
	----------------------------------------------
	ENGOO			v2.17	     by leilei
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	Concept simplified: A Winquake that wants to be Darkplaces.

	The changes are mostly in the menus and they're all off.

CHANGES SINCE 2.05:

	- Texture detail slider
	- 2D Scaling, activate with -conwidth
	- Texture filtering!
	- r_tinge - kind of colors the screen (novelty effect)
	- Multiply water blend is a bit different now
	- -glsuck, -nofb, and -nooverbright parameters now work
	- Second controls menu removed (for now...)
	- Dynamic lights and shadows adjust accordingly to brush models
	- Menu gets sorted/reorganized a bit, adds options for the bobbing
	- Some minor bob bugs were tweaked/dealt with
	- Parameters to force screen aspect. Couldn't code proper detection, so
	  parameters will have to do =(
	- New, Vista/7 friendly DirectDraw backend. This regresses Win9x support, so
	  I have the old MGL backend version as a separate configuration (eng95.exe)

This engine contains GPLv2 sources butchered from:

	Quake
	Quake II
	Quake III Arena
	Hexen II
	FTEQW
	Makaqu
	Darkplaces
	GoldQuake (R.I.P..........)
	Vavoom (For a while)
	Boom (the really old DOS one)
	Odamex
	JFDuke3D
	Rise of the Triad

Implementations:

	Colored Lighting			| LordHavoc, andrewj, leilei
	Sound pitch variation			| andrewj, leilei
	Model shadows				| leilei
	Classic sound attenuation		| LordHavoc
	New Gun/view bobbing			| Sajt, MirceaKitsune, Lordhavoc,	
						  leilei (cl_bobby only)
	HLBSP support				| Spike (FTEQW rip)
	Low Detail				| leilei, mh
	Additive blending			| leilei
	Water Translucency			| Mk, leilei
	frik_file				| Maddes, FrikaC
	NVS system				| Maddes
	Particle system enhancements		| leilei
	BSP28 support				| leilei
	TE_BLOOD, TE_BLOODSHOWER		| Sajt
	Railtrail				| John Carmack (Quake2)
	TE_TEI_G3, TE_TEI_PLASMA, TE_TEI_BIGEXP	| leilei
	LOSION
	Alpha color shift			| leilei
	Palette remapping			| leilei
	C version of Drawspans16		| Qbism
	Globots					| Tomaz
	Menu background				| leilei
	Stolen Quakeworld hud			| leilei
	Kernel Texture Filter			| Fabien Sanglard
	2D Scaling				| Siggi, leilei (fixing)
	Directdraw/GDI Backend			| mh
	GLSuck					| leilei
	Aspect stuff				| leilei
	Tinge					| leilei
	

Credits:

	John Carmack for the original source of Quake 
	John Carmack for the original source of Quake 2 tools 
	James Monroe for the original source of Hexen II
	Michael Abrash for giving me a headache
	Maddes for Quake Info Pool Engine which this is based on
		(and everyone else involved with qip in the past)
	mh for technical help regarding low detail mode
		and his drawspans duff device and his mgl-less windows
		video code
		and his qer software interpolation
	qbism for the adaptation of the asm drawspans16 to C
	LordHavoc for lit support, and guiding me about this lit support
		and why my own attempts at it sucked
		also for darkplaces which I also keep shamelessly pasting
		from which is relevant anyway for a engine that tries
		hard to be dp
	Sajt for gun bobbing (which i hacked to death)
	Bill Gates for his awesome Microsoft Visual C++ 6.0 linker
	Spike for this awesome fte thing i keep peeking/pasting from
	DJ Delorie for DJGPP the compiler for DJs everywhere
	Shawn Hargreaves for bugegro...i mean, Allegro 4
	Tomaz for HL map loading code which was adapted from LordHavoc's
		hlbsp tutorial but his was a bit more bugfixed
	Lee Killough? for the BOOM Midi reading code
	andrewj for getting that Midi reading code working
	andrewj for making the method to do random sound pitching
	Tomaz for Globots, and Labman for his slightly improved version from QMB
	JonoF for the Win32 port of Apogee Sound System	
	Jim Dose' for Apogee Sound System code in which midi playback is on
	MK for the wateralpha leaf stuff 
	Sanglard for Kernel Texture Filter code

Platforms known to work (and the compiler necessary for them):

	- MS-DOS (DJGPP)
	- Windows 95 (Visual C++ 6)
	- Windows NT (Visual C++ 6)

Extensions SUPPORTED:
	- TIMESCALE
	- DP_QC_ETOS
	- DP_QC_CHANGEPITCH
	- DP_QC_TRACETOSS
	- DP_REGISTERCVAR
	- DP_QC_SINCOSSQRTPOW
	- DP_QC_TRACEBOX
	- DP_QC_RANDOMVEC
	- DP_QC_MINMAXBOUND
	- DP_QC_FINDFLOAT
	- DP_QC_COPYENTITY
	- DP_SV_SETCOLOR
	- DP_QC_FINDCHAIN
	- DP_QC_FINDCHAINFLOAT
	- DP_EF_ADDITIVE
		makes entity blend additively
	- DP_EF_BLUE
		glows entity blue 
	- DP_EF_RED
		glows entity red
	- DP_MOVETYPEBOUNCEMISSILE
		missiles that bounce



Miscellaneous random features:

	- DOS: presentation of startup is like Doom
	- Classic menu background; no more ugly 'quake 2' stipple black mesh!
	- Globots 

Hilarious commandline parameters:

	-sspeed - Set the sound sampling rate. Takes values like 22050, 32000, 44100, and 5500
	-ugly - FAST generation of lookup tables. Use this to speed up startup.
	-no18 - Skips the 18-bit colormap generation (and disables HQ colored lighting)
	-nolookups - Skips all lookup generation
	-nooverbrights - Generates a new colormap to memory without overbrights.
	-nofb - Generates a new colormap to memory without fullbrights. Affects colored lighting.
	-glsuck - Simulates the look of GLQuake by removing both fullbrights and overbrights
		  this is designed for "GL" mods, or mods with bad foresight in their art (nseals...)
	-169 - force 16:9 screen aspect
	-1610 - force 16:10 screen aspect
	-43 - force 4:3 screen aspect (default)





Funny cvars:

	NOTE: Most of these can be set through the menu

	r_filter - Texture filtering
	r_lowdetail - 160x100 rendering. Speeds up, and good on older mid-90s laptops
			that don't support video modes below 640x480
			(yeah, there is vid_stretch_by_2, but...)
	r_coloredlights - Turns on colored lighting.
	r_coloreddyns - colors standard dynamic lights.
				0 - no colors (default)
				1 - colors allowed
				2 - nothing
				3 - force orange color on dynamic lights (like most)
	r_muzzlehack - Turns fullbright colors on viewmodels into an additive blend.
			May artifact with some 'glow' guns (i.e. perquake pipebomb)

	cl_oldview - Uses old Quake refdef. Default 1. Turning it off unlocks the 
			following cvars:
				cl_bobmodel - Bobs the gun model to the sides in several diff ways
				cl_gundraw  - Draws the weapon when you select. 0 by default for the sake
				      of puristness and the compatibility issues for mods that use
				      more than one v_ model for the same gun to indicate messages etc
				cl_gunhold - Causes the gun to stop bobbing when you're firing.
						Something that Doom did.
				cl_followmodel - Lags the position of the model behind
						 your origin. This makes weapons move
						 as you move!!
				cl_leanmodel - This leans the gun past where you turn.
				cl_bobfall - This makes your view bounce
				


	r_menucolor - Changes the menu background fade color. Default 1.

	s_pitchin - Random pitch increase (and decrease). Default 0. The random pitch is
		    amplified by this value so don't set it too high or the game will
		    sound very stupid

	r_wateralpha - changes water opacity. Every time this changes, it generates
			a new lookup table so expect a delay. 0 is nothing, 1 is opaque and 
			turns off transparency (default).

	r_waterblend - Changes how the transparent water is drawn.
			0 - alpha blend (default)
			1 - additive blend (works best with r_clearcolor 0 on unrevised maps)
			2 - multiply blend (works best with darker water textures)
			3 - gel blend (just takes one pixel of the texture as the color then
			    remaps all to that color range - it's the 'simple fast' method)

	r_tranquality - Setting this 1 will make r_wateralpha generation even SLOWER, but look
			better. No effect on FPS, just patience for some who use wateralpha

	r_lightquality - Raising this will use a 20-bit lookup table instead of a 15-bits one
			 leading to slightly more precise colored lighting
			 note: this option is ONLY for colored lighting

	r_alphashift - Like GLQuake, uses an alpha lookup for color shifts instead of
		       directly shifting the palette. Why? Prydon Gate, that's why.
			It IS slower and much more limited (i.e. only palette's colors
			and two alpha settings) so turn this on only for specific cases
			where a cshift alters the 2d interface undesirably.
			THIS IS BUGGY (screws up gamma and takes it into account)

	r_particlespray - Turns particle builtin into something resembling a spray of
			  water. Cosmetic. Use this for mods that spam it (^_^);
	
	r_particleblood - Tries to make blood sticky. HACK!

	d_mipdetail - A simple adjuster of both mipcap and mipscale. 0 is default, which uses
			the mipcap/mipscale settings instead.

	r_tinge - Blends color to the screen. Negative values is an alpha blend, while
			versa is additive.
	
	r_tingecolor - Select the color ramp of the tinge effect.	


Funny commands:

	addbot - Spawns the engineside Globot into the game!
		  No AI to write home about, but it's fun cannon fodder for testing mods out
			especially closed source ones without bots and no hope for bots in
			their future. That's the ultimate purpose of this bot


BUGS:

	- IMPORTANT: The network protocol is probably broke. I can not test net games
		     and there will be some form of the old protocol somehow.
			(I suck at netcode......)
	- DOS: startup bar doesn't reflect current game mode (hipnotic/rogue/malice 
		title on startup does not work)
	- DOS: HL Maps crash
	- HL Maps don't always load their wads for some reason
	- followmodel is broken
	- QW sbar is screwed up in higher resolutions
	- WIN: Mouse cursor drifts at certain resolutions (!?)


FAQ:

	Q: Playing in DOS, as soon as I run it, it can't stop my computer from bleeping!!!
	A: Replace CWSDPMI with a more recent one.  Since you're savvy enough to use DOS in
	   2013 surely you have such a thing on your hard drive already.

	Q: were linux port's
	A: I don't use Linux anymore. If you want a Linux port, you may have to port it
	   to SDL yourself. I'm not going to - I loathe SDL.

	Q:
	A:

