   ////////////////////////
  //	   LucidGL		//
 //	  by Koolio	     //
////////////////////////

note: the TGA's recieved with this file should be placed in the gfx/env folder.

Well, here you have it. My very own GLquake port. This is the Goldcup release of it.
This has the plus that is automatically starts Goldcup without the use of -game parameters.
It also means that you got to place Goldcup in a dir named 'Goldcup' (without the quotes off
course)  in your quake dir.
Here are the features in a quick easy list:

1  - Motion and Animation interpolation
2  - controllable Fog
3  - Skyboxes
4  - Shiny surfaces
5  - Enabling the new EF_Effects 
6  - Enhanced Tab Key Completion
7  - Enhanced console scrolling
8  - Enhanced console editing 
9  - Tab completion of alias commands
10 - Pasting from Windows clipboard
11 - Support for 44100 sound quality
12 - New Menu Options


=================================
1- Motion and Animation interpolation
=================================

controlled by the following  cvars:
r_interpolate_model_animation defaults to 1 
r_interpolate_model_transform defaults to 1
both can be either 1 or 0 (where 1 is on)

What does this do?
Interpolation basically 'guesses' what happened between frames and renders a 
smooth transition between the two.
Thus with the animation and motion interpolation you'll never have shocky animated
and screwy looking models.
Models move and animate very smoothly.

Known bugs: You can see the nozzleflash from the Nailgun moving between the two
barrels.
This is also noticable on some other models.


=================================
2 - controllable fog
=================================

controlled by the following  cvars:
gl_fogenable 
gl_fogstart 
gl_fogend 
gl_fogdensity 
gl_fogred
gl_fogblue
gl_foggreen 
gl_fogalpha 

glfogenable can be either 1 or 0 (where 1 is on)
glfogstart and end can be any number (gl_fogstart = defaults to 50  gl_fogend defaults to 1500)
gl_fogdensity to gl_fogalpha (and anything in between the list) can be any number between 1 and 0
type the commands in the console without a number to see the defaults

gl_fogenable toggles the fog on/off
gl_fogstart is the distance to self from where fog will start to be drawn
gl_fogend where the fogs stops
gl_fogdensity controls the density of the fog
gl_fogred/green/blue controls the RGB values. You can get pretty funky colors with this
gl_fogalpha controla the alpha value

Known bugs: None

=================================
3 - Skyboxes
=================================

controlled by the following  cvars:
r_skybox (default to 1)

toggles skyboxes on/off

What does this do?
This renders skyboxes much like in Quake2. A good way to see this is to turn on fly mode in the start map
and fly to the top in the main room and look around

Known bugs: None

=================================
4 - Shiny surfaces
=================================

controlled by the following  cvars:
r_mirroralpha (default to 1)
(any value between 0 and 1)

toggles shiny surfaces on/off and controls density

What does this do?
This adds more textures to the r_mirroralpha command (normally there is only one 
mirror texture)
I used it on the following textures:
- all the water and slime ones
- afloor3_1
- woodflr1_4
- wet_surface1 till wet_surface_3 (used in Goldcup)

Known bugs: None


=================================
5  -  Enabling the new EF_Effects 
=================================

controlled by the following  cvars:
none

What does this do?
add new TE_effects for you to use in your mods (currently not in GC)

Known bugs: None

=================================
6  -  Enhanced Tab Key Completion
=================================

controlled by the following  cvars:
none

What does this do?
If you have ever pressed tab in the console while typing a command you know
that it autocompletes for you.
Only thing is, it always completes the same command.
With this it works much better, the more you type the more you can narrow it down.
Like typing w_fire will complete w_fire_rocket for example.
Then typing w_fire_m it will complete w_fire_missile for you.
Nifty(tm)
Just press tab and see.

Known bugs: None

=================================
7 -  Enhanced console scrolling
=================================

controlled by the following  cvars:
none

What does this do?
Ever got annoyed, when you wanted to read something up in the console and the console would keep
going down to the last message printed out?
This gets rid of that annoyance.
Now when you scroll up in the console it won't automatically scroll down to the latest message.
Use this by pressing page-up/down

Known bugs: None

=================================
8 -  Enhanced console editing 
=================================

controlled by the following  cvars:
none

What does this do?
Makes the quake console more like the DOS prompt with doskey running. 
You'll be able to use the left arrow key to scroll back to the beginning of whatever you're typing to make corrections without having
 to retype the whole thing, like you have had to with Quake before. 
Also you can go back to the middle and use the insert key to insert text in the middle. 

Known bugs: None

=================================
9 - Tab completion of alias commands
=================================

controlled by the following  cvars:
none

What does this do?
Like the name says, it completes alias commands now too. 

Known bugs: None

=================================
10 - Pasting from Windows clipboard
=================================

controlled by the following  cvars:
none

What does this do?
You can paste from clipboard now 

Known bugs: None

==================================
11 - Support for 44100 sound quality
==================================

controlled by the following cvars:
none

What does this do?
Like it says, 44100 sound quality

==================================
12 - New Menu Options
==================================

controlled by the following cvars:
none

What does this do?
Adds new menu options to the option menu:
- fog control (on/off, RGB colors, distance etc)
- mirroralpha
- shadows on/off
- interpolation on/off
- gl_flashblend on/off switch
and some others


Whew, that's long.
Over to the thank you's:

First of all a big thank you to ID software for releasing the engine
source.
Then a thank you to the QER, Quake2000 and QSG team and most of all their tuts.
Thank you to Chazz for helping me solve the fogging problem in skyboxes.
Thank you to the people on the QuakeSource mailing list for general help and such.
Thank you's to the Goldcup team (the original one) for hiring me.
Thank you to Jballou for using my engine in FBI.
Biggest thank you of all goes to Frika-C. Without him I wouldn't have started on this.
He also gave tons of help while I was fiddling around. And off course all the times in the
past that he helped me out.
The guy's a walking coding encyclopedia, he knows all.

Now over to the source:
Because I'm not a really good coder, the source is really, really and I do mean really messy.
Not very good commented and overall just plain messy.
It's available by request.

Bug Reports:
Report all bugs to: Koolio@mdqnet.net
Please say 'LucidGL' in the subject so I can sort the emails out.
Be as specific as you can ie. Type of video card etc.

Author info:
My real name is Robert de Heus.
Born and raised in the Netherlands.
I started coding about 2 years ago when I first got my hands on Quake.
With the Quake I had,I also got some mods and I started playing them.
After the first mod I was sold and thought to myself 'Hey I gotta do that stuff too!'
(well i thougt that in Dutch like 'Hey, dat moet ik ook kunnen!')
Anyway, I didn't have acces to the internet so I was kinda stuck on those grounds.
Luckily for me a few months later I got acces at school to the internet.
I looked on some search engines and discovered Inside3d.com.
I went downloading like crazy and after a good 6 months I had downloaded and done all of their
tuts (hey, i only had acces 40 minutes a week on a slow connection) without having the feeling 
of having learned anything.
Another 3 months later I decided to get my own connection.
I downloaded ICQ but had a clean list.
Then the day came, I discovered the AIcafe (http://www.planetquake.com/minion) and it's message
board.
My ICQ list soon became clogged. At that time I had lost all my previous mods due to a format, but
I started a new mod.
With the help of Coffee's tut's and the guys at the message board I made my very own bot. 
(http://www.botepidemic.com/koolio)
At first this bot was no good at all, but as I progressed down the list of tuts it got a bit better.
Today the bot is not one of the best but I learned much from it, stuffing my own code into it.
I made in the 7 months I got internet now, about 25-30 mods.
Most (about 20-25) remain unreleased, some even deleted.
Even worked on the fabulous Duel of the Fates together with Frika and Akuma (i was a mapper for it)
Then the engine source got released and here is the result of what I came up with.
Even though most is made up by tuts, there are definately some of my own stuff in there.
I hope to get a career in coding sometime and I am learning C++ as crazy right now.
My goal is to eventually surpass Frika-C (no way Jose)
Currently working on Goldcup (http://www.planetquake.com/lucid/goldcup)
and a new TC called Iscariot.
That in a nutshell is my life. A bit long, a bit boring (my writing style isn't everything)
but still my life.