diff --git a/engine/COPYING.txt b/engine/COPYING.txt index 98443f353..4521d75bd 100644 --- a/engine/COPYING.txt +++ b/engine/COPYING.txt @@ -55,7 +55,8 @@ patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. - + + GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION @@ -110,7 +111,8 @@ above, provided that you also meet all of these conditions: License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) - + + These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in @@ -168,7 +170,8 @@ access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. - + + 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is @@ -225,7 +228,8 @@ impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. - + + 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License @@ -278,4 +282,5 @@ PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS - + + diff --git a/engine/id-readme.txt b/engine/id-readme.txt index 55b00f33d..bcf6cf17c 100644 --- a/engine/id-readme.txt +++ b/engine/id-readme.txt @@ -77,10 +77,10 @@ Netherlands. All Rights Reserved -Permission to use, copy, modify, and distribute this software and its -documentation for any purpose and without fee is hereby granted, +Permission to use, copy, modify, and distribute this software and its +documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that -both that copyright notice and this permission notice appear in +both that copyright notice and this permission notice appear in supporting documentation, and that the names of Stichting Mathematisch Centrum or CWI not be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission. diff --git a/engine/opengl2-readme.md b/engine/opengl2-readme.md index 7e572611e..0a15074aa 100644 --- a/engine/opengl2-readme.md +++ b/engine/opengl2-readme.md @@ -31,28 +31,28 @@ For *nix: 1. This should be identical to installing ioq3. Check their README for more details. - + For Win32: 1. Have a Quake 3 install, fully patched. -2. Copy the following files into Quake 3's install directory: - +2. Copy the following files into Quake 3's install directory: + ioquake3.x86.exe renderer_opengl1_x86.dll renderer_opengl2_x86.dll - + These can be found in build/release-mingw32-x86 after compiling, or bug someone to release binaries. - + ------------------------------------------------------------------------------- RUNNING ------------------------------------------------------------------------------- 1. Start ioquake3. (ioquake3.x86.exe on Win32) - -2. Open the console (the default key is tilde ~) and type + +2. Open the console (the default key is tilde ~) and type `/cl_renderer opengl2` and press enter `/vid_restart` then press enter again. @@ -100,7 +100,7 @@ Cvars for HDR and tonemapping: 0 - No. 1 - Yes. (default) -* `r_toneMap` - Enable tone mapping. Requires +* `r_toneMap` - Enable tone mapping. Requires r_hdr and r_postProcess. 0 - No. 1 - Yes. (default) @@ -110,7 +110,7 @@ Cvars for HDR and tonemapping: 1 - Yes. * `r_forceToneMapAvg` - Cheat. Map average scene luminance to this - value, in powers of two. Requires + value, in powers of two. Requires r_forceToneMap. -2.0 - Dark. -1.0 - Kinda dark. (default). @@ -139,7 +139,7 @@ Cvars for HDR and tonemapping: * `r_forceAutoExposure` - Cheat. Override built-in and map auto exposure settings and use cvars - r_forceAutoExposureMin and + r_forceAutoExposureMin and r_forceAutoExposureMax. 0 - No. (default) 1 - Yes. @@ -171,7 +171,7 @@ Cvars for advanced material usage: 1 - Yes. (default) * `r_deluxeMapping` - Enable deluxe mapping. (Map is compiled - with light directions.) Even if the map + with light directions.) Even if the map doesn't have deluxe mapping compiled in, an approximation based on the lightgrid will be used. @@ -309,7 +309,7 @@ Cvars that you probably don't care about or shouldn't mess with: 0 - No. 1 - Yes. (default) -* `r_mergeLightmaps` - Merge the small (128x128) lightmaps into +* `r_mergeLightmaps` - Merge the small (128x128) lightmaps into 2 or fewer giant (4096x4096) lightmaps. Easy speedup. 0 - Don't. @@ -342,7 +342,7 @@ Cvars that have broken bits: ------------------------------------------------------------------------------- OpenGL2 supports .mtr files, which are basically the same as .shader files, and -are located in the same place, but override existing .shader files if they +are located in the same place, but override existing .shader files if they exist. This is to allow maps and mods to use the new material features without breaking the map when using the old renderer. @@ -373,29 +373,29 @@ Here's an example of a material stored in one, showing off some new features: } } -The first thing to notice is that this is basically the same as old Quake 3 -shader files. The next thing to notice are the new keywords. Here is what +The first thing to notice is that this is basically the same as old Quake 3 +shader files. The next thing to notice are the new keywords. Here is what they mean: `stage ` - State how this imagemap will be used by OpenGL2: diffuseMap - Standard, same as no stage entry normalMap - Image will be used as a normal map - normalParallaxMap - Image will be used as a normal map with + normalParallaxMap - Image will be used as a normal map with alpha treated as height for parallax mapping specularMap - Image will be used as a specular map with alpha treated as shininess. `specularReflectance ` - - State how metallic this material is. Metals typically have a high + - State how metallic this material is. Metals typically have a high specular and a low diffuse, so this is typically high for them, and low for other materials, such as plastic. For typical values for various materials, see http://refractiveindex.info , pick a material, then scroll down to the reflection calculator and look up its reflectance. Default is 0.04, since most materials aren't metallic. - + `specularExponent ` - - State how shiny this material is. Note that this is modulated by the + - State how shiny this material is. Note that this is modulated by the alpha channel of the specular map, so if it were set to 16, and the alpha channel of the specular map was set to 0.5, then the shininess would be set to 8. Default 256. @@ -446,7 +446,7 @@ declared before them, so materials like this are possible: blendfunc GL_DST_COLOR GL_ZERO } } - + Though note due to the complexity of lighting, dynamic light (including sunlight with cascaded shadow maps) currently only works 100% on materials like this, where the second diffuse map doesn't have its own alpha, and only @@ -473,7 +473,7 @@ surfaces. To enable this, make your material look like this: } } -Note the new keyword, 'vertexLit' after rgbGen. This is analogous to +Note the new keyword, 'vertexLit' after rgbGen. This is analogous to 'rgbGen vertex', except a light direction will be determined from the lightgrid and used with the normal and specular maps. 'exactVertexLit' exists as well, and is the equivalent for 'exactVertex'. @@ -486,17 +486,17 @@ and is the equivalent for 'exactVertex'. This adds a new keyword to sky materials, q3gl2_sun. The syntax is: q3gl2_sun - + Note the first six parameters are the same as in q3map_sun or q3map_sunExt, and the last two indicate scaling factors for the map brightness and an ambient light of the same color as the sun. There are currently two ways to use this in your own (and other people's) maps. - 1. Create your map as normal, set r_sunlightMode to 1, and add a + 1. Create your map as normal, set r_sunlightMode to 1, and add a 'q3gl2_sun' line after your 'q3map_sun' line in your sky material, like so: - + textures/skies/bluesky { qer_editorimage textures/skies/bluesky.jpg @@ -517,10 +517,10 @@ There are currently two ways to use this in your own (and other people's) maps. with the old renderer with the sunlight baked into the lightmap, and it can be used with existing maps without recompilation. The downside is artifacts like doubled shadows and uneven shadow edges. - + 2. Set r_sunlightMode to 2 and use 'q3gl2_sun' instead of 'q3map_sun' or 'q3map_sunExt', like so: - + textures/skies/bluesky { qer_editorimage textures/skies/bluesky.jpg @@ -542,7 +542,7 @@ There are currently two ways to use this in your own (and other people's) maps. not display properly with the old renderer, and you lose the bounced light that compiling the map with q3map_sun* in it would have. - + ------------------------------------------------------------------------------- TONE MAPPING AND AUTO EXPOSURE ------------------------------------------------------------------------------- @@ -550,7 +550,7 @@ There are currently two ways to use this in your own (and other people's) maps. This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is: q3gl2_tonemap - + Each of these settings corresponds to a matching cvar, so you can view and adjust the effect before settling on fixed settings. @@ -571,17 +571,17 @@ contributed thoughts, ideas, and whole swaths of code to this project. - Robert 'Tr3B' Beckebans and the other contributors to XReaL, for letting me liberally copy code from you. :) - + - Andrew 'Black Monk' Prosnik, Andrei 'Makro' Drexler, Tomi 'T.T.I.' Isoaho, Richard 'JBravo' Allen, Walter 'Johnny Rocket' Somol, and the rest of the Boomstick Studios, for contributing code, feature requests, and testing. - + - Yoshiharu Gotanda, Tatsuya Shoji, and the rest of tri-Ace's R&D Department, for creating the tri-Ace shading equations and posting their derivations in simple English. - + - Matthias 'gimhael' Bentrup, for random ideas and bits of code. - + - Evan 'megatog615' Goers, for testing, ideas, and bugging me just enough that I'd write documentation. :) diff --git a/engine/ui/hud.txt b/engine/ui/hud.txt index ab99a101d..837db8726 100644 --- a/engine/ui/hud.txt +++ b/engine/ui/hud.txt @@ -1,5 +1,5 @@ // hud menu defs -// +// { loadMenu { "ui/hud.menu" } loadMenu { "ui/score.menu" } diff --git a/engine/ui/hud2.txt b/engine/ui/hud2.txt index c0a2da4ba..b0dd0fdef 100644 --- a/engine/ui/hud2.txt +++ b/engine/ui/hud2.txt @@ -1,5 +1,5 @@ // hud menu defs -// +// { loadMenu { "ui/min_hud.menu" } loadMenu { "ui/score.menu" } diff --git a/engine/ui/ingame.txt b/engine/ui/ingame.txt index fb523ba7c..0006054d4 100644 --- a/engine/ui/ingame.txt +++ b/engine/ui/ingame.txt @@ -1,6 +1,6 @@ // menu defs -// -{ +// +{ loadMenu { "ui/ingame.menu" } loadMenu { "ui/ingame_vote.menu" } loadMenu { "ui/ingame_about.menu" }