ZDoomGL V1.22 gl(0.6) [07/01/01]
--------------------------------

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 V0.6:
-------------------
(compiled with MSVC4)
- Lens flares support.
- New light.ini format which supports coronas & lens flares definitions.
- Bug #26: "midi stops when bringing up the menu" bug fixed (thanks to Rajkovits Pter).
- Multiple 2-sided linedefs bugs fixed (thanks to Abbs for his examples WADS).
- Multiple-patched texture bug fixed (custom texture from PWADs).
- Crash in menu items allocation fixed (menus from PWADs).
- Player's weapon (sprite version) now correctly lighted in a colored sector.
- Lightmap 2 rendering re-worked one more time.
- New console variable: g_bFastSprClip for fast sprite clipping (set to 1 by default).
- Animated floor/ceiling texture corruption fixed (probably bug #008)

And a special thanks to Randy Heit for fixing all the following bugs:
- Fixes memory corruption when reading lights.ini at startup. 
- Fixes crashes when showing player setup menu.
- Draws the background on intermission texts. 
- Removes the need for ptc.dll and hermes.dll. 
- Fixes crashes when displaying menus and dimamount is non-zero. 
- Fixes translucency to be the same as the standard software renderer. 
- Fixes some alignment problems for the big screen-sized 2D graphics. 
- Fixes crash when running with 1.23 zdoom.wad. (Will still not run, but at least now it says why.) 

ZDoomGL has been successfully tested on (with a decent framerate):
 P200     + voodoo1 (Win98)                [V0.6]
 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.
All MD2 can be downloaded from www.doomworld.com/doomgl (DoomGL section).

You can find the "ready to use" MD2 pack here: http://www.3ddownloads.com/showfile.php3?file_id=87512
      or directly from Sailoruranus site here: http://aluminumsiren2000.tripod.com/pack/main.html

(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)).

Other goodies:
++++++++++++++
- Disolving bodies DEH patch by Abbs: see disolve.txt.
- Lights.ini by Slayer226: see qlights.txt & ecolights.txt.
- Missing textures fix for Doom2 by NTScroll: http://www.3ddownloads.com/showfile.php3?file_id=38093.

+++++++++++++++++++++++++++++++++++++++++++
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.(all the points have the same light level)
			2 : Vertices lighting.
g_iMaxNbMD2Light <Number>: Set the number of lights which affects a MD2 model.
g_iMD2VLightDist <Distance>: Set the distance beyond which the engine will use the positionnal MD2 lighting system.
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_bSkyMethod 0 : Original Sky code
             1 : JHexen based sky code.
			 2 : MD2 sky.
g_iMaxImpacts <Number>: Maximum decals number.
g_bUseMipMap 0 : No mipmapping
             1 : Low quality mipmapping
			 2 : High quality mipmapping
g_iMaxMirrors <Number> : Maximum number of mirrors rendered in a scene.
g_bUseMapHack 1 : Needed if you want the automap with minigl drivers.
g_bFastSprClip 1 : Fast sprite clipping (but a little inaccurate).


Any comments, bug reports, etc. are welcome.

E-mail address: kokak@free.fr
Doom Page: http://www.doomworld.com/doomgl
Personal homepage: http://kokak.free.fr

	Michal Ryssen.