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Fixed up gl_notes to reflect some of our changes, removed some stuff that is quite old (Obsidian isn't the only card with multitexture)
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1 changed files with 21 additions and 36 deletions
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@ -1,39 +1,23 @@
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Glquake v0.99, Quake v1.09 release notes
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3dfx owners -- read the 3dfx.txt file.
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On a standard OpenGL system, all you should need to do to run glquake is put
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glquake.exe in your quake directory, and run it from there. DO NOT install
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the opengl32.dll unless you have a 3dfx! Glquake should change the screen
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resolution to 640*480*32k colors and run full screen by default.
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gl_notes.txt for QuakeForge, original copyright by Id Software.
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---------------------------------------------------------------
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If you are running win-95, your desktop must be set to 32k or 64k colors
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before running glquake. NT can switch automatically.
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Theoretically, glquake will run on any compliant OpenGL that supports the
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Theoretically, quake will run on any compliant OpenGL that supports the
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texture objects extensions, but unless it is very powerfull hardware that
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accelerates everything needed, the game play will not be acceptable. If it
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has to go through any software emulation paths, the performance will likely
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by well under one frame per second.
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3dfx has provided an opengl32.dll that implements everything glquake needs,
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but it is not a full opengl implementation. Other opengl applications are
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very unlikely to work with it, so consider it basically a "glquake driver".
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See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
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full screen, but you must still have your desktop set to a 16 bit color mode
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for glquake to start.
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resolution options
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------------------
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We had dynamic resolution changing in glquake for a while, but every single
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opengl driver I tried it on messed up in one way or another, so it is now
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limited to startup time only.
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glquake -window
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quake-glx -window
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This will start glquake in a window on your desktop instead of switching the
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screen to lower resolution and covering everything.
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glquake -width 800 -height 600
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glquake-glx -width 800 -height 600
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Tries to run glquake at the specified resolution. Combined with -window, it
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creates a desktop window that size, otherwise it tries to set a full screen
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resolution.
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@ -41,12 +25,12 @@ resolution.
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You can also specify the resolution of the console independant of the screen
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resolution.
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glquake -conwidth 320
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quake-glx -conwidth 320
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This will specify a console resolution of 320 by 240 (the height is
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automatically determined by the default 4:3 aspect ratio, you can also
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specify the height directly with -conheight).
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In higher resolution modes such as 800x600 and 1024x768, glquake will default
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In higher resolution modes such as 800x600 and 1024x768, quake will default
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to a 640x480 console, since the font becomes small enough at higher
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resolutions to become unreadable. If do you wish to have a higher resolution
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console and status bar, specify it as well, such as:
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@ -69,18 +53,18 @@ higher size, or shrunk down to the next lower. By default, they are filtered
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down to the smaller size, but you can cause it to use the larger size if you
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really want by using:
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glquake +gl_round_down 0
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quake-glx +gl_round_down 0
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This will generally run well on a normal 4 MB 3dfx card, but for other cards
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that have either worse texture management or slower texture swapping speeds,
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there are some additional settings that can drastically lower the amount of
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textures to be managed.
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glquake +gl_picmip 1
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quake-glx +gl_picmip 1
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This causes all textures to have one half the dimensions they otherwise would.
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This makes them blurry, but very small. You can set this to 2 to make the
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textures one quarter the resolution on each axis for REALLY blurry textures.
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glquake +gl_playermip 1
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quake-glx +gl_playermip 1
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This is similar to picmip, but is only used for other players in deathmatch.
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Each player in a deathmatch requires an individual skin texture, so this can
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be a serious problem for texture management. It wouldn't be unreasonable to
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@ -88,24 +72,22 @@ set this to 2 or even 3 if you are playing competatively (and don't care if
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the other guys have smudged skins). If you change this during the game, it
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will take effect as soon as a player changes their skin colors.
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GLQuake also supports the following extensions for faster texture operation:
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Quake also supports the following extensions for faster texture operation:
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GL_SGIS_multitexture
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Multitextures support allows certain hardware to render the world in one
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pass instead of two. GLQuake uses two passes, one for the world textures
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pass instead of two. Quake uses two passes, one for the world textures
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and the second for the lightmaps that are blended on the textures. On some
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hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this
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can be done in one pass. On hardware that supports this, you will get a
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60% to 100% increase in frame rate. Currently, only 3DFX dual TMU cards
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(such as the Obsidian 2220) support this extension, but other hardware will
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soon follow.
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60% to 100% increase in frame rate.
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This extension will be autodetected and used. If for some reason it is not
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working correctly, specify the command line option "-nomtex" to disable it.
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GL_EXT_shared_texture_palette
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GLQuake uses 16bit textures by default but on OpenGL implementations
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that support the GL_EXT_shared_texture_palette extension, GLQuake will use
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Quake uses 16bit textures by default but on OpenGL implementations
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that support the GL_EXT_shared_texture_palette extension, Quake will use
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8bit textures instead. This results in using half the needed texture memory
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of 16bit texture and can improve performance. This is very little difference
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in visual quality due to the fact that the textures are 8bit sources to
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@ -152,6 +134,9 @@ novelty features
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These are some rendering tricks that were easy to do in glquake. They aren't
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very robust, but they are pretty cool to look at.
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r_volfog .0009
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Currently use with wateralpha .3 to try out the fog effect on water
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surfaces. This will eventually lead to volumetric fog, stay tuned.
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r_waterripple 5
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Produces waves in the water surfaces.
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@ -171,9 +156,9 @@ processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
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(the default). Unfortunately, the standard quake maps don't contain any
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visibility information for seeing past water surfaces, so you can't just play
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quake with this turned on. If you just want to see what it looks like, you
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can set "r_novis 1", but that will make things go very slow. When I get a
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chance, I will probably release some maps that have been processed properly
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for this.
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can set "r_novis 1", but that will make things go very slow. You can find
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tools for created properly vis'ed maps that will run quickly with this
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turned on.
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r_mirroralpha
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Has been removed in Quakeforge until has been rewritten, due to poor
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