Module darkplaces: Change committed

havoc at icculus.org havoc at icculus.org
Fri Feb 6 16:30:29 EST 2004


Commiter   : havoc
CVSROOT    : /cvs/cvsroot/twilight
Module     : darkplaces
Commit time: 2004-02-06 21:30:29 UTC

Log message:

DOS line endings, and now marked binary (I hope)

Modified files:
     darkplaces.txt

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Content-Type: text/plain; name="darkplaces.20040206.213029.havoc.diff"
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Index: darkplaces/darkplaces.txt
diff -u darkplaces/darkplaces.txt:1.2 darkplaces/darkplaces.txt:1.3
--- darkplaces/darkplaces.txt:1.2	Fri Feb  6 13:48:19 2004
+++ darkplaces/darkplaces.txt	Fri Feb  6 16:30:18 2004
@@ -1,126 +1,126 @@
-DarkPlaces engine readme : updated 20040206
-
-About the DarkPlaces glquake engine:
-DarkPlaces engine was started because I was unsatisfied with the other engines
-available soon after the quake source release (which did little more than add
-some flashy effects), and craved modding features for my DarkPlaces mod, and
-wanted some real enhancements to the online gaming experience as well.
-
-DarkPlaces engine is the result, I hope everyone likes it.
-
-I am not very good at writing documentation, so this readme is organized as a
-feature list, with information on each feature, I hope it is still adequate
-documentation.
-
-Questions/comments/bugreports/suggestions?
-Send email to havoc at telefragged.com.
-
-
-
-Supported games:
-Quake : -quake, this is active by default, gamedirs: id1
-Quake: Scourge of Armagon : -hipnotic or hipnotic in executable name or path, gamedirs: hipnotic, id1
-Quake: Dissolution of Eternity : -rogue or rogue in executable name or path, gamedirs: rogue, id1
-Nehahra : -nehahra or nehahra in executable name or path, gamedirs: nehahra, id1
-GoodVsBad2 : -goodvsbad2 or gvb2 in executable name or path, gamedirs: rts
-BattleMech : -battlemech or battlemech in executable name or path, gamedirs: base
-These games are considered officially supported, if any problems are seen,
-please make sure you are running the latest version of the game and engine,
-if you are, please report the problem.
-
-
-
-Future supported games:
-Nexuiz : -nexuiz or nexuiz in executable name or path, gamedirs: data
-Zymotic : -zymotic or zymotic in executable name or path, gamedirs: data
-Fniggium : -fniggium or fniggium in executable name or path, gamedirs: data
-Setheral : -setheral or setheral in executable name or path, gamedirs: data
-SonOfMan : -som or som in executable name or path, gamedirs: data
-These have incomplete support and will likely change before their release.
-
-
-
-Graphics features:
-Redesigned effects including smoke, blood, bubbles and explosions.
-Better looking dynamic lights.
-External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES)
-Realtime bumpmapped lighting/shadowing support (see r_shadow_help in game)
-.rtlights file support (improves performance/appearance of realtime lighting)
-.rtlights file editing (see r_editlights_help in game)
-Alpha blended sprites (instead of glquake's masked sprites).
-Interpolated entity movement and animations (both models and sprites).
-Overbright and fullbright support on walls and models (like winquake).
-Colormapping support on any q1 model (like winquake).
-Fog (set with "fog density red green blue" command)
-Skybox (loadsky "mtnsun_" will load "env/mtnsun_ft.tga" and so on).
-Sky rendering improved (no more glquake distortion).
-Sky polygons obscure geometry just like in winquake.
-Color calibration menu to ensure a proper Quake experience.
-Improved model lighting (directional shading).
-No messy .ms2 model mesh files (no glquake dir anymore either).
-New improved crosshair (team color coded).
-Improved image loading (smoother menus and such).
-Ability to disable particle effects (cl_particles* cvars).
-Decals (cl_decals cvar to enable).
-Stainmaps (cl_stainmap cvar to enable).
-Sorted transparent stuff to render better.
-Improved multitexture support (r_textureunits (1-4 supported), needs gl_combine 1 because of overbright)
-Improved chase cam (chase_active 1 no longer goes into walls)
-More configurable console background (scr_conalpha and scr_conbrightness)
-Optional fullbrights (r_fullbrights 0/1 followed by r_restart)
-Dynamic Farclip (no distance limits in huge maps)
-Improved gl_flashblend (now renders a corona instead of an ugly blob)
-DynamicLight coronas (more realism)
-Transparent statusbar (scr_conalpha) that does not block your view as much.
-No 8bit texture uploads (fixes 'green' walls in the distance).
-Fixed view blends (glquake was quite broken).
-
-Client features:
-Slightly improved aiming on quake servers (does not support proquake aiming).
--sndspeed samplerate (default: 44100, quake used 11025)
-snd_swapstereo cvar (for people with backwards SB16 sound cards)
-Saves video settings to config and restores them properly
-Ability to change video settings during game (video options menu or vid_* cvars)
-showfps cvar.
-Video Options, Color Control, and Effects Options menus added, and more options.
-Sends 20fps network packets to improve modem play instead of one per frame. (sys_ticrate controls network framerate)
-Allow skin colormaps 14 and 15 (freaky :)
-Longer chat messages.
-No more 72fps limit, host_maxfps lets you decide.
-
-Server features: (Note server only supports darkplaces clients)
-More accurate movement and precise aiming.
-64 player support.
-sv_cheats cvar controls cheats (no longer based on deathmatch).
-slowmo cvar controls game speed.
-No crash with the buggy 'teleport train' in shub's pit.
-Allow skin colormaps 14 and 15 (freaky :)
-sys_ticrate applies to listen (client) servers as well as dedicated.
-
-Modding features:
-HalfLife map support (place your HalfLife wads in quake/id1/textures/ or quake/MODDIR/textures/ as the maps need them)
-Larger q1 and hl map size of +-32768 units.
-Colored lighting (.lit support) for q1 maps.
-Q3 map support (no shaders though), with no limits.
-Q2 and Q3 model support, with greatly increased limits (256 skins, 65536 frames, 65536 vertices, 65536 triangles).  (Note: md2 player models are not supported because they have no skin list)
-Optimized QuakeC interpreter so mods run faster.
-Bounds checking QuakeC interpreter so mods can't do naughty things with memory.
-Warnings for many common QuakeC errors.
-Unprecached models are now a warning (does not kill the server anymore).
-External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES).
-Fog ("fog" key in worldspawn, same parameters as fog command).
-.spr32 and halflife .spr sprites supported.  (Use Krimzon's tool to make spr32, and lhfire can render directly to spr32, or just use replacement textures on .spr).
-Skybox ("sky" key in worldspawn, works like loadsky and quake2).
-Stereo wav sounds supported (note music easily uses over 50mb of memory!).
-Ogg Vorbis sounds supported (note music easily uses over 50mb of memory!).
-ATTN_NONE sounds are no longer directional (good for music).
-play2 sound testing command (ATTN_NONE variant of play).
-r_texturestats and memstats and memlist commands to give memory use info.
-Lighting on sprites (put ! anywhere in sprite filename to enable).
-More r_speeds info (now a transparent overlay instead of spewing to console).
-Supports rotating bmodels (use avelocity, and keep in mind the bmodel needs the "origin" key set to rotate, or in q3 maps an origin brush works).
-More sound channels.
-More dynamic lights (32 changed to 256).
-More precached models and sounds (256 changed to 4096).
-Many more features documented in dpextensions.qc. (bullet tracing on models, qc player input, etc)
-
+DarkPlaces engine readme : updated 20040206
+
+About the DarkPlaces glquake engine:
+DarkPlaces engine was started because I was unsatisfied with the other engines
+available soon after the quake source release (which did little more than add
+some flashy effects), and craved modding features for my DarkPlaces mod, and
+wanted some real enhancements to the online gaming experience as well.
+
+DarkPlaces engine is the result, I hope everyone likes it.
+
+I am not very good at writing documentation, so this readme is organized as a
+feature list, with information on each feature, I hope it is still adequate
+documentation.
+
+Questions/comments/bugreports/suggestions?
+Send email to havoc at telefragged.com.
+
+
+
+Supported games:
+Quake : -quake, this is active by default, gamedirs: id1
+Quake: Scourge of Armagon : -hipnotic or hipnotic in executable name or path, gamedirs: hipnotic, id1
+Quake: Dissolution of Eternity : -rogue or rogue in executable name or path, gamedirs: rogue, id1
+Nehahra : -nehahra or nehahra in executable name or path, gamedirs: nehahra, id1
+GoodVsBad2 : -goodvsbad2 or gvb2 in executable name or path, gamedirs: rts
+BattleMech : -battlemech or battlemech in executable name or path, gamedirs: base
+These games are considered officially supported, if any problems are seen,
+please make sure you are running the latest version of the game and engine,
+if you are, please report the problem.
+
+
+
+Future supported games:
+Nexuiz : -nexuiz or nexuiz in executable name or path, gamedirs: data
+Zymotic : -zymotic or zymotic in executable name or path, gamedirs: data
+Fniggium : -fniggium or fniggium in executable name or path, gamedirs: data
+Setheral : -setheral or setheral in executable name or path, gamedirs: data
+SonOfMan : -som or som in executable name or path, gamedirs: data
+These have incomplete support and will likely change before their release.
+
+
+
+Graphics features:
+Redesigned effects including smoke, blood, bubbles and explosions.
+Better looking dynamic lights.
+External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES)
+Realtime bumpmapped lighting/shadowing support (see r_shadow_help in game)
+.rtlights file support (improves performance/appearance of realtime lighting)
+.rtlights file editing (see r_editlights_help in game)
+Alpha blended sprites (instead of glquake's masked sprites).
+Interpolated entity movement and animations (both models and sprites).
+Overbright and fullbright support on walls and models (like winquake).
+Colormapping support on any q1 model (like winquake).
+Fog (set with "fog density red green blue" command)
+Skybox (loadsky "mtnsun_" will load "env/mtnsun_ft.tga" and so on).
+Sky rendering improved (no more glquake distortion).
+Sky polygons obscure geometry just like in winquake.
+Color calibration menu to ensure a proper Quake experience.
+Improved model lighting (directional shading).
+No messy .ms2 model mesh files (no glquake dir anymore either).
+New improved crosshair (team color coded).
+Improved image loading (smoother menus and such).
+Ability to disable particle effects (cl_particles* cvars).
+Decals (cl_decals cvar to enable).
+Stainmaps (cl_stainmap cvar to enable).
+Sorted transparent stuff to render better.
+Improved multitexture support (r_textureunits (1-4 supported), needs gl_combine 1 because of overbright)
+Improved chase cam (chase_active 1 no longer goes into walls)
+More configurable console background (scr_conalpha and scr_conbrightness)
+Optional fullbrights (r_fullbrights 0/1 followed by r_restart)
+Dynamic Farclip (no distance limits in huge maps)
+Improved gl_flashblend (now renders a corona instead of an ugly blob)
+DynamicLight coronas (more realism)
+Transparent statusbar (scr_conalpha) that does not block your view as much.
+No 8bit texture uploads (fixes 'green' walls in the distance).
+Fixed view blends (glquake was quite broken).
+
+Client features:
+Slightly improved aiming on quake servers (does not support proquake aiming).
+-sndspeed samplerate (default: 44100, quake used 11025)
+snd_swapstereo cvar (for people with backwards SB16 sound cards)
+Saves video settings to config and restores them properly
+Ability to change video settings during game (video options menu or vid_* cvars)
+showfps cvar.
+Video Options, Color Control, and Effects Options menus added, and more options.
+Sends 20fps network packets to improve modem play instead of one per frame. (sys_ticrate controls network framerate)
+Allow skin colormaps 14 and 15 (freaky :)
+Longer chat messages.
+No more 72fps limit, host_maxfps lets you decide.
+
+Server features: (Note server only supports darkplaces clients)
+More accurate movement and precise aiming.
+64 player support.
+sv_cheats cvar controls cheats (no longer based on deathmatch).
+slowmo cvar controls game speed.
+No crash with the buggy 'teleport train' in shub's pit.
+Allow skin colormaps 14 and 15 (freaky :)
+sys_ticrate applies to listen (client) servers as well as dedicated.
+
+Modding features:
+HalfLife map support (place your HalfLife wads in quake/id1/textures/ or quake/MODDIR/textures/ as the maps need them)
+Larger q1 and hl map size of +-32768 units.
+Colored lighting (.lit support) for q1 maps.
+Q3 map support (no shaders though), with no limits.
+Q2 and Q3 model support, with greatly increased limits (256 skins, 65536 frames, 65536 vertices, 65536 triangles).  (Note: md2 player models are not supported because they have no skin list)
+Optimized QuakeC interpreter so mods run faster.
+Bounds checking QuakeC interpreter so mods can't do naughty things with memory.
+Warnings for many common QuakeC errors.
+Unprecached models are now a warning (does not kill the server anymore).
+External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES).
+Fog ("fog" key in worldspawn, same parameters as fog command).
+.spr32 and halflife .spr sprites supported.  (Use Krimzon's tool to make spr32, and lhfire can render directly to spr32, or just use replacement textures on .spr).
+Skybox ("sky" key in worldspawn, works like loadsky and quake2).
+Stereo wav sounds supported (note music easily uses over 50mb of memory!).
+Ogg Vorbis sounds supported (note music easily uses over 50mb of memory!).
+ATTN_NONE sounds are no longer directional (good for music).
+play2 sound testing command (ATTN_NONE variant of play).
+r_texturestats and memstats and memlist commands to give memory use info.
+Lighting on sprites (put ! anywhere in sprite filename to enable).
+More r_speeds info (now a transparent overlay instead of spewing to console).
+Supports rotating bmodels (use avelocity, and keep in mind the bmodel needs the "origin" key set to rotate, or in q3 maps an origin brush works).
+More sound channels.
+More dynamic lights (32 changed to 256).
+More precached models and sounds (256 changed to 4096).
+Many more features documented in dpextensions.qc. (bullet tracing on models, qc player input, etc)
+


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