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- ---------------------------------------------------------------------------
- Readme for the PowerVR(TM) GLQuake/GLHexen II Driver
-
- Public Release 1
-
- Copyright (C) 1997 NEC Electronics
-
- Email comments and reports of bugs to john_smith@el.nec.com
- ---------------------------------------------------------------------------
-
- TABLE OF CONTENTS
-
- 1. Introduction
- 2. Included Files
- 3. Requirements
- 4. Installation
- 5. A Note for PCX1 Users
- 6. Using Different Screen Resolutions
- 7. Adjusting the Screen Brightness or Gamma
- 8. Performance Tuning
- 9. Compensating for Sound Stuttering
- 10. Known Issues and Problems With This Driver
- 11. General Issues with GLQuake/GLHexen II
- 12. Legal Stuff
-
-
- 1. INTRODUCTION
-
- This is the first public release of the GLQuake/GLHexen II driver for
- PowerVR. With this driver you can now enjoy the improved graphics
- quality of the OpenGL versions of Quake and Hexen II on your PowerVR card.
- This driver, or an updated version of it, should also work with most, if
- not all, coming games based on the Quake engine.
-
- This driver is unsupported. However we welcome any comments or reports of
- bugs that you may have. These should be sent to the email address above.
-
- NOTE: This driver is not an OpenGL driver. It is only an implementation of
- a subset of the OpenGL API, sufficient to run GLQuake and its derivatives.
- It is not certified by Silicon Graphics Inc. and has not passed any OpenGL
- conformance tests. Do not attempt to use this driver with OpenGL
- applications other than those based on the Quake engine, or those which
- claim to work with a "GLQuake driver".
-
-
- 2. INCLUDED FILES
-
- OPENGL32.DLL - The GLQuake/GLHexen II driver
- SBARFIX.EXE - A small application to patch older versions of GLQUAKE.EXE
- so the status bar displays correctly.
- README.TXT - This file.
-
-
- 3. REQUIREMENTS
-
- This driver requires the following to be installed and running
- on the system:
-
- * Any version of Windows 95
- * DirectX 3.0a or later
- * PowerVR Windows 95 drivers version 4.0.0a or later.
-
- The following is also required for GLQuake:
-
- * A full registered version of Quake. GLQuake does not work with the
- shareware version of Quake.
- * A GLQuake distribution archive. These are available from
- ftp://ftp.idsoftware.com/idstuff/unsup in the archives starting
- with "GLQ". e.g. GLQuake 0.95 is available in the archive GLQ8_27.ZIP.
- This driver does not work correctly with the very first release of GLQuake
- (GLQUAKE1.ZIP).
- * If you wish to run GLQuakeWorld, you will need the latest QuakeWorld
- distribution archive.
-
- GLHexen II doesn't require anything extra other than the game or the demo
- of the game.
-
- The following is the recommended minimum system requirements:
-
- * A Pentium 133 or better CPU.
- * 32 Megabytes of RAM.
- * A PowerVR PCX2 card such as the Apocalypse 3Dx or the Matrox m3D.
-
- NOTE: Because this driver uses the FPU (floating point unit) of the CPU
- extensively, current non-Intel x86 compatible processors require a
- significantly higher clock rate than 133 MHz to match the performance
- of a Pentium 133.
-
-
- 4. INSTALLATION
-
- WARNING: Do not copy the driver into your WINDOWS\SYSTEM directory as this
- will prevent other OpenGL applications running on your system, including the
- Windows OpenGL screen savers.
-
- For GLQuake:
-
- * Install the full version of Quake.
- * Put the GLQUAKE.EXE file from the GLQuake distribution archive into
- your Quake directory.
- * Put the OPENGL32.DLL file from THIS archive into your Quake directory.
- Do not use the OPENGL32.DLL file included in the GLQuake archive as
- this is not for PowerVR.
- * If you are using version 0.92 (GLQ3_11.ZIP) or 0.93 (GLQ3_28.ZIP) of
- GLQuake, you must also put the SBARFIX file included in this archive
- into your Quake directory. Once you have done so, run it from the
- Quake directory (you can do this by double clicking on SBARFIX in
- Windows Explorer) and follow the on screen prompts.
- * You may wish to create a shortcut on your desktop to GLQUAKE.EXE to
- make it easier to launch in the future.
- * You can now start GLQuake by running GLQUAKE.EXE.
-
- For GLQuakeWorld:
-
- * Follow the instructions for GLQuake, except put GLQWCL.EXE from the
- QuakeWorld distribution archive into your Quake directory as opposed
- to GLQUAKE.EXE.
-
- For GLHexen II:
-
- * Install Hexen II or the Hexen II demo. Do not start the game just yet.
- * Put OPENGL32.DLL from this archive into your Hexen II directory. You will
- need to overwrite the existing driver which is not for PowerVR.
- * You're ready to go.
-
-
- 5. A NOTE FOR PCX1 USERS
-
- GLQuake and its derivatives require bilinear filtering for implementing
- lighting. Unfortunately PCX1 does not support bilinear filtering and
- as such, the lighting in Quake does not look as good. In addition,
- performance on PCX1 is significantly slower than on PCX2. Apocalypse
- 3D users may wish to take advantage of Videologic's limited time upgrade
- offer to the Apocalypse 3Dx. The competitively priced Matrox m3D also
- provides a possible upgrade path.
-
-
- 6. USING DIFFERENT SCREEN MODES
-
- WARNING: The latest versions of GLQuake do not work with resolutions
- above 640x480. Until this issue is resolved you will need to
- go back to version 0.93 (GLQ3_28.ZIP) to use the high resolution
- modes.
-
- This driver will support 16, 24 and 32 bit color modes with resolutions
- up to 1024x768, including running in a window. To use these modes, you
- must start the game with the -width, -height and -window command line
- options. For example, to run GLQuake at 800x600 in a window, you should
- start the game with the following command line:
-
- glquake -width 800 -height 600 -window
-
- We strongly recommend trying the game at 800x600, especially if you are
- running a lower end system. The reason for this is that the playability
- of the game can actually be increased due to a more consistent frame rate.
- The slower parts of the game run at about the same frame rate as the lower
- resolutions, while the peak frame rates are not as high.
-
- To switch between 16, 24 and 32 bit color depths, you need to change the
- color depth of your desktop. GLQuake/GLHexen II automatically run at the
- color depth of your desktop.
-
- Do not be afraid of 24 bit mode if you are running at lower resolutions.
- Providing your 2D video card is reasonably fast and has enough memory to
- support the specified mode with triple buffering, 24 bit mode incurrs
- little or no performance hit.
-
- The following modes are some of the modes available on common 2D card
- memory configurations:
-
- 2 Megabyte 2D card 4 Megabyte 2D card
- 320x200, 16 bit, triple buffered 320x200, 16 bit, triple buffered
- 320x200, 24 bit, triple buffered 320x200, 24 bit, triple buffered
- 320x200, 32 bit, triple buffered 320x200, 32 bit, triple buffered
- 512x384, 16 bit, triple buffered 512x384, 16 bit, triple buffered
- 512x384, 24 bit, triple buffered 512x384, 24 bit, triple buffered
- 512x384, 32 bit, double buffered 512x384, 32 bit, triple buffered
- 640x480, 16 bit, triple buffered 640x480, 16 bit, triple buffered
- 640x480, 24 bit, double buffered 640x480, 24 bit, triple buffered
- 800x600, 16 bit, double buffered 640x480, 32 bit, triple buffered
- 1024x768, 16 bit, single buffered 800x600, 16 bit, triple buffered
- 800x600, 24 bit, double buffered
- 800x600, 32 bit, double buffered
- 1024x768, 16 bit, double buffered
-
-
- 7. ADJUSTING THE SCREEN BRIGHTNESS OR GAMMA
-
- On many systems, the default brightness of Quake is too dark. Unfortunately
- GLQuake does not support adjusting the brightness of the game. This is
- mainly due to a common limitation in the drivers of most 2D cards,
- preventing an application from changing the cards gamma settings. A couple
- of potential workarounds are:
-
- * Increasing the contrast and brightness settings on your monitor.
-
- * Some 2D cards allow boosting the gamma via the Windows 95 Display
- Properties page. Sometimes these setting won't "stick" between changes in
- resolution, so you might have to switch to the resolution you want to play
- at (e.g. 640x480), adjust the gamma, then start the game.
-
-
- 8. PERFORMANCE TUNING
-
- While the performance is generally very good, for serious deathmatch play
- every little bit of extra performance counts. The following tips can be
- very helpful:
-
- * If you have a system with good FPU performance such as an Intel CPU with
- a high clock speed, try running at 512x384.
- * Because of the large amount of memory that the game uses (especially
- GLHexen II), there can quite often be considerable paging to disk causing
- annoying pauses in the game. These can be minimized by making sure no
- other applications are running in the background. Modifying your virtual
- memory settings to use a large permanent swap file can also increase
- performance. Virtual memory settings are adjusted in the System applet
- in the Windows 95 Control Panel. You should also run Disk Defragmenter
- on your hard drive before creating a permanent swap file.
- * +gl_keeptjunctions 0 will reduce the polygon count in the level and can
- give as much as a 20% performance increase. The negative side is that
- small cracks appear along the edges of some polygons. This option will
- not take effect until you restart the level.
-
- The following only applies to GLQuake:
-
- * On lower end systems the default lighting method is the fastest
- (+gl_flashblend 1), however on faster systems the full dynamic lighting
- (+gl_flashblend 0) usually performs better. This is because the PowerVR
- architecture allows the CPU to update the light maps while the hardware
- is rendering.
- * Disabling the "palette" effects (+gl_polyblend 0) can make the frame rate
- more consistent. These effects are used to indicate getting shot (the
- red flash), underwater etc. However in serious death match game play they
- offer limited useful feedback.
-
-
- 9. COMPENSATING FOR SOUND STUTTERING
-
- When running on slower systems, the frame rate can drop considerably in some
- places causing the sound to start stuttering. Some Quake TC's (total
- conversions) with very high polygon counts are very prone to this problem.
- To compensate for this, try using the console command _snd_mixahead 0.15.
- If there is still some stuttering, use the command _snd_mixahead 0.2. You
- should choose the lowest _snd_mixahead setting which works for you as larger
- numbers cause noticeable delays in the sound effects.
-
-
- 10. KNOWN ISSUES AND PROBLEMS WITH THIS DRIVER
-
- * On some systems, switching between GLQuake/GLHexen II and other Windows
- applications via Alt-Tab causes problems. You may not be able to switch
- back to GLQuake/GLHexen II. To prevent frustration, once you start the
- game, do not switch to another application. Also take care that other
- applications running in the background are not going to put up a message
- box and steal the "focus" away from the game. If you do find yourself
- switched away from the game and at a Windows desktop, you should press
- Ctrl-Alt-Del and end the game this way as attempting to switch back to
- the game can sometimes cause the system to crash.
-
- * In parts of VERY complicated levels, some things may not be drawn on the
- screen. This has only been observed on some Quake TC's, or when the
- r_novis 1 option is used in GLQuake. It is caused by the internal buffers
- of the driver being exceeded. We have intentionally not fixed this
- problem, as when this happens, performance is unacceptable and a fix would
- waste valuable memory, reducing the performance of playable levels.
-
- * Occasionally small square regions may become darker or lighter than the
- surrounding areas of the screen. It often gives the appearance of black
- squares flashing on and off. This has been corrected in the Windows 95
- drivers and will be available in the 4.0.1 Windows 95 driver release.
-
-
- 11. GENERAL ISSUES WITH GLQUAKE/GLHEXEN II
-
- These issues are not specific to this driver:
-
- * You must have the Windows desktop set to a High Color (16 bit) mode to
- start the game. Also, you should not try and start the game from
- full screen DOS box. If you get the message "No RGB full screen modes
- available" this is most likely your problem.
-
-
- 12. LEGAL STUFF
-
- 1) SINGLE COPY LICENSE: You may download one copy of the information or
- software ("Materials") found on the PowerVR site on a single computer for
- your personal, non-commercial internal use only.
-
- This is a license, not a transfer of title, and is subject to the following
- restrictions: you may not:
-
- (a) modify the Materials or use them for any commercial purpose, or any
- public display, performance, sale or rental; (b) decompile, reverse engineer,
- or disassemble software Materials; (c) remove any copyright or other
- proprietary notices from the Materials; (d) transfer the Materials to
- another person. You agree to prevent any unauthorized copying of the
- Materials.
-
- 2) DISCLAIMER: THE MATERIALS ARE PROVIDED "AS IS" WITHOUT ANY EXPRESS OR
- IMPLIED WARRANTY OF ANY KIND INCLUDING WARRANTIES OF MERCHANTABILITY,
- NONINFRINGEMENT OF INTELLECTUAL PROPERTY, OR FITNESS FOR ANY PARTICULAR
- PURPOSE. IN NO EVENT SHALL NEC ELECTRONICS INC. OR ITS SUPPLIERS BE LIABLE
- FOR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
- OF PROFITS, BUSINESS INTERRUPTION, LOSS OF INFORMATION) ARISING OUT OF THE
- USE OF OR INABILITY TO USE THE MATERIALS, EVEN IF NEC ELECTRONICS INC. HAS
- BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. BECAUSE SOME JURISDICTIONS
- PROHIBIT THE EXCLUSION OR LIMITATION OF LIABILITY FOR CONSEQUENTIAL OR
- INCIDENTAL DAMAGES, THE ABOVE LIMITATION MAY NOT APPLY TO YOU. NEC
- Electronics Inc. further does not warrant the accuracy or completeness of
- the information, text, graphics, links or other items contained within these
- materials. NEC Electronics Inc. may make changes to these materials, or to
- the products described therein, at any time without notice. NEC Electronics
- Inc. makes no commitment to update the Materials.
-
- 3) COPYRIGHT AND TRADEMARK INFORMATION: The glquake drivers and this text
- is Copyright 1997 by NEC Electronics Inc. All rights reserved.
-
- PowerVR, PowerVR Ready, Apocalypse 3D and Videologic are trademarks or
- registered trademarks of VideoLogic Ltd. (United Kingdom). All rights
- reserved. Used by NECEL with permission. PCX1, PCX2 and NEC is a trademark
- of NEC Corporation (Japan). All rights reserved. Microsoft, Windows and
- Direct3D are either registered trademarks or trademarks of Microsoft
- Corporation in the United States and/or other countries. Hexen II is a
- trademark of Raven Software Corporation. Intel and Pentium are registered
- trademarks of Intel Corporation. Silicon Graphics and OpenGL are registered
- trademarks of Silicon Graphics, Inc. Matrox m3D is a trademark of Matrox
- Graphics Inc. All other trademarks used herein are the property of their
- respective owners.
-