ZDoomGL V1.18b gl(0.1) [10/11/99]
----------------------------------

ZDoomGL is an OpenGL port of ZDoom.
ZDoom  (http://zdoom.notgod.com) is a Win32 port of Doom by Randy Heit (rheit@iastate.edu).
ZDoomGL compiles with Microsoft Visual C V5.0 compiler.
Minimal requirements are a Pentium & 32Mb of memory.
A 3D accelerated card is needed (OpenGL compatible).
It runs fine on a P200 with a voodoo1 3dfx card.

What's new in V0.1:
-------------------
- Full mouselook support.
- New dynamic lighting code ("lightmap 2" in the options).
  This new code removes lighting saturation and improve the quality of lighting in the very dark areas.
- New option to remove "polygon cracking".
	In the console: "g_bKeepJunctions" 0 = off / 1 = on
	!!! Warning !!! On some 3D cards this option could switch the engine to software mode (it was the case with the GeForce).
- -host & -join network support thanks to Jeffrey Cuenco (jcuenco@sciti.com).
- Ghost walls bug fixed (walls with the bloody skulls texture which appear on transparent linedefs).
- Dynamic lighting initialisation when start/load a level problem fixed.
- Exiting via the console now restore the desktop resolution.
- "Deep water ceiling dispearence fixed when the normal ceiling was the sky" bug fixed (like in the vertical cylinder at the begining of demo.wad).

ZDoomGL has been successfully tested on (with a decent framerate):
 P200     + voodoo1 (WinNT)                [V0.1]
 PII450   + GeForce 256 (Win98)            [V0.1] 
 PII450   + voodoo2 (Win98)                [V0.1]
 PII450   + S3 Savage 4 (Win98)            [V0.06] 
 PII300   + G200                           [V0.02]

Important note:
---------------
You need to install ZDoom before running ZDoomGL.

Quick Start:
------------
Put ZDoomGL.exe in your doom directory (shareware V1.9, Doom V1.9 or Doom II V1.9).
3D PCI cards < 8Mb users: launch VOODOO1.BAT
3D PCI cards > 8Mb users: launch VOODOO2.BAT
AGP users: simply launch ZDoomGL.exe.
Please, note that all 3Dfx cards (except voodoo1) should use the VOODOO2.BAT file.
(3Dfx cards don't support AGP memory texturing).

MD2 support:
++++++++++++
Please read the MD2.TXT file.
Note that the md2.ini provided with ZDoomGL is for Edmundo Bordeu's MD2 pack. If you want to use YPOD models rename md2-YPOD.ini to md2.ini.

+++++++++++++++++++++++++++++++++++++++++++
New command line switches:
+++++++++++++++++++++++++++++++++++++++++++
-paltex:
		Paletted textures enabled.
-sprscale <scale> (0.5 default)
		Set sprite factor scale.
-sprmaxsurf <surf> (65536 default)
		Set sprite maximum surface.
-raster:
		Enable global raster.
-dspraster:
		Enable display raster.
-3dfx:
		Set max texture size to 256x256.
-width <width> & -height <height>:
		Set screen size (640x480 default).
-noeffects:
		Remove the lighting of the torchs.
-md2 <md2 script file>:
		Choose a new script file for MD2 replacement (by default, this file is "md2.ini").

+++++++++++++++++++++++++++++++++++++++++++
New console commands:
+++++++++++++++++++++++++++++++++++++++++++
usecoronas 1 : Display coronas on "light sources" (torches, etc.)
g_bMD2 0 : Display sprites monsters.
       1 : Display MD2 monsters instead of sprites.
	   2 : Display MD2 monsters instead of sprites (interpolated animations).
g_bDynLight 0 : No lighting.
            1 : Vertices lighting.
			2 : Lightmap lighting method 1.
			3 : Lightmap lighting method 2 (no saturation, better lighting quality in dark areas).
g_bMD2Light 0 : No lighting on MD2 objects.
            1 : Positional lighting.
			2 : Vertices lighting.
g_bMonsterLight 1 : monsters missiles generate light.
g_bPlayerLight 1 : player weapons generate light.
g_cClipQuality	0 : the fastest solution (lots of polygons missing)
				1 : the default solution (some polygons missing).
				2 : the slowest solution (no polygon missing).
g_bKeepJunctions 1 : Remove "polygon cracks".

Any comments, bug reports, etc. are welcome.

E-mail address: mryssen@club-internet.fr
Doom Page: http://www.doomworld.com/doomgl
Personal homepage: http://perso.club-internet.fr/mryssen

	Michal Ryssen.