Go to most recent revision | Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
5131 | clevermous | 1 | Glquake v0.99, 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 |