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	       B E E F   Q U A K E

Modified Quake2 executable & OpenGL reference driver

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-------	BeefQuake OpenGL Driver Features: -----------
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* Improved entity shadow code ('gl_shadows 2' at the console).
	- Stencil buffered shadows
	- Lowered shadows closer to ground
	- Shadows not so dark
	- Shadows dont rotate in wierd ways
* Defaults to trilinear filtering
* Attempts to run in 32bit colour
* Loads true colour targa files in the case that they exist with the same filename as any other image being loaded. If they dont exist, the old image is loaded.

	-- New to release2 --

* Based on Q2 3.21 source
* RScript - Texture rendering scripts
	- Ability to use .cin cinematic files as textures
	- See rsdoc.txt for more information
* Vertex arrays in use in some areas of the renderer
* Continuous frame export (dumps a screenshot every frame to /<gamename>/animdump)
	- 'cl_animdump 1' at the console
* GeForce3 enhanced water-warp (reverts to old waterwarp if texture shaders are not supported)
* Texture Compression ('gl_ext_texture_compression 1' at the console, disabled by default)
* Replaced missing texture image
* JPEG image file support
	- Uses libjpeg library, source for which is available from http://www.ijg.org
	- Screenshots in JPEG format
		- 'gl_screenshot_jpeg' cvar to toggle (on by default)
		- 'gl_screenshot_jpeg_quality' cvar to set quality, 100 being best quality, 1 being worst.

	-- New to release3 --

* Filename changed by request
	- ref_bqgl.dll
* Fixed entity shell rendering (such as the quad damage shell)
* New particles replacing old point/triangle particles
	- Textured with a targa
	- Batch rendered in a vertex array
* Tweaked rscripts code to behave more how it was planned
* Motion blur effect
	- Requires a GeForce series card
	- 'gl_motionblur 1' at the console
* Planar shadows above the view origin arent drawn
* Smoother dynamic light falloff
* Stainmaps applied to lightmaps
	- 'gl_stainmaps 1' at the console
	- Enabled by default

	-- New to release4 --

* Uses a hardware gammaramp where available
* Removed 256x256 texture size limitation
	- Maximum texture size is the hardwares maximum
* Uses GL_SGIS_generate_mipmap extension for hardware mipmap generation (where available)

* Stainmapping doesnt affect entity lighting
* Renderer understands SURF_NODRAW surface flag

	-- New to release5 --

* Ability to export demos directly to an AVI file
* Fixed a bug where certain skin names could drop clients from a server
* Model shells (ie the 'quad glow', etc) are now scriptable via RScript
* PNG image file support
* NV_texture_shader water can be modified further via a fragment shader (NV_register_combiners)
	- Cg shader provided, compiles to DX8 Pixel Shaders, and can from there be converted to nVidia Register Combiners code
* Generic (non map specific) RScript scripts can be kept in PAK files, and loaded directly.
* Directional model lighting and shadowing


-------	BeefQuake Executable Features: --------------
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* Framerate display ('cl_drawfps 1' at the console)
* 'Cancel' option in video options changed to 'Apply Changes'
	- Pressing escape cancels changes
* Fixed a nasty crash when a key bound to open a menu was pressed when already in the menu

	-- New to release3 --

* Filename changed by request
	- BeefQuake.exe
* Removed driver settings from Video menu
* Uses bqconfig.cfg instead of config.cfg
* Sends information on stainmaps to the renderer

	-- New to release4 --

* Updates gamma without restarting video driver (where supported)
* 'Join Game' menu has all 9 address book entries (Q2 had 9 cvars but only showed 8)
* Greatly improved console command completion
* Supports 8 player co-op games (previous limit was 4 players)
* Increased efficiency for drawing certain pics on screen
* Removed pak file naming convention
* Client uses random port to protect against 'q2msgs' attacks

* 'cl_minfps' cvar for fps control of 'cl_animdump'
* Hardware gamma is an option in the video menu
	- Disabled by default
* Pak files are sorted alphabetically before being referenced in the search path
* New console commands for managing cvars:
	- 'cvar_inc <cvar> <value>'
		- Increase a cvar by the specified value (can be negative)
	- 'cvar_toggle <cvar>'
		- Toggle a cvars value between 0 and 1

	-- New to release5 --

* AVI export interface with renderer library.
	- 'aviexport <framerate> <demo name> <avi name>'
		- exports the demo to an avi at the given framerate
	- Other cvars available, type 'avi' at the console and press TAB to get a full listing
* Mouse wheel can scroll up & down the console
* Console variables, commands, and alias's are no longer case sensitive


-------	Known Bugs: ---------------------------------
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* Flies around corpses arent visible (bug in textured particles code)


-------	Thanks to: ----------------------------------
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	* id Software
	* Heffo for his many great additions to the engine.
	* Guy Paddock for his post on QuakeSrc.org about the dynamic light falloff
	* Lord Havoc for the stainmap code in Dark Places
	* Discoloda for porting Lord Havocs stainmap code to the Q2 engine
	* Rscript updates thanks to Vic
	* PsychoSpaz for the directional model shading code
	* L0cky for his BQ techdemo mod
	* Everyone who frequents #openquake on irc.telefragged.com
	* Everyone who has supported any of my projects over the years


-------	Contact: ------------------------------------
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	IRC:		#openquake on irc.telefragged.com
	Email:		biteme@telefragged.com
	Web:		http://mrg.telefragged.com/beefquake