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15 changes: 10 additions & 5 deletions engine/COPYING.txt
Original file line number Diff line number Diff line change
Expand Up @@ -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

Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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



6 changes: 3 additions & 3 deletions engine/id-readme.txt
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down
64 changes: 32 additions & 32 deletions engine/opengl2-readme.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.

Expand Down Expand Up @@ -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)
Expand All @@ -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).
Expand Down Expand Up @@ -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.
Expand Down Expand Up @@ -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.
Expand Down Expand Up @@ -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.
Expand Down Expand Up @@ -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.

Expand Down Expand Up @@ -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 <type>`
- 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 <value>`
- 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 <value>`
- 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.
Expand Down Expand Up @@ -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
Expand All @@ -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'.
Expand All @@ -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 <red> <green> <blue> <intensity> <degrees> <elevation> <shadowScale>

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
Expand All @@ -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
Expand All @@ -542,15 +542,15 @@ 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
-------------------------------------------------------------------------------

This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is:

q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax> <autoExposureMin> <autoExposureMax>

Each of these settings corresponds to a matching cvar, so you can view and
adjust the effect before settling on fixed settings.

Expand All @@ -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. :)

Expand Down
2 changes: 1 addition & 1 deletion engine/ui/hud.txt
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
// hud menu defs
//
//
{
loadMenu { "ui/hud.menu" }
loadMenu { "ui/score.menu" }
Expand Down
2 changes: 1 addition & 1 deletion engine/ui/hud2.txt
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
// hud menu defs
//
//
{
loadMenu { "ui/min_hud.menu" }
loadMenu { "ui/score.menu" }
Expand Down
4 changes: 2 additions & 2 deletions engine/ui/ingame.txt
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
// menu defs
//
{
//
{
loadMenu { "ui/ingame.menu" }
loadMenu { "ui/ingame_vote.menu" }
loadMenu { "ui/ingame_about.menu" }
Expand Down