Vengeance r2
A Quake Engine Project
by Entar
http://entar.quakedev.com
						
based on QMB	
by DrLabman


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Overview						
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Vengeance r2 is the next revision of my old engine project Vengeance.
I call this engine Vengeance r2 because I've switched code bases. I'm now
using QMB, because it had a lot of features my older engine attempted (and failed)
to have (md3 models, png textures, etc) and my old engine had a lot features QMB had
(QMB particles, QMB shiny textures, QMB caustics, QMB detail textures, etc).  I am,
however, making many changes to improve on and make my engine competitive with QMB and
other engines.

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Contact Info
-----------------------------

Entar (entar99 AT hotmail DOT com)
http://entar.quakedev.com

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Copyright
-----------------------------

This program is distributed under the GNU GPL.
This material may be modified and distributed under GPL
with proper credit given to the creator.  Proprietary content from id
Software or other individuals is still protected under applicable law.

-----------------------------
Disclaimer
-----------------------------

I accept no responsibility if this file or program in any way causes influenza, 
causes sudden mood changes, or blows up your computer.
There is no warranty expressed or implied.

This project requires the registered version of Quake.  It can be found for 
under $15 in numerous places.  Support the developers who have put their 
effort into this game you love so much.

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Features						
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- Improved Particle system
- Alternate hudstyle option
- Enhanced Tab Completion
- Automatic Water Transparency
- Texture filter system
- Texture script system (with -noshaders command line parameter)
- Model script system
- Light Blooms
- Shadows on md3's
- Binoculars
- Idle gun movement
- New menu messages
- Bug fixes
- New particle extensions
- Anything else I forgot I added

And anything QMB v1.18 had.

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New Extensions
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- TE_EXPLOSIONRGB (#53) - [vector] origin [byte] red [byte] green [byte] blue
- TE_PARTICLERAIN (#55) - [vector] min [vector] max [vector] dir [short] count [byte] color
- TE_GUNSHOTQUAD (#57) - just like a regular gunshot, only bigger and better
- TE_EXPLOSIONQUAD (#70) - just like a regular explosion, only bigger
- TE_PLASMABURN (#75) - just like a gunshot, but with a cool plasma-ish particle effect
- TE_VEN_WATERSPLASH (#125) - just like a gunshot; made for MauveBib's water splash qc code

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Model Script system
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The model script system, at this point, has -3- flags.  They are rotateFlag,
noMD3shadowFlag, quadshellflag, fullbrightflag.  Here are some examples of use in the
venr2model.shader file:

rotateFlag=armo*,g_*; - this would make all models that have 'armo' or 'g_' in the 
name rotate.  This flag is there because md3's do not have the proper flags that mdl's do.

noMD3shadowflag=gib*; - this makes any model that has 'gib' in the name not cast a shadow.
This only applies to md3's at this point, because Vengeance r2 does not yet have alias
shadows on mdl models, only md3.

quadshellflag=quad*; - this makes any model that has 'quad' in the name get the shell
that shows up on weapons when you get a Quad damage.  This has an interesting
feature/artifact, however.  On models that animate or otherwise move, the shell fades
on and off.

fullbrightflag=flame*; - this should make any model that has 'flame' in the name be
theoretically uneffected by lighting from lightmaps.

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Be aware of
----------------------------
BLOOMS: The Gamma system only has two menu options now - full and none.  This is because
certain settings of gamma (in the middle) cause a bug with the light blooms.  Also,
certain near-obsolete effects (flash on screen when you pick something up) do not work
when light blooms are enabled.