ZDoomGL V1.22 gl(0.66) [14/05/01] --------------------------------- 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 V0.66: -------------------- (compiled with MSVC4) - Level of details (LOD) for MD2 support: For each MD2, 4 LOD are created (100% of polygons, 75%, 50% & 25%). The farther the MD2 is, the lesser LOD it will use. LOD can be enabled / disabled from the OpenGL option menu (g_bUseMRM console variable). The distances, which causes LOD switches, can also be adjusted from this menu: it affects the console variable g_iMRMDist. Dist= the distance from the camera to the MD2: When g_iMRMDist > Dist, the 100% model will be displayed. When 2*g_iMRMDist > Dist > g_iMRMDist, the 75% model will be displayed. When 4*g_iMRMDist > Dist > 2*g_iMRMDist, the 50% model will be displayed. When Dist > 4*g_iMRMDist, the 25% model will be displayed. A new "noLOD= 1" parameter has been added in md2.ini (to disable LOD on low polygon models). [DEBUG version only] Also, the first time you will run ZDoomGL, ".mrm" files will be created (which contain LOD datas). It could take a while. - Allocation problem in drawing list of floor/ceiling fixed (could cause crashes). - Appreciable speed improvement when rendering wide open spaces with a lot of multi-sided sectors. - Bug in MD2 lighting fixed (vertices) + one new mode: "vertices 2". - New "autorotate= 1" parameter in MD2.ini (to enable rotation of weapons, ammo, etc. like Quake). - Random crash in console init fixed. - One bug in texture creation fixed (original Doom transparent texture redefined as a non-transp texture in a PWAD). - 2 problems in mirror's code fixed (one crash (particles) & one display problem (lens flare)). - Deep water sector huge speed improvement. - Scrolling flats speed problem fixed. - Double-sided textures now scroll correctly. - "Decals which didn't move on some doors" bug fixed. - Sector_SetColor now works in deep-water sectors. - Some optimisation in lightmap2 code (large open space areas with few ligh sources in sight should be rendered faster). - New floor lighting (only available in "lightmap 2" mode). Some floors can emit light, read lights.txt to know how it works. V0.65: - "Double-sided transparent linedefs disapears when mirror in view" bug fixed. - Mirrors work coorectly with 3Dfx MiniGL drivers (glFrontFace function isn't supported by those drivers). - "Lens flares displayed twice when a mirror is in view" bug fixed. - Display problem fixed with the floor lighting system. - Autorotate flag now works correctly with Interpolated MD2. - Ceiling display bug fixed when the floor texture is a sky. - Sky spheres now should be correctly positionned (Cf Doom2 MAP24). - Useless upper textures aren't displayed anymore (2 sided linedefs which both sectors have a ceiling sky texture). - MD2 skins greater than 256x256 are now automatically scaled to 256x256 (it crashed with 3Dfx MiniGL). - Walls with floors/ceilings junction gaps should be less noticeable. V0.653: - Objects & transparent/translucent linedef sorting bug fixed. - Memory allocation problem (which can cause crash or exhaust all system memory) in particle code fixed. V0.654: - Redondant texture bug removed (useless bottom et up textures removed). - Clip planes active in ZBuffer mirror code. - All light sources preserved after loading a saved game. V0.66: - New "-forceresolution" command line parameter to force the engine to use resolution specified by the -width & - height parameters. - New console command g_bFloorLightFix, used to test new floor lighting system. - LOD generation disabled in the release version (too unstable). So, pregenerated MRM files are needed. ZDoomGL has been successfully tested on (with a decent framerate): P200 + voodoo1 (Win95) [V0.66] PIII933 + GeForce 2 GTS (Win2000) [V0.66] 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. - 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). -bits Set screen color depth (16 or 32 bits). -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. -forceresolution: Force the engine to use resolution specified by the -width & - height parameters. +++++++++++++++++++++++++++++++++++++++++++ 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. 3 : Vertices 2 lighting mode. 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). 2 : Same as 1, but a little more accurate (and a little slower). g_bUseMRM 1 : Enable MD2 LODs. g_iMRMDist : Dist= the distance from the camera to the MD2: When g_iMRMDist > Dist, the 100% model will be displayed. When 2*g_iMRMDist > Dist > g_iMRMDist, the 75% model will be displayed. When 4*g_iMRMDist > Dist > 2*g_iMRMDist, the 50% model will be displayed. When Dist > 4*g_iMRMDist, the 25% model will be displayed. g_bFloorLightFix 0 (default) / 1 : Try 1 if you have some problems with the floor lighting system. 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.