ZDoomGL V1.20 gl(0.12b) [26/11/99]
----------------------------------

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 V0.12b:
---------------------
- ZDoom V1.20 port.
- Useless change resolution at startup removed.


ZDoomGL has been successfully tested on (with a decent framerate):
 PII300   + voodoo1 (Win98)                [V0.12]
 PIII500  + TNT2 (WinNT)                   [V0.12]
 PII450   + GeForce 256 (Win98)            [V0.12] 
 PII450   + voodoo2 (Win98)                [V0.12]
 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").
-lights  <lights script file>:
		Choose a new script file for dynamic lighting definitions (by default, this file is "lights.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.