alpha. YMMV.
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Another addition to materials is working normal/specular maps on vertex lit
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surfaces. To enable this, make your material look like this:
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textures/vehicles/car
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{
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qer_editorimage textures/vehicles/car.jpg
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{
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map textures/vehicles/car.jpg
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rgbGen vertexLit
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}
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{
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stage normalparallaxmap
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map textures/vehicles/car_n.jpg
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}
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{
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stage specularmap
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map textures/vehicles/car_s.jpg
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}
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}
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Note the new keyword, 'vertexLit' after rgbGen. This is analogous to
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'rgbGen vertex', except a light direction will be determined from the lightgrid
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and used with the normal and specular maps. 'exactVertexLit' exists as well,
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and is the equivalent for 'exactVertex'.
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-------------------------------------------------------------------------------
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DYNAMIC SUNLIGHT AND CASCADED SHADOW MAPS
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-------------------------------------------------------------------------------
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This adds a new keyword to sky materials, q3gl2_sun. The syntax is:
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q3gl2_sun <red> <green> <blue> <intensity> <degrees> <mapLightScale>
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<ambientLightScale>
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Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
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and the last two indicate scaling factors for the map brightness and an ambient
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light of the same color as the sun.
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There are currently two ways to use this in your own (and other people's) maps.
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1. Create your map as normal and add a 'q3gl2_sun' line after your
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'q3map_sun' line in your sky material, like so:
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textures/skies/bluesky
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{
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qer_editorimage textures/skies/bluesky.jpg
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surfaceparm nomarks
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surfaceparm noimpact
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surfaceparm nolightmap
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surfaceparm sky
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q3map_sunExt 240 238 200 100 195 35 3 16
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q3gl2_sun 240 238 200 50 195 35 3 0.5 0.2
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q3map_skylight 50 16
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q3map_lightimage $whiteimage
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skyparms env/bluesky - -
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}
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The advantages with this method are that your map will continue to work
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with the old renderer with the sunlight baked into the lightmap, and it
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can be used with existing maps without recompilation. The downside is
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artifacts like doubled shadows and uneven shadow edges.
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2. Use 'q3gl2_sun' instead of 'q3map_sun' or 'q3map_sunExt', like so:
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textures/skies/bluesky
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{
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qer_editorimage textures/skies/bluesky.jpg
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surfaceparm nomarks
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surfaceparm noimpact
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surfaceparm nolightmap
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surfaceparm sky
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q3gl2_sun 240 238 200 50 195 35 3 0.5 0.2
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q3map_skylight 50 16
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q3map_lightimage $whiteimage
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skyparms env/bluesky - -
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}
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The advantages with this method are that you don't get the artifacts that
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characterize the other method, and your map compiles a lot faster without
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the sunlight bouncing calculations. The downsides are that your map will
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not display properly with the old renderer, and you lose the bounced light
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that compiling the map with q3map_sun* in it would have.
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-------------------------------------------------------------------------------
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TONE MAPPING AND AUTO EXPOSURE
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-------------------------------------------------------------------------------
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This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is:
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q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax <autoExposureMin>
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<autoExposureMax>
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Each of these settings corresponds to a matching cvar, so you can view and
|
|
adjust the effect before settling on fixed settings.
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|
|
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|
-------------------------------------------------------------------------------
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THANKS
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|
-------------------------------------------------------------------------------
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I'd like to take this part of the readme to thank the numerous people who
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|
contributed thoughts, ideas, and whole swaths of code to this project.
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|
- Id Software, for creating Quake 3 and releasing its source code under a
|
|
GPL license, without which this project would not be possible.
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|
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|
- Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the
|
|
ioquake3 team and contributors, for improving massively upon the raw Quake
|
|
3 source, and accepting my and gimhael's modular renderer patch.
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- Robert 'Tr3B' Beckebans and the other contributors to XReaL, for letting me
|
|
liberally copy code from you. :)
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- Andrew 'Black Monk' Prosnik, Andrei 'Makro' Drexler, Tomi 'T.T.I.' Isoaho,
|
|
Richard 'JBravo' Allen, Walter 'Johnny Rocket' Somol, and the rest of the
|
|
Boomstick Studios, for contributing code, feature requests, and testing.
|
|
|
|
- Yoshiharu Gotanda, Tatsuya Shoji, and the rest of tri-Ace's R&D Department,
|
|
for creating the tri-Ace shading equations and posting their derivations in
|
|
simple English.
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|
- Matthias 'gimhael' Bentrup, for random ideas and bits of code.
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|
- Evan 'megatog615' Goers, for testing, ideas, and bugging me just enough
|
|
that I'd write documentation. :)
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- The folks at #ioquake3, who don't seem to mind when I suddenly drop a
|
|
screenshot and insist on talking about it. :)
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- And lots of various other random people, who posted on forums, blogs, and
|
|
Wikipedia, who helped in small but numerous ways.
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If I missed you in this section, feel free to drop me a line and I'll add you.
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-------------------------------------------------------------------------------
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|
CONTACT
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|
-------------------------------------------------------------------------------
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My name is James Canete, and I wrote most of this readme. Also, a renderer.
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If you wish to get in touch with me, try my GMail at use.less01 (you should be
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able to solve this), or look for SmileTheory in #ioquake3 on irc.freenode.net.
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