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.

This has been developed and tested on a TNT card with the latest reference
drivers from nVidia, as well as a Voodoo 2 card with the latest version
of the MiniGL from 3Dfx, as well as the standalone OpenGL implementation
(copy 3dfxvgl.dll to your quake directory and rename it opengl32.dll).

If you did not get source with this distribution, it is freely available.

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 (btw, I have not tested 
this code on Linux, if you get it to work, send me a line).

Release 4:
	
	- Fixed problem where console was not transparent on my NVIDIA TNT card.

	- Three new cvars control the properties of particles
	  (they make up explosions smoke trails, flying blooy goo, etc.).

	  r_particle_alpha

	    Controls how transparent the particles are. 1 is opaque and 0 is
	    completely invisible (invisible particles make scrags and death
	    knights a lot more difficult because its hard to see their attacks).
            Original glquake had opaque particles (although a lot of the code to
	    make them transpaparent was already there).  I changed the default
	    to 0.3 which is mostly transparent, but when you have 500 particles
	    on top of each other 0.3 becomes opaque pretty quick.

	  r_particle_scale

	    Makes the particles bigger or smaller.  The number is how much bigger 
	    than the original size you want them.  1 is the same as original glquake.
	    5 is what I changed the default to and that would be 5 times bigger.  You
	    can make them HUGE, but unless you have a very fast video card it will hit
	    your frame rate very hard.  My TNT has trouble with anything above 10, and
	    it drops the frame rate to like 2 FPS if you try something insane like 100
	    and fire the rocket launcher.

	 r_sort_particles

	    Transparent or extra large particles will not look correct unless they are
	    sorted from most distant to closest before they are drawn.  I added the this
	    boolean cvar so you can turn off sorting if you are using settings that are
	    more like the original Quake.  I use an very fast algorithm to sort them
	    so this should not be a problem. 0 turns off sorting, any other value turns
	    it on.

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

