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commit c6e64b4376159392f2ae0b3ad45cad2c9da21b29 Author: MAN-AT-ARMS <[email protected]> Date: Wed Jul 19 16:26:03 2017 -0400 Update rend2-readme --- rend2-readme.md | 22 +++++++++++++--------- 1 file changed, 13 insertions(+), 9 deletions(-) diff --git a/rend2-readme.md b/rend2-readme.md index 629cc9b..6eba1a0 100644 --- a/rend2-readme.md +++ b/rend2-readme.md @@ -39,8 +39,12 @@ For Win32: 2. Copy the following files into RTCW's install directory: ioWolfMP.x86.exe - renderer_opengl1_x86.dll - renderer_rend2_x86.dll + ioWolfSP.x86.exe + ioWolfDED.x86.exe + renderer_mp_opengl1_x86.dll + renderer_mp_rend2_x86.dll + renderer_sp_opengl1_x86.dll + renderer_sp_rend2_x86.dll These can be found in build/release-mingw32-x86 after compiling, or bug someone to release binaries. @@ -50,7 +54,7 @@ For Win32: RUNNING ------------------------------------------------------------------------------- -1. Start iowolfmp. (ioWolfMP.x86.exe on Win32) +1. Start iowolfmp/iowolfsp. (ioWolfMP.x86.exe/ioWolfSP.x86.exe on Win32) 2. Open the console (the default key is tilde ~) and type `/cl_renderer rend2` and press enter @@ -259,7 +263,7 @@ Cvars for image interpolation and generation: Cvars for the sunlight and cascaded shadow maps: -* `r_forceSun` - Cheat. Force sunlight and shadows, using sun position from sky material. +* `r_forceSun` - Force sunlight and shadows, using sun position from sky material. 0 - Don't. (default) 1 - Do. 2 - Sunrise, sunset. @@ -327,7 +331,7 @@ Cvars that you probably don't care about or shouldn't mess with: Cvars that have broken bits: * `r_dlightMode` - Change how dynamic lights look. - 0 - Quake 3 style dlights, fake + 0 - RTCW style dlights, fake brightening. (default) 1 - Actual lighting, no shadows. 2 - Light and shadows. (broken) @@ -341,7 +345,7 @@ Cvars that have broken bits: MATERIALS ------------------------------------------------------------------------------- -OpenGL2 supports .mtr files, which are basically the same as .shader files, and +Rend2 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 exist. This is to allow maps and mods to use the new material features without breaking the map when using the old renderer. @@ -373,12 +377,12 @@ 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 +The first thing to notice is that this is basically the same as old RTCW 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: + - State how this imagemap will be used by Rend2: 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 @@ -562,7 +566,7 @@ adjust the effect before settling on fixed settings. I'd like to take this part of the readme to thank the numerous people who contributed thoughts, ideas, and whole swaths of code to this project. - - Id Software, for creating Quake 3 and releasing its source code under a + - Id Software, for creating RTCW and releasing its source code under a GPL license, without which this project would not be possible. - Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the -- Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/iortcw.git _______________________________________________ Pkg-games-commits mailing list [email protected] http://lists.alioth.debian.org/cgi-bin/mailman/listinfo/pkg-games-commits

