MrGLQuake Readme
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MrGLQuake is my modified version of the GPL'd Quake1 engine
that John Carmack made open-source a year ago. It includes
a number of new features and fixes that have improved the
quality of the engine.

Im aiming this engine to be a great choice for mod teams to
use, giving greater flexibility to mappers, texture artists,
and modellers.

The inclusion of rendering scripts introduces
extra eye-candy to the players, and saves on development
time as each special texture effect doesnt have to be coded
directly into the engine. This means a recompile of the
engine isnt neccessary for new effects to be seen in the game.


Starting the game
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After you start a map, you are placed into the game as
a spectator. To become a player, go to the console and
type "cmd team red" or "cmd team blue". You will then
have access to weapons and you can interact with the
world.


Special Thanks to
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Mathius, for being such a damn good texture artist!
Evil Lair (HFX) for letting me use a few of his textures (and also being damn good)
Locknut for letting me use his textures (they're pretty cool too)
Cocot for creating the original FunPack
JoeBlack2k for updating Cocot's FunPack into 'Half Quake'

Everyone who has some of their code in the source
Everyone who has downloaded this archive.
Everyone who has shown support in any form.

If you feel that I have left you out, let me know!

Contact
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Email: biteme@telefragged.com
IRC: #openquake on irc.telefragged.com


Engine Changes
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* Walk on BModels			// Lord havoc
* Motion & animation interpolation	// pqer code
* HL Bsp support			// Ender & Lord Havoc
* Coloured lighting			// Lord Havoc
* MD2 models				// Muff & Lord Havoc
* Console editing			// qsg
* 'cmd' commands passed to QC		// qsg
* QC control of rendering options	// Tomaz
* better draw sorting			// Used Lord Havocs 'Dark Places' code as a reference
* Fmod sound code			// Heffo
* Load *.PAK instead of PAK#.PAK	// my work
* Freelook cvar				// my work
* Skyboxes re-enabled			// my work
* Incorrect BSP ver drops to console	// my work
* Rotating brushes			// my work
* Multiple crosshairs			// my work
* Crosshair selection + preview		// my work
* Levelshot shown when loading map	// my work
* gl_showcuts to show BSP cuts		// my work
* Various small fixes/tweaks		// my work
* Removed waterwarp			// my work
* Particle fixes			// my work
* Statusbar replaced with HUD		// my work
* VSync toggle option			// my work
* Increased draw distance		// my work
* 'messagemode' syle command line	// my work
* +attack2 for secondary attack		// my work
* Experimental portals			// my work - currently removed
* caustics toggle cvar (gl_caustics)	// my work - currently removed
* fps display (cvar gl_showfps)		// my work
* max fps cvar (max_fps)		// my work
* more general optimizations		// my work
* drawpic/drawnum qc functions		// my work - REMOVED
* sine/cosine/tangent qc functions	// my work
* ARB MultiTexture			// my work
* Gamma control				// my work
* Coloured text				// my work
* Removed FOV				// my work
* RScript 2				// my work