http://www.planetquake.com/qer/

Author: Jason Wilkins (aka The Phoenix)

E-mail: fenix@io.com

To run the game just copy the pQER_glquake_x.exe to your Quake directory
and run it like you ussually would.

The source will not compile as it is.  To cut back the size I deleted all
the sub-directories and most binary files.  To compile it you will have to
download a fresh source release and unzip it into the source directory
without overwriting any of my files.  Or, the reverse, drop my WinQuake
directory into a directory with the original WinQuake directory and tell 
windows to overwrite everything.

You can quickly get a look at all my modifications by looking for fenix@io.com
using 'Find in Files' in MSVC or 'grep' on Linux.

Release 1:

	Dec 25, 1999

	- Added Animation and Movement Interpolation
	  Turn these on and off at the console with the new cvars

		r_interpolate_model_animation
		r_interpolate_model_transform

Release 2:

	Dec 27, 1999

	- Added my handle and release number to the console background and
	  the startup flash screen

	- Fixed problem with transform interpolation causing projectiles
	  to face the wrong direction
	
	- Fixed problem with transform interpolation that caused torchs and
	  crusified zombies to start in the wrong place and slowly migrate
	  to their correct position

	- Started on converting everything to use vertex arrays.  These changes
	  should not see any difference yet.  The new vertex array code is in
	  the new source files gl_rva.c and gl_rva.h

	- Added a junk.c to save functions I completely replace so I can reference
	  them later if something goes wrong.

	- Cleared up the 'control path does not return a value' warnings

