ZDoomGL V1.22 gl(0.4b) [29/04/99]
--------------------------------

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 V0.4b:
--------------------
- New console variable: g_fglfog to set the fog attenuation distance (default value is 7.0)
- New command line switch to set the scale of the world (default is 100).
   This switch could be usefull to remove the "display ground bug" present on 3Dfx cards. (in ZDoomGL V0.4, this parameter was set to 10 for example).
- Music stoped when load/save a game bug fixed.

ZDoomGL has been successfully tested on (with a decent framerate):
 P200     + voodoo1 (Win98)                       [V0.4b]
 Athlon700+ GeForce256 (Win98, detonators V5.22)  [V0.4b]
 PIII500  + TNT2 (WinNT)                          [V0.3]
 PII450   + GeForce 256 (Win98)                   [V0.2] 
 PII450   + voodoo2 (Win98)                       [V0.2]
 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.
The MD2 skies work only with Doom II (and DoomII PWADs with no custom sky). You need to download the MD2 files from www.doomworld.com/doomgl.
If you don't have the MD2 HUD weapons from the Q2 Generation mod, just use the md2.ini from the last Edmundo's MD2 pack.
(You can find the "Generations" mod here: http://fileplanet.com/index.asp?search=generation),

+++++++++++++++++++++++++++++++++++++++++++
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).
-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").
-lvlspec <levels script file>:
		Choose a new script file for levels special effects (by default, this file is "levels.ini").
-nomd2:
		Remove MD2 support (save more than 30 Mb of memory with the last md2.ini).
-scale <scale factor> (100 default)
		Change the scale of the world.

+++++++++++++++++++++++++++++++++++++++++++
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: kokak@free.fr
Doom Page: http://www.doomworld.com/doomgl
Personal homepage: http://perso.club-internet.fr/mryssen

	Michal Ryssen.