RMQ Engine Test Release - 17th November 2010
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This test release of the RMQ engine is intended for engine coders and/or hardcore players who don't mind being at
the bleeding edge of technology and who are prepared to accept that it may crash or behave strangely now and then.

The purpose of this test release is to gather feedback and test results from anyone who is willing to use it.

THIS IS NOT THE FINAL VERSION OF THE RMQ ENGINE.
If we've talked up a feature but you don't see it here, don't worry; it will be coming later.  Right now what
we're interested in is whether or not what we've done so far is working OK for everyone.

We have a good mixture of hardware and OS platforms, but we don't have everything, so any feedback will be
very useful.

Currently only Win32 binaries are provided, but a code::Blocks workspace and makefiles are also available to
enable you to compile your own version on Linux if you wish.  This codebase has been tested on Linux and is
known-good, so you'll hopefully have no problems.

An MSVC solution is also provided for the Windows build (see MSVC\Readme.txt for instructions on using that)
which compiles clean with Visual C++ 2008 Express.  A Code::Blocks workspace is also available for the Windows
build if you wish to use that, and this also compiles clean.

OSX build files are also available but we haven't tested them and they will most likely be out of date as we have
made some substantial changes and added some source files (nobody on the team uses OSX).

The RMQ engine in it's current state is basically QuakeSpasm 0.85.3 (which is basicially FitzQuake 0.85) with some
bugfixes, some performance improvements and some added (and some removed) functionality.  Despite this, some very
heavy changes have been made behind the scenes, in particular to the renderer.

We've agreed on OpenGL 1.4 as being the absolute minimum baseline for the renderer.  This means that you will need
at least 2 texture units and the GL_ARB_texture_env_combine extension for the RMQ engine to work.  We feel that
this is a reasonable requirement as it still retains support for anything from TNT2-level 3D hardware or above,
and the RMQ content will run extremely poorly (or not at all) on any hardware that does not support this feature
level.

With this build you'll also need at least 256 MB of memory (preferably 512) in your PC as the default heapsize has
been increased.  This is for testing purposes with some of the heavier content, and won't be an absolute final
requirement.

It would also be advisable to run this with a fresh install of Quake.

Previously released RMQ content may or may not work with it, as the bulk of testing has been done with content
which is in development.  Other mods also may or may not work with it; the purpose of the RMQ engine is to run
RMQ, and that has been the focus to date.  Another purpose of it is to provide information to engine coders on
the feature level that will be required to run RMQ, so that eventually RMQ requirements will be taken up by other
engines and this one will become obsolete.

Have fun.
