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mod_nehahra/dpnehahra.txt
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mod_nehahra/dpnehahra.txt
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DarkPlaces engine, Nehahra edition, version 1.05
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Pretty much just click it and play, automatically loads -game nehahra and
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special settings for Nehahra.
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3DFX notes:
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May or may not work with WickedGL, untested.
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Known to not work with 3DFX glquake opengl32.dll (despite my best efforts),
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rename/delete it to fix patchy lighting.
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If you rename/delete quake\opengl32.dll, and get slideshow speeds,
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get newer 3DFX drivers, preferably ones labeled as 'Quake3 compatible'.
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If it still gets slideshow speeds or you have a V1/V2 not compatible with
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the reference drivers, please don't complain to me as I can't help.
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Brightness control console variables:
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brightness 1-5 (default: 1)
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Up to 5x brightness (quite bright).
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(note: brightness works in the options menu)
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contrast 0.2-1.0 (default: 1)
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reduce this in very small (.05 usually) steps to bring up the black,
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washs out the image but lets you see in dark corners better.
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If anything doesn't work right, try out these console variables:
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gl_lightmode 0/1 (default: 1)
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New lighting mode, 0 is old GLQuake look, 1 is software quake style
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(full brightness range), compare and salt to taste... Some degradation
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in image quality results, however the dynamic lighting especially benefits.
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gl_multitexture 0/1 (default: 1 if you have a multitexturing 3D card)
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If experiencing negative lighting or completely bizarre textures (Matrox),
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you might want to set this to 0...
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gl_nosubimagefragments 0/1 (default 0 unless 3DFX minigl is detected)
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if you see a strange fragmented lighting glitch everywhere, turn this on but
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it slows down dynamic lighting and uses a lot more memory like original
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glquake did, note you must restart the level to see the change.
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gl_nosubimage 0/1 (default 0)
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if nosubimagefragments doesn't fix it, this should...
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gl_lightmaprgba 0/1 (default 1)
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setting this to 0 improves lighting quality (less banding) in 16bit modes,
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however it has been known to disagree with certain drivers,
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so it defaults to 1 for compatibility.
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Engine and this readme written by LordHavoc ( havoc@gamevisions.com ),
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based on source code by id Software ( http://www.idsoftware.com )
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