----------------------------

       - Quake2maX -

 Quake 2 OpenGL only Engine

         build 0.34
----------------------------

http://modscape.telefragged.com/q2max

	by psychospaz 


----------------------------
Quake2maX -- Description/Install
----------------------------

Quake2maX is an OpenGL only Quake2 engine modification.
You need Quake2 full retail with the 3.20 update. 
Install to your base Quake2 directory.
Then run Quake2maX.exe and enjoy.

*Software and 3dfx modes are unsupported.*

This is meant for higher end systems and might bottleneck fairly quickly if
you have a slow cpu, little ram, or an older video card.

----------------------------
New Stuff
----------------------------

- Optimized vertex lighting for trans/warped surfaces
- Tweaked celshading
- Added nightmare difficulty in game menu
- "Exec" command opens script if you include the .cfg or not
- Menu mouseover for lists also works on the item's name
- Added support for menu mouse in binds menu
- Keyboard works if mouse is stationary
- Fixed broken Options menu
- Added menu_rotate var for GUI
- Redid entity overbrights

----------------------------
Menu Mouse Support -- Description (defaults)
----------------------------

//MAIN MENU
	- Mouse1 Single - Enter Submenu
	- Mouse2 Double Click - Leave Menu

//SUBMENUS
	-Mouse1 Single Click
		.: Action Box : 	Initiate Command
		.: Selector Box : 	Rotate Right
		.: Slider :		Slide Option

	-Mouse2 Single Click
		.: Selector Box : 	Rotate Left
		.: Slider :		Move by one

	-Mouse2 Double Click
		.: Go Back a Menu

//QUIT MENU
	- Mouse1 Double Click - Quit Game
	- Mouse2 Double Click - Play a while longer...	

----------------------------
Extra Commands -- Descriptions
----------------------------

//3D CAMERA
	3dcamera
		Toggles the camera on/off

----------------------------
Extra cvars -- Descriptions
----------------------------

*most are in the options menu under appropriate sections


//INTERFACE
	con_alpha 0.5
		This will set the opacity of the console when ingame.
		(0:Invisible || 1:opaque)(value)
	con_font default
		This will set the ingame font
		(string of font file name /fonts/name)
	menu_rotate 0
		This determines what way lists rotate depending one
		mouse button pressed. If set to 0, left rotates right etc.
	menu_sensitivity 1
		Sensitivity of mouse in menus
		(set same as normal sensitivity)

//CROSSHAIR
	crosshair 1
		This sets crosshair type.
		(0:None || 1-9:Different Images)
	crosshair_scale 1
		This scales the crosshair Image.
		(Multiple for Size)
	crosshair_pulse 1
		This pulses the crosshair Image's opacity.
		(0:None || 1:Pulse || 2:Blink)

//MOUSE
	m_noaccel 0
		Toggles WinXP mouse accleration
	autosensitivity 1
		Mouse Sensitivity adjusted by fov value
		(0:Normal Senitivity || 1:Sensitivity adjusted by fov)

//BLOOD EFFECTS
	cl_blood 0
		This sets Blood effect.
		(0:Splat || 1:Bleed || 2:Splat&Bleed || 3:Gore)

//RAIL EFFECTS
	cl_railred 20
	cl_railgreen 50
	cl_railblue 175
		Use these to set the rail color for all rail effects.

	cl_railtype 1
		This will toggle between all current types of rail effects
		(0:solid beam || 1:beam w/ spiral || 2:solid laser)

//3D CAMERA
	cl_3dcam 0
		This will toggle the camera on and off
	cl_3dcam_chase 1
		Toggles camera type
		(0: Overhead Cam || 1: Chase Cam)
	cl_3dcam_dist 50
		Sets distance for camera offset
	cl_3dcam_angle 0
		Sets polar coordanates for camera offset
	cl_3dcam_alpha 1
		Toggles alpha blending for camera pushed against wall.
	cl_3dcam_adjust 1
		Toggle auto-adjustment of aim so that accuracy isn't lost.

//RENDER OPTIONS
	cl_drawfps 0
		Toggles drawing an FPS counter in top right corner of screen

	cl_demomessage 1
		Toggles drawing a message when running a demo

	r_skydistance 2300
		Size of skybox -- increase to see further

	r_decals 250
		Sets amount of decals to be onscreen at once
	r_stainmap 1
		Toggles rendering of stainmap

	r_celshading 0
		Toggles use of cell shading
	r_celshading_width
		Sets cell outline size

	r_overbrightbits 2
		Sets overbright bit amount
	r_overbrightmodels 1
		Toggles overbright layer on models

	gl_surftrans_light 1
		Toggles lighting transparent map surfaces like water/windows
	gl_transrendersort 1
		Toggles sorting entities and particle for correct transparency
	gl_shadows 0
		shadows on ents (0:off 1:normal 2:dynamically lit)

	gl_stencil 1
		Toggles using stencil buffer - turning off may speed up
	gl_spheremap 1
		Enables Spheremaps (0:off 1:hardware[video card] 2:software)

	//PARTICLES
		gl_particlelighting 0.75
			Will light particles
			(0:ignore lighting || 1:full lighting)(*value)
		gl_particle_min 0
			cuts off particles this far away
			(0:off || #:distance rendered)(value)
		gl_particle_max 0
			cuts off particles this far away
			(0:off || #:distance rendered)(value)

(*value)= demical 0.0 - 1.0

----------------------------
New cvars -- with Defaults
----------------------------

con_alpha 0.5
con_font default
crosshair 1
crosshair_scale 1
crosshair_pulse 1
autosensitivity 1
cl_footsteps 1
cl_blood 0
cl_railred 20
cl_railgreen 50
cl_railblue 175
cl_railtype 1
cl_3dcam 0
cl_3dcam_chase 1
cl_3dcam_dist 50
cl_3dcam_angle 0
cl_3dcam_alpha 1
cl_3dcam_distmax 300
cl_drawfps 0
cl_demomessage 1
m_noaccel 0
menu_sensitivity 1
menu_rotate 0
r_celshading 0
r_celshading_width 3
r_decals 250
r_skydistance 2300
r_stainmap 1	
r_overbrightbits 2
r_overbrightmodels 1
gl_ext_mtexcombine 1
gl_transrendersort 1
gl_particlelighting 0.75
gl_particle_min 0
gl_particle_max 0
gl_shadows 0
gl_spheremap 1
gl_stencil 1
gl_surftrans_light 1

----------------------------
Old New Stuff Log
----------------------------

- Fixed dirty name bug
- Capped off gl_modulate (range = 0.5 - 3.0)
- Added 3dcam toggling command
- Redid mulitplayer player options menu
- Redid options menu
- Added WinXP mouse acceleration bug fix
- Added taskbar icon bug fix
- Added min particle rendering range
- Celshading lighting is now much much better
- Redid celshading and renamed vars
- Added model overbrightness
- Blaser impact particles now bounce

- Added decals (simple, not clip to surface) for bullet/blaster impact
- Added software spheremap (gl_spheremap 2)
- Made sliders in menu draggable

- Added custom ingame font section
- Added PNG support (from Sul's sulq2 gloom engine upgrade)
- Changed Images in pak to .png for efficiency
- Redid cursor images
- removed .cin for better download

- fixed alpha channels on some particles (for fog in some mods)
- added full mouse support for menus
- fixed diamond under player when given model/default exists
- worked on OpenGL refresh error bug

- error downloading texture message fixed if jpg or tga exists

- models now brirghtened according to overbightness
- new var for trans surfaces being lit by world
- new var for spheremap stencil usage
- new var for global stencil usage

- removed clientdefaultmodel stuff - buggy
- resized player model preview window to resolution scaled window
- Transparent Brushes are now lit by world

- Stainmap blending routines redone.
- New particle depthhacking for explosions etc...
- Added Spheremapping for transparent surfaces / shells
- "cvarlist" cmd now uses 1st parameter to filter
- Player Model select menu now uses any skin to put model into menu (tga, jpg, pcx)
- Fixed texture loading crash bug
- Added overbrights
- Fixed up 3dcam algorithm

- Particle Effects - misc work
- Fixed images loading bug
- Removed other video modes from menu
- Crosshair Options
- Overhead 3dCam option
- autosensitivity

- Particle Effects - replace old ones
- Jpg, TGA support, replace old .wal & .pcx
- *.pak support
- other effects etc.

----------------------------
Special Thanx
----------------------------

-=INTRO VIDEO=-
FuShanks 

-=PROPEGANDA ARTIST=-
RipVTide

-=CODE=-
Vic
MrG
Sul
Heffo
BramBo
Ion_Pulse
Discoloda
Knightmare
Anthony J
David Pochron
QMB - thekcah@start.com.au

-=FORUM MODERATOR=-
Karen

----------------------------
Contact
----------------------------

	Email:	psychospaz@telefragged.com
	Web:	http://modscape.telefragged.com

Quake2maX (c) 2002 MODScape Developement - psychospaz