From: havoc Date: Fri, 6 Feb 2004 21:30:18 +0000 (+0000) Subject: DOS line endings, and now marked binary (I hope) X-Git-Tag: xonotic-v0.1.0preview~6111 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=8aa3d459c02bdf3d65905b62179350ea8554c4a3;p=xonotic%2Fdarkplaces.git DOS line endings, and now marked binary (I hope) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3877 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/darkplaces.txt b/darkplaces.txt index f45309b8..b083e36a 100644 --- a/darkplaces.txt +++ b/darkplaces.txt @@ -1,126 +1,126 @@ -DarkPlaces engine readme : updated 20040206 - -About the DarkPlaces glquake engine: -DarkPlaces engine was started because I was unsatisfied with the other engines -available soon after the quake source release (which did little more than add -some flashy effects), and craved modding features for my DarkPlaces mod, and -wanted some real enhancements to the online gaming experience as well. - -DarkPlaces engine is the result, I hope everyone likes it. - -I am not very good at writing documentation, so this readme is organized as a -feature list, with information on each feature, I hope it is still adequate -documentation. - -Questions/comments/bugreports/suggestions? -Send email to havoc@telefragged.com. - - - -Supported games: -Quake : -quake, this is active by default, gamedirs: id1 -Quake: Scourge of Armagon : -hipnotic or hipnotic in executable name or path, gamedirs: hipnotic, id1 -Quake: Dissolution of Eternity : -rogue or rogue in executable name or path, gamedirs: rogue, id1 -Nehahra : -nehahra or nehahra in executable name or path, gamedirs: nehahra, id1 -GoodVsBad2 : -goodvsbad2 or gvb2 in executable name or path, gamedirs: rts -BattleMech : -battlemech or battlemech in executable name or path, gamedirs: base -These games are considered officially supported, if any problems are seen, -please make sure you are running the latest version of the game and engine, -if you are, please report the problem. - - - -Future supported games: -Nexuiz : -nexuiz or nexuiz in executable name or path, gamedirs: data -Zymotic : -zymotic or zymotic in executable name or path, gamedirs: data -Fniggium : -fniggium or fniggium in executable name or path, gamedirs: data -Setheral : -setheral or setheral in executable name or path, gamedirs: data -SonOfMan : -som or som in executable name or path, gamedirs: data -These have incomplete support and will likely change before their release. - - - -Graphics features: -Redesigned effects including smoke, blood, bubbles and explosions. -Better looking dynamic lights. -External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES) -Realtime bumpmapped lighting/shadowing support (see r_shadow_help in game) -.rtlights file support (improves performance/appearance of realtime lighting) -.rtlights file editing (see r_editlights_help in game) -Alpha blended sprites (instead of glquake's masked sprites). -Interpolated entity movement and animations (both models and sprites). -Overbright and fullbright support on walls and models (like winquake). -Colormapping support on any q1 model (like winquake). -Fog (set with "fog density red green blue" command) -Skybox (loadsky "mtnsun_" will load "env/mtnsun_ft.tga" and so on). -Sky rendering improved (no more glquake distortion). -Sky polygons obscure geometry just like in winquake. -Color calibration menu to ensure a proper Quake experience. -Improved model lighting (directional shading). -No messy .ms2 model mesh files (no glquake dir anymore either). -New improved crosshair (team color coded). -Improved image loading (smoother menus and such). -Ability to disable particle effects (cl_particles* cvars). -Decals (cl_decals cvar to enable). -Stainmaps (cl_stainmap cvar to enable). -Sorted transparent stuff to render better. -Improved multitexture support (r_textureunits (1-4 supported), needs gl_combine 1 because of overbright) -Improved chase cam (chase_active 1 no longer goes into walls) -More configurable console background (scr_conalpha and scr_conbrightness) -Optional fullbrights (r_fullbrights 0/1 followed by r_restart) -Dynamic Farclip (no distance limits in huge maps) -Improved gl_flashblend (now renders a corona instead of an ugly blob) -DynamicLight coronas (more realism) -Transparent statusbar (scr_conalpha) that does not block your view as much. -No 8bit texture uploads (fixes 'green' walls in the distance). -Fixed view blends (glquake was quite broken). - -Client features: -Slightly improved aiming on quake servers (does not support proquake aiming). --sndspeed samplerate (default: 44100, quake used 11025) -snd_swapstereo cvar (for people with backwards SB16 sound cards) -Saves video settings to config and restores them properly -Ability to change video settings during game (video options menu or vid_* cvars) -showfps cvar. -Video Options, Color Control, and Effects Options menus added, and more options. -Sends 20fps network packets to improve modem play instead of one per frame. (sys_ticrate controls network framerate) -Allow skin colormaps 14 and 15 (freaky :) -Longer chat messages. -No more 72fps limit, host_maxfps lets you decide. - -Server features: (Note server only supports darkplaces clients) -More accurate movement and precise aiming. -64 player support. -sv_cheats cvar controls cheats (no longer based on deathmatch). -slowmo cvar controls game speed. -No crash with the buggy 'teleport train' in shub's pit. -Allow skin colormaps 14 and 15 (freaky :) -sys_ticrate applies to listen (client) servers as well as dedicated. - -Modding features: -HalfLife map support (place your HalfLife wads in quake/id1/textures/ or quake/MODDIR/textures/ as the maps need them) -Larger q1 and hl map size of +-32768 units. -Colored lighting (.lit support) for q1 maps. -Q3 map support (no shaders though), with no limits. -Q2 and Q3 model support, with greatly increased limits (256 skins, 65536 frames, 65536 vertices, 65536 triangles). (Note: md2 player models are not supported because they have no skin list) -Optimized QuakeC interpreter so mods run faster. -Bounds checking QuakeC interpreter so mods can't do naughty things with memory. -Warnings for many common QuakeC errors. -Unprecached models are now a warning (does not kill the server anymore). -External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES). -Fog ("fog" key in worldspawn, same parameters as fog command). -.spr32 and halflife .spr sprites supported. (Use Krimzon's tool to make spr32, and lhfire can render directly to spr32, or just use replacement textures on .spr). -Skybox ("sky" key in worldspawn, works like loadsky and quake2). -Stereo wav sounds supported (note music easily uses over 50mb of memory!). -Ogg Vorbis sounds supported (note music easily uses over 50mb of memory!). -ATTN_NONE sounds are no longer directional (good for music). -play2 sound testing command (ATTN_NONE variant of play). -r_texturestats and memstats and memlist commands to give memory use info. -Lighting on sprites (put ! anywhere in sprite filename to enable). -More r_speeds info (now a transparent overlay instead of spewing to console). -Supports rotating bmodels (use avelocity, and keep in mind the bmodel needs the "origin" key set to rotate, or in q3 maps an origin brush works). -More sound channels. -More dynamic lights (32 changed to 256). -More precached models and sounds (256 changed to 4096). -Many more features documented in dpextensions.qc. (bullet tracing on models, qc player input, etc) - +DarkPlaces engine readme : updated 20040206 + +About the DarkPlaces glquake engine: +DarkPlaces engine was started because I was unsatisfied with the other engines +available soon after the quake source release (which did little more than add +some flashy effects), and craved modding features for my DarkPlaces mod, and +wanted some real enhancements to the online gaming experience as well. + +DarkPlaces engine is the result, I hope everyone likes it. + +I am not very good at writing documentation, so this readme is organized as a +feature list, with information on each feature, I hope it is still adequate +documentation. + +Questions/comments/bugreports/suggestions? +Send email to havoc@telefragged.com. + + + +Supported games: +Quake : -quake, this is active by default, gamedirs: id1 +Quake: Scourge of Armagon : -hipnotic or hipnotic in executable name or path, gamedirs: hipnotic, id1 +Quake: Dissolution of Eternity : -rogue or rogue in executable name or path, gamedirs: rogue, id1 +Nehahra : -nehahra or nehahra in executable name or path, gamedirs: nehahra, id1 +GoodVsBad2 : -goodvsbad2 or gvb2 in executable name or path, gamedirs: rts +BattleMech : -battlemech or battlemech in executable name or path, gamedirs: base +These games are considered officially supported, if any problems are seen, +please make sure you are running the latest version of the game and engine, +if you are, please report the problem. + + + +Future supported games: +Nexuiz : -nexuiz or nexuiz in executable name or path, gamedirs: data +Zymotic : -zymotic or zymotic in executable name or path, gamedirs: data +Fniggium : -fniggium or fniggium in executable name or path, gamedirs: data +Setheral : -setheral or setheral in executable name or path, gamedirs: data +SonOfMan : -som or som in executable name or path, gamedirs: data +These have incomplete support and will likely change before their release. + + + +Graphics features: +Redesigned effects including smoke, blood, bubbles and explosions. +Better looking dynamic lights. +External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES) +Realtime bumpmapped lighting/shadowing support (see r_shadow_help in game) +.rtlights file support (improves performance/appearance of realtime lighting) +.rtlights file editing (see r_editlights_help in game) +Alpha blended sprites (instead of glquake's masked sprites). +Interpolated entity movement and animations (both models and sprites). +Overbright and fullbright support on walls and models (like winquake). +Colormapping support on any q1 model (like winquake). +Fog (set with "fog density red green blue" command) +Skybox (loadsky "mtnsun_" will load "env/mtnsun_ft.tga" and so on). +Sky rendering improved (no more glquake distortion). +Sky polygons obscure geometry just like in winquake. +Color calibration menu to ensure a proper Quake experience. +Improved model lighting (directional shading). +No messy .ms2 model mesh files (no glquake dir anymore either). +New improved crosshair (team color coded). +Improved image loading (smoother menus and such). +Ability to disable particle effects (cl_particles* cvars). +Decals (cl_decals cvar to enable). +Stainmaps (cl_stainmap cvar to enable). +Sorted transparent stuff to render better. +Improved multitexture support (r_textureunits (1-4 supported), needs gl_combine 1 because of overbright) +Improved chase cam (chase_active 1 no longer goes into walls) +More configurable console background (scr_conalpha and scr_conbrightness) +Optional fullbrights (r_fullbrights 0/1 followed by r_restart) +Dynamic Farclip (no distance limits in huge maps) +Improved gl_flashblend (now renders a corona instead of an ugly blob) +DynamicLight coronas (more realism) +Transparent statusbar (scr_conalpha) that does not block your view as much. +No 8bit texture uploads (fixes 'green' walls in the distance). +Fixed view blends (glquake was quite broken). + +Client features: +Slightly improved aiming on quake servers (does not support proquake aiming). +-sndspeed samplerate (default: 44100, quake used 11025) +snd_swapstereo cvar (for people with backwards SB16 sound cards) +Saves video settings to config and restores them properly +Ability to change video settings during game (video options menu or vid_* cvars) +showfps cvar. +Video Options, Color Control, and Effects Options menus added, and more options. +Sends 20fps network packets to improve modem play instead of one per frame. (sys_ticrate controls network framerate) +Allow skin colormaps 14 and 15 (freaky :) +Longer chat messages. +No more 72fps limit, host_maxfps lets you decide. + +Server features: (Note server only supports darkplaces clients) +More accurate movement and precise aiming. +64 player support. +sv_cheats cvar controls cheats (no longer based on deathmatch). +slowmo cvar controls game speed. +No crash with the buggy 'teleport train' in shub's pit. +Allow skin colormaps 14 and 15 (freaky :) +sys_ticrate applies to listen (client) servers as well as dedicated. + +Modding features: +HalfLife map support (place your HalfLife wads in quake/id1/textures/ or quake/MODDIR/textures/ as the maps need them) +Larger q1 and hl map size of +-32768 units. +Colored lighting (.lit support) for q1 maps. +Q3 map support (no shaders though), with no limits. +Q2 and Q3 model support, with greatly increased limits (256 skins, 65536 frames, 65536 vertices, 65536 triangles). (Note: md2 player models are not supported because they have no skin list) +Optimized QuakeC interpreter so mods run faster. +Bounds checking QuakeC interpreter so mods can't do naughty things with memory. +Warnings for many common QuakeC errors. +Unprecached models are now a warning (does not kill the server anymore). +External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES). +Fog ("fog" key in worldspawn, same parameters as fog command). +.spr32 and halflife .spr sprites supported. (Use Krimzon's tool to make spr32, and lhfire can render directly to spr32, or just use replacement textures on .spr). +Skybox ("sky" key in worldspawn, works like loadsky and quake2). +Stereo wav sounds supported (note music easily uses over 50mb of memory!). +Ogg Vorbis sounds supported (note music easily uses over 50mb of memory!). +ATTN_NONE sounds are no longer directional (good for music). +play2 sound testing command (ATTN_NONE variant of play). +r_texturestats and memstats and memlist commands to give memory use info. +Lighting on sprites (put ! anywhere in sprite filename to enable). +More r_speeds info (now a transparent overlay instead of spewing to console). +Supports rotating bmodels (use avelocity, and keep in mind the bmodel needs the "origin" key set to rotate, or in q3 maps an origin brush works). +More sound channels. +More dynamic lights (32 changed to 256). +More precached models and sounds (256 changed to 4096). +Many more features documented in dpextensions.qc. (bullet tracing on models, qc player input, etc) +