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 Péter). - 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 (0.5 default) Set sprite factor scale. -sprmaxsurf (65536 default) Set sprite maximum surface. -raster: Enable global raster. -dspraster: Enable display raster. -3dfx: Set max texture size to 256x256. -width & -height : Set screen size (640x480 default). -md2 : Choose a new script file for MD2 replacement (by default, this file is "md2.ini"). -lights : Choose a new script file for dynamic lighting definitions (by default, this file is "lights.ini"). -lvlspec : 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 (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 : Set the number of lights which affects a MD2 model. g_iMD2VLightDist : 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 : Maximum decals number. g_bUseMipMap 0 : No mipmapping 1 : Low quality mipmapping 2 : High quality mipmapping g_iMaxMirrors : 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 Michaël Ryssen.