================================================================================
Revision 7: July 31, 2012

New Features:
----------------
1) MP3 tracks support.  They go in quake\id1\music with names like track00,mp3
2) Native Half-Life map support provided the textures are compiled into the BSP.
3) Better compiler optimizations.  Size of .exe is a lot smaller, maybe faster.
4) Light bleed through fix removed.  MH says it is inconsistent and he's right.

The MP3 support is sort of a hybrid between looking at DirectQ (and in some
cases outright borrowing) and thinking about what I want to do with ... erm 
... the classic MP3 support method also written by MH.  I expanded on the idea
of MP3 support: the playback volume is relative to your sound volume.  If you 
press CTRL-M to mute the sound, the mp3 track sound is muted.  Like the DirectQ
implementation, cd audio from a real CD still works (*should still work*  ... 
I didn't actually test it, yet it wasn't really changed).

Needless to say, I tried to make MP3 absolutely correct including giving a
FitzQuake-like hint about the naming upon map load and actually went to the
trouble of making sure the "cd on" and "cd off" commands are honored.

Boring alert:

Note on #3, the WGL extension check had to be removed otherwise the .exe would
crash.  Replaced with a standard GL extensions check for "GL_WIN_swap_hint"
to detect swap control (vid_vsync ability).  This extension is primarily found
on Intel display adapters, with Nvidia and ATI video using the traditional
standard extension WGL_EXT_swap_control.

The native Half-Life map support is integrated into the texture manager as a
natural format, not as some kind of hack job.  It supports alpha textures as
well.  I wasn't going to do this, except I have some ideas of expanding the bsp
format and adding this doesn't hurt anything and some non-traditional modders
very much want this kind of feature (many of whom got into Quake modding via
Playstation Portable Quake --- it you aren't aware of the influence and zeal
of these guys and the number of them ... well, some of them are working on
things like an open source version of Daikatana with seemingly Romero's
passive support.  And they are using FitzQuake as a base.)

[I feel this is too much text typed for what I consider a mild release. At
the same time, the features added in are of exceptional high quality in their
implementation.]


Fitzquake Mark V:  Revision 6: July 22, 2012

New features:
----------------
1)  Most solid demo rewind in any engine.  Press PGUP/PGDN (*) during a demo.
2)  Colormapped deadbodies and colormapped everything else too.
3)  Correct bits for increasing dynamic lights above 128.
4)  Dynamic lights affect moved/rotating brush models correctly. (MH/RMQ)
5)  Dynamic lights no longer bleed through walls (Quakesrc.org tutorial)
    although I actually found the code in Qrack.
6)  Restored exact FitzQuake 0.85 lighting code temporarily (Sock found
    another issue).
7)  Video restart shuts sound off before restoring.
8)  Automatic wide-screen FOV correction.

Note: Teleporters are not affected by r_wateralpha if the teleporter texture
begins with "*tele".  This was in the original FitzQuake Mark V but I didn't
document it.  The teleporter texture prefix can be set with r_texprefix_tele
or eliminated by setting to "".

(*) The startup demos sequence of Quake does not allow demo pause, fast
forward/rewind and almost all keys bring up the menu.  These are initiated by
"startdemos demo1 demo2 demo3" in quake.rc.

Demos you play *yourself* such as typing "playdemo demo1" in the console do
allow demo pause (pause key), demo rewind (holding PGDN), demo forward (PGUP)
and keys do not bring up the menu.

================================================================================

Revision 5: July 17, 2012

New Features:
----------------
1)  Game command supports extra parameters ("game warpspasm -quoth", etc.)
2)  ALT-ENTER switches between fullscreen and windowed mode.
3)  Major video capture improvements.
4)  "timedemo" closes the console.
5)  "folder" command highlights last file created (screenshot, video, demo, ..)
6)  Video restart is vastly faster (from RemakeQuake engine or Quakespasm?)
7)  Save games are instant (MH).
8)  Rewired video restart to keep the current window.
9)  CTRL-M mutes or unmutes sound.
10) Fixed lighting bug reported by Sock.
11) "envmap" command works correctly, writes TGA files.

The Google VP80 codec is also known as WebM.  You can install this video codec
from http://www.optimasc.com/products/vp8vfw/index.html

Video Capture
----------------
12) Video capture uses best installed codec (order: vp80, xvid, divx, none)
13) "capturedemo" shows progress % in window caption
14) capturedemo aborts demo playback if it couldn't capture
15) +capturedemo in your command line makes engine quit after capture
16) "bind <key> capturevideo toggle" 

Several touchups and bug-fixes (plenty).  See quakedef.h for list. Many are from
either the RemakeQuake engine or Quakespasm or found by MH, szo or myself and
noted in the FitzQuake 0.85 release thread or at the Inside3D tutorial section.

-- Baker

================================================================================

Revision 2:  July 3, 2012

Necros wanted -sndspeed command line param.  Valid values: 44100, 22050, 11025

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

Revision 1:  July 2, 2012

Fixed light color.  It was not getting reset consistently resulting in full
light on models.

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

Fitzquake Mark V, June 29, 2012


This is a modification of FitzQuake 0.85 by John Fitzgibbons with bug-fixes,
some developer oriented tools, some user oriented fixes and features and a few
content creation extras (alpha texture support, rotation, scrolling textures,
sphere mapped textures, custom liquid blend colors, r_waterripple).  Includes
Quakespasm "wrong content protection", MH dynamic light speed up.

Source and distribution are GPL version 3 and included with this zip.

Quick list of things to try:

tool_texturepointer 1
tool_inspector 1 (do impulse 9 and change your weapon)
r_texprefix_envmap "window" and load the start map; look at window.
r_texprefix_scrollx "c" and load the start map.

scrollx_ textures can be used for billboards, surfaces that appear to be
continually moving, etc.  envmap_ textures work well for metallic trim,
Alpha textures default to "{" like the RMQ Engine but the prefix can be
changed via r_texprefix_fence.

More things to try:

type copy in the console.  Paste your text in notepad.
type copyscreen in console.  Paste screenshot in graphics editor.
type copy ents in console.  Paste text into notepad.
type folder in the console.  Quake folder opens.

Type fov 120 or fov 130 and look at your weapon.  Looks normal.

type r_waterripple 3 in the console.  Look at water.  Then ...
type gl_subdivide_size 16 in the console.  Look at water again with
r_waterripple on.  (Feature works best on water vised maps.)

bind "capturevideo toggle" to a key.  Record some video.  First time
starts it, second time stops it.  Type "folder".

Everything went through some exhaustive "quality assurance" making sure
all features function right even with FitzQuake niceties like r_showtris.

Although the above extras are nice, the emphasis of this mini-project
was implementing a list of bug-fixes that have surfaced in the knowledge
pool in recent days, documenting them heavily in code and applying them
to FitzQuake.


-- Baker

Project files:
----------------
MSVC6, Codeblocks, Microsoft Visual Studio C++ 2008 Express.  Your choice.
CodeBlocks is free (CodeBlocks + MinGW download).  So is 2008 C++ Express.

Easy to compile.


Code Features:
----------------
Every new feature is an #ifdef ... #endif block.  In fact changing a single 1 to
a zero builds into FitzQuake 0.85.  Ripping features or unravelling how
they are implemented is a breeze.  See quakedef.h.  Most features can be disabled
by commenting out a single line, I say "most" because a few features depend on
another feature being enabled.  There are few of those.


Engine Features:
----------------

See home page or quakedef.h but this includes a considerable quantity of bug
fixes.  And ...

1)  External .mdl texture support
2)  Support for alpha mask textures (fence textures). Palette color 255.
3)  Single pass video startup (read's config file early)
4)  Texture pointer (in console: tool_texturepointer 1 and point at surfaces)
5)  Entity inspector (console: tool_inspector 1; change weapon different info)
6)  Video capture (bind k "capturevideo toggle" press k to start/stop capture)

(Get the xvid codec.  See home page.)

7)  Record demos at any time.  Record/play demos across maps.  Pause key pauses.
8)  "copy", "copy ents", "copyscreen" ... copy stuff to clipboard.
9)  "folder" command opens relevant folder in explorer.
10) External .ent support and Quakespasm "wrong content protection".
11) Contrast ability using contrast cvar in console (0.5 to 1.5)
12) Rotation support.  And smooth rotation sv_protocol 668.
13) freezeall command.  Freezes everything except players.
14) ping in scoreboard, NAT fix, support for ip:port.  Other network fixes.
15) Never needs max_edicts set.  Never needs -mem set. (Yet uses only 64MB).
16) System clock fix.  Fixes a dual-core/quad-core timing in oldy Quake.
17) [Stencil] shadows on submodels (platforms, etc); flicker fix (polyoffset).
18) MH's dynamic light speed up.  NVIDIA and Intels benefit huge, ATI barely.
19) chase_mode command.  Use in conjunction with chase_active 1.
20) Better weapon positioning and FOV (field of view) never changes appearance.
21) Liquid customization and water ripple support.
22) Scrolling texture support, sphere-mapped texture support.
23) Size console with CTRL + UP and CTRL + DOWN
24) Best weapon command.  Loc support.  Talk macros support.
25) Support for 5 mouse buttons. Windows key or Sticky keys won't annoy you.
26) sv_cheats support.  Set to 0 so no renegade coop friend starts ruining the
	map with noclipping/godmoding and shooting you with rockets.  Wish that
	could stop impulse 9 or impulse -1.  But it can't, that's the progs.
27) r_lockfrustum, r_lockpvs, etc.
	
Up next:  FitzQuake Mark VI .... 


Baker's Acknowlegements
--------------------------------------------------------------------------------
The below plus MH, Spike, R00k, JP Grossman, szo and the Quakespasm team,
LordHavoc, frag.machine, goldenboy, Reckless, MDave, Jozsef Szalontai, Avirox, 
Phoenix QER, VVD, QIP Quake, FrikaC and listening to Necros and Spirit discuss 
engine gripes/limitations and things Bengt Jardrup helped me (or warned me about)
with when I first started engine coding and the constant bedrock of support by
my friends at QuakeOne.com (Mindzfield, Phenom, Solecord, Peg/Polarite, others).
... and obviously John Fitzgibbons ;-)



John Fitzgibbon's Acknowlegements
--------------------------------------------------------------------------------

id Software, LordHavoc, Bengt Jardrup, Baker, Aardappel, SmallPileOfGibs, FrikaC,
Vondur, JPL, Negke, preach, Topaz, Tomaz, Tonik, Radix, EvilTypeGuy, NightBringer, 
MH, Tyrann, Spirit, Fett, Maddes, Craig Wills, Heffo, Riot, Gleeb, Speedy, 
people in #flipcode, & others for their feedback, tutorials, code, testing, 
and assistance.



Copyright / Permissions
--------------------------------------------------------------------------------

Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2012 John Fitzgibbons and others

This program is free software; you can redistribute it and/or modify it under 
the terms of the GNU General Public License as published by the Free Software 
Foundation; either version 3 of the License, or (at your option) any later 
version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY 
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A 
PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with 
this program; if not, write to the Free Software Foundation, Inc., 59 Temple 
Place - Suite 330, Boston, MA  02111-1307, USA.
