Engine X 5000 Beta R1 - June 25, 2011
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More to come and quickly ... a storm knocked out my DSL
on June 22, the 15th anniversary of Quake so my access to the 
internet has been inconvenient and difficult to say the least.

Was not able to include several internet features in this 
release because I wasn't able to perform testing on them to
ensure quality.  Coming soon.

Goals:
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One goal of Engine X is the ability for the engine to run flawlessly
on as high of a percent of Windows machines as possible.  The main
feature of an engine to me is knowing that it is going to run and 
work right.  With the Direct3D 8.1 wrapper, Engine X should run on
machines with OpenGL problems.  Engine X no longer uses hardware 
gamma (except if specifically enabled).  Additionally, I hope and
expect the rewritten mouse code performs as expected.

This engine should run, it should run fast and it exposes settings
to the user conveniently and easily as simply as possible.

There is much, much more to come and very quickly.  The loss of
internet recently has been an impediment to testing and intergration
of many of the features I have written during the last 4 months. 
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Dual renderer capability (MH Direct 3D 3.1 wrapper)
Resizable windows (MH provided tips)
More optimized implement of the Direct 3D wrapper including support
for multiple TMUs for faster speed and disabling emulation of glPolygonOffset
type of functions, they were making very visible edges in some places.
Rewritten Mouse Code
Disables "sticky keys" and such while engine runs (Borrowed from MH)
Gamma/contrast does NOT use hardware.  Speed ++; issues --.
Open Quake folder or other files via "folder" command.
"getdns" command for enhanced IP information
cl_quickstart cvar (engine loads but will not play startdemos)
Ability to turn of blood and gore (some people do not like)
Many other things I forget.

"freezeall" command suspends monsters and world in single player
MH crash detection

Developer message level via filter ("devmode")
Runs with missing models 
Runs connected to a server without the map
External entity file support (sv_loadents)
Stronger cvarlist command

Historical Engine X Features
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Video mode change on the fly
MP3 tracks  (MH yet again)
FitzQuake 0.85 protocol; runs all limit busting standard Quake maps
cl_hudstyle 2; experimental HUD
Mulitplayer http map download (R00k)
DirectInput 
Tons of other things I can't remember.
Virtually all ProQuake features (NAT fix, locs, iplog, etc.)

Special thanks for MH, Spike and R00k.
If it weren't for MH, this engine wouldn't have a Direct3D 8.1 wrapper
or the MP3 playback support and both MH and Spike have provided a
metric ton of advice and support. R00k and I have bounced code back
and forth for a long time and continually learn from Qrack ideas and
visuals.
