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	Qfusion  3.01
Authors: Vic (vic@captured.com) and Tonik (tonik at vipmail.ru)
Homepage: http://hkitchen.quakesrc.org/
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Description: 
	The main goal of the project is to create a Quake III Arena-like engine, usable for free open-source games, films, demos, etc. Recently released sources of Quake2 (GPL) are used as a codebase (pure C, no ASM or C++).  The full list of features will include: full Q3A maps support .bsp, texture shaders, full .md3 support for models, 16 bit stereo sound, etc. The project is unique, since no other Quake III Arena map renderer 
provides support for modding and network gaming.

List of features:
	- Q3A maps support
	- Q3A models support
	- Q3A shaders support
	- Full stereo sound
	- Curves collision detection
	- User Iterface in separate module
	- Network packets compression
	- Volumetic fog
	- Flares
	- Portals and mirrors
	- Support for large maps

Installation:
	- Unpack everything from Q2 pak0.pak file (using QPed or WinPack utility) into 'baseqf' folder in your Q3A directory. For best performance pack all the Q2-related files into a .pk3 file using WinZin-utility (so you don't miss player models and some other stuff). Then unpack everything from this ZIP into Q3A folder, overwriting files. Note: Quake2 data files are no longer required to run the game. However, you will miss most of the sounds and models.

Start Game:
	Double-click on qfusion.exe
	Then go to Multiplayer menu and select 'Start network server'.

New cvars and commands:
	cl_thirdperson - toggles third person view
	cl_thirdpersonangle - adjust location\view angle of the camera
	cl_thirdpersonrange - adjust distance from player to camera

	r_fastsky - draws flat 6-polygon black skybox instead of sky.
	r_ignorehwgamma - renderer will ignore hardware gamma.
	r_overbrightbits - use it for overbright rendering (affects the whole screen).
	r_mapoverbrightbits - modulates intensity of bounced light from textures on the level.
	r_vertexlight - will ignore lightmap pass in the world, gaining some speed.
	r_flares - draw\skip world flares.
	r_flaresize - diameter of flares.
	r_dynamiclight - draw\skip dynamic lights.
	r_detailtextures - draw\skip detail textures.
	r_subdivisions - controls curves detail level.
	r_faceplanecull - enables\disables backface culling.

	gl_screenshot_jpeg - save files to jpeg("1") or tga ("0") files.
	gl_screenshot_jpeg_quality - quality of screenshots saved to jpeg.

	gl_ext_compressed_textures - turn on/off ARB texture compression
	gl_ext_compiled_vertex_array -  turn on/off usage of OpenGL extension.
	gl_ext_texture_env_combine - turn on/off usage of OpenGL multitexture combining
	extension.
	gl_ext_texture_env_combine4 - turn on/off usage of OpenGL multitexture NVidia combining
	extension.
	gl_ext_sgis_mipmap - turn on/off usage of GL_SGIS_generate_mipmap extension
	gl_ext_swapinterval - enable/disable control over vertical synchronization

	devmap - the same as 'map' command with cheats enabled automatically (for development
	 	purposes).	

	s_musicvolume - music volume

	vid_displayfrequency - sets the display frequency, equivalent to Q3's r_displayrefresh

Thanks go to:
	- Mathias Heyer for his q3 renderer and great help in creating qfusion engine. Visit his site at
http://www.tu-ilmenau.de/~amigo/
	- Stepen Taylor for Aftershock.
	- Martin Kraus for New-Aftershock.
	- LordHavoc for help in finding bugs in .md3-support and for stereo sound support.
	- Nate Miller for dlights idea.
	- EvilTypeGuy and Radix for the console code.
	- MrG for hardware gamma code.
	- Heffo for JPEG-screenshots code.
	- Andrew Tridgell for GPL-compatible MD4 code.

