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

Author: Jason Wilkins (aka The Phoenix)

E-mail: fenix@io.com

This software is in development.  Please read the readme file everytime
you download a new version for known issues, bug fixes, and new features.

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 3:

	Dec 28, 1999

	- To support debugging autodetection of drivers that do not support
	  vertex arrays I added the cvar r_vertex_arrays to enable and
	  disable vertex arrays.

	  To turn them off

		r_vertex_arrays 0

	  To turn them on

		r_vertex_arrays 1

	  You should not notice any difference!  If you do then tell me. 

	- The transition to vertex arrays continues.  A big problem was
	  fixed concerning the fact that 3Dfx cards using the MiniGL do
	  not support vertex arrays.  If things in the game are invisible
	  then add the following line to a file called autoexec.cfg in your
	  quake/ID1 directory, and e-mail me telling me what video card
	  you are using.

	  r_vertex_arrays 0

	- The transparency of the console can be varied using a new cvar

	  For total tranparency use

		r_console_alpha 0 

	  For total opacity try

		r_console_alpha 1

	  You can set it anywhere in between, e.g. the default value is .6

		r_console_alpha .6

	For some reason this feature works on my Voodoo 2 card, but not my TNT.

	I would love to hear from you about whether console transparency works
	and what type of card you have.

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


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

