Home | History | Annotate | only in /external/quake/quake/src/WinQuake/kit
Up to higher level directory
NameDateSize
3DFX.TXT15-Nov-20119K
GLQUAKE.EXE15-Nov-2011425.5K
JOYSTICK.TXT15-Nov-20119.5K
OPENGL32.DLL15-Nov-2011139K
README.TXT15-Nov-20117.8K

README.TXT

      1 Glquake v0.97, Quake v1.09 release notes
      2 
      3 3dfx owners -- read the 3dfx.txt file.
      4 
      5 On a standard OpenGL system, all you should need to do to run glquake is put 
      6 glquake.exe in your quake directory, and run it from there.  DO NOT install 
      7 the opengl32.dll unless you have a 3dfx!  Glquake should change the screen 
      8 resolution to 640*480*32k colors and run full screen by default.
      9 
     10 If you are running win-95, your desktop must be set to 32k or 64k colors 
     11 before running glquake.  NT can switch automatically.
     12 
     13 Theoretically, glquake will run on any compliant OpenGL that supports the 
     14 texture objects extensions, but unless it is very powerfull hardware that 
     15 accelerates everything needed, the game play will not be acceptable.  If it 
     16 has to go through any software emulation paths, the performance will likely 
     17 by well under one frame per second.
     18 
     19 3dfx has provided an opengl32.dll that implements everything glquake needs, 
     20 but it is not a full opengl implementation.  Other opengl applications are 
     21 very unlikely to work with it, so consider it basically a "glquake driver".  
     22 See the encluded 3dfx.txt for specific instalation notes.  3dfx can only run 
     23 full screen, but you must still have your desktop set to a 16 bit color mode 
     24 for glquake to start.
     25 
     26 resolution options
     27 ------------------
     28 We had dynamic resolution changing in glquake for a while, but every single 
     29 opengl driver I tried it on messed up in one way or another, so it is now 
     30 limited to startup time only.
     31 
     32 glquake -window
     33 This will start glquake in a window on your desktop instead of switching the 
     34 screen to lower resolution and covering everything.
     35 
     36 glquake -width 800 -height 600
     37 Tries to run glquake at the specified resolution.  Combined with -window, it 
     38 creates a desktop window that size, otherwise it tries to set a full screen 
     39 resolution.
     40 
     41 You can also specify the resolution of the console independant of the screen
     42 resolution.
     43 
     44 glquake -conwidth 320
     45 This will specify a console resolution of 320 by 240 (the height is
     46 automatically determined by the default 4:3 aspect ratio, you can also
     47 specify the height directly with -conheight).
     48 
     49 In higher resolution modes such as 800x600 and 1024x768, glquake will default
     50 to a 640x480 console, since the font becomes small enough at higher 
     51 resolutions to become unreadable.  If do you wish to have a higher resolution
     52 console and status bar, specify it as well, such as:
     53 glquake -width 800 -height 600 -conwidth 800
     54 
     55 texture options
     56 ---------------
     57 The amount of textures used in the game can have a large impact on performance.  
     58 There are several options that let you trade off visual quality for better 
     59 performance.
     60 
     61 There is no way to flush already loaded textures, so it is best to change 
     62 these options on the command line, or they will only take effect on some of 
     63 the textures when you change levels.
     64 
     65 OpenGL only allows textures to repeat on power of two boundaries (32, 64, 
     66 128, etc), but software quake had a number of textures that repeated at 24 
     67 or 96 pixel boundaries.  These need to be either stretched out to the next 
     68 higher size, or shrunk down to the next lower.  By default, they are filtered 
     69 down to the smaller size, but you can cause it to use the larger size if you 
     70 really want by using: 
     71 
     72 glquake +gl_round_down 0
     73 This will generally run well on a normal 4 MB 3dfx card, but for other cards 
     74 that have either worse texture management or slower texture swapping speeds, 
     75 there are some additional settings that can drastically lower the amount of 
     76 textures to be managed.
     77 
     78 glquake +gl_picmip 1
     79 This causes all textures to have one half the dimensions they otherwise would.  
     80 This makes them blurry, but very small.  You can set this to 2 to make the 
     81 textures one quarter the resolution on each axis for REALLY blurry textures.
     82 
     83 glquake +gl_playermip 1
     84 This is similar to picmip, but is only used for other players in deathmatch.  
     85 Each player in a deathmatch requires an individual skin texture, so this can 
     86 be a serious problem for texture management.  It wouldn't be unreasonable to 
     87 set this to 2 or even 3 if you are playing competatively (and don't care if 
     88 the other guys have smudged skins).  If you change this during the game, it 
     89 will take effect as soon as a player changes their skin colors.
     90 
     91 GLQuake also supports the following extensions for faster texture operation:
     92 
     93 GL_SGIS_multitexture
     94 Multitextures support allows certain hardware to render the world in one
     95 pass instead of two.  GLQuake uses two passes, one for the world textures
     96 and the second for the lightmaps that are blended on the textures.  On some
     97 hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this
     98 can be done in one pass.  On hardware that supports this, you will get a
     99 60% to 100% increase in frame rate.  Currently, only 3DFX dual TMU cards
    100 (such as the Obsidian 2220) support this extension, but other hardware will
    101 soon follow.
    102 
    103 This extension will be autodetected and used.  If for some reason it is not
    104 working correctly, specify the command line option "-nomtex" to disable it.
    105 
    106 GL_EXT_shared_texture_palette
    107 GLQuake uses 16bit textures by default but on OpenGL implementations 
    108 that support the GL_EXT_shared_texture_palette extension, GLQuake will use
    109 8bit textures instead.  This results in using half the needed texture memory
    110 of 16bit texture and can improve performance.  This is very little difference
    111 in visual quality due to the fact that the textures are 8bit sources to
    112 begin with.
    113 
    114 run time options
    115 ----------------
    116 At the console, you can set these values to effect drawing.
    117 
    118 gl_texturemode GL_NEAREST
    119 Sets texture mapping to point sampled, which may be faster on some GL systems 
    120 (not on 3dfx).
    121 
    122 gl_texturemode GL_LINEAR_MIPMAP
    123 This is the default texture mode.
    124 
    125 gl_texturemode GL_LINEAR_MIPMAP_LINEAR
    126 This is the highest quality texture mapping (trilinear), but only very high 
    127 end hardware (intergraph intense 3D / realizm) supports it.  Not that big of 
    128 a deal, actually.
    129 
    130 gl_finish 0
    131 This causes the game to not issue a glFinish() call each frame, which may make 
    132 some hardware run faster.  If this is cleared, the 3dfx will back up a number 
    133 of frames and not be very playable.
    134 
    135 gl_flashblend 0
    136 By default, glquake just draws a shaded ball around objects that are emiting 
    137 light.  Clearing this variable will cause it to properly relight the world 
    138 like normal quake, but it can be a significant speed hit on some systems.
    139 
    140 gl_ztrick 0
    141 Glquake uses a buffering method that avoids clearing the Z buffer, but some 
    142 hardware platforms don't like it.  If the status bar and console are flashing 
    143 every other frame, clear this variable.
    144 
    145 gl_keeptjunctions 0
    146 If you clear this, glquake will remove colinear vertexes when it reloads the 
    147 level.  This can give a few percent speedup, but it can leave a couple stray 
    148 blinking pixels on the screen.
    149 
    150 novelty features
    151 ----------------
    152 These are some rendering tricks that were easy to do in glquake.  They aren't 
    153 very robust, but they are pretty cool to look at.
    154 
    155 r_shadows 1
    156 This causes every object to cast a shadow.
    157 
    158 r_wateralpha 0.7
    159 This sets the opacity of water textures, so you can see through it in properly 
    160 processed maps.  0.3 is very faint, almost like fog.  1 is completely solid 
    161 (the default).  Unfortunately, the standard quake maps don't contain any 
    162 visibility information for seeing past water surfaces, so you can't just play 
    163 quake with this turned on.  If you just want to see what it looks like, you 
    164 can set "r_novis 1", but that will make things go very slow.  When I get a 
    165 chance, I will probably release some maps that have been processed properly 
    166 for this.
    167 
    168 r_mirroralpha 0.3
    169 This changes one particular texture (the stained glass texture in the EASY 
    170 start hall) into a mirror.  The value is the opacity of the mirror surface.
    171 
    172