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1.1 ! root 1: GLQWCL v2.20 ! 2: ! 3: 3dfx owners -- read the 3dfx.txt file. ! 4: ! 5: On a standard OpenGL system, all you should need to do to run glqwcl is put ! 6: glqwcl.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 glqwcl. NT can switch automatically. ! 12: ! 13: Theoretically, glqwcl 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: At this time (march '97), the only standard opengl hardware that can play ! 20: glqwcl reasonably is an intergraph realizm, which is a VERY expensive card. ! 21: 3dlabs has been improving their performance significantly, but with the ! 22: available drivers it still isn't good enough to play. Some of the current ! 23: 3dlabs drivers for glint and permedia baords can also crash NT when exiting ! 24: from a full screen run, so I don't recommend running glqwcl on 3dlabs ! 25: hardware. ! 26: ! 27: 3dfx has provided an opengl32.dll that implements everything glqwcl needs, ! 28: but it is not a full opengl implementation. Other opengl applications are ! 29: very unlikely to work with it, so consider it basically a "glqwcl driver". ! 30: See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run ! 31: full screen, but you must still have your desktop set to a 16 bit color mode ! 32: for glqwcl to start. ! 33: ! 34: resolution options ! 35: ------------------ ! 36: We had dynamic resolution changing in glqwcl for a while, but every single ! 37: opengl driver I tried it on messed up in one way or another, so it is now ! 38: limited to startup time only. ! 39: ! 40: glqwcl -window ! 41: This will start glqwcl in a window on your desktop instead of switching the ! 42: screen to lower resolution and covering everything. ! 43: ! 44: glqwcl -width 800 -height 600 ! 45: Tries to run glqwcl at the specified resolution. Combined with -window, it ! 46: creates a desktop window that size, otherwise it tries to set a full screen ! 47: resolution. ! 48: ! 49: texture options ! 50: --------------- ! 51: The amount of textures used in the game can have a large impact on performance. ! 52: There are several options that let you trade off visual quality for better ! 53: performance. ! 54: ! 55: There is no way to flush already loaded textures, so it is best to change ! 56: these options on the command line, or they will only take effect on some of ! 57: the textures when you change levels. ! 58: ! 59: OpenGL only allows textures to repeat on power of two boundaries (32, 64, ! 60: 128, etc), but software quake had a number of textures that repeated at 24 ! 61: or 96 pixel boundaries. These need to be either stretched out to the next ! 62: higher size, or shrunk down to the next lower. By default, they are filtered ! 63: down to the smaller size, but you can cause it to use the larger size if you ! 64: really want by using: ! 65: ! 66: glqwcl +gl_round_down 0 ! 67: This will generally run well on a normal 4 MB 3dfx card, but for other cards ! 68: that have either worse texture management or slower texture swapping speeds, ! 69: there are some additional settings that can drastically lower the amount of ! 70: textures to be managed. ! 71: ! 72: glqwcl +gl_picmip 1 ! 73: This causes all textures to have one half the dimensions they otherwise would. ! 74: This makes them blurry, but very small. You can set this to 2 to make the ! 75: textures one quarter the resolution on each axis for REALLY blurry textures. ! 76: ! 77: glqwcl +gl_playermip 1 ! 78: This is similar to picmip, but is only used for other players in deathmatch. ! 79: Each player in a deathmatch requires an individual skin texture, so this can ! 80: be a serious problem for texture management. It wouldn't be unreasonable to ! 81: set this to 2 or even 3 if you are playing competatively (and don't care if ! 82: the other guys have smudged skins). If you change this during the game, it ! 83: will take effect as soon as a player changes their skin colors. ! 84: ! 85: run time options ! 86: ---------------- ! 87: At the console, you can set these values to effect drawing. ! 88: ! 89: gl_texturemode GL_NEAREST ! 90: Sets texture mapping to point sampled, which may be faster on some GL systems ! 91: (not on 3dfx). ! 92: ! 93: gl_texturemode GL_LINEAR_MIPMAP ! 94: This is the default texture mode. ! 95: ! 96: gl_texturemode GL_LINEAR_MIPMAP_LINEAR ! 97: This is the highest quality texture mapping (trilinear), but only very high ! 98: end hardware (intergraph intense 3D / realizm) supports it. Not that big of ! 99: a deal, actually. ! 100: ! 101: gl_finish 0 ! 102: This causes the game to not issue a glFinish() call each frame, which may make ! 103: some hardware run faster. If this is cleared, the 3dfx will back up a number ! 104: of frames and not be very playable. ! 105: ! 106: gl_flashblend 0 ! 107: By default, glqwcl just draws a shaded ball around objects that are emiting ! 108: light. Clearing this variable will cause it to properly relight the world ! 109: like normal quake, but it can be a significant speed hit on some systems. ! 110: ! 111: gl_ztrick 0 ! 112: Glquake uses a buffering method that avoids clearing the Z buffer, but some ! 113: hardware platforms don't like it. If the status bar and console are flashing ! 114: every other frame, clear this variable. ! 115: ! 116: gl_keeptjunctions 0 ! 117: If you clear this, glqwcl will remove colinear vertexes when it reloads the ! 118: level. This can give a few percent speedup, but it can leave a couple stray ! 119: blinking pixels on the screen. ! 120: ! 121: novelty features ! 122: ---------------- ! 123: These are some rendering tricks that were easy to do in glqwcl. They aren't ! 124: very robust, but they are pretty cool to look at. ! 125: ! 126: r_shadows 1 ! 127: This causes every object to cast a shadow. ! 128: ! 129: r_wateralpha 0.7 ! 130: This sets the opacity of water textures, so you can see through it in properly ! 131: processed maps. 0.3 is very faint, almost like fog. 1 is completely solid ! 132: (the default). Unfortunately, the standard quake maps don't contain any ! 133: visibility information for seeing past water surfaces, so you can't just play ! 134: quake with this turned on. If you just want to see what it looks like, you ! 135: can set "r_novis 1", but that will make things go very slow. When I get a ! 136: chance, I will probably release some maps that have been processed properly ! 137: for this. ! 138: ! 139: r_mirroralpha 0.3 ! 140: This changes one particular texture (the stained glass texture in the EASY ! 141: start hall) into a mirror. The value is the opacity of the mirror surface. ! 142: ! 143: ! 144:
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