Pay attention to this readme!
I have changed the installation instructions.

Phoenix Quake Readme File

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.

Major Issue!!:  If you have a 3Dfx card, you may want to sit this release
out.  Read the 'issue' under the release notes below.


-- Installation --

In the source code distribution, I put a copy of the zip file containing
the binary (pQER_bin_x.zip) so that it will be easier to install.

Unzip that archive into your Quake directory.  You should now have a
'phoenix' directory as well as the executable (pQER_glquake_x.exe) and
a batch file (pQER.bat).  To run the game, run the batch file.  It will
make sure that pQER_glquake_x.exe looks in the correct directory for some
files it needs.

If you want to run Phoenix Quake with a mod you will have to copy the
contents of the 'phoenix' directory to your mod's directory and then
run it as you normally would.


-- About the Source --

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 Notes --

Release 5:
	Jan 2, 2000

	Happy New Year!

	- New: The beginnings of Quake 3 style shaders are here!

	  The new source files are shaders.c and shaders.h.  Look for
	  a couple of alternate function names that begin with SHADER_
	  as well.  These are so I don't have to convert everything
	  over at once.

	  The only thing that uses shaders right now is the console
	  background.  To mess with it, write a new shader named 'console'.
	  I'm not going to explain how to write shaders here (for that, look
	  up the shader docs on FilePlanet).  I am just going to go into which
	  shader commands Phoenix Quake currently supports.

	  * 'map' is supported, you can load 24 and 32 bit TGA files.  My
	    first extension to Q3A standard shaders is the ability to
	    load lump files (.lmp).  They can contain some basic Quake 
	    graphics like the old console background and menus.

	  * All 'tcMod' commands are supported.

	  * All 'blendfunc' commands are supported.

	  * 'nomipmaps' is supported.

	  * 'nopicmips' is not implemented, but it doesn't give a warning if you
	    use it.

	  You can have up to 5 stages, and 7 tcMod commands in one stage.

	  The shader script is in the file phoenix/scripts/gfx.shader, in 
	  case you want to play around with it.  As a bonus, I've included
	  the shader for the Quake 3 console (to help show equivalent operation
	  of my shaders and Q3A's shaders) and also a fallback to the old
	  console (for those that don't like change).

	- New: Please read the license for the pictures in the phoenix/gfx directory.

	- New: I added two new cvars (a long time ago actually) that allow
	  'tcMod turb' shader effect to look much better on the console.
	  The turb, for turbulance, effect is what is used for water and
	  lava type effects.

	  Instead of drawing the console as one rectangle, these cvars
	  break it into however many rectangles you like because the turb
	  effect looks better with more vertices to distort.

	  Here they are:

	    r_console_subdivide_x 5
	    r_console_subdivide_y 5

	  The value is how many rows and columns you want the console to be
	  divided into.  I made the default 5x5 so that most effects will
	  look decent with the defaults.

	- Changed the start dialog a little bit.
	
	- Added two new cvars to control the line and text at the bottom of the
	  console.  These where added because the old method of putting the
	  version on the console became obsolete.  Also, the line makes the
	  console easier to see if you have a low console alpha.

	  r_console_string "Phoenix R5 (http://www.planetquake.com/qer)"

	  This controls the string printed at the bottom of the console, I am 
	  using it here to print out version information.

	  r_console_line_color 0xFFFF00FF

	  Controls the color of the line and text at the bottom of the console.

	  I doubt I'll keep this format, but the color is like it is in HTML,
	  except instead of a # (pound) you have a 0x.

	  The format is 0xRRGGBBAA, where each color hexadecimal from 00 - FF.
	  The default is yellow.  Right now you should keep the Alpha value FF,
	  because the line and text are not blended.  Because of the alpha test,
	  anything below BB will dissappear instantly instead of fade.

	- I would like to thank Steve Tylor, the author of AfterShock, a Q3A
	  renderer.  I used his tokenizing routines almost verbatim, and used
	  the rest of AfterShock's parsing code as a reality check against my
	  own.

	  For information about Aftershock, visit:
	
            http://www.planetquake.com/aftershock

	- Issue: There is a very serious issue with this release and the
	  3Dfx stand-alone driver renamed from 3dfxvgl.dll to opengl32.dll.
	  Issue one is that it will crash if you enable vertex arrays
	  (r_vertex_arrays 1).  So, make sure it is off.  Worse, the texture
	  maps disappeared, so everything looks scewed up.  The mini-driver
          works better for me, so if you have trouble, and you really want
	  to run this release, try it.  It doesn't appear to want
	  to scroll/rotate/stretch or anything with tcMod except turb.   I
          think that the texture stack is not implemented on the MiniGL (turb
	  does not use the texture stack).

	- Fixed: I fixed mirrors to work on my TNT card.  They do not work on
	  my Voodoo 2 card yet.  On original glquake, mirrors do not work at all
	  on any of my card or drivers.  Mirrors where a novelty feature in the
	  original glquake, here is how you use them:

	    r_mirroralpha 0.3

	  Is the same as the other alpha commands.  1 will look like a non-reflecing
	  surface, 0 is a perfect mirror.  The stain glass window in the easy hall
	  on the start map is a mirror.

	  On my TNT, mirrors work if I'm running 800x600, but not if I'm running
	  1152x864.  I'm working on fixing this, this is just to let you know 
	  that if mirrors do not work, try to reduce your resolution.

	- Fixed: Particles flickered when you pause the game.  I fixed this by
	  changing the sorting algorithm so that it does not change the order of
	  the particles if they are already sorted.

	- Fixed: There was a problem with particles drawing against water, lava,
	  slime and mirrors.  I fixed the problem by making particles the last
	  thing that gets drawn.  This was a problem in the original glquake
	  only with mirrors, it became more obvious when I made the particles
	  fancier.

	- Fixed:  If you paused it when looking into a mirror the view point would
	  switch to that of you inside the mirror.  This was a bug in the original
	  glquake.

Release 4:

	Dec 29, 1999
	
	- 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

