
            Devil's Covenant GLQuake Compatibility 

As of the 1st of August, 1998, Devil's Covenant can be run under
GLQuake, with one known problem (and it's a biggie).

During filming for many of the scenes of the movie, we seldom had
more than 3 or 4 actors available at any one time.  Thus, I patched
in some old hologram code originally by Peter Reinhold to our QC
patch, and used the holograms to take the place of actors in many
parts during the movie.  These holograms worked just fine in normal
Quake, and since the movie was developed on a p 133, this is about
all I tended to run (I didn't try GL till very late in
development).  Imagine, then, my horror to discover that GLQuake
apparently allocates skins to models differently than normal Quake. 
I think this has to do with the meshing that is required of models
before they can be shown in the GLQuake engine.  Regardless,
GLQuake can only display one skin on each hologram, regardless of
the model used to make it (for instance, if a chopper, Sassy and a
Marine were created, the Sassy and Marine models would have the
chopper skin in GLQuake).  There is no known fix for this problem--
the only thing I can think of is to release a custom version of
GLQuake that is compatible with the movie. :)  This problem does
not appear in software Quake (where the holograms look fine).

StarFury of Clan Phantasm, out.
